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Saturday, August 5, 2017

Superior Modifications (Mage:The Ascension)

Superior Modifications


- Gentlemen. Recently it has been my privilege to go on a cross-country trip. And in doing so I have had an opportunity to meet with, and inspect a number of our Laboratories. Some of the Modifications that our inventive young minds have created for the use with our standard Superior templates were to my mind astonishing. I have taken the liberty of compiling a list of these for our common use and I hope that they will expedite the ascension war and your own research. Accreditation of the Doctors involved and genetic blueprints are in the appended file.

-Lionel Fisk.(Aneurysm@ prog.lab.1138.web)

 1) Increased Countermagick:

As most of you who have worked in Damage Control know, the standard Superior has countermagick Symbols drawn on the protein of the D.N.A. This is what gives them their magical resiliency. Of course, this makes them resistant to further tinkering. Many of these permutations, unfortunately, require the Erasure of these symbols. However, A lab in Tucson, Az. has discovered a way to increase the magickal protection for these clones for long term spying. Often a number of these clones can be used to create a magick-proof lynch mob or strike team. Would that we had access to these lovely creations during the Burning times. The process involves ritual Scarification of the internal organs and scripting counter-magickal symbols on the interior of the flesh and the exterior of the bones. It has been further theorized that a comprehensive Tattooing process could yield further Countermagick but this theory is unfortunately impractical and has yet to be tested. [ I.C. clones possess 4 dice of countermagick instead of 2. Most other forms of enhancement will not work in conjunction with this one. However, Progenitors normally use I.C.clones with other forms of altered clones.]

2) Regeneration: One of our labs in Montana has had recent difficulties with local Werewolves. These trials did yield some viable samples of genetic material. The program director has managed to crack the regenerative Gene with some success. [ Regen Clones are capable of regenerating 1 non-aggravated wound level per turn. Regen clones are often fitted with other forms of enhancement and can occasionally kill Garou if they attack in swarms. Aggravated damage, asphyxiation, Decapitation and total systemic shock are the only ways to destroy these clones. Unaccountably, Regen Clones often possess bad tempers and they have inherited a vulnerability to silver.They suffer aggravated wounds against these weapons. Regen Clones cannot have counter magic, but do not take Unbelief damage.]

3) Increased adrenaline: Often used on strike team and sentinel style clones, This form is often mated to a number of other Enhancements. [ these clones possess 5 "charges" of super-charged A.C.T.H. Each turn that they wish to use this they must make a Stamina roll. one success is sufficient, but the diff goes from 4 to 9 as each use increases the diff by one. The effect is similar giving the clone Celerity 2, Potence 3, and Fortitude 2 for that turn only. Clones of this sort are often irritable and easily provoked. After combat, these clones will be ravenous and sleepy and will be unable to initiate many actions involving heavy physical activity. they also are unable to spend willpower. Clones of this sort do not have countermagick and may take unbelief damage if witnessed in action.]

4) Reduced Pain Receptor: An idea taken from one of our Iterator Colleagues. This kind of enhancement is often used in conjunction with most types of combat Clones. This Type of enhancement removes pain receptors from the clones body. The clone can feel no pain and is thus hard to slow down in a combat situation. the downside of this is that often the clone will take damage and simply not be aware of it. There is an anecdote about a clone that had set itself on fire and did not become aware of what was going on until its vision became obscured. In the process of walking around, the flaming clone destroyed most of a laboratory. [ these clones do not take penalties from wound levels at all. penalties might be otherwise imposed though.(such as a clone attempting to sprint on a broken leg.) These clones may have countermagick as the Attenuation of pain receptors is a simple Neurosurgical process. In addition, they do not take Unbelief Damage.]

5) Abrasive Skin: often used only on Horizon realm clones. this was achieved by splicing in Shark D.N.A. Less than pleasant to look at, but they do get the job done. The Void Engineers have found a multitude of uses for these Clones in their Aquatic theater Operations. Coupled with gills, and a few of the other enhancements, these make excellent underwater shock-troops. [ The flesh of the clone has a number of rough hook-like projection. Touching the flesh can do a health level of damage and in Hand to hand combat add +3 to brawl damage. Cm cannot be taken, and the clone will take unbelief damage if observed. Note that damage taken from these does count as aggravated.]

