Savaging Bio-Wizardry (WIP but feel free to discuss)

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Seswarick
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Savaging Bio-Wizardry (WIP but feel free to discuss)

Post by Seswarick »

Doing the write up for the Kydians and their gear has got me looking at Bio-Wizardry and how to translate it into SR. One thing I've noticed is it is a very broad science. In many ways more a group of sciences and so I plan to treat it as such. What this mean is that I will use the approach that seems most fitting to the subgroup. I hope to at least maintain a consistent approach to each category but we'll see how it goes. Some of these ideas will be cribbed from work others here have already done. The bioborgs as reskinned cyber and symbiotes as super science have worked really well to make both playable and true to source conversions. That is my goal in this, useable conversions for GM use.


The Subcategories and my approach
Biotransmutation/reconstruction: These largely will be reskinned cyber, I'll add some new options based on the biotransmutation pieces in WB2.
Microbes and micro parasites: Most of these will be test vigor with x bonus to remove disease or short term gain of a racial ability or power effect.
Parasites: Actually the tricky ones. Gonna need to do a surgery table as part of the negative to them. Also some of the downsides will need creative adjudicating.
Symbiotic organisms: I will be using Jons approach of supertech on these
Bio-wizard Weapons: Mostly using a TW approach with a couple of big differences. Being biological weapons I gave the overlord power armor free upkeep on the premise the bio elements generate enough PPE to sustain them. I've also been using the telepathic control element of the gear to allow non TWs to use the gear as it is actually using itself at the wielders direction.

Edit: A general note, there will be some restrctions on normal tech types I will be ignoring. Useing Zembak worms for telepathy to circumvent TW use restrictions or other beings to impart edges and such not normally available to super science. I will also focus on getting the abilities and effects layed out then working out the rules.
Last edited by Seswarick on Tue Jan 29, 2019 8:09 pm, edited 5 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Savaging Bio-Wizardry

Post by Seswarick »

Bio-transmutation and Bio-reconstruction: Basically reskin cybernetic systems (except where noted) as a biological equivalent keeping strain costs the same the one major difference is being biological it is possible to make implants that do not impair psionics and magic use. Characters with obvious BW mods have a -2 charisma penalty with people opposed to biowizardry and the Splugorth or the Genesplicers.

The following additional options are available:(Note more to come)

These edges can be acquired thru bio-transmutation at the cost of one strain each; Attractive, Very Attractive, Brawny, Quick

Wing/Flight: Flight at double the bioborgs pace. Strain: 2 Cost: 20 million credits.

Additional Arms Option; Tentacles: Provide the standard additional action and have the same costs. They provide a +2 bonus to climb and grapple checks but have a -2 penalty to wield weapons and tasks requiring fine manipulation. They deal strength +1d6 damage if used to attack. Strain: 3 Cost: 1 million for a pair.



Bio-Wizard Eyes: These are actual, living eyes that have been removed from some other creature and implanted in place of the natural eyes. Unlike cybernetic eyes, only one type of eye can be implanted and the eye's power cannot be turned off and on, it is permanent. They all use one strain except replacement of original race.

Eyes of Eylor: This is one of the magic eyes from the legendary living planet. It is about the size of a tennis ball and can replace existing eyes or be added as a third eye! A third eye is typically placed in the forehead or chest. Bonuses: Continual Mega Darksight, Farsight, and Detect Arcana. Also adds 10 PPE to the character. Cost: 10 million credits or trade of services.

Human (or other species with no special optic abilities) Eye: A natural, human eye that appears and functions like a normal eye. Choice of eye color. Perfect 20/20 vision. Cost: 75,000 credits per each eye.

Nightvision Eye: Continual Exalted Darksight. The eyes are large and dark. Normal day vision is reduced by half and the eyes are sensitive to bright light. Nightvision is exceptional, enabling the character to see in total darkness. Cost: 500,000 credits
Last edited by Seswarick on Sat Feb 16, 2019 11:48 pm, edited 2 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Savaging Bio-Wizardry

Post by Seswarick »

Microbes and Micro Parasites: Microbes are tiny organisms that instill useful or debilitating effects on those subject to them. The average life span is the duration of the effects. The effects cannot be neutralized once they have been released -last till the end of the microbe's life.

