COMPLIANCE STEM

Although this cybernetic malware allows you to maintain free will acting against your controller’s directive results in debilitating pain and mental anguish.  Compliance stems have both legal and illegal applications.  Legal applications include controlling criminals rather than sending them to prison and as insurance policies on high risk loans.  More nefarious uses include controlling slave populations, or coercing the recipient to perform a task they wouldn’t normally agree to.

You can act normally while following your controller’s directives.  If you try to intentionally harm the controller or defy your controller’s instructions, you must make a EGO saving throw (DC 15) or gain the stunned condition for 1d6 rounds.  If you make the saving throw you gain the staggered condition for 1d6 rounds.  When the stunned or staggered condition ends, you may act normally if you obey your controller.  If you continue to defy your controller you must make a new saving throw and repeat the penalties.

The advanced compliance stem requires a DC 20 EGO save to avoid the stunned condition and the superior compliance stem increases the Will saving throw to DC 25.

All compliance stems are locked with a physical biometric key linked to the controller’s DNA.  The controller can remove any compliance stem linked to their key from the spine of any subject as a standard action. Removing a compliance stem without a key requires a successful Engineering skill check (DC = 20 + item level) followed by a successful Medicine skill check (DC 15 + item level).  Failure on either roll results in the subject gaining the stunned condition until the compliance stem is repaired or properly removed.  

Item type
Cybernetic

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