OVERVIEW Known throughout the world for their expertise in genegineering and human augmentation, Gemini Bioware is set to unveil a new series of augmentations Symbiotic grafts and implants. For purposes of this article, a graft is an external augment and implants are considered internal augmentations.
Public Concern Gemini has spent millions of credits in legal fees, as well as conducted extensive laboratory and field tests to convince the UIG and potential customers that their Symbiot strains do not present a genetic threat to Earths inherent life forms and are safe for users as well. Although initially dubious as to whether Symbiots should be classified as BIOs or merely a form of organic augmentation, a panel of senior biologists and genegineers within the UIG have recently agreed to review Geminis newest lab results and claims of safety.
Points of concern to be addressed include: 1. Symbiots must adhere to the same implantation procedures and conditions as Geminis Bio-implants. 2. Symbiots must not be capable of auto-locomotion. 3. Symbiots must not be capable of reproduction. 4. Symbiots must be fully implanted / attached / grafted to their host and may not be capable of being removed unless surgically excised by a qualified genegineer or cybernetic surgeon. 5. Symbiots must be fully controllable by their hosts and incapable of full independent action of their own accord. 6. Symbiots must be healthy and medically cleared before implantation. 7. Gemini Bioware must offer and provide for regular health maintenance of implanted Symbiots.
As for their prospective customer base, Gemini has publically released several advert vids of Gemini Agents using various Symbiots under both controlled and off-world field conditions. Mere hours after the vids were released onto the WDN, inquiries about the new augs have swamped Geminis sales & marketing department.
Incorporated Vol. I, page 56
System
Biologic Gene Amalgamation Many biologic augmentations must be gene-matched with the prospective client in order to ensure genetic synchronization between host and Symbiot. This is accomplished by obtaining a biosigniature analysis and DNA sample from the host and then inoculating the resultant genetic profile into a developing Symbiot. The entire process takes one to two weeks, from beginning to end with the buyer walking out of the clinic with his new friend.
Care and Feeding Symbiots, when not grafted or implanted to a host, are kept in a closed terrarium tank suspended in a nutrient bath. A Symbiot can be maintained indefinitely when stored in this manner. Symbiots coupled to a host absorb the necessary sustenance from their hosts who often experience cravings for odd foodstuffs necessary for proper upkeep of their Symbiot. A Symbiot deprived of proper nutrition slowly starves, losing a Health Level every other day until death occurs.
Symbiot Attributes Like their Bio-Implant cousins, Symbiots have Health and Resistance Levels. Also like Bio-Implants the default ratings for Symbiots are Health 10 and Resistance 7. If their Health is endangered they roll Endurance + Health, using the hosts Endurance for the attempt. For other details concerning Bio-Implants see Incorporated Vol. I, page 56.
Symbiots outside the hosts body use the hosts AV for the area where they are grafted on. If exposed, they have AV 2 and 1 Hit Point for every Health Level they possess. Unless stated in the description for the Symbiot, the Hit Points of the Symbiot are not added to those of the host.
SYMBIOT CREATION To create a new Symbiot run through the following charts - choosing the options that interest you or determine the results randomly as you wish.
D20 Relative Size 1 Microscopic (Virus/Molecule) 2-3 Minute (Ant/Rice Grain) 4-7 Tiny (Large Insect/Coin) 8-13 Small (Hamster/Baseball) 14-19 Medium (Housecat/Soccer Ball) 20 Large (2-year old child/Rucksack)
D. GRAFT POINT / IMPLANTATION SITE (Roll or Choose)
1. Graft Site
D20 External Location 1 Abdomen 2 Arm (s) (Upper Arm, Forearm) 3 Back 4 Base of Spine 5 Buttocks 6 Chest 7 Foot (Feet) 8 Groin (Genitals) 9 Hand (s) 10 Head, Back of 11 Head, Face 12 Head, Forehead 13 Head, Top of 14 Joints / Articulation (Neck, Waist, Elbow, Hip, Knee, Ankle, Finger & Toe Phalanxes) 15 Leg (s) (Upper Leg, Lower Leg) 16 Neck, Back of 17 Neck, Side of 18 Neck, Throat 19 Shoulder (s) 20 Skin
F. SPECIAL CHARACTERISTICS (50% chance of possessing a special characteristic; then roll D6)
D6 Characteristic 1 Symbiot is quasi-sentient (Roll D3 for INT, PER and PRE / Communicates through empathy / emotion)
2 Symbiot is sentient (Roll D8+2 for INT, PER and PRE / Communicates through strong empathy / speech)
3 Symbiot is Telepathic (Shares telepathic bond with host and has D2 other appropriate telepathic skills)
4 Symbiot is a hardy specimen. Increase Health by D3+1 points (11-14) and Resistance by D3 points (8-10).
5 Symbiot has a ranged attack form relative to its physical capabilities; Host is immune to effects where appropriate. Roll D6, rerolling unsuitable results.
