<Cybercore>

What Is Wetware?

Wetware is biologically vat-grown enhancement; DNA spliced from another creature, usually from another species, woven into your own germline by a chop-shop geneticist with a pressing student loan and a creative interpretation of "donor consent." Cybernetics bolt metal onto your skeleton. Wetware grows new organs that weren't supposed to be there, in a body that didn't ask for them, and convinces your immune system to politely look the other way.

The result is something the marketing brochures call "superior." Yes darling, the rabbit ears really do make you more alluring. The recipient gains a permanent attribute boost matched to whatever species the donor came from. The catch is that you don't just inherit the trait; you inherit a fragment of the donor's behaviour, its hungers, its instincts. The geneticist will swear blind that the splicing process filters those out. The geneticist is just following their code; Smile and lie, boys, smile and lie. Perfect teeth, though.

Wetware is far more expensive than Cybernetics, it cannot be removed (only upgraded), and every install permanently reduces your Max HITS by 1 as your body learns to keep the new organ alive on whatever budget your circulatory system has left.

It is also immune to EMP and carries no Electrical vulnerability. The trade-off is the donor riding shotgun in your nervous system for the rest of your life.

Origin Restriction. Wetware requires biological tissue compatible with carbon-based DNA splicing. Silicoids (crystalline) and Androids (synthetic) cannot install wetware. The vat protein refuses to graft onto silicon or polymer chassis.

The Wetware Catalogue

Wetware is sold per attribute, with a donor species selected by the manufacturer for the trait being amplified. The galaxy is full of weird biology and priced accordingly.

AttributeDonor SpeciesWhat You Inherit
AgilityVex'Ka RibbonshrikeFrictionless tendons, pre-cog grasp reflex of the apex predator.
AllureLumenwhal of Erythros-7Bioluminescent dermal patches and a sub-aural lure modulator.
ForesightHollowback Crawler of Kett-VoraiPre-collapse amygdala overlay; senses structural failure early.
FortitudeCrucible Gutter-Slag (Filum cybernecra)Self-cleaning bio-filter liver tuned by Crucible reactor coolant.
HarmonyPak-Songer of ShoalfallSub-vocal pulse glands; partially networks your limbic system to the squad.
IntellectSpinal-Cluster Squid (Octocerebrus astralis)Nine semi-autonomous spinal ganglia. Distributed cognition.
MightBovarian Combat-SowArena-bred densified myomer and bone lattice. War-beast musculature.
PerceptionVoidic Hawkfish (Optica nyx)Reflective triple-eyelids, head rotation, silent-fin damping.
PersuasionChorale-Trill (Sonus diplomaticus)Sub-sonic modulator and acoustic-mapping cortex from Ahn-envoy peace-singers.
ReflexSnap-Crawler (Crustacea fulgur)Pre-loaded muscle capacitor. Strikes before nervous-system speed.
TechWirewing Pack-CrowJunker-bio-tech pattern-matching cortex; tools feel like limbs.
WillpowerIronhide Pit-Boar (Carnis ferratus)Iron-laced subdermal hide and amygdala from the Ironmoon mine creature.

Pricing

Wetware is 3× the cost of equivalent cybernetics, reflecting both the rarity of donor stock and the hours of black-market geneticist time.

MarkBonusPrice (Creds)
Mk-I+16,000
Mk-II+212,000
Mk-III+324,000
Mk-IV+448,000
Mk-V+596,000

Installation Rules

Permanent HIT Cost; Per Operation

Each surgical operation (install OR upgrade) permanently reduces your Max HITS by 1. The cost is per operation, not per Mark; so jumping multiple Marks in a single operation only costs 1 HIT.

You can save HITS by skipping intermediate Marks. The trade-off is that each operation is also when the geneticist rolls (or re-rolls) on the quirk table, so a stepwise climb gives you more chances to escape a bad quirk; a single jump straight to Mk-V gives you exactly one roll, and it's against the full 1d5 pool.

