Neural Connector Psychokinetic Amplifier
Token Cost: 10
Stat Restriction: At Least 1 Exo and 1 Charisma
Ammo: NA
Description: This is basically a field manipulator tuned specifically to interact with the neural tissue of most known xenobiological archetypes. This lets the user manipulate the neurochemistry of enemies, implanting suggestions,memories, emotions and other such neurological phenomena. It also allows the user to tap into and experience the memories and emotions of said enemies. Useful for subtly convincing your enemies to shoot each other or learning the layout of an area using the memories of its protectors. Something to keep in mind: In order for this Amp to allow the user to access the memories and emotions of a target, it temporarily converts sections of the user's brain into replicas of the target's. This process is usually safe, but the weak willed my experience a feedback effect and have their original neurochemistry overridden.
Gravity Manipulator Psychokinetic Amplifier
Token Cost:12
Stat Restriction: +2 Exo or higher
Ammo:NA
Description:Identical to the Gravity Field Manipulator but in Psychokinetic Amplifier form. Allows the user to manipulate gravity.
Organochemistry Overrider Psychokinetic Amplifier
Token Cost: 15
Stat Restriction: Exo +2, Charisma +2
Ammo: NA
Description:An upgraded version of the Neural Connector that allows the user to freely manipulate the body chemistry of the target. A boring man would simply stop the target's heart or melt their brain, while a clever man could hijack an alien's body and pilot it around or even completely rewrite their brains and turn them into passive drones. Feedback with this Amp tends to have rather messy results.
Organo-Tissue Dominator Psychokinetic Amplifier
Token Cost: 15
Stat Restriction: Exo +2
Ammo: NA
Description:A piece of technology made possible by technology recovered by Mason and Ivan. Allows the user to freely manipulate the organic tissue of most known lifeforms, including themselves. Such manipulation is subject to the law of the conservation of mass, so don't try to grow an extra arm unless you want to end up sucking 1 arm's worth of carbon out of the rest of your body. Then again, if you were to get some flesh from somewhere else...
Vector Manipulator Psychokinetic Amplifier
Token Cost: 17
Stat Restriction: +3 Exo
Ammo: NA
Description: You could probably guess this, but it's identical to the Vector Field Manipulator. Lets the user manipulate the vectors of anything from atomic particles to large chunks of homicidal metal.
Matter Converter Psychokinetic Amplifier
Token Cost:20
Stat Restriction: +4 exo
Ammo: NA
Description: By tearing atomic structures down to their component particles and then rearranging them this Amp allows the user to literally transform one configuration of matter into another. Need half a pound of C-4? Convert a rock! Need a wrench? Convert a rock! Need to halt the advances of a forty foot tall xeno? Convert its brain into a rock! Alternately, convert its brain into a 10 kiloton charge to confuse and vaporize it's friends. Keep in mind that this thing is gonna need a lot of gray matter to function, so don't go using too much or you may end up converting your own brain into a rock.
Electro Psychokinetic Amplifier
Token Cost: 10
Stat Restriction: Exo +2
Ammo: NA
Description: This amp allows its user to control and generate electrical currents and related phenomena. Mostly created because people wanted to scream “UNLIMITED POWER!” while firing lightning out of their fingers.
“Mindfuck” gun
Token Cost: 7
Stat Restriction: Exo +1
Ammo: Battery good for 5 shots
Description: A strange sort of weapon, resembles a large metal sphere with what looks like a satellite dish on one side. This weapon harnesses a strange interaction of matter to produce what is colloquially known as “Mind Fuck” effects in sentient creatures. These effects vary depending on the subject, so there is a large degree of unpredictability with its use.
Elemental Infuser
Token Cost: 5
Stat Restriction: Exo 0
Ammo: 10 Use battery
Description: The Elemental infuser uses data from several sources, including the Eater of Cold and Flamboyant Spark event, along with an injection device to produce a system which allows the user to “infuse” an object with various materials or effects. One could, for instance, coat a baseball bat in flame or electricity; or even coat normally fragile things in a layer of tough metal. The coating “element” depends on the battery used. Various batteries are available through the armory, and custom ones can be produced.
