Biohack
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Biohack
You wake up in a lab, the subject of illegal military experiments to augment humans and give them extraordinary powers. Outside, you find a world of island nations and fractured continents. Perfect for the taking. But as you find your way in this world, where you come from, and more importantly, why you are here, will become important. Tread with care.
Mutations
Experiments performed in the mutations lab upon human test subjects come with drastic, often permanent results upon the subjects' minds and bodies. Altering the human DNA to affect anything from the cellular level up to major organ systems, mutations have the most wildly ranging effects on test subjects. Because of the stress placed on the human body by mutations, the body can only handle so much at once. Mutation 'points' count the number of mutations that can be performed on a body at a given time. Some mutations can increase the number of mutation points you can have.
Examples:
- Enhanced Strength: The strength of your muscle cells are increased sevenfold, so that for a given muscle density, you are many times stronger. Allows you to move faster, hit harder, and jump farther.
- Enhanced Nerves: The speed and sensitivity of the nerves in your body are increased thanks to use of electric pulses in a manner that bypasses the normal chemical processes. This leads to near-instant reflexes and enhanced five senses.
- Rapid Regeneration: Rapidly regenerates any damaged or destroyed cells in the body excluding those of the nervous system. Can quickly undo damage done to the body, but requires great amounts of energy and food in order to heal major injuries. Increases max number of mutation points by one.
Bionics
Major bionics experiments performed in cybernetics labs, as well as more minor ones using makeshift parts, alter the human body by adding synthetic augments to the human body. Ranging from simple magnets to hulking robotic attachments, these can greatly enhance the human body's capabilities or else allow them to link up to the vast cloud of public and private networks floating throughout the world. Smaller bionics run on the human body for energy, but larger ones may require batteries or other power supplies, which need to be recharged.
Examples:
- Robotic Augments: Inserts actuators into the spine as well as the arm and leg joints of the subject's limbs, granting them greatly increased arm, leg, and back strength. Runs on energy supplied by batteries stored in the subject's belly.
- Magnet Inserts: Electromagnets inserted throughout the entire body and powered by energy from the body allow the subject to sense magnetic fields and interact with magnetic objects, or magnetize objects.
- Electric Eyes: Replaces existing eyes with bionic eyes powered by energy from the body that can see a much wider range of vision as well as detect electric pulses and analyze the flow of the air.
Psychoactives
Drugs and other chemicals of the stranger nature can cause drastic, temporary effects to the human mind. Their recipes a secret except to the select few who have been cleared for the usage of psychoactives, and often require rare ingredients. However, once under the effect of these drugs, the mind can be altered to surpass physical limits. However, the downsides to these temporary enhancements can include dangerous aftereffects, or powerful addictions with painful withdrawal effects. Use with care.
Examples:
- Smartagen: A drug that enhances thought processes, allowing for greatly increased learning capacity for a period of time. No side effects during use, but aftereffects can include sluggish thinking for a period of time.
- Speed: A drug that greatly enhances reflexes and muscle speed, allowing for greatly increased movement speed and reaction time. Side effects can include hyperactiveness and continued use may thicken the nerves in the nervous system over time. Extremely addictive. Aftereffects include sluggish movement for a short period of time.
- Acid Rain: A drug that projects the electric signals of your brain, imposing your mind upon those in a radius around you for a short time. Other minds will feel suppressed, and those suppressed enough may succumb to your will for the duration of the effect. Side effects include perspiration, hallucinations, and prolonged use can lead to madness. After-effects can include tiredness or loss of consciousness. Can be mildly addicting if used extensively.
Before the game starts, I will meet with players to help determine starting mutations/bionics/psychoactives. Those starting in mutation labs start with seven mutations. Those starting in bionics labs start with seven bionics. Those starting in psychoactive testing facilities start with either one psychoactive, one bionic implant, and one mutation, or three psychoactives.
Character Sheet
Name:
Appearance:
Inventory: Nothing
Status: Nominal
Mutation Points: 0/3
Charge: N/A
Mutations: None
Bionics: None
Psychoactives: None
Mutations
Experiments performed in the mutations lab upon human test subjects come with drastic, often permanent results upon the subjects' minds and bodies. Altering the human DNA to affect anything from the cellular level up to major organ systems, mutations have the most wildly ranging effects on test subjects. Because of the stress placed on the human body by mutations, the body can only handle so much at once. Mutation 'points' count the number of mutations that can be performed on a body at a given time. Some mutations can increase the number of mutation points you can have.
