Biomodifications

This cybernetic brain insert implants a neural interface directly linked to a socket in the base of the skull. This allows a character to translate neural information into electrical information and interface with external devices directly - as opposed to the computing insert, which allows for wireless communication. This can be helpful when security is a concern. Additionally, characters with this modification can link together by cable and 'speak' mind-to-mind.

This modification inserts a fully functional microcomputer into the base of the skull. The insert is wired to the nervous and sensory system, allowing a character to use computing actions with a thought. The computing insert also allows a user to experience data with their own senses, and can download visions, feelings, and more as well as instruct their computing insert to modify sensory input - a user with a computing insert can quite literally edit out parts of his or her reality.

This brain embedded switch, often used by covert agents in the field, triggers a reaction in the brain of the implanted character, selected at time of implant: either temporarily suspending brain functions and triggering unconsciousness, awaiting the signal again to restore functionality, or killing the character outright and rapidly destroying the neural net. Dead Switches come in several trigger varieties: devices that await a mental command from the user, receivers that awaits an encrypted signal, a neural 'hitchhiker' module that awaits a predefined sensory input, similar to the fabled Basilisk Hack, or, rarely, an actual switch at the base of the skull.

The character has several thousand small ferromagnetic diodes implanted subdermally, allowing a character to detect nearby magnetic fields and pinpoint electrical objects.

This implant allows the character to carry an AI inside their head, be it a muse, an AI, or even a copy of a living being's neural net. The module is linked to other implants, and the character can even opt to have the ghostrider receive sensory information or take control of other implants, or conversely, the character can opt to limit access.

This modification mounts a more extensive hydraulic mechanical limb to the character's frame, usually to replace a missing one. The limb is fully controllable and stronger than an organic one. These limbs provide +1 Endurance and +1 Strength for each (maximum 2), but cannot be masked or concealed.

The character has a small blade mounted in the forearm which can be released by tensing certain muscle groups. This blade deals 1d6 damage and deals x4 on critical hits.

The character has a battery-powered weapons-grade laser implanted in the forearm. A flexible waveguide leads the laser to an output point between the first two knuckles, allowing for an emergency fallback weapon. This weapon deals 1d12 damage, but can only be fired six times before it must recharge -- a five-minute process.

This modification mounts a mechanical limb to the character's frame, usually to replace a missing one. The limb is fully controllable and just as capable as an organic one, if considered by some to be unsightly.

This modification allows a character to be controlled by outside signals from a 'puppeteer', during which the character loses all control and is just along for the ride. The puppeteer must either be ghost-riding the character or have a direct communication's link.

This device piggy-backs on sensory data, recording it for later use. These recorded memories can be shared to others or re-experienced from a computing insert, and can be searched. This allows a user to record everything they experience for later use, effectively giving them an perfect memory.

The character possesses a six-hour oxygen reserve tank mounted in the lower back and hooked up to the lungs. When in an oxygen-rich environment, the tank automatically siphons off from breaths to recharge itself.

This implant reinforces the skeleton with a titanium superstructure, providing +4 maximum hit points.

Bioengineering works primarily by instilling parasitic organic tissue that lives off the host character in exchange for providing enhanced abilities, or by modifying existing tissue.

The character's adrenal glands have been supercharged, strengthening the fight-or-flight response. In game terms, this allows a character to ignore a single wound penalty.

Natural Armour Score increased by one.

The body's skin is augmented with complex chromatophors that allow the organism to change its skin color like a chameleon. This provides a +4 stealth bonus when a character is nude or wearing smart clothing, or armour with a chameleon coating.

Specifically engineered muscles provide retractable claws as a cat would have. They are permissible in almost all habitats, but they do very little damage - 1d6 - and are often considered more tool than weapon. However, claw attacks do allow technical actions afterward just as an unarmed attack would.

These specialized glands are bioengineered to produce specific hormones or chemicals and release them within the body, once per day.

Reverse-engineered from electric eels, these implant a network of bioconductors subdermally, concentrating in the hands and forearms and feet, allowing a character to deliver anything from a light tingle to a stunning shock with just a touch. It can even be used to power other implants or specially designed devices with just contact.

This augmentation allows a character complete control over his or her endocrine system, allowing fine control on hormonal output. It allows a character to regulate pain and hunger - allowing a +8 modifier against the effects of hunger, fear, and any forms of emotional manipulation. It also allows a character to lie with complete conviction and regulate their hormones such that they do not appear to be lying, fooling any biological forms of lie detection (but not lie detectors that draw from the character's brain functions.) This allows a +4 bonus to the deception skill. Lastly, the ability to regulate fatigue allows a character to ignore a single wound.

This modification retools the character's pheromone signals, allowing them to appear more trustworthy and attractive. This provides a +2 modifier to social skills against targets capable of smelling the pheromones, and an additional +4 against targets whose sexuality allows them to be sexually attracted to the character.

The character's eyes are modified to have tetra-chromatic vision and see a wider variety of the electromagnetic spectrum, including Tetrahertz, IR and radio waves, allowing the user to see several dozen colors and to gather information that would be impossible for the average viewer to gauge. In addition, these eyes allow for an optional x5 binocular magnification. Infrared vision allows a character to see the infrared spectrum, affording them both low-light vision with a fidelity comparable to normal vision, and the ability to see the heat of objects. Even minute temperature differences are visible, allowing a character to see footprints left behind - in some situations (GM Discretion) - or what objects have been touched by a biological creature recently (within the minute). Some creatures and substances are fluorescent under ultraviolet light, allowing a character to see blood residue. Some opaque glasses are transparent in the UV spectrum, and, similarly, some transparent glasses are opaque. Further, some dyes can be manufactured to show up in the UV spectrum. The character can see through non-dense non-metallic objects entirely, often allowing them to see concealed weapons or through wooden doors and polymers at a very high fidelity. This also allows the character to see these varieties of radiation.

