Civilian Bio-Enhancements and You

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dethbegins
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Civilian Bio-Enhancements and You

Unread post by dethbegins »

After Several Passes, these enhancements were produced. The rule for civilian implants is simply for every point of bio-E used, its 10 credits to buy outright, however, a military enhancement costs 10x the amount, a reminder will be listed as a note further in this post.

Civilian Bio-Enhancements
Note: All civilian bio-enhancements cannot be used for combat and are designed to simplify and ease common tasks/jobs.

Ambidextrous Body:
When clients from across their local haven require more dexterity for their work, they meet with a local geneticist to upgrade their bodies, in this case, it’s a mild implant designed to allow any additional limbs and parts to be used simultaneously. Commonly used with tentacles and several arms, and even manipulator tails, per limb, decrease crafting times for equipment by 15 minutes, to a minimum of 10% its total crafting time.

Bio E Cost: 10, plus 5 per additional limb pair.
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Credit Cost: 100, plus 25 credits per limb pair.

Thermal Insulation:
Due to extreme temperatures often associated with the internal industries of any house, civilians are enhanced with thick fat layers that overlap under their skin, this allows them to feel more comfortable in extreme temperatures. Resistance to cold and heat, from -10*f to 125*f.

Bio E Cost: 5, plus an additional 5 to increase extremes by 25*f.
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Credit Cost: 50, plus an additional 50 to increase extremes by 25*f.

Civilian Tentacles:
Due to the extreme cost of weaponized tentacles, the total number of tentacles available is 4, 2 pairs. Each pair of Civilian Tentacles eases common movements and are used as an additional set of manipulators, thanks to this, each pair increases the number of simple actions you can take by 2, 1 per tentacle. Each tentacle also can be enhanced to be used for crafting, and when modified can act as an additional hand when using tools.

Bio E Cost: 5 per pair, plus 5 to enhance each tentacle pair.
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Credit Cost: 50 per pair, plus 50 to enhance each tentacle pair.

Enhanced Beauty:
Due to a sever lack of reproduction caused by stresses from the N.E.X.U.S. and internal conflicts, most civilians struggle to engage in reproductive habits, as such this enhancement was made to ease interactions and has been noted to produce a more relaxed atmosphere when several individuals are nearby. Improves visual appearance to be more enticing, beautiful, and generally more pleasant in appearance. Nearly as beautiful as a saint or engineer.

Bio E Cost: 1, plus 1 per visual enhancement. Secret modifications are sold to improve fertility by 45% for 5 bio-E.
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Credit Cost:10, plus 10 per visual enhancement. Secret modifications are sold to improve fertility by 45% for 50 Credits.

Auditive Soother:
Thanks to several improvements to the larynx of a client’s throat, communication becomes more pleasant and has been noted to sooth heated conversations. Often used to negotiate or to converse, soothers have become a very common occurrence in bio-active houses. Improves speech skills by 5% and improves negotiation outcomes by 5%.

Bio E Cost: 15, plus 10 per additional enhancement up to 25% improvement.
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Credit Cost: 150, plus 100 per additional enhancement up to 25% improvement.

Law Mind Enhancement:
When bio-enhancements are needed to subjugate a houses population, these law mind enhancements are often used. These enhancements are designed to enforce the laws of the house within the minds of its host, forcing their actions to be beneficial towards the house. It has been noted that several individuals proved to be mentally fortified for these implants and sabotaged several houses production facilities for this enhancement.

Bio E Cost: 1, easy to apply, found in the back of a civilian’s skull.
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Credit Cost:10, easy to apply, found in the back of a civilian’s skull.

Self-Locking Limbs:
There have been times when civilians require an enhancement that forces their arms to be unmoving, in cases like this the self-locking limbs are best suited. Limbs will soft lock forcing them to maintain the elevation the limb was locked into, eases hauling tasks, and improves carry capacity by 25 pounds before the limb can no-longer self-lock.

Bio E Cost: 5, plus 5 per additional 25 pounds of carry capacity.
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Credit Cost: 50, plus 50 per additional 25 pounds of carry capacity.

Note!: Military bio-enhancements cost 10x more than civilian Enhancements.

Enhanced Senses:
A simplified version of enhanced senses was produced for civilian use, allowing for higher sensitivity in every sense, all sensory tasks are improved by 5%, however, cannot longer be enhanced until replaced by the military version applied to host armors, biotics, and general bio-armor.

Bio-E Cost: 5, 15 plus advanced senses to upgrade to the military model.
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Credit Cost: 50, 1500 plus advanced senses to upgrade to the military model.

Green Fingers:
Due to the extensive need for agriculture as houses attempt to feed their populations, green fingers were produced for civilians to ease plant work and encourage the growth of crops. Each finger improves planting speed by 5%, up to 50% for 1 pair of hands, up to 150%, and improves Gardening skills by 5% per hand, up to 20% max.

Bio-E Cost: 15 per pair of hands, cannot be applied to prehensile limbs, tentacles, and insect limbs.
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Credit Cost: 150 per pair of hands, cannot be applied to prehensile limbs, tentacles, and insect limbs.

Burning Hands:
Some workers require extreme temperatures to work with M.D.C. materials like plastic, wood, ceramic, etc. In these cases, burning hands increase the temperature of any held item by 150*f per improvement, and can be used to heat pans and other cooking equipment without damaging them as there is no flame produced from the civilian’s hands while they work.

