Mi-cha Lowell
Background: Martian
Faction: Barsoomian
Morph: Crasher
Motivations: +Defend Humanity, +Law and Order, -Preservationism
Gender ID: Female
Actual Age: 39
Current Moxie: 4/4
Rez/Spent: 25/25
Current Dur Damage: 50/50
Current Luc Damage: 30/30
Background
Ego
Aptitudes
COG | COO | INT | REF | SAV | SOM | WIL | |
---|---|---|---|---|---|---|---|
Base | 15 | 15 | 20 | 10 | 25 | 20 | 15 |
Stats
MOX | TT | LUC | IR |
---|---|---|---|
4 | 6 | 30 | 60 |
Active
APT | BASE | RANKS | TOTAL | |
---|---|---|---|---|
Animal Handling | SAV | 35 | 5 | 40 |
Clubs | SOM | 20 | 30 | 50 |
Deception | SAV | 25 | 30 | 55 |
Demolitions | COG | 15 | 5 | 20 |
Fray | REF | 10 | 50 | 60 |
Freerunning | SOM | 30 | 15 | 45 |
Infiltration | COO | 15 | 40 | 55 |
Intimidation | SAV | 25 | 30 | 55 |
Investigation | INT | 25 | 30 | 55 |
Kinesics | SAV | 25 | 30 | 55 |
Kinetic Weapons | COO | 25 | 40 | 65 |
Networking: Autonomists | SAV | 45 | 5 | 50 |
Networking: Criminals | SAV | 25 | 15 | 40 |
Networking: Firewall | SAV | 25 | 15 | 40 |
Networking: Hypercorps | SAV | 45 | 5 | 50 |
Perception | INT | 20 | 30 | 50 |
Persuasion | SAV | 25 | 30 | 55 |
Spray Weapons | COO | 15 | 35 | 50 |
Knowledge
APT | BASE | RANKS | TOTAL | |
---|---|---|---|---|
Academic: Linguistics | COG | 15 | 35 | 50 |
Academic: Xenobiology | COG | 25 | 35 | 60 |
Art: Singing | INT | 20 | 40 | 60 |
Language: Korean | INT | 90 | N | 90 |
Language: Arabic | INT | 25 | 20 | 45 |
Language: Cantonese | INT | 20 | 20 | 40 |
Language: English | INT | 25 | 20 | 45 |
Language: French | INT | 25 | 20 | 45 |
Language: German | INT | 20 | 20 | 40 |
Language: Hindi | INT | 25 | 20 | 45 |
Language: Japanese | INT | 25 | 20 | 45 |
Language: Mandarin | INT | 25 | 20 | 45 |
Positive
- Animal Empathy
- The character has an instinctive feel for handling and working with non-sapient animals of all kinds. Apply a +10 modifier to Animal Handling skill tests or whenever the character makes a test to influence or interact with an animal.
- Brave
- This character does not scare easily and will face threats, intimidation, and certain bodily harm without flinching. As a side effect, the character is not always the best at gauging risks, especially when it comes to factoring in danger to others. The character receives a +10 modifier on all tests to resist fear or intimidation.
Negative
- Addiction (Tobacco, Level 2)
- A minor addiction is largely kept under control — it does not ruin the character’s life, though it may create some difficulties. The character may not even recognize or admit they have a problem. The character must indulge the addiction at least once a week, though they can go for longer without too much difficulty. If they fail to get their weekly dose, they suffer a –10 modifier on all actions until they get their fix.
- Incompetent (Impersonation)
- The character is completely incapable of performing a particular chosen active skill, no matter any training they may receive. They may not buy this skill during character creation or later advancement, and the modifier for defaulting to the linked aptitude of this particular skill is –10. This may not be used for exotic weapon skills, and should be used for a skill that could be of use to the character.
- Psi Vulnerability
- Something about the character’s mind makes them particularly vulnerable to psi attack. They suffer a –10 modifier when resisting such attacks. The morph version of this trait may only be taken by biomorphs.
- Stalker (Swimes)
- A voyeur obsessively stalks this character’s actions online. The gamemaster and player should work out details of the stalker together, and the gamemaster should use the stalker as a plot element to create occasional nuisances and challenges. The stalker could, for example, be a fan who over-appreciates the character’s work and pesters them or a unknown entity that follows the character’s actions religiously and posts the details to an online log.
