Knock-Off Monday  16 June 2014
GEMINI BIOWARE SYMBIOTS PART 1 
 OVERVIEW 
Known throughout the world for their expertise in genegineering and human augmentation, Gemini Bioware is set to unveil a new series of 
augmentations  Symbiotic grafts and implants. For purposes of this article, a graft is an external augment and implants are considered internal 
augmentations.  
Public Concern 
Gemini has spent millions of credits in legal fees, as well as conducted extensive laboratory and field tests to convince the UIG and potential 
customers that their Symbiot strains do not present a genetic threat to Earths inherent life forms and are safe for users as well. Although initially 
dubious as to whether Symbiots should be classified as BIOs or merely a form of organic augmentation, a panel of senior biologists and genegineers 
within the UIG have recently agreed to review Geminis newest lab results and claims of safety.   
Points of concern to be addressed include:   
1. Symbiots must adhere to the same implantation procedures and conditions as Geminis Bio-implants. 
2. Symbiots must not be capable of auto-locomotion. 
3. Symbiots must not be capable of reproduction. 
4. Symbiots must be fully implanted / attached / grafted to their host and may not be capable of being removed unless surgically excised by a 
qualified genegineer or cybernetic surgeon. 
5. Symbiots must be fully controllable by their hosts and incapable of full independent action of their own accord. 
6. Symbiots must be healthy and medically cleared before implantation. 
7. Gemini Bioware must offer and provide for regular health maintenance of implanted Symbiots.  
As for their prospective customer base, Gemini has publically released several advert vids of Gemini Agents using various Symbiots under both 
controlled and off-world field conditions. Mere hours after the vids were released onto the WDN, inquiries about the new augs have swamped 
Geminis sales & marketing department.  
 Incorporated Vol. I, page 56  
System  
Biologic Gene Amalgamation 
Many biologic augmentations must be gene-matched with the prospective client in order to ensure genetic synchronization between host and 
Symbiot. This is accomplished by obtaining a biosigniature analysis and DNA sample from the host and then inoculating the resultant genetic profile 
into a developing Symbiot. The entire process takes one to two weeks, from beginning to end  with the buyer walking out of the clinic with his new 
friend.    
Care and Feeding 
Symbiots, when not grafted or implanted to a host, are kept in a closed terrarium tank suspended in a nutrient bath. A Symbiot can be maintained 
indefinitely when stored in this manner.  Symbiots coupled to a host absorb the necessary sustenance from their hosts who often experience cravings 
for odd foodstuffs necessary for proper upkeep of their Symbiot. A Symbiot deprived of proper nutrition slowly starves, losing a Health Level every 
other day until death occurs.   
Symbiot Attributes 
Like their Bio-Implant cousins, Symbiots have Health and Resistance Levels. Also like Bio-Implants the default ratings for Symbiots are Health 10 
and Resistance 7. If their Health is endangered they roll Endurance + Health, using the hosts Endurance for the attempt. For other details concerning 
Bio-Implants see Incorporated Vol. I, page 56.   
Symbiots outside the hosts body use the hosts AV for the area where they are grafted on. If exposed, they have AV 2 and 1 Hit Point for every 
Health Level they possess. Unless stated in the description for the Symbiot, the Hit Points of the Symbiot are not added to those of the host.       
SYMBIOT CREATION 
To create a new Symbiot run through the following charts - choosing the options that interest you or determine the results randomly as you wish.    
