New Biological enhacements
Posted: Sat May 20, 2006 2:58 pm
Something old , something new and something blue (well some host armor coudl be blue). Tell me what do you think!
Probing Tongue: The long (10ft/3m) tongue had a small ball on its tip, that unwrap into tiny little tendrils. These are super sensible feelers, able to detect even the slightest electron movement and translate it if possible into a coherent data to the brain. In simple word probing inside a person nose or inside an active robot’s head could allow a deep probe for recent events.
Limit: the tongue can scan for anything happened in latest 6 hours. The probing is highly invasive and does 2d6 hit point/MDC damage. The victim had to be restrained somehow
Prerequisite: Prehensile tongue that is replaced by the probing tongue
BIO-E Cost: 10 points
Razor Tongue: The tongue has sharp edges, like a razor and a pointed tip and is coated in strong acid saliva. This allow it to be used as unexpected and deadly weapon.
MDC and Length: same as prehensile tongue
Mega Damage: 2d8+2 plus the acid saliva continue to do 2d4 damage for other 1d6 melee round
Tongue Bonuses: +1 attack per melee with the tongue
Limit: The sense of taste is reduced by 20%
Prerequisite: Prehensile tongue that is upgraded to Razor
BIO-E Cost: 15
Power Arms: A pair of hyper muscular hands and arms, grotesquely big, as thick a tree trunk. The hands double the size than normal. These massive arms have more hit power and are able to lift greater weights. Ideal for Heavy workers and fighters
Bonus: +6 to punch damage, lift(not carry) 100% more than normal, carry 50% more weight than usual ,+1d6x10 M.D.C. to both power arms
Side Effect: The fingers and hand are not too good for fine works, -5% penalty to all skill that require fine manipulation
Prerequisite: Elongated arms that is upgraded to Power Arms.
BIO-E: 15
Strengthened Bones: The bones are hardened by increasing calcium density and lacing them with super carbon fibers. This make the bones surprisingly hard and yet flexible, unbreakable under most circumstance.
Bonus: the bones break only if suffer more than 70 MDC in a single blow/impact, +2 to roll with punch fall impact
Bio-E cost: 20
Hollow Bones: Much like bird the bones are hollow and ultra light, but really thought. This reduce overall weight and allow fast and agile movements
Bonus: add + 10 to Spd, +1d6 to PP and Leap 10ft higher and farther , reduce weight by 50lb
Side Effect: Reduce M.D.C. by 25% , Max PS is 22
Bio-E cost: 15
Built For Speed: Body is long ,sleek and slender, with an highly flexible spine designed for quick start, high impact running, and quick turns. The entire body is tailored for more aerodynamic configuration. Increase Speed attribute(running speed) by four times, +3 roll with punch/fall or impact, and +1 to dodge. Can swim and climb at half his running speed
Bio-E cost: 25
Massive Build: Huge, Hulking muscle-bound body and/or barrel chested, probably with a disproportioned small head. The Biotic/Gorehound is 4d6x10% larger and heavier than normal.
Bonus: +1d8x10+10 to M.D.C., +1d4 to P.S.
Side Effect: Fingers are large and thick, so there is a –15% skill penalty on skills that requires a delicate touch or small, thin fingers, but they also add 1d6 to punching hand to hand damage
Bio-E cost: 60( generally not suitable for Host armors , although some like a huge and heavy host armor)
Temperature regulation sail: This is a fin like structure running down form the head along the spine. The fin act like a natural solar panel , allowing to hold the temperature constant, feel comfortable in any temperature between the zero absolute to 130 degree Fahrenheit .
Bonus: +4 to save vs. temperature related illness and attacks
Bio-E cost: 10
Additional Mouth: Just an additional mouth located somewhere on the body. This mouth can bite, taste or even talk.
Bio-E cost: 5 per mouth
Inner Mouth: A small, extendible mouth is located inside the mouth, in the place of the tongue. The inner-mouth extends up to one food (0.3 m), and shoots out at high speed. The inner-mouth can chew and swallow like a normal mouth. Extending the inner-mouth into an enemy does 3d4 damage, while a bite with the mouth’s small but incredible sharp teeth deals 1d8 damage per melee.(chomp chomp chomp).