Crasher (Primary Morph)
Aptitudes
COG | COO | INT | REF | SAV | SOM | WIL | |
---|---|---|---|---|---|---|---|
Base | 15 | 15 | 20 | 10 | 25 | 20 | 15 |
Morph | 5 | 5 | 5 | 5 | 15 | ||
Total | 20 | 20 | 25 | 10 | 30 | 35 | 15 |
Stats
MOX | TT | LUC | IR | WT | DUR | DR | INIT | SPD |
---|---|---|---|---|---|---|---|---|
4 | 6 | 30 | 60 | 8 | 50 | 75 | 6 | 1(2) |
Armor
Energy 20 | Kinetic 18
+10 vs Fire/Heat or Shock, +30 vs Liquid Based Attacks
Body Armor (light) (w/ Chameleon Coating, Fireproofing, Lotus Coating, Refractive Glazing, Shock Proof) 15|10
Helmet (Full) +3|+3
Bioweave Armor (Light) 2|3
Second Skin 1|3
Active
APT | BASE | RANKS | MORPH | TOTAL | |
---|---|---|---|---|---|
Animal Handling | SAV | 35 | 5 | 5 | 45 |
Clubs | SOM | 20 | 30 | 15 | 65 |
Deception | SAV | 25 | 30 | 5 | 60 |
Demolitions | COG | 15 | 5 | 5 | 25 |
Fray | REF | 10 | 50 | 60 | |
Freerunning | SOM | 30 | 15 | 15 | 60 |
Infiltration | COO | 15 | 40 | 5 | 60 |
Intimidation | SAV | 25 | 30 | 5 | 60 |
Investigation | INT | 25 | 30 | 5 | 60 |
Kinesics | SAV | 25 | 30 | 5 | 60 |
Kinetic Weapons | COO | 25 | 40 | 5 | 70 |
Networking: Autonomists | SAV | 45 | 5 | 5 | 55 |
Networking: Criminals | SAV | 25 | 15 | 5 | 45 |
Networking: Firewall | SAV | 25 | 15 | 5 | 45 |
Networking: Hypercorps | SAV | 45 | 5 | 5 | 55 |
Perception | INT | 20 | 30 | 5 | 55 |
Persuasion | SAV | 25 | 30 | 5 | 60 |
Spray Weapons | COO | 15 | 35 | 5 | 55 |
Knowledge
APT | BASE | RANKS | MORPH | TOTAL | |
---|---|---|---|---|---|
Academic: Linguistics | COG | 15 | 35 | 5 | 55 |
Academic: Xenobiology | COG | 25 | 35 | 5 | 65 |
Art: Singing | INT | 20 | 40 | 5 | 65 |
Language: Korean | INT | 90 | N | 5 | 95 |
Language: Arabic | INT | 25 | 20 | 5 | 50 |
Language: Cantonese | INT | 20 | 20 | 5 | 45 |
Language: English | INT | 25 | 20 | 5 | 50 |
Language: French | INT | 25 | 20 | 5 | 50 |
Language: German | INT | 20 | 20 | 5 | 45 |
Language: Hindi | INT | 25 | 20 | 5 | 50 |
Language: Japanese | INT | 25 | 20 | 5 | 50 |
Language: Mandarin | INT | 25 | 20 | 5 | 50 |
- Fast Metabolism
- The morph’s metabolism runs hot, requiring the character to eat two to three times as much food as a normal character with similar body mass. Food tends to be plentiful and cheap in most transhuman settlements, but this trait can pose a problem in remote areas or when visiting settlements with limited resources. The character must plan ahead and pack enough food on expeditions. If the character is eating off their rep, they must expend two trivial favors each day for the additional food they require. If the character is unable to obtain enough food, they lose SOM at the rate of one point per day until they resume their usual caloric intake. This trait is only available for biomorphs (including uplifts and pods).
- Severe Allergy (Artificial Cheese Powder)
- The morph’s biochemistry suffers a severe allergic reaction (anaphylaxis) when it comes into contact (touched, inhaled, or ingested) with a specific allergen. The allergen may be common (dust, dander, plant pollen, certain foods, latex) or uncommon (certain drugs, insect stings). The player and gamemaster should agree on an allergen that fits the game. If exposed to the allergen, the character breaks into hives, has difficulty to breathing (–30 modifier to all actions), and must make a DUR Test or go into anaphylactic shock (dying of respiratory failure in 2d10 minutes unless medical care is applied). This trait is only available to biomorphs.
Standard
- Basic Biomods
- A morph with basic biomods heals twice as fast as an early 21st century human, gradually regrows lost body parts, is immune to all normal diseases (from cancer to the flu), and is largely immune to aging. In addition, the morph requires no more than 3–4 hours of sleep per night, is immune to ill effects from long-term exposure to low or zero gravity, and does not naturally suffer from biological problems like depression, shock reactions after being injured, or allergies.
- Basic Mesh Insets
- Includes cranial computer, radio transceiver, medical sensors.
- Bioweave Armor (Light)
- This provides an Armor rating of 2/3 without changing the appearance, texture, or sensitivity of the morph’s skin. This armor is cumulative with worn armor.
- Circadian Regulation
- The morph only requires 2 hours of sleep to maintain health and function at peak mental capacity. The character dreams constantly while asleep and can both fall asleep and wake up almost instantly. In addition, the character can easily and with no ill-effects shift to a 2-day cycle, where they are awake for 44 hours and sleep for 4.
- Clean Metabolism
- The morph’s symbiotic bacteria, gut flora, and glands have been genetically engineered to keep the morph “clean.” The morph also produces smart antibiotics that prevent the growth of any bacteria or yeasts in it or on its skin. As a result, the morph is completely immune to infections, dental cavities, and bad breath, its sweat has no scent, and the morph’s efficient digestion produces somewhat less solid waste and less odorous chemicals.
- Cortical Stack
- Backs up the morph's ego.
- Direction Sense
- The character can arbitrarily define any point as “north” and keep track of which direction that is, as well as knowing approximately how far they have come. Characters with this augmentation can always retrace any route they have taken, only experiencing difficulty with three-dimensional routes lacking navigational markers (such as deep space or undersea; apply a –30 modifier). Since positioning inside habitats by anyone with basic mesh inserts is an automatic affair, only characters venturing to remote locations require this augmentation.