A. TYPE OF SYMBIOT (Roll or Choose)  
D4  Type 
1-3  Implant 
   4  Graft  
B. SYMBIOT DERIVATION (Roll or Choose)  
D12  Derivation 
1-5  Animal 
6-8  Plant  
9-10  Animal/Plant Hybrid 
11  Biological Nanite/Viral Colony 
12  Xenoform/Unclassifiable   
C. SYMBIOT SIZE (Roll or Choose)  
D20  Relative Size       
1  Microscopic (Virus/Molecule)   
2-3  Minute (Ant/Rice Grain)       
4-7  Tiny (Large Insect/Coin) 
8-13  Small (Hamster/Baseball)  
14-19  Medium (Housecat/Soccer Ball) 
20  Large (2-year old child/Rucksack)  
D. GRAFT POINT / IMPLANTATION SITE (Roll or Choose)  
  1. Graft Site  
  D20  External Location   
  1  Abdomen 
  2  Arm (s) (Upper Arm, Forearm) 
  3  Back 
  4  Base of Spine 
  5  Buttocks 
  6  Chest 
  7  Foot (Feet) 
  8  Groin (Genitals) 
  9  Hand (s) 
  10  Head, Back of 
  11  Head, Face 
  12  Head, Forehead 
  13  Head, Top of 
  14  Joints / Articulation (Neck, Waist, Elbow, Hip, Knee, Ankle, Finger & Toe Phalanxes) 
  15  Leg (s) (Upper Leg, Lower Leg) 
  16  Neck, Back of  
  17  Neck, Side of  
  18  Neck, Throat 
  19  Shoulder (s) 
  20  Skin                 
  2. Implantation Site  
  D8  Internal Location   
  1  Head/Skull (Sensory)  
    D4  Subsystem 
    1  Auditory System (Middle Ear  Auditory Ossicles & Eustachian Tube, Inner Ear  Cochlea & Vestibule) 
    2  Mouth (Teeth/Tongue, Taste Buds)  
    3  Nose (Vestibule, Nasal Cavity, Olfactory Nerve Endings) 
    4  Eye (Cornea, Iris/Pupil, Retina, Optical Nerve)      
  2  Nervous System  
    D4  Subsystem 
    1  Brain (Cerebrum, Cerebellum, Brain Stem) 
    2  Spine  
    3  Spinal Fluid 
    4  Nerves (Neurons  Cell Body / Synaptic Knobs / Dendrites / Neurotransmitters / Axon Tubes)  
  3  Respiratory System  
    D4  Subsystem 
    1  Trachea / Windpipe 
    2  Bronchi 
    3  Lungs 
    4  Diaphragm  
  4  Circulatory System   
    D4  Subsystem 
    1  Heart 
    2  Arteries (Carries blood away from heart) 
    3  Veins (Carries blood back to the heart) 
    4  Blood  
  5  Digestive System  
    D4  Subsystem 
    1   Mouth/Teeth  
    2  Esophagus  
    3  Stomach  
    4  Intestines/Bladder/Anus  
  6  Skeletal System  
    D4  Subsystem 
    1  Bones/Teeth 
    2  Joints  
    3  Ligaments 
    4  Marrow  
  7  Musculature System  
    D4  Subsystem 
    1  Muscles (Skeletal  Voluntary Action, i.e. Biceps, Triceps, Pectoral, etc.) 
    2  Muscles (Smooth  Involuntary Action, i.e. Internal Organs)  
    3  Endomysium Sheath (Covers Muscles) 
    4  Tendon Connectors  
  8  Miscellaneous Systems   
    D6  Subsystem 
    1  Body Cavities   
    2  Subcutaneous Fat Deposits  
    3  Reproductive System 
    4  Endocrine System 
    5  Lymphatic System 
    6  Misc. Organs (Appendix, Colon, Gall Bladder, Kidneys, Liver, Pancreas, Spleen) 
E. APPEARANCE / DESCRIPTION (Roll or Choose / Reroll illogical or unworkable results)  
  1. Movement  
    D4  Motion 
    1-3   Moving  
       4  Unmoving  
  2. Type of Motion   
    D8  Type 
    1  Pulsating 
    2  Quivering 
    3  Rippling  
    4  Shuffling 
    5  Sucking In and Out 
    6  Swaying 
    7  Throbbing  
    8  Undulating   
  3. Descriptors (Roll D3)  
    D20  Shape 
    1  Bush 
    2  Centipede 
    3  Claw 
    4  Fungus 
    5  Hand 
    6  Infant 
    7  Insect 
    8  Internal Organ (Brain, Heart, Intestines, Kidney, Liver, Lung, Stomach, etc.) 
    9  Lump of Flesh 
    10  Mold 
    11  Scorpion  
    12  Segmented Worm 
    13  Slime 
    14  Snake 
    15  Spider 
    16  Starfish (2D4+2 Arms) 
    17  Tree Bark 
    18  Tumor / Growth 
    19  Twisted Face 
    20  Wad of Chewing Gum  
  4. Physical Features (Roll D4)  
    D20  Features 
    1  Barbs 
    2  Bristles 
    3  Bruised 
    4  Cilia 
    5  Dendrites   
    6  Fangs / Teeth 
    7  Flesh Tabs 
    8  Holes 
    9  Hooded 
    10  Indentation 
    11  Knobs 
    12  Knots 
    13  Lumps 
    14  Scaled 
    15  Sores 
    16  Spikes 
    17  Stalk / Stem / Boles   
    18  Tendrils 
    19  Tentacles 
    20  Whorls  
  5. Texture (Roll once for each category) 
    D4  Grain 
    1-2  Rough 
    3-4  Smooth  
    D4  Liquescence 
    1-2  Dry 
    3-4  Wet  
    D10  Consistency 
    1-3  Slimy 
    4-6  Sticky  
    7-9  Firm 
    10  Roll again for a second result  
    D4  Density 
    1-2  Hard  
    3-4  Soft  
  6. Temperature  
    D10  Temperature 