Bio-E cost: 10
Prerequisite: Prehensile tongue
Stretch Jaw: The jaw can unhinge, like a snake, to stretch and open three times wider than normal. The throat muscle are also very flexible, allowing a normal human sized being to swallow something like the size of an ostrich egg whole, without ill effect.
Add +3 to bite damage
Bio-E cost: 5
Legs: Tentacles : the legs are replaced by eight octopus-like tentacles with a reach of 12ft(3.6 m)
These reduced running speed by half, but enable to climb like a monkey and swing from trees or similar structures at double his normal running speed and he is +20% to climb, + 10% to swim(or base swimming skill of 45%) and + 10% to acrobatics skills
M.D.C. of modified lower body:1d6x10+20
M.D.C. of the tentacles: 1d4x10+10 each
Bio-E Cost: 35; spending additional 20 Bio-E points for each pair of tentacles you can use them in battle adding +1 attack per melee for pair.
Enhanced Agility and Physical dexterity: The maximum PP for Gorehounds and Biotics is 35
Warmounts can have to 50. Host armors cannot get this enhancement because this will snap most of the pilot own muscle and bones(ouch!)
Bio-E cost: 10 per each PP points beyond the starting P.P. attribute, plus spending 30 Bio-E points it is possible to get +1 to autododge(dodging without spending an action)
Legs: Dolphin tail : Much like the Serpentine Lower body, lower body, hips, legs and feet are replaced with a dolphin(or fish) like body and tail, giving a mermaid look. This is a very specialized features, because is of little use on dry land. Actually is rather a penalty when not in water , Spd and PP are reduced by 60% , halve normal attack bonuses and get no initiative. Of course in water is another story.
Size: Add +1d4+6 to the Armor’s overall length
Bonuses: +2 to host armor P.S., +3 to P.P. while swimming, +20% to Swim skill(or base swimming skill of 60%), add +1d6x10+30 Mph to swimming speed, +1d4x10 to Main Body M.D.C.,+ 3 to autododge while swimming(making sharp turns while swimming at full speed) , + 1 to initiative, leap 20 ft above water, +15% Prowling underwater, increase depth tolerance by 2000ft.
Mega Damage: 1d6 for a Tail whip, full speed ram does 2d6 +1 for each 20 mph of speed
Bio-E cost: 50
Power Bite: The muscle of the jaw are reinforced, while the serrated teeth increase their size, sharpness and density. In a word the bite damage increase greatly. Teeth regrow constantly , like in sharks
Bonus: Bite does 1d4x10 +1 per 5 point of P.S.
Side effect: head is slightly oversized and assume an animalistic, shape, T-rex , Shark or Pit-bull like
Prerequisite: Bite attack
Bio-E cost: 25
Modified Pituitary gland: The growth regulator of the body is now modified to make the character bigger and stronger. Each level increase height by one or two feet, add +1d4x10 lb to weight, +10 M.D.C. , +1d6 to PE and +1d4 PS.
Bio-E cost: 10 per growth step, for a max of 30 Bio-E
Throat Sonic Blaster: the vocal cords are modified to allow the show of high powerful sonic blast. This is generally high pitched shriek, a sonic wave that hit like a cannon ball, and damage matter to molecular level.
Damage: 1d8+2 Mega-damage, plus human sized target had 01-45% likelihood to be knocked to the ground, losing initiative and two melee actions
Range: 100ft for additional 5 bio-e can hit with a 12ft wide cone that travel for 20ft
Bio-E cost: 15 + 5 bio-e for a wave effect
Amplified Biological Clock time: The Brain is modified to react better, accelerating the perception and enhancing its processing speed ,placing the mind in a sort of semi-controlled trance where everything seem to move slower and you are aware of everything that surround you.
