Items described below are of special interest in the Dystopia: Hostile Takeover Campaign environment.
Keys: [TRDL] = Created by Third Rail Design Labs // [Shirow] = Adapted from the work of Masamune Shirow
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Iris Reaction Booster: By shortcutting the nervous pathway from the optical nerve to the iris, and enhancing the iris muscle itself, this nanotech modification gives the eyes a lightning-quick reaction time to adjust to different light levels, as well as the ability to close completely in extremely bright-light situations. This is in almost all ways equivalent to cyberoptic flare compensation.
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Staged Neural Bridge: This is a bioware bundle of cultivated nerve tissue that links the spacial coordination areas of both sides of the brain to make the subject ambidextrous. Tasks performed with the off-hand normally have a +3 penalty applied to the difficulty. The Neural Bridge reduces the penalty by its level.
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ChronoHeme: ChronoHemeTM (nitroriboseneophosphomethe1,4-globin) bonds oxygen in the manner that hemoglobin does, but it releases the oxygen only when hemoglobin has released all it's oxygen. This creates an additional air supply in the bloodstream. A character with this modification can go for 2 minutes per point of Body without taking a breath as long as they have had sufficient oxygen exposure before (i.e. coming up from underwater, taking a fast breath, then going back down doesn't work)
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Geas Silkweave: Based on the same woven-fiber design as Skinweave, Silkweave was developed by Geas, a small orbital development lab. The fibers have been extended and flattened and woven in three micro-layers. This results in an extremely supple sub-dermal sheath that is extremely flexible and requires a DIFF 20 to visually identify. Silkweave can be assembled with SP 2-10, though due to the micro-layering, there is a 10% chance the armor in any location may break down when physical damage exceeds the stopping power of that area. If this occurs, the SP of this location becomes SDP, and the armor is slowly destroyed with subsequent damage.
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Dermal Mesh: At it's simplest, DermalMesh is a cybernetic version of skinweave, as such it cannot be combined with skinweave and it also combines poorly with Subdermal Armours (see below). DermalMesh is a "mesh" of monowire-based filaments layed into the inner dermal layers of the client. The mesh is normally layed with aproximately 1.5mm to 2mm between mesh lines (depending on location on the body, with meshing being up to .5mm apart on the chest and as low as 2mm apart on the armpits and throat). The mesh almost completely resists any attempts at cutting or tearing, and therefore is excellent protection against blades and monowire attacks. The mesh helps reduce deformation to tissues caused by blunt impacts, but only to a limited amount, and is next to useless against bullets and shrapnel, which tend to push individual filaments out of the way on their way into the target.
Currently DermalMesh is available at up to Rating 5, with ratings 1 and 2 being Major Surgery and Ratings 3+ being Critical Surgery. DermalMesh in locations over Subdermal Plating are considered to be at half-rating.
Regardless of the SP rating given below, any blow which strikes against DermalMesh will cause at least 1 point of damage since the Mesh is below the outer skin layer.
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| Muscular Augmentation: Previously known as muscle lacing, by weaving in Kevlar-like materials to the musculature, performance can be increased drastically. Each level of Muscle Augmentation adds 1 to Strength and .5 to MA. Current tech limits Augmentation to 2 levels. |
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PaceSetter Adrenal Control: Providing control of the adrenal functions far and above those of Raven Microcyb's 2018 Adrenal Booster, the Adrenal Control Gland is the next step in combat/cooltm. First, for the combat crazed we have Adrenal OverLoad, which increases the user's REF, MA and STR by +1, and reduces COOL by one for D6+2 turns and can be triggered 3 times per day. Then there is Adrenal Boost which can be maintained at all times, and provides +1 to initiative and -1 on cool checks for fright and maintaining cool. Standard mode provides no penalties or benefits as the gland is no longer affecting the character's adrenal output. Reduced mode provides +1 on all rolls involving concentration as well as +1 on fright and maintaining cool checks. And Finally Ice-Mode ceases all adrenal flow to the character, providing all the benefits of Reduced mode, with an additional +2 to the character's Cool stat for the duration, at a penalty of -3 on all Death Saves, including instant death saves from 8+ damage to a location. Switching from one mode to another takes 3 seconds per mode between the character's current mode and target mode.
