Biotech


A Genetically Enhanced Human with Biocybergear

Biotechnology


Biotechnology is the lesser-known counterpart to cybertechnology. It has been created by the Thuldans whom prefer organics to metal and plastics tech in cybergear.  It is new to the Stellar nations and was still in the testing phase when the Dillon system was settled.  The two share many common characteristics and even a common vision: artificial modification and improvement of the human -- or alien -- body. However, while cybertech attempts to bring together living tissue with inorganic metals and plastics, Thuldan biotechnitians pride themselves on their more 'natural' approach. Living tissue, they claim, is much more likely to interact smoothly with more living tissue than with inorganic materials. On the other hand, the new tissue must adapt to and survive in its new environment, a limitation which hardy cybertechnology does not share. Thus, the success rates for the two technologies remain approximately equal.
 
 

Eligible Candidates

Like Cyber Gear, Bio Gear can be implanted into almost any living being. The exception, however, is the Mechalus. Due to their bodies' natural predisposition towards accepting alien (alien being defined as 'outside the body' in this case) cybertechnology, one would think that their bodies would certainly accept Bio Gear. Unfortunately, bonded with machinery on a molecular level, the Mechalus body is unable to suitably host Bio Gear, and transplanted tissue invariably dies.

In addition, certain individuals of other species seem to be 'allergic' to biotech; their bodies refuse to accept the new tissue with alarming regularity. Fortunately, such allergies occur very infrequently, and the vast majority of non-Mechalus sentients are fully capable of implanting Bio Gear with little or no problems.

On the other hand, it may be worthwhile to note that Bio Gear cannot be implanted onto Cyber Gear. Bio Gear must be implanted in living tissue and requires a living body to sustain it.

Surgery

Implanting Bio Gear follows exactly the same procedure as installing Cyber Gear. Table P53 (in the APHB, page 240) displays the appropriate scores and modifiers for Surgery. The results of the surgeries, while similar, do differ slightly. On a Critical Failure, the implantation is unsuccessful and the patient suffers d4 points of mortal damage. On a Failure, the implantation is unsuccessful but (unlike in Cyber Surgery), the patient suffers no damage. On any success, the Bio Gear is successfully implanted, but the patient must immediately make a Constitution feat check to determine whether his body rejects the implant and whether the implant adapts to the patient's body (unlike during Cyber Surgery, the patient must always make this check). This check is made using the same modifiers as for Cyber Gear (page 241 in the APHB), but with an additional bonus depending on the character's Tolerance score (see below) with the new Gear included; the check is made with a -1 bonus for each slash that has not been exceeded (so -2 or -1 or 0).

Tolerance

Just as with cybertech, a body can only take so much alien tissue. In fact, both Bio and Cyber Gear count against the amount of alien tissue the body can handle. A mechanic already exists for his aspect of biotechnology, and it is called (perhaps ill-called now with the addition of biotech) the Cyber Tolerance Score. In short, Bio Gear counts against the Cyber Tolerance Score just as Cyber Gear does.

Training

As with cybertech, many types of Bio Gear require special training in order to use properly. Fortunately, the same 10-point Perk which allows use of Cyber Gear also suffices for Bio Gear. Thus, by paying a one-time cost of ten skill points, a character can use both Bio and Cyber Gear.

Damage to Bio Gear

Damage to a bio-equipped hero is treated normally. Often the Bio Gear takes damage, as it is a part of the hero's body, but the Bio Gear heals just as the hero's body does. However, if the Bio Gear takes mortal damage, then it cannot be healed through normal surgery. A surgeon must be found who knows the Xenomedicine specialty skill in the specific area of Bio Gear; no test of this skill is required, but the skill must be possessed. For simplicity's sake, if the hero has at least one box in the center section of his Cyber Tolerance Score marked off, then some or all (at the GM's discretion) of the mortal damage inflicted upon that hero should be considered mortal damage to his Bio Gear. Please note that mortal damage to Bio Gear is still healed in the same fashion as normal mortal damage, and can be healed during the same surgery as normal mortal damage, but surgeons will be more difficult to find due to this added restriction. Additionally, if a hero suffers mortal damage equal to half (rounded up) or more of his total mortal rating in a single battle, then the GM can declare that some or all of the character's Bio Gear has been destroyed and must be either forgotten or replaced.