Prerequisite: Enhanced neurological Connection, must have a centralized brain
Bonuses: +3 to initiative, +1 to strike and parry, +2 to autododge(doge without suing an action), increase running speed by 1d4x10%, +1 attack per melee, +3 to roll with punch fall or impact
Bio-E cost: 30
Turtle Shell: The body is encased in a very hard shell, like that of the turtle. The shell is heavily armored and does reduce damage suffered in a melee round by 20 points, but is also very awkward and add a penalty of –10% to Acrobatics, Prowl, and all skills that require extreme dexterity
M.D.C: +100
Prerequisite: Horned defense
Bio-E cost: 25
Die hard: The nervous terminations are reduced, and most vital organs are reinforced. All this to allow the Biotics/Gorehound can fight up to PE attribute x 3 below zero M.D.C. before collapsing and even after than they still are alive for 1d4 minutes before dying, in addition they are impervious to pain
Bonuses:+20% to save vs. coma death, +2 to all saving throws, immune to pain
Bio-E cost: 20
Additional pair of limbs usable as both arms and legs: Placed in the midsection of the body can be used as arms and hands, adding one action per melee, or as additional legs increasing running speed by 20 +2d6 Mph
Prerequisite: a pair of insect limbs that is upgraded in this way
Bio-E cost: 15
Tentacle Neck: The neck is elongated and elastic, like a snake. This add 3ft to overall height and an additional attack per melee with head butt only. The head and neck is very flexible, can turn 180 g° and is +2 to dodge and + 3 to entangle/choke opponents.
Bio-E cost: 10
Experimental Enhancement Features :This are still in field testing and often illegal
Back-up brain: The Biotic/gorehound does have another brain that work as back up unit, in case the main brain got damaged. This second brain, while keep track of all memories is smaller and not as fast as the main one, so when the main brain is gone you feel like your mind is somehow sluggish in response. Generally is a safety mechanism to reach the nearest human haven and get the head healed back..
Bonus: +4 to save vs. coma/death
Penalties: the backup brain is –4 IQ and –2 ME
Side Effect: when the head is healed there is a risk for the Biotic to develop even further insanities
Requirements: Dislocated Brain
Bio-E cost: 30
Barbed wire web: weird, there aren’t better word to define this enhancement. Altering the structure of organic web-spinners cause the formation of a different recipe of the web itself. The web form some small crystallization along its line, making it in all facts a barbed wire web.
Mega-Damage: being stuck in the web inflict 1d4 mega-damage per melee
M.D.C.: increase M.D.C. of the web by 2d6 M.D.C.
Requirements: Spinnerets and Webbing
Bio-E cost: 10
Rolling Ball: The Splicer’s armor allow him to coil into a perfect ball, like an Armadillo. If this was all then this bio enhancement would not be worth the expense, but luckily is not just that. The body also carry a series of small pods of shifting mass that allow the Spicer to roll at considerable speed. Like a giant wheel or better ball.
M.D.C.: add +80 to M.D.C, +20 when coiled
Bonus: +4 to roll vs. punch, fall or impact
Rolling Speed: 2d6x10 Mph , could accomplish a ramming attack doing 3d8 Mega damage plus 10 per 20 mph of speed
Requirements: Reinforced exoskeleton
Bio-E cost: 20
Dislocated brain: Much like in insects, the brain of the biotic/gorehound is not in the head, that is now just a sensory and feeding organ, but located in the chest or abdomen. The Torso is slightly more developed, bigger, than normal while the head is slightly flat. The main advantage is that one can survive beheading, although you are pretty much blinded and unable to feed afterward.
Bonus:+ 40 M.D.C. to main body
Bio-E cost: 15
Super Neurological Attunement (dreadguards and roughnecks only): The Host armor is modified with a series of genetic surgery operations that increase the level of symbiosis between armor and pilot. This result in an great increment of performance , and add even the amazingly ability to pilot and control the armor even when nor wearing it! Sadly there is the side effect that one always feel your host armor , is like you never wear it off and more that most Splicers is hard distinguish where and when the Host Armor end and the pilot begin, causing a series of mental dysfunction
Bonus:+ 2 attack per melee, +2 to initiative, +3 to strike, Autododge, +3 to roll vs. punch, fall or impact, +10% to save vs. coma/death, can control his host armor to 1 mile per level of experience
Requirements: Enhanced Neurological Connections.
Side Effects: roll for one biotics insanity
Bio-E cost: 25
Configuration morphing: VERY, VERY experimental, only few Dredguards host armor and some Biotics(test lab subjects) do exist with such enhancement in the entire world. In few words allow Splicer to change their shape in a limited way. The humanoid structure cannot be changed but some of the Biological Enhancements can. Re-roll half of the bio-e of the host armor and choose new features for the new configuration. Example could be a combat configuration and a flight configuration, or a close combat configuration and a blaster configuration. It took one melee to change from a configuration to another
Bio-E cost: 30 – in theory one could buy this enhancement many time but apart from the high price more than one additional configuration is physically taxing and reduce the life span by 1d8x10%!
