[CyberMaster GATTACA Enhancement] Although cybernetics are an integral part of Cyberpunk, 'genetics' are not covered at all. Even movies are split on these lines, i.e. Genetics - Bladerunner, Gattaca and Cybernetics - Matrix, Robocop This seems strange considering that both are future technologies. This section is my bit to correct this oversight. Note: This is an optional enhancement to Character Generation of the CyberMaster system. Cybermaster Character Generation Changes ---------------------------------------- 1] Roll Life Span. Percentiles (Open-Ended Allowed but only Once. Re-Roll if under 25) 2] Roll Genetics Characteristics (As below) 3] Continue CyberMaster Character Generation as per Chapter 1. Roll Parents Social Standing ---------------------------- 01-80 Working Class. -25 Birth Characteristics Modifier 81-95 Middle Class. +10 Birth Characteristics Modifier 96-99 Upper Class. +20 Birth Characteristics Modifier 100 The Social Elite +30 Birth Characteristics Modifier Roll Birth Characteristics -------------------------- 01-05 Roll on Unforseen Mutation Table 06-50 Ex Vitro Conception. Natural Birth (No Racial Stat Modifiers) 51-70 In Vitro Conception. Reinforced GENE Sequencing: GENERAL +5 on all Potential Stat Values. 71-80 IC: Selective GENE Sequencing: PHYSICAL +20 on all Potential Physical Stat Values (ST, QU, AG, CON, PR) 81-90 IC: SGS: MENTAL +20 on all Potential Mental Stat Values (IN, EM, SD, RE, ME) 91-95 IC: SGS: SUPERHUMAN +10 on all Potential STAT Values 96-97 IC: Engineered Gene Sequencing: GENERAL ENHANCEMENT (Roll Once on Unforseen Mutation Table) +5 Bonus on any 5 Racial Stats (+10 Potentials) 98 IC: EGS: HEALTH ENHANCEMENT (Roll 2 Times on Unforseen Mutation Table) +10 Bonus on any 5 Racial Stats (+15 Potentials) +50 RR versus Poison & Disease 99 IC: EGS: SUPERCELL ENHANCEMENT (Roll 3 Times on Unforseen Mutation Table) +15 Bonus on any 5 Racial Stats (+20 Potentials) +50 RR versus Poison & Disease & Heat & Cold Lifespan is Doubled. 100 Experimental GENE Sequencing (Roll 4 Times on Unforseen Mutation Table) 01-30 SHOWOFF +40 Racial Bonus for any 1 Stat 31-40 EYESWIDESHUT +25 Racial Bonus for any 3 Stats & Character only requires 2 Hours Sleep Per Day. 41-50 WOLVERINE +25 Racial Bonus for any 3 Stats & Character is immune to Toxins & Disease & Heals three times as fast as normal. 51-60 FLIPPER +25 Racial Bonus for any 3 Stats & Character can breathe underwater indefinitely (Gills). 61-70 ICANTAKEIT +30 Racial Bonus for any 3 Stats & Character Hit Points are rolled on a 1D20. Natural Pain Killers negate up to -20 combat penalties & 2 levels of STUN/PARRY results per round. 71-80 NETBOY +30 on all NET Skills 81-90 IRONMAN +30 Racial Bonus for any 3 Stats. Genetically modified skin gives character a natural armour type 12. 91-99 SCOUT +30 Racial Bonus for any 3 Stats. Character's senses are genetically enhanced. This gives similar benefits to the Cyberware Enhancements INFRA-RED, ULTRA-VIOLET, LOW LIGHT, ANTI-DAZZLE, IMAGE ENHACEMENT, AMPLIFIED HEARING, ENHANCED HEARING RANGE, RADAR DETECTOR, TACTILE BOOST & OLIFACTORY BOOST. 100 MACHINE +30 Racial Bonus for any 4 Stats. Character's natural affinity to cybernetics means that installed Cybergear does not result in EMPATHY loss....which is nice. Roll Unforseen Mutation ----------------------- 01-74 Roll on Minor Mutation Table 75-100 Roll on Major Mutation Table All Rolls on the Unforseen Mutation Table are adjusted by the character's Birth Characteristics Modifier (unless noted). Minor Mutation Table -------------------- 01-05 Colour Blindness 06-10 Baldness (Roll 1D10, 1-7 Mild 8-10 Severe) 11-15 Myopia 16-20 Obesity (Roll 1D10, 1-7 Mild 8-10 Severe) 21-25 Ezcema (Roll 1D10, 1-7 Mild 8-10 Severe) 26-30 Skin Pigmentation Problem (Roll 1D10, 1-7 Mild 8-10 Severe) 31-35 Infertility 36-40 Enzyme Deficiency(Allergy to 1 Food Type, Roll 1D10, 1-7 Mild 8-10 Severe) 41-45 Asthma (Roll 1D10, 1-7 Mild 8-10 Severe) 46-50 Diabetes 