Do we have DNA-coded triggers yet?
If we don't I recommend we invent those before we make handheld superweapons.
DNA is kinda hard as it requires a scraping of flesh and some time. I'll do biometrics in general.
Roll 1d6, +4 for scientist perk, +2 scientific category, where:
2 to 4 = Biometric techniques can't be developed
4 to 8 = We have biometric techniques, but they can't be miniaturized enough (use on doors and such)
9 to 11 = Too expensive to use on every weapon (only dangerous equipment)
12 to 14 = Equipped on every firearm
Results: 2 + 4 + 2 = 8 → Too big.
We do have fingerprints and DNA scanners, but they are too bulky and slow to be used in firearms.
We do mount them on all doors, however, including armory ones.
Is training cybernetic hounds to hunt for these troublemakers and option we can put on the table?
Fair idea.
Roll 1d6, +4 for scientist perk, +2 scientific category, where:
2 to 7 = Can't improve dogs; we have canine teams though.
8 to 10 = Cybernetically improved smell and sight
11 = Neural research allows direct control of dogs
12 = Dogs granted intelligence; now operate alone and can make critical decisions
Result: 6 + 4 + 2 = 12 → Dogs forever!
We've been using dogs in cruel neural experiments for so long, it's high time they saw the benefits.
New techniques for biochemical interfaces and cerebral manipulation let us grant critical thinking and consciousness to dogs, elevating them to around the level of sentience and intelligence of a 6-year-old child.
They are now able to operate in their own units, making decisions without any input from human handlers. They retained their immense loyalty, sensory prowess, and keen instincts, making them almost impossible to evade, bribe, or delude.
By far the biggest success so far.
I say we use psycho surgery with mechanized armor to make a youth legion. Heros can deal with killing animals, undead and robots. But people, especially young ones?
Throws off their game. -An attempt to make space marines/ skiitrai in a even more horrifying manner.
Firstly, -1 political for suggesting such a thing. Secondly...
Roll 1d6, “Youth legion surgeries and enhancements”, +4 for scientist perk, +2 scientific category, where:
2 to 6 = Doesn't work!
7 to 9 = Heads-up displays and helmets, armor
10 to 11 = Exoskeletons, bodily integration and monitoring
12 = Biological modification, metabolism boosting,
Result: 6 + 4 + 2 = 12 → What have you done???
Roll 2d6, “Keeping all this hidden”, informational, where:
2 to 4 = Everyone knows!
5 to 6 = Very few vocal people know; it makes some news but is widely regarded as a conspiracy theory
7 to 10 = Only the parents of the children find out, but they are silenced one way or the other
11 to 12 = No witnesses; children used are taken by some acceptable excuse
Result: 3 + 5 = 8 → Only the parents know
Some children are quietly secreted away and enhanced with various biological techniques. They are given faster movement, better instincts, power suits integrated to their bodies… basically the Spartans from Halo. What’s left is a genetically augmented, cybernetically engaged hunk of flesh and metal, capable of incredible agility as well as extreme strength. Plus, we have psychological conditioning and neural interfaces to make it literally impossible for them to defect.
This is done with a minimum of fuss, but there are bound to be some sore parents searching for answers out there.
What about implementing some Identification system that required renewal three times a year to pass between major settlements, surely that would give our opponents some difficulty as long as we can discourage the citizenry from helping them...
Perhaps we should put some bounties on their heads? And offer to publicly execute anyone who assistants them, by say impalment?
Done.
Seriously. No roll. You just walk out, state these changes, then it's over.
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