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*Slower Progress* 140 Bio-Enhancements for fun!

Posted: Sat Dec 23, 2023 10:36 am
by dethbegins
Currently here's what I've come up with!

New Bio-Enhancements:

1. Recreational Resin:
Recreational resin was designed to aid in the needs of combatants while relieving stress and unneeded strain. Methods of application can be oral, digestible, spreadable, or absorbed through patching. Types of drugs capable of being produced are as follows: Painkiller- Reduces pain based negative factors by 2, however, if used at least 4 times within the day reduce number of attacks by 2, and lower strike, dodge, parry, and pull punch by 4. Cannabis- increases food needs slightly, increases thirst need, reduces stress related checks by 1 severity, decreases skill by 5% per dose. Remedy- Relieves alcoholic effects within 30 minutes, relieves negatives of being intoxicated, causes 2d4 minutes of nausea. Nectar- Reduces detection via smell by 15%, lowers dodge by 2, smells like pine resin.
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Bio-E Cost: 25
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Prerequisites: Resin Ducts can be applied to all, or one specific duct, only one effect can be produced at a time.

2. Viral Analyzer:
Several tests produced what are now effectively viral bombs, weapons designed against opposing rebel forces. Although viral bombs themselves are in use, the viral analyzer, the most available augment to combat this new threat, has become widely available. This augment applies a +10% skill to virology, biology, and toxicology checks, as well as allowing a reroll, which must be taken regardless of outcome, for a new possible outcome.
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Bio-E Cost: 15
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Prerequisite: None

3. Bio-Micro Factory:
With more resources being allocated to biotechnology, a new self-motivated design was made that allows the user to construct equipment like simple lights, various utilities, and even some replaceable equipment using a series of bio-plastic extruders, various phosphorus compounds, and one creative mind! Long gone are the days where utilities take forever to make, cost too much to get, and rarely if ever are found, here at least we can enjoy one of the most advanced new processors of today!
Simply put this enhancement allows you to produce simple items like lights, utensils, pots, pans, cases, etc. using a bio extruder that utilizes 8 small extruder arms to produce the series of equipment. Thanks to enzymes found in soybeans, bioplastic can be made through a series of chemical reactions that keep the plastic paste-like until it hardens. There are 4 molding arms that help flatten and de-crease the item produced, items take 1d4 minutes to construct regardless of size or scale or decreases to 1 minute if you’ve recently eaten.

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Bio-E Cost: 35
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Prerequisites: None

4. Nanoscopic Vision:
Designed for Dreadguard that assist geneticists in collecting and trialing DNA, Nanoscopic Vision allows its user to detect deep into cellular matter, allowing the sight of complex reactions and chemical exchanges produced by cells, however, to use this augment one must concentrate extensively on the region of focus, otherwise their normal vision will overtake. The overtake procedure is required due to possible combatants or the use of the augment out on the battlefield, luckily this feature can be overridden when the user feels safe to do so. (Effectively makes staining unimportant when checking DNA or the functions of the cell under observation.)
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Bio-E Costs: 25
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Prerequisites: Macro-Vision. Splicers Core Rulebook Pg. 79

5. Compact DNA Sequencer:
Using a series of rotators and shakers, DNA can be altered using complex CRISPR strains used within this complex organ. When DNA is added to the interior vials, the vials are shaken, disturbed, then separated to allow for separation of the genetic material from the separated semi-liquid complex, essentially allowing the isolation of specific strands of DNA from a specific substance. When used for isolating DNA and its purpose/use add +20% skill to your check, as well as allowing slight modifications to the DNA, when used in tangent with a Geneticist, this enhancement is accounted as a full bio-laboratory for the sake of alterations and improvements, reducing the hourly requirement for research by 2.
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Bio-E Cost: 35
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Prerequisite: None.

6. New Upgrade*: Increase Sensor Range: Doubles the base range of any visual or sensory enhancement.
Bio-E Cost: 25
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7. New Upgrade*: Double Duration: Doubles an effects duration.
Bio-E Cost: 35

8. Improve Part Efficiency:
Thanks in part to a series of events from a small group of Dreadguard that wanted to improve their ability to produce a resin concrete mortar, this enhancement effectively doubles the number of productions that can be made per hour spent crafting.
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Bio-E Cost: 25
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Prerequisites: None

9. Internal Blueprint Over-Face:
Using A host armors perception, this small enhancement assists greatly when producing or altering a structure, any construction project appears to be fully planned in a step-by-step fashion allowing rapid construction, and when improved, will allow adjustments to your interface letting you set reminders, simple recipes, or even allow for quick scouting of resources with the proper adjustments. Reduces construction time to half its total, increases domestic, or craftsmanship skills by +5%, and improves material detection by +15%.
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Bio-E Cost: 25 for the initial enhancement, an additional 5 for the adjustments to your interface (one time purchase), and or an additional 10 for the material collection improvement.
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Prerequisites: None