- Eidetic Memory
- The character can remember everything that ever happened to them, in detail, with no long term memory loss. However, they can only remember things to which they paid attention. The character will not remember the contents of a note on someone’s desk if they merely glanced at it; they must specifically have read it. No effort is required to use this augmentation, the character merely needs to attempt to remember a specific fact.
- Enhanced Respiration
- The character can live comfortably in both high and low pressure environments, from 0.2 atmospheres to 5 atmospheres, with no dizziness or need for gradual decompression. In addition, the character can hold their breath for up to 30 minutes when performing minimal activity or for up to 10 minutes while per-forming highly strenuous activity.
- Enhanced Vision
- The morph’s eyes have tetrachro-matic vision capable of exceptional color differen-tiation. These eyes can also see the electromagnetic spectrum from terahertz wave frequencies to gamma rays, enabling them to see a total of several dozen colors, instead of the seven ordinary human eyes can perceive. In addition, these eyes have a variable focus equivalent to 5 power magnifiers or binoculars. This augmentation provides a +20 modifier to all Perception Tests involving vision.
- Grip Pads
- Characters can climb any surface and move easily across ceilings that can support their weight. Apply a +30 modifier to Climbing Tests. The pads must be free to touch the surface the character is climbing (no gloves). The nature of these pads is obvious to anyone looking at them, but they do not impair the character’s sense of touch or manual dexterity. If combined with the vacuum sealing augmentation, the character can even stick to surfaces in the vacuum of space.
- Hibernation
- The character can voluntarily reduce the morph’s metabolism to the point that the morph requires only 5% of the normal amount of food, water, and air. The character appears to sink into a deep sleep, but can maintain a dim awareness of both touch and sound and so can be easily awakened. Entering or leaving this state requires 3 minutes where the character is relatively helpless. With sufficient air, characters can safely hibernate for up to 40 days without food or water.
- Medichines
- Medichines eliminate most diseases, drugs, and toxins (but not nanodrugs or nanotoxins) before they can do more than minor harm to the host (see Drug Effects, p. 318). If desired, the user can temporarily override this protection to permit intoxication or other effects, but unless the character activates a second specially labeled override, medichines prevent the toxins from accumulating to lethal or permanently harmful levels. In this case, they can also be activated at a later point to reduce a drug or toxin’s remaining duration by half. Medichines allow the character to ignore the effects of 1 wound. They also speed normal healing as noted under see Biomorph Healing, p. 208. If the user suffers 5 or more wounds at once, or more than 6 wounds in an hour, the damage has exceeded the medichines’ ability to repair. In this case, the medichines place the character into a medical stasis, where their mind and body are perfectly preserved, but where the character cannot act in any way. Under these circumstances the medichines also send out a priority call for emergency services via the character’s mesh inserts.
- Oxygen Reserve
- The morph has a miniature oxygen tank and rebreather installed in its torso. This implant provides the equivalent of the life support system in a light vacsuit (p. 333), allowing the character to breathe comfortably for up to 3 hours. It feeds oxygen directly to the morph’s blood stream, avoiding problems with pressure changes. Implanted sensors automatically cause the character to use the stored oxygen if they detect poisonous or insufficient atmo-sphere. Without vacuum sealing, the character can only survive in vacuum for 5 minutes, but remains conscious and active for the entire time, giving them far more time to find shelter or a vacsuit than characters without this implant. For every hour the character is in a breathable atmosphere, this implant recovers one hour of oxygen storage. The implant can be fully recharged within 15 minutes if the character is in a high-pressure mostly oxygen atmosphere.
- Toxin Filters
- Characters with this augmentation are immune to all chemical and biological toxins, including everything from recreational chemicals to nerve agents to spoiled food. In addition, the character can safely and comfortably breathe smoke and drink salt water. Unlike medichines, toxin immunity prevents the character from experiencing even brief harm or discomfort from a toxin (medichines merely rapidly repair damage caused by the toxin and then remove it from the morph). This augmentation provides no resistance to concentrated acid, nanotechnological attacks, or similar destructive agents. Some characters with this augmentation learn to enjoy the taste of various chemical toxins like cyanide or arsenic.
- Vacuum Sealing
- The morph has been specially designed to survive the effects of vacuum. The character’s skin resists vacuum as well as protecting the wearer from temperatures from –75 to 100 C. In addition, the character’s mouth, nose, and other orifices can seal sufficiently well to resist vacuum, and the morph possesses a special membrane that extends over their eyes, allowing the character to see in vacuum without risking any eye damage.
Added
- Adrenal Glands
- When activated, the concentrated burst of norepinephrine accelerates heart rate and blood flow and burns carbohydrates. In game terms, this allows the character to ignore the modifiers from 1 wound and temporarily increases REF by +10 (also boosting REF-linked skills and Initiative). These modifiers apply until the character has calmed down (if the character also has endocrine control, p. 304, then adrenal boosts can be activated and deactivated at will, and the negated wounds are cumulative).