    1  Hot 
    2-3  Warm   
    4-7  Room Temperature 
    8-9  Cool 
    10  Cold  
  7. Shine  
    D4  Location   
    1-3  Bright 
    4-6  Dull 
    7-8  Varied  
  8. Coloration  
    D4  Number of Colors 
    1-2  Single Colored 
    3-4  Multi-Colored (Roll Below)  
      D4  Color Pattern 
      1  Striped 
      2  Spotted 
      3  Patched 
      4  Scintillating   
  9. Color (If multi-colored roll D4+1 times) 
    1  Azure  
    2  Black 
    3  Blood Red 
    4  Blue 
    5  Bronze 
    6  Brown 
    7  Clear 
    8  Copper 
    9  Gold 
    10  Gray 
    11  Green 
    12  Ochre 
    13  Olive Green 
    14  Orange 
    15  Purple 
    16  Red 
    17  Silver 
    18  Violet 
    19  White 
    20  Yellow 
  10. Sound Characteristics  
     D4  Vocalization  
    1-2  Silent  
    3-4  Vocal   
    Vocalizations (Roll D2 times)  
    D20  Effects 
    1  Buzzing 
    2  Chirping 
    3  Chortling/Tittering 
    4  Coughing 
    5  Crying/Sobbing 
    6  Dead Quiet  
    7  Droning 
    8  Growling 
    9  Heart Beat 
    10  Hissing 
    11  Hooting 
    12  Howling 
    13  Humming 
    14  Purring 
    15  Ringing 
    16  Screeching 
    17  Shrieking 
    18  Whining 
    19  Whispering 
    20  Whistling  
  11. Olfactory Characteristics   
    D4  Scent 
    1  Unscented  
    3-4  Scented   
    Scent (Roll D2 times)  
    D20  Effects 
    1  Cheese 
    2  Cinnamon 
    3  Cooked Meat 
    4  Death     
    5  Feces 
    6  Feet     
    7  Garlic 
    8  Honey 
    9  Hot Peppers 
    10  Liquor / Spirits  
    11  Musk (Skunk, Ferret) 
    12  Onions  
    13  Perfume / Cologne 
    14  Rancid Meat 
    15  Roses 
    16  Rubbing Alcohol     
    17  Spices 
    18  Sweat / Body Odor    
    19  Urine 
    20  Wet Dog            
F. SPECIAL CHARACTERISTICS (50% chance of possessing a special characteristic; then roll D6)  
D6  Characteristic  
1  Symbiot is quasi-sentient (Roll D3 for INT, PER and PRE / Communicates through empathy / emotion)  
2  Symbiot is sentient (Roll D8+2 for INT, PER and PRE / Communicates through strong empathy / speech)   
3  Symbiot is Telepathic (Shares telepathic bond with host and has D2 other appropriate telepathic skills)  
4  Symbiot is a hardy specimen. Increase Health by D3+1 points (11-14) and Resistance by D3 points (8-10).  
5  Symbiot has a ranged attack form relative to its physical capabilities; Host is immune to effects where appropriate. Roll D6, 
  rerolling unsuitable results.                                  
Ranged Attacks  
D6  Attack Form   
1  Acid Stream (D6 Damage + D6 damage for D2 rounds, Close Range, Rate 1) 
2  Electrical Arc (2D4 Damage, treat as a Galvanic Attack, Close Range, Rate 1) 
3  EMP Burst (2D6 Damage, Close Range, Rate 1) 
4  Plasma Bolt (D8 Damage, Ignores 8 AV, Close Range, Rate 1)         
5  Spits Poison (D6 Damage and must roll under END on 2D10 or be paralyzed for 2d4 rounds)          
6  Symbiot has a close combat attack form relative to its physical capabilities. Where STR is indicated assume   the Symbiots   STR to 
be  or equal to the Hosts STR (GMs discretion). Roll D6, rerolling inappropriate results.                                                          
F) BENEFITS & DRAWBACKS  
  1. Overview 
  The following benefits and drawbacks do not have suggested point values or ratings assigned to allow GMs full discretion to   determine 
the appropriate standard for their campaigns. Likewise, there is no set number of benefits or drawbacks the GM   can choose for their 
creations.  
  2. Possible Benefits 
  These characteristics are generally benign and/or beneficial to the host in some way.     
  Accepting of Hosts Associates 
  Accepting of other Symbiots and/or Biotech Implants 
  Boost Defense 
  Boost Healing Rate  
  Boost Initiative 
  Boost Physical Skill Rolls (Athletics, Close Combat, Observation, Stealth)  
  Boost Telepathic Skill Rolls  
  Heightened Appearance (Increased Looking Good Score)  
Physical Attacks (Taken from KOM 13 - Variant Genetic Mutations)   
1) Bite           2) Gore attack, horn, spike, tusks  
D6   Damage         D6   Damage  
1-3   D2 +  STR       1-3   D6 +  STR (Mashing 1)  
4-5   D3 +  STR       4-5   D6+1 +  STR (Mashing 2)  
6   D4 +  STR       6   2D4 +  STR (Mashing 3)  
3) Claws, bone strike, etc.      4) Tentacle, tendril, tongue, tail, etc.  