This character possesses fine-tuned hearing capable of hearing higher frequency and lower frequency sounds. This allows them to hear Infrasound, allowing them to hear gunshots, explosions, machinery, and most natural disasters at a range of hundreds of kilometres. This also allows the character to hear fainter noises, effectively providing them with a +10 awareness bonus when listening. This augment also allows a character to detect ultrasound pulses, such as those emitted by Echolocation.

The character's sense of smell is vastly improved to to level of a bloodhound. The character can identify chemicals and people by smell and, in some circumstances, follow recent chemical trails and people trails left recently as long as the trail has not been obscured.

The character receives several slits along the neck and the base of the ribs that seal when not in use. These slits contain tissue specialized to process water and harvest oxygen, allowing a character to breathe underwater, provided the water is not toxic or too stagnant.

The character has specialized pads on his or her palms, lower arms, forelegs, and the bottoms of his or her feet. These pads allow a character to climb almost any surface and move across ceilings that can support their weight. These pads are obvious to viewers, but to not impair manual dexterity. In game terms, not only can the character move along surfaces, they also receive a +8 bonus to climb.

This character has had their muscles enhanced and refined. Strength is raised by 1, and hit points and associated skills with it.

The character has a fully organic stem-cell grown limb grown on to their frame, usually to replace a missing one. This limb is indistinguishable from a natural one, and heals and grows just as a natural one would.

This natural gland produces a venom, reverse engineered from many natural poisonous animals. These glands are located in the fingers and mouth, and allow a character to poison a target upon scratching them, biting them, or exchanging saliva. The poisons are odorless and tasteless.

This modification retools the character's feet, allowing them to be almost hand-like, allowing them to grasp and climb. The character must wear specially designed shoes - which are visibly different. In addition, the hips are slightly widened and the hip joints are expanded to allow a greater range of movement. This augmentation allows a character to use their feet to manipulate - and even wield - objects and climb more effectively, providing a +4 bonus to that skill. However, it does reduce sprint speed by 5' per round.

This modification attaches a long, prehensile tail to the character which can grasp, hold, and even manipulate and wield objects. The character can control the tail's movements when concentrating, but otherwise the tail tends to move on its own. This new appendage also improves balance, conferring a +4 boost to the skill.

The character is engineered with a pocket within the skin layer, capable of concealing small items with a +12 modifier against visual tests.

This character has a naturally regrowing organic mesh lattice embedded in their skin, rendering it more resilient without changing the texture or flexibility. The character receives a permanent +1 natural armour bonus which stacks with worn armour.

This affords a character with an enhanced circulation and temperature regulation, allowing a character to comfortably exist in temperatures between -30 and 60 degree celsius.

These specially cultured filters are implanted at sixteen points in the body - including within the kidneys and lungs - to neutralize the effects of all chemical and biological toxins - everything from traditionally poisonous chemicals to recreational drugs to nerve agents to spoiled food. The character can even comfortably smoke or drink salt water. This augmentation provides no resistance to acidic or corrosive substances, nanotech attacks, or other destructive agents. Some characters with this augmentation even learn to savor the taste of certain deadly substances, like arsenic.

The character has an overhauled physiology designed to make him or her impervious to the vacuum of space. A second set of eyelids and optionally sealable orifices allow a character to survive in space without risk of explosive decompression. When coupled with an oxygen reserve, the character effectively possesses six hours of life support.

This augmentation implants a nanobot hive in the character's circulatory system, allowing for production of medical nanobots, which monitor the user's body at a cellular level. This has a few ramifications: Firstly, medichines upgrade the character's healing rate by one rank, allowing them to recover from damage faster. Secondly, medichines eliminate most common toxins, diseases, and drugs before they can harm the host. (Although this feature can be temporarily disabled for certain substances to allow intoxication, during which the medichines simply prevent the chemical from accumulating to lethal levels.) Lastly, medichines vastly improve a character's healing abilities and repair telomeres, rendering them effectively immune to the effects of age.

This augmentation implants a nanobot hive that generates nanotoxins, which can be transmitted by a scratch with claws or nails, exchanging saliva, or simply making continuous bare-skin contact. Characters can choose when to deploy these nanotoxins. Characters are immune to their own nanotoxins.

This augmentation implants a nanobot hive in the character's circulatory system, which generates 'nanophages' that patrol a character's body seeking hostile nanobots. These nanophages allow a character complete immunite to nanodrugs and nanotoxins unless specifically commanded to permit a certain nanodrug/nanotoxin.

If your genebrand's enhanced physique doesn't quite cut it, you can take it further with custom body-sculpting such as pointed ears, nose alteration, hair addition or removeal, feathers, exotic eyes, snakeskin, endowed genitalia, and more!

These tattoos created with nanoink can move around the body, change color, brightness, texture, reflectivity, display text and images, and even glow. They are controllable by computing insert or can be programmed to display information and patterns, such as glowing when the user becomes enraged, or changing based on neural output.

This modification switches the gender of the character to male, female, hermaphrodite, or neuter including retailoring the body, hormones, and yes -- genitals.