Cykosis

Mucking about with the brain's chemistry, playing with neurons and enzymes, comes at a price. Just as with cybertech, certain types of Bio Gear can cause brain damage and mental illness. While not the same disease as true Cykosis, the public masses are generally ignorant of the finer points of bioelectric chemistry and cerebral anatomy, and so they consider the two to be essentially the same thing. Their misconception is only reinforced by the incredible similarity between the two diseases. While initiated by different causes, their symptoms are nearly identical: the victim goes violently insane, hunting and killing other beings with no provocation. Biotech-induced cykoteks tend to be more loners than their cyber counterparts, in part due to their relative rarity; however, should two bio-induced cykoteks meet, they are likely to team up and engage in an even greater than normal spree of murder. Somehow, bio-induced cykoteks seem to be able to discern whether another being is also suffering from their version of cykosis, and seem to leave alone those with biotech if other targets are present, although a bio-equipped non-cykotek character will still be attacked, merely at a lower priority. These cykoteks appear to make no distinction between normal victims and those with Cyber Gear, and will attack their cyber counterparts as readily as other victims.

Combinations

Certain ability score modifications cannot be combined. Mutations, Augmentations, Cyberlimbs, and Replacement Limbs, and so forth all act on a character's base ability scores. Thus, Brutus the min/maxed Mutant character with Hyper Strength in addition to his natural Strength of 14 cannot have an Amazing Muscle Aug in each arm and both an Amazing cyberlimb and an Amazing Replacement Limb and expect to have Strength scores of 23 in each arm. On the contrary, his Mutant muscles with Hyper Strength are already the equivalent or better to whatever alien muscles he could possibly have implanted, nor could cyberlimbs or Replacement Limbs -- both of which replace his Hypered-up arm muscles -- really increase his strength. However, were he to become a Vampire and learn the Vampiric Strength - Might of the Dragon skill, then his Strength could conceivably be increased -- just don't tell him that. The essential distinction is simple: if a character's strength is to be increased by replacing muscle tissue with different muscle tissue (or machinery), then the bonus granted by the previous muscle tissue is replaced by the bonus for the new muscle tissue (or machinery). If on the other hand a procedure simply flat-out increases Strength, then the Strength is increased. This example of course applies as well to other characters than Brutus and other ability scores than Strength.
 
 
 
Gear Type
Mass
Size
Cost: O
Cost: G
Cost: A
Avail
Acidic Secretion
-
1
1000
2000
3000
Mil
Additional Limb
7
3
2000
4000
6000
Res
Additional Socket
-
1
50
100
150
Com
Additional Vitals
2
2
2000
4000
6000
Res
Adrenal Node
-
2
1000
2000
3000
Res
Behavioral Mod
-
1
NA
N/A
NA
Con
BioKlaw
1
1
350
700
1050
Res
Bioptics
-
1
500
1000
2000
Com
Camo Skin
-
1
1000
2000
3000
Res
Chitin Plating
15/30/45
2/3/4
2000
4000
6000
Res
Dex Aug
-
2
2000
4000
6000
Res
Fleshcraft
-
-
30
60
120
Any
Hornet
3
1
8000
12000
16000
Mil
IQ Aug
-
2
1500
3000
4500
Res
Lung Implants
-
2
1000
2000
3000
Com
Muscle Aug
-
2
1500
3000
4500
Res
Pop Aug
-
2
2000
4000
6000
Com
Reflex Enhancement
-
2
1500
2000
2500
Con
Regen
1
1
2000
4000
6000
Res
Replacement Limb
7
2
1200
2400
3600
Com
Subdermal Sheathing
2
1
1000
2000
3000
Com
Toxin Node
-
1
1000
2000
3000
Mil
Wings
5
2
1000
2000
3000
Com

 