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| Chem Repellant: This dermal modification transforms the subject's sweat glands to produce a durable long-chain lipid along with the normal perspiration. This compound protects the subject's skin from chemical damage. The subject's skin becomes safe from acid and base damage, and DMSO no longer can open the pores to allow contact drugs through into the system. Stuff that would eat through normal skin bead like water and drip off. The subject gains no new protection from heat or cold (and many damaging chemicals do their damage through heat) and the transformation does not protect the mouth, eyes and nose, etc. |
| Thermal Dissipater: This is a simple webbing of heat-conductive material connected with a network of heat sinks woven into the epidermis in order to divert any excess heat away before it can damage the skin, or any tissue under it. Apply this enhancement's rating as if it were regular SP, but only to heat-based damage. This does apply to lasers, but the protection rating is halved. Note that explosives damage the user via concussion, not heat. However, the secondary, incendiary damage caused by white phosphorus is heat damage. SP1-SP8 available. |
| Neo-Myelin Sheathing: Myelin is the protein compound that blankets your nerve cells and prevents interference with the neural impulses traveling through them. Neo-myelin does the same things, only better. This improved biopolymer sheathing increases transmission efficiency, and cuts down on bio-electrical interference. Cannot be combined with any other Reflex boosting. Provides +1 REF, +1 Initiative and makes the user immune to the physiological effects of EMP weapons. |
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MAAS-Krycek Series 2 Viper: The first product to come down the pipe from the newly-formed MAAS-Krycek merger is an exciting update of Krycek’s signature product, the Viper mod. Series 2 updates the venom sacks to be sub-membraneous and less likely to be detected visually (DIFF 20) or via tactile sensation(DIFF 15), and are now recharged with a standard hypodermic. Series 2 Viper implants are now located on either side of the top rear molar group, and are triggered by a jaw-forward grinding action which triggers a surface cap on the back side of the rear molars. The venom spray is easier to control, thanks to pressurized pustules beneath the venom sacs themselves. The venom formula itself has been improved, with faster action and longer toxicity. And good news for the clumsy: Pre-medication is now possible with antivenin with 6-hour time-release capsules.
Game terms: Attack can be contact or ranged, depending on circumstances of use. Ranged attack (1m max.) use REF + BOD + d10. If venom makes contact with defender’s skin or mucous membranes, Save vs. BODY at -1 or suffer gradual paralysis. Turn 1: -2 REF, -2 INT, victim suffers numbness, tingling at extremities; Turn 2: -6 REF, victim suffers vertigo; Turn 3: victim is paralyzed, 1d6 hours. 20% chance of permanent REF loss of -1. Critical fumbles yield self-poisoning, unless antivenin pre-medication has occurred. Treatment via injected antivenin purges the venom in 1d6 rounds, with -2 REF penalty for 24 hours.
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MAAS_Krycek Series 3 Viper: MAAS Biolabs have turned the world of internal organ implants on it’s head with a new series of sub-membranous modifications. Series 3 Viper implants offer an exciting twist to the paralysis venom imployed by Series 2. Series 3 uses a sophisticated distillation of flunitrazepam (Rohypnol type 3), rendering the victim euphoric, and powerless.
Game terms: If venom makes contact with defender’s skin or mucous membranes, Save vs. BODY at -1 or suffer gradual effects of formula as follows: Turn 1: -1 REF, -1 COOL, victim suffers disorientation, mild euphoria; Turn 2: -2 REF, -4 COOL, -4 BODY saves, victim suffers moderate sedation, reduced psychomotor response, and submissiveness; Turn 3: -3 REF, -6 COOL, -6 BODY saves, victim is easily psychologically manipulated, suffers extreme muscle reaction, remains semi-conscious for 1d6 hours. 70% chance of amnesia upon recovery. 20% chance of permanent REF loss of -1. Critical fumbles yield self-poisoning, unless antivenin pre-medication has occurred. Treatment via injected antivenin purges the venom in 1d6 rounds, with -2 REF penalty for 24 hours.
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MAAS_Krycek Series 4 Viper: MAAS Biolabs have released another interesting variant on the Viper sub-membranous modification. Series 4 Viper implants offer an effective self-defense solution, causing severe nausea and vomiting.
Game terms: If venom makes contact with defender’s skin or mucous membranes, Save vs. BODY at -1 or suffer gradual effects of formula as follows:. Turn 1: -1 REF, -1 BODY saves, victim suffers dizziness, mild vertigo; Turn 2: -3 BODY saves, victim suffers extreme nausea, disorientation; Turn 3: victim suffers violent vomiting attacks and temporary blindness for 1d6 hours. 20% chance of permanent REF loss of -1. Critical fumbles yield self-poisoning, unless antivenin pre-medication has occurred. Treatment via injected antivenin purges the venom in 1d6 rounds, with -2 REF penalty for 24 hours.
