BioMods

Biomods Intro

## BioMod Stats

### Brain

Players can install 4 slots of cybernetic or biological manaware into their brains.

#### Circadian Accelerator

This fleshcrafted implant is inserted into the brain and manages most of the functions that the body normally handles during sleep. You only have to sleep half as long as you normally would need.

#### Cerebral Husk

An arthropod-like organ is installed onto the back of the head, burrowing synaptic tendrils into the brain. When the subject fails a saving throw against a mind-affecting effect, it can shunt the effect into the cerebral husk as at the cost of taking 2d8 temporary tolerance damage. The Husk can only hold one effect at a time, and can only be used again when the effect ends.

### Spine

Players can install a single slot of manaware into their spines.

No Spine BioMods Currently Exist.

### Eyes

A player may replace 1 eye with a single slot of cybernetic or biological manaware. Eye options that take two slots must replace both Eyes, and only count their tolerance damage once. Eyes cannot be mix and matched, if both eyes are replaced they must use the same item. Any vision types granted inherently by the player's race are lost if both eyes are replaced with manaware, unless stated.

#### Pupil Stretching

Using a careful surgical procedure the maximum amount the pupils of the eyes expand is increased, allowing them to take in far more light. The subject gains Darkvision out to 60 feet. If the subject already has darkvision, they increase its range by 50% or 30 feet, whichever is higher.

### Arms

A player may replace 1 arm with a single slot of manaware. Arm options that take two slots must replace both arms, and only count their tolerance damage once. Players lose any natural weapons on limbs replaced.

#### Retractable Quills

Jagged quills run along portions of the subject's arms. As a standard action the subject can expand or retract the quills into one or both of its forearms. A medium creature can use these spines a primary natural attack that deal 1d8 points of piercing damage (1d6 points if Small), though as with claws, an attack with the Quills uses the corresponding hand. The subject also gains a +4 bonus on grapple combat maneuver checks when both spines are extended.

### Legs

A player may replace 1 leg with a single slot of manaware. Leg options that take two slots must replace both legs, and only count their tolerance damage once. Players lose any natural weapons on limbs replaced.

No Leg BioMods Currently Exist.

### Dermal

Characters can install two slots of cybernetic or biological manaware into their skin.

#### Electrophorus Dermis

Derived from a species of eel native to Sisea prior to the bombing, this modification lays a network of electroconductive organs under the skin. Your unarmed attacks deal electric damage in addition to any other types. As an immediate action when hit with a melee touch attack, you can suffer 1d4 tolerance damage to deal 3d4 electric damage to the creature who attacked you.

#### Mimic Skin

Replacing the epidermis of the skin, the Mimic Skin allows the user to reshape the texture and color of their skin to match that of concrete, wood, stone, or metal. It still cuts as easily as normal flesh, but grants the ability to use Stealth in any natural terrain, whether or not it has cover or concealment.

### Internal

Characters can install four slots of cybernetic or biological manaware into their internals.

#### Bile Glands

Installed in the esophagus, this implant provides a concealed natural attack that can temporarily disable an assailant. As a standard action the bearer can take 1d6 temporary tolerance damage to make a ranged touch attack against a creature within 30 feet. If they hit the creature takes 1d6 acid damage and is blinded for 1d4 rounds.

#### Drakeblood Heart

A powerful muscle to keep your body in motion. You receive a +4 on saves against effects that would fatigue or exhaust you.

#### Elemental Gland

A gland in your throat that produces an elemental effect, similar to a dragon’s breath weapon. Choose either fire, cold, lightning, acid, or poison when you purchase this implant, this cannot be changed later. As a standard action the user can take 1d4 temporary tolerance damage to unleash a blast of energy in either a 30 foot line or a 15 foot cone. Enemies in the area must make a DC 14 reflex save or take 2d8 damage of the chosen type. If the bearer has a natural bite attack, it deals an additional damage die of your chosen type.

#### Mutate Marrow

The subject's bone marrow is extracted and spliced with that of an incredibly fast healing mana mutant. Subjects gain +1 hit points. For every Hit Die the subject possesses beyond 1, you gain an additional +1 hit point. If the subject has more than 1 Hit Dice, they gain +1 hit points whenever they gain a Hit Die (such as when they gain a level).

#### Secondary Adrenal Glands

A bio-enhancement that installs an additional pair of adrenal glands, causing an overload of adrenaline in the body. As long as she’s not fatigued or exhausted, the user of a Werewolf/SAvage System can activate it as a swift action. While active, it grants a +2 morale bonus to Strength and Dexterity, a +1 morale bonus on Reflex saving throws, and a -2 penalty on Will saving throws. The user may use the Secondary Adrenal Glands for up to 10 rounds per day, though the rounds need not be consecutive. Once the effects end, she becomes fatigued for twice as many rounds as she was under the Adrenal Gland’s effects.