![Big Grin :D](./images/smilies/biggrin.gif)
Probing Tongue: The long (10ft/3m) tongue had a small ball on its tip, that unwrap into tiny little tendrils. These are super sensible feelers, able to detect even the slightest electron movement and translate it if possible into a coherent data to the brain. In simple word probing inside a person nose or inside an active robot’s head could allow a deep probe for recent events.
Limit: the tongue can scan for anything happened in latest 6 hours. The probing is highly invasive and does 2d6 hit point/MDC damage. The victim had to be restrained somehow
Prerequisite: Prehensile tongue that is replaced by the probing tongue
BIO-E Cost: 10 points
Razor Tongue: The tongue has sharp edges, like a razor and a pointed tip and is coated in strong acid saliva. This allow it to be used as unexpected and deadly weapon.
MDC and Length: same as prehensile tongue
Mega Damage: 2d8+2 plus the acid saliva continue to do 2d4 damage for other 1d6 melee round
Tongue Bonuses: +1 attack per melee with the tongue
Limit: The sense of taste is reduced by 20%
Prerequisite: Prehensile tongue that is upgraded to Razor
BIO-E Cost: 15
Power Arms: A pair of hyper muscular hands and arms, grotesquely big, as thick a tree trunk. The hands double the size than normal. These massive arms have more hit power and are able to lift greater weights. Ideal for Heavy workers and fighters
Bonus: +6 to punch damage, lift(not carry) 100% more than normal, carry 50% more weight than usual ,+1d6x10 M.D.C. to both power arms
Side Effect: The fingers and hand are not too good for fine works, -5% penalty to all skill that require fine manipulation
Prerequisite: Elongated arms that is upgraded to Power Arms.
BIO-E: 15
Strengthened Bones: The bones are hardened by increasing calcium density and lacing them with super carbon fibers. This make the bones surprisingly hard and yet flexible, unbreakable under most circumstance.
Bonus: the bones break only if suffer more than 70 MDC in a single blow/impact, +2 to roll with punch fall impact
Bio-E cost: 20
Hollow Bones: Much like bird the bones are hollow and ultra light, but really thought. This reduce overall weight and allow fast and agile movements
Bonus: add + 10 to Spd, +1d6 to PP and Leap 10ft higher and farther , reduce weight by 50lb
Side Effect: Reduce M.D.C. by 25% , Max PS is 22
Bio-E cost: 15
Built For Speed: Body is long ,sleek and slender, with an highly flexible spine designed for quick start, high impact running, and quick turns. The entire body is tailored for more aerodynamic configuration. Increase Speed attribute(running speed) by four times, +3 roll with punch/fall or impact, and +1 to dodge. Can swim and climb at half his running speed
Bio-E cost: 25
Massive Build: Huge, Hulking muscle-bound body and/or barrel chested, probably with a disproportioned small head. The Biotic/Gorehound is 4d6x10% larger and heavier than normal.
Bonus: +1d8x10+10 to M.D.C., +1d4 to P.S.
Side Effect: Fingers are large and thick, so there is a –15% skill penalty on skills that requires a delicate touch or small, thin fingers, but they also add 1d6 to punching hand to hand damage
Bio-E cost: 60( generally not suitable for Host armors , although some like a huge and heavy host armor)
Temperature regulation sail: This is a fin like structure running down form the head along the spine. The fin act like a natural solar panel , allowing to hold the temperature constant, feel comfortable in any temperature between the zero absolute to 130 degree Fahrenheit .
Bonus: +4 to save vs. temperature related illness and attacks
Bio-E cost: 10
Additional Mouth: Just an additional mouth located somewhere on the body. This mouth can bite, taste or even talk.
Bio-E cost: 5 per mouth
Inner Mouth: A small, extendible mouth is located inside the mouth, in the place of the tongue. The inner-mouth extends up to one food (0.3 m), and shoots out at high speed. The inner-mouth can chew and swallow like a normal mouth. Extending the inner-mouth into an enemy does 3d4 damage, while a bite with the mouth’s small but incredible sharp teeth deals 1d8 damage per melee.(chomp chomp chomp).
Bio-E cost: 10
Prerequisite: Prehensile tongue
Stretch Jaw: The jaw can unhinge, like a snake, to stretch and open three times wider than normal. The throat muscle are also very flexible, allowing a normal human sized being to swallow something like the size of an ostrich egg whole, without ill effect.