PathOperationsHITS LostQuirk Rolls
Install Mk-I, then upgrade 1→2→3→4→5555 (each at the larger pool)
Install Mk-I, then jump straight to Mk-V222
Install Mk-V directly (no prior wetware)111 (against the full 1d5)
Install Mk-I, then upgrade Mk-I → Mk-III222

Multiple wetware families are tracked independently; Wetware Might Mk-V (one op, -1 HIT) plus Wetware Allure Mk-II (one op, -1 HIT) costs 2 HITS total, regardless of which family you installed first.

The HITS are gone permanently. There is no surgical reversal. Plan your operation count carefully; and remember that more operations means more chances at a milder quirk, but also more chances at a worse one.

Cannot Be Removed

Once installed, wetware cannot be extracted. The donor tissue has integrated with your nervous system, vascular system, and skeletal structure to a degree that any attempt at removal would be functionally indistinguishable from murder. The chop-shop will not even quote you a price.

You can upgrade a wetware family to a higher Mark. The geneticist re-splices over the existing graft, adding more donor DNA to the established framework.

The Quirk Table

Every wetware operation rolls one quirk; a fragment of donor behaviour that bleeds through into your own. The current quirk is permanent and tied to the wetware family until the next operation overwrites it.

When you install (or upgrade) wetware, the geneticist rolls 1d{new Mark} against the wetware item's quirk pool. Mk-I rolls a 1 (guaranteed), Mk-V rolls 1d5. The pool is ordered from mildest (entry 1) to most severe (entry 5); higher Marks risk worse quirks because the donor DNA is more concentrated.

Operations re-roll

Every operation, install OR upgrade, triggers a fresh roll. The geneticist tells you they're going to "clean up the side effects." They are lying. What actually happens is:

  1. The pool is sized to the new Mark (Mk-N → 1d{N} against the first N severity tiers).
  2. The geneticist rolls.
  3. The new quirk replaces the old one; for better or worse, regardless of how much you liked the previous one.

A Mk-IV → Mk-V upgrade rolls 1d5 against all five severity tiers. You might get the Mk-I quirk (mild) or the Mk-V (catastrophic). The geneticist will charge you extra either way.

This is why some operators choose to skip intermediate Marks; fewer operations means fewer HIT losses but also fewer rolls. Other operators climb stepwise specifically to keep re-rolling for a milder quirk, accepting the HIT cost as the price of luck.

Quirks Have Mechanical AND Roleplay Effects

Unlike standard Common Quirks, wetware quirks always carry a mechanical penalty in addition to the behavioural one. They are not optional flavour. The penalty is the price of the upgrade.

Examples (severity tier in brackets):

  • (1) Ribbon Twitch (Vex'Ka Ribbonshrike donor), When startled, the first half of your next Movement must be spent moving away from the source. No Action loss, just an involuntary backstep before you can do anything else. Your shoulder blades ripple in a wave the donor used for prey strikes.
  • (3) Pack Frenzy (Pak-Songer donor); When an ally goes DOWN within sight, you must spend your next Action moving toward them. Bane(1) to all rolls until you reach them.
  • (5) Hibernation Cycle (Bovarian Combat-Sow donor), During every Lockdown, you sleep deep and long, you have only HALF the usual downtime hours. This halves how many downtime activities you can complete per Lockdown (training, weapon mods, medic treatment received, crafting hours). HITS / Wound recovery are unaffected. R&R is unaffected. The arena handlers built the cycle in for safety between bouts. It didn't go away when the breed went off-world.

The full per-attribute quirk table is built into the Foundry VTT system and rolled automatically at install time.

Advantages of Wetware

Wetware is biological; it has no circuitry, no shielding, no EMP signature. EMP attacks pass through it harmlessly, and Electrical damage no longer benefits from the EMP Vulnerable / Susceptible / Sensitive tiers that mark cybernetics and bionics. This is the single largest mechanical reason an operator pays the Wetware tax.

