New Enhancements
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The following creations are designed for Rifts®,
though they could certainly be altered to work in another game genre. Note
that there are similar implants avaliable on other pages, but I try to
make mine as fair, balanced, and simple as possible. I'm not trying
to slam anyone - I'm just telling you how I work. I don't want to create
munchkin items.
Notes about the M.O.M. implants:
M.O.M. implants have already been covered in Rifts®
Sourcebook Three: Mindwerkstm, but I
decided to do some new/different implants. The reason? The implants in
that book seemed a little powerful, had no costs associated with them,
and they seem designed for the Mindwerkstm
creations. I figured that M.O.M. technology would have progressed a
little differently in the rest of the world than at Mindwerkstm,
where all resources were poured into it. The implants in this file are
less powerful than those used in the Crazy or the Mindwerkstm
creations, but can be purchased and provide a small advantage like all
other implants.
Even by getting all the M.O.M. implants, I feel that it is impossible for
a character to end up with all the powers of the Crazy O.C.C. That seems
kind of unrealistic. However, after acquiring four or more M.O.M. implants,
I would (as a GM) require a character to switch over to the Crazy O.C.C.
without gaining all the powers. Further, a person with this many M.O.M.
implants who wants the Crazy conversion has to pay more than normal (20%
to 40% more) since the brain has already undergone extensive re-wiring.
Characters who are already enhanced, like Juicerstm
and borgs, should be limited to two M.O.M. implants. That implant also
automatically causes an insanity (don't roll a save throw). Full conversion
borgs and the Juicertm variants cannot
benefit from the implants - they are already augmented to the maximum
level and will only get insanity from the devices. The artificial systems
of borgs do not benefit from the M.O.M. implants - the implants are
designed to augment the natural, biological body. Crazies can get two
more implants also, but they automatically gain an insanity (don't roll
a save throw).
Mages and psychics can handle up to two M.O.M. implants without losing
their special powers. Another implant of any sort (except biosystems)
causes all spellcasting powers, psionic abilities, I.S.P.tm,
P.P.E.tm, to be cut to half their previous
level. Further, any special ability or skills (like a Dog Boy's supernatural
sensing) suffer a -20% penalty. This is why so many mages and psychics
refuse to use the implants.
Non-augmented characters can handle up to six M.O.M. implants and some
other bionic or cybernetic implants.
Additionally, the implants as a whole cause more insanity than they do
alone. When a second and fourth implant is acquired, do not roll for the
listed insanity (but automatic insanities are still acquired). In its
place, roll for a completely random insanity. On the sixth implant, roll
on the random crazy element table (pg. 57 of the Rifts® RPG).
Crazies tend to be less insane than the characters who get a great deal
of various M.O.M. implants, mostly because the Crazy conversion is done
all at one time and is a fully integrated enhancement. A patchwork
system of M.O.M. augmentation takes a greater toll on the sanity of a
character than the Crazy conversion.
Obviously, the M.O.M. implants can provide a myriad of bonuses that
no other form of augmentation can. However, a great number of these
implants do not provide the same bonuses as one would gain from the
Crazy conversion. Recipients also go crazy, and their implants limit
the other kinds of augmentation that they can recieve. So if you want
your character to have a little brain enhancement, one or two M.O.M.
implants is the way to go. If you want extreme enhancement, be a Crazy.
Enhancement List:
Integrated IRMSS, created by Brett Hegr
Repair Package, created by Brett Hegr
Vehicle Piloting Interface, created by Brett Hegr
Weapon Interface, created by Brett Hegr
M.O.M. Predatory Augmentation, created by Brett Hegr
M.O.M. Linguistic Assist, created by Brett Hegr
M.O.M. Memory Augmentation, created by Brett Hegr
M.O.M. Coordination Enhancement, created by Brett Hegr
M.O.M. Sanity Shield, created by Brett Hegr
M.O.M. Psychic Energy Resevoir, created by Brett Hegr
M.O.M. Immune System Booster, created by Brett Hegr
M.O.M. Intelligence Enhancement, created by Brett Hegr
M.O.M. Metabolic Enhancement, created by Brett Hegr
M.O.M. Endurance Enhancement, created by Brett Hegr
Integrated IRMSS
The IRMSS unit that helps Juicerstm to
heal their biological damage has finally been made avaliable to borgs.
For obvious reasons the device is not of much use to full conversion
borgs, since they have very little flesh to repair. The implant is
located near the heart and functions identically to the Juicertm
system (recharged by the body's natural electromagnetic energy). The
bots have a surgery skill of 75%, and are able to cut away dead flesh,
remove blood clots, repair arteries and veins, and heal damaged tissue.