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| Bola Strobe Iris: The leading orbital biolab introduced this product to a consortium of orbital intelligence groups to critical praise. These 1mm tissue grafts to the existing iris are linked via sub-tissue cellular wiring to a photovoltaic power source surgically implanted in a sinus cavity. The iris grafts can be triggered with a nerve response to emit a modulated phosphor flash which causes nausea and seizures in the viewer. These implants are paired and are difficult to spot visually (DIFF 20). Victims within 3m making eye contact make Save vs. BODY at -2 or suffer nausea and temporary blindness for 1d6 rounds. 30% of victims suffer mild to moderate seizures, during which Attributes are halved and a Save vs. BODY is made each round or unconsciousness occurs. |
| Bola SparkPoints: These epidermal contact brads are 1mm thick and are laced along the contact surfaces of the fingers, lips, or genitals, wired to a subdermal battery with grounding sheathing. Contact damage: 1d6 electrical damage + Save vs. BODY at -1 or lose consciousness from electric shock. 70% chance any sensitive electrical equipment in contact with victim is destroyed. Critical fumble yields self-inflicted wound due to improper grounding. |
| MAAS-Krycek CrocTears: The latest in defensive protection, with the versatility of the Viper series of synthetic venom delivery systems, utilizing the existing tear ducts and an accelerant. Chromodacryorrhea is a side-effect in 30% of implant recipients (bloodlike appearance of tear fluids due to porphyrins [red pigment]). Any Viper series formula may be injected, with ½ potency and duration. Only 10% chance of permanent -1 REF loss, and no self-poisoning possible. |
| Dermal Treading (Takamoto Inc.): Developed originally for extreme sport climbers, these microscopic enhancements are cellular ribbing on the contact surfaces of the fingers, palms, or feet, which allow for greater than normal gripping friction on most solid surfaces. +2 for Climbing and Athletics feats where applicable. Note: Recent trend reported among Japanese gangers: Back, limb, or total body conversions, rendering a sharkskin tactile sensation (usually marked with the following tattoo: サメ皮 [1]
Bola Wallcrawlers: Developed from biosynthesized epidermal tissue engineered from tissue and micro-follicles from the common Central American gecko. The skin and follicle grafts are layered in oriented strands across the soles of the feet, undersides of digits, and palms. The microhairs are not strong enough to support normal body weight. But significantly enhance a trained climber’s ability to scale surfaces. Implants require a diff 25 to detect visually, and provide +3 to climbing and similar acrobatic tasks.
Bola Wallcrawlers are a more specialized, exotic, and high-performing enhancement than Takamoto Inc's product, and though similar in function, the two enhancements were devloped from different origins. [TRDL]
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Bio Pouch (Takamoto Inc.): Originally designed for deep cover Japanese Public Safety officers in the elite Counter Gang Unit in Tokyo, these subdermal membranous sacs are very difficult to spot visually (DIFF 20) or via tactile sensation (DIFF 20) due to the ingenious weaving of existing and grafter tissue over the membrane surface. Custom-designed nanomachines reseal the open membrane once 15 seconds of pressure is exerted on the closed flap, allowing for quick recovery for visual inspection (DIFF 15 due to redness). The Bio Pouch is 6cm x 4cm x 1cm, and can be implanted in a series or over different areas of the body, most effective in fat layers. Hidden cargo should be of polymer or resin construction to avoid metal detection, though are not invisible to X-Ray in some cases (DIFF 10). Most often used to carry drug ampules, identification chips, personal defense weaponry, and in one case, a break-down holdout pistol designed by Nakamura Industries in a joint-venture.
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Chameleonware: The package allows the wearer to change their face, hair color/length and skin coloration. There are additional systems to change their height and apparent weight over a number of minutes. As with any disguise, it is difficult to move from one extreme to another, so it is unlikely a 6 foot tall bouncer could be impersonated by a 5 foot weakling.
The Chameleon System uses a central processor to guide the changes carried out to complete the disguise, and requires constant management and adjustment from a remote team of technical support staff. Pictures and measurements help complete the shapechange although it can be done by eye. The system grants +8 to Disguise rolls but the success of the impersonation is modified by the depth of information available on the target and the skill of the system's operator. [The is a x3 intelligence based skill and cannot be taught without the implants.] As per the skill description, a user of the Chameleon System may still attempt the shapechange without benefit of the processor or remote support, and may use the applicable bonuses below, but without the base +8 to Disguise that technology provides.
Make disguise roll against adding the modifiers from the table above. People who see the transformed wearer must make an awareness roll against this value to spot "something wrong". Successful bluffs may put their suspicions at ease but the impersonator must have some clue to give a reasonable answer.
Chameleonware Modifiers
Event Modifier
Has developed the shapechange skill +1 per 3 skill levels
Has body scans / medical measurements of target +4
Has detailed / many photographs of target +2
Similar body size and shape to your own
[BOD stats are within 2 points of each other] +1
Have suitable clothes & equipment +1
Doing it by eye -3
Fairly different shape or the other sex
[BOD stats are more than 3 points different] -4
Vastly different to your appearance -5 or more*
* In some instances it may not be possible to match the skin of the target (ice: heavy fur or snakeskin)
Make disguise roll against adding the modifiers from the table above. People who see the transformed wearer must make an awareness roll against this value to spot "something wrong". Successful bluffs may put their suspicions at ease but the impersonator must have some clue to give a reasonable answer!
