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Hibernation: (6000Cr) derived from Ursine DNA and requiring direct mind control via psionics or meditation this allows the owner to build up reserves of fat
and then sleep for up to five months. This is common amongst asteroid miners who have to spend a lot of time in isolation. Due to body changes 1 point is
added to endurance.

Hormone lock: (6000Cr) this was invented as a population control mechanism by the Chinese, it prevents victims from reaching puberty, remaining perpetually
adolescent requiring less food and sleep, +1 endurance and +3 dexterity. If used in an adult subject infertility results. It can also be used to cause dwarfism to
develop in adolescent subject.

Longevity: (11000Cr) this genemod includes a number of additional treatments that help retard or reverse the aging process. Using deprenyl, human growth
hormone and fetal tissue injections as well as a carefully applied series of rejuvenating viral surgical procedures, the owner holds back deterioration of muscles,
bones and skin and prevents the fat build up that can lead to early death. The treatment must be repeated every 10 years after the age of 50 and rarely extends
life beyond 150 years. A human who has longevity and slowed metabolism can reach the age of 160. Longevity doubles resistance to disease and viral infections.

Machine Empathy: (14000Cr)this genemod changes the body's natural electrical fields and places them under conscious control (requiring meditation or psionic
skill). The body can alter its electrical fields to match those of electrical machines within 2 metres - lights, phones, video equipment, computers - allowing the
genemodified character to use these devices without touching them and without risking nerve burn.

Melaskin:(5000Cr) allows control of melanin pigment levels in skin. Can change the colour of the skin darker-lighter or with conscious mental control
(meditation/psionics) allows chameleon like ability by conscious control of pigment cells in skin.

Neural growth:(1000Cr0) neural growth genemod stimulates neurons to divide and grow, providing more brain pathways, better memory, more crosslinks
between the hemi-spheres of the brain and more visual and abstract learning ability. Its effects are general rather than stimulating one particular skill. The
recipient gains +1 intelligence and +1 education.

Nic-membrane: (6000Cr) this provides the owner with a second eyelid that is largely transparent to visible light but screens out damaging UV radiation, dust and
microorganisms. It makes all ranged attacks +1 difficulty when used. It is fully compatible to other optical enhancements.

Nighthawk: (5000Cr) this genemod combines the effects of the catseyes or owleyes genemod with the eyepatch genemod to create superior night vision for
ranged fire and reconnaissance. Upgrades are available for cateyes and owleyes up to the nighthawk standard at the same cost as the nighthawk genemod.

Owleyes: (4000Cr) this modification makes night seem as bright as day. Night vision is greatly improved, but vision by day suffers. Users of the owleyes
genemod suffer no penalty for any nighttime activity but a -2 to any roll for activities preformed in daylight.

Pheromone control: (8000Cr) still experimental, this genemod is poorly understood and not always successful. It allows the owner to control his own scent and
to send chemical signals (fear, lust, calm etc.) to other mammals. The use of this genemod requires meditation or psionic power, it provides +1 to any roll based
on social attribute, or any roll affecting emotions or feelings of others.

Photoskin: (5000Cr) forces the body to produce chloroplasts at skin level, allowing the user to create a small amount of food by standing in the sunlight. It
reduces the amount of food intake required by 10%.

Plastic surgery:(5000Cr/6000Cr for bones) this surgery allow the recipient to completely alter his or her features and, with minor genetic modifications, hair
colour. Healing can be accelerated to as little as a week. Bone structure can also be altered to increase/decrease height or change the underlying facial structure.

Quills: (3000Cr) this defensive genemod allows the user to grow bony quills from vital areas such as the rib cage, abdomen and skull, making the character
difficult to attack. Hand to hand attack are still effective but inflict half the damage that they inflict on their spiky victim. Quills have no effect on damage
from firearms.

Razorteeth:(4000Cr)  the substitutes rows of triangular, razor sharp, shark-like teeth for normal human ones. These razor teeth make the owner bite very
dangerous, with the cutting power of a piranha. Give bite of pen 5 damage 5.

Regeneration: (11000Cr)  this genemod sets large numbers of cells back into their undifferentiated state so that they can regrow faster and more effectively. It
allows the return of entire lost body parts: a finger in a week, and arm or a leg in two months. Regeneration gives +2 endurance while the body is healing. It also
requires the subject to eat and drink twice as much while healing occurs. Due to the way that this genemod 'turns back the clock' of the brain, any experience
gained while under the effect of this genemod is 50% rounded down.

Rhinohide: (3000Cr) characters with this modification gain thick, wrinkled, armourlike hide. the 2 to 3 cm thick skin also covers the face and fingers. It is
inflexible and itches terribly sometimes but it increases the natural; armour of the character by 5. It also reduces Dex by 2.

Sangaero:(4000Cr) Sangaero is a form of artificial blood. Unlike normal blood it is loaded with dolphin redblood cells which hold much more oxygen, making it
perfect for divers, endurance athletes, high altitudes workers etc. Once implanted in the bone marrow, the stem cells that produce this blood can continue to
produce high-oxygen blood indefinitely. The blood gives +4 to endurance and double diving, high-altitude and vacuum exposure times.