You may freely mix wetware and cybernetics on the same body; but every cybernetic still carries its own EMP tier, and EMP attacks will only fry the cybernetic side of your kit.

Wetware self-heals. Wetware carries a quality stat like any item, and a critical hit can target it specifically, the donor tissue is, after all, meat, and meat takes hits. The advantage is that wetware regenerates with the body it's grafted into. Whenever you heal 1 Wound, the wetware regains 1 quality. Whenever you return to full HITS (and have zero Wounds), the wetware regenerates to full quality automatically. No chop-shop visit required, no Engineering-Repair check, no parts. The graft is alive, it heals because you heal.

This is the second mechanical reason operators pay the Wetware tax: cybernetics break and stay broken until repaired; wetware breaks and re-grows on its own clock.

Compatibility

OriginCompatibleNotes
HumansYesThe reference biology. Splices cleanly.
RodiYesAlready used to genetic drift.
KanarieYesAvian DNA splices well with the avian-derived donors.
SkethYesCold-blooded splice tolerance complicates Fortitude Wetware (Boon(1) to GM-discretion rejection rolls).
BohecsYes (Independent only)Hive Bohecs cannot; the splice disrupts hive synchronisation.
JunkersYesSee Wet Tolerance; Junkers do not suffer the -1 HIT or quirk roll.
ZetasYesStandard splice.
CyborgsYesWhatever organic tissue you have left can host the splice. See the Wet-ware Adept feat for cyborg-specific tolerance.
AndroidsNoSynthetic chassis. The protein has nothing to graft onto.
Om / Slaters / NanocoidsNoCrystalline / silicon / nanite. Wetware refuses to bond.

Full Quirk Tables

Twelve donor pools, five severity tiers each; sixty quirks total. Each table is ordered mildest → most severe. The "In pool from" column shows the lowest Mark at which a given quirk slot can roll: install Mk-III and you roll 1d3 across slots 1-3; install Mk-V and you roll 1d5 across all five.

Agility; donor: Vex'Ka Ribbonshrike

#In pool fromQuirkMechanicalRoleplay
1Mk-IRibbon TwitchWhen startled, the first half of your next Movement must be spent moving away from the source. No Action loss; just an involuntary backstep before you can do anything else.Your shoulder blades ripple in a wave the donor used for prey strikes. People notice.
2Mk-IIStrike CompulsionWhen a small object falls within reach, you spend 1 Action snatching for it. No save.A dropped credit-chip is a fleeing prey item. The ribbonshrike does not let prey leave.
3Mk-IIIPredator TellWhile carrying an unrevealed Shadow Mandate, you unconsciously stalk-track your mark; your gait shifts into the donor's predator posture whenever the mandate target is in line of sight. Anyone observing you gains Boon(1) to Espionage-Search to identify your target.The ribbonshrike doesn't hide its prey. The ribbonshrike rehearses the strike.
4Mk-IVFrictionless GripBane(1) on any roll requiring sustained gentle pressure (surgery, fine soldering, the squad medic's drip line).Your tendons want to clamp or release. The middle ground is gone.
5Mk-VKilling-Frenzy LockAfter landing a critical hit in melee, must spend your next Action attacking again; same target if alive, nearest hostile otherwise.The ribbonshrike's nerve cluster takes the wheel. You return when the muscle exhausts itself.