Examples:
- Enhanced Strength: The strength of your muscle cells are increased sevenfold, so that for a given muscle density, you are many times stronger. Allows you to move faster, hit harder, and jump farther.
- Enhanced Nerves: The speed and sensitivity of the nerves in your body are increased thanks to use of electric pulses in a manner that bypasses the normal chemical processes. This leads to near-instant reflexes and enhanced five senses.
- Rapid Regeneration: Rapidly regenerates any damaged or destroyed cells in the body excluding those of the nervous system. Can quickly undo damage done to the body, but requires great amounts of energy and food in order to heal major injuries. Increases max number of mutation points by one.
Bionics
Major bionics experiments performed in cybernetics labs, as well as more minor ones using makeshift parts, alter the human body by adding synthetic augments to the human body. Ranging from simple magnets to hulking robotic attachments, these can greatly enhance the human body's capabilities or else allow them to link up to the vast cloud of public and private networks floating throughout the world. Smaller bionics run on the human body for energy, but larger ones may require batteries or other power supplies, which need to be recharged.
Examples:
- Robotic Augments: Inserts actuators into the spine as well as the arm and leg joints of the subject's limbs, granting them greatly increased arm, leg, and back strength. Runs on energy supplied by batteries stored in the subject's belly.
- Magnet Inserts: Electromagnets inserted throughout the entire body and powered by energy from the body allow the subject to sense magnetic fields and interact with magnetic objects, or magnetize objects.
- Electric Eyes: Replaces existing eyes with bionic eyes powered by energy from the body that can see a much wider range of vision as well as detect electric pulses and analyze the flow of the air.
Psychoactives
Drugs and other chemicals of the stranger nature can cause drastic, temporary effects to the human mind. Their recipes a secret except to the select few who have been cleared for the usage of psychoactives, and often require rare ingredients. However, once under the effect of these drugs, the mind can be altered to surpass physical limits. However, the downsides to these temporary enhancements can include dangerous aftereffects, or powerful addictions with painful withdrawal effects. Use with care.
Examples:
- Smartagen: A drug that enhances thought processes, allowing for greatly increased learning capacity for a period of time. No side effects during use, but aftereffects can include sluggish thinking for a period of time.
- Speed: A drug that greatly enhances reflexes and muscle speed, allowing for greatly increased movement speed and reaction time. Side effects can include hyperactiveness and continued use may thicken the nerves in the nervous system over time. Extremely addictive. Aftereffects include sluggish movement for a short period of time.
- Acid Rain: A drug that projects the electric signals of your brain, imposing your mind upon those in a radius around you for a short time. Other minds will feel suppressed, and those suppressed enough may succumb to your will for the duration of the effect. Side effects include perspiration, hallucinations, and prolonged use can lead to madness. After-effects can include tiredness or loss of consciousness. Can be mildly addicting if used extensively.
Before the game starts, I will meet with players to help determine starting mutations/bionics/psychoactives. Those starting in mutation labs start with seven mutations. Those starting in bionics labs start with seven bionics. Those starting in psychoactive testing facilities start with either one psychoactive, one bionic implant, and one mutation, or three psychoactives.
Character Sheet
Name:
Appearance:
Inventory: Nothing
Status: Nominal
Mutation Points: 0/3
Charge: N/A
Mutations: None
Bionics: None
Psychoactives: None
Red Blizzard- Posts : 33
Re: Biohack
Name: Project: ZODIARK
Appearance: A shorter, skinny man of unknown age. Pure white eyes.
Inventory: Scientist Clothes
Status: Nominal
Mutation Points: 2/5
Charge: N/A
Mutations:
- Unlocked Mind***
- Amplified Electric Organ*
- Enhanced Nerves
- Rapid Regeneration
Bionics: None
Psychoactives: None
Appearance: A shorter, skinny man of unknown age. Pure white eyes.
Inventory: Scientist Clothes
Status: Nominal
Mutation Points: 2/5
Charge: N/A
Mutations:
- Unlocked Mind***
- Amplified Electric Organ*
- Enhanced Nerves
- Rapid Regeneration
Bionics: None
Psychoactives: None
Reaper- Posts : 19
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