Hive
Token Cost: 8
Stat Restriction: End +1, Exo +1, Will 0, Organic body (or at least torso)
Ammo: NA
Description: A biological device of dubious origin, possibly created by the Doctor. The hive is a literal living hive of insect like creatures which is implanted along the lower spine and wired directly into the nervous system. These creatures obey the commands of their host in exchange for sustenance and protection and can change themselves or produce special versions of their kind in order to fit the needs of the user. These changes take time, and depending on the degree of change can take anywhere from a few hours to several days.
Black Halo
Token Cost: 10
Stat Restriction: Exo+2, Will +1, organic body (or at least head)
Description: A black metal ring which is worn on the head, much like a circlet. It allows the wearer to, through an exercise of will, alter his perceived appearance. Their actual form will remain the same, but what others “See” (or perceive through other senses) will be altered. This does not effect things like cameras; it works by altering the thoughts of living beings, and as such will not effect mechanical ones.
Tentacle Graft
Token Cost: 2
Stat Restriction: Exo 0, End 0
Ammo: NA
Description: This one is pretty simple. We've got this tentacle right? It's about 5 feet long, very muscular and pretty dexterous, able to use tools or strangle annoying teammates. Don't ask us where we got it. But the neat thing here is that we can graft it on to your back or chest and you'll be able to use it as though it were your own! Cool huh? Just try to keep it coiled up and covered in polite company. Most people aren't too keen on you just letting your third limb flop about.
Pimp Cane
Token Cost: 5
Stat Restriction: Exo +1, Will 0, Int 0
Ammo: NA
Description: What appears, on the surface, to be a polished metal cane with a black ergonomic handle is actually a rod of adaptive metal and its neuro-interpretive control. Adapted from materials taken from our very first mission, this cane has the ability transform itself, T-1000 style, into simple and mildly complex forms, as well as to move independently and separate into individual pieces. The downside is that it has a range of about 50 feet, outside of which the metal goes dormant and collapses into a puddle.
Force infuser
Token cost: 2
Stat Restriction: Exo 0
Ammo: Kinetic Battery.
Description: This is a simple thing, a very focused version of other tech. It's a glove, similar in appearance to a kinetic amp, but with a circular metal disk in the center of the palm. The user presses this disk to anything they want, and then thinks about the direction they want it to move, and with how much force. Then, assuming they did it right and the battery has the juice to do it, the object will be moved. The battery for the system stores kinetic energy which is absorbed through the disk. This absorption includes everything from the movement of the user's hand when walking, to them repeatedly smashing the disk against a wall or firing a bullet into it. That last one isn't recommended, but if you can manage to get your hand in the path of a bullet, it will look really dang cool.
AUXILIARY SYSTEMS
Scout Eye
Token Cost: 1
Stat Restriction: At least 0 Aux
Ammo: NA
Description: A small, single use drone and control pad. Little more than a propulsion system with a camera attached; designed for scouting and reconnaissance. These things have the durability of a cardboard box but they're fast and their camera lets you get a good look at things till the drone is inevitably downed by automatic turrets or a stiff breeze. They come in a pack of three.
Mk II Suit
Token Cost: 5
Stat Restriction: None
Ammo: None
Description: An improved version of the standard issue Mk I suit. Generally streamlined and less bulky, it also includes a trauma apprehension system to drastically increase the survivability of the user. Strategically placed airtight irises close to halt suit decompression and sever damaged tissue while internal systems cauterize injuries and administer a wide variety of drugs to do anything from numb pain to put the user into a death like state to survive fatal injuries while waiting for extraction. Long story short, this thing will will keep you alive, even if it has to lop off all your limbs to do it.
Jump Pack
Token Cost: 3
Stat Restriction: At least 0 Aux
Ammo: NA
Description: A backpack system using an electrically powered repulsion jet to propel the user. It's not capable of actual flight, and it needs some time to recharge after each jump, but it will let you jump 20 meters into the air. Just be sure to think about how you're gonna land.