- Chameleon Skin
- The morph can match the appearance of almost any color and most patterns. This provides a +20 modifier to Infiltration Tests to avoid being seen or noticed, as long as the character is stationary or not moving faster than a slow walk. The character must be nude or wearing smart clothing (p. 325) of the same color/pattern. If incompletely camouflaged, or if moving faster, reduce the modifier to +10. In addition to blending in, the character can also consciously change the color and pattern of their skin to deliberately stand out (+20 on Perception Tests to notice) or simply to produce attractive or interesting colors or patterns.
- Endocrine Control
- They receive a +30 modifier against the effects of hunger, fear, and any forms of emotional manipulation, such as the Drive Emotion sleight. This augmentation also allows character to lie with perfect conviction and to completely fool all methods of lie detection that do not rely on the target’s neural output; apply a +20 modifier to Deception Tests. It also allows the character to remain awake for 48 hours without penalty, but after this time the character begins experiencing normal fatigue. Finally, the ability to regulate pain reception allows the character to ignore the –10 modifier from 1 wound.
- Enhanced Hearing
- The morph’s ears are enhanced to hear both higher and lower frequency sounds—the range of sounds they can hear is twice that of normal human ears see Using Enhanced Senses, p. 302. In addition, their hearing is considerably more sensitive, allowing them to hear sounds as if they were five times closer than they are. A character with this augmentation can easily overhear even a softly spoken conversation at another table in a small restaurant. This augmentation provides a +20 modifier to all Perception Tests involving hearing.
- Enhanced Pheromones
- The morph’s biochemistry has been altered so that it produces enhanced phero-monal signals that subconsciously affect the behavior of other humans in the vicinity. These pheromones make the character more attractive and trustworthy to the target; apply a +10 modifier to appropriate Social skill tests, such as Persuasion. This augmentation only affects characters who can smell the pheromones, and it does not affect uplifts or xenomorphs.
- Enhanced Smell
- The user can identify both chemicals and individuals by smell and can track people and chemically reactive objects by odor as long as the trail was made within the last several hours and has not been obscured. The character can also gain a general sense of the emotions and health of any character within 5 meters (+20 to Perception or Kinesics Tests to do so).
- Ghostrider Module
- This implant allows the character to carry another infomorph inside their head. This infomorph could be another muse, an AI, a backed-up ego, or a fork. The module is linked to the character’s mesh inserts, so the ghost-rider can access the mesh. The character may limit the ghostrider’s access, or may allow them direct access to their sensory information, thoughts, communications, and other implants.
- Hardened Skeleton
- The morph’s skeleton has been laced with strengthening materials. Apply a +5 DUR and +5 SOM bonus.
- Hyper Linguist
- The character has an intuitive understanding of linguistic structures that facilitates learning new languages easily. The character requires one-third the normal amount of time and experience to learn any language (see Improving Skills, p. 152). The character can also learn any human language in one day simply by constant immersive exposure to it. Additionally, the character receives a +10 modifier when attempting to interpret languages they don’t know.
- Neurachem (L1)
- Level 1 neurachem increases the Speed stat by +1, with no side effect.
- Nanotats
- Tasteful.
- Oracles
- These neural macrosensing nanobots pay attention to the sensory input on which the character is not focusing, alerting them about important things they might otherwise overlook. Oracles also act as a sort of memory buffer and search aid, extending short term memory, helping the character recall memories and details, and crosschecking them with other memories. Oracles negate Perception modifiers for distraction, apply a +10 modifier to Investigation Tests, and add a +30 bonus to memory-related tests.
- Polarized Vision
- Polarization reveals visual characteristics much in the way that color does for normal vision: it enhances contrast, foils camouflage, and helps to detect patterns and objects, particularly in light that is reflected off a shiny surface or scattered through the atmosphere or water. One major use of polarization is easier orientation in relation to polarized light sources (such as navigating underwater by the direction of sunlight). It also allows better detection of water surfaces, reflective surfaces, and certain patterns made in the water or on skin (which can be created by chameleon skin). Polarization vision can discriminate watery surfaces from mirages and better detect transparent objects. In game terms, polarization vision allows the character to ignore negative visual Perception modifiers for camouflage, transparency, or viewing underwater. At the game-master’s discretion, it may provide a bonus modifier for Perception Tests to detect patterns and Navigation Tests where orientation to light sources is beneficial.
- Piercings
- Also tasteful.
- Respirocytes
- These nanobots act as highly efficient artificial red blood cells, increasing the ability to transfer oxygen and carbon dioxide. This increases the morph’s ability to hold their breath to 4 hours and increases DUR by +5.
Primarily Korean genetic ancestry, mid to late twenties in physical appearance. Generally slight/wiry but athletic build. Dark black hair, worn loose and down to jaw-line in length. Yellow irises. Tattoos of abstract shapes made up of straight lines and blocks with sharp angles and no curves, usually black but occasionally luminescent blue, primarily on forearms and shoulders. Ear and nose piercings, steel colored studs. Typically wears black armored vest over black tank top, reddish-brown cargo pants, combat boots. Also red and black combat gloves. Has taken to wearing a beat up cowboy type hat at the insistence of her companions. *Hair is currently rainbow colored.
