Alter

Designer wrote:
In Progress: I have been in the process of designing unified mutation and cybernetics rules recently. Mutants and cyborgs are simply called "alters". Cybernetics is simply known as robotics, since it applies to both cyborgs and robots. By unifying the rules, you do not need to use three different systems to change out body parts. The one simple system will do.

There are no slots. The GM must approve all robotic body parts using their sensibilities. It is recommended that the GM put thought into it.

The following is a consolidation of all rules affected by alterations and notes concerning their importance and reasons. Use this only if you want to reference a complete document on alteration rules.

The Unit Creation page contains the instructions for building a new creature or robot. Follow that structure and use the following modular rules and tables to create the unit.

Whether robot or genetic alter, to replace a body part, simply choose it from the Alterations list below, pay the item cost and surgery cost, if any, and note the alteration and its special abilities on your character sheet.

Natural Alters

Natural alters are rare aberrations within their race, having special abilities that others of their race do not have. To create a natural alter, choose one or more alter special abilities to replace an equal number of the race’s normal special abilities, including the ability to speak, or MOV rate.

Altered Body Parts

The following rules apply to altered body parts:

» Surgery takes half (½) a day and rehabilitation takes one (1) week, though the player may use it after one (1) day, with 90% chance of damaging the body part on the first day, then chance of damage decreases by -10 for every day afterward.

» Only those capable of creating the altered body part are permitted to repair or alter it.

» Damage to the altered part can affect its abilities.

» Genetically altered body parts can't be modified. They are made-to-order. You must therefore buy the whole object being modified.

Alterations

Following is the list of alter packages, listed according to ability provided, with their base costs and surgery cost, if any. If no surgery is performed, then pay only the cost of the package. However, some must be chosen at character creation or acquired through GM fiat.

Agitator (Mental or Physical)
Range: 5 spaces
Usage: 1/turn
Duration: continuous
Resistance: STR
Cause objects to gain or lose heat energy and even cause molecules to lose cohesion with a critical success.

Sixth Sense (Mental or Physical)
Range: 10 spaces
Usage: 1/turn as a free action
Duration: Continuous
Resistance: None
You have something that allows you to perceive your entire surroundings in three dimensions without their being in your line of sight using one or more of your other senses, such as a hyped up sense of sound, smell, vibration or combination of senses. You are limited by the senses through which you detect the environment. For example, if you are able to detect your environment based on visual queues such as shadows and reflections, you cannot detect the presence and details of an object whose shadow and reflections you cannot see.

Shocker (Physical)
Range: 10 spaces
Usage: 1/turn
Duration: 1 turn
Resistance: STR
A shocker causes electricity to arc, overload or drain.

Barriermind (Mental)
Range: 5 space radius
Usage: 1/turn
Duration: Continuous
Resistance: none
A barriermind is a resistance check that allows you to block mental powers of any kind with a successful attempt.

Biokineticist (Mental or Physical)
Range: 3 spaces
Usage: 1/tun
Duration: Continuous
Resistance: none
A biokineticist causes the body to heal itself in very specific ways, even allowing it to regrow lost limbs as the Cleanse and Heal spells.

Arm (Extra; Physical)

Leg (Extra; Physical)

Tentacle (Extra; Physical)

Mathemind (Mental)
Range: None
Usage: 1/turn
Duration: None
Resistance: None
Matheminds are autistics (or seers) who see the world through math. They can predict future events with astounding accuracy and solve any equation. Even human intentions are not beyond their sight. Unfortunately, they are often mute and slaves to ritual, becoming disturbed when ritual is broken. For this reason, they are most often brought up as monks at a temple where ritual is paramount or kept in hospitals where they can be looked after, but some who function on a higher level are able to travel about. They might still be mute and/or mildly disturbed by the changes going on around them, but they can interact with others and either communicate normally or with sign language or other means.