51-56 Limb Deformity (Roll 1D10, 1-7 Mild 8-10 Severe) (Roll 1D10: 1-3 An Arm, 4-6 An Leg, 7-10 Facial) 55-60 Deaf (Roll 1D10, 1-7 Mild 8-10 Severe) 61-65 Blind (Roll 1D10, 1-7 Mild 8-10 Severe) 66 Beneficial Mutation (+5 Racial Stat Bonus on any 1 Stat) 67-70 Blind & Deaf 71-75 Epilepsy (Roll 1D10, 1-7 Mild 8-10 Severe) 81-85 Organ Problem (Roll 1D10, 1-7 Mild 8-10 Severe) (Roll 1D10: 1-2 Heart, 3-4 Kidneys, 5-6 Lungs, 7-8 Liver, 9-10 Bowels) 86-90 Immune System (Roll 1D10, 1-7 Mild 8-10 Severe) 91-94 Depression (Roll 1D10, 1-7 Mild 8-10 Severe) 95-97 Schizophrenia 98-99 Agression (Roll 1D10, 1-7 Mild 8-10 Severe) 100 Roll on Major Mutation Table All the ailments on the Minor Mutation table can be cured/alleviated by 2150AD medicine and/or Cybernetic Enhancement. However the afflicted character must pay for this during character generation or adventuring (Personal Wealth or Corporate Loans, etc). The DM must determine the RPG consequences for a character with a disability (also for the severity). Some examples Mild Baldness: -5 Presence Severe Baldness: -10 Presence Note: I'm not saying bald isn't beautiful. No, I'm saying the Character thinks he/she's ugly and therefore suffers a loss of confidence. (This doesn't apply to PJ, he's just plain ugly) 8-). KELL's FOLICALLY-CHALLENGED AMENDMENT: Roll 1D10 1-6 Negative Presence Modifier, 7-0 Positive Presence Modifier (the character has come to terms with his/her baldness & created a new image...giving rise to a 'love' god. Mild Enzyme Deficiency: Peanuts - Severe Cramps, Dizziness, etc (-20 on all actions for 1D10 hours) Severe Enzyme Deficiency: Peanuts - Death (1D10 rounds unless treated). Mild Blindness: -20 Perception Mild Immune System: -25 RR versus Disease & Toxins Severe Immune System: -75 RR versus Disease & Toxins However, experienced role-players will see a disability as a great role-playing possibility. The choice to "cure" an aliment is the players. Major Mutation Table -------------------- 01-20 Nipped in the Bud - Mutation detected/corrected at an early stage 21-30 Hemophilia (All sustained damage/penalties is increased by 50%) 31-40 Strange Side Effect - VAMPIRE (Allergic to Sunlight). Skin Blisters (10 Hit Points per round while exposed) 41-50 Strange Side Effect - EMPATH (Damage Magnet) All damage sustained in 5 metre radius around you, to anyone, applies to you too. 51-60 Strange Side Effect - Mutagenic Antibodies destroy all diseases and toxins. This includes ALL DRUGS (Healing or Otherwise) 8-) You can only heal naturally. Counters Medusa Touch. 66 Beneficial Counter Mutation. Ex Vitro Birth: +10 Racial Bonus to any 1 Stat. In Vitro Birth: Make no more mutation rolls for this character. 61-70 Medusa Touch (Hyper Aggressive Antibodies will kill anything you touch) Victim/Surprised Bystander must make save versus Disease or expire in 1D10 hours. Sucessful save means inflicted is bedridden for 1D10 days. (-50 on all actions) 71-80 Aryan Complication (You *are* the Master Race - See DM for Details) 81-99 The Light that Burns Twice As Brightly. Roll Percentile and check below. 01-10 Deduct 1D4 Years from Lifespan. 11-20 Deduct 1D6 Years from Lifespan. 21-30 Deduct 1D8 Years from Lifespan. 31-60 Deduct 1D10 Years from Lifespan. 61-80 Deduct 1D12 Years from Lifespan. 81-99 Deduct 1D20 Years from Lifespan. 100 Deduct 1D100 Years from Lifespan. 100 Methuselah's Syndrome. Character ages twice as fast as normal. This kicks in at the end of Character Generation. Note 1: If Lifespan is reduced to less than 20 years (i.e. less than the age a character would begin adventuring then in this case, the character is given a lifespan of 2-4 years (as determined by the DM) on starting his adventuring career. Obviously, only real role-players need apply. 8-) Note 2: All penalties are cumulative & increase in severity if rolled multiple times (e.g. rolling EMPATH twice would mean a 10 metre radius misery zone). 8-) Version 2.3 Date: 07-12-1999