Gear and Money
@-rep | 70 |
---|---|
c-rep | 50 |
e-rep | 40 |
f-rep | 40 |
g-rep | 50 |
i-rep | 50 |
r-rep | 50 |
Credits: 4,000
Communications
- Fiberoptic Cable (x2)
- Fiberoptic cables are used to establish wired connections between two devices. Given the ubiquity of radios and the tangled mess wires cause, they are typically only used for privacy (unlike radio communication, fiberoptic signals may not be intercepted) or in areas with heavy radio interference.
- Miniature Radio Farcaster
- Miniature farcast-ers communicate with each other using standard radio transceivers. As noted above, they may only securely communicate with the other farcasters with which they are entangled. Most miniature farcasters are worn as jewelry or fitted into clothing or other equipment.
Covert
- Cuffband (x5)
- This smart plastic loop restricts around a prisoner’s limbs when activated. If the prisoner struggles, it will tighten more. Cuffbands will inform the user if they are cut or loosened and are electronically controlled, so the user can release the prisoner remotely. Some cuffband variants including a shock system (treat as a shock attack, p. 204.) to zap and restrain unruly prisoners.
- Prisoner Mask
- This hood tightens around the head of a prisoner, blocks all vision frequencies, and engages in low-level jamming in order to prevent any wireless communication via mesh inserts.
- Psi Jammer
- This device jams frequencies used by brainwaves within a 20-meter radius. This has no effect on brain functions, but it does prevent any ranged used of psi sleights within this area of effect.
Everyday Technology
- Ecto
- Ectos are the external version of basic mesh inserts (p. 300), minus the medical sensors. These col-orful devices serve as a wearable mesh terminal, PDA, locator, and cameraphone. The devices are flexible (often worn as bracelets), dirt-resistant, self-cleaning, and may be stretched out to increase screen size. They may project holographic displays and are typically equipped with wireless-enabled glasses or contact lenses and decorative earpieces or earrings so that the user may access augmented reality. Given the ubiquity of mesh inserts, ectos are growing less common, but they are still used by bioconservatives, others without implants, and those who prefer to access the mesh via an external device for security concerns.
- Grip Tape (x2)
- This sticky nanotape can be applied to almost any surface, allowing items to be stuck in place with the adhesive power of grip pads. Pulling in a parallel direction is very difficult, but items are easily released by pulling up (perpendicular) to the surface instead.
Exploration
- Portable Solarchive (x3 - Astronomy, Police Procedures, Xenolinguistics)
- These are small data storage units that hold impressive data archives on a particular subject of interest. Each library unit focus on a different subject (one specific Knowledge skill at 60). The user can query the library for information or use it to make a Research Test related to that subject as if they were searching the mesh. Portable SolArchives automatically update their data whenever they are in contact with the mesh. These units are also popular among brinkers and others who spend long periods isolated from major outposts of transhumanity.
Services
- Backup Insurance (x2 months)
- In the event of verifiable death, or after a set period of being missing, backup insurance will arrange for your cortical stack to be retrieved and your ego downloaded into another morph. If the cortical stack cannot be retrieved, your most recent backup is used. Most policies require that the holder provide a backup to be uploaded into secure storage at least twice a year. This industry works in a manner similar to insurance underwriting in terms of cost and individuals engaged in high risk professions can expect to pay a premium for the service. Additionally, attempts to retrieve a cortical stack are minimal unless one wants to pay for some extra effort (a thriving industry of paramilitary ego-repo operatives exists for this purpose).
Software
- Behavioral Psych Software
- When provided with data on a particular person and their activities, this software can build a psychological profile. The larger the data set—sensor scans, mesh activity, public profile, relationship maps, location tracking, medical history, lifelogs—the deeper and more accurate the analysis. Treat this as an Academics: Psychology skill of 80 or apply a +20 modifier to a character using this software to aid a psychology or behavior-related analysis test.
- Event Reconstruction Software
- The latest forensic method used by crime scene investigators, event reconstruction software takes sensor data and applies predictive algorithms to build a reconstruction of a past event. This combined data can be used to run a simulspace scenario of the event and its possible permutations. Apply a +20 modifier to Investigation Tests.
- Kinesics Software
- Kinesics software measures voice stress patterns or analyzes other sensory input to monitor for deception, hostile intent, and other emotional states. It functions with a Kinesics skill of 40 or provides a +10 modifier to a Kinesics Test made by someone using it.
- Probability Mapping Software
- Though most effective with massive data sets and quantum computers, a standard user and their muse can still benefit from using probability mapping software to predict things like traffic, peak travel times, crime rates, and other periodic and habitual events. When supplied with data on a particular person, this software can make a guess as to their likely current whereabouts, activities, and possibly even moods and other factors.
- Relationship Mapping Software
- This software uses publicly available data, as well as any other information supplied, to build a relation-ship map marking a specific target’s known and likely associates and interactions. Aside from analyzing public profiles and online interactions, it also accesses mesh tracking logs to pinpoint incidents of physical proximity. It is useful for identifying a person’s social relationships, including friends, relatives, lovers, co-workers, conspirators, and so on. At the game-master’s discretion, this may provide a modifier for Investigation or Networking Tests.
- Tactical Networks
- These programs allow people in the same squad to share tactical data in real-time.