Assume for gaming purposes that the character is +5% to save vs coma and
death. He also recovers +2 hit points (or M.D.C.tm
points) and +4 S.D.C.tm points per day of
recovery with treatment. Without treatment, the character recovers 2 hit
points and 3 S.D.C.tm points per day. The
system can also repair biosystems, but only the flesh parts of the system
are restored. Note that if critically injured, the character will still
need professional medical treatment. This implant only improves his chances
of survival in such a situation.
Cost: 35,000 credits
Repair Package
The repair package is a useful bionic implant found mostly among
operators, mercenary borgs, and thieves. It is usually housed in the
forearm or upper thigh, but chest-implanted versions are also avaliable.
It provides a +7% bonus to the execution (do not add the problem
to diagnosis rolls) of all electrical skills, all mechanical skills,
and Demolitions and Demolitions Disposal (when messing with the internal
workings of explosive devices only). The repair package can not be
placed in the same part of the body as anything else (specifically storage
compartments, laser rods, and bionic forearm weapons). It also can't
take much damage - even 10 M.D.C.tm of
damage will render 2d4x10% of the tools unuseable/broken.
Included in the repair package are a soldering iron, circuit tester, line
tester, small drill (w/ 15 interchangable bits including screwdriver bits),
mini-laser (1d4 S.D.C.tm damage, 6 inch
range), wire clips, small air blower/vacuum (for removing dust and liquid),
three jointed prongs (can be used as emergency lock picks with a -10% to
the skill), and two miniature multi-jointed arms (about 8 inches long).
There is also an 8x2x2 inch storage area that can house several other
kinds of small tools.
Cost: 9,000 credits
Vehicle Piloting Interface
This is a device that allows much greater communication between a pilot
and a machine than a universal headjack. The basic system costs 18,000
credits on the black market and grants the following abilities:
- Instantaneous use and awareness of all systems integrated into the
electrical/computer controlled systems of the vehicle (including sensors,
spotlights, locks, and weapon systems).
- Sense vehicle damage and status in the same manner as above.
- Can perform physical skills with the machine body as he could outside
of it (for power armor only) such as Climbing, Prowl, and Gymnastics with
only a -30% penalty (possibly more or less, depending on the vehicle).
Normally, there is at least a -50% penalty imposed.
- +5% on piloting rolls.
- +2 on initiative
- +1 to parry and dodge
- +1 to roll with punch/fall/impact
- +1 to pull punch
Once the basic system is possessed, the following extra options can be
added to the implant for more control and fine tuning. Each improvement
can be purchased only once.
- +5% to the piloting skill while jacked in (not applicable to control
rolls). Cost: 1200 credits
- +5% on control rolls (not applicable to piloting rolls). Cost: 6000
- +1 to strike with long-range weapon systems (not melee weapons or
missile launchers). Cost: 1500 credits
- +1 to parry and dodge. Cost: 1000 credits
- +1 to strike in hand-to-hand combat. Cost: 1000 credits
- +1 on initiative. Cost: 2000 credits
- +1 attack per melee. Cost: 5000 credits
Weapon Interface
This device is the rage among city rats, headhunters, and mercenaries.
It requires minor modification of a weapon to include a status relay
and two position trackers at the butt and the barrel of the firearm.
The implant is put into the temple of the character to receive data,
calculate angles, and contain the third position tracker.
The three position trackers are used to create a triangle. The two
weapon position trackers form a straight line (to the target) in
relation to the third in the implant. The line coordinates are then
fed into a VR overlay in the artificial eye (required). The result
is a beam of light that points at whatever the gun is pointing to -
and the beam is only visible to the character.
The recipient of the weapon interface gains a +1 bonus to strike,
applicable only to ranged weapons. He can ricochet his shots off of
surfaces (one surface maximum) at a -2 to strike penalty (negating
the implant bonuses). The current payload, weapon condition, firing
pattern, and just about everything else is monitored by the implant.
The firing pattern can be adjusted mentally too. He can fire accurately
while hanging upside down. Lastly, he can fire while on a moving
vehicle or animal, but strike bonuses are halved and a called shot
is impossible. These bonuses and abilities apply only with weapons
that are modified to have the position trackers.
Finally, there are some odds and ends to cover. Multiple weapons can
be outfitted with interfaces and trackers, but only one such weapon can
be used at a time. Melee weapons that have distance attack capability
can also be modified, but it costs 50% more than normal. Power armor
weapons can be modified too (costs 50% more also), but not robot or
vehicle weapons. All modified weapons have to have a data cable
connecting the weapon to the character's implant. A short cable is
about four feet long and suitable for everyday use. A long one is
necessary for altering the weapon system of a suit of power armor.
Requirement: The character must have an artificial eye with
the targeting sight implant (the bonuses can be combined).
