Bionic Deviances


Bionic Deviances can be acquired several ways. Most find their way to their first implant after a serious injury during a military operation where cell printing nanites are in short supply. Others choose this path as a shortcut to power, or even as just an improvement upon their own form so that they can better perform at their tasks. Bionics on the Consumer Level can be purchased in game, however Military Grade Bionic Deviances must be rewarded by an appropriate Faction, and there are usually only a handful of people on the planet that have access to Experimental Prototypes.

Tier 1 Bionics (Consumer Level)




Implant


Prosthetic Limb



Prosthetic Eye




Prosthetic Organs



Neural Cortex Chip




Remote Chip



Nanites
Pros

Replaces arms or legs with bionics. Arms provide 1 die to all Strength Dice Pools, legs offer 1 die to all Dexterity Dice Pools. They are -2 AV / 2 AB.


Replaces eyes with ocular recording device. Can record up to a year of real time in high quality audio and video.


Replaces organs with improved systems. Provides 1 die to all Endurance Dice Pools.


Adds a useable hard drive to the frontal and parietal lobes. Grants 1 die to all Memory Dice Pools.


Small implant that allows interface with remote devices hands free. User can activate technologies within 50 meters without physical interaction.


Heals the user continuously by printing cells inside the body at a steady pace. For every six hours that passes you are counted as having taken a Rest, regardless if you have been active the entire time.
Cons


EMP weapons cause Feedback.



Makes interaction with people difficult. Lower all Charisma Dice Pools by one. EMP weapons cause Feedback.


Sonic weapons cause Feedback.



Tied in logic cores make interaction with people more difficult. Influence checks receive a -2 penalty. Sonic weapons cause Feedback.


Susceptible to remote hacks. Losing contested Tech test causes Feedback.



Effect is reduced to every 12 hours if outside medical aid is rendered. Sonic weapons cause Feedback.



Tier 2 Bionics ( Military Grade)




Implant


Military Grade Limbs





Voice Modulator



Internal Frame




Military Grade Nanites





Neurological Inhibitor Chip




Subdermal Plating
Pros

A sturdier, armored variant built for combat. They come in pairs due to weight imbalances and are -4 AV / 2 AB, while also granting 2 die to all Strength Dice Pools for arms, or add 2 die to all Endurance Dice Pools for legs.


Replacing the users vocal cords, this machine allows them to manipulate their voice at will.


Composite frame reinforces the skeleton. Grants a +2 bonus to all Strength and Endurance checks.


Faster cell printing and active regeneration of muscles. You are treated as if you have had a Rest every 3 hours regardless if you have or not. Gain a +4 bonus any time you make an Endurance check.


The pain you feel is now limited so that you can keep fighting until your body gives out. You can continue to fight even after reaching 0 Will. You will still gain an Injury Deviance as normal.


Complex composite weaves interweave throughout your epidermis. You are now treated as having -4 AV / 2 AB.
Cons

Cannot swim. Influence checks made for anything other than intimidation or leadership receive a -4 penalty. EMP weapons cause Feedback.




EMP and sonic weapons cause Feedback.



Lose 1 die to Mobility Dice Pools.



Actively fights medical intervention, reducing the time it takes to heal to every 6 hours. Sonic weapons cause Feedback.



Emotions are affected by the limitations. Charisma checks take a -4 penalty. Sonic weapons cause Feedback.



Must have external armor custom fitted. Lower Mobility Dice Pools by two.



Tier 3 Bionics (Experimental Prototypes)




Implant


Bio Cradle



Nano Drones



Plasma Kiln



Somnic Dampener Field




Neural Swarm Interface



Neurojack
Pros

Your brain is placed in a prototype chassis, It has -6 AV / 6 AB and can be outfitted further with an array of weapons and upgrades.


Attack with a swarm of nanite drones built to destroy. Has +6 WB / 6 DV and a maximum range of Medium.


An energy breeder has been installed inside you, allowing for the use of plasma weapons.


Experimental frequency emitter that interferes with Somnic abilities. All Somnic abilities with Short range of you take a -4 penalty to use.


Interface with other drones and pilot them as if you were wearing them.


Hack computers remotely with the Tech Skill.
Cons

Cannot use Charisma for anything but intimidation. Cannot Swim. Must be repaired during Rest with TN 15 Tech test or does not regain Wounds.


EMP attacks cause Feedback.



Plasma weapons sold separately. Failed Combat checks to use plasma weapons causes Feedback.


Somnic abilities that succeed cause Feedback.




Each time one is disabled or destroyed, suffer Feedback penalty.


Failed attempts cause Feedback.



Bionic Feedback


Bionic Feedback occurs when cybernetic systems suffer overload from failure, interference, or conflicting signals. Most Feedback is brief, but some can leave lasting scars. Consumer Grade Bionics cause Tier 1 Feedback, while Military Grade Bionics cause Tier 2 Feedback, and finally Prototype Bionics cause Tier 3 Feedback. Roll 1d10 on the corresponding table to find the result.