Survival Gear
- Oxygen Candles (Small, x5)
- In the event of a life support failure, a breathable atmosphere can be created in a pressurized space by using a solid-fuel oxygen generator. A standard portable medium-sized version produces 75 man-hours of oxygen once ignited. A smaller pocket-sized version produces 15 man-hours.
- Spindle
- A spindle is an advanced nanotechnology generator that produces a super-strong cable. It can produce up to 2 kilometers of 0.2 millimeter diameter line than can support up to 250 kilograms before it needs more raw materials. The spindle can produce up to 20 meters of cable every second. It can produce line in a continuous length or cut the cable it produces to any length. Spindles can also reabsorb their cable, retracting it at a rate of 5 m per second. As long as it is recharged and has small amounts of additional material added every 1,000 hours of use, a spindle can keep producing and retracting cable indefinitely. By setting the maximum production speed at 10 m/second a character with a spindle can safely jump off a building and land safely, using the cable to slow their descent.
- Spindle Climber
- This device attaches to a spindle and transforms it into a highly effective climbing device. The spindle climber has two functions. First, it attaches hardened tips to the spindle’s cable and fires it at high speed, up to 50 meters, with sufficient force to imbed the tip into almost any sufficiently durable surface. Second, the spindle climber can pull itself and up to 250 kg up the cable at a speed of up to 2 m/sec. A spindle climber has enough power to shoot and pull up the cable 50 times before it must be recharged. A spindle fits inside a spindle climber.
- Shelter Dome
- A variant of the emergency bubble, this package unfolds into a dome with a 2.5-meter ceiling and a floor 4 meters across. To safely use this shelter, it must be staked down to the surface it is placed on.
Survival Belt
This widely used item is a collection of tools that are useful or essential to gatecrashers, all in a comfortable and durable belt with more than a dozen pockets. Mi-cha's survival belt contains the following:
- Breadcrumb Positioning System
- This worn device leaves micro “breadcrumbs” behind as the character moves. These devices interact with mesh inserts (or ectos) as long as they are within range (50 meters), allowing the user to map their position in relation to the breadcrumb trail. This is useful in derelict habitats, wilderness, and other areas where there is no local functioning mesh, and is helpful both for mapping and for finding one’s way back.
- Electronic Rope (10 meters)
- The fibers in this rope can be controlled electronically, making it move in a snake-like fashion, stiffen up, and even wrap around objects. Typically comes in a 50-meter length capable of supporting 250 kg.
- Emergency Rations (x3)
- The most common form of emer-gency food is a mini-sized package of 9 small bars that supply complete calories and nutrition for a total of 3 full days. Most people consider food created by even the cheapest maker to be gourmet cuisine when compared to these rations.
- Filter Straws (x3)
- Designed to function without power or the need for any active nanotechnology, filter straws contain a set of specially designed self-cleaning microfilters that allow the user to safely drink any liquid that contains even a small amount of water. Filtration straws filter out mud, salt, and all dissolved chemicals or suspended particles. They are the size of large drinking straws and are flexible.
- Flashlight
- These handheld, wearable, or portable lights can display light in the normal visual spectrum, infrared, or ultraviolet, as desired.
- Flex Cutter
- The blade of this machete-like weapon is made of a memory polymer. When deactivated, the blade is limp and flexible, and may even be rolled up or otherwise easily concealed. When activated, however, the blade stiffens and sharpens into a vicious slashing weapon.
- Nanobandages (x2)
- Characters without medichines must rely on external sources of healing. The most common option is the nanobandage—a plum-sized advanced nanotechnology generator built into a reusable, self-sterilizing bandage. It can treat all forms of injury and illness, from poisoning to burns to trauma. Characters simply apply the bandage to the wound and let the nanobots do the work. It removes pain and dis-comfort and speeds healing (see Biomorph Healing, p. 208). For especially severe injuries, physical first aid such as setting bones and removing projectiles may be necessary (gamemaster’s choice). If the wounds are too severe (the patient has suffered more than five wounds), the unit places the patient in medical stasis and radios for emergency services.
- Solar Recharger
- Designed using thin-film solar cells over a layer of smart materials, this lightweight unit comes in a small-sized portable that unfolds into a 1.5-square-meter panel. Like the nuclear recharger, it produces 1 kilowatt of power and can recharge low powered devices rapidly and larger higher powered devices within several hours. However, it requires sunlight or the equivalent to function.
- Radio Booster
- This device boosts the range and sensitivity of short-range radios, like those from implants, ectos, or microbugs. The booster must be with the shorter-ranged device’s range (or directly linked via fiberoptic cable). It will repeat any transmissions received from that device, but at its extended range of 25 kilometers in urban areas (250 kilometers remote areas). Broadcasts from a radio booster are easy to receive by anyone looking for broadcasts (see Wireless Scanning, p. 251), though transmissions may be stealthed (p. 252). Boosters are commonly used by characters traveling far from habitats or other civilized regions.
- Recon Hopper
- These mini-sized bots are used to scout surface terrain, particularly in environments without atmospheres where recon flyers are no use. Their light weight and hopping movement enable them to cover even rough terrain quickly, especially in low-gravity environments. They are also small enough to walk into small holes or explore crevasses or ice fractures. They are typically deployed in swarms to cover a large area thoroughly. Like other recon bots they are equipped with image recognition software and are useful for locating lost or hidden items.