Aerobes: Host Type: Most any animal, humans and D-Bees; will not work on supernatural creatures. Host Environment: Lungs and bloodstream. Typically inhaled with a snuff-like substance. Average Life Span: 24 hours.
Powers: Enriches the blood with oxygen, filters and destroys dangerous airborne toxins/gases, pollutants, and impurities. • + 4 to save vs gases. • + 2 to save vs other poisons, drugs, toxins, and disease. • On taking test Vigor to destroy most lung diseases including the common cold. • Breathe more efficiently; uses up half the amount of oxygen. • Hold breath for up to six minutes without discomfort. Side Effects: None. Market Cost: 15,000 credits per dose.

Aquarobes: Host type: Most any animal, humans and D-Bees; will not work on supernatural creatures. Host Environment: Lungs and bloodstream. Typically inhaled with a snuff-like substance.Average Life Span: 8 hours.
Powers: Breathe underwater. Enriches the blood with oxygen, and enables the creature to draw oxygen from water like a fish. It also filters and destroys dangerous waterborne pollutants. Bonuses: + 2 to save vs poison. Side Effects: Has trouble breathing out of water. Reduce Pace by 2 - gulps air and breathes heavy. Roll Vigor 1/hr vs fatigue. Market Cost: 20,000 credits per dose.

Clotrobes: Host type: Most any animal, humans and D-Bees; will not work on supernatural creatures. Host Environment: Bloodstream. Typically inhaled with a snuff-like substance or injected into the blood. Average Life Span: Six hours
Powers: Causes blood and wounds to clot within ID4 minutes, prevents blood clotting and internally prevents infection. Promotes a natural healing roll after the first four hours. Bonuses: + 1 to save vs poison, toxins, and disease. Side Effects: None. Market Cost: 3,000 credits per dose.

Dehibicila: Host type: Humans and most D-Bees. Does not affect supernatural beings or creatures of magic. Host Environment: Lungs and bloodstream. Typically inhaled, eaten or injected. Average Life Span: 48 hours.
Powers: Makes most humans and D-Bees sick! Causes fever, nausea, fatigue and sleepiness. Make a Vigor test a -4 or suffer a -2 penalty on all trait rolls for 48 hours. A crit fail makes the penalty -4. Market Cost: 50,000 credits per dose. Typically comes with a blowgun and dart and syringe.

Dragoncila: Host type: Dragons Host Environment: Lungs and bloodstream. Typically inhaled, eaten or injected. Average Life Span: 72 hours. Powers: Makes dragons sick! The dragon feels incredibly listless and sleepy. Test Vigor at -4 or suffer a -2 penalty on all trait rolls for 48 hours. A crit fail makes the penalty -4. Furthermore, the dragon cannot perform metamorphosis or use breath weapons. Market Cost: 200,000 credits per dose. Typically comes with a blowgun.

Plastirobes: Host type: Not applicable, affects only plastics. Host Environment: Plastic. Typically released in the air or sprinkled on the target object/area. Powers: Eats plastic, the result being that plastic materials will deteriorate, seeming to become brittle and simply crumble away like sand. Takes one hour to see deterioration. Destroys 100 lbs (45 kg) of plastic an hour. Even the Plastic-man armor will be affected, losing half its M.D.C. by the end of four hours. Means of Elimination: Will die after four hours or a "plastikil" microbe can be released to attack and destroy the microbe within 20 minutes. Market Cost: 25,000 credits per dose for either the plastirobe or plastikil.

