Biotech

Biotechnology, or Biotech, covers a broad spectrum of organic-based tools.

Genetic Engineering

Starting characters may genetically engineer their character to have better Stats. Each +2 bonus to a single Stat permanently reduces their gear points (maximum 6 points). These bonuses cannot contribute to their starting gear points. Alternatively, a character may accept a single -2 penalty to one Stat to gain a +2 bonus in another Stat. If a character exceeds her species’ maximum stat (18 for humans), however, it will be obvious they are genetically engineered and may suffer from discrimination in some cultures.

Cloning

Dead characters may be cloned. If their brain is still intact or preserved within 3 minutes of death, they can even be resurrected. However, without the proper medical equipment this is impossible.

Mutation

Some species have been mutated due to certain types of radiation to create mutants, or through genetic engineering to create new subspecies which breeds true. Whether they are genetically engineered or mutated, they are still called Mutants.

Create a Mutant Character

Each mutation has a value, a mutants total number of defects cannot exceed her total Stat Bonuses (negatives are ignored). For example, Keegan has a STR 12, DEX 16, INT 10, and CHA 10. So his maximum number of defects is 4, because his Strength mod is +1 and his Dexterity mod is +3.

Players may either select their Defects and Mutations or they may roll randomly. In either case, they cannot exceed their Defect maximum (see above).

In general, the effects of Mutations stack. For example, you can have fur (DR 1) over your exoskeleton (DR 2) giving you a total of DR 3. However, damage dice generally increase the die by one step (1d6 becomes 1d8, for example). Finally, some mutations drain HP for their use.

Defects Table

d% Defect Value Effects
1-4 Odor 1 -2 SUB
5-6 Tongue Tied 1 -2 COM
7-10 Wheezy 2 -2 PHY
11-14 Slow 2 -1 SPD
15-16 Numbskull 2 -4 KNO
17-18 Dimwit 2 -2 INT
19 Vulnerable to Acid 2 x2 damage from Acid
20 Vulnerable to Cold 2 x2 damage from Cold
21 Vulnerable to Electricity 2 x2 damage from Electricity
22 Vulnerable to Fire 2 x2 damage from Fire
23 Vulnerable to Poison 2 x2 damage from Poison
24 Vulnerable to Radiation 2 x2 damage from Radiation
25 Vulnerable to Sound 2 x2 damage from Sonics
26-29 Voracious 3 Require double rations per day; double effects of hunger
30-33 Stiff Motion 3 Cannot act in the first round of combat
34-35 Terrible Fortitude 3 -5 to all STR + PHY rolls
36-37 Terrible Reflexes 3 -5 to all DEX + PHY rolls
38-39 Terrible Willpower 3 -5 to all INT + Level rolls
40-43 Clubfoot 4 -2 SPD, -4 on all movement PHY rolls
44-46 Poor Dual Brain 4 Double all time spent stunned
47-49 Frenzy 6 Cannot distinguish friend/foe in combat; continue fighting for three rounds after combat
50-53 Fits 7 Under stress roll STR + PHY (DC 12 + # of opponents) to act each round
54-57 Smaller 7 -4 HP
58-59 Weakling 7 -4 STR
60-63 Obsessive-Compulsive 8 Must take 1 Action of ritual behavior before taking an action in combat
64-66 Weapon Incompetent 8 -4 to all Attack Rolls
67-68 Reduced Dexterity 8 -4 DEX
69-72 Yellow Streak 9 Roll INT + Level (DC 12 + # of opponents) before each attack to avoid moving to a place of safety instead
73-75 Bleeder 9 -1 HP per round per wound until healed with INT + KNO (DC 10)
76-79 Crude Hands 10 Can pick up, but not use items
80-83 Fragile 10 x2 damage from melee attacks
84-86 Poor Vision 12 All ranges have a maximum of Short for you
87-88 Glass Jaw 15 50% chance to be knocked out from a successful melee attack
89-90 No Arms 20 Save a fortune on gloves
91-92 No Legs 20 Save a fortune on shoes
93-96 Roll Again 0
97-00 Roll Thrice 0

