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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