Cost: 28,000 credits for the implant, 120 credits for a
standard data cable or 200 for a long one, and 2000 credits for a
weapon modification. Prices tend to be 10% to 20% greater depending
on the demand and the shop.
M.O.M. Predatory Augmentation
Before the time of the rifts, mind over matter technology was used to
enhance the natural predatory and hunting instincts of humans. This
made soldiers even more deadly and effective, but usually at the cost
of their sanity. Stealth, reflexes, and combat ferocity are greatly
enhanced. This implant is normally given to (or forced upon) personal
bodyguards, slave soldiers, and distinguished soldiers by private kingdoms
and armies.
The following bonuses are gained from the implant: +10% to Prowl, +5%
to all tracking skills, +5% to Wilderness Survival, +1 to P.E., +1 to
P.S., +2 to strike, +1 to grapple, and +1 attack per melee. The
character's senses also become much sharper, so add a +2 to perception
and +1 on initiative.
As this is an M.O.M. enhancement, the character risks insanity. Due to
the nature of this implant (enhancing natural instincts), the character
automatically gains an insanity. 20% of recipients become obsessed
with hunting, stalking, prowling, and attacking prey. They also become
more anti-social and belligerent. 30% simply find that they enjoy combat
and are obsessed with winning and proving their strength. The other 50%
develop a randomly rolled obsession or phobia. If rolling for additional
insanities from multiple M.O.M. implants, do not include this implant in
the total number of implants.
Cost: 55,000
M.O.M. Linguistic Assist
The area of the brain that deals with speech, literacy, and language is
enhanced with this implant. The character is able to speak a foriegn
language more fluently, and can even learn new languages at an accelerated
rate. Add a +10% bonus to speak all languages that he currently knows,
and add a +5% to all literacy skills that are possessed. If this implant
was acquired during character creation, the character can speak 1d4 extra
languages with a +15% bonus. If given a week to study a language that is
already known, the character can even learn a local dialect and slang.
The character, as said before, can also learn new languages quickly. With
a week of consistently hearing and practicing a foriegn language, the
character will have a 15% base skill in speaking it. Each week of similar
effort thereafter, add a +5% bonus until the character achieves a base
skill level of 50%. If the character can work with an expert in the
language (or the language being learned is based on one that is known),
add +10% to the base skill. Thereafter, the language skill progresses
normally. Note that learning literacy in the language is standard for
the character, but he gets the same +5% bonus and learns quickly. The
focus of this implant is in the spoken word.
In addition to the previous bonuses, add a +5% bonus to the Cryptography
skill (if possessed) and add 1d6 P.P.E.tm
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with no penalty. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity.
Cost: 35,000 credits
M.O.M. Memory Augmentation
The memory retention of the augmented character is boosted to superhuman
levels. He gains the ability to memorize strings of roughly 100 numbers or
letters in minutes. Entire chapters from books can be remembered and
recited months later. Briefings and reports can be delivered to superior
officers with perfect recall. The memory of the character is not quite
on par with the Total Recall psionic power, as the memories tend to fade
after six to eight months. However, the normal recall ability of the
character is not affected, so he'll remember memorized data just as well
as he would childhood memories and past experiences after an extended
period. Hard information is easier to remember for the character also,
and he gains bonuses to the following skills: +25% to speak all languages,
+25% to all Science skills, +15% to all lore skills, and +5% to all medical
and literacy skills. However, none of these bonuses apply for the
execution of techniques and processes - only for the recollection of
pure information. Also add 1d4 P.P.E.tm
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with a -2 penalty. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity.
Cost: 50,000 credits
M.O.M. Coordination Enhancement
Most popular among Crazies, this implant boosts the muscle control,
hand-eye coordination, and overall agility of the recipient. Add a +5%
to three piloting skills of choice, +5% to the Swimming and Prowl skills,
+10% to the Acrobatics and Gymnastics skills, +1 to P.P., +1 to strike,
+2 to dodge and parry, +1 to pull punch, and +1 to roll with punch, fall,
or impact. The character also has an automatic parry (if he didn't before),
a multiple dodge (a dodge effective even against rear attacks, but cannot
be used with an automatic dodge), and can leap four feet farther than
before (lengthwise and vertically). Also add 1d4 P.P.E.tm
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with a -4 penalty. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity.
Cost: 90,000 credits
M.O.M. Sanity Shield
This device helps a person with mental instability to gain a hold
over their insanities. Strangely, a lot of Crazies do not have an
urge to obtain this useful device (even though they benefit just
as others do). With at least ten hours of daily meditation (which
the device can help facilitate), the character can control the
insanity for up to 2d6 days at a stretch (GMs roll in secret). Every
day beyond that period, roll a save vs insanity (M.E. bonuses are the
only ones applicable) with a -1 cumulative penalty for each
day without meditation and therapy. Roll a save for each insanity.
