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  1. Notes

Bioroid Hull Augmentations

Table
HULL AUGMENTCOSTEFFECT

Additional Limbs

1The Hull has up to eight additional arms or tentacles, as many as four of which can manipulate objects with standard manual dexterity. No additional attacks are gained, however.

Altered Reactions

1The Hull has lightning-fast reactions, automatically winning initiative once per hour.

Integrated Body Armor

1The Hull is remarkably resilient, and has armor equivalent to AC 3 which has been grown so as to be concealed from anything short of a close medical examination. Optionally, the Hull has armor equivalent to AC -1 in a form impossible to conceal.

Integrated Body Weaponry

1The Hull is equipped with implanted weaponry equivalent to a monoblade or a man-portable postech projectile or energy weapon. The body itself creates any necessary ammunition or power. One-handed weapon equivalents can be grown so as to be concealed to anything short of a medical scan when not in use.

Boosted Attribute, Lesser

1One attribute is set to 14. If a mental attribute, the wearer uses the higher of it or his own.

Boosted Attribute, Major

2As Lesser, except that the attribute is set to 18.

Cultural Harmonization

1The Hull is designed to perfectly match a given culture or Faction’s tastes in beauty and instinctive social cues. +2 to social skill checks with that group.

Environmental Adaptation

1The Hull is designed to exist in an environment normally fatal to humans- deep underwater, a methane atmosphere, deep in space, floating in the winds of a gas giant planet, or so forth. It has full normal sensory and movement abilities and can breathe the existing atmosphere.

Flight Augmentation

1/2The Hull can fly at a base movement rate of 40 meters per round, either through physical organs or embedded nanite antigrav. For 1 point, this flight functions only in low gravity environments, while 2 points allows its use in any environment.

Fleetness

1The Hull has a base ground movement rate of 40 meters/round.

Grace Augmentation

1The Hull ignores movement penalties due to rough or slippery terrain, never slips or trips, and gains a +2 bonus on skill checks related to running, swimming, climbing, or gymnastics.

Hypercognition Augmentation

1Requires at least Intelligence or Wisdom 14. The Hull has subconscious cognitive processes constantly operating. Once per session, the PC can ask the GM for a useful conclusion regarding a topic, and the GM will tell them what he or she thinks is the most useful fact that they might possibly have concluded from their available data.

Integral Hardware

1For each point spent, two pieces of non-weapon, non-armor equipment are made permanent parts of the Hull. The Hull provides unlimited energy for these devices, but they count against its encumbrance. Items with more than 1 point of encumbrance leave visually obvious signs of their presence. Hardware cannot duplicate the effects of another augment.

Immunity, Basic

1The Hull gains a +3 bonus on saves versus poison, disease, and radiation. The Hull does not age past physical maturity and has indefinite natural longevity.

Immunity, Superior

2As Basic, but also immune to radiation, temperatures between -100 and 100 degrees Celsius, and to those poisons and diseases not explicitly created by pretech bioweapon research.

Metamorph Augmentation

2The Hull can alter its appearance to that of any creature with the same or fewer number of significant limbs and within 30% of its original size. The change takes one round and grants no special abilities. With a DNA sample, the mimicry is perfect to the genetic level.

Perceptual Acuity

1The Hull has a wide range of sonar, radar, infrared and other sensors. Its visual perception works normally out to 100 meters regardless of light levels.

Perceptual Omniscience

2In addition to the effects of perceptual acuity, the Hull’s sensory centers have been altered to track a 360’ radius at all times, whether asleep or awake. The Hull can even listen in on unencrypted radio traffic. The Hull cannot be surprised and may awaken immediately to react to events around it.

Psychic Compatibility

1This Hull has been prepared with the necessary alterations to receive a psychic mind.

Regeneration Augmentation

2The Hull repairs itself and refreshes spent vigor quickly. Regenerate 1 HP/minute, up to a maximum of one-half the PC’s maximum hit points, rounded up. This regeneration does not prevent death at zero hit points.

Self-Sustaining Systems

1The Hull does not need to eat, drink, breathe, or sleep, gaining all necessary power from implanted metadimensional tap nanites.

Stabilized Systems

1If reduced to zero hit points, the Hull automatically stabilizes, and revives at 1 hit point ten minutes later. Further injuries while unconscious or damage that could not be cured by a lazarus patch cannot be overcome by this augmentation and will result in death.