Ultimate Purifier Morph: Offensive Armor: When Activated, The Outer
Ultimate Purifier Morph: Offensive Armor: When Activated, The Outer
Dead Switch: This cortical stack accessory is designed to Enhanced Smell:The morphs sense of smell is equal to
keep the stack from falling into the wrong hands. If the that of a bloodhound. The user can identify both chemicals
morph is killed, the dead switch wipes and melts the and individuals by smell, and can track people and
cortical stack completely, so that the ego cannot be chemically reactive objects by smell as long as the trail was
recovered. This option is generally only used by covert made within the last several hours and has not been
operatives with recent backups. [Low] obscured. The character can also gain a general sense of the
emotions and health of any character within 5 meters (+20
Direction Sense: The character has an innate sense of to Perception or Kinesics Tests to do so). [Low]
direction and distance using advanced inertial navigation.
The character can arbitrarily define any point as north
and keep track of which direction that is, as well as Enhanced Vision: The morphs eyes have tetrachromatic
knowing approximately how far they have come. vision capable of exceptional color differentiation. These
Characters with this augmentation can always retrace any eyes can also see the electromagnetic spectrum from
route they have taken, only experiencing difficulty with terahertz wave frequencies to gamma rays, enabling them
three-dimensional routes lacking navigational markers to see a total of several dozen colors, instead of the seven
(such as deep space or undersea; apply a 30 modifier). ordinary human eyes can perceive. In addition, these eyes
Since positioning inside habitats by anyone with basic have a variable focus equivalent to 5 power magnifiers or
mesh inserts is an automatic affair, only characters binoculars. This augmentation provides a +20 modifier to
venturing to remote locations require this augmentation. all Perception Tests involving vision. For further
[Low] applications, see Using Enhances Senses. [Low]
Echolocation: The character possesses sonar similar to that Enhanced Respiration: By boosting both lung efficiency
of a bat or dolphin. The character bounces brief ultrasonic and the bloods oxygen-carrying capacity, the character can
pulses off their surroundings and uses them to form an live comfortably in both high and low pressure
image of these surroundings through the pattern of environments, from 0.2 atmospheres to 5 atmospheres, with
reflections of these pulses received by the characters ears. no dizziness or need for gradual decompression. In
For more details, see Using Enhanced Senses. This addition, the character can hold their breath for up to 30
augmentation works in both air and water and has a range minutes when performing minimal activity or for up to 10
of 20 meters in air and 100 meters in water. [Low] minutes while performing highly strenuous activity. [Low]
Eelware: Derived from electric eel genetics, a character Implanted Nanotoxins: The morph has an implanted
can have eelware implanted so that it connects to a network nanobot hive that produces nanotoxins. This implant is
of bioconductors in the hands and feet (or other limbs), designed so that the character can deploy these nanobots
allowing the character to generate stunning shocks with a instantly via a scratch with claws, spraying with saliva, or
touch. Eelware inflicts shock damage exactly like a pair of simply making continuous bare-skin contact. Characters
shock gloves. Eelware can also be used to power implants can choose whether or not to deploy these nanobots. Each
and specially designed handheld devices by touch. [Low] nanotoxin generator only produces a single variety of
nanobots, with the most common types being ones
Eidetic Memory: The character can remember everything designed to kill or incapacitate almost any living target or
that ever happened to them, in detail, with no long term ones designed to destroy delicate machinery. Characters are
memory loss. For example, they can recite a page they read immune to their own nanotoxins. Nanotoxins are highly
in a book a month ago, recall a string of 200 random restricted and many habitats will not allow anyone with this
characters they viewed a year ago, or even tell you what implant on board. [One Cost Category Higher than Toxin
they had for breakfast on a particular date a decade ago. Cost]
However, they can only remember things they paid
Medichines: This is the most common form of nanoware. hour the character is in a breathable atmosphere, this
These nanobots monitor the users body at a cellular level implant recovers one hour of oxygen storage. The implant
and fix any problems that arise. Medichines eliminate most can be fully recharged within 15 minutes if the character is
diseases, drugs, and toxins (but not nanodrugs or in a high-pressure mostly oxygen atmosphere. [Low]
nanotoxins) before they can do more than minor harm to
the host (see Drug Effects). If desired, the user can Radiation sense: The character can sense the presence and
temporarily override this protection to permit intoxication approximate source of all forms of dangerous radiation,
or other effects, but unless the character activates a second including neutrons, charged particles, and cosmic rays.
specially labeled override, medichines prevent the toxins [Low]
from accumulating to lethal or permanently harmful levels.
