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Geneware

Geneware is a personal upgrade primarily involving controlled genetic mutation. Although the sorts of enhancements geneware offers are different, and often more limited than cyberware, it is more robust, less prone to malfunction, and less dangerous when it does malfunction.

Geneware also takes longer to implement. This is generally done over a week. After which the modification can be said to be fully operational. It is very dangerous to carry out any strenuous activity before a modification has been completed. The following are the most universally available geneware modifications and upgrade paths.

Trait Skill Boost

Trait skill boosters are are each a range of genetic modifications and codified bioengineering enhancements. The boosters for Agility or Strength focus on the central nervous system, respiration, musculature and skeletal integration, while the boosters for Insight or Perception focus more on the brain and sensory systems. The net effect of this geneware is offer a boost to the given skill.

Agility/Strength Boost 1

150K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 150ep for main-act
Usage: resequence -> eff= +1(Agility|Strength)

Agility/Strength Boost 2

300K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 300ep for main-act
Usage: resequence -> eff= +2(Agility|Strength)

Agility/Strength Boost 3

600K:3(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 600ep for main-act
Usage: resequence -> eff= +3(Agility|Strength)

Agility/Strength Boost 4

1.2M:3(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 1.2Kep for main-act
Usage: resequence -> eff= +4(Agility|Strength)

Agility/Strength Boost 5

2.4M:4(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 2.4Kep for main-act
Usage: resequence -> eff= +5(Agility|Strength)

Insight/Perception Boost 1

200K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 200ep for main-act
Usage: resequence -> eff= +1(Insight|Perception)

Insight/Perception Boost 2

400K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 400ep for main-act
Usage: resequence -> eff= +2(Insight|Perception)

Insight/Perception Boost 3

800K:3(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 800ep for main-act
Usage: resequence -> eff= +3(Insight|Perception)

Insight/Perception Boost 4

1.6M:3(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 1.6Kep for main-act
Usage: resequence -> eff= +4(Insight|Perception)

Insight/Perception Boost 5

3.2M:4(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 3.2Kep for main-act
Usage: resequence -> eff= +5(Insight|Perception)

Acid Blood

With this enhancement, your body chemistry is based on a combination of strong acids, rather than water. As a result, your bodily fluids are extremely acidic, and you gain corrosive resistance according to the following path

Acid Blood 1

6K:2(cost), 0.25(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 6ep for bonus-act
Usage: resequence -> eff= +1(rst,corr)

Acid Blood 2

12K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 12ep for bonus-act
Usage: resequence -> eff=+2(rst,corr)

Acid Blood 3

24K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 24ep for bonus-act
Usage: resequence -> eff= +3(rst,corr)

Acid Blood 4

48K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 48ep for bonus-act
Usage: resequence -> eff= +4(rst,corr)

Acid Blood 5

96K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 96ep for bonus-act
Usage: resequence -> eff= +5(rst,corr)

Acid Gland

This enhancement consists of a new organ that manufactures highly concentrated acid, as well as a transportation and ejection system with nozzle that can fire a narrow squirt of acid doing corrosive damage to whatever it hits. The most popular locations for the nozzle are in the top or bottom of a wrist, the roof of the mouth, top of the head or a nostril. For reasons that acid can splash, this geneware enhancement includes giving the enhanced creature +2(rst,corr).

Acid Gland 1

15K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 15ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 25(audio)
    -> imp(sv,Health,8+M)= 3(spray), 1d6(hp,corr)
    -> 3hp for act
◊ resistance -> eff= +2(rst,corr)

Acid Gland 2

30K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 30ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 25(audio)
    -> imp(sv,Health,8+M)= 4(spray), 2d6(hp,corr)
    -> 4hp for act
◊ resistance -> eff= +2(rst,corr)

Acid Gland 3

60K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 60ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 25(audio)
    -> imp(sv,Health,8+M)= 5(spray), 3d6(hp,corr)
    -> 5hp for act
◊ resistance -> eff= +2(rst,corr)

Acid Gland 4

120K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 120ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 25(audio)
    -> imp(sv,Health,8+M)= 6(spray), 4d6(hp,corr)
    -> 6hp for act
◊ resistance -> eff= +2(rst,corr)

Acid Gland 5

240K:3(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 240ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 25(audio)
    -> imp(sv,Health,8+M)= 7(spray), 5d6(hp,corr)
    -> 7hp for act
◊ resistance -> eff= +2(rst,corr)

Adaption, aquatic

This enhancement includes fins, gills, and dermal modifications to confer the ability to live and breathe in water. As long as the water is oxygenated (by being in contact with a breathable atmosphere), you will remain comfortable in this environment. You gain a swim speed equal to your walking speed.

Adaption (aquatic)

17K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 17ep for main-act
Usage: resequence -> eff= stock(swim), liquid-breathing, +1(rst,frc)

Adaption, climbing

This enhancement consists of several modifications to your form to give you climb as a natural movement mode. The modifications include: extended arms, claws and prehensile feet and tail. The claws also become a fistload slash weapon.

Adaption (climbing)

26K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 26ep for main-act
Usage: resequence ->
◊ resistance -> stock(climb), adv(Agility,chk|sv) for balance, immune(cond,prone)
melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload)
-> eff= -6(Str,min), 10(audio)
-> eff= 1d4-M+M(Str)(hp,sls)

Adaption (cold)

This enhancement consists of additional subcutaneous fat (or a fur covering), a stockier form (or a larger one), overdeveloped nasal cavity as well as some materials changes to your blood and dermal layers, which combine to confer cold resistance.

Adaption (cold) 1

5K:2(cost), 2(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 5ep for main-act
Usage: resequence -> eff= +1(rst,cold)

Adaption (cold) 2

10K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 10ep for main-act
Usage: resequence -> eff= +2(rst,cold)

Adaption (cold) 3

20K:2(cost), 4(wt), 14(CC)
Op: resequenced ◊ s2a: 4hp 20ep for main-act
Usage: resequence -> eff= +3(rst,cold)

Adaption (cold) 4

40K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 5hp 40ep for main-act
Usage: resequence -> eff= +4(rst,cold)

Adaption (cold) 5

80K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 80ep for main-act
Usage: resequence -> eff= +5(rst,cold)

Adaption (cold) 6

160K:2(cost), 6(wt), 15(CC)
Op: resequenced ◊ s2a: 6hp 160ep for main-act
Usage: resequence -> eff= +6(rst,cold)

Adaption (drought)

This enhancement consists of a number of changes, designed to save from water loss. Perspiration is replaced with other methods of heat dispersion and faeces and urine are passed as dry pellets. The result of all these modifications is that your water consumption is reduced to a quarter.

