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Agent Genetic Upgrades
Submitted by Giantcavecrab
“Welcome to station 3 agents” – Dr Walters proclaimed to the
prospective group of E.I. agent recruits he stood before. “In the up
coming months you will be trained in techniques, and with skills
that you had never before dreamed yourself capable of, and believe
me aren’t capable – yet”. Dr Walters turned and placed his hand
against the ID scanner set in the wall by the door, and with a
steady hiss the lab doors opened. The Dr carried on inside, “Well,
come on in then” he gestured to the agents, “This will be your home
for the next month. We will be working closely together to ensure
that both physically and mentally you are in optimal condition, and
believe when I say we know certain techniques to help along the
way”. “But of course you already knew this. You have had the
corporate line, but here is what they didn’t tell you. Here at lab 3
we offer perspective agents ‘upgrades’ to give you a competitive
edge over your peers.”
He turned to a computer terminal, which began to display a
holographic image of the human form. “There is no aspect of you
granted by Mother Nature that we cannot improve upon…for a price”
Systems
All corporate agents receive a significant genetic upgrade package
upon signing on with their company. However agents can also be
offered the option of non ‘standard’ upgrades which they may take at
character creation. Knowing that the agent’s meagre starting
salaries will be unable to make the repayments on these expensive
procedures the agents mission salaries are often garnered at a rate
of 25% per mission until the full amount (+10% for the meaner GM’s
out there) is repaid. These options are only available at character
creation (and the list is by no means exhaustive)
NB - Certain genetic modifications may duplicate the effect of
cyberware. My intention was to keep the two distinctly separate. A
genetic upgrade to the eye may be more subtle than cybernetic
replacement, but it will not have the utility. Immunity to EMP may
also attract certain players.
Retinal Modification – 10,000c
The Agents eyes have been modified to work in levels of low light.
The agent can see perfectly as long as ‘minimal’ light is available
and he halves any penalties caused by darkness on tests he makes.
Reinforced Knuckle plate – 4000c
The agent’s knucklebones are hardened and treated with a carbon
composite. The result is a punch that can break jaws leaving the
agent un-bruised. – Mechanical effect the agent adds +1 to any
damage caused by un-armed blows with his hands.
Exceptional [Stat] – 10,000c
One of the agent’s attributes is elevated to exceptional levels.
Certain Agent’s fondly refer to this procedure as the ‘Spinal Tap’ –
Effect each time this procedure is taken the agents ‘Stat Max’ is
increased to 11. The procedure may be performed once per attribute
only. Note - only the ‘Maximum’ is increased. Not the actual value
itself.
Displacing Body Joints – 8,000c
The agent is capable of purposefully dislocating significant body
joints. Mechanically this gives the agent a +2 bonus to escape from
holds / restraints. Industrious players may also find other uses for
this and should be rewarded by their GM accordingly.
Metabolic Acceleration – 18,000c
The agent may recover from injuries that would cause a normal person
a three month long hospital stay – Effect – the agents already
considerable regenerative abilities are improved, halving the agents
recovery times from injuries.
Death Stance – 8, 000c
In situations of extreme circumstance the agent is capable of
shutting down his body and ‘dying’. The agent may only be revived by
having a pre generated code input into his A.I unit, or after a
pre-programmed period of time (decided at this point)
Iron Body – 5, 000c [Per level]
The agent’s body is hardened to the effects of physical harm. Effect
– Each level of this enhancement adds 3HP to the agents starting
total. Up to 4 levels of this enhancement may be taken.
Strong [Telepathy] – 10, 000c
The cerebral patterns that control [Insert Telepathic skill] are
strengthened. The agent finds centering himself ‘natural’ with this
technique. The character gains 5 additional TP usable only for
powering this Psi technique only.
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