Savantism: (15000Cr) savantism is a recently quantified level of abnormally high intelligence, either implanted virally before birth or created via extensive
neurosurgery and genemods after puberty. Savantism provides unnatural level of skill in a single, narrow field or allows high skill in one field to bleed over into a
few related skills.The unpredictability of the effect reduces to effectiveness. The GM basically gives from +2 to +4 to one skill and -1 to endurance.

Sleepless: (8000Cr) the PC with this genemod requires no sleep and has other benefits as well. It increases the Intelligence by 2. meditation skill or psionics is
required with at least 8 hours per week spent in inner contemplation to replenish neuro-transmitter levels. Without this 8 hours all skill rolls are at one
difficulty higher. If this happens for three weeks in a row the nervous system collapses and the character is incapacitated for 2D6 months. Some have
experimented with various degrees of success to substitute barbiturates or caffeine derivatives for the weekly meditation period, allowing non-meditating/psionics
to have this modification.

Slowed metabolism:(7000Cr)  this genemod partially offsets the wracking effects of an adrenal implant, but it does so by forcing the user to live the long, slow
life of a tortoise. Between bursts of activity the users real life moves at a crawl, always acting last in a combat situation and interrupting at a -2 penalty. It
reduces food requirements by 30% and can lead to obesity. Slowed metabolism protects the character from the effects of biotoxins and gas attacks but not
against heavy metal or mineral poisons such as arsenic or asbestos. Also +3 to endurance when rolling for the effects of biological poisons and radiation on the
system.

Sonar: (1000Cr0,6 months) this genemod requires extensive reworking of the ears, larynx and sensory pathways of the brain. It provides the user with a sixth
sense based on reflected ultrasound. Like a bat, can use limited echolocation with a range of 20 metres for people sized objects or less, 100 metres for larger
objects (cars, houses etc.) and 1 Kilometer for huge items (hills, cliffs, skyscrapers). Sonar gives +2 to all short range missile fire, +1 to any roll requiring
acrobatic maneuvers and +1 to any medical rolls (since the user can focus to see inside a patient like ultrasound scan). Darkness has no effect on the character.
He can also use the sonar to 'see' around corners to a limited extent (about 2 metres) via sonar reflections.

Spikes: (2000Cr) this genemod creates a bone-hard, titanium-reinforced spike/s jutting from the owners knuckles and elbows. Also called tiger claws, the spikes
are fully retractable. they add considerably to hand to hand damage, +2 damage. These bonuses are cumulative with crab claws but not compatible with the
venom genemod.

Spurs: (3000Cr) are titanium-enhanced bone segments jutting from the owners heels. They are not retractable and increase the difficulty of any stealth based
action by 1. They are compatible with the venom genemod and add +3 to any kicking damage. A retractable version is slightly more expensive and is not
compatible with the venom genemod. The damage bonus is cumulative with the steroid pump genemod.

Sterile:(5000Cr) this genemod completely purges the user's system of all parasites, symbiotic bacteria, allergic reactions, and intestinal flora. In addition to
cleansing the body completely, it alters the digestive system to make better use of available nutrients and boosts the immune system's ability to fight off threats,
allowing it to respond more effectively when a threat arises. It give +1 endurance, reduces food consumption by 10% and +2 to any disease resistance rolls. If a
disease is still contracted however, the system overreacts and incapacitates the user for 2D6 days.

Steroid pump: (6000Cr) this genemod floods the body with constant doses of anabolic steroids that give even the laziest characters, abnormal, weightlifter
muscles. Gain +3 to strength but -2 to endurance.

Titanium bones: (8000Cr, 6 months) this difficult genemod introduces titanium into the recipient's system gradually, combined with a course of low-gravity
bone-loss. Over six months, all the calcium in the body is replaced by crystalline titanium. Strength is increased by 1 and armour value is increased by 3. Can be
combined with geodesic skeleton.

Trained reflexes: (6000Cr) by biochemically tweaking synapse and neurotransmitter levels, the trained reflexes genemod speeds up the central nervous system.
Dex is increased by 2 but it can lead to nervousness and burnout so Intelligence is reduced by 1.

Venom: (1000Cr0) if taken with the fangs or spurs genemod, this genemod allows the user to poison victims. There are two types of venom available, Black
Dragon haemotoxin kills by destroying the victims red blood cells, essentially suffocating him by destroying his bloodstream. Endurance is reduced by 1 point
every 10 minutes, at zero death occurs. Firesnake venom is a powerful neurotoxin. It attacks the nervous system, destroying the bodies ability to act. It
paralyzes in 2D6 rounds regardless of whether the victim succeeds a resistance roll. If resistance is failed the victims heart and lung muscles are paralyzed and
death occurs d6 rounds later.

Wallaby: (4000Cr) this simple genemod reroutes the owner's tendons so that they act like springs, improving leaping and running. the effect is not always active
so the user can walk normally but when used the wallaby genemod allows leaps up to 20 meters horizontally and 6 meters vertically. It also doubles running
speed.

 

 


 

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