Exoskeleton
Token Cost: 5
Stat Restriction: NA
Ammo: NA
Description:Not much more than a framework of metal and actuators hooked up to the negative feedback system. Amplifies the strength of the user but does not provide any sort of protection (except for the metal beams near your arms and legs). Oh and it has a nasty habit of malfunctioning and twisting limbs at odd angles if it's control computer is damaged.
Single Seat Rocket Bike
Token Cost: 6
Stat Restriction: +1 Aux
Ammo: Rocket Pods good for 40 Km
Description: Though it's called a rocket bike, it more closely resembles a rocket armchair: a single bucket seat surrounded by a metal skeleton onto which dozens of directional rocked pods are mounted. Fast and extremity agile, this system allows a single person to zip across the battlefield at high speeds as well as fly high above it, offering information, directing troop movements or sniping from a half mile up. The downside of this being that the machine lacks any sort of armor or protective systems, leaving both it and it's pilot completely exposed. Has a habit of becoming violently unpredictable when damaged.
Mobile Drone Platform
Token Cost: 6
Stat Restriction: Aux +1
Ammo: NA
Description: A pallet of softball sized drones and a control pad for them.mEach drone is equipped with a relatively low power laser, a camera and a computer just smart enough to carry out simple orders. Can be deployed one at a time, all at once or anything in between. Useful for a number of situations, from scouting to backing up full fledged assaults, but don't expect to win a battle with them alone.
Mk III Suit
Token Cost: 10
Stat Restriction: Aux 0
Ammo: Rocket pods good for 20 Km
Description: Take a Mk II suit, equip it with an exoskeleton strength augmentation system, a dozen different small maneuvering rockets and two large articulated “wing” rocket pods and you've got the Mk III suit. The pinnacle of traditional suit design, it grants the user enhanced strength, endurance and speed, and allows them to fly above the battlefield with a level of maneuverability that outshines even a rocket bike.
Gunner Bot
Token Cost: 8
Stat Restriction: +2 Aux
Ammo: 50 round magazine
Description: A coil gun (rapid fire gauss cannon) on a quadrupedal robotic mount, equipped with an array of sensors and a rudimentary AI. Deployed in the field and mostly used to guard the interior of buildings or provide supporting fire. They're smart enough to patrol an area or follow a man around but that's about it. Still, if you need a mobile, high caliber rifle with the intelligence of a clever dog, this will fill that need.
ARSC
Token Cost: 12
Stat Restriction: +2 Aux
Ammo: Fuel for 100 Km
Description: Affectionately labeled the “Tin can”, this thing is a mobile bunker on rocket pods. Designed to bulldoze it's way through defenses at high speeds, it's often used to blitz through automated anti-personnel defenses and ram straight into target structures, allowing it's 5 occupants to storm guarded compounds without having to deal with the outer defenses. Provides protection from most low to medium power weapons, but don't expect it to shrug off a 10 kiloton charge.
Battlesuit
Token Cost: 15
Stat Restriction: +2 Aux
Ammo: NA
Description: The Battle Suit is a hardsuit, a something between powered armor and a fullblown mech. It's greatest attribute is its armor, which is practically immune to small arms fire and heavily resistant to lasers and similar weapons. It's equipped with jump rocket system to help with clearing large jumps, but it lacks the flight capabilities of the Mk III. It makes up for this by being substantially more durable, turning its wearer into a walking tank. Don't expect it to make you untouchable though. I mean, come on, marine, do you want to live forever?
Avatar of War
Token Cost: 30
Stat Restriction: +2 Aux, +1 Will, +1 End
Ammo: 50 rounds for Coilgun, 10 minute battery for Tesla Sabre. Can be customized before purchase.
