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Gene-Tech
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Astral Genetic Alteration
This process was designed by NanoCyber's genetics division. It uses retroviruses to rewrite the subject's DNA into that of a magically active person. The type of magic depends on how the person learns how to use it. The person may become any kind of magically active type. (Mage, Adept, etc.) This process is available in different ratings, Each being equal to the magic rating being gained. Treat the subject as if they had been created as a magical character from the beginning and reduce the effectiveness of the treatments according to the character’s essence rating. The maximum level that this may be taken at is equal to the character’s essence rating. (Round down). Further implants reduce magic as normal for magically active characters. Mundane characters may only take this. Once acquired, characters are considered to be whatever type of magic type they learned to be and may initiate as normal.
Rating Cost Affect Body Index*
1 100000 +1 magic Rating
2 200000 +2 magic Rating
3 300000 +3 magic Rating
4 400000 +4 magic Rating
5 500000 +5 magic Rating
6 600000 +6 magic Rating
*This is a DNA alteration which only adds magical potential and has no
effect on the rest of the body. Treat as if the character had been borne
magically active.
By: Deathmonger
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Mega Mercer (Staphorius Superior)
This is a supped up form of the already virulent Mercer bacteria. This flesh eater is designed to kill and dispose of the bodies in a matter of hours. Treatment fails on a d6 roll of 3 or less. Is almost always fatal.
Damage- (Victems' Body)M, every turn until treated
Vector- Touch, injection
Duration- Until treated
By: Deathmonger
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Enhanced Neuro Transmitters
Designed to increase the processing power of both the motor and sensory neurons, enhanced neuro transmitters greatly reduce the time needed to comprehend and react to a situation. Reduce the target number for all intelligence tests by one per dose.
Cost: 75,000¥ per dose
By: Deathmonger
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Super Proteins
An enhanced growth hormone which stimulates the production of muscle tissue. This new tissue grows to the extent of raising the characters strength by 1. These proteins have the interesting side effect of strengthening the heart and preventing heart problems.
Cost: 75,000¥ per dose
By: Deathmonger
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Carbon Polymers
Carbon polymers bend and refract light to create the illusion that something is not there. This provides perfect camouflage for almost any situation. Carbon polymers' ability to bend and refract light also provides a great deal of thermal protection by distorting the infrared light in addition to the visible spectrum. Carbon polymers do not protect against ultrasound or electromagnetic devices. To activate carbon polymers requires a simple electronic charge that is provided by a small device called the stored energy transfer unit.
Cost: 1,000¥/m^2 +500¥ for the stored energy transfer unit.
By: Deathmonger
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Eversor Combat Drugs
Created by a man named Ceymore, the Eversor combat drugs were part of a secret program to creat an army of super soldiers to overthrow the megacorps. The Eversor combat drugs make a normal metahuman into an unstopable killing machine. They also activate other bioware such as adrenal pumps and pain editors and always at their max effect. Only Ceymore has the ability to make the drugs and he isn't talking. One unfortunate side effect to the drugs is that when the user is killed, they explode with devastating power. These drugs are non-addictive.
Effects: +2 Body, +4 Quickness, +5 Strength, +3 Willpower, +5 Reaction, +1D6 Initiative
Cost: 2,500¥ per dose
Availability: N/A
Street Index: N/A
Special
The only way to get these drugs is if Ceymore give them to you.
People under the influence of the drugs ignore the effects of damage modifiers from all sources, including chemicals and magic (They just fail to notice it). Also, a person under the effects of the drugs may not be paralyzed or rendered unconcious by chemicals, critter powers, damage, etc, (use this last part within reason, for example: if one's spine is broken, they will not be able to move anything below the injury). If a character that is under the influence if the drugs dies, that character's body explodes and everyone within six meters must resist 20D. Hardened armor is reduced to normal.