Telepath (Mental)
Range: 10 m to the power of the character's rank
Usage: Unlimited
Duration: Continuous
Resistance: WIL
The telepath is able to reach out over distances in space to detect and communicate with those in need and read intentions. Female telepaths get a +10 bonus to their WIL score. Telepaths get the Telepathy spell for free as a special ability. They can also use the ability as an Offensive Strike spell.

Shapeshifter (Physical)
Range: Self
Usage: 1/hr
Duration: 10 mins/level
Resistance: None
Shapeshifters cause their bodies to Transform according to the spell, growing hair and changing form to become anything they choose. They cannot use Transform on any subject other than their self.

Beast Master (Mental)
Range: 10 m to the power of the character's rank
Usage: Unlimited
Duration: Encounter or 10 mins/rank
Resistance: WIL
Animal Whisperer can Summon and command animals.

Speaker for the Dead (Mental)
Range:
Usage:
Duration:
Resistance:
Speakers for the Dead temporarily resurrect the dead for 2 rounds per level and can only Summon ghosts. (They must choose which. They can acquire it a second time to receive the other ability.) Once resurrected and the time has expired, the dead person/creature cannot be resurrected again by anyone.

Spirit Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Spirit Walkers can astral project as a Divination spell.

Telekineticist (Mental)
Range:
Usage:
Duration:
Resistance:
Telekineticists use Hinder, Transport, Offensive Strike, Protection, Repel and Telekinesis spells. They can transport themselves or others. Untrained characters can only perform one of the spells.

Hallucinogenicist (Mental)
Range:
Usage:
Duration:
Resistance:
Hallucinogenicists use the Illusion spell and can imprint into the minds of others images of things the hullucinogenicist is seeing or has seen. Untrained characters only know how to implant images into the other person’s mind based on what the hallucinogenicist has seen.

Plant Controller (Mental)
Range:
Usage:
Duration:
Resistance:
Plant controllers use the Entangle and Offensive strike spells.

Purifier (Mental)
Range:
Usage:
Duration:
Resistance:
Can separate gasses and liquids, allowing them to start fires with a spark, cause suffocation, alter chemical compositions, purify water, etc.

Timewalker (Mental)
Range:
Usage:
Duration:
Resistance:
Timewalkers are bonded to their time of origin and can only transfer themselves and cannot affect the timeline. They are merely observers. They cannot go forward in time, as time is described as a weaving tapestry. What has not been weaved cannot be made weaved before its time. Once weaved, it cannot be sundered. They cannot affect their home era’s future by going into the past.

Storm Mason (Mental)
Range:
Usage:
Duration:
Resistance:

Bulked Out (Physical)
Range: Self
Usage: 1/day (Special)
Duration: Minute per point of natural STR (Special)
Resistance: WIL
Muscles enlarge, turning the being into a super-bulked strong thing. Increase subsize by 3, then increase MAG by 1 for STR, BP and DR. (Calculate subsize and MAG before other abilities are added.) Can only wear specially made clothing and armor while in bulked state. GM must approve whether the effect has triggered (Define triggering event) or at will usage and duration, or is permanent. Being may transform in appearance, but not body shape, if approved by GM. If not permanent, GM determines whether choosing bulked out again increases usage, duration or effect, but only one, not all.

Speedster (Physical)
Range:
Usage:
Duration:
Resistance:

Starchild (Mental)
Range:
Usage:
Duration:
Resistance:
Travels the stars.

Dream Symbiosis (Mental)
Range: Unlimited (See description)
Usage:
Duration:
Resistance:
Able, in their own dreams, to enter the mind of another in any time or place in the universe. They are able to access that person's deeply felt memories, feelings and act with their deeply ingrained responses. All other thoughts and feelings belong to the dreamer. As long as the dream symbiont is attempting to make contact with a particular individual any place in the universe, the subject may make room for the dream symbiont to enter into them if they are aware of the symbionts attempt to do so. Otherwise, dream symbiosis is completely random and the dream symbiont has no control over it.