Add +3 to bite damage
Bio-E cost: 5
Legs: Tentacles : the legs are replaced by eight octopus-like tentacles with a reach of 12ft(3.6 m)
These reduced running speed by half, but enable to climb like a monkey and swing from trees or similar structures at double his normal running speed and he is +20% to climb, + 10% to swim(or base swimming skill of 45%) and + 10% to acrobatics skills
M.D.C. of modified lower body:1d6x10+20
M.D.C. of the tentacles: 1d4x10+10 each
Bio-E Cost: 35; spending additional 20 Bio-E points for each pair of tentacles you can use them in battle adding +1 attack per melee for pair.
Enhanced Agility and Physical dexterity: The maximum PP for Gorehounds and Biotics is 35
Warmounts can have to 50. Host armors cannot get this enhancement because this will snap most of the pilot own muscle and bones(ouch!)
Bio-E cost: 10 per each PP points beyond the starting P.P. attribute, plus spending 30 Bio-E points it is possible to get +1 to autododge(dodging without spending an action)
Legs: Dolphin tail : Much like the Serpentine Lower body, lower body, hips, legs and feet are replaced with a dolphin(or fish) like body and tail, giving a mermaid look. This is a very specialized features, because is of little use on dry land. Actually is rather a penalty when not in water , Spd and PP are reduced by 60% , halve normal attack bonuses and get no initiative. Of course in water is another story.
Size: Add +1d4+6 to the Armor’s overall length
Bonuses: +2 to host armor P.S., +3 to P.P. while swimming, +20% to Swim skill(or base swimming skill of 60%), add +1d6x10+30 Mph to swimming speed, +1d4x10 to Main Body M.D.C.,+ 3 to autododge while swimming(making sharp turns while swimming at full speed) , + 1 to initiative, leap 20 ft above water, +15% Prowling underwater, increase depth tolerance by 2000ft.
Mega Damage: 1d6 for a Tail whip, full speed ram does 2d6 +1 for each 20 mph of speed
Bio-E cost: 50
Power Bite: The muscle of the jaw are reinforced, while the serrated teeth increase their size, sharpness and density. In a word the bite damage increase greatly. Teeth regrow constantly , like in sharks
Bonus: Bite does 1d4x10 +1 per 5 point of P.S.
Side effect: head is slightly oversized and assume an animalistic, shape, T-rex , Shark or Pit-bull like
Prerequisite: Bite attack
Bio-E cost: 25
Modified Pituitary gland: The growth regulator of the body is now modified to make the character bigger and stronger. Each level increase height by one or two feet, add +1d4x10 lb to weight, +10 M.D.C. , +1d6 to PE and +1d4 PS.
Bio-E cost: 10 per growth step, for a max of 30 Bio-E
Throat Sonic Blaster: the vocal cords are modified to allow the show of high powerful sonic blast. This is generally high pitched shriek, a sonic wave that hit like a cannon ball, and damage matter to molecular level.
Damage: 1d8+2 Mega-damage, plus human sized target had 01-45% likelihood to be knocked to the ground, losing initiative and two melee actions
Range: 100ft for additional 5 bio-e can hit with a 12ft wide cone that travel for 20ft
Bio-E cost: 15 + 5 bio-e for a wave effect
Amplified Biological Clock time: The Brain is modified to react better, accelerating the perception and enhancing its processing speed ,placing the mind in a sort of semi-controlled trance where everything seem to move slower and you are aware of everything that surround you.