Ranged Attacks
D6 Attack Form 1 Acid Stream (D6 Damage + D6 damage for D2 rounds, Close Range, Rate 1) 2 Electrical Arc (2D4 Damage, treat as a Galvanic Attack, Close Range, Rate 1) 3 EMP Burst (2D6 Damage, Close Range, Rate 1) 4 Plasma Bolt (D8 Damage, Ignores 8 AV, Close Range, Rate 1) 5 Spits Poison (D6 Damage and must roll under END on 2D10 or be paralyzed for 2d4 rounds)
6 Symbiot has a close combat attack form relative to its physical capabilities. Where STR is indicated assume the Symbiots STR to be or equal to the Hosts STR (GMs discretion). Roll D6, rerolling inappropriate results.
F) BENEFITS & DRAWBACKS
1. Overview The following benefits and drawbacks do not have suggested point values or ratings assigned to allow GMs full discretion to determine the appropriate standard for their campaigns. Likewise, there is no set number of benefits or drawbacks the GM can choose for their creations.
2. Possible Benefits These characteristics are generally benign and/or beneficial to the host in some way.
Accepting of Hosts Associates Accepting of other Symbiots and/or Biotech Implants Boost Defense Boost Healing Rate Boost Initiative Boost Physical Skill Rolls (Athletics, Close Combat, Observation, Stealth) Boost Telepathic Skill Rolls Heightened Appearance (Increased Looking Good Score) Physical Attacks (Taken from KOM 13 - Variant Genetic Mutations)
3) Claws, bone strike, etc. 4) Tentacle, tendril, tongue, tail, etc. D6 Damage D6 Damage 1-3 D4 + STR 1-3 D4 + STR (+1 to grapple/restrain checks) 4-5 D4+1 + STR 4-5 D4+1 + STR (+2 to grapple/restrain checks) 6 D4+2 + STR 6 D4+2 + STR (+3 to grapple/restrain checks)
5) Abrasive, spiky hide 6) Roll again Rerolling any rolls of 6, increase indicated D6 Damage damage by 2 points, 1-4 D3 vs. attackers fighting unarmed 5-6 D4 vs. attackers fighting unarmed
Heightened Hearing Heightened Sight Heightened Smell Heightened Taste Heightened Touch Imparts ability to breath in an alternate atmosphere (Under water, toxic environments, etc.) Imparts ability to learn Telepathics (Gain the Telepath Training) Imparts ability to regenerate (i.e. Organs and Limbs and/or Rapid Healing Rate) Imparts Appearance / Physical Character Traits of Past Host (s) (Good) Imparts Beneficial Mutation (s) Imparts Extra Attack (i.e. Tentacle, Mouth, etc.) Imparts Longevity Imparts Memories of Past Host (s) (Good) Imparts Perk / Training (i.e. Survival, Unarmed Combat Specialist, etc.) Imparts Personality / Mental Character Traits of Past Host (s) (Good) Imparts Special Attack (Sonic, Telepathic, Poison/Toxin, Acid, etc.) Increased Armor Value (Thick Skin, Hide, Exoskeleton, Thick Fur, etc.) Increased Hit Points (i.e. adds a number of HP to the host / Symbiot adds its Hit Points to the hosts) Increased Natural Ability Maximum Increased STATs Increased Telepathic Energy Reduce / Prevent Mashing Damage Resistance to Cold Resistance to Corrosives Resistance to Disease Resistance to Drugs & Chemicals Resistance to Electricity Resistance to Gravity Changes (Low / High) Resistance to Heat Resistance to Light and/or Light Based Weapons Resistance to Mutagens Resistance to Poisons & Toxins Resistance to Sound and/or Sound Based Weapons
3. Possible Drawbacks These abilities typically impart some disadvantage or adverse quality upon their host.
Ages Host prematurely Decreased Armor Value Decreased Hit Points (i.e. Symbiot uses a number of the hosts HP to maintain itself) Decreased Natural Ability Maximum Decreased STATs Decreased Telepathic Energy Diminished Appearance (Lowered Looking Good Score) Diminished Hearing Diminished Sight Diminished Smell Diminished Taste Diminished Touch Imparts Adverse Mutation (s) Imparts Appearance / Physical Character Traits of Past Host (s) (Bad) Imparts Memories of Past Hosts (Bad) Imparts Personality / Mental Character Traits of Past Host (s) (Bad)
Increased Mashing Damage Jealous and/or Rejects Hosts Associates Jealous and/or Rejects other Symbiots and/or Biotech Implants Penalize Defense Penalize Healing Rate Penalize Initiative Penalize Physical Skill (Athletics, Close Combat, Observation, Stealth) Penalize Telepathic Skill Rolls Removes ability to learn Telepathics Restricts ability to breath in a certain atmosphere Symbiot cannot be removed without serious, long lasting consequences (Death, Disfigurement, etc.) Vulnerability to Cold Vulnerability to Corrosives Vulnerability to Disease Vulnerability to Drugs & Chemicals Vulnerability to Electricity Vulnerability to Gravity Changes (Low / High) Vulnerability to Heat Vulnerability to Light and/or Light Based Weapons Vulnerability to Mutagens Vulnerability to Poisons & Toxins Vulnerability to Sound and/or Sound Based Weapons
Copyright Iam Nobody, Brutal Games (Knock-off) 2014