In this case, they can also be activated at a later point to Temperature Tolerance: The morphs temperature
reduce a drug or toxins remaining duration by half. regulation and circulation are both substantially enhanced
Medichines allow the character to ignore the effects of 1 allowing the character to survive in temperatures as low as
wound. They also speed normal healing as noted under 30 degrees Celsius and as high as 60 degrees Celsius
Biomorph Healing. If the user suffers 5 or more wounds at without discomfort or ill effects. [Low]
once, or more than 6 wounds in an hour, the damage has
exceeded the medichines ability to repair. In this case, the Toxin Filters:The morph gains an improved liver and
medichines place the character into a medical stasis, where kidneys and biological filters in its lungs. Characters with
their mind and body are perfectly preserved, but where the this augmentation are immune to all chemical and
character cannot act in any way. Under these circumstances biological toxins, including everything from recreational
the medichines also send out a priority call for emergency chemicals to nerve agents to spoiled food. In addition, the
services via the characters mesh inserts. character can safely and comfortably breathe smoke and
Medichines for synthmorphs and bots consist of nanobots drink salt water. Unlike medichines, toxin immunity
that monitor and repair the shells integrity and internal prevents the character from experiencing even brief harm
system functions. Note that the synthmorph version of or discomfort from a toxin (medichines merely rapidly
medichines allows the synthmorph to self-repair in the repair damage caused by the toxin and then remove it from
same manner by which a biomorph with medichines would the morph). This augmentation provides no resistance to
naturally heal. [Low] concentrated acid, nanotechnological attacks, or similar
destructive agents. Some characters with this augmentation
Nanophages: These nanobots patrol the body, alert for learn to enjoy the taste of various chemical toxins like
signs of intrusive nanodrugs or -toxins and destroying them cyanide or arsenic. [Moderate]
before they have more than a minor effect. Nanophages
provide automatic immunity against nanodrugs and T-Ray Emitter: Mounted under the skin of the users
nanotoxins unless they are specifically commanded to stand forehead, this implant generates low-powered beams of
down by the user, via their mesh implants. [Moderate] terahertz radiation (T-rays) that allow the character to see
using reflected T-rays. As discussed in Using Enhanced
Neurachem:This bioware modification enhances the Senses, this implant combined with the enhanced vision
characters chemical synapses and juices their enhancement (or a terahertz sensor) allows the user to
neurotransmitters, drastically speeding up neural effectively see through cloth, plastic, wood, masonry,
connections. Neurachem can be mentally activated or composites, and ceramics as well as being able to
triggered by charged emotions. Level 1 neurachem determine the composition of various materials. This
increases the characters Speed stat by +1, with no side implant allows the user to see using reflected T-rays for 20
effect. Level 2 raises the Speed stat by +2, but each time it meters in a normal atmosphere and for 100 meters in
is used the character suffers a nervous system fatigue vacuum. [Low]
hangover for 1 hour after the boost wears off (apply a 20
modifier to all actions). The speed boost lasts for 30 Backup Insurance: In the event of verifiable
minutes, thought it may be triggered again. Level 2 may be death, or after a set period of being missing,
used as Level 1 if desired. [High (Level 1), Expensive backup insurance will arrange for your cortical
(Level 2)] stack to be retrieved and your ego downloaded
into another morph. If the cortical stack cannot
Oxygen Reserve: The morph has a miniature oxygen tank be retrieved, your most recent backup is used.