Description: This isn't your ordinary exosuit, this is the thing of legend, reserved for generals and war heroes. Standing 5 meters tall, cloaked in heavy plate armor over pseudo-organic synthflesh and armed with a built in Coilgun (rapid fire gauss cannon), Gravity Manipulator Psychokinetic Amplifier, and Tesla Sabre, this walking embodiment of war amplifies every aspect of the pilot from the physical to the mental. It also requires the user to be semi-permanently entombed in a casket of CFC's with the majority of their nervous system slaved to the suit's systems, an organic controller wrapped within a nearly unstoppable machine of war.
MEDICAL TECH
Anti-shock Meds
Token Cost: 1
Description: A capsule of anti-shock medication designed to be slotted into a suit's med intake port and injected by the suit itself. Comes in a pack of 6.
Painkillers
Token Cost: 1
Description: A capsule of pain numbing medication designed to be slotted into a suit's med intake port and injected by the suit itself. Comes in a pack of 6
Coagulant Boosters
Token Cost: 1
Description: A capsule of anti-bleeding medication designed to be slotted into a suit's med intake port and injected by the suit itself. Comes in a pack of 6.
Emergency Kits
Token Cost: 3
Description: Allows the user to fix any number of minor suit malfunctions or simple injuries. Not effective for major failures, organic or artificial, but for small fixes it's got everything you'll need. Can be used up to 5 times
Battle Stims
Token Cost: 2
Description: Battle Stims are a tailored performance enhancers that can be formulated to work with any stat or skill, giving the user a dynamic +1/-1 to their actual roll when using that skill or stat. There is, however, a chance that you might develop an addiction to them, depending on your endurance.
Pressure Tent
Token Cost: 2
Description: A single use, self building, pressurized tent designed to be deployed during a mission in order to provide a relatively safe environment where more complex suit repair and medical aid can be carried out. And when we safe safe, we mean pressurized and filled with breathable gasses, not armored, so don't go deploying it under fire and hiding behind it.
Advanced Kit
Token Cost: 5
Description: : It's a lot like the ordinary emergency kit, but more advanced. Used to deal with bigger problems, like broken servos or herniated major organs Can be used up to 5 times.
GENERAL IMPLANTS
Synth-limb
Token Cost: 4
Stat Restriction: At least +1 Endurance
Ammo: None
Description: A synthetic prosthetic grown using electroreactive semi-organics and...that's all going right over your head huh? It's a synthflesh limb. You can use it to replace a limb you carelessly misplaced or one you just don't like. Unlike your squishy, imperfect limbs, this limb will never tire or waiver, and is also significantly stronger. Good for when you want the powers of the Godhand. Any spacesuits you use will be modified to allow the arm to be kept outside the suit.
CamEyes Implant
Token Cost: 5
Stat Restriction: None
Ammo: None
Description: Replaces your old seeing-balls with new, high tech, electronic ones. New vision filters include: Infrared, x-ray, motion tracking, 2-10X zoom, and radiation scanning. Also, it gives you creepy, unblinking, solid black eyes. Just a heads up. Also no, you can't buy just one for half the price. Nice try.
Synth-Flesh Body
Token Cost: 20
Stat Restriction: NA
Ammo:NA
Description: Rather then a human body, which is squishy and prone to dying for the most inconsequential of reasons, or a robotic body, which is nice but so dreadfully common these days, why not go with a full synthflesh body? It's not only stronger and faster then even an exoskeleton aided body, but it allows for superhuman feats of dexterity and endurance as well! With a body like this, you can do almost anything.
ROBO-BODY AND SYNTH FLESH ADD-ONS
Note: Robot body and Synthflesh Add-ons require Int to use. At 0 Int, you can have up to 1 implant without side effects. At +1 you can have up to 2, and so on. If you go over the total your Int limit would allow, it will cause you to have to complete two rolls when using add-ons. The first for seeing if you can actually activate the system correctly, the second for the intended use. Note, not all add-ons are compatible with each other.
Kinetic Piledriver Fist
Token cost: 6
Stat requirement:+0 unconventional, strength +1
Incompatible with: This system completely modifies one arm. This modified arm can not be used for other add-ons.