6) Chromatophores: Of only limited use as the clone must be nude to be effective. This is a common enhancement for other non-humanoid creatures. A South Carolina Amalgam has created aquatic clones with this enhancement with a great degree of success for use against offshore targets. [ the clone has dermal cells which adapt to their surroundings. Cm cannot be taken, the clone does not take unbelief damage. when in use add 3 dice to its Stealth pool.

7) Sub-dermal armor: Used often for heavy attack troops. Not recommended for use with clones that are a substitute for people unless that person is an extreme Endomorph. Confers an amount of damage reduction via the introduction of Bio-silicates in pockets under the flesh and in the hollows of the body. Clones of this sort will sink in water. [ this enhancement protects the clone as if he were wearing class four armor, Subtract 2 from dex the clone does not take unbelief damage and cannot have Cm.

8) Natural weaponry: This covers a bewildering array of physical attack mechanisms that have been bred into strike clones, the most common variety being retractable fangs and claws. with a bit of de-melanization and some metabolic tinkering, we can make ersatz vampires and with other forms of enhancement, Ersatz Werewolves. Although, natural weaponry doesn't stop there. I have been informed by doctors who have created clones with prehensile tails, patagia and even one doctor who is attempting to give a clone quills. [ Some of the clones with the wilder forms of enhancement will take unbelief damage, whereas others with subtle manifestations will not. Ersatz Garou and kindred are usually spottable by those races although they could pass to the uninitiated or to others outside that race. Ersatz Garou have been known to trigger the Delirium but this is a lesser version and has a +3 on the scale. Clones attacking with natural weaponry do count as supernatural beasts for the purposes of Aggravated damage.]

9) Emitters: Doctor Nedra Sellars came up with a clone that had been engineered with its own set of super-concentrated Musk sacs. From what I understand, this modification has been used against Garou and Tradition Mages alike with great success. The effective range is 40 feet. [ no Cm, No unbelief damage until exposed. effects identical with Vomit gas.

10) Gills: A natural for underwater operators, often combined with Increased visual spectrum, and pressure hardening for a more complete package. also good to combine with abrasive skin and/or Chromatophores. [ The gills are often hidden in the hair, the pelvis, and the armpits, No Cm. No unbelief damage.]

11) Poison Sacs: I have seen Clones that could sweat virulent contacts Hemo and Neurotoxins. there are also modifications that enable a clone to spit contact poison up to 30 feet and there are clones who can make their blood extremely poisonous to kindred. There is a research project jointly held between us and Iteration X to create clones that can broadcast non-organic compounds. [ "Spitters" cause 3 dice of aggravated damage and possibly blindness, they have 4 charges before they must rest to replenish. "Sweaters" and"Chalices" natural replenish their toxins. Chalices cause 2 levels of aggravated damage to their drainer for each Bp drained but there is an onset time of several hours. Often they are in their coffin by that time and may never rise again.(torpor) Sweaters cause tear gas symptoms in those who come in contact with them in addition to normal damage Unbelief damage is entirely dependent on exposure. Spitters sustain it most often, while Sweaters rarely do and Chalices never do. No Cm.]

12) Carrier agent: you must receive prior approval of your project director before implementing one of these clones. If you are not very careful, you could cause a widespread epidemic. this is basically a clone that carries powerful versions of many types of Virus that it is immune to. The clone retains control of its own release vectors,( but unfortunately once the virus is passed on, the cat is out of the bag.) often these clones are equipped with many different types of Virus. Seducers are often equipped with a pheromone control package and a host of potential STI's. While infiltrators are often equipped with anthrax, polio, or Chaos Agent. [this is one of the few types of clone that can possess countermagick, this is because the virus has a separate life pattern and many are custom tailored to fit their host. Unbelief does not affect these clones as there is precedent in history (Typhoid Mary, an experimental subject who got loose.) Approval for the use of these clones is very rare and termination of that clone's life is personally overseen by Damage Control.) 

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