Adaption (drought)

8K:2(cost), 0(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 8ep for bonus-act
Usage: resequence -> eff= ¼•(fluid-consumption)

Adaption (heat)

This enhancement provides a protective cutaneous layer, and thermoregulation enhancements to offer protection against heat without sacrificing the enhanced creature’s current adaptations. The effect of this enhancement is to gain heat resistance.

Upgrades make progressively more radical changes to the body, including replacing the circulating fluids with liquids with higher boiling points. These changes alter the appearance of the creature.

Adaption (heat) 1

5K:2(cost), 2(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 5ep for main-act
Usage: resequence -> eff= +1(rst,heat)

Adaption (heat) 2

10K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 10ep for main-act
Usage: resequence -> eff= +2(rst,heat)

Adaption (heat) 3

20K:2(cost), 4(wt), 14(CC)
Op: resequenced ◊ s2a: 4hp 20ep for main-act
Usage: resequence -> eff= +3(rst,heat)

Adaption (heat) 4

40K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 5hp 40ep for main-act
Usage: resequence -> eff= +4(rst,heat)

Adaption (heat) 5

80K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 80ep for main-act
Usage: resequence -> eff= +5(rst,heat)

Adaption (heat) 6

160K:2(cost), 6(wt), 15(CC)
Op: resequenced ◊ s2a: 6hp 160ep for main-act
Usage: resequence -> eff= +6(rst,heat)

Adaption (rad)

This enhancement consists of changes to your cranial and dermal layers to include a conducting material, which acts to divert radiation into current. It also changes your DNA language to include a much higher tolerance to mutation and self repair. These changes combine to confer radiative resistance.

Adaption (rad) 1

50K:2(cost), 2(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 50ep for main-act
Usage: resequence -> eff= +1(rst,rad), 2•rad(ep/hr)

Adaption (rad) 2

100K:2(cost), 3(wt), 15(CC)
Op: resequenced ◊ s2a: 3hp 100ep for main-act
Usage: resequence -> eff= +2(rst,rad), 2•rad(ep/hr)

Adaption (rad) 3

200K:2(cost), 4(wt), 15(CC)
Op: resequenced ◊ s2a: 4hp 200ep for main-act
Usage: resequence -> eff= +3(rst,rad), 2•rad(ep/hr)

Adaption (rad) 4

400K:2(cost), 5(wt), 15(CC)
Op: resequenced ◊ s2a: 5hp 400ep for main-act
Usage: resequence -> eff= +4(rst,rad), 2•rad(ep/hr)

Adaption (rad) 5

800K:2(cost), 6(wt), 15(CC)
Op: resequenced ◊ s2a: 6hp 800ep for main-act
Usage: resequence -> eff= +5(rst,rad), 2•rad(ep/hr)

Ambidexterity

This biomechanical change mirrors your orientation such that your off hand becomes equivalent to your main hand (see trait in “Chapter 6: Adventuring”). This has the effect of giving you ambidexterity, so that your off hand gets the attack and damage bonuses, your main hand gets.

Ambidexterity

35K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 35ep for main-act
Usage: resequence -> eff= ambidexterity: No dadv(chk,TC) on off hand

Audiosense

This enhancement provides hearing to the levels shown in the listings below. These levels replace any audiosense you may already have.

Audiosense 1

15K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 15ep for bonus-act
Usage: resequence -> eff= 10(audiosense)

Audiosense 2

30K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 30ep for bonus-act
Usage: resequence -> eff= 20(audiosense)

Audiosense 3

60K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 60ep for bonus-act
Usage: resequence -> eff= 30(audiosense)

Claws

This enhancement involves the modification of the upper half of your hands to store and support retractable claws for the purposes of combat in a similar way that the melee weapon tiger claws does. While both claws are out, you may use your bonus-act to make an extra melee attack with your off-hand claw.

Claws 1

16K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 16ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 20(audio)
-> eff= 1d4+M(hp,sls)

Claws 2

32K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 32ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 40(audio)
-> eff= 2d4+M(hp,sls), 1(pen)
-> 1hp for act

Claws 3

64K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 64ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 45(audio)
-> eff= +1(reach), 3d4+M(hp,sls), 2(pen)
-> 2hp for act

Claws 4

128K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 128ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 50(audio)
-> eff= +2(reach), 4d4+M(hp,sls), 3(pen)
-> 3hp for act

Claws 5

256K:3(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 256ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC)= +M(Wpn-Fistload), -6(Str,min), 55(audio)
-> eff= +3(reach), 5d4+M(hp,sls), 4(pen)
-> 4hp for act

Cosmetic Changes

These are by far the most common enhancement options, and are mostly for the sake of fashion and vanity. These enhancements come in two forms both of which are relatively cheap and simple to perform:

  • Colouration Changes. these involve changes in colour and texture to the skin, eyes, or hair. The base price for these changes are 1K:1.
  • Form Changes. these involve changes to the appearance of the body, but do not involve changing ability. Typical examples are facial structural changes, rejuvenation methods, or the addition of exotic features such as elf or doe ears, horns, longer limbs, or the substitution of diamond over enamel for teeth, or glow in the dark pigments for skin. The base price for these changes are 2K:1.

For both of these forms, extremely fine work will come at a premium and can inflate the price ten-fold or one hundred- fold.

Darksense

This enhancement offers image intensification, giving the enhanced creature the darksense improvement over their lightsense or magnetosense.

Darksense

30K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 30ep for bonus-act
Usage: resequence -> eff= x:D(gravitysense|lightsense|magnetosense)

Die Hard

When you are reduced to 0 health points but not killed outright, you can drop to 1 health point instead. You can't use this feature again until you finish a rest.

Die Hard

55K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 55ep for bonus-act
Usage: resequence -> eff= 1(hp) when 0(hp), 1/rest

Electric Shock

This enhancement exists in the form of a natural weapon. As part of a melee touch attack you can deliver your target an electric shock. With enough energy points, you can use this weapon on both hands, with the second being an offhand attack.

Electric Shock 1

16K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 16ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC, touch)= +M(Cbt-Melee), -6(Str,min), 15(audio)
-> eff= 1d4+M(hp,sls)
-> 1ep for act

Electric Shock 2

32K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 32ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC, touch)= +M(Cbt-Melee), -6(Str,min), 15(audio)
-> eff= 2d4+M(hp,sls)
-> 1ep for act

Electric Shock 3

64K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 64ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC, touch)= +M(Cbt-Melee), -6(Str,min), 45(audio)
-> eff= 3d4+M(hp,sls)
-> 2ep for act

Electric Shock 4

128K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 128ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC, touch)= +M(Cbt-Melee), -6(Str,min), 50(audio)
-> eff= 4d4+M(hp,sls)
-> 2ep for act

Electric Shock 5

256K:3(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 256ep for main-act
Usage: resequence -> melee-attack (main-act)
-> chk(TC, touch)= +M(Cbt-Melee), -6(Str,min), 55(audio)
-> eff= 5d4+M(hp,sls)
-> 3ep for act

Equanimous

With this enhancement, your thinking is extraordinarily clear and focussed. You emotions remain in check, until you get things done.

