Neo Homo
Overview
In the 1980s, Majestic began a series of experiments in human alteration, based on the Cookbook given to them by the Grays. While the experiments had a high attrition rate, much was learned over the next sixty years of experimentation.
Many of the results of the Neo Homo experiments were transitioned to other efforts, leading to great advances in medical research and biological sciences throughout the Endtimes. While there was some competition between protomatter researchers and other Cookbook researchers, in the end researchers had much success in blending the two directions.
Majestic developed a number of procedures that could augment a human, many of which eventually filtered into the mainstream. Their development of procedures that were inherited, however, lead to trouble.
The agents that survived the early so-called Uplift procedures were erratic and dangerous. Majestic spent a noticeable amount of effort in tracking down rogue augmented agents. A few of these agents established the Neo Homo movement, believing themselves to be the inheritors of Earth. They managed to hide from Majestic's sight. As dangerous as it was, they would occasionally raid Majestic for augmentation supplies, so they could convert recruits.
With the development of modified humans who passed new traits, the New Men went into action. They kidnapped a number of altered children and raised them in secret. A number of these groups were uncovered, but many were not. When the scandals of 2037 forced Majestic to clean up various operations, they eliminated most of their Neo Homo, and attempted to hunt down the rogue groups. This was mostly unsuccessful.
In the 2040s, Neo Homo kept their origins secret from others, assimilating into mainstream society. Many did confide, in general ways, to those close to them. Most kept hidden, fearing the reaction of loved ones or enemies. In truth, very few people cared. Although inherited augmentations were technically illegal and often considered distasteful, only a few groups had a strong opinion. In cases where Neo Homo were honest, though, relationships and marriages were often strained.
Character Options
The Player may elect to devote Con or Pow points towards Inheritance. The SAN score is calculated after this expenditure. Neo Homo suffered from health and mental problems due to the work that had been done to their genetic makeup.
Inheritance points can be added directly, point per point, to other attributes. One point of inheritance can also be traded for 10 points of equipment rating. This could reflect night vision, acute smell, combat instincts, retractable claws, and so forth.
All forms of inheritance consist of implanted cyberware, with some biological foundation. The preparation does not count toward future preparation, and cannot be removed without 100x the normal cost. It also does not count toward the normal Con+Siz limit.
Equipment without a normal rating, like claws, are rated in terms of their weight in kg, divided by 2. Normally, this rating affects the rating of preparation to install equipment. Instead, for inheritance, the weight rating is used as the cost of the item. The weight rating used is that of normal equipment of the year 2000, though the actual performance and shape of the item will be that of the 2050s.
In all cases, 'switchable' equipment has an inheritance cost 10% more than normal. Inherited equipment cannot require ammunition or large amounts of energy, so it cannot cover ranged weapons.
Something like claws would only cost 1 point of rating, even if switchable.
The most common inherited technologies are installed armor, links, accelerated healing, and Dex acceleration. They are most common because they are useful, and difficult to notice.