and rebreather installed in its torso. This implant provides Most olicies require that the holder provide a
the equivalent of the life support system in a light vacsuit, backup to be uploaded into secure storage at
allowing the character to breathe comfortably for up to 3 least twice a year. This industry works in a
hours. It feeds oxygen directly to the morphs blood stream, manner similar to insurance underwriting in
avoiding problems with pressure changes. Implanted terms of cost and individuals engaged in high
sensors automatically cause the character to use the stored risk professions can expect to pay a premium
oxygen if they detect poisonous or insufficient atmosphere. for the service. Additionally, attempts to
Without vacuum sealing, the character can only survive in retrieve a cortical stack are minimal unless one
vacuum for 5 minutes, but remains conscious and active for wants to pay for some extra effort (a thriving
the entire time, giving them far more time to find shelter or industry of paramilitary ego-repo operatives
a vacsuit than characters without this implant. For every
exists for this purpose). [Low to Moderate directions, the damage is reduced to 1/3rd
per month] (round down). Multiple charges apply a
Disposable Launcher (Standard Missile): This launcher cumulative effect. [Moderate]
is pre-packed with one standard missile. [Moderate Radio Booster: This device boosts the range
(includes missile)] and
Rate SS sensitivity of short-range radios, like those
Ammo 1 from
High-Explosive Armor-Piercing (HEAP): A design only implants, ectos, or microbugs. The booster
available for seekers (not grenades), HEAP warheads use must be
high explosives to blast a path for a penetrating round. with the shorter-ranged devices range (or
HEAPs lose 4 damage per meter distance from the blast, directly
as opposed to the usual 2. [Moderate] linked via fiberoptic cable). It will repeat any
AP -8 transmissions received from that device, but at
DV 3d10+12 its extended
Average DV 28 range of 25 kilometers in urban areas (250
Armor Used K kilometers
remote areas). Broadcasts from a radio booster
Electronic Rope: The fibers in this rope can are
be controlled electronically, making it move in easy to receive by anyone looking for
a snake-like fashion, stiffen up, and even wrap broadcasts (see
around objects. Typically comes in a 50-meter Wireless Scanning, p. 251), though
length capable of supporting 250 kg. [Low] transmissions may
be stealthed (p. 252). Boosters are commonly
Facial/Image Recognition: This program can used by
be used to take an image and run a pattern- characters traveling far from habitats or other
matching search among public archives. civilized regions. [Low]
Similar version of this program exist for other NANODETECTORS Nanodetectors are small
biometrics: gait recognition, vocal recognition, devices that suck in air and micro debris in
etc. [Low] order to scan for and detect nanobots. Given
that nanobots are so small, the density of
Firewall: This program protects a device from nanobots in the area has a large impact on its
hostile intrusion. Every system comes with a success. The nanodetector has a base skill of
standard version of this software by default. 30 for detecting nanobots, modified by +30 if
[Low] an active nanoswarm or hive is present, +0 if a
nanoswarm or hive was active recently, and
Liquid Thermite: Similar to scrappers gel, 10 for the presence of nanobots outside of a
liquid thermite comes in a gel form that is swarm or hive. Once a nanobot is detected it
easily applied under all environmental may be analyzed either by the user or the
conditions (by the nature of its chemical nanodetectors AI, using Academics:
reaction, thermite is oxygenated and will burn anotechnology 30 skill. Nanodetectors are
underwater or in space). It is ignited with an often worn and left on, set to alert the user if a
electric charge, burning at temperatures hostile nanoswarm is detected. [Low]
exceeding 2,500 degrees Celsius and melting Utilitool: This hand tool includes a specialized
through whatever it is touching. Liquid thermite small nanobot generator. In its basic form, a
inflicts 3d10 + 5 DV per Action turn (for 3 utilitool
Action Turns) to whatever it is touching. Armor is the size and shape of a large fountain pen. It
will also be burnt through, offering no can
protection once the full Armor rating has been transform into almost any tool, however, from
reached. [Moderate] a
wrench, knife, or powered screwdriver to a
Superthermite Charges: These powerful and rotary
highly grinder or pair of pliers. Some inexpensive
stable demolition charges are made from a utilitools
combination of nanometals and metal oxides. A are optimized for specialized tasks, like cooking
single charge can be used to create an or wilderness survival, but more expensive
explosive blast inflicting 2d10+5 damage. This models
charge can be shaped with a successful become almost any imaginable hand tool.
Demolitions Test, focusing the blast in a Utilitools
particular 90-degree direction (for example, to are normally mentally controlled using the
blow through a door). This triples the damage characters
of the blast in the focused direction; in all other basic mesh inserts. Characters without such
implants disarming
can control the tool via voice commands and alarm systems, or performing first aid. [Low]
touch Tactical Networks: These programs allow
controls. Characters using a utilitool gain a +10 people in
modifier to skills involving repairing or the same squad to share tactical data in real-
modifying devices time. See
with mechanical parts, opening locks, Tactical Networks, p. 205. [Moderate]