Equanimous 1

200K:2(cost), 0(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 200ep for bonus-act
Usage: resequence -> eff= +1(FX)

Equanimous 2

400K:2(cost), 0(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 400ep for bonus-act
Usage: resequence -> eff= +2(FX)

Equanimous 3

800K:2(cost), 0(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 800ep for bonus-act
Usage: resequence -> eff= +3(FX)

Equanimous 4

1.6M:2(cost), 0(wt), 16(CC)
Op: resequenced ◊ s2a: 1hp 1.6Kep for bonus-act
Usage: resequence -> eff= +4(FX)

Equanimous 5

3.2M:2(cost), 0(wt), 16(CC)
Op: resequenced ◊ s2a: 1hp 3.2Kep for bonus-act
Usage: resequence -> eff= +5(FX)

Fire Gland

The fire gland is a bioengineered organ that manufactures a very effective accelerant, and is the core of this enhancement. It is combined with a transportation and ejection system with nozzle. The enhanced creature can use an action to fire and ignite a narrow squirt of accelerant in a cone.

The most popular locations for the nozzle are in the top or bottom of a wrist, the roof of the mouth, top of the head or a nostril. For reasons that fire can ignite the enhanced creature as well, this enhancement includes 2(rst,fire).

Fire Gland 1

15K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 15ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 20(audio)
    -> imp(sv,Health,8+M)= 3(spray), 1d6(hp,fire)
    -> 3hp for act
◊ resistance -> eff= +2(rst,fire)

Fire Gland 2

30K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 30ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 25(audio)
    -> imp(sv,Health,8+M)= 4(spray), 2d6(hp,fire)
    -> 4hp for act
◊ resistance -> eff= +2(rst,fire)

Fire Gland 3

60K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 60ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 30(audio)
    -> imp(sv,Health,8+M)= 5(spray), 3d6(hp,fire)
    -> 5hp for act
◊ resistance -> eff= +2(rst,fire)

Fire Gland 4

120K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 120ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 35(audio)
    -> imp(sv,Health,8+M)= 6(spray), 4d6(hp,fire)
    -> 6hp for act
◊ resistance -> eff= +2(rst,fire)

Fire Gland 5

240K:3(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 240ep for main-act
Usage: resequence ->
ranged-attack (main-act)
    -> chk(TC-A)= +M(Wpn-Spray), -6(Str,min), 40(audio)
    -> imp(sv,Health,8+M)= 7(spray), 5d6(hp,fire)
    -> 7hp for act
◊ resistance -> eff= +2(rst,fire)

Frogs Legs

With this enhancement, your legs are elongated with an extra articulation, enabling more speed and extra jumping distance. Your height is increased by 50% with the legs outstretched, and your walking gait is more of a waddle. The Frogs Legs enhancement changes your jump distances to the following formulae:

info

long-jump-runup(main-act)\ -> eff(dist)= speed +M(Strength)
long-jump-w/runup(main-act)\ -> eff(dist)= ½•speed +M(Strength)
high-jump-runup(main-act)\ -> eff(ht)= M(Strength)
high-jump-w/runup(main-act)\ -> eff(ht)= ½•M(Strength)

effectively doubling the distances and heights.

Frogs Legs 1

10K:2(cost), 4(wt), 14(CC) Op: resequenced ◊ s2a: 4hp 10ep for main-act
Usage: resequence -> eff= +3(speed), +stock(hop), 2•(dist,jump)

Frogs Legs 2

20K:2(cost), 4(wt), 14(CC) Op: resequenced ◊ s2a: 4hp 20ep for main-act
Usage: resequence -> eff= +5(speed), +stock(hop), 2•(dist,jump)

Frogs Legs 3

40K:2(cost), 4(wt), 14(CC) Op: resequenced ◊ s2a: 4hp40ep for main-act
Usage: resequence -> eff= +7(speed), +stock(hop), 2•(dist,jump)

Frogs Legs 4

80K:2(cost), 4(wt), 14(CC) Op: resequenced ◊ s2a: 4hp 80ep for main-act
Usage: resequence -> eff= +9(speed), +stock(hop), 2•(dist,jump)

Frogs Legs 5

160K:2(cost), 4(wt), 15(CC) Op: resequenced ◊ s2a: 4hp 160ep for main-act
Usage: resequence -> eff= +11(speed), +stock(hop), 2•(dist,jump)

Gecko Climb

With this enhancement your hands and feet have pads, close to which forms an intense electric field that pulls electrons away from atoms in any wall or ceiling, forcing a strong traction force between you and that surface. The effect is that you can crawl up walls and along ceilings. Generating the electric field is power intensive, and so you consume 2ep for each scene’s worth of climbing, or part thereof.

Gecko Climb

28K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 55ep for bonus-act
Usage: resequence -> eff= stock(climb)
-> 2ep for scene

Gravitysense

This enhancement includes a new bioengineered organ that is the gravity sensor, combined with a neuronet module for the brain that provides a visual-like representation.

Gravitysense 1

30K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 30ep for bonus-act
Usage: resequence -> eff= 20(gravitysense)

Gravitysense 2

60K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 60ep for bonus-act
Usage: resequence -> eff= 40(gravitysense)

Gravitysense 3

120K:2(cost), 0.25(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 88ep for bonus-act
Usage: resequence -> eff= 60(gravitysense)

Hard

With this enhancement, you are built with stern stuff. Your bones, skin, veins, ligaments and all other structure are reinforced, while retaining flexibility, growth and healing. The effect of this enhancement your natural HX is improved by the values detailed below.

Hard 1

100K:2(cost), 4(wt), 15(CC)
Op: resequenced ◊ s2a: 4hp 100ep for rnd
Usage: resequence -> eff= +1(HX)

Hard 2

200K:2(cost), 8(wt), 15(CC)
Op: resequenced ◊ s2a: 8hp 200ep for rnd
Usage: resequence -> eff= +2(HX)

Hard 3

400K:2(cost), 12(wt), 15(CC)
Op: resequenced ◊ s2a: 12hp 400ep for rnd
Usage: resequence -> eff= +3(HX)

Hard 4

800K:2(cost), 24(wt), 15(CC)
Op: resequenced ◊ s2a: 24hp 800ep for rnd
Usage: resequence -> eff= +4(HX)

Hard 5

1.6M:2(cost), 48(wt), 16(CC)
Op: resequenced ◊ s2a: 48hp 1.6Kep for rnd
Usage: resequence -> eff= +5(HX)

Haste

When you use a bonus-act to activate this enhancement, your metabolic rate increases so that everything appears to you to be at half the normal speed. In fact it is your own neurotransmitters that are firing at a far higher rate, giving you more time. So that your limbs will carry out your instructions in sufficient time, additional neurotransmitter ganglia and highly modified muscle composition combine to provide faster movement. The net result of this is that for a minute, you gain bonuses to your speed, your TC, advantage on your checks and saves on Agility, and you gain an additional main-act on each of your turns.

