Hardware: Medical Genius

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Hardware: Medical Genius -By Zenvis-

The Medical Genius is a whiz at building, modifying, repairing, maintaining and designing all kinds of genetic manipulation devices as well as performing genetic modifications on humans and aliens alike. This character would take a great interest in the Eggheads of System Failure, if ever the two were to meet. Along with advanced knowledge of the very building blocks of life, the Medical Genius is a highly skilled surgeon and pharmacologist with a keen interest in exotic. While they undoubtedly have years of experience in medical practice along conventional lines, they probably have books on voodoo rituals, spiritual healing and other unorthodox medical texts sitting in easy reach.

Medical Related Skills and Bonuses: Select three medical or science skills (+30%). The following are in addition to Scholastic and Secondary skills.

Biology (+20%)
Botany (+20%)
Xenobiology (+10%)
Xenobotony (+10%)
Chemistry (+25%)
Chemistry Analytical (+25%)
Medical Doctor (+30%)
Anthropology (+15%)
Advanced Mathematics (+26%)
Research (+16%)
(medical) Forensics (+10%)

Special Medical Skills

Genetics: 84%+2% per level of experience. The Medical Genius is an expert at decoding D.N.A and is experienced at analysis, manipulation, modification and cloning genetic material. The character is leading the field in bio-chemistry and is experienced in building, modifying, repairing and maintaining all kinds of medical devices (everything from illegal mutagenic vats to a simple syringe). By use of experimental test results, specifically designed devices, data archives and a flair for the artistry of genetics, the character can create experimental serums which mimic minor super powers for short periods of time or permanently instill mutations in test animals, and he can craft items which can be highly effective in combat (such as dart guns, sprays and other drug delivery tools). Because the character is a scientist, they take lab notes habitually, so that in the event of loss of equipment, escape of a test subject or other disruption, they can retrace their steps and begin again with no great difficulty.

Experimental Medicine and Eugeneics: The character can take a preexisting being and modify their genetics to suit a certain desired effect. In order for this to occur the character must have the money to create the character first spent and then roll to see if its successful with all the penalties in place. The side effects to those exposed to the experiment are horrible in appearance from the vast amounts of mutation (roll on the random mutation table for each improvement). Also the patient/victim suffers a -1D4 to P.B. (3 is the minimum) for each "improvement". Base Skill: 68% +2% per level of experience.

Super Pharmacology: The character has the experience and technique to mimic super powers though drugs. However its is nowhere near the uncanny talent of the Imbued Hero (half duration/range/damage and no bonuses). What the Medical Genius Character has not mastered is side effects. Some effects are temporary and fade in hours while others are more debilitating and permanent, but the character is not deterred by these set backs and continues to experiment with pharmacology. For desired effects use the Eugenics character expense chart for cost of research and experimentation.
Characters who attempt to mimic an imbued character must roll on all the tables (pp. 56-57) under step three, to determine the result of the drug with the exception of # 7, which is done on the penalties table. Characters can mimic only minor powers. A failed roll results in burning sensation across the whole body. All the nerves will feel as if they are on fire (no combat bonuses and half speed, skill performance is -50%). This talent also allows the character to create or neutralize stun serums, gases and poisons, all they need is to have a sample of the substance or some body tissue from the designated victim. For penalties, each amount that is under the $100,000, -5% to the penalty. Base Skill: 50% +3% per level of experience.

Eugenic/Genetic Construction Penalties

-5% cloned/replaced hands and feet or joints
-10% modified internal organs for each $100,000
-10% cloned/replaced limbs
-10% cloned/replaced internal organs
-15% modified physical augmentation features for each $100,000
-15% enhanced sense for each $100,000
-20% additional & special appendages for each $100,000
-20% prehensile appendages & features for each $100,000
-20% eugenic tail(s) for each $100,000

Drug Construction Penalties: (Refer to Kittenstomps table of super powers at the Palladium: Heroes forum under Tables of DOOM).