Purirobes: Host type: Most any animal, humans and D-Bees; will not work on supernatural creatures. Host Environment: Lungs and bloodstream. Typically inhaled with a snuff-like substance. Average Life Span: Four hours. Powers: Kills disease and neutralizes poison ( make a vigor test at +4 to eliminate diseases and poisons in the recipients system). Effects are instant. Bonuses: Impervious to poison, including toxic gases.
Market Cost: 10,000 credits per dose

Stasirobes: Host type: Most any animal, humans and D-Bees; will not work on supernatural creatures. Host Environment: Body and nervous system. Typically inhaled with a snuff-like substance or injected. Average Life Span: Six hours per dose. Powers: Places the body in a healing stasis sleep. The metabolism is slowed to such a point that the person may actually seem to be dead. Body temperature is reduced, wounds clot and heal quickly, and infection does not occur. Also make a natural healing roll with a +4 for every six hours of stasis sleep. The individual awakens feeling refreshed and rested. Bonuses: + 4 to save vs poison, gases, magic and psionics. Side Affects: The person cannot be awakened by any means - wakes after six hours has elapsed. Market Cost: 70,000 credits per dose.

Transfortifiers: (Pending)

Watrobes: Host type: Water or water-like solution. Host Environment: Water Reproduction: Not applicable. Hit Points: Not applicable. Average Life Span: Two hours Alignment: Not applicable. Powers: Purifies water. Destroys harmful bacteria, chemicals, toxins, and pollutants, making the water deliciously drinkable. Purifies a gallon (3.8 liters) ofwaterin 30 minutes, four gallons (15.1 liters) in two hours. Bonuses: None Side Effects: None Size: Microscopic Means of Elimination: No need; die and are harmless when consumed. Market Cost: 5,000 credits per four gallon dose. Note: Massive quantities of these microbes can be used to purify the drinking water of an entire city.
Last edited by Seswarick on Mon Feb 04, 2019 8:13 pm, edited 2 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
User avatar
Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Savaging Bio-Wizardry

Post by Seswarick »

Parasites: Parasite are not meant to be used without repercussions and their rules reflect this. Even the surgery to remove them is fraught with peril. Removal of a parasite requires a medicine check at -4; a crit failure results in the loss of a die type to a relevant attribute, failure imposes a permanent -2 charisma penalty from scaring, Success removes the parasite but still imposes a permanent -1 charisma penalty, success with a raise means it is removed with no repercussions (aside from any caused by the parasite in question).