Randomized dreams are usually within d100 AU's in space, though can be as much as d00 years out of sink or within d00 years of the end of a civilization in the past or beginning of a civilization in the future. Once a connection is made, the dream symbiont may make a connection with the subject again more easily. For this reason, uncontrolled dreams often drift back to someone they have connected with before.

If the host dies, the dream symbiont dies if still connected.

Dream Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Enters the dreamworld and can control, not only their own dreams, but the dreams of others. In these dreams, the dream walker can be anything they want and have any weapon they want. Anyone they kill in the dream dies in reality. When facing someone who takes control of their own dream, (They do not have to be a dream walker,) opposed checks must be made for control of the dream.

Infravision (Physical)
Range:
Usage:
Duration:
Resistance:

Shadow Vision (Mental or Physical)
Range:
Usage:
Duration:
Resistance:

Night Vision (Physical)
Range:
Usage:
Duration:
Resistance:

X-Ray Vision (Physical)
Range:
Usage:
Duration:
Resistance:

Gravitationist (Mental)
Range:
Usage:
Duration:
Resistance:

Photokineticist (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
A photokineticist (or Light Warden)

Sound Imitation (Physical)
Range:
Usage:
Duration:
Resistance:

Siren (Physical)
Range:
Usage:
Duration:
Resistance:
A siren (or screamer)

Phase Stepper (Mental)
Range:
Usage:
Duration:
Resistance:
Can step out of phase to become invisible and walk through walls.

Immunity (Physical)
Range:
Usage:
Duration:
Resistance:
Immune to diseases, radiation and poisonous liquids and gasses.

Densify (Physical)
Range:
Usage:
Duration:
Resistance:
Can harden their skin to become damage-resistant.

Life Leech (Mental)
Range:
Usage:
Duration:
Resistance:
Able to leach the life force from a person through emotion, the most powerful of which is through fear or seduction, though the Life Leech will likely choose the means through which they are most comfortable and capable. Coupled with empathy, this special ability can be extremely effective.

Influence (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
Through voice, pheromone, empathic projection or other means, cause someone to believe what you want them to believe as long as they can hear your voice, smell the smell, etc., causing paralysis, suffocation, intimidation, amnesia, walking past them without detection, or any other effect the user chooses. The person is able to perform the Charm spell and Aid spells.

Alters (Consolidated Genetics and Robotics Rules)

Designer wrote:
In Progress: I have been in the process of designing unified mutation and cybernetics rules for a couple of weeks. Mutants are called "alters" and cybernetics is simply known as robotics, since it applies to both cyborgs and robots. By unifying the rules, you do not need to use three different systems to change out body parts. The one simple system will do.

The following is a consolidation of all rules affected by alterations and notes concerning their importance and reasons. Use this only if you want to reference a complete document on alteration rules.

The Unit Creation page contains the instructions for building a new creature or robot. Follow that structure and use the following rules and tables to create the unit.

Definitions

»alter - a being whose alterations have provided outstanding abilities to them not present in their base species. Just having an altered body part does not make one an alter. But standing out as having advantages far beyond normal people does.
»altered/alteration - any body part that has been genetically or technologically modified or replaced.

Natural Alters

Natural alters are rare aberrations within their race, having special abilities that others of their race do not have. Alters exist within any race, but to include it at character creation, choose an alter special ability to replace one of the race’s normal special abilities, including the ability to speak, or MOV rate, for the alter special ability.

If a natural alter has a mutated body part, instead, see the Altered Body Parts rules below.

Altered Body Parts

Whether robot or genetic alter, the following rules apply to altered body pars.

Balancing Alters

There are no additional drawbacks to technologically or genetically altered body parts, such as loss of humanity or sanity, except those that can be proven in real life. Thus, only alterations that affect the face can have an impact on one's sanity.