Haste

250K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 250ep for main-act
Usage: implant -> eff= +1(TC), +5(speed), adv(chk|sv,Agility), +1(main-act) for min
-> 5ep for act

Lifespan

With this suite of enhancements, you age more slowly, and your expected lifespan is extended. The base cost of this enhancement is 50K:3, which provides a 10% extension to lifespan. For each 10% increment extension to lifespan doubles the cost of the enhancement. Therefore a 20% extension to lifespan would be 100K:3, and a 50% extension to lifespan would be 800K:3.

The pricing is not affected by your sophont’s baseline lifespan improvements. For example Homo sapiens novensis (the sophont listed as Human in Chapter 2: Sophonts) has a lifespan improvement of 50%. This is simply taken as baseline, and you can improve by a further 10%, with this enhancement for 50K:3.

Light

This enhancement comes in one of two forms. It is either a light emitting subcutaneous layer, causing your entire body to glow, or it is an antenna with a bioluminescent bulb. The effect of this enhancement is the same in either case. The enhancement allows you to cast bright light to a radius set out in the upgrade paths below.

Light 1.1

8K:2(cost), 0.25(wt), 13(CC) Op: resequenced ◊ s2a: 1hp 8ep for bonus-act
Usage: resequence ->
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 10(radius), 0.08(field,rad), 800(light) for hr
-> 1ep for act

Light 1.2

16K:2(cost), 0.25(wt), 14(CC) Op: resequenced ◊ s2a: 1hp 16ep for bonus-act
Usage: resequence -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
-> 2ep for act

Light 1.3

32K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 32ep for bonus-act
Usage: resequence -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 30(radius), 0.08(field,rad), 800(light) for hr
-> 2ep for act

The alternative upgrade path allows you to emit a blinding flash of light.

Light 2

32K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 32ep for bonus-act
Usage: resequence -> eff= 20(radius), 0.08(field,rad), 800(light) for hr
◊ glow -> eff= 10(radius), 0.02(field,rad), 200(light)
◊ glow -> eff= 20(radius), 0.1(field,rad), 1000(light) instant
-> 2ep for act

Lightning

The lightning enhancement consists of a synthetic organ usually placed on the head, extending backward from the forehead, wrapping over the top of the head and extending down to the nape of the neck. The organ is both a producer of the enormous electrical potential and the creator of a nanobot annulus that forms in the front of the head in the direction of the target and down which the lightning is directed.

Lightning 1

70K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 70ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 400(audio)
-> eff= 10(ray), 2d8+M(hp,elec)
-> 5ep for act

Lightning 2

140K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 140ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 500(audio)
-> eff= 15(ray), 3d8+M(hp,elec)
-> 7ep for act

Lightning 3

280K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 280ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 600(audio)
-> eff= 20(ray), 4d8+M(hp,elec)
-> 9ep for act

Lightning 4

560K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 560ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 700(audio)
-> eff= 25(ray), 5d8+M(hp,elec)
-> 11ep for act

Lightning 5

560K:3(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 560ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 800(audio)
-> eff= 30(ray), 6d8+M(hp,elec)
-> 13ep for act

Lightsense

The level 1 enhancement provides lightsense to a creature that does not have this sense. The higher level enhancements work to provide a magnified view, similar to what binoculars or a telescope would do. Creatures that already have the lightsense would only gain benefit from the second enhancement and above.

Lightsense 1

1K:2(cost), 0.25(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 1ep for bonus-act
Usage: resequence -> eff= 20(lightsense)

Lightsense 2

2K:2(cost), 0.25(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 2ep for bonus-act
Usage: resequence -> eff= 40(lightsense)

Lightsense 3

4K:2(cost), 0.25(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 4ep for bonus-act
Usage: resequence -> eff= 60(lightsense)

Lightsense 4

8K:2(cost), 0.25(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 8ep for bonus-act
Usage: resequence -> eff= 80(lightsense)

Lightsense 5

16K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 16ep for bonus-act
Usage: resequence -> eff= 100(lightsense)

Lightsense 6

32K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 32ep for bonus-act
Usage: resequence -> eff= 120(lightsense)

Lycanthropy

This is an extremely sophisticated genetic enhancement that supports a second biological form (or more in one upgraded case). The transformation is triggered through an acquired mishap(lycanthropy-5), but upgrades can both lower the level of the mishap and provide a main-act trigger.

Regardless of the trigger, the transformation changes you to a another creature of the same size category and involves:

  • a boost to one or more trait skills at the expense of the same number of other trait skills.
  • the acquisition of other items of geneware (excluding matter, energy, psion and lifespan).

The transformation occurs over a duration (usually an hour) and consumes 1hp and 1ep.

Lycanthropy 1.1

100K:4(cost), 4(wt), 15(CC)
Op: resequenced ◊ s2a: 4hp 100ep for main-act
Usage: resequence ->
◊ transform -> eff= +1(Skill-trait), -1(Skill-trait), 300K value geneware
-> 1hp 1ep for hr
◊ mishap -> acquire mishap(lycanthropy-5)

Lycanthropy 1.2

200K:4(cost), 6(wt), 15(CC)
Op: resequenced ◊ s2a: 6hp 200ep for main-act
Usage: resequence ->
◊ transform -> eff= +2(Skill-trait), -2(Skill-trait), 600K value geneware
-> 2hp 2ep for hr
◊ mishap -> acquire mishap(lycanthropy-5)

Lycanthropy 1.3

400K:4(cost), 8(wt), 15(CC)
Op: resequenced ◊ s2a: 8hp 400ep for main-act
Usage: resequence ->
◊ transform -> eff= +3(Skill-trait), -3(Skill-trait), 1.2M value geneware
-> 3hp 3ep for hr
◊ mishap -> acquire mishap(lycanthropy-5)

Upgrade path 2 (transformation duration). Reduces the time taken to perform the transformation.

Lycanthropy 2.1

200K:5(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 200ep for main-act
Usage: resequence ->
◊ transform-duration -> scene

Lycanthropy 2.2

400K:5(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 400ep for main-act
Usage: resequence ->
◊ transform-duration -> min

:::tip[Lycanthropy 2.3 800K:5(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 800ep for main-act
Usage: resequence ->
◊ transform-duration -> rnd :::

Upgrade path 3 (mishap reduction). Reduces the mishap level.