Allure; donor: Lumenwhal of Erythros-7

#In pool fromQuirkMechanicalRoleplay
1Mk-IBioluminescent IdleIn any low-light environment, your dermal patches glow involuntarily. Bane(1) to Stealth.You don't notice the glow until someone shoots at it.
2Mk-IIDisplay ReflexIn any tense social roll, your patches involuntarily ripple; Bane(1) to Espionage-Social checks involving deception.Your skin gives the answer before your mouth does. The Bohecs read you fluently.
3Mk-IIIPheromone LeakWhen you complete a Black Op step, your pheromone signature shifts. Wetware-Allure recipients or olfactory-enhanced creatures within Short range gain Boon(1) to detect the change.The Lumenwhal's scent-shift signalled mating cycle. Yours signals you've done something. The bar staff have started noticing the pattern.
4Mk-IVLure ResonanceUnder stress, sub-aural lure modulator emits a low warble. Bane(1) to all Stealth checks.It's the same frequency the donor used to call prey. The carnivores in the bar suddenly look up.
5Mk-VNest-BuildingYou compulsively rearrange any room you sleep in for 30 min; adds 30 min to every Lockdown setup. If denied, gain 1 Exhaustion.The shiny goes HERE. The cushions go THERE. There is a system. The system is not negotiable.

Foresight; donor: Hollowback Crawler of Kett-Vorai

#In pool fromQuirkMechanicalRoleplay
1Mk-ITwitchyOn any unexpected loud noise, must pass a Mental Save vs Easy Mission TL or spend 1 Action diving for cover.A door slams. You're under the table before your brain finishes labelling the sound.
2Mk-IILight SleeperLockdown HITS recovery cap reduced by 1 (sleep too shallow to fully restore).Every footstep two decks down wakes you. The hollowback never truly slept either.
3Mk-IIIForced DisclosureWhen a squadmate asks you a yes/no question about your activities, you must make a Mental Save vs Easy Mission TL or answer truthfully. Once per Op per asker.The hollowback couldn't hold a warning back. Neither can you, when the right question lands. The pause before the truth is your tell.
4Mk-IVFreeze ResponseWhen surprised at the start of combat, you freeze for 1 round; no Actions, attackers have Advantage. Bank 1 Energy per Free Action you would have taken (1 at Tier 1, 2 at Tier 2, 3 at Tier 3). The prey instinct winds the spring; the release is yours to spend when the freeze breaks.The hollowback didn't run from Collapses. It froze, watched the deck plate flex, and waited for the precise microsecond. When the spring fires, clear the arc.
5Mk-VSubsonic SqueakUnder stress, vocal cords emit involuntary high-pitched squeaks. Bane(1) to Stealth, gives away position to anyone with Hearing Average+.It's the warning call hollowbacks pass through ductwork. You don't mean to. It still goes out.

Fortitude; donor: Crucible Gutter-Slag (Filum cybernecra)

#In pool fromQuirkMechanicalRoleplay
1Mk-IChemical CravingsOnce per Lockdown, must consume something inedible to others (machine oil, scrap, coolant) or gain 1 Exhaustion.The squad mechanic stopped leaving lubricant tubes unattended. The squad medic stopped asking why.
2Mk-IISlag TraceYour sweat carries trace chemical residues of whatever Black Op materials you've handled in the last 24 hours. Anyone with chemical-detection gear, olfactory-enhanced wetware, or Wetware-Fortitude themselves can ID what you've recently touched within Short range. Bane(1) to Espionage-Social rolls denying recent activities.The gutter-slag lived in reactor coolant. It logged everything it filtered. So do you. Wash up doesn't help.
3Mk-IIISkitter ReflexWhen surprised, first Action is a 3 GSU sideways scuttle.You vanish into a maintenance crack you didn't know was there. The squad has stopped tracking your post-ambush position.
4Mk-IVFilter TicYou compulsively brush your face with both hands every few minutes. Bane(1) to all Tool Use Maneuvers (cutting through a door, welding a hull breach, field-stripping weapons, etc.).The gutter-slag clears its filtering cilia like this. You don't have cilia. The hands disagree.
5Mk-VChitin PatchesPermanent cosmetic chitinous patches on neck/arms. Bane(1) to Allure checks in non-Junker company. Hostile NPCs may read you as alien.They flake. They itch. The patches are a lighter colour than your real skin. Tailors won't quote you.