However, you do need someone around capable of dealing with the altered body part. If there is no technician around, a damaged robotic part will remain damaged. Altered body parts may be targeted to take away your edge if the body part is known to be the source. Also, robots break down with time, and so do their body parts. Robot brains are susceptible to computer viruses. Genetically altered body parts that are different than the host's body are susceptible to rejection.

Since altered body parts do not have additional mechanical drawbacks in the rules, there is a balancing mechanic involved through price and availability. Body chop shops are illegal, and you can't just go to a hospital or clinic and request a super arm. All genetic operations must be approved by a government agency tasked with their approval.

Alchemists capable of genetically altering body parts are seen as mad men and threats to society. Alchemists providing mechanical limbs and creating golems are free to practice as they please as long as their work is viewed as benign.

All robotic parts that possess beyond normal capabilities for the race, except those affecting the senses, are illegal for civilians to own. Robotic body parts affecting the senses must be approved by a government oversight panel. A person can't just request a body part to be replaced; there must be a medical necessity for it; namely, replacing a damaged or missing body part or the part is a threat to its owner.

Alterations

Robotic and altered body parts are just another form of gadgetry, except that the object being modified is a character's fleshly body or the robotic parts attached to it.

Unless modified, robotic body parts recreate the capabilities of the original body part, matching it to your body. Additional implants monitor your body for automatic adjustments. You may apply the same modifications to robots.

There are no slots. The GM must approve all robotic body parts using their sensibilities. It is recommended that the GM put thought into it.

There is only one overarching rule regarding robotic body parts themselves: they can't be modified. Robotic body parts are made-to-order. You must buy the whole object being modified. Thankfully, robotics is modular. You buy alterations by the body part. Following are the body parts that can be replaced with their base costs and surgery cost. If no surgery is performed, then pay only the cost of the part.

 
Body Gadgetry
Item
Cost
Surgery
Cost
APPENDAGE
 Finger  
 Foot (Must have foreleg replacement)  
 Forearm (includes hand and elbow)  
 Foreleg (includes foot)  
 Hand (Must have forearm replacement)  
 Independent Retractable Claw  
 Knee (Foreleg and foot must also have replacements)  
 Pincer  
 Tentacle  
 Thigh (Knee, foreleg and foot must also have attachments)  
 Upper arm (Forearm, elbow and hand must also have replacements)  
 Wing  
ORGAN REPOSITORY (TORSO AND ABDOMEN)
 Belly (Includes digestive system)  
 Breast (Left or Right; includes respiratory organ)  
 Chest (Both breasts, rib cage and heart)  
 Circulatory Heart  
 Digestive System  
 Heart Case (Rib cage/Internal shell)  
 Lower Body (Includes hips and both legs)  
 Neck (Includes Throat)  
 Resonating Cavity (Vocal Amplifier)  
 Respiratory Organ w/Bronchial tube (left or right; and/or gills)  
 Squeeze Sac (for poison, ink, etc.) w/Transverse Tube  
 Swim Bladder (Holds air for buoyancy)  
 Vocal chords  
SENSORY REPOSITORY (HEAD)
 Ear (Left or right)  
 Eye  
 Forehead (Includes partial brain replacement)  
 Full Brain Replacement  
 Mouth  
 Olfactory Sense  
 Partial Brain Replacement  
 Parietal Patch  
 Resonating Cavity (Environmental Vibrations and Olfactory Amplifier providing 3D environmental awareness as a sixth sense)  
SYSTEMIC ALTERATIONS
 Circulatory System (Including Heart)  
 Cyber implant (Requires flesh to which to attach)  
 Exoskeleton (Replaces Skin)  
 Immune System  
 Nervous System  
 Skeleton (No pro-rating)  
 Skin (Replaces exoskeleton)  
 Spine  
GENERAL ALTERATIONS
 Ability Enhanced Robotic Part (Up to 1 magnitude above unit's original ability.)----
 Automation (total cost x 3)  
 Magnified Robotic Part  
 Subdermalize Gadget (surgery cost x 2)  
IMPLANTS
 Anti-Shock  
 Biocomp  
 Gelled Concealment Pouch (Requires flesh to which to attach)  

Enhancements

Following is a list of alter special abilities that can replace other special abilities.