10. Sonic Scream Cannon:
Well, this horrible mouth designed to produce screams at your enemies is a shoulder mounted nightmare. The shoulder mounted weapon appears to be a mouth with a writhing tongue a drool that seeps out, when used, it releases a sonic scream that pierces armor and vibrates apart anything nearby, a separate model can produce a solid blast of sonic energy that can and will break any equipment that’s in the way of this unholy nightmare where each attack yields a 4000 Db blast. This weapon can be heard from over 8 miles away however, and is often used to pull in enemy forces, allowing friendly forces to bypass otherwise inescapable battles.
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Mega Damage: 2d12+4 M.D per outburst, or 4d6x10 M.D. for a coned blast.
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ROF: 1 attack per melee action per outburst, 2 attacks per melee action for a coned blast. If 2 are active, they can be fired simultaneously.
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Range: 50ft for outburst/350ft for coned blast.
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Payload: Effectively Unlimited, however, the region will become sore after 4 consecutive coned blasts and will be unusable for 1d4 melee rounds.
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M.D.C. Per Part: 65
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Bonus: +2 to strike, can stun an enemy with any hearing-based senses for 1 round.
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Bio-E Cost: 45 per unit to a maximum of 2.
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Prerequisites: Resistance to Sonic Attacks.

11. Resistance to Sonic Attacks:
Any sonic based attack will deal half damage, any sound above 650 Decibels up to 3000 will not deal any damage, anything above that will deal half damage.
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Bio-E Cost: 15
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Prerequisites: None.

12. Olfactory Glands:
Reports of unknown enemy forces have made exchanging identifiers with friendly rebel forces a near impossibility, its forced us to develop a new nearly undetectable odor that allows out bio-equipment to quickly identify friend from foe, when within 500ft of a friendly target, 1 mile when upwind, you can quickly identify a friendlies scent.
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Bio-E Cost: 1, as they're now a requirement if you're playing as House-Gene coil, who start with this enhancement built in.
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Prerequisite: None.

Re: *Not Being Worked On* 140 Bio-Enhancements for fun!

Posted: Thu Sep 26, 2024 10:04 am
by dethbegins
"With all due respect, I sincerely apologize for the lack of reason you may believe me to have, but you've met her directly. You've seen what she will do to our men, the terrible damage she did to our household, it's only a matter of time before she comes for that engineer inside our second outpost and once, she has them, it will spell doom for our entire species."

Glad to be back for the time being but these will be slower to produce as I'm finishing the mechs right now.

13. Planters Membrane:
With Lindel pilots being fielded far more regularly as well as gardeners becoming a popular dread guard profession for house gene-coil, this enhancement was designed to allow their engineered plants to self-plant, and rapidly grow without needing to be handled by them, all plants only take 1d4 weeks to become immature, and 2 months to mature, additionally the membrane can be placed anywhere the seeds can germinate.
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Bio-E Cost: 45

14: Lazarus Organ:
With our pilots regularly being defeated or even killed in the field of combat, this heavily improved variant of the Lazarus glands Greatly improves the pilot's ability to regenerate, within only 1d6 rounds the pilot can reform with their host armor fully intact. Even better there are no currently known side effects other than temporary disorientation, and the occasional feint caused by rapid neurological growth.
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Bio-E Cost: 120, all Lindel pilots are augmented with this and an additional implant, as well as the required prerequisites during character creation and after armor germination.
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Prerequisites: Lazarus Glands (2), Quick Clotting Blood, Enhanced Regeneration

15: Duties End:
Kamikazes were viewed upon by many as an inhumane tactic, after all life is very precious and maintaining that life should be the duty of every member of mankind... Sadly, a new foe has made their way into house Gene-coils territory, and she has made herself known as L.E.G.I.O.N. Fearing the extreme dismemberment and subsequent weaponization of our troops and equipment all key personnel have been given this implant to keep our secrets from her, and to maintain secrecy of our house directly. When detonating by a quick command or upon death of either the host armor or the pilot, the suit detonates in a 40m, 120ft explosion dealing 10D8 M.D. to everything around it, vaporizing everything in its way.
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Bio-E Cost: 40, All key members of house gene-coil as well as many of its staff are given this implant automatically after its first encounters with Legions Amalgams.
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Prerequisites: Lazarus Organ

16: Mobile Regenerative Station:
This enhancement is tailored for producing medicine that can aid in recovering damage for both S.D.C. and M.D.C. creatures, armor, and equipment. Provides 3d6 M.D.C., S.D.C. per dose, and produces 5 doses per day.
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Bio E Cost: 35, Can be upgraded to double its dose production for an additional 35, and quadruple it for an additional 20 after doubling.