Harmony; donor: Pak-Songer of Shoalfall

#In pool fromQuirkMechanicalRoleplay
1Mk-ITelepathic BleedOther Wetware-Harmony recipients within line of sight gain Boon(1) to Espionage-Social checks reading your true intent. Pak-Songer pack-mind doesn't fence off thoughts cleanly.The pack shared a limbic system. You inherited the leak. Other recipients can taste your mood across a room.
2Mk-IIDown-Cry CompulsionOnce per Op, when an ally goes DOWN, you must vocalise a low pack-cry. Bane(2) to Stealth that round.It comes out before you can stop it. The Pak-Songer's grief was loud. So is yours.
3Mk-IIIPack AnxietyWhen isolated from squad >1 hour, gain 1 Psych for each hour. Persists until reunion.The silence is wrong. The empty rooms are wrong. The Pak-Songer never knew silence.
4Mk-IVPack HierarchyYou instinctively defer to whoever you mentally tag as alpha. Bane(1) to any roll opposing them. This includes Alpha Creatures (Alpha Scout / Alpha Warrior / Alpha Spitter; see the Zod bestiary).You can't override the instinct. The captain has noticed and uses it.
5Mk-VPack FrenzyWhen an ally goes DOWN within sight, you must spend your next Action moving toward them. Bane(1) to all rolls until you reach them.The Pak-Songer takes over. Packmates are not left where they fall.

Intellect; donor: Spinal-Cluster Squid (Octocerebrus astralis)

#In pool fromQuirkMechanicalRoleplay
1Mk-IChromatophore FlushSkin patches change colour with mood. Bane(1) to Espionage-Social checks involving deception.You go pale-grey when scared, mottled-purple when angry. Useful for the squad. Terrible for poker.
2Mk-IITight-Space CompulsionOn entering any small enclosed space, lose 1 Move investigating it. No save.The little gap behind the console DEMANDS investigation. The Octocerebrus sleeps in cracks. So do you, now.
3Mk-IIICompulsive AccuracyCannot intentionally provide false numerical information to squadmates (count, time, location coordinates, ammo remaining, distance). Auto-fail any deception involving exact figures. Vague statements are fine; the moment you cite a number, it's true.Nine ganglia, no agreement on lying about numbers. The Octocerebrus didn't evolve approximate.
4Mk-IVBrine CravingsOnce per Op, must consume saltwater / brine / preserved fish or gain 1 Exhaustion.The squad medic now carries a brine pouch. For you. Specifically.
5Mk-VInk ReflexUnder critical-fail stress, eject a 1 GSU × 1 GSU square cloud of black ink from your sweat glands (one standard play tile). Cannot be voluntarily controlled. In atmosphere the cloud settles to the floor over the next round, granting Full Cover to anyone behind the cloud before fading into a sticky 1 GSU residue at the end of the encounter. In zero-G or vacuum it globs into a slow-drifting 1 GSU sphere; persists until physically dispersed; passing through = Blinded until faceplate wiped (1 Action). In anti-grav fields it drifts along the local pseudo-gravity gradient (GM determines flow). Anyone caught inside at the moment of release is Blinded for 1 round. Residue is permanent on cloth and standard armour finish; Crucible Genetics sells a solvent for 50 cr.You don't have an ink sac. The geneticist disagrees. The bedsheets are evidence.

Might; donor: Bovarian Combat-Sow

#In pool fromQuirkMechanicalRoleplay
1Mk-ICaloric DemandConsume 2× normal food/water rations. Standard ration packs run out twice as fast.The combat-sow eats its bodyweight a day. You're trying to scale that down. You're failing.
2Mk-IIHeavy FootedBane(1) to all Stealth checks. You weigh more than you used to.The deck plates announce you. You've stopped trying to sneak.
3Mk-IIIArena PostureWhile carrying an unrevealed Shadow Mandate involving direct conflict (combat target, sabotage, betrayal), you unconsciously square up; shoulders rotated, weight forward, the combat-sow's pre-charge stance. Visibly threatening; Bane(1) to Espionage-Social rolls maintaining a non-hostile cover.The combat-sow telegraphed every charge. You inherited the telegraph and most of the charge.
4Mk-IVTerritorial RoarWhen threatened in your bunk/quarters, must make a Mental Save vs Easy Mission TL or roar. Gives away position; Bane(2) to Stealth that round.The arena handlers used the roar as a starting bell. Your roommate has learned to knock.
5Mk-VHibernation CycleDuring every Lockdown, you sleep deep and long; you have access to only HALF the usual downtime hours (round down). This halves the number of downtime activities you can complete per Lockdown (training, weapon mods, medic treatment received, crafting hours, etc.). HITS / Wound recovery are unaffected. R&R is unaffected.The combat-sow was bred for arena cycles, with mandatory deep rest between bouts. The cycle didn't go away when the breed went off-world. The squad has stopped scheduling you for night-shift maintenance.