Recon Hopper | Movement Rate | Max Velocity | Armor | DUR | WT | Mobility System |
---|---|---|---|---|---|---|
4/20 | 20 | - | 10 | 2 | Walker/Hopper | |
Enhancements | +10 Freerunning, Access Jacks, Electrical Sense, Enhanced Hearing, Enhanced Vision, Grip Pads, Headlights, Image Recognition Software, Radiation Sense |
- Repair Spray
- This nanobot generator creates nanobots designed to repair synthmorphs, vehicles, and other common objects. Repair spray contains the specifications and plans for almost all commonly used synthmorphs and devices and is a ubiquitous house-hold item. If it does not contain the specifications for something it is being used to repair, it must query the object’s voice for these details, otherwise it cannot repair it. Simply touch it to the damaged area, push the button on top, and it sprays out a number of nano-bots sufficient to make repairs. These nanobots repair 1d10 points of damage per 2 hours. Once all damage is restored, the nanobots repair wounds at the rate of 1 per day. Repair spray also cleans and polishes items and returns them to a pristine and new state. Repair spray is not effective on any object with more than 3 wounds, but it provides a +30 to all repair rolls on anything too badly damaged for it to fully repair (see Synthmorph and Object Repair, p. 208).
- Utilitool
- This hand tool includes a specialized small nanobot generator. In its basic form, a utilitool is the size and shape of a large fountain pen. It can transform into almost any tool, however, from a wrench, knife, or powered screwdriver to a rotary grinder or pair of pliers. Some inexpensive utilitools are optimized for specialized tasks, like cooking or wilderness survival, but more expensive models become almost any imaginable hand tool. Utilitools are normally mentally controlled using the character’s basic mesh inserts. Characters without such implants can control the tool via voice commands and touch controls. Characters using a utilitool gain a +10 modi-fier to skills involving repairing or modifying devices with mechanical parts, opening locks, disarming alarm systems, or performing first aid.
- Viewers
- These small and highly advanced binoculars possess all the visual enhancement of specs (p. 326), but also provide 50x magnification. They also include a directional microphone that magnifies sound from the direction the viewers are pointed by a factor of 50. Viewers provide the user with a +30 bonus to all Perception Tests involving vision or hearing for the target they are aimed at. This bonus is not cumulative with bonuses from any other device or augmentation.
Spare morphs are small, cheap, lightweight, synthetic shells designed to be used as a replacement should someone’s original morph be killed or destroyed. A cortical stack (retrieved from the character’s previous morph; see p. 268, EP) can be easily plugged into the spare morph, effectively resleeving them (they must make Integration, Alienation, and Continuity Tests as normal; see pp. 270-272, EP). Once plugged in, it takes only 3 Action Turns for the cortical stack’s data to be read and checked for integrity and the ego to run inside the spare’s cyberbrain.
Spares are designed for portability. Packed as a flat disc 15 centimeters in diameter and with a mass of 2 kilograms, when activated they pop into a spherical shape with 6 slender and retractable 20-centimeter limbs (3 arms and 3 legs). They are a common piece of equipment for gatecrashing teams.
Enhancements: Access Jacks, Basic Mesh Inserts, Cyberbrain, Extra Limbs (3 Arms/3 Legs), Grip Pads, Mnemonic Augmentation, Puppet Sock Mobility System (Movement Rate): Walker (2/8)
Aptitude Maximum: 20
Durability: 15
Wound Threshold: 3
Advantages: Armor (2/2), counts as a small target in combat (–10 to hit; p. 193, EP)
Disadvantages: Social Stigma (Clanking Masses)
Weapons
Ares-Colt M13 Carbine (Automatic Rifle, Firearm)
Ammo Type | DV | AP | Mag | Total Ammo |
---|---|---|---|---|
Biter | 3d10+6 | -6 | 45 | 360 |
Accushot Armor Piercing | 2d10+4 | -14 | 45 | 180 |
Zap | 1d10+4 & shock | -3 | 45 | 90 |
Modes: SA/BF/FA
Range: 150/250/500/900
Accessories: Extended Magazine, Flash Suppressor, Safety System, Silencer, Smartlink
Ares-Colt Series 110 "Council Model Pistol" (Heavy Pistol, Firearm)
Ammo Type | DV | AP | Mag | Total Ammo |
---|---|---|---|---|
Biter | 3d10+4 | -4 | 24 | 192 |
Accushot Armor Piercing | 2d10+2 | -9 | 24 | 96 |
Zap | 1d10+2 & shock | -1 | 24 | 48 |
Modes: SA/BF/FA
Range: 10/35/60/80
Accessories: Extended Magazine, Flash Suppressor, Safety System, Silencer, Smartlink
Direct Action Tiamat MultiSprayer (Freezer/Torch)
Function | DV | AP | Mode | Mag | Total Ammo |
---|---|---|---|---|---|
Freezer | Incapitation1 | - | SA | 20 | 40 |
Torch | 3d102 | -4 | SS | 20 | 40 |
Range: 5/15/30/50
Accessories: Safety System, Smartlink
Extendable Baton
DV | AP |
---|---|
1d10+5 | 0 |
Direct Action "Pacifier" Riot Shock-Baton (Shock Baton)
DV | AP |
---|---|
1d10+5 & shock | 0 |
- Shock
- A biomorph struck with a shock weapon must make a DUR + Energy Armor Test (using their current DUR score, reduced by damage they have taken). If they fail, they immediately lose neuromuscular control, fall down, and are incapacitated for 1 Action Turn per 10 full points of MoF (minimum of 3 Action Turns). During this time they are stunned and incapable of taking any action, possibly convulsing, suffering vertigo, nausea, etc. After this period, they may act but they remain stunned and shaken, suffering a –30 modifier to all actions. This modifier reduces by 10 per minute (so –20 after 1 minute, –10 after 2 minutes, and no modifier after 3 minutes). Many shock weapons also inflict DV, which is handled as normal. A biomorph that succeeds the DUR Test is still shocked but not incapacitated. They suffer half the listed DV and suffer a –30 modifier until the end of the next Action Turn. This modifier reduces by 10 per Action Turn. Modifiers from additional shocks are not cumulative, but will boost the modifier back to its maximum value.
