1d10 Mortality Or Rapid Bodily Injury Deterrence (MORBID) Augmentations for Mothership

1d10 Mortality Or Rapid Bodily Injury Deterrence (MORBID) Augmentations for Mothership

1. Lazarus Mesh. Spidery neurological implant that reanimates the host body with a barrage of chemical and electrical impulses. Installation leaves a fractal pattern of surgery scars and takes a month of recovery. +3 min stress. +3 max wounds.


2. Fast Cloning Pod (FCP). Soft-shelled injection chrysalis that replicates host body from a xenobiological protein slurry within ten minutes. Sanity save for mind transfer; lose a skill OR reduce a stat by 2d10 on a failure.


3. Mindspike. Shiny rod bristled with electrodes, downloads host memory. Can be injected in a new (living) host body. Stats and Saves as new host body, skills and personality imported over. Brutal: 10% chance of catastrophic transfer failure, resulting in data loss and instant brain death. 


4. Autostimmer. Cheap cybermod wired to pain receptors — freely and immediately administers a stimpack on damage. Internal delivery system gets three uses out of a single pack. Overdose rules apply as normal. 


5. Hydra Blood. Aggressive symbiotic bioform pumped into the circulatory system prior to high-risk operations (replaces blood with thick green sludge). Regrows critical biology in the event of death or serious injury. Instead of a death check, go unconscious for 1d10 minutes, increase Combat by 1d10 and reduce intellect by 2d10. Stays in the system for 12 hrs. 


6. Gemini Device. A coiling copy-thrower, cabled directly into the cerebellum. Can bio-print a duplicate of you at up to Long range. Duplicates have their own Device. The system can only support two host bodies at once, with an active consciousness in only one at a time — the user can hot-swap between bodies at will. Each time a third duplicate is created, the oldest dies of cerebral overload. -1d10 sanity save on first use.


7. Galvanically Operated Living Machine (GOLM). Hand-sculpted semi-biological android, can be remotely operated with proper augmentation within a km. High durability build, putty-like muscle conduits and critical system redundancy. Has its own mind. Sanity save every hour or lose control. GOLM then follows a very literal interpretation of its last orders with implacable effectiveness. [C: 80 as Weapon I:30 W:6]


8. Dopplegang Network. Paired chips allow for a consciousness to be distributed between up to four clones. Taking coordinated action is at [-]. Replacement clones take a week to grow. The consciousness is lost if all clones are dead at the same time. If signal is disrupted for more than a few minutes, make a sanity save: on a failure take 1d10 stress, on a critical failure the consciousness ruptures and the other clones now want you dead.


9. INORDIO Ltd. Debtling Surrogate Program (DSP). You are replaced by a terrified stranger trained and surgically altered to imitate you as part of the Company’s twisted debt-remediation/employee-retention program. A paperboard cocoon rips open and your surrogate bursts forth with a bottom-dollar knockoff version of your equipment and personality. They will likely forget crucial details of your life (which they never lived in the first place) and will be terminated for contract breach if they let slip of ANY awareness that they are not the genuine article. Welcome to your new life!


10. Lucky Limb. Space-dwellers are a superstitious bunch, but sometimes they’re on to something. In this case, your crew picked up a whole case of xenoform limbs that (unknown to you) contain a friendly regenerative bioform that leaks into you when injured. Re-roll a single wound roll per session.
 

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