Perception; donor: Void-Lid Hawkfish (Optica nyx)

#In pool fromQuirkMechanicalRoleplay
1Mk-IPupil GlowEyes reflect ambient light visibly. Bane(1) to Stealth in low light.Two pale glints in the dark. Always you. Always recognisable.
2Mk-IILight SensitivityIn bright light, Bane(1) to Perception checks until you can shade your eyes.The void-lid hunted in atmospheric haze. Sunlight is offensive. You squint.
3Mk-IIIMandate StareYou can't help looking at mission-critical concealed items longer than is plausible; your void-lid eye-track latches onto whatever's relevant to your current Shadow Mandate. Anyone watching your eye-line gains Boon(1) to Espionage-Search to identify what you're concealing or watching.The void-lid never let a target out of triple-eyelid lock. Neither do you. The squad has stopped letting you stand near contraband.
4Mk-IVHead-Swivel ReflexOn any sudden noise, head snaps to it instantly. Bane(1) to ongoing concentration tasks (lockpicking, hacking) in noisy environments.The void-lid never let a sound go uncatalogued. Neither do you, now.
5Mk-VPellet CycleTriggered when you take a Hit. Once per Op, must regurgitate an undigested mass (bone, plastic, scrap). Costs 1 Action when it triggers.About the size of a thumb. Never quite what you remember swallowing. The void-lid did the same.

Persuasion; donor: Chorale-Trill (Sonus diplomaticus)

#In pool fromQuirkMechanicalRoleplay
1Mk-IChorus Loyalty OverrideYou cannot lie to or deceive a squadmate marked as part of your "chorus" (GM determines, typically 2-3 closest squad relationships). Auto-fail any Espionage-Social check involving deception against them.The words won't come out. The trill stops. You try. The chorus knows.
2Mk-IIAudience DependencyWhen alone for >2 hours, gain 1 Exhaustion per additional hour. Cleared on rejoining company.The chorale-trill never sang alone. You weren't built for solitude either, as it turns out.
3Mk-IIIPlay CompulsionIn any non-combat situation with squadmates, must engage in playful interaction at least once per scene. Skip = Bane(1) to social rolls until next scene.You toss bottle caps. You name the squad mascot. The captain finds it embarrassing.
4Mk-IVSurface DriftIn zero-G or underwater, you compulsively orient toward the nearest opening. Bane(1) to any Movement roll requiring you to hold a contained position.The chorale wanted air to sing into. The chorale always wants air.
5Mk-VChorus SurrenderWhen facing more than 4 hostile vocalisers (shouting enemies, screaming civilians, commanding NPCs) within audible range, you must make a Mental Save vs Easy Mission TL or join their chorus; adding your voice to theirs whether they're yelling at you, commanding you, or singing. Lasts until the source disperses or you go DOWN.The chorale-trill cannot resist a bigger chorus. The squad has learned to clear the room of yelling before extracting you.