Acidic Secretion

Alien glands can be implanted into the hands, allowing one to literally 'sweat' a caustic agent from the pores of the skin on one's palm at will. Originally designed for industrial use, availability of this Bio Gear was quickly restricted by governments as its dangers became obvious, especially in the hands (no pun intended) of criminals or terrorists. The host of this Bio Gear is in no way immune to the acid he produces, but usually that acid can be safely directed away from the body. He may produce acid as often as once every twenty-four hours, and the acid is then secreted for one full round. It must be used immediately after it is produced (in the same round), because it quickly dries out; this acid cannot be saved for later use. The host may theoretically produce acid more than once a day, but the effort of doing so inflicts d4 fatigue upon every attempt beyond the first. Upon producing the acid, the user must make a Constitution feat check to determine how much damage it will inflict upon the object (or person) touched. A Marginal success indicates that the acid only inflicts d4 stun, while a Critical Failure inflicts d4 wound on the user from his own acid. On any success, the amount of damage delivered depends upon the quality of the Bio Gear. An Ordinary quality Acidic Secretion inflicts d4w/d4+2w/d6+2w, Good inflicts d6w/d6+2w/d8+2w, and Amazing inflicts d8w/d8+2w/d6m. To inflict damage upon a target, that target must be touched; the range of this attack is Personal. To touch a living being requires a successful Unarmed Attack - brawl skill check. A -1 step bonus is granted to this skill check because the host only has to touch the victim. Note that the listed Mass, Size, and Cost are for Acidic Secretion in one hand, not both. The GM may rule that implantation of an Acidic Secretion requires a check for bio-induced Cykosis, due to the brain-interface requirements.

Additional Limb

An Additional Limb is simply a normal Replacement Limb that is implanted somewhere on the body other than where it 'should' be. Often, it is implanted either in the center of the chest, or on the side of the torso, under an existing arm. Like a normal Replacement Limb, the Additional Limb grants +1, +2, or +3 to Strength depending on its quality. But unlike a normal Replacement Limb, the Additional Limb has no pre-existing structure to work with and so the surgeons must implant all the necessary sockets, tendons, and everything else, even connecting it to the brain so that it can be used. The GM may choose to call for a check for bio-induced Cykosis at the time of implantation, since the surgery does require mucking around with the brain.

Additional Socket

The Additional Socket exists for one purpose only: to allow Bioptics to be implanted somewhere other than in an existing eye socket. This Bio Gear is simply an extra eye socket, and is almost always implanted during the same operation as is the Bioptics it is intended to be used with. The quality of the Additional Socket determines where on the body it may be located. An Ordinary quality Additional Socket must be located on the head, usually on the forehead or at the base of the spine. A Good quality Socket may be implanted anywhere on the head, shoulders, or upper torso, and an Amazing may be anywhere on the body. Because tendrils must run from the Additional Socket and carry information from the Bioptics to the brain, the GM may call for a bio-induced Cykosis check at time of implantation.

Additional Vitals

This Bio Gear protects the host's vital life systems -- cardiovascular, respiratory, nervous, digestive, et al -- by implanting hardy alien backup organs that can function and maintain life should something happen to the primary organs. This is reflected in game play by several bonuses pertaining to mortal damage. All mortal damage inflicted upon the host is reduced (rounding down) by one-third, one-half, or two-thirds, depending on the quality of the Additional Vitals (Ordinary, Good, Amazing), but in no way reduces secondary damage. Also, the Additional Vitals provide a -1, -2, or -3 step bonus to all Stamina - endurance checks related to mortal damage, again depending on the quality of the Vitals. The GM may call for a bio-induced Cykosis check at time of implantation, because the brain must be configured to send signals to the Additional Vitals in addition to the natural ones.

Adrenal Node

The Adrenal Node supplies extra speed and energy to the host when needed, at the cost of exhausting his reserves later. It has varyingly powerful effects depending on its quality. When activated, the host gains a 1, 2, or 3 point increase to all damage inflicted on a successful Unarmed Attack or Melee Weapons skill check, and receives a -1, -2, or -3 bonus to the following skill checks: Athletics, Melee Weapons, Unarmed Attack, Acrobatics, and Movement. These bonuses last for d4+1, d6+1, or d4+2 rounds. At the end of that time, the host suffers 1, d4+1, or 2d4+2 fatigue points. If the Adrenal Node is of Good or Amazing quality, the host additionally feels extremely hungry, as his body's source of fuel has been extraordinarily depleted, and must eat as soon as possible; if he does not eat, fatigue points return at half the usual rate. If the Adrenal Node is of Amazing quality, then it furthermore cannot be reactivated for 3d8 hours. The GM may call for a bio-induced Cykosis check upon use of this Bio Gear.