Agitator (Mental or Physical)
Range: 5 spaces
Usage: 1/turn
Duration: continuous
Resistance: STR
Cause objects to gain or lose heat energy and even cause molecules to lose cohesion with a critical success.

Sixth Sense (Mental or Physical)
Range: 10 spaces
Usage: 1/turn as a free action
Duration: Continuous
Resistance: None
You have something that allows you to perceive your entire surroundings in three dimensions without their being in your line of sight using one or more of your other senses, such as a hyped up sense of sound, smell, vibration or combination of senses. You are limited by the senses through which you detect the environment. For example, if you are able to detect your environment based on visual queues such as shadows and reflections, you cannot detect the presence and details of an object whose shadow and reflections you cannot see.

Shocker (Physical)
Range: 10 spaces
Usage: 1/turn
Duration: 1 turn
Resistance: STR
A shocker causes electricity to arc, overload or drain.

Barriermind (Mental)
Range: 5 space radius
Usage: 1/turn
Duration: Continuous
Resistance: none
A barriermind is a resistance check that allows you to block mental powers of any kind with a successful attempt.

Biokineticist (Mental or Physical)
Range: 3 spaces
Usage: 1/tun
Duration: Continuous
Resistance: none
A biokineticist causes the body to heal itself in very specific ways, even allowing it to regrow lost limbs as the Cleanse and Heal spells.

Mathemind (Mental)
Range: None
Usage: 1/turn
Duration: None
Resistance: None
Matheminds are autistics (or seers) who see the world through math. They can predict future events with astounding accuracy and solve any equation. Even human intentions are not beyond their sight. Unfortunately, they are often mute and slaves to ritual, becoming disturbed when ritual is broken. For this reason, they are most often brought up as monks at a temple where ritual is paramount or kept in hospitals where they can be looked after, but some who function on a higher level are able to travel about. They might still be mute and/or mildly disturbed by the changes going on around them, but they can interact with others and either communicate normally or with sign language or other means.

Telepath (Mental)
Range:
Usage:
Duration:
Resistance:
The telepath is able to reach out over distances in space to detect and communicate with those in need and read intentions. Female telepaths get a +10 bonus to their WIL score. Telepaths get the Telepathy spell for free as a special ability. They can also use the ability as an Offensive Strike spell.

Shapeshifter (Physical)
Range:
Usage:
Duration:
Resistance:
Shapeshifters cause their bodies to Transform according to the spell, growing hair and changing form to become anything they choose. They cannot use Transform on any subject other than their self.

Animal Whisperer (Mental)
Range:
Usage:
Duration:
Resistance:
Animal Whisperer can Summon and command animals.

Speaker for the Dead (Mental)
Range:
Usage:
Duration:
Resistance:
Speakers for the Dead temporarily resurrect the dead for 2 rounds per level and can only Summon ghosts. (They must choose which. They can acquire it a second time to receive the other ability.) Once resurrected and the time has expired, the dead person/creature cannot be resurrected again by anyone.

Spirit Walker (Mental)
Range:
Usage:
Duration:
Resistance:
Spirit Walkers can astral project as a Divination spell.

Telekineticist (Mental)
Range:
Usage:
Duration:
Resistance:
Telekineticists use Hinder, Transport, Offensive Strike, Protection, Repel and Telekinesis spells. They can transport themselves or others. Untrained characters can only perform one of the spells.

Hallucinogenicist (Mental)
Range:
Usage:
Duration:
Resistance:
Hallucinogenicists use the Illusion spell and can imprint into the minds of others images of things the hullucinogenicist is seeing or has seen. Untrained characters only know how to implant images into the other person’s mind based on what the hallucinogenicist has seen.

Plant Controller (Mental)
Range:
Usage:
Duration:
Resistance:
Plant controllers use the Entangle and Offensive strike spells.