Reflex; donor: Snap-Crawler (Crustacea fulgur)

#In pool fromQuirkMechanicalRoleplay
1Mk-ICable-Threat ReflexCoiled cables / hoses / dropped tubing trigger a 1-Action defensive recoil. Lose Action; the cable is fine.The snap-crawler hunted ambush-curling rivals. You hunt power conduits. You've killed several.
2Mk-IICapacitor ConfessionWhen a squadmate makes a Black Op move against you (steals from you, betrays you, completes a Black Op step at your expense), the snap-crawler's pre-loaded capacitor involuntarily discharges; you make an audible click or gasp before your conscious mind catches up. Squad has stopped pretending they don't notice; Bane(1) to deny that something just happened.The capacitor doesn't ask permission. It dumps. The betrayer hears it before you do.
3Mk-IIICapacitor DischargeWhen grappled, must make a Mental Save vs Easy Mission TL or release the snap-crawler's pre-loaded strike; counts as an unarmed attack against the grappler. Loud, visible, gives away position.The capacitor doesn't ask permission. It dumps. Everyone in the corridor knows.
4Mk-IVAdrenal BurnoutAfter any combat, gain 1 Exhaustion. Cannot be avoided.Pre-loaded muscle capacitors burn the endocrine reserves to charge. You crash hard.
5Mk-VHyper-Vigilance LockIn any tense situation, cannot voluntarily lower guard. Bane(1) to any Allure / Espionage-Social rolls during the encounter.The snap-crawler doesn't small-talk. The snap-crawler watches.

Tech; donor: Wirewing Pack-Crow

#In pool fromQuirkMechanicalRoleplay
1Mk-IShiny HoarderYou compulsively pick up small reflective objects. +1 inventory clutter slot occupied at all times.Coins. Bolts. Bottle caps. The squad medic empties your pockets weekly. The pile is tracked.
2Mk-IICompulsive SharingWhen you learn information that could affect the squad's mission, you must share it within 1 hour or gain 1 Psych per hour withheld. The wirewing flock-shares salvage finds; you flock-share intel.The wirewing returned every shiny to the cache. You return every fact to the squad. You don't mean to.
3Mk-IIICaching CompulsionOn entering any new area, must spend 1 Action hiding something small. Roll Easy Mission TL to remember where you hid it.Future-you will find it. Future-you will be confused. The wirewing is satisfied.
4Mk-IVMimicry TicYou unconsciously mimic ambient mechanical sounds (servos, comms beeps). Bane(1) to Stealth in tech-heavy environments.The squad always knows where the printer is. It's wherever you are.
5Mk-VFlock CallWhen other Wetware-Tech recipients are within 50 GSU, you compulsively call out to them. Bane(2) to Stealth, gives away both positions.The flock answers the flock. The squad is, technically, doomed.

Willpower; donor: Ironhide Pit-Boar (Carnis ferratus)

#In pool fromQuirkMechanicalRoleplay
1Mk-IStubbornWhen given an order you disagree with, must make a Mental Save vs Easy Mission TL to comply. Failure = ignore the order.The pit-boar doesn't care about rank. The pit-boar has decided. The captain has noticed.
2Mk-IIPain SuppressionYou don't register pain warnings; Bane(1) to detecting your own injuries. May not realise you're bleeding out.You feel fine. You always feel fine. The medic has implemented checks.
3Mk-IIIMandate HallucinationsDuring Lockdown sleep, you babble fragments in REM cycles, a chaotic mix of genuine memories, mission concerns, and pure hallucination. Any squadmate sharing your bunkroom rolls Espionage-Search at Easy Mission TL, but cannot tell which fragments are real and which are noise. Even a successful Search may surface a false lead.The pit-boar's stress-tolerance amygdala dumps everything in REM, signal and static together. You wake refreshed. The squad wakes confused.
4Mk-IVSleep RefusalYou sleep 2 hours less per Lockdown than baseline. -1 to Lockdown HITS recovery cap.You don't want to sleep. The pit-boar is awake. The pit-boar is always awake.
5Mk-VBerserker LockWhen at <25% HITS, cannot retreat; must continue engaging until threat is neutralised or you are DOWN.The pit-boar doesn't leave a fight. The pit-boar has never left a fight. Today is not the day the pit-boar starts.