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

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

Unread post 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.
Bio-E Cost: 25
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.
Bio-E Cost: 15
Prerequisite: None
3. Bio-Mirco 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.
Bio-E Cost: 35
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.)
Bio-E Costs: 25
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.
Bio-E Cost: 35
Prerequisite: None.
6. New Upgrade*: Increase Sensor Range: Doubles the base range of any visual or sensory enhancement.
Bio-E Cost: 25
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.
Bio-E Cost: 25
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%.
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.
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.
Mega Damage: 2d12+4 M.D per outburst, or 4d6x10 M.D. for a coned blast.
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.
Range: 50ft for outburst/350ft for coned blast.
Payload: Effectively Unlimited, however, the region will become sore after 4 consecutive coned blasts and will be unusable for 1d4 melee rounds.
M.D.C. Per Part: 65
Bonus: +2 to strike, can stun an enemy with any hearing-based senses for 1 round.
Bio-E Cost: 45 per unit to a maximum of 2.
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.
Bio-E Cost: 15
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.
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.
Prerequisite: None.
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