Chameleon Package Components
Total Package costs: 10D6 + 4D3 + 4 HC and $16,650 (excluding surgery)
Systems:
System Surgery Effects Cost HC
Synthskins N Colour changing artificial skin [skin tone and complexion] $400 D6
Neo-hair M Colour, style and length changing hair $300 2
Audio-vox M Vocal synthesizer for special effects $700 2D6
Voice Pattern N Emulate a target's voice via audio-vox implant $350 2
Feature Alternation Option N Change facial shape (+4 disguise) $3500 D6
Advanced Systems
System Surgery Effects Cost HC
Cyberoptics w/ P Emulator M Eye Pattern Modifications [Fool's eye scanners 90%] $1000 D6 x 2
Improved Feature Alteration M Replacement tissue for ears, nose, brows (in 2d6 min.) $800 D3
Neoplastic Teeth C 8 front teeth replaced with memory bioplastics. $800 D3
Polybone implants: hands C Shape altering bone/bioplastic composite. [in D4 min.] $2000 D6 x 2
Polybone transformation. C Change length of limbs 6" [in D6 min. w/Int. Roll 20] $4000 2D6
Tissue sacs M Sacs to change the bulk of the torso as necessary $500 D3
Transformation Controller M Central control unit [bone, size, coloration, posture] $1,500 D3
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Biomai Neural Bridge: This bioware linking of the brain lobes (d4 HC) which artificially simulates the Ambidexterity skill (Skill Level 2), for a period of 1d6 turns before shutting down, causing -2 Ref penalty for the two following turns while the nervous system re-adapts.
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Nervous System Booster: Originally developed for the USAF, this elaborate bioware treatment involves systematic counter-wiring of all major nerve trunks with synthetic binding agents. The process takes five weeks, but gives the patient a permanent +1 REF. Additionally, in general spinal damage will not lead to paralysis unless the column is completely severed, or the damage occurs above the shoulders.
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Exploding Bat: Literally a biobomb is woven into the abdomen of a bat. These animals are trained intensely as homing carriers, and will seek out a target once trained to recognize elements of the target’s vocal signature. Each bat is loaded with an explosive equal to .25 kg of C-6, which can yield 2d10 damage over 1m radius. Any impact to the bat has 70% chance of detonating the explosive. Bats exploding near other bats: roll 1d6 (1d10 in enclosed space) to determine the number of additional bats are detonated (roll this once, it is not cumulative) yielding total [# Exploding Bats x 2d10], spread over a range factor of [# Exploding Bats/2.]
Bat stats: INT 1 REF 10 COOL 4 MA 10 BOD 1 EMP -4 SP 0 SDP 2 Awareness 5 Animal Sense +15 notice checks Melee 2 bite: 1d6/3.
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Exploding Rat: The non-flying variant of the exploding bat. These are slightly more difficult to prepare, as the necessary rewiring of the rat’s olfactory system infrequently causes insanity (1 out of 10 exploding rats do not seek their target). Due to their size, however, the rats do more damage.
Bat stats: INT4 REF 9 COOL 3 MA 8 BOD 2 EMP -3 SP 0 SDP 3 Awareness 4 Animal Sense +20 notice checks Melee 2 bite: 1d6/2.
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| Toxin Sack: This is the dread of unhappy corporate wage slaves the world over (and above), though the frequency of their use is extremely rare and reserved for the absolutely vital staff that are considered irreplaceable. Small synthesized membranes are implanted on major organs, often in numbers, that are bio-chemically wired to a secondary chemical pouch with a proximity synched modular-band receiver. When the receiver moves outside of the transmission range of the corporate transmitter, the chemical pouch dissolves, releasing a catalyst that in turn causes the toxin sacks to burst at a timed rate. Sacks can be scheduled to trigger instantaneously, or in sequence over time for a measured dosing, or on timed release. In addition, sacks can be scheduled to burst in greater numbers the farther the victim moves from the transmission area. Most often, the system is designed to deter corporate extractions, so the effects of the toxin are intended to deter first, cause discomfort second, and kill third. However, any chemical can be used with the toxin sack, so more extreme measures are possible and assumed to be in place by the paranoid masses anyway. Removal of toxin sacks must be performed by an extremely experienced surgeon familiar with the devices, and under sterile, vibration-isolated environmental conditions. A DIFF 25 Surgery roll must be made to detach the chemical sack, and a DIFF 20 Surgery Roll must be made for each toxin sack to be removed. Victim must make a Save vs. Shock every hour of surgery, and each surgical action can be assumed for game purposes to be one hour. [TRDL] |
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