Lycanthropy 3.1

300K:5(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 300ep for main-act
Usage: resequence ->
◊ mishap-level -> mishap(lycanthropy-4)

Lycanthropy 3.2

600K:5(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 600ep for main-act
Usage: resequence ->
◊ mishap-level -> mishap(lycanthropy-3)

Lycanthropy 3.3

1.2M:5(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 1.2Kep for main-act
Usage: resequence ->
◊ mishap-level -> mishap(lycanthropy-2)

Lycanthropy 3.4

2.4M:5(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 2.4Kep for main-act
Usage: resequence ->
◊ mishap-level -> mishap(lycanthropy-1)

Upgrade path 4 (voluntary trigger). Allows triggering on a main-act.

Lycanthropy 4

1M:5(cost), 1(wt), 16(CC)
Op: resequenced ◊ s2a: 1hp 1Kep for main-act
Usage: resequence ->
◊ transform-on -> main-act

Magnetosense

This enhancement includes a new synthetic organ that is the magnetic field sensor, combined with neurotransmitter links required for the enhanced creature’s eyes. The result is that the enhancement provides a visual representation of the magnetosense to a range according to the following upgrade path.

Magnetosense 1

21K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 21ep for bonus-act
Usage: resequence -> eff= 20(magnetosense)

Magnetosense 2

42K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 42ep for bonus-act
Usage: resequence -> eff= 40(magnetosense)

Magnetosense 3

84K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 84ep for bonus-act
Usage: resequence -> eff= 60(magnetosense)

Magnetosense 4

168K:2(cost), 0.25(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 168ep for bonus-act
Usage: resequence -> eff= 80(magnetosense)

Magnetosense 5

336K:2(cost), 0.25(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 336ep for bonus-act
Usage: resequence -> eff= 100(magnetosense)

Matter Storage

The enhancement consists of a bioengineered organ that stores and delivers matter as a stream, according to the upgrade path featured below. The health points are made available to the enhanced creature as stored hp.

Matter Storage 1

150K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 150ep for main-act
Usage: resequence -> eff= 2(hp,stored)

Matter Storage 2

300K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 300ep for main-act
Usage: resequence -> eff= 4(hp,stored)

Matter Storage 3

600K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 600ep for main-act
Usage: resequence -> eff= 6(hp,stored)

Matter Storage 4

1.2M:2(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 1.2Kep for main-act
Usage: resequence -> eff= 8(hp,stored)

Matter Storage 5

2.4M:3(cost), 2(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 2.4Kep for main-act
Usage: resequence -> eff= 10(hp,stored)

Nimbleness

With nimbleness you are able to ignore clutter when concerning your rate of movement. Examples of clutter include narrow passage ways, squares occupied by your allies, or any other similar impedimenta. You can deftly move around all of this and continue at your normal speed.

Nimbleness

16K:3(cost), 0(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 16ep for bonus-act
Usage: resequence -> eff= Move through cluttered squares at stock speed

Olfactorsense

This enhancement confers a superior sense of smell. The sense is so good that it can be used to track items and creatures by their scent alone. This sense requires a breathable atmosphere.

Olfactorsense 1

33K:2(cost), 0.25(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 33ep for bonus-act
Usage: resequence -> eff= 20(olfactorsense)

Olfactorsense 2

66K:2(cost), 0.25(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 66ep for bonus-act
Usage: resequence -> eff= 40(olfactorsense)

Olfactorsense 3

132K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 132ep for bonus-act
Usage: resequence -> eff= 60(olfactorsense)

Olfactorsense 4

264K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 264ep for bonus-act
Usage: resequence -> eff= 80(olfactorsense)

Olfactorsense 5

528K:2(cost), 0.25(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 528ep for bonus-act
Usage: resequence -> eff= 100(olfactorsense)

Pack Instincts

You gain advantage on an attack roll against a creature if at least one of your allies is within reach of that creature and the ally isn't incapacitated.

Pack Instincts

33K:3(cost), 0(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 33ep for bonus-act
Usage: resequence -> eff= adv(chk,target,melee) when ally within 2(range) of your target

Power Harvester (Higgs)

The Higgs power harvester consists of a bioengineered organ distributed about the body that draws power from the Higgs field. The harvester accumulates both ep and hp.

Power Harvester (Higgs) 1

500K:2(cost), 3(wt), 15(CC)
Op: resequenced ◊ s2a: 3hp 500ep for main-act
Usage: resequence -> eff= +2(ep/hr)

Power Harvester (Higgs) 2

1M:2(cost), 3(wt), 16(CC)
Op: resequenced ◊ s2a: 3hp 1Kep for main-act
Usage: resequence -> eff= +3(ep/hr) , +1(hp/hr)

Power Harvester (Higgs) 3

2M:2(cost), 3(wt), 16(CC)
Op: resequenced ◊ s2a: 3hp 2Kep for main-act
Usage: resequence -> eff= +4(ep/hr), +1(hp/hr)

Power Harvester (Higgs) 4

4M:2(cost), 3(wt), 16(CC)
Op: resequenced ◊ s2a: 3hp 4Kep for main-act
Usage: resequence -> eff= +5(ep/hr), +2(hp/hr)

Power Harvester (Higgs) 5

8M:3(cost), 3(wt), 16(CC)
Op: resequenced ◊ s2a: 3hp 8Kep for main-act
Usage: resequence -> eff= +6(ep/hr), +2(hp/hr)

Power Harvester (photosynthetic)

The photosynthetic power harvester consists of a photovoltaic subcutaneous bioengineered organ that can add power to the enhanced creature’s power storage following exposure to an ultraviolet or higher frequency source. If the source is full ambiance, which is equivalent to 0.04(field,rad), then it would take 12 hours to gain +1(ep).

Power Harvester (photosynthetic)

45K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 451ep for main-act
Usage: resequence -> eff= 2•rad(ep/hr)

Power Harvester (thermal)

The thermal power harvester consists of a subcutaneous bioengineered organ that draws power from the enhanced creature’s thermal regulation system. The effect of this enhancement is that it can add +1(ep) to the enhanced creature’s power storage for every 4 hours.

The enhanced creature also gains +1(rst,heat) and can channel the heat to charge the power harvester.

Power Harvester (thermal)

60K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 60ep for main-act
Usage: resequence -> eff= ¼•(ep/hr) | +1(rst,heat) & 2•heat(ep/hr)

Power Storage (antimatter)

The enhancement consists of a bioengineered organ that behaves like a battery, storing the energy points indicated in the upgrade path shown below.

