WRC Transhuman Shells

Nebula

The Nebula shell was designed for spacers who need to work in a hard vacuum. In incorporates a very human appearance. The skin of the shell is equal to a healing skin suit. This allows the shell to be used with only air for extended operation in non-atmospheric conditions.

Attributes:

Strength 17, Dexterity 14, Constitution 14

Basic Abilities:

Nebulas can tolerate any nearly temperature found in orbital life and can survive hard vacuum or airless conditions without difficulty for 1 hour, unaided. With an air tank the shell can operate 1 hour longer than that tank provides. This shell is able to survive in a relatively common hostile environment, such as underwater, in hard vacuum, amid lethal radiation, or so forth.

Affinity Abilities:

Those with exceptional experience at operating in Nebula bodies know how to wring every ounce of performance from the shell giving them a the ability to have an additional +1 modifier to their physical attributes.

Star

The Star shell is designed as a high performance combat shell. developed for the Mandate military forces for special operations the shell is very complex and has many points of potential failure in its growth. However, the run of the shell was very successful. Some of it's technology was reverse engineered to develop the Terminus shell.

Attributes:

Strength 17, Dexterity 17, Constitution 17

Basic Abilities:

The Star user can select a physical attribute to have at the peak combat level given the specific mission the user has undertaken, this attribute becomes an 18. This selection can be reset to another attribute with 5 minutes of effort followed by six hours of sleep for the shell to dispatch nanites to make the required alterations. The user cannot be awake while this process is occurring.

Affinity Abilities:

Experienced Star users are able to augment their constitution as well their chosen attribute. The Star user's selected physical attribute gains a +1 bonus to its modifier, increasing it to +3. Star is immune to conventional diseases and toxins, has a base Armor Class of 13, and grants 15 extra hit points to the soul operating it. A Star can tolerate any temperature found on Earth and can survive hard vacuum or airless conditions without difficulty for 60 minutes at a time, needing the same period to "recharge" this ability. Star shells auto-stabilize at zero hit points.

Singularity

The Singularity shell is designed as the paragon combat shell. Developed for the Mandate military forces for war-time operations against a physically superior alien race this shell is supremely complex and has many points of potential failure in its growth. However, the shell was never released to anyone openly, just for testing by the mandate military. The production run was completed many centuries ago and the shells were stored in stasis pods awaiting the call from the mandate stating they were at war with the Akuma species. This shell is also the only capable organic Armature available to AIs with it's Quantum Soul Stone capable of entangling with the Quantum Core of the AI's core.

Attributes:

Strength 18, Dexterity 18, Constitution 18

Basic Abilities:

The Singularity user selects an attribute gaining a +1 bonus to its modifier, increasing it up to +3. Singularity is immune to conventional diseases and toxins, has a base Armor Class of 14, and grants 15 extra hit points to the soul operating it. A Singularity shell can tolerate any temperature found on Earth and can survive hard vacuum or airless conditions without difficulty for 180 minutes at a time, needing the same period to automatically "recharge" this ability. Singularity shells auto-stabilize at zero hit points.

Affinity Abilities:

Experienced Singularity users are able to augment a second attribute, gain a +1 bonus on all skill rolls to a maximum of +3, and +2 on hit rolls. By accepting 3 System Strain, as an Instant action, the user can gain a bonus turn of action in a round, taken at the end of the round after everyone else has acted. Only one bonus turn can be taken each round.

Nova

Nova is the psychic considered and developed line, of shells. In many ways it is identical to a standard human. Most cultures insert basic modifications to eliminate congenital diseases or serious physiological defects, but these subtle changes are indistinguishable from mere good genetics. The only way to distinguish a Nova from a “wild” human body is the usual presence of a soulstone implant at the base of their brain stem although there is a flap that covers the stone and conceals it from being casually discovered..

Attributes:

Strength 14, Dexterity 14, Constitution 18

Basic Abilities:

A Nova grants a psychic soul an additional two points of maximum Effort while using the shell. Any powers that require effort to be committed cause a visible change or energy emission from the shell, though it’s not necessarily obvious what the target of the power is.

Affinity Abilities:

Experienced Nova users can adjust the shell’s intrinsic metadimensional energy feeds to fuel one technique of their choosing, eliminating any Effort cost it may have. The technique chosen can be changed, but it requires an hour.

Super Nova

Super Nova is an experimental line of shells. In many ways it is identical to a standard human. Most cultures insert basic modifications to eliminate congenital diseases or serious physiological defects, but these subtle changes are indistinguishable from mere good genetics. This shell appear as normal human shells, though an unavoidable need for energy venting causes small plumes of light, glowing eyes, bristling hair, or other visible physiological changes to occur when their psychic powers. The primary feature of this shell is that, although it will burn itself out in no more than 1 year of active psychic use, any personality changes from brain damage are not written to the soulstone. Also, when the Super Nova detects "critical" levels of MES brain damage the soulstone is "disconnected" from the shell and the shell is disabled, killed, rendered unusable by anyone.

Attributes:

Strength 17, Dexterity 17, Constitution 18

Basic Abilities:

Super Nova Cognitive improvements grant a +1 to either their Charisma, Intelligence, or Wisdom modifiers, the attribute chosen being alterable with five minutes of concentration. This shell also grants a psychic soul an additional four points of maximum Effort while using the shell. Any powers that require effort to be committed cause a visible change or energy emission from the shell, though it’s not necessarily obvious what the target of the power is.

Affinity Abilities:

Experienced Super Nova users can adjust the shell’s intrinsic metadimensional energy feeds to fuel one skill of their choosing, eliminating any Effort cost it's techniques may have. The skill chosen can be changed, but it requires eight hours of sleep. As a minor perk, this shell is able to survive in a relatively common hostile environment, such as underwater, in hard vacuum, amid lethal radiation, or so forth for up to one hour.