Behavioral Mod

Governments occasionally use this Bio Gear in order to reform hardened criminals or to ensure fanatically loyal service from their agents. One of the few malicious types of Bio Gear, the Behavioral Mod is used essentially to brainwash its host into a particular way of thinking which is 'programmed' into the Bio Gear before implantation. The higher the quality of the Behavioral Mod, the more powerful the impulses, but the less subtle. Ordinary quality Behavioral Mods give weak, imperceptible commands, not unlike subliminal messages. Good quality Mods send out impulses, while Amazing issue overriding commands. Ordinary and Good Mods can be resisted with a successful Resolve - mental resolve skill check (with a -1 bonus or +2 penalty, respectively), but the Amazing quality Behavioral Mod cannot be resisted at all. Behavioral Mods can be 'programmed' to inhibit certain types of action, to force certain types of action, to guarantee absolute loyalty to a particular organization (the government which implanted the Mod), or nearly anything else imaginable. No one ever voluntarily implants this Bio Gear; it is always forced upon unwilling or unwitting subjects. Few people knowingly acquiesce to having their minds raped. However, a small group of doctors have formed a grass-roots organization to lobby for the legalization of Behavior Mods for use in treating addictions; they have so far been unsuccessful. Implantation of this Bio Gear requires a check for bio-induced Cykosis. This Bio Gear seems to have absolutely no effect on Cykoteks, but it is rumored (though not verified) that implantation of an Amazing quality can help to control Cykosis, degrading two quality levels (to Ordinary) but still partly functioning. Removal of a Behavior Mod is rarely attempted; not only is the process generally illegal (most governments don't want their own Behavior Mods removed, and few others ever implant them), but it also has a good chance of killing its host, as the Behavior Mod sends out a killing impulse (which can be resisted as usual but with an additional +1 penalty) to the host's brain when it senses the danger. This killing impulse is not a part of any 'programming', but comes from the tissue's autonomic response systems. Theoretically, a Behavior Mod cannot be 'reprogrammed' once implanted, but stories continuously arise of alleged successful attempts, none of which have to date been substantiated.

BioKlaw

A BioKlaw is a large sharpened spur, usually of hardened bone or chitin, which extends from the forearm and improves the damage a character can inflict on a normal Unarmed Attack. Any BioKlaw may be attached to a Replacement Limb, but only Ordinary or Good quality BioKlaws may be attached to normal limbs; the Amazing version requires a Replacement Limb. An Ordinary quality BioKlaw inflicts d4w/d4+1w/d4+2w, a Good BioKlaw inflicts d4+2w/d6+2w/d4m, and an Amazing d6+2w/d4m/d4+2m. Note that all statistics are for one BioKlaw attached to one arm; a BioKlaw on a second arm would obviously double the cost mass and size. Please note that, due to positioning considerations, a BioKlaw cannot be implanted on the same arm as a Wrist Maser or a Hornet. BioKlaws of Good quality or better are retractable, but the GM may rule that implantation of these requires a check for bio-induced Cykosis, since they must interface with the brain in order to retract.

Bioptics

Bioptics either replace a pre-existing eyeball or are implanted into an Additional Socket. The Ordinary version of this Bio Gear provides night vision, reducing all darkness penalties by two, but providing no aid in total darkness. The Good version provides both night and thermal vision, reducing all darkness-related penalties by three, including total darkness. The Amazing version includes the above and also provides extended vision, acting (when desired) as a 500 X zoom lens.

Camo Skin

This Bio Gear replaces the host's natural skin tissue with alien tissue which instinctively reacts to the environment by changing colors to match the background, much like a terrestrial octopus or chameleon. Fortunately for appearance's sake, the host can control this instinctive reaction when desired, then allow the skin to blend in at other times, especially during stealth ops or hostile situations. Depending on its quality, Camo Skin provides a +1, +2, or +3 step penalty to any opponents of the host for such skill checks as Awareness - perception, Investigate - search, or any Ranged Weapons skill. This penalty can be further modified by conditions such as visibility, background, non-camouflaged clothing covering up the Camo Skin, or motion on the part of the host. Alternately, the Camo Skin can provide a -1, -2, or -3 step bonus (depending on its quality) to the host for skills such as Stealth. The GM may rule that implantation of Camo Skin requires a bio-induced Cykosis check, since suppressing the camouflage instinct of the skin requires an interface with the brain.

Chitin Plating

Chitin Plating, usually but not always crafted of chitin, provides protection for the character equivalent to armor. Chitin Plating is a very non-subtle piece of Bio Gear, and most who have it implanted don't even bother trying to hide it. Ordinary Chitin Plating provides protection of d4 (LI), d4 (HI), d4-1 (En), Good provides protection of d6 (LI), d4+1 (HI), d4+1 (En), and Amazing Chitin Plating provides d8+1 (LI), d6+1 (HI), d6+1 (En) but reduces the character's Dexterity score by 2 points.

