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Knock-Off Monday 16 June 2014

GEMINI BIOWARE SYMBIOTS PART 1



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.


A. TYPE OF SYMBIOT (Roll or Choose)

D4 Type
1-3 Implant
4 Graft

B. SYMBIOT DERIVATION (Roll or Choose)

D12 Derivation
1-5 Animal
6-8 Plant
9-10 Animal/Plant Hybrid
11 Biological Nanite/Viral Colony
12 Xenoform/Unclassifiable

C. SYMBIOT SIZE (Roll or Choose)

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














2. Implantation Site

D8 Internal Location
1 Head/Skull (Sensory)

D4 Subsystem
1 Auditory System (Middle Ear Auditory Ossicles & Eustachian Tube, Inner Ear Cochlea & Vestibule)
2 Mouth (Teeth/Tongue, Taste Buds)

3 Nose (Vestibule, Nasal Cavity, Olfactory Nerve Endings)
4 Eye (Cornea, Iris/Pupil, Retina, Optical Nerve)

2 Nervous System

D4 Subsystem
1 Brain (Cerebrum, Cerebellum, Brain Stem)
2 Spine
3 Spinal Fluid
4 Nerves (Neurons Cell Body / Synaptic Knobs / Dendrites / Neurotransmitters / Axon Tubes)

3 Respiratory System

D4 Subsystem
1 Trachea / Windpipe
2 Bronchi
3 Lungs
4 Diaphragm

4 Circulatory System

D4 Subsystem
1 Heart
2 Arteries (Carries blood away from heart)
3 Veins (Carries blood back to the heart)
4 Blood

5 Digestive System

D4 Subsystem
1 Mouth/Teeth
2 Esophagus
3 Stomach
4 Intestines/Bladder/Anus

6 Skeletal System

D4 Subsystem
1 Bones/Teeth
2 Joints
3 Ligaments
4 Marrow

7 Musculature System

D4 Subsystem
1 Muscles (Skeletal Voluntary Action, i.e. Biceps, Triceps, Pectoral, etc.)
2 Muscles (Smooth Involuntary Action, i.e. Internal Organs)
3 Endomysium Sheath (Covers Muscles)
4 Tendon Connectors

8 Miscellaneous Systems

D6 Subsystem
1 Body Cavities
2 Subcutaneous Fat Deposits
3 Reproductive System
4 Endocrine System
5 Lymphatic System
6 Misc. Organs (Appendix, Colon, Gall Bladder, Kidneys, Liver, Pancreas, Spleen)
E. APPEARANCE / DESCRIPTION (Roll or Choose / Reroll illogical or unworkable results)

1. Movement

D4 Motion
1-3 Moving
4 Unmoving

2. Type of Motion


D8 Type
1 Pulsating
2 Quivering
3 Rippling
4 Shuffling
5 Sucking In and Out
6 Swaying
7 Throbbing
8 Undulating

3. Descriptors (Roll D3)

D20 Shape
1 Bush
2 Centipede
3 Claw
4 Fungus
5 Hand
6 Infant
7 Insect
8 Internal Organ (Brain, Heart, Intestines, Kidney, Liver, Lung, Stomach, etc.)
9 Lump of Flesh
10 Mold
11 Scorpion
12 Segmented Worm
13 Slime
14 Snake
15 Spider
16 Starfish (2D4+2 Arms)
17 Tree Bark
18 Tumor / Growth
19 Twisted Face
20 Wad of Chewing Gum

4. Physical Features (Roll D4)

D20 Features
1 Barbs
2 Bristles
3 Bruised
4 Cilia
5 Dendrites
6 Fangs / Teeth
7 Flesh Tabs
8 Holes
9 Hooded
10 Indentation
11 Knobs
12 Knots
13 Lumps
14 Scaled
15 Sores
16 Spikes
17 Stalk / Stem / Boles
18 Tendrils
19 Tentacles
20 Whorls

5. Texture (Roll once for each category)
D4 Grain
1-2 Rough
3-4 Smooth

D4 Liquescence
1-2 Dry
3-4 Wet

D10 Consistency
1-3 Slimy
4-6 Sticky

7-9 Firm
10 Roll again for a second result

D4 Density
1-2 Hard
3-4 Soft

6. Temperature

D10 Temperature
1 Hot
2-3 Warm
4-7 Room Temperature
8-9 Cool
10 Cold

7. Shine

D4 Location
1-3 Bright
4-6 Dull
7-8 Varied

8. Coloration

D4 Number of Colors
1-2 Single Colored
3-4 Multi-Colored (Roll Below)

D4 Color Pattern
1 Striped
2 Spotted
3 Patched
4 Scintillating

9. Color (If multi-colored roll D4+1 times)
1 Azure
2 Black
3 Blood Red
4 Blue
5 Bronze
6 Brown
7 Clear
8 Copper
9 Gold
10 Gray
11 Green
12 Ochre
13 Olive Green
14 Orange
15 Purple
16 Red
17 Silver
18 Violet
19 White
20 Yellow
10. Sound Characteristics

D4 Vocalization
1-2 Silent
3-4 Vocal

Vocalizations (Roll D2 times)

D20 Effects
1 Buzzing
2 Chirping
3 Chortling/Tittering
4 Coughing
5 Crying/Sobbing
6 Dead Quiet

7 Droning
8 Growling
9 Heart Beat
10 Hissing
11 Hooting
12 Howling
13 Humming
14 Purring
15 Ringing
16 Screeching
17 Shrieking
18 Whining
19 Whispering
20 Whistling

11. Olfactory Characteristics

D4 Scent
1 Unscented
3-4 Scented

Scent (Roll D2 times)

D20 Effects
1 Cheese
2 Cinnamon
3 Cooked Meat
4 Death
5 Feces
6 Feet
7 Garlic
8 Honey
9 Hot Peppers
10 Liquor / Spirits
11 Musk (Skunk, Ferret)
12 Onions
13 Perfume / Cologne
14 Rancid Meat
15 Roses
16 Rubbing Alcohol
17 Spices
18 Sweat / Body Odor
19 Urine
20 Wet Dog









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)

1) Bite 2) Gore attack, horn, spike, tusks
D6 Damage D6 Damage
1-3 D2 + STR 1-3 D6 + STR (Mashing 1)
4-5 D3 + STR 4-5 D6+1 + STR (Mashing 2)
6 D4 + STR 6 2D4 + STR (Mashing 3)

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

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