If the bearer of this item is under intense stress the effects sometimes trigger involuntarily. If the bearer becomes antagonized, frightened, panicked, or shaken, or if they are surprised during combat, they must make a DC 20 Will save or the implant is activated and cannot be deactivated for 1d4 rounds. If the bearer is at 150% of their Tolerance or greater they automatically fail this save.

### Miscellaneous

Miscellaneous manaware does not take up a slot. Characters may only have one of any given Miscellaneous mod at a time unless otherwise noted.

#### Antenna

These insectoid protrusions are installed into the forehead and folded into the visual cortex of the brain. They are incredibly sensitive to vibrations, giving the bearer 10 feet of blindsense.

#### Claws (Climbing)

Feline claws replace the nails on the user's fingers. The bearer gains a +5 circumstance bonus on climb checks, and a 1d4 claw primary natural attack (if applied to both arms, the bearer gains 2 claw attacks and a 10 ft climb speed).

#### Claws (Hand Razors)

Hides small razor sharp chitinous blades in the users fingertips, giving a natural attack that deals 1d6 slashing damage.

#### Fangs

The subject's teeth are replaced with fangs, appearing either vampiric or animalistic. A Medium creature gains a bite natural attack that deals 1d4 points of damage (1d2 points if Small). This can be concealed with a DC 10 Disguise check.

#### Fleshcrafted Wings

These leathery batlike wings are grafted onto the subject's back, granting it a fly speed of 60 feet with an average maneuverability as well as a +5 enhancement bonus on Fly checks.

#### Grasping Tendril

The subject gains a grasping tendril. The tendril can be used as a natural attack dealing 1d4 points of piercing damage. Otherwise it can retrieve stowed objects on the subject’s person or unattended objects within 10 ft. and either deliver them to an empty hand or hold them as a swift action, but the tendril cannot use, or otherwise wield items. Items that are held in a primary hand or held in a grasping tendril can be swapped as a free action. Can be taken up to twice.

#### Gills

A large pair of vat grown gills and glands are grafted to the neck and into the respiratory system. The subject is capable of breathing water as well as air.

#### Maw

The subject's teeth are replaced with rows upon rows of shark-like teeth. A Medium creature gains a bite natural attack that deals 1d6 points of damage (1d4 points if Small). This cannot be concealed by non-magical means.

#### Micromutant Symbiosis

By exposing dozens of species of microorganisms to an accelerated course of mana poisoning, this symbiotic organism was artificially bred. When injected into a subject they colonize all the body's organs, feasting on manalith contamination in the body to speed recovery from mana poisoning. When you take environmental tolerance damage, reduce the die pool by an amount equal to your Constitution modifier. Increase the dice you roll to recover from Tolerance damage by two die sizes.

#### Nictitating Membrane

A secondary eyelid is installed underneath the primary one to protect the eye, made of perfectly clear skin. Creatures you attack cannot benefit from concealment provided by environmental hazards.

#### Tail (Stabilizing)

A reptilian or mammalian tail grafted onto the base of the spine. Provides a +2 circumstance bonus to checks you make to avoid being knocked prone, and inflicts a +2 to combat maneuver defense against maneuvers that would knock you prone (such as tripping).

#### Tail (Stinging)

The subject gains a large scorpion-like tail that sprouts from its lower back. A Medium creature can use its tail as a natural weapon that deals 1d6 points of piercing damage (1d4 if small) plus poison (Fortitude DC = 15 + the subject’s Constitution modifier; frequency 1/round for 4 rounds; effect 1d4 Dex; cure 1 save). The subject is immune to its own poison, but no other poison (including those of other creatures with this bio-mod.)

#### Tail (Prehensile)

Provides a prehensile tail that can support your character's weight. Can be used as a limb to support them while climbing. A character using the tail this way cannot move, but can pivot and make full use of both their hands. The tail can also hold items, but not wield weapons or otherwise make attacks.

#### Webbed Extremities

The amphibious or reptilian webbing installed between the ends of the extremities comes with the side effect of thin reflective scales trailing up the arms and legs. The subject takes no movement penalty when underwater.

## Organic Restoration

While advertised at the same clinics for biomod seekers, the Organic Restoration is not an item that can be bought. Instead it's the reset button many MIDS addled Graver’s wish they could afford. Purchasing this treatment means a doctor will remove all Manaware, both cybernetic and biomod, from your body and have a 7th level Regenerate cast on you, restoring everything those items were replacing. These items are then boxed up, or packed into glass jars and securely shipped to a location of your choice. The treatment is then capped off by flushing your entire body with Purify for several hours, reducing your Temporary Tolerance damage to zero. This service typically runs their customers 8,000 G.

## Vitality Treatments

A highly secretive formula developed by Telao, the subject is immersed in a vat of this liquid for several hours, seemingly reversing the ravages of old age on the body. The subject will always live to their race’s maximum possible lifespan, and may treat themselves as if they were one age category lower. This service typically runs their customers 10,000 G.