Dex Aug

This treatment, by replacing certain of the host's joints, tendons, ligatures, etc. with alien tissue, has the effect of increasing the Dexterity score of the host by +1, +2, or +3, depending on the quality of the Dex Aug.

Fleshcraft

While not as popular as BioArt, Fleshcraft provides essentially the same service: pure decoration. The better the quality, the flashier the more chic the design. Devils' horns, skin tinged an exotic color, or even a dragon 'tattoo' formed of minuscule scales growing directly on the flesh -- these things and more are all possible. Other, more macabre, individuals prefer small fangs or claws, which can even be made hollow, but never inflict more damage than an ordinary punch or bite. Some soldiers, those too poor to afford true Camo Skin, have their skin replaced with dermal tissue colored in camouflage patterns.

Hornet

The Hornet is a class of ranged weapons formed out of living tissue which is physically attached to the host. It uses the Modern Ranged Weapons - rifle skill, in Fire mode only, of type En/O, cannot be hidden, can be used at a rate of 4 actions per round, and has a 'clip' size of 16 which replenishes every day. This Bio Gear actually produces small living creatures, the 'hornets' after which the weapon is named, which contain small amounts of plasma in their system and explode upon contact with any object. These hornets do possess vestigial wings, and so continue to accelerate even after fired from the Hornet, and can even change direction. Moreover, they have the ability to sense body heat even from great distances, and actively pursue sources of heat. Thus, the Hornet has an accuracy bonus of -1, -2, or -3 (depending on the quality of the Hornet), but can occasionally be confused by other heat sources (not unlike twentieth-century heat-seeking missiles). Upon striking their target with an O/G/A success, the hornets inflict damage dependant upon the quality of the Hornet. An Ordinary quality Hornet inflicts d4+1w/d6+1w/d4m with range 2/6/12, Good quality inflicts d6w/d6+2w/d6m with range 10/20/100, and an Amazing Hornet inflicts 2d4w/2d4+1w/d4+3m with range 20/40/200. The GM may call for a bio-induced Cykosis check upon implantation, due to the brain-Hornet interface requirements of this Bio Gear. The listed Cost, Mass, and Size, are of course for one Hornet attached to one arm. A Hornet cannot be attached to the same arm as a  BioKlaw.

IQ Aug

Certain types of alien neurons and brain tissue can, when implanted into the host's brain, vastly increase his learning ability, thinking speed, and general intelligence. This procedure grants +1, +2, or +3 to the host's Intelligence score, depending on the quality of the IQ Aug (Ordinary, Good, or Amazing). A check for bio-induced Cykosis must be made when the IQ Aug is implanted.

Lung Implants

A Lung Implant is a specimen of hardy alien lung tissue, implanted into the lungs of the host, which can withstand toxic environments. This Bio Gear allows the host to breathe in toxic fumes without fear of health risks. In other words, inhaled poisons have no effect on the host. Additionally, the Good and Amazing quality Lung Implants actually store up pure oxygen, allowing the host to survive for a limited amount of time without breathing (d4+2 rounds for Good quality, d4+2 times ten minutes for Amazing quality).

Muscle Aug

This treatment replaces the character's normal muscles in a given limb with powerful alien muscle tissue, thus increasing the character's Strength in that limb by +1, +2, or +3, depending on the quality. Amazing quality Muscle Augmentation does require a Replacement Limb. The listed Cost, Mass, and Size refer of course to the Muscle Augmentation of a single limb.

Pop Aug

Using skeletal restructuring, selective tissue replacement, pheromone enhancement, and other methods, the physical attractivity of an individual can be vastly enhanced. Use of this procedure grants a +1, +2, or +3 bonus to the host's Personality score, depending on the quality of the Popularity Augmentation.

Reflex Enhancement

Reflex Enhancement has been banned in most civilized locales for one simple reason -- each time it is activated, the host must make a check for bio-induced Cykosis. However, its powerful advantages offset its dangers, at least as some individuals are concerned. This dangerous Bio Gear grafts alien tissue directly onto the brain stem, extending both into the brain itself and down the spine into all limbs and tendons. It can be activated at will, and when activated grants a bonus of one, two, or three steps to the host's Action Check, depending on the quality. Once activated, it remains active for a number of rounds one greater than the bonus it grants, or until voluntarily shut off by the host. When deactivating, it inflicts one point of fatigue damage upon the host. The host is recommended to wait a number hours equal to its bonus before reactivating the Enhancement; if the Enhancement is reactivated before that time, it still functions, but immediately inflicts fatigue damage upon the host (d4-1 for Ordinary, d4 for Good, d4+1 for Amazing).

