Splugorth Bio-Wizardry Transmutation (Bio-Borgs)

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Venatus Vinco
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Splugorth Bio-Wizardry Transmutation (Bio-Borgs)

Post by Venatus Vinco »

Rather than just take the existing Cyborg Iconic Framework and rename everything to sound bio-wizardish I adapted the cybernetic system from Savage Rifts Tomorrow Legion Player’s Guide. This allows for the creation of bio-borgs and even rolling on the Cybernetics Table but using bio-wizard implants instead. Use the Cybernetic Techno-Warrior MARS package to create a bio-borg. Use the Cyborg IF for extreme transformations

Splugorth Bio-Borgs
Bio-wizard transmutation is a magical process that can completely transform a person by immersing them in a vat of enchanted liquid that slowly, but radically, alters the body over a 72 hour period. In many ways the process is like cybernetic augmentation and the Splugorth can use this magic to graft normally incompatible organic components - tails, wings, claws, organs, etc. - from one race or monster to another in order to create augmented, and unusual looking, beings. The Splugorth Slaver is one such creation - a humanoid torso with tentacles and a snake like tail attached to the lower body. Unlike cybernetics, bio-wizard transmutations are organic, living, appendages that become a part of the host body. Thus, they can be damaged and heal like a natural organism.

The Transmutation Process
Most bio-wizardry creations are unwilling slaves of the Splugorth. However, some beings looking for more power will also subject themselves to transmutation. Only the Splugorth and their minions know the secrets of bio-wizardry and, on Rifts earth, this means they are only available on Atlantis for a great cost. The minion performing the transmutation makes a roll using the lower of his Healing and Knowledge (Arcana) but bonuses to either skill apply. He suffers a −1 penalty for every point of Strain of the enhancement (or enhancements). With success, the bio-wizardry implant is installed, and a raise halves the recovery time. On a failure, the subject is removed from the vat too soon requiring one day of recovery and suffering the Anemic or Ugly hindrance for no benefit. It is not unusual for the minions of the Splugorth to throw people into the vats and remove them prematurely for torture or punishment.

All bio-wizard enhancements have Strain ratings, and a biological being can only endure so much transmutation before their body begins rejecting the stress. A person’s maximum Strain is equal to the lower of their Spirit or Vigor. Each level of Strain beyond a character’s Max Strain causes a level of constant Fatigue, to a maximum of two levels beyond.

Although miniscule, most living creatures have a natural amount P.P.E.. The transmutation process consumes the subject’s natural P.P.E. to help fuel the transformation. For most victims this means very little but for those with Arcane Backgrounds things work a little differently. As living organic material the implants don’t interfere with arcane skill like cybernetics, instead each point of Strain from bio-wizard enhancements permanently reduces the P.P.E./I.S.P. pool by 3 points. Likewise, races that are inherently non-Arcane (i.e. cannot get an Arcane Background like the Grackletooth) are ineligible for bio-wizard transformation.

In contrast to cybernetics, Bio-Wizard implants, do not suffer from technical difficulties. Instead, time spent in the transmutation vat can have unintended consequences, particularly on physical appearance. Select Negative Racial Abilities equal to half Strain of all enhancements given during each immersion into the vat (all implants gained at character creation, regardless of strain amount, count as one “dip”).

Bio-Wizard Implants
For most enhancements simply use existing cybernetic systems by describing them as organic additions rather than technological systems. For example, Bionic Strength Augmentation might be described as limbs from another creature or race. In these cases, Strain remains the same but use cost time ten for the price.

Additionally, bio-wizardry can add any Positive Racial Ability (TLPG 48-50). In this case, Strain is equal to the racial points value.

More exotic or magical implants require some special attention. Powers, and other enhancements, can be granted via transmutation. Major Improvements cost 2 Strain and Minor Improvements cost 1 Strain each (use list of TW Major/Minor Improvements from TLPG, page 107). Powers require a P.P.E. source, either from an Arcane Background or a Transmutated addition (i.e. Major or Minor Add P.P.E.). They activate via Spirit or Arcane Skill (player choice). P.P.E. from Transmutation automatically recharges at a rate of 1 P.P.E. per hour.

Eye of Eylor
  • Add a Power: detect arcana, 2 strain
  • Optics Package, 1 strain
  • PPE: +1 Strain for 5 or +2 for 10
  • Total Strain: 4 or 5
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