17: Tailoring Studio:
Produces various silky spools of textile, designed for both luxury, repair, and even just good old crafting. Each studio produces up to 120lb worth of silky textile made of M.D.C. material per day, or it can produce 480lb worth of wooly textile made of S.D.C. material per day.
prerequisites: Spinnerets and webbing (2), Enhanced Regeneration.

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Bio-E Cost: 15 per, up to 8 studios can be installed on any host armor, or 16 per war mount at the GMs discretion.

Re: *Slower Progress* 140 Bio-Enhancements for fun!

Posted: Sat Sep 28, 2024 4:27 am
by dethbegins
18: Studious Mind:
With an endless number of biotics and other various individuals and even mounts requiring an improvement to their general intelligence, this modification was made to improve the general intelligence, skills, and compliance of our augmented MDC lifeforms.
-Increases I.Q. and M.E. by 2d6 to a cap of 16.
-Teaches the following skills: Speak Native Language (66%), Read & Write Native Language (85%), Sign Language (55%)
-Has a chance of removing insanities on installation, roll 1d100, if above 65 then all insanities are removed, if below 65 to as low as 30, only one is removed, if lower than none are removed.

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Bio-E cost: 35

19. Auto-lock:
The internal functions of host armors and various bio-equipment often come with an auto-targeting feature, this enhancement not only increases your total number of target locks by 3x, but also improves your ability to hit your targets! Increases aimed and called shot bonuses by +4.
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Bio-E cost: 35

20. Anomalous burst:
When moving, you can provide a rapid burst of strange gasses that interact with various machine scrap and metal laying around, slowing hostile reactions from the Nano plague by an additional 30 seconds flat, and reducing their ability to strike by -5. Has 4 charges that take 6 hours to recuperate.

Bio-E cost: 40, can be upgraded to increase charge count to a max of 20, costing 10 Bio-E for every 4 charges.

Re: *Slower Progress* 140 Bio-Enhancements for fun!

Posted: Sun Sep 29, 2024 5:13 am
by dethbegins
Cleaned up Descriptions

Re: *Slower Progress* 140 Bio-Enhancements for fun!

Posted: Fri Oct 18, 2024 4:11 am
by dethbegins
Gene-Infector

"You know that we have enough time to work on this project sir. We have several samples of various gene thieves and I'm certain that we can use their full arsenal of genetic code to our advantage sir." Across the room a knight clad in their host armor awaits further analysis, the librarian of their household scanning the various data on shellback computers and a series of advanced gene sequencers... the geneticist with an advanced xenobiology background awaits their response. "We are going to make full use of this gene sequence, but what's bothering me is that this isn't a standard strain our current project has collected so far, it appears to be some form of wasp but its literally altering itself, it's as though their hosts gene complex is being absorbed and reformed to match closely to the wasps original DNA, but we gave it a sequence of spider genes a while ago... now its shooting webs and showing ambush predator behaviors."-Librarian. "I'm going to guess that this gene sequence as we see behind our observation window", they point to a clear MDC reinforced window made of bioplastics, behind it is a series of cages containing a series of various wasplike creatures and spiders, two gene thieves, and several dead bodies with bizarre openings across their body. "This gene sequence can help defend our household from creatures like these?" The knight gazes towards the geneticist, hoping for good news after witnessing several villagers they attempted to save explode with the previously described insects leaving their bodies, almost fully developed. "I think we can do even better sir; I know we can grant our men immunity to this, and even better... we can make your armor a growing hive to these horrors sir."

Description: With several tests underway by a currently unnamed household, a series of insects were discovered with the ability to infect a host with their DNA, and even worse, allow that individual entity infected to become host to a series of larva that burrow deep into their bodies and feeds upon them during their development. These infected aren't going to show signs for almost eight hours... After which the following effects begin to apply, 9th hour: The subject appears to get woozy, losing mobility to a slight degree, -3 attacks per melee, -5 to all rolls involving aiming, shooting, or hitting. At the 12th hour: The victim suffers from mild paranoia, stating they can feel their skin itching, after 15 minutes they begin to scratch erratically but the body forces unconsciousness soon after, the newly forming nymph will begin to feed on their host at this stage. 14 hours: the host begins to bleed from the nose lightly, the eyes appear bloodshot underneath their eyelids under inspection, and their torso is starting to lightly bulge with movement. 16 hours: The victim begins to convulse under extreme seizure, their mouth vomiting blood and a series of currently unknown hemolymph of blue, grey, and green in coloration, the chest will then expand until the creature is birthed from their bodies, after which they begin to feed on the remains or attack anything that doesn't appear to be of similar nature.