Power Storage (antimatter) 1

160K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 160ep for main-act
Usage: resequence -> eff= 5(ep,stored)

Power Storage (antimatter) 2

320K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 320ep for main-act
Usage: resequence -> eff= 7(ep,stored)

Power Storage (antimatter) 3

640K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 640ep for main-act
Usage: resequence -> eff= 9(ep,stored)

Power Storage (antimatter) 4

1.28M:2(cost), 1(wt), 16(CC)
Op: resequenced ◊ s2a: 1hp 1.28Kep for main-act
Usage: resequence -> eff= 11(ep,stored)

Power Storage (antimatter) 5

2.56M:3(cost), 1(wt), 16(CC)
Op: resequenced ◊ s2a: 1hp 2.56Kep for main-act
Usage: resequence -> eff= 13(ep,stored)

Power Storage (electrical)

The enhancement consists of a bioengineered organ that behaves like a battery, storing the energy points indicated in the upgrade path shown below.

Power Storage (electrical) 1

35K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 35ep for main-act
Usage: resequence -> eff= 1(ep,stored)

Power Storage (electrical) 2

70K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 70ep for main-act
Usage: resequence -> eff= 2(ep,stored)

Power Storage (electrical) 3

140K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 140ep for main-act
Usage: resequence -> eff= 3(ep,stored)

Power Storage (electrical) 4

280K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 280ep for main-act
Usage: resequence -> eff= 4(ep,stored)

Power Storage (electrical) 5

560K:3(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 560ep for main-act
Usage: resequence -> eff= 5(ep,stored)

Power Storage (nuclear)

The enhancement consists of a bioengineered organ that behaves like a battery, storing the power indicated in the upgrade path featured below.

Power Storage (nuclear) 1

140K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 140ep for main-act
Usage: resequence -> eff= 3(ep,stored)

Power Storage (nuclear) 2

280K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 280ep for main-act
Usage: resequence -> eff= 4(ep,stored)

Power Storage (nuclear) 3

560K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 560ep for main-act
Usage: resequence -> eff= 5(ep,stored)

Power Storage (nuclear) 4

1.28M:2(cost), 1(wt), 16(CC)
Op: resequenced ◊ s2a: 1hp 1.28Kep for main-act
Usage: resequence -> eff= 6(ep,stored)

Power Storage (nuclear) 5

2.24M:3(cost), 1(wt), 16(CC)
Op: resequenced ◊ s2a: 1hp 2.24Kep for main-act
Usage: resequence -> eff= 7(ep,stored)

Power Storage (quintessence)

The enhancement consists of a bioengineered organ that behaves like a battery, storing the power indicated in the upgrade path featured below. The storage is provided through an exotic stress-energy tensor field, which locally elevates the scalar potential in space-time (the quintessence).

Power Storage (quintessence) 1

3M:3(cost), 4(wt), 16(CC)
Op: resequenced ◊ s2a: 4hp 3Kep for main-act
Usage: resequence -> eff= 12(ep,stored)

Power Storage (quintessence) 2

6M:3(cost), 5(wt), 16(CC)
Op: resequenced ◊ s2a: 5hp 6Kep for main-act
Usage: resequence -> eff= 15(ep,stored)

Power Storage (quintessence) 3

12M:3(cost), 6(wt), 17(CC)
Op: resequenced ◊ s2a: 6hp 12Kep for main-act
Usage: resequence -> eff= 18(ep,stored)

Power Storage (quintessence) 4

24M:4(cost), 7(wt), 17(CC)
Op: resequenced ◊ s2a: 7hp 24Kep for main-act
Usage: resequence -> eff= 24(ep,stored)

Power Storage (quintessence) 5

48M:3(cost), 8(wt), 17(CC)
Op: resequenced ◊ s2a: 8hp 48Kep for main-act
Usage: resequence -> eff= 30(ep,stored)

Prehensile Feet

This enhancement is a modification to your legs, complete with feet with fingers that can both handle fine motor skills as well as walk and climb. These become an extra pair of hands, and you can make an attack with either pair, but not all four. You can also climb surfaces with railings while keeping hands free. You also gain advantage on chk(Str) for climbing, and you are immune to the prone condition.

Prehensile Feet

14K:2(cost), 0.5(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 14ep for bonus-act
Usage: resequence -> eff= stock(climb), immune(cond,prone)

Prehensile Tail

A tail equaling a fifth of your weight protrudes from your spinal column in the lumber area. The tail’s end is flexible enough to hold objects, and act as an additional limb for climbing things like trees or scaffolding. The effect is that you gain advantage on chk(Str) for climbing and chk(Agility) for anything to do with balance.

Prehensile Tail 1

14K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 5hp 14ep for main-act
Usage: resequence -> eff= stock(climb), immune(cond,prone), adv(Agility,climbing)

The prehensile Tail 2.1 improves on the standard prehensile tail by adding a heavy ball near the end, which acts as a natural weapon, according to the following.

Prehensile Tail 2.1

36K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 36ep for main-act
Usage: resequence
-> stock(climb), immune(cond,prone), adv(Agility,climbing)
-> melee-attack(main-act)\ -> chk(TC)= +M(Wpn-Fistload)
-> eff= -6(Str,min), 20(audio)
-> eff= 1d4+M+M(Str)(hp,frc)

Prehensile tail 2.2 improves on the standard prehensile tail by adding a set of spikes near the end, which acts as a natural weapon, according to the following.

Prehensile Tail 2.2

36K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 36ep for main-act
Usage: resequence
-> stock(climb), immune(cond,prone), adv(Agility,climbing)
-> melee-attack(main-act)\ -> chk(TC)= +M(Wpn-Fistload)
-> eff= -6(Str,min), 20(audio)
-> eff= 1d4+M+M(Str)(hp,prc)

Psion

This is the most sophisticated and rare geneware enhancement. Its effect is for every 1M:4 spent you gain the following:

  • +1(FX)
  • +1R(Focus|Skill-Psi)
  • +1R(Technique-Psi)

Rage

When danger presents, you can use your re-act to enter into a state of crazed ferocity for 1 minute. During this time, you gain advantage on Strength checks and saves, and your Strength is enhanced indicated on the upgrade (see below). You also you gain force, pierce and slash resistances.

To maintain this state, your main-act must consist of a melee attack, and all rolls are reckless rolls. You leave the enraged state when:

  • you do not make a melee attack on your turn
  • you are rendered unconscious, or
  • the time expires.
Rage 1

25K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 25ep for main-act
Usage: resequence ->
◊ transform
    -> eff= adv(Str,chk|sv), +1(Str), +1(rst,frc), +1(rst,prc), +1(rst,sls) for min
    -> 1ep for min

Rage 2

50K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 50ep for main-act
Usage: resequence ->
◊ transform
    -> eff= adv(Str,chk|sv), +2(Str), +2(rst,frc), +2(rst,prc), +2(rst,sls) for min
    -> 2ep for min

Rage 3

100K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 100ep for main-act
Usage: resequence ->
◊ transform
    -> eff= adv(Str,chk|sv), +3(Str), +3(rst,frc), +3(rst,prc), +3(rst,sls) for min
    -> 3ep for min

Rage 4

200K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 200ep for main-act
Usage: resequence ->
◊ transform
    -> eff= adv(Str,chk|sv), +4(Str), +4(rst,frc), +4(rst,prc), +4(rst,sls) for min
    -> 4ep for min

Rage 5

400K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 400ep for main-act
Usage: resequence ->
◊ transform
    -> eff= adv(Str,chk|sv), +5(Str), +5(rst,frc), +5(rst,prc), +5(rst,sls) for min
    -> 5ep for min

Reflexes

This is an enhancement to the sensory and nervous system along with a combat movement algorithm that tracks the movements of any potential targets. The result of this enhancement is that you gain advantage on initiative rolls and Agility saves.