Bradbury (Police Baboon)
Aptitudes
COG | COO | INT | REF | SAV | SOM | WIL |
---|---|---|---|---|---|---|
5 | 10 | 15 | 15 | 5 | 15 | 5 |
Stats
TT | LUC | IR | WT | DUR | DR | INIT | SPD | DB |
---|---|---|---|---|---|---|---|---|
4 | 10 | 20 | 6 | 30 | 45 | 60 | 1(2) | 3 |
Bite
DV | AP |
---|---|
1d10+2 | 0 |
Direct Action "Pacifier" Riot Shock-Baton (Shock Baton)
DV | AP |
---|---|
1d10+3 & shock | 0 |
Unarmed
DV | AP |
---|---|
1d10+1 | 0 |
Armor
Energy 19 | Kinetic 15
+10 vs Fire/Heat or Shock, +30 vs Liquid Based Attacks
Body Armor (light) (w/ Chameleon Coating, Fireproofing, Lotus Coating, Refractive Glazing, Shock Proof) 15|10
Helmet (Full) +3|+3
Bioweave Armor (Light) 2|3
Skills
APT | BASE | |
---|---|---|
Climbing | SOM | 40 |
Clubs | SOM | 50 |
Fray | REF | 40 |
Freerunning | SOM | 50 |
Intimidation | SAV | 50 |
Perception | INT | 30 |
Scrounging | INT | 30 |
Unarmed Combat | SOM | 30 |
- Bioweave Armor (Light)
- This provides an Armor rating of 2/3 without changing the appearance, texture, or sensitivity of the morph’s skin. This armor is cumulative with worn armor.
- Cybercortex
- A cybercortex is not suffi-cient to raise an animal to sapience, but it does boost the animal’s ability to learn, comprehend instructions/commands, and reason. Apply a +10 modifier to Animal Handling Tests with this animal. The cybercortex also overrides many instinctive behaviors that would be undesirable in a service animal.
- Enhanced Respiration
- The character can live comfortably in both high and low pressure environments, from 0.2 atmospheres to 5 atmospheres, with no dizziness or need for gradual decompression. In addition, the character can hold their breath for up to 30 minutes when performing minimal activity or for up to 10 minutes while per-forming highly strenuous activity.
- Enhanced Vision
- The morph’s eyes have tetrachro-matic vision capable of exceptional color differen-tiation. These eyes can also see the electromagnetic spectrum from terahertz wave frequencies to gamma rays, enabling them to see a total of several dozen colors, instead of the seven ordinary human eyes can perceive. In addition, these eyes have a variable focus equivalent to 5 power magnifiers or binoculars. This augmentation provides a +20 modifier to all Perception Tests involving vision.
- Neurachem (L1)
- Level 1 neurachem increases the Speed stat by +1, with no side effect.
- Scent Affinity (Mi-cha)
- This particular animal has been modified to identify and trust a particular scent or pheromonal signature. Anyone giving off this particular olfactory signature receives a +30 modifier to Animal Handling Tests against this creature, assuming the critter can smell them.
- Temperature Tolerance
- The morph’s temperature regulation and circulation are both substantially enhanced allowing the character to survive in temperatures as low as –30 degrees Celsius and as high as 60 degrees Celsius without discomfort or ill effects.
COO 20
Skills: Animal Handling (Police Baboon) 40, Interests: [Police Baboon] 80, Interfacing 20, Perception 30, Research 20
Percival (Muse)
Aptitudes
COG | COO | INT | REF | SAV | SOM | WIL |
---|---|---|---|---|---|---|
10 | 10 | 20 | 10 | 10 | 10 | 10 |
Stats
TT | LUC | IR |
---|---|---|
4 | 20 | 40 |
Skills
APT | BASE | |
---|---|---|
Academic: Psychology | COG | 60 |
Academic: Xeno-Archaeology | COG | 40 |
Hardware: Electronics | COG | 30 |
Infosec | COG | 30 |
Interest: Known Exoplanets | COG | 40 |
Interfacing | COG | 40 |
Perception | INT | 30 |
Profession: Accounting | COG | 60 |
Profession: Forensics | COG | 40 |
Programming | COG | 20 |
Research | COG | 30 |