Description: A somewhat complex arm system which uses a combination of magnetically accelerated weighted piston and kinetic amp to blast powerful shockwaves out through 6 small apertures around the wrist. The system is heavy and requires a bit of time between successive uses, but is very powerful and able to obliterate soft targets and even some armored ones in a single blow.
Laser Eyes
Token Cost: 5
Stat Restriction: 0 con
Incompatible with: Other eye and head based modifications
Description: This system embeds a pair of laser emitters and focusing arrays inside the head and uses a pair of modified mechanical eyes as the final lens and aiming system. In essence, it's laser vision. The downside is that these eyes, while as good as standard eyes, lack the addition vision modes often found in mechanical eyes. The lasers run off internal power sources, so while they will never run out of ammo, you should be careful about overusing them, least your body shut down for a time, till it can charge up again. This laser's power is akin to that of a laser rifle.
Kinamp fists
Token Cost: 3
Stat Restriction:+0 uncon
Incompatible with: Other modifications to the hand.
Description: This is a kinetic amp built into the knuckles of the fist of one hand. Simple, but extremely effective.
Remote hand
Token Cost: 4
Stat Restriction: Aux +0
Incompatible with: Other modifications to the hand.
Description: This system embeds a small transmitter into one hand and allows the user to easily detach the hand and to then control and see through the disconnected limb. This system is wireless and has a range of several miles.
Monoblade attachment
Token Cost: 6
Stat Restriction: +1 uncon
Incompatible with: Modifications to the hand and arm.
Description: This modification hides an extendable monoatomic machete inside the body's forearm. When activated, the blade extends out through the palm and can be used normally.
Extra arms
Token Cost: 5 per limb
Stat Restriction: None
Incompatible with: None
Description: A simple addition of an extra limb to the existing body. This limb mirrors the existing limbs in design, and is ordinarily placed just above or just below the existing arms. It is otherwise identical to the existing limbs.
Enhanced mobility feet
Token Cost: 3
Stat Restriction: 0 dex
Incompatible with: Any modification which changes the feet.
Description: A pair of three toed, triangular shaped feet designed for mobility on varying surfaces and in different environments. Increases jump height and running speed, as well as allowing for things such as walking up walls or along ceilings, and using the feet to grab and manipulate things.
Head Turret
Token Cost: 3
Stat Restriction: Aux +1
Incompatible with: Other head based modifications
Description: This modification replaces the normal humanoid head with a swiveling, gimble mounted gauss turret. The turret is based on the Gauss rifle and uses the same ammo, however it is controlled via Aux as opposed to Con. The user's main “eye” optics are placed on the barrel of the gun, to allow for proper aiming.
Tentacle arms
Token Cost: 5
Stat Restriction: +1 exo
Incompatible with: Other arm based modifications
Description: This replaces both of a user's normal arms with flexible tentacle like versions. These arms resemble thick tentacles but end in 5 individual tendrils to replace the fingers. These limbs are more dexterous and capable of reaching into small places or carefully manipulating things, but they are somewhat less powerful in terms of raw strength.
Advanced armor package
Token Cost: 10
Stat Restriction: None
Incompatible with: Other armor packages
Description: This package coats the body in a resistant armor coating that increases the body's resistance to electricity, cutting, crushing, radiation and other common forms of damage.
Electrified Surface System
Token Cost: 8
Stat Restriction: None
Incompatible with: Other armor packages
Description: Covers the body in a metallic mesh which can then be electrified to deal damage to anything touching the body. This power comes from internal sources, so it will never need to be “reloaded” but over use can cause the body to shut down for a period of time while it recharges.
Removable eyes
Token Cost: 1
Stat Restriction: None
Incompatible with: Other eye based modifications
Description: This simple mod allows the user to remove their mechanical eyes, yet continue to see through them via wireless transmission. Useful for spying on an area or seeing around corners.
Enhanced Capacity.
Token Cost: 10
Stat Restriction: None
Incompatible with: Multiple versions of itself
Description: Various total body modifications which increase the body's mastery of a particular Stat or skill. However, only one of these can be applied at a time, as the modifications are often mutually exclusive.