Damage from Feedback ignores all forms of armor.

The Bionic Implant that Triggers the Feedback is the only Deviance that is affected.



Minor

  • 1 - Spectrum Overload Sharp pitched noises or small electrical shocks drain your resolve. Lose 1 Will.


  • 2 - Feedback Loop Lose benefits from Bionic Deviance until you spend a Major action to reset it.


  • 3 - Ghosts in the System Bionics malfunction and perform random tasks. Receive a -2 penalty to all rolls until end of next turn.


  • 4 - Short Circuit Sparks fly as the power cell overloads. Lose 1 Wound.


  • 5 - Servo Whine Gears grind and ball bearing knock as you move around. Cannot take stealth actions until the end of the session.


  • 6 - Overheat The coolant around the power cell fails. Reduce Endurance Dice Pools by 1 until the end of the combat.


  • 7 - Haptic Recoil Commands have an indeterminate delay due to lag. Reduce Dexterity Dice Pools by 1 until the end of combat.


  • 8 - Electromagnetic Surge Waves of energy scorch your musculature and short out delicate motor control in bionics. Drop anything held and fall Prone.


  • 9 - Processor Overload Implant cannot perform special abilities or finer movements. Lose Pros and can only use Minor actions with the Implant in question. Lasts until Major action is spent to manually reset, or end of combat.


  • 10 - Infrasound Feedback You feel incredibly nauseous and ill after your bionic starts buzzing lowly. Lower all Endurance Dice Pools by 1 until a Major action is taken to manually reset it.
  • Medium

  • 1 - System Blackout Important components shut down. Lose benefits of Bionic Deviance until your next Rest.


  • 2 - Core Overload The power system in your bionics glows red hot for a moment and broadcasts high frequency tones. Lose 1 Wound and 1 Will.


  • 3 - Encryption Failure Gives away your position to enemies.


  • 4 - Neural Overload You are having trouble differentiating where the machine ends and you begin. Lose 1 Wane.


  • 5 - Lockout Programs meant to be removed after manufacturing detect non-sanctioned hostile actions. Your Implant ceases to function until the end of combat.


  • 6 - Lag Spike Throwing you out of sync, one of your bionics seems to react at unpredictable times. Enemies recieve a +2 bonus when attempting to attack you until the end of combat.


  • 7 - Firewall Breach An internal system attacks itself, leaving you open to hostile malware. Tech attempts you to hack your Implant now receive a +4 bonus until the end of combat.


  • 8 - Reaction Glitch You gain a +2 bonus to Mobility checks, but lose a die to all Strength Dice Pools and cannot take stealth actions. Lasts until the end of the session.


  • 9 - Servo Spasm You bionic jerks violently, causing you severe pain when you are in motion. Lose 1 Will each time you use an action to move until the end of combat.


  • 10 - Burnout You feel nausea as a frequency is broadcasted from your implant. Lose the use of your highest Skill until the end of combat.
  • Major

  • 1 - Self Awareness Inhibitor programs malfunction, allowing the AI in your implant to gain sentience. GM determines outcome, but may actively bargain with character to get them to free them in the data net, or even build it a body of its own. Cannot be fixed without a Tech check at TN 20.

  • 2 - Interface Rejection Your bionic implant violently ejects itself from your body. You lose all Pros/Cons from the Implant and take 1 Wound in damage. It can be repaired if not lost during your next Rest.

  • 3 - Cortex Distortion Signals flood your nervous system, setting off your flight or fight at the wrong moments. Roll attacks as normal. Upon a successful hit, roll any die and call it Even or Odd. If you roll Odd, apply the damage to your nearest ally instead.

  • 4 - Neural Desync Energy courses through your skull, burning out neurons along the way. Your character forgets everything that has happened to them after character creation. Each time they mention something they shouldn't remember, they take 1 Wane in damage. Lasts until the end of the next session.

  • 5 - Magnetic Flux A wave of destructive magnetic energy bursts from the power cell in your implant. Causes immediate Feedback in carried equipment, tech, and other Implants.

  • 6 - Personality Glitch AI anti-malware targets your frontal lobe. Lose 1 Will and 1 Wane.

  • 7 - Corrupt Subroutine Your implant works with a mind of its own. You must repeat the action you just committed to for the next two turns.

  • 8 - Persistent Loop Repetitive and hard to ignore, this series of tones makes all tasks more difficult. Treat all Skills as if they were one rank lower until you take a Rest.

  • 9 - Pulse Overload Your core goes critical, the implant is disabled until extensive repairs can be made. You and everyone within Short range takes 2 Wounds and 2 Will in EMP damage.

  • 10 - Hostile Override A rogue AI takes control of your implant. GM decides outcome, but the bionic actively tries to hamper or even kill you.

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