Purifier (Mental)
Range:
Usage:
Duration:
Resistance:
Can separate gasses and liquids, allowing them to start fires with a spark, cause suffocation, alter chemical compositions, purify water, etc.

Timewalker (Mental)
Range:
Usage:
Duration:
Resistance:
Timewalkers are bonded to their time of origin and can only transfer themselves and cannot affect the timeline. They are merely observers. They cannot go forward in time, as time is described as a weaving tapestry. What has not been weaved cannot be made weaved before its time. Once weaved, it cannot be sundered. They cannot affect their home era’s future by going into the past.

Storm Mason (Mental)
Range:
Usage:
Duration:
Resistance:

Hulk (Physical)
Range:
Usage:
Duration:
Resistance:
Strong man.

Speedster (Physical)
Range:
Usage:
Duration:
Resistance:

Starchild (Mental)
Range:
Usage:
Duration:
Resistance:
Travels the stars.

Dream Symbiont (Mental)
Range: Unlimited (See description)
Usage:
Duration:
Resistance:
Able, in their own dreams, to enter the mind of another in any time or place in the universe. They are able to access that person's deeply felt memories, feelings and act with their deeply ingrained responses. All other thoughts and feelings belong to the dreamer. As long as the dream symbiont is attempting to make contact with a particular individual any place in the universe, the subject may make room for the dream symbiont to enter into them if they are aware of the symbionts attempt to do so. Otherwise, dream symbiosis is completely random and the dream symbiont has no control over it.

Randomized dreams are usually within d100 AU's in space, though can be as much as d00 years out of sink or within d00 years of the end of a civilization in the past or beginning of a civilization in the future. Once a connection is made, the dream symbiont may make a connection with the subject again more easily. For this reason, uncontrolled dreams often drift back to someone they have connected with before.

If the host dies, the dream symbiont dies if still connected.

Dream Walker
Range:
Usage:
Duration:
Resistance:
Enters the dreamworld and can control, not only their own dreams, but the dreams of others. In these dreams, the dream walker can be anything they want and have any weapon they want. Anyone they kill in the dream dies in reality. When facing someone who takes control of their own dream, (They do not have to be a dream walker,) opposed checks must be made for control of the dream.

Infravision (Physical)
Range:
Usage:
Duration:
Resistance:

Shadow Vision (Mental or Physical)
Range:
Usage:
Duration:
Resistance:

Night Vision (Physical)
Range:
Usage:
Duration:
Resistance:

X-Ray Vision (Physical)
Range:
Usage:
Duration:
Resistance:

Gravitationist (Mental)
Range:
Usage:
Duration:
Resistance:

Photokineticist (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
A photokineticist (or Light Warden)

Sound Imitation (Physical)
Range:
Usage:
Duration:
Resistance:

Siren (Physical)
Range:
Usage:
Duration:
Resistance:
A siren (or screamer)

Phase Stepper (Mental)
Range:
Usage:
Duration:
Resistance:
Can step out of phase to become invisible and walk through walls.

Immunity (Physical)
Range:
Usage:
Duration:
Resistance:
Immune to diseases, radiation and poisonous liquids and gasses.

Densify (Physical)
Range:
Usage:
Duration:
Resistance:
Can harden their skin to become damage-resistant.

Life Leech (Mental)
Range:
Usage:
Duration:
Resistance:
Able to leach the life force from a person through emotion, the most powerful of which is through fear or seduction, though the Life Leech will likely choose the means through which they are most comfortable and capable. Coupled with empathy, this special ability can be extremely effective.

Influence (Mental or Physical)
Range:
Usage:
Duration:
Resistance:
Through voice, pheromone, empathic projection or other means, cause someone to believe what you want them to believe as long as they can hear your voice, smell the smell, etc., causing paralysis, suffocation, intimidation, amnesia, walking past them without detection, or any other effect the user chooses. The person is able to perform the Charm spell and Aid spells.