A failed roll means the insanity is uncontrolled. A successful one
means the insanity is repressed until the next time a save throw
must be rolled.
The character can also repress all insanity for up to six hours at
a time. This can be done only once per 48 hour period, but requires
no meditation, therapy, or other help. At the end of the period the
character is just as crazy as before. Applicable at all times, the
character also gets a +2 bonus vs Horror Factor, +1 vs possession and
mind control, and +2 vs interrogation (divide the interrogators skill
by 15% to determine his bonus, add his M.E. bonus, and then roll a
contest on 1d20 against the character with his save throw bonus and
M.E. bonus combined). Also add 1d4 P.P.E.tm
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with a +2 bonus. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity. If rolling for additional insanities from
multiple M.O.M. implants, do not include this implant in the total number
of implants.
Cost: 20,000 credits
M.O.M. Psionic Energy Resevoir
This is the newest M.O.M. implant avaliable, and represents the cutting
edge in the technology. It is only useful for psychics. It taps into a
deeper source of I.S.P.tm than many
psychics are unable to access, providing additional energy. Each implant
has a pool of 4d6+16 I.S.P.tm that the
character can use. This pool does not recover in the standard sense. It
has a recovery rate of 6 points per hour - rest, meditation, hard work,
sleep, and watching television will not increase or decrease it. Up
to two of these implants can be possessed. Also add 3d4 P.P.E.tm
If you have the Mindwerkstm book, the
Angel of Death has probably already created her own version of this long
ago. For hers, double the amount of I.S.P.tm
in the energy resevoir and increase the recovery rate to 8 points per hour.
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. In this case, the character automatically gains
one. Roll once on the random insanity table (pg. 19 of the Rifts®
RPG). If rolling for additional insanities from multiple M.O.M. implants,
do not include this implant in the total number of implants.
Cost: 80,000 credits
M.O.M. Immune System Booster
This implant actually has a legitimate purpose in the betterment of
mankind, unlike the other devices that only serve to make humans more
effective killing machines. Recipients add a +1 to the P.E. attribute
(minimum P.E. of 9), gains +3 vs toxins, gases, and poisons, and +6 to
save vs disease of all kinds (magical ones included). Further, the
character recovers from the illness in half the normal time. If the
disease is lethal, they survive twice as long before death. If damaging,
they only suffer half the normal damage. In any case, halve one or two
aspects of a disease such that the character benefits. This device is
popular among scouts and messengers, who must spend time in the wild
with all sorts of possible sickness-inducing life forms. The implant
is useless against acids and parasites. Also add 1d4 to the P.P.E.tm
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with a -2 penalty. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity.
Cost: 30,000 credits
M.O.M. Intelligence Enhancement
The brain is overlaid with a netting of fiberoptic strands, as a means
of supplementing the complex network of brain cells. The strands act as
a form of subprocessor, allowing a character to think clearer and faster
than before. Add +2 to the I.Q. (minimum I.Q. of 9), +1 to perception,
+5% to all O.C.C. or R.C.C. Skills, and +10% to all Science and Technical
skills (the bonuses can be combined). Also add 1d4+4 to the P.P.E.tm
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with a -4 penalty. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity.
Cost: 30,000 credits
M.O.M. Metabolic Enhancement
This M.O.M. implant causes the body to process chemicals more efficiently
and much faster. Nerve impulses and reaction time are also accelerated.
The character gains a +2 to roll with punch, fall, or impact, +1 on
initiative, +1 to parry and dodge, and +2 to the P.P. attribute. Also
add a +2 vs all toxins, poisons, and drugs (including mind control drugs)
and +5% to save vs coma and death. The character heals at double the
normal rate. He can also remain alert and active for up to two days
without penalties, and only needs a minimum of five hours of sleep a
day. Lastly, add 1d4 P.P.E.tm
As this is an M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with a -3 penalty. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity. The character also becomes jumpy,
hyperactive, and possibly annoying (much like a Juicertm).
Cost: 75,000 credits
M.O.M. Endurance Enhancement
The brain is altered with some minor M.O.M. enhancements to make the
recipient more damage resistant. Add 4d6+26 S.D.C.tm
and 2d6 hit points (or 2d6+8 M.D.C.tm),
add +1d4 to P.E. (minimum of 14), and the character can last four times
longer than he normally could before feeling the effects of exhaustion.
No more than two of these enhancements can be implanted in any one
being. Lastly, add 1d4 P.P.E.tm
As this is a M.O.M. enhancement, the character runs a risk of developing
an insanity. When the implant is acquired, roll a save vs insanity (12 or
better) with a -3 penalty. If the roll fails, the character must roll for
a random phobia or obsession (player's choice). If it succeeds, the
character suffers no insanity.
Cost: 55,000 credits