By: Deathmonger
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Freeze
Freeze is a new compound that was accidentally found by scientist while on an expedition into Antarctica. This compound has the ability to slow down the life function of any living thing, except one small rat-like mammal that feeds on it. So far, the scientists are unable to figure out why the mammal is immune. When tested on other various animals, they appeared to freeze in time, not moving for a very long time. Time laps filming of the animals showed that there was still movement going on, it was just at an incredibly slow rate. The effects of the compound lasted anywhere from a week to two weeks. It took effect anywhere from an hour to almost a day. Some of the animals died shortly after becoming unfrozen, though no one knows why. The only know way of stopping the freezing process is to inject some of the rat-like mammals blood into the victim of Freeze.
Rules: When a person is injected with Freeze, have them take a willpower (6) test to see how long until the compound takes effect. The base time is 4 hours. After it takes effect, make a Body (6) test to see how long they stay under the effects of Freeze. Base time is 2 weeks. If the subject rolls 1’s on half or more on his Body test, double the time they are effected by Freeze. Toxin filters of any type don’t protect from Freeze. After the time is up, the subjects cells slow down to an extremely slow rate of motion. The victim can still move and see and breath, but at a very slow rate. Talking is impossible. Since the brain has also slowed down, it takes time for the message of doing something to the brain. So the last thing that the person was doing at the time when Freeze took effect is what the person will be doing for the next 5 hours or so. The person also sees and hear things but the pictures and sounds take longer to register. What a person sees and hears now will register to the brain in an hour. Touch is also possible but it is so small that it really doesn’t feel like your touching anything. Also, the victims don’t feel pain. The only known thing that will neutralize the effects of Freeze is the blood of a rat-like mammal that lives in the arctic and Antarctic.
After the effects of Freeze wears off, have the victim make a Willpower (4) test for all of there cells speeding up and the past information flooding his brain. The damage code is Deadly. If the target fails, the GM may have the character suffer brain damage, lose some or all of their memory, or simply have them die.
Rating: 4D
Speed: 30 minutes/ 4 hours
Vector: Injection or ingestion
Price: Not available on the street.
The only place you can find Freeze is in the north or south poles, which are the places that the scientists are doing their reserch. The compound comes from a mold that produces it. The mold will die within ten minutes of transportation out of the cold climate of the arctic. Temperature for transportation must be at lest -40 C.
By: KillJoy
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Strain IV Alpha
The newest member to the family of the Fat bacteria, Strain IV Alpha follows in their footsteps. This magically active bacteria is a parasite that soaks up magic like a sponge. It is most often used by governments that want to crush magic or large prisons with a lot of mages. This is the way it works.
First, Strain IV is ether injected into the victim or breathed in through a gas. It takes about 5 minutes before the victem passes out. They wake up a short time later, about 30 minutes after blacking out. Their magic is being suppressed and eaten by the bacteria. No loss of magic actually happens, it is just being blocked. The victem cannot use any magic at all. If they want to try to use magic, they must make a Willpower(12) test to see if they can. If they fail, they suffer 12L stun damage for the bacteria giving them magical feedback. Strain IV also has effects on any human-like creature with HMHVV, but the effects aren’t as bad. If something with HMHVV wants to cast a spell, they must make a Willpower(6) test to see if they can. If they fail, they still suffer the same damage of 12L stun. The stun is resisted with Body. A person cannot resist from Strain IV. Any other magically active critter is completely immune to Strain IV. The effects last for about a week.
Rating: 12L stun
Speed: 1-5 minutes
Vectors: Air and injection
Price: 100,000¥ per dose
Availability: 25/1 month
Street Index: 5
**If the target wants to use magic, make a Willpower(12) test if he is a metahuman, and a Willpower(6) test if they have HMHVV. If ether fail, they must resist 12L stun with their Body. If they pass, make the spell success test as normal. This will now effect any other critter of mundane. Its effects last for about a week. There is no cure.
By: KillJoy
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