How to Infect: When using any bladed weapon, attach the gene-Infectors tendril into it and stab an opponent or penetrate into their armor, once a target has been hit, they need to make a save vs. poison of 14 at a -3 to their roll or they become infected. After which only a medical skill check of 1-35% for Field Surgery, or 1-55% for Medical Doctor to identify and remove the infection. After 16 hours without medical attention, the following described creature is formed.

Current Bio-patterns are as follows:

One: Big Spider: This creature appears to be a form of orb weaving spider, similar to its cousins it appears to have adopted a maternal instinct found among tarantulas, where it keeps its young on its back and allows them to feed upon a disabled or heavily wounded opponent.

M.D.C.: Body:65, Legs(8): 15 each, Head: 35.

Bio-E Cost: 65

Weight: 225lb (102.06kg).
Length: 8-feet (2.4m) at full stretched leg span, 5-feet (1.5m) at normal length.
Width: 8-feet (2.4m) at full stretched leg span, 5-feet (1.5m) at normal width.
Height: 5-feet (1.5m).
Physical Strength: 35+2d6 Robotic Strength.
Lifespan: 16 hours to fully develop, 22-year length.
Bio-Regeneration: 3d6x10 M.D.C. to all parts over 12 hours.
Feeding: 10lb (4.54kg) of raw meat and blood.
Sleep Requirements: 4 hours per day, prefers to sleep during the day.
Speeds: Running: 55mph (88.51kmph) (+20mph/32km from running legs). Leaping: 90ft (27.4m) high or 130ft (39.6m) across from a standing position and 169ft (51.5m) with a running start. Cannot swim, nor fly... thank god.

Has the following biological enhancements:

-Running Legs (+20 mph/32 km)

-Leaping Legs (leap 60 feet (18.3 m) high or 100 feet (30.5 m) across from a standing position and increase the distance by 30% with a running start. + 1 to dodge when leaping and adds +6 M.D. to leap attacks and kicks only.)

-Spinnerets and Webbing (Weight Limit: A webbing strand or line can support 16000
pounds (7257.5 kg) and has 100 M.D.C. per 10-foot (3 m) length. Charges: 120)

-Acid Blood (The acid does 3D8 M.D. per melee round to inorganic and organic material (ceramics, plastic, metals, metal alloys, concrete, skin, wood, leather, fur, etc.))

-Gripping Hairs (+30% to Climbing skill, can attach to most surfaces and walk on walls at any angle)

-Small Claws(8) (+1D8+3 M.D. to normal punch damage.)

-Spike Launchers (M.D.C. of the Spikes: 1D10 M.D.C. points, but they are very small targets, -4 to hit on a "Called Shot."
Mega-Damage: 2D4 M.D. for a single spike or 2D8 M.D. for two simultaneous spikes.
Maximum Effective Range: 200 feet (61 m).
Rate of Fire: One or two at a time, either counts as one melee attack.
Payload: Two per launcher. Spent spikes regrow after 4 hours.
Bonus: + 1 to strike.)

-Spines and Blades (forearms and shoulders (2D4+4 of them on each side). They add +6 M.D. Armor's punching and hand to hand attacks, or the spines can be pulled out and thrown as daggers, doing 1D10 M.D. each (up to three can be thrown at one time). Each blade pulled out regrows, but it takes 4D6+24 hours. Maximum Effective Range (Thrown): 80 feet (24.4 m).
Rate of Fire: Takes one melee attack/action to pull out one spine and throw it at an opponent.
Bonuses: +2 to strike or disarm when thrown.)

Re: *Slower Progress* 140 Bio-Enhancements for fun!

Posted: Sat Oct 19, 2024 8:58 pm
by taalismn
Okay, 'Gene-Infector' conveys the body-horror aspect of Splicers quite nicely,

Re: *Slower Progress* 140 Bio-Enhancements for fun!

Posted: Sun Oct 20, 2024 4:27 am
by dethbegins
taalismn wrote: Sat Oct 19, 2024 8:58 pm Okay, 'Gene-Infector' conveys the body-horror aspect of Splicers quite nicely,
Working on making a series of advanced critters, thinking of making some L.E.G.I.O.N. and N.E.X.U.S. Variants that take the vermin side of things more extremely, and I was thinking of making a more advanced bestiary with a bit on time invested for some extreme models of each up-and-coming insectoids. Other than that, I'm currently figuring out if I want exploding Ticks or if I want to add some more centipede like horrors next.