Regen

The Regen consists of specially bio-engineered microbes designed to survive by consuming dead cells and other waste products of the host's body. They permeate the body but are found mainly in the bloodstream. Their primary function is to mend torn flesh and otherwise repair damage done to the host's body. They heal wound damage at a rate of one point per two hours, one hour, or half-hour and mortal damage at the rate of one point per 3, 2, or 1 hours, depending on the quality of the Regen (Ordinary, Good, or Amazing). Unfortunately, they cannot resurrect dead tissue, so if their host body dies, it stays dead. While the Regen is never harmed by damage to its host body, it dies shortly after the host body does, and a full detox procedure will also kill it.

Replacement Limb

Replacement Limbs are whole alien limbs, used to replace limbs lost to damage or disease, or occasionally simply to 'improve' upon nature. Replacement limbs are required for some powerful Bio Gear, as they are larger and more powerful than ordinary limbs. They add +1, +2, or +3 to Strength, depending on their quality. Of course, the listed Cost, Mass, and Size refer to purchasing and implanting a single Replacement Limb.

Subdermal Sheathing

This Bio Gear is made up of dense alien dermal tissue which is implanted just beneath the skin to provide extra protection against attack. Ordinary Subdermal Sheathing adds two stun points to the character's durability rating, Good adds two stun and one wound, and Amazing adds two stun, one wound, and one mortal.

Toxin Node

A Toxin Node allows the host to poison another individual. The Node can produce any of the six types of poison (hemotoxin, neurotoxin, necrotoxin, caustic, paralytic, or irritant), and may be delivered by any of the three vectors (insinuation, inhalation, or contact); however, the type and vector are set at time of implantation and may never change. The duration and onset time are also set at time of implantation, and are usually around 10 minutes/duration and a one round onset time, although these depend on the exact toxin used and can be nearly any amount of time. For information on poison, see Chapter 3 of the AGMG, pages 59 and 60. The victim has a step modifier to his Constitution feat check of -2, 0, or +2, depending on the quality of the Toxin Node (Ordinary, Good, or Amazing). The Node produces enough toxin to be used 1, 2, or 3 times per day, again depending on its quality. The exact nature of the Node depends primarily on its intended vector. Contact Nodes are located just under the skin of the palm of one hand, so that the toxin may be 'sweated' out of the glands of the skin; should this poison be then spread onto a weapon, it is treated as if it were insinuative. Inhalation Nodes are located in the roof of the mouth, so that the toxin may be breathed out in a spray; this spray has a range of four meters and remains airborne for one round. Insinuation Nodes depend on another agent to deliver their toxin, and so are generally located under the skin on the back of a hand with small tendrils running down to the nails of each finger so that the poison can coat the fingernails; occasionally a host will use this type of Node with Fleshcrafted claws, or with Fleshcrafted fangs which allow the Node to be placed in the roof of the mouth like an Inhalation Node and inject the toxin with a bite. Regardless of the exact type of Node, an Unarmed Attack - brawl roll is required to poison a target (the Contact Node would receive a -1 bonus because the target must only be touched, but the host must touch bare skin, which negates the bonus). The GM may rule that implantation of a Toxin Node requires a bio-induced Cykosis check, because the brain must interface with the Node in order for it to tell the Node when to release the poison.

Wings

This Bio Gear may be used to replace wings lost to damage or disease (on, say, a Sesheyan), or may be used to graft wings onto a being who was born without them. Unfortunately, most beings lacking wings lack the light bones and strong chest muscles required to operate wings. In other words, if the host couldn't fly before the Wings were implanted, the host cannot fly after they are implanted either. But they look cool. Wings can also be used, even by non-flying beings, to glide short distances, provided the host can either jump from a high place or catch a very strong updraft. The host will fly or glide at his normal Fly or Glide movement rate. However, Ordinary quality Wings are too weak to be used even to fly or glide, and are good only for decoration. Good quality Wings may be used as normal, while a host with Amazing Wings can carry another individual of weight less than or equal to that of the host and still fly or glide normally. If the host did not possess wings prior to the implantation, the GM may require at implantation a bio-induced Cykosis check due to the neural connections that must be made.

Info created by:  Grayswandir's Alternate Visions