Reflexes

40K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 40ep for main-act
Usage: resequence -> eff=adv(initiative), adv(sv,Agility)

Regeneration

An enhancement that improves on standard healing processes by reconstructing damaged cells in the body. Even if a creature suffers loss of sight, hearing, a severed spinal cord, or any other damage that normally could not be healed through base natural processes, this enhancement can restore them. The effect is to restore the creature by health points per rest over and above their base healing rates.

Regeneration 1.1

10K:2(cost), 0.5(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 10ep for main-act
Usage: resequence -> eff= +1(hp-v) for rest

Regeneration 1.2

20K:2(cost), 0.5(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 20ep for main-act
Usage: resequence -> eff= +2(hp-v) for rest

Regeneration 1.3

40K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 40ep for main-act
Usage: resequence -> eff= +3(hp-v) for rest

Regeneration 1.4

80K:2(cost), 1(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 80ep for main-act
Usage: resequence -> eff= +4(hp-v) for rest

Regeneration 1.5

160K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 160ep for main-act
Usage: resequence -> eff= +5(hp-v) for rest

Regeneration 2.1

70K:2(cost), 0.5(wt), 13(CC)
Op: resequenced ◊ s2a: 1hp 70ep for main-act
Usage: resequence -> eff= +1(hp-v) for day

Regeneration 2.2

140K:2(cost), 0.5(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 140ep for main-act
Usage: resequence -> eff= +1(hp-v) for hr

Regeneration 2.3

280K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 280ep for main-act
Usage: resequence -> eff= +1(hp-v) for scene

Regeneration 2.4

560K:3(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 560ep for main-act
Usage: resequence -> eff= +1(hp-v) for min

Taking this upgrade on its own, or alongside one of the others, halts further damage through bleeding or other degenerative processes.

Regeneration 3

150K:3(cost), 0.5(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 150ep for bonus-act
Usage: resequence -> eff= auto-stabilise

Taking this upgrade on its own, or alongside one of the others, allows you to be revived from the dead. This upgrade acts immediately upon death to reverse the most recent processes.

Regeneration 4

400K:4(cost), 0.5(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 400ep for bonus-act
Usage: resequence -> eff= auto-resuscitate

Scales

With this enhancement your skin is tough and scaly, protecting your inner organs from specified damage types.

Scales (corr) 1

5K:2(cost), 2(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 5ep for main-act
Usage: resequence -> eff=+1(rst,corr)

Scales (corr) 2

10K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 10ep for main-act
Usage: resequence -> eff=+2(rst,corr)

Scales (corr) 3

20K:2(cost), 4(wt), 14(CC)
Op: resequenced ◊ s2a: 4hp 20ep for main-act
Usage: resequence -> eff=+3(rst,corr)

Scales (corr) 4

40K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 5hp 40ep for main-act
Usage: resequence -> eff=+4(rst,corr)

Scales (corr) 5

80K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 80ep for main-act
Usage: resequence -> eff=+5(rst,corr)

Scales (frc) 1

5K:2(cost), 2(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 5ep for main-act
Usage: resequence -> eff=+1(rst,frc)

Scales (frc) 2

10K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 10ep for main-act
Usage: resequence -> eff=+2(rst,frc)

Scales (frc) 3

20K:2(cost), 4(wt), 14(CC)
Op: resequenced ◊ s2a: 4hp 20ep for main-act
Usage: resequence -> eff=+3(rst,frc)

Scales (frc) 4

40K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 5hp 40ep for main-act
Usage: resequence -> eff=+4(rst,frc)

Scales (frc) 5

80K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 80ep for main-act
Usage: resequence -> eff=+5(rst,frc)

Scales (prc) 1

5K:2(cost), 2(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 5ep for main-act
Usage: resequence -> eff=+1(rst,prc)

Scales (prc) 2

10K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 10ep for main-act
Usage: resequence -> eff=+2(rst,prc)

Scales (prc) 3

20K:2(cost), 4(wt), 14(CC)
Op: resequenced ◊ s2a: 4hp 20ep for main-act
Usage: resequence -> eff=+3(rst,prc)

Scales (prc) 4

40K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 5hp 40ep for main-act
Usage: resequence -> eff=+4(rst,prc)

Scales (prc) 5

80K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 80ep for main-act
Usage: resequence -> eff=+5(rst,prc)

Scales (sls) 1

5K:2(cost), 2(wt), 13(CC)
Op: resequenced ◊ s2a: 2hp 5ep for main-act
Usage: resequence -> eff=+3(rst,sls)

Scales (sls) 2

10K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 10ep for main-act
Usage: resequence -> eff=+6(rst,sls)

Scales (sls) 3

20K:2(cost), 4(wt), 14(CC)
Op: resequenced ◊ s2a: 4hp 20ep for main-act
Usage: resequence -> eff=+9(rst,sls)

Scales (sls) 4

40K:2(cost), 5(wt), 14(CC)
Op: resequenced ◊ s2a: 5hp 40ep for main-act
Usage: resequence -> eff=+12(rst,sls)

Scales (sls) 5

80K:2(cost), 6(wt), 14(CC)
Op: resequenced ◊ s2a: 6hp 80ep for main-act
Usage: resequence -> eff=+15(rst,sls)

Smoke

On a main-act, you emit a thick smoke in an area around you. This smoke offers full lightsense obscurement in the area for all observers, including you. The smoke stays in place for 1 minute.

Smoke 1.1

10K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 10ep for main-act
Usage: resequence -> eff= 2(radius), ¼(sense) for min

Smoke 1.2

20K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 20ep for main-act
Usage: resequence -> eff= 3(radius), ¼(sense) for min

Smoke 1.3

40K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 40ep for main-act
Usage: resequence -> eff= 4(radius), ¼(sense) for min

Smoke 1.4

80K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 80ep for main-act
Usage: resequence -> eff= 5(radius), ¼(sense) for min

Smoke 1.5

160K:2(cost), 3(wt), 15(CC)]
Op: resequenced ◊ s2a: 3hp 160ep for main-act
Usage: resequence -> eff= 6(radius), ¼(sense) for min

The following upgrades also increase the area of smoke, and any creature that is completely within the cloud at the start of its turn must make a sv(Health) or spends its action that turn retching and reeling. Each round on the creature’s turn, it can reroll the save. Once it succeeds or until a minute has passed, the creature will be unaffected thereafter. Creatures that don't need to breathe or are immune to poison automatically succeed on this save.