Braincase mobility system
Token Cost: 6
Stat Restriction: Int +1, Aux +1
Incompatible with: None
Description: This system encloses the life support systems and power source of the brain case in a armored shell which is then mounted on highly mobile spider like mechanical limbs and placed in the body. In the event that the body should be rendered completely inoperable, this secondary system can be activated and allow the brain to move about of its own accord. It comes prepackaged with a lightweight laser system for defense, until a suitable replacement body can be found.
Gene mods: These are essentially the same as the robotic modifications but they use END instead of INT for determining the number of mods a body can withstand.
Enhanced eyes
Token Cost: 3
Stat Restriction: None
Incompatible with: None
Description: This gene therapy changes the structure of the eyes, allowing them to see across a broader spectrum and to detect differences in temperature. Though not quite as versatile as cameyes, they are still quite useful. They appear mostly normal, though the iris and pupil will be enlarged and cover most of the white of the visible eye.
Cellular Control
Token Cost: 10
Stat Restriction: End +1
Incompatible with: None
Description: This gene modification allows the user to consciously control their own cells to a degree; enabling them to enhance certain aspects of their physiology at the expense of others. The user may move a +1 from any physical stat to any other physical stat (For example, If you have strength at +3 and Dex at +1, you can shift it to Strength +2 and Dex+2) Only one stat may be moved at a time, and these changes take several hours of concentrated effort.
Platelet efficiency over-hull
Token Cost: 3
Stat Restriction: None
Incompatible with: None
Description: This therapy increases the efficiency with which the body handles bleeding, effectively removing the danger of bleeding out from external or internal wounds.
Non-Newtonian Tissue
Token Cost: 8
Stat Restriction: End +1
Incompatible with: Muscle Augmentation, Elasticity, Perfected regeneration, IVAN Treatment
Description: This genetic modification greatly modifies body chemistry and make up, allowing normally soft tissues to harden greatly when struck. This hardening does not completely prevent damage, but it does greatly reduce the damage, especially from blunt forces such as bullets. You won't be able to shrug off those gauss shells like superman, but you can take one to the chest and keep going.
Limiter Unlock
Token Cost: 10
Stat Restriction: +1 End, Str, Dex
Incompatible with: None
Description: The human body is an amazing thing; the amount of strength and speed it is capable of when not restrained by natural limiters is something most people would describe as superhuman. This gene therapy effectively removes those limitations and allows the user to act at the peak of their body's capacity. Of course, those limiters are there for a reason, and acting beyond them damages the body. Mechanically, what this means is that a player can choose to act beyond their natural capacities with regard to any stat roll, auto succeeding (within limits). However, doing this costs one level of skill in that stat (Ie, if you have strength +3, and use this skill to auto succeed on a strength check, then your strength would drop to +2) which will remain lowered until the body has had enough time to heal. Stats may be lowered to -2, but no farther.
Neural Tissue Strengthening
Token Cost: 6
Stat Restriction: Mind 0
Incompatible with: Distributed Neural Tissue
Description: This gene modification strengthens the capacity of the brain to deal with mental or physical trauma. When rolling against attempted mental intrusions and similar effects, the user gains a dynamic bonus of 1.
Toxin Sac
Token Cost: 5
Stat Restriction: End +1
Incompatible with: None
Description: This modification causes the body to grow a natural venom or toxin sack, which can be linked to fangs, hypodermic claws, or a breath mist system. This venom can be tailored to have a variety of effects, though this my mean an increase in price, depending on the desired effect.
Ball Joints
Token Cost: 6
Stat Restriction: Dex +1
Incompatible with: Muscle Augmentation
Description: This modification is one of the stranger ones. It replaces most of the joints in your body with ball and socket joints similar to the ones in your hip and shoulder, along with modifications to your muscular system so that they can actually be used. This greatly increases flexibility and range of movement, without weakening the body overall. It is, esentially, a lesser form of “Elasticity”
Muscle Augmentation
Token Cost:10
Stat Restriction: Strength +1
Incompatible with: Ball Joints, Elasticity
Description: This modification greatly increases the density of the user's bones as well as the effective strength of their muscle tissue. It grants them a strength equal to that of a exoskeleton system.