-5% for each heightened sense
-5% for each supervision
-5% for each enhanced attribute
-10% for each mental power
-10% for each Extrasensory Power
-15% for each enhanced structural capacity
-15% for each augmented biology
-15% for each stealth power
-20% for each locomotion
-20% for each flight
-20% for each impervious
-25% for each matter expulsion
-25% for each energy expulsion
-25% for each energy control
-35% for each additional or enhanced limb
-35% for each dimensional warping
-25% for each animal/nature ability
-25% for each matter control
-25% for each physics manipulation

Time restrictions: With the complexity of each task, the G.M. and the player will have to get together to determine the time restriction in complexity. I would recommend 1 hour to 1 day of work for each penalty point. Also, the hours will be broken up by the need to consume food, fluids rest and sleep. Some estimates for work are:

1. Diagnosis - 5D6 minutes.
2. Maintenance - The ability to maintain a mutation or experiment from having problems (stabilizing serum, mutagenic tank formula, etc..) 10+1D20 minutes.
3. Minor repair 1D4 hours.
4. Minor mutation repair 1D6 hours.
5. Major work 2D6 hours.
6. Major mutation repair 3D6 hours.
7. Research and Development of new mutation (drug or eugenic): one day for each penalty point.
8. Development of organitech weapons or armor: 2 days for each penalty point.


Mutant Animal Side-Kick: The character has the option of building his own mutant animal side-kick, the only limitations on the mutant animal's traits and features are that it must be mutated from a common lab animal, it has half the normal Bio-E points, it can not have psionics or super abilities, none of it's attributes can exceed 15 points and it can have no higher than primate intelligence (it may be able to talk, but is no more intelligent than an ape), this is a free option and does not cost the character any money.

Determining Equipment: Roll on the following table to determine budget for the character's base of operations. At lease 70% of the funds must be spent in research and development of super powered drugs and organitech like items.

01-15 $200,000
16-26 $350,000
27-38 $500,000
39-50 $750,000
51-60 $1 million
61-70 $1.5 million
71-80 $2 million
81-90 $2.5 million
91-00 $3 million

The big financial creations (costing 2 million or more) need financial sponsors or backers - presumably a private individual could raise as much as 1.5 million on their own (particularly someone with this character's talents). Roll on the following table to determine the status with the sponsoring organization.

Status with the sponsoring organization

01-20 Raised all the money himself: He has no investors, but his purchases and comments may have garnered some interest from one of the following groups...
01-25 Military
26-50 Private Organization
51-75 Criminal Organization
76-00 A government (not necessarily their own)
21-30 A very wealthy but ordinary investor: As long as their profits double and they get the positive recognition that they deserve, they're happy. If they don't get repaid within the allotted period (probably 2D4 years), and receive the glory that they want (the more the better), they will sue the character or come after the inventions and experiments with lawyers and/or private agencies. Along with taking back their money, stuff or both, the sponsor will smear the character's name and reputation into the ground (criminal or hero, they don't care).
31-50 A wealthy individual or exclusive private industry: All responsibilities have been fulfilled and the relationship remains friendly and positive. Unless the character becomes a pariah, he can freelance for them at any time (and for top dollar).
61-70 Allowed to leave after a great antagonism or confict: Not friendly, but may aid the character for personal gain, or if it is felt that the situation definitely (unavoidably) required it.
71-80 Thrown out of the program: All ties are permanently severed. The character is disliked, perhaps even hated.
81-90 Ran away: The character packed up and took the mutant/research/formula with them (motives will be well intentioned if a good character). The character is secretly hunted by the organization which remains extremely hostile, but the organization will not authorize violence to be used against the character (he is still potentially a great money earner). They want their property back and some measure of revenge or justice, but are not murderers.
91-00 Ran away: The character is marked as a public target and a bounty is been issued for the return of their "former employee" and any materials that he may of stolen. These people are murderous and hostile. Dead or alive, they want it all back and some serious revenge!

Other Stuff

Alignment: Any alignment can be chosen, but heroes should generally have a good alignment.
Other Skills: Only those from the Medical Genius and any learned though Scholastic education or picked up as Secondary skills. As an electronically inclined individual the character get a +10% bonus to any electrical skill, as well as any additional medical and science skills.
Hand to Hand Combat: Starts with no combat training. Hand to hand skill must be obtained by spending skill selections on it.
Attacks per Melee: As with all super beings the Hardware character automatically gets two attacks per melee. Additional attacks must be developed though hand to hand combat and/or boxing skills.
Weapons and Armor: Unless the character is extremely wealthy, only conventional weapons and equipment are available.
Structural Damage Capacity (S.D.C.): All Hardware characters have a base of 35 S.D.C., plus any S.D.C. gained from physical training. Multiple hardware classification do not provide additional S.D.C.
Other Options: The G.M. may allow players to cross class Hardware training with the Eugenics, Experiment, Alien, and Mutant categories, if they wish to enhance their game and find Hardware a little weak compared to the more prominent Mega Heroes and such. Comic books often include characters with a combination of superior training and super powers, such as Reid Richards (Mr Fantastic), Peter Parker (Spiderman) and Henry Pimm (Ant Man, also known as Big Pockets) just to name a few.