Mutations Table

d% Mutation Cost Effects
1 Amazing Fortitude 1 +5 on STR + PHY saves
2 Amazing Reflexes 1 +5 on DEX + PHY saves
3 Amazing Will 1 +5 on INT + Level saves
4 Blindsense 1 Pinpoint (but not see) all targets within 10ft.
5 Chameleon Skin 1 +10 on SUB to stealth when naked
6 Climbing Hooks 1 SPD 2 when climbing
7 Double Healing 1 2x effects of natural recovery
8 Fleet Foot 1 +1 SPD
9 Immune to Poison 1 No effects from poison
10 Immune to Psionics 1 No effects from direct Psionic Powers (helpful or harmful)
11-13 Keen Senses 1 +5 on perception based skill checks
14 Low Light Vision 1 Can see in all but total darkness
15 Padded Feet 1 +5 on SUB when sneaking
16 Radiation Resistance 1 +10 to resist Radiation
17 Aquatic 1 +10 on all Swim based checks and can breathe underwater
18 Tail 1 +5 on all jumping, swimming, and balance checks
19 Tentacles 1 +1 on all PHY checks, can attack adjacent foe (1d8 + STR bonus)
20 Tremorsense 1 Sense the presence of others through vibrations within 20ft.
21 Uncanny Dodge 1 2x DEX bonus to Dodge
22 Blindsight 2 Pinpoint (but not see) all targets within 30ft.
23-24 Claws 2 Gain claws (1d10 + STR bonus)
25 Darkvision 2 You can see in the dark
26 Dual Brain 2 +2 INT
27 Empathy 2 +2 COM
28-29 Fur 2 1 Armor, +0 vs damage
30-31 Horns 2 You have horns (2d4 + STR bonus), double damage on a charge (target doesn’t move before your attack)
32 Leech 2 Make a Melee Attack, if successful deal 1d6 damage and regain the same amount as HP (if lacking)
33 Stench 2 Adjacent organic creatures suffer -2 on all rolls
34 Quills 2 Do 1d6 damage every round a creature uses the Grab maneuver on you
35 Spring Legs 2 +5 to all jump-related checks; max distance +10 ft.
36 Tough 2 +2 HP / level
37 Toxic Spit 2 Gain ranged Attack (2d4 Acid; Short Range)
38 Acidic Bite 2 Gain bite melee Attack (1d4 + STR bonus + 1d6 Acid)
39 Carapace 3 -2 DEX, 3 Armor (recover 1 Armor/day)
40 Tank 3 Double Hit Points
41 Haste 3 Spend 1 HP to gain one extra action once per turn
42 Silver Tongue 3 +5 COM
43 Brainiac 3 +4 INT
44-45 Pinchers 3 Gain melee attack (2d6 + STR bonus)
46-47 Regeneration 3 Heal 1 HP/round; regrow limbs in a week
48-49 Scales 3 -1 DEX, Gain 2 Armor (recover 1 Armor/day)
50 Shaper 3 Use Egoist Power Body Sculpt 1/day for free for 10 minutes/level
51 Natural Psion 3 Gain a Psionic Training Talent
52 Force Field 3 Absorb 10 points of damage/level (recover 1/day)
53 Brain Trust 4 +6 INT
54-55 Light Warp 4 +10 to SUB checks
56-57 Lightning Touch 4 Gain melee Attack (1d6+2 damage/level)
58 Psionic Shield 4 +8 to Resist Psionic Powers
59-60 Psychic Healer 4 1/day touch target to heal 1d6 HP/level to target or self
61-62 Rage 4 In combat or under duress, gain +4 STR, -2 penalty to Dodge
63 Somaport 5 1/day teleport 30ft./level
64 Extra Arm 5 One extra one-handed attack per turn in exchange for -2 penalty on all attacks
65 Levitate Self 5 Slowly rise through the air; Effects self + (100lbs x INT bonus)
66-67 Poison Bite 5 Gain Bite (1d6 + STR bonus) plus Poison (1d4 STR / round; DC 15)
68-69 Psionic Well 5 Double Psi Pool
70 Precognition 5 Once per day, reroll a failed check and take second result instead
71 Wings 5 Gain fly SPD 5 for 10 min x STR bonus (must rest an equal time to use again)
72-73 Brain Bite 6 All Psionic Powers used on you deal 2d4 damage to the attacker
74-75 Mental Mirror 6 Failed Psionic attacks used on you rebound on user, even beneficial ones
76 Displacement 6 Can slowly phase through matter
77 Exoskeleton 6 Gain 4 Armor, +8 to the armor save (recover 1 Armor/day)
78 Overmind 6 +10 INT
79 Megadexterity 6 +10 DEX
80 Beefcake 6 +10 STR
81 Anathema 6 Adjacent organic creatures takes 1d6 damage/level
82-83 Bigger 7 Increase Size Category by one step; +2 STR
84-85 Palooka 7 Hardened bones; Unarmed attacks deal an extra 1d8 damage / level
86 Leech Strength 7 Make an unarmed melee Attack, target takes 1d4 STR damage while you gain an equal amount to your STR (Max = double STR stat; target recovers 1/day, you lose 1/day)
87 Extra Arms 8 One extra one or two-handed melee weapon Attack per round in exchange for a -2 penalty on all attacks
88 Light Slip 8 Bend light around you to become Invisible for 1 HP/round
89-90 Energy Blast 8 Gain a ranged Attack (1d12 Fire damage/level; Long Range)
91 Immune to Acid 8 No damage from Acid
92 Immune to Fire 8 No damage from Fire
93 Immune to Radiation 8 No damage from Radiation
94 Immune to Electricity 8 No damage from Electricity
95 Immune to Cold 8 No damage from Cold
96-98 Roll Again
99-00 Roll Thrice

Biotech

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