Enhanced Smell
Token Cost: 3
Stat Restriction: Intuition 0
Incompatible with: None
Description: This modification changes the olfactory senses of the user, allowing them to much more precisely identify and separate out various odors in the air. Good for tracking or identifying the chemical components of something via its smell.
Elasticity
Token Cost: 6
Stat Restriction: Dex +2
Incompatible with: Muscle augmentation
Description: Elasticity heavily modifies the body, softening the bones and allowing tissues to easily stretch and squish without taking damage. Limbs can even stretch beyond their normal length. This makes the body highly resistant to crushing, falling and similar damage, immune to broken bones, and able to squeeze into tight spaces.
Bladed Nails
Token Cost: 5
Stat Restriction: Uncon 0
Incompatible with: None
Description: This causes the nails on both the fingers and toes to grow into long, sharpened claws made out of dense, biometallic substances. The claws are sharp edged and pointed, allowing them to easily puncture or slice. Your suit will be modified to allow the claws to be used even while still suited up.
Perfected Regeneration
Token Cost: 10
Stat Restriction: +1 end
Incompatible with: Non-Newtonian tissue, Fibroblast Enhancement Therapy
Description: This modification allows the body to, with adequate time and material, completely regenerate from any injury, including the loss of limbs. It can even allow for the regeneration of brain tissue, though some loss of Skills my result. This regeneration is no faster then normal healing, it simply allows for healing far beyond that of what would normally be possible for a human.
Tail
Token Cost: 5
Stat Restriction: None
Incompatible with: None
Description: Causes the growth of a fleshy, prehensile tail.
Distributed Neural Tissue
Token Cost: 10
Stat Restriction: End +1
Incompatible with: None
Description: This modification causes the neural tissue of the brain to be distributed throughout the nervous system, collecting in bunches and nodes mainly along the spine and large nerves of the upper limbs. This means that direct shots to the head will no longer be fatal via the destruction of the brain. However, damage to the distributed Neural tissue via damage to the parts of the body that it has gathered in may result in the loss of skills or stat mastery.
IVAN treatment
Token Cost: 20
Stat Restriction: None
Incompatible with: None
Description: Utilizing data retrieved from the events surrounding former Inmate IVAN and experimental data gathered after his final sealing, we have perfected this genetic therapy. This gene therapy is a form of retaliatory mutations, causing the user's body to rapidly mutate and change in response to damage and stress. Unlike Ivan, whose mutations were permanent and cumulative, this treatment's mutations revert to normal over time.
Fibroblast Enhancement Therapy
Token Cost: 10
Stat Restriction: At least 0 End
Ammo: NA
Description: A lot of people, upon hearing that they've been genetically enhanced to have superhuman healing capabilities, will immediately do something foolish. This could mean anything from reckless behavior to shooting themselves in the foot. Just to be clear to those of you who have read too many comic books: This makes you heal faster and better than a normal person, Preventing any kind of stat loss from death, it does not let you regenerate limbs or heal fatal wounds nearly instantly. A bit of shrapnel through the brain/heart/lung/spine will still ruin the last few for a seconds of your life.
Trauma Partition Membrane Therapy
Token Cost:5
Stat Restriction: At least 0 End
Ammo: NA
Description: This gene therapy causes the body to deal with traumatic injuries in a new way, through the use of internal partitioning membranes which effectively sever all fluid and chemical transmissions to and from the damaged area. Effectively, the damaged part is severed from the body without actually being cut away. You'll still have to drag that broken leg, but at least it won't hurt.
Enhanced Capacity.
Token Cost: 10
Stat Restriction: None
Incompatible with: Multiple versions of itself
Description: Various total body modifications which increase the body's mastery of a particular Stat or skill. However, only one of these can be applied at a time, as the modifications are often mutually exclusive.