D6   Damage        D6   Damage 
1-3   D4 +  STR      1-3   D4 +  STR (+1 to grapple/restrain checks) 
4-5   D4+1 +  STR      4-5   D4+1 +  STR (+2 to grapple/restrain checks) 
6   D4+2 +  STR       6  D4+2 +  STR (+3 to grapple/restrain checks)         
5) Abrasive, spiky hide      6) Roll again  Rerolling any rolls of 6, increase indicated  
D6   Damage        damage by 2 points, 
1-4   D3 vs. attackers fighting unarmed 
5-6   D4 vs. attackers fighting unarmed   
  Heightened Hearing  
  Heightened Sight 
  Heightened Smell 
  Heightened Taste 
  Heightened Touch 
  Imparts ability to breath in an alternate atmosphere (Under water, toxic environments, etc.) 
  Imparts ability to learn Telepathics (Gain the Telepath Training) 
  Imparts ability to regenerate (i.e. Organs and Limbs and/or Rapid Healing Rate) 
  Imparts Appearance / Physical Character Traits of Past Host (s) (Good) 
  Imparts Beneficial Mutation (s) 
  Imparts Extra Attack (i.e. Tentacle, Mouth, etc.) 
  Imparts Longevity  
  Imparts Memories of Past Host (s) (Good) 
  Imparts Perk / Training (i.e. Survival, Unarmed Combat Specialist, etc.) 
  Imparts Personality / Mental Character Traits of Past Host (s) (Good) 
  Imparts Special Attack (Sonic, Telepathic, Poison/Toxin, Acid, etc.) 
  Increased Armor Value (Thick Skin, Hide, Exoskeleton, Thick Fur, etc.) 
  Increased Hit Points (i.e. adds a number of HP to the host / Symbiot adds its Hit Points to the hosts) 
  Increased Natural Ability Maximum 
  Increased STATs  
  Increased Telepathic Energy 
  Reduce / Prevent Mashing Damage 
  Resistance to Cold 
  Resistance to Corrosives 
  Resistance to Disease 
  Resistance to Drugs & Chemicals 
  Resistance to Electricity 
  Resistance to Gravity Changes (Low / High) 
  Resistance to Heat 
  Resistance to Light and/or Light Based Weapons 
  Resistance to Mutagens 
  Resistance to Poisons & Toxins 
  Resistance to Sound and/or Sound Based Weapons                        
  3. Possible Drawbacks 
  These abilities typically impart some disadvantage or adverse quality upon their host.  
  Ages Host prematurely  
  Decreased Armor Value 
  Decreased Hit Points (i.e. Symbiot uses a number of the hosts HP to maintain itself) 
  Decreased Natural Ability Maximum 
  Decreased STATs 
  Decreased Telepathic Energy  
  Diminished Appearance (Lowered Looking Good Score) 
  Diminished Hearing  
  Diminished Sight 
  Diminished Smell 
  Diminished Taste 
  Diminished Touch 
  Imparts Adverse Mutation (s) 
  Imparts Appearance / Physical Character Traits of Past Host (s) (Bad) 
  Imparts Memories of Past Hosts (Bad) 
  Imparts Personality / Mental Character Traits of Past Host (s) (Bad)  
  Increased Mashing Damage 
  Jealous and/or Rejects Hosts Associates 
  Jealous and/or Rejects other Symbiots and/or Biotech Implants 
  Penalize Defense  
  Penalize Healing Rate 
  Penalize Initiative 
  Penalize Physical Skill (Athletics, Close Combat, Observation, Stealth) 
  Penalize Telepathic Skill Rolls  
  Removes ability to learn Telepathics 
  Restricts ability to breath in a certain atmosphere  
  Symbiot cannot be removed without serious, long lasting consequences (Death, Disfigurement, etc.) 
  Vulnerability to Cold 
  Vulnerability to Corrosives 
  Vulnerability to Disease 
  Vulnerability to Drugs & Chemicals 
  Vulnerability to Electricity 
  Vulnerability to Gravity Changes (Low / High) 
  Vulnerability to Heat 
  Vulnerability to Light and/or Light Based Weapons 
  Vulnerability to Mutagens 
  Vulnerability to Poisons & Toxins 
  Vulnerability to Sound and/or Sound Based Weapons                           
Copyright Iam Nobody, Brutal Games (Knock-off) 2014