Bio-E Cost:10, plus 2 per increase in temperature.
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Credit Cost:100, plus 20 per increase in temperature.

Shepards Implant:
The Shepards implant is designed to improve ranching skills by 15%, easing tasks involving grooming and cleaning ranched beasts, and improves the mood of beasts and cattle keeping them calm and relaxed while being groomed. The Shepards implant is a set of organs that coil around each arm, down to their hands, which emit a low hum that animals and beasts alike find soothing. These enhancements can be altered to form rudimentary tools like a brush, a wind blower, shears, or simple toys like a ball. Each toy or tool produced can handle stresses from an M.D.C. creature and have 10 M.D.C. surviving for 5 months before they expire.

Bio-E Cost: 20.
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Credit Cost: 200 credits.

Simple Bio-Comm:
After the major success of the Bio-Comm actively fielded with most armors and military forces, a civilian model was produced. This civilian model has a severely reduced range, only 1 mile, however it can pass through the thick fortifications of a house without issue.

Bio-E Cost: 1.
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Credit cost: 10 Credits.

M.D.C. Conversion:
In extreme cases where civilians are actively fielded as security for the house they serve, an M.D.C. conversion method has been utilized to improve the survivability of their inhabitants. However, due to the cost of the conversion, standard food can no longer nourish them, they will require M.D.C. meats, and/or fruits and vegetables, as well as 1 pound of minerals to supplement their new bodies. All HP and S.D.C. are converted to M.D.C.

Bio-E Cost: 25.
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Credit Cost: 250 credits.

Acid Drill Arm Replacement:
Due to the need for larger and larger excavation tasks within a house, civilians can replace their arms for an acid drill that quickly bores through sediments, rock, and in some cases, hardened deposits. These drills mine at 45 mph, or 35 mph through rock and hardened deposits. Any minerals excavated are reduced to their base components and can be scooped and filtered to acquire them. New arms will need to be grown to replace the drill arms when they are no longer in use.

Bio-E Cost: 15, an additional 5 is required to replace the arm with its original.
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Credit Cost: 150, an additional 50 is required to replace the arm with its original.

Photosynthetic skin replacement:
In times of extreme food shortage, houses have allowed civilians to enhance their bodies with a phelloderm infused with Chloroplasts. This allows them to maintain nutrition through photosynthesis, allowing a civilian to feed from sunlight for 6 hours, or 9 hours in artificial light or overcast. Civilians will noticeably become more sluggish when in darkness and have a 45% chance to stop any activity they’re doing and bask in light in a near trance for 1d4 minutes.

Bio E Cost: 15.
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Credit Cost: 150 credits.

Active Bio-Waste Reclaimer:
Several years of hard labor by geneticists has led to a revolutionary enhancement. This enhancement changes the fundamental functions of a civilian’s digestion, breakdown of digested substances, and reclaims lost calories and nutrition normally lost during the digestion process. A civilian requires only 1d4 pounds of food a week to feel sustained and nourished, and offsets malnutrition by 1 week.

Bio-E Cost: 10.
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Credit Cost: 100 credits.

Bio-Matter Fertilizer Enhancement:
Several enhancements were required to change the digestion process to allow for nitrogen infusion within human bio-waste. This alteration forces the digestion system to pull nitrogen into the intestines and enriches the human waste, changing the waste into a nutrient rich fertilizer handy for crop growth. A human produces 1 additional pound of waste matter per excretion, and this excreted matter can be mixed with 1 liter of water to produce 1.5 pounds of fertilizer.

Bio-E Cost: 2
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Credit Cost: 20 credits.

Water Collector:
Due to the extreme wastes found outside most houses, an implant was designed to allow passive collection of water which collects in a small organic pouch found below the neck and above the shoulder blades. This system produces clean water which can be drained from the pouch using a modified organic straw. This straw is 2 inches from the collar bone and can be on either side of the body or both. The Water collector produces 1L of water per day and can store up to 5L of water before the pouch needs to be drained.

Bio-E Cost: 10
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Credit Cost: 100 Credits.
Last edited by dethbegins on Mon Sep 30, 2024 3:04 am, edited 2 times in total.
"You can never be truly prepared for the consequences of your actions until you've made them."
Btw I make Splicers content for those looking for a more extreme and overpowered game. check my stuff out on this link HERE!
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dethbegins
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Comment: Years of life and still wanting to add some personal horror to its mix. Can't wait for bio-suits to reign supreme!

Re: Civilian Bio-Enhancements and You

Unread post by dethbegins »

Cleaned up.
"You can never be truly prepared for the consequences of your actions until you've made them."
Btw I make Splicers content for those looking for a more extreme and overpowered game. check my stuff out on this link HERE!
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taalismn
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Re: Civilian Bio-Enhancements and You

Unread post by taalismn »

Ugh...choice of text colors is poor for a light background is unreadable...I presume you're using a dark background?
-------------
"Trouble rather the Tiger in his Lair,
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And the Turning of a Page"

--------Rudyard Kipling
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User avatar
dethbegins
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Posts: 71
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Comment: Years of life and still wanting to add some personal horror to its mix. Can't wait for bio-suits to reign supreme!

Re: Civilian Bio-Enhancements and You

Unread post by dethbegins »

Yeah, my apologize, I'll give them a quick edit for a brighter background.
"You can never be truly prepared for the consequences of your actions until you've made them."
Btw I make Splicers content for those looking for a more extreme and overpowered game. check my stuff out on this link HERE!
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