Smoke 2.1

40K:2(cost), 3(wt), 13(CC)
Op: resequenced ◊ s2a: 3hp 40ep for main-act
Usage: resequence
-> 4(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min

Smoke 2.2

80K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 80ep for main-act
Usage: resequence
-> 5(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min

Smoke 2.3

160K:2(cost), 3(wt), 15(CC)
Op: resequenced ◊ s2a: 3hp 160ep for main-act
Usage: resequence
-> 6(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min

Smoke 2.4

320K:2(cost), 3(wt), 15(CC)
Op: resequenced ◊ s2a: 3hp 320ep for main-act
Usage: resequence
-> 7(radius), ¼(sense)
-> imp(sv,Health,12)= cond,incapacitated for min

The following upgrades include a poison field effect.

Smoke 3.1

70K:2(cost), 3(wt), 13(CC)
Op: resequenced ◊ s2a: 3hp 70ep for main-act
Usage: resequence
-> 5(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min

Smoke 3.2

140K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 140ep for main-act
Usage: resequence
-> 6(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min

Smoke 3.3

280K:2(cost), 3(wt), 15(CC)
Op: resequenced ◊ s2a: 3hp 280ep for main-act
Usage: resequence
-> 7(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min

Smoke 3.4

560K:2(cost), 3(wt), 15(CC)
Op: resequenced ◊ s2a: 3hp 560ep for main-act
Usage: resequence
-> 8(radius), ¼(sense), 2(field,psn)
-> imp(sv,Health,12)= cond,incapacitated for min

Solar Discharge

The solar discharge consists of a bioengineered organ usually located on the top of the head, extending backward from the forehead, wrapping over the top of the head and extending down to the nape of the neck. The organ is both a producer of the plasma that is the active ingredient and the creator of a nanobot annulus that forms in the front of the head in the direction of the target and down which the plasma is superheated by a magnetic bottle and fired as searing laser-like radiation.

All creatures within 2 metres of the target, or anywhere 1 metre either side of the path to the target are in a blinding 0.1(field,rad).

Solar Discharge 1

100K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 100ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 50(ray), 2d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 4ep for act

Solar Discharge 2

200K:2(cost), 2(wt), 15(CC)
Op:resequenceds2a: 2hp 200ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 70(ray), 3d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 8ep for act

Solar Discharge 3

400K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 400ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 90(ray), 4d8+M(hp,rad) -> eff= 2(radius), 0.1(field,rad), 1000(light) -> 12ep for act

Solar Discharge 4

800K:2(cost), 1(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 800ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 110(ray), 5d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 16ep for act

Solar Discharge 5

1.6M:3(cost), 1(wt), 16(CC)
Op: resequenced ◊ s2a: 2hp 1.6Kep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC)= +M(Cbt-Ranged) -> eff= 200(audio)
-> eff= 130(ray), 6d8+M(hp,rad)
-> eff= 2(radius), 0.1(field,rad), 1000(light)
-> 20ep for act

Sonarsense

This enhancement includes a bioengineered organ located above the nose that emits a high frequency chirp, combined with neurotransmitter links required for the enhanced creature’s ears. The result is that the enhancement provides a visual representation of the sonarsense to a range indicted in the upgrade options presented below.

Sonarsense 1

30K:2(cost), 0.5(wt), 14(CC)
Op:resequenceds2a: 1hp 30ep for bonus-act
Usage: implant -> eff= 20(sonarsense)

Sonarsense 2

60K:2(cost), 0.5(wt), 14(CC)
Op: resequenced ◊ s2a: 1hp 60ep for bonus-act
Usage: implant -> eff= 40(sonarsense)

Sonarsense 3

120K:2(cost), 0.5(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 120ep for bonus-act
Usage: implant -> eff= 60(sonarsense)

Sonarsense 4

240K:2(cost), 0.5(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 240ep for bonus-act
Usage: implant -> eff= 80(sonarsense)

Sonarsense 5

480K:2(cost), 0.5(wt), 15(CC)
Op: resequenced ◊ s2a: 1hp 480ep for bonus-act
Usage: implant -> eff= 100(sonarsense)

Sonic Discharge The sonic discharge consists of a bioengineered organ usually sits on the head like a longitudinally arranged fin or horn, or it is built behind the mouth. The organ is both a producer of a powerful directional sound and a speaker cone in the direction of the target and down which the sound is funnelled and amplified into a concussive wave.

Any creature within a cone extending from the enhanced creature to the target suffers the force damage and must make a sv(Health) or be deafened for 1d4 rounds.

Sonic Discharge 1

50K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 50ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 10(cone), 1d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 2ep for act

Sonic Discharge 2

100K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 100ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff=800(audio)
-> imp(sv,Health,8+M)= 15(cone), 2d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 4ep for act

Sonic Discharge 3

200K:2(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 200ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 20(cone), 3d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 6ep for act

Sonic Discharge 4

400K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 400ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 25(cone), 4d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 8ep for act

Sonic Discharge 5

800K:3(cost), 2(wt), 15(CC)
Op: resequenced ◊ s2a: 2hp 800ep for main-act
Usage: resequence -> ranged-attack (main-act)
-> chk(TC-A)= +M(Wpn-Spray) -> eff= 800(audio)
-> imp(sv,Health,8+M)= 30(cone), 5d6(hp,frc), 0(audiosense) for 1d4 rnd
-> 10ep for act

Swift

This is an enhancement to your nervous system and metabolic processes to enable faster springing and running. The effect of this enhancement is to increase your speed and gain Dash as a bonus-act.

Swift 1

30K:2(cost), 2(wt), 14(CC)
Op: resequenced ◊ s2a: 2hp 30ep for main-act
Usage: resequence -> eff= +2(speed), take Dash as b-act

Swift 2

60K:2(cost), 3(wt), 14(CC)
Op: resequenced ◊ s2a: 3hp 60ep for main-act
Usage: resequence -> eff= +4(speed), take Dash as b-act

Swift 3

120K:2(cost), 4(wt), 15(CC)
Op: resequenced ◊ s2a: 4hp 120ep for main-act
Usage: resequence -> eff= +6(speed), take Dash as b-act

Swift 4

240K:2(cost), 5(wt), 15(CC)
Op: resequenced ◊ s2a: 5hp 240ep for main-act
Usage: resequence -> eff= +8(speed), take Dash as b-act

Swift 5

480K:2(cost), 6(wt), 15(CC)
Op: resequenced ◊ s2a: 6hp 480ep for main-act
Usage: resequence -> eff= +10(speed), take Dash as b-act