Prerequisite: Enhanced neurological Connection, must have a centralized brain
Bonuses: +3 to initiative, +1 to strike and parry, +2 to autododge(doge without suing an action), increase running speed by 1d4x10%, +1 attack per melee, +3 to roll with punch fall or impact
Bio-E cost: 30
Turtle Shell: The body is encased in a very hard shell, like that of the turtle. The shell is heavily armored and does reduce damage suffered in a melee round by 20 points, but is also very awkward and add a penalty of –10% to Acrobatics, Prowl, and all skills that require extreme dexterity
M.D.C: +100
Prerequisite: Horned defense
Bio-E cost: 25
Die hard: The nervous terminations are reduced, and most vital organs are reinforced. All this to allow the Biotics/Gorehound can fight up to PE attribute x 3 below zero M.D.C. before collapsing and even after than they still are alive for 1d4 minutes before dying, in addition they are impervious to pain
Bonuses:+20% to save vs. coma death, +2 to all saving throws, immune to pain
Bio-E cost: 20
Additional pair of limbs usable as both arms and legs: Placed in the midsection of the body can be used as arms and hands, adding one action per melee, or as additional legs increasing running speed by 20 +2d6 Mph
Prerequisite: a pair of insect limbs that is upgraded in this way
Bio-E cost: 15
Tentacle Neck: The neck is elongated and elastic, like a snake. This add 3ft to overall height and an additional attack per melee with head butt only. The head and neck is very flexible, can turn 180 g° and is +2 to dodge and + 3 to entangle/choke opponents.
Bio-E cost: 10
Experimental Enhancement Features :This are still in field testing and often illegal
Back-up brain: The Biotic/gorehound does have another brain that work as back up unit, in case the main brain got damaged. This second brain, while keep track of all memories is smaller and not as fast as the main one, so when the main brain is gone you feel like your mind is somehow sluggish in response. Generally is a safety mechanism to reach the nearest human haven and get the head healed back..
Bonus: +4 to save vs. coma/death
Penalties: the backup brain is –4 IQ and –2 ME
Side Effect: when the head is healed there is a risk for the Biotic to develop even further insanities
Requirements: Dislocated Brain
Bio-E cost: 30
Barbed wire web: weird, there aren’t better word to define this enhancement. Altering the structure of organic web-spinners cause the formation of a different recipe of the web itself. The web form some small crystallization along its line, making it in all facts a barbed wire web.
Mega-Damage: being stuck in the web inflict 1d4 mega-damage per melee
M.D.C.: increase M.D.C. of the web by 2d6 M.D.C.
Requirements: Spinnerets and Webbing
Bio-E cost: 10
Rolling Ball: The Splicer’s armor allow him to coil into a perfect ball, like an Armadillo. If this was all then this bio enhancement would not be worth the expense, but luckily is not just that. The body also carry a series of small pods of shifting mass that allow the Spicer to roll at considerable speed. Like a giant wheel or better ball.
M.D.C.: add +80 to M.D.C, +20 when coiled
Bonus: +4 to roll vs. punch, fall or impact
Rolling Speed: 2d6x10 Mph , could accomplish a ramming attack doing 3d8 Mega damage plus 10 per 20 mph of speed
Requirements: Reinforced exoskeleton
Bio-E cost: 20
Dislocated brain: Much like in insects, the brain of the biotic/gorehound is not in the head, that is now just a sensory and feeding organ, but located in the chest or abdomen. The Torso is slightly more developed, bigger, than normal while the head is slightly flat. The main advantage is that one can survive beheading, although you are pretty much blinded and unable to feed afterward.
Bonus:+ 40 M.D.C. to main body
Bio-E cost: 15
Super Neurological Attunement (dreadguards and roughnecks only): The Host armor is modified with a series of genetic surgery operations that increase the level of symbiosis between armor and pilot. This result in an great increment of performance , and add even the amazingly ability to pilot and control the armor even when nor wearing it! Sadly there is the side effect that one always feel your host armor , is like you never wear it off and more that most Splicers is hard distinguish where and when the Host Armor end and the pilot begin, causing a series of mental dysfunction
Bonus:+ 2 attack per melee, +2 to initiative, +3 to strike, Autododge, +3 to roll vs. punch, fall or impact, +10% to save vs. coma/death, can control his host armor to 1 mile per level of experience
Requirements: Enhanced Neurological Connections.
Side Effects: roll for one biotics insanity
Bio-E cost: 25
Configuration morphing: VERY, VERY experimental, only few Dredguards host armor and some Biotics(test lab subjects) do exist with such enhancement in the entire world. In few words allow Splicer to change their shape in a limited way. The humanoid structure cannot be changed but some of the Biological Enhancements can. Re-roll half of the bio-e of the host armor and choose new features for the new configuration. Example could be a combat configuration and a flight configuration, or a close combat configuration and a blaster configuration. It took one melee to change from a configuration to another
Bio-E cost: 30 – in theory one could buy this enhancement many time but apart from the high price more than one additional configuration is physically taxing and reduce the life span by 1d8x10%!