Brain Feeder: A beetle-like creature that burrows into the brain to feed on blood and brain tissue. The parasite excretes a chemical that anesthetizes the area of brain it is eating and provides a continual "high" and feeling of well being.
  • Host type: Psionic humans, D-Bees, and other mortal creatures.
  • Host Environment: The brain.
  • Powers: For the first 2d4 months the recipient gains 25 ISP, as well as provides the aforementioned constant high. The "high" makes the character perpetually cheerful, pleasant and forgiving, plus bonuses. If it is surgically removed within this period, the character will only suffer a permanent -1 to Smarts related skills and checks.
  • Bonus': : + 2 to save vs psionic attack, fear, and magic illusions, + 1 to all skills
  • Side Effects: Once the parasite is firmly entrenched (after 2D4 months), the high is reduced to once a day (2D6 x 10 minutes duration), the bonus I.S.P. disappear, and the original I.S.P. are permanently decreased by five points every week. Also at this point they suffer a -1 to all Smarts and Spirits checks and skills. 1D4 + 2 weeks later, the parasite continues to slowly eat the brain, causing lapses in memory, plus the characters penalties increase to -2. Every d4 weeks this loss continues, once the penalty is equal to the higher die type of the two the character is a vegetable. They die 2d4 weeks later.
  • Size: One inch long (25.4 mm)
  • Means of Elimination: Surgery will remove them as above. The character's mental state and attributes are permanently affected. The degree of damage will depend on when the character has the brain feeder removed. This is likely to mean memory loss, impairment of skills, reduction or loss of psionic powers, and insanity. All damage is permanent barring extreme measures.
  • Note: The creature is oblivious to other parasites and organisms. Market Cost: 150,000 credits each.
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[b]Brain Feeder:[/b] A beetle-like creature that burrows into the brain to feed on blood and brain tissue. The parasite excretes a chemical that anesthetizes the area of brain it is eating and provides a continual "high" and feeling of well being.[list]  
[*]Host type: Psionic humans, D-Bees, and other mortal creatures. 
[*]Host Environment: The brain.
[*]Powers: For the first 2d4 months the recipient gains 25 ISP, as well as provides the aforementioned constant high. The "high" makes the character perpetually cheerful, pleasant and forgiving, plus bonuses. If it is surgically removed within this period, the character will only suffer a permanent -1 to Smarts related skills and checks.
[*]Bonus': : + 2 to save vs psionic attack, fear, and magic illusions, + 1 to all skills
[*]Side Effects: Once the parasite is firmly entrenched (after 2D4 months), the high is reduced to once a day (2D6 x 10 minutes duration), the bonus I.S.P. disappear, and the original I.S.P. are permanently decreased by five points every week. Also at this point they suffer a -1 to all Smarts and Spirits checks and skills. 1D4 + 2 weeks later, the parasite continues to slowly eat the brain, causing lapses in memory, plus the characters penalties increase to -2. Every d4 weeks this loss continues, once the penalty is equal to the higher die type of the two the character is a vegetable. They die 2d4 weeks later.  
[*]Size: One inch long (25.4 mm) 
[*]Means of Elimination: Surgery will remove them as above.  The character's mental state and attributes are permanently affected. The degree of damage will depend on when the character has the brain feeder removed. This is likely to mean memory loss, impairment of skills, reduction or loss of psionic powers, and insanity. All damage is permanent barring extreme measures.
[*]Note: The creature is oblivious to other parasites and organisms. Market Cost: 150,000 credits each.[/list]
Lobee-optos: A narrow worm-like creature that resembles a long, black vein with a human size eye at the end.
  • Host type: Humanoids and intelligent beings of all kinds.
  • Host Environment: Bores hole through middle part of forehead and connects itself to the brain. It feeds on the blood of the host body, but not enough to cause weakness or physical damage. Damage occurs only when the creature is forcibly removed. From the outside, the host person looks like he has a large third eye.
  • Powers: The creature stimulates latent psychic energy and powers from the brain and provides additional P.P.E. and I.S.P. to the host body. This is done largely for self protection. First, if the host has powers it may not be inclined to try to remove/destroy the lobee-optos. Second, with psionic powers the host body is likely to survive longer against predators who hunt it. If not a psi the host gains the following edges; AB: Psionics, Major Psionic, Master Psionic, and Extra Power Points. They gain 3 powers from the Mind Melter list, ignoring rank restrictions. If they already have the AB they gain 5 ISP(not doubled by major Psi) for edges they already have except Extra power points which they gain as normal. They also gain two powers off the Mind Melter list. Lastly they gain two dice of the psionics skill.
  • Bonus': Gain a +2 on opposed rolls against psionic powers, illusions, mind control, and +2 Armor versus damaging psionic powers.
  • Side effects: Obviously abnormal, -2 Charisma penalty when eye is uncovered. Tires easily, suffer a -2 to test vs fatigue. Last and by far the worst is the parasite acts as a back door to the hosts mind. The Lobee-optos may be targeted by psionic attacks. It resists them with a d6+2, and if it fails the host is also affected. You can bet that all minons of the Splugorth creators will know and exploit this weakness.
  • Size: Nine inch long body (228 mm), 1/64 inch in diameter, that spears into the head and burrows into the brain. Ends in an outer bulb that resembles an eye.
  • Means of Elimination: Surgery, but there is a chance of permanent brain damage.
  • Note: The lobee-optos will allow other parasites or symbiotic organisms to share its host body as long as the organism does not damage the body.
  • Market Cost: 500,000 credits.
The How
Using Super Science, Base Item modified mind shield (half the bonus' no negative): Usually embedded within a helmet, this apparatus provides +2 on opposed rolls against psionic powers, illusions, mind control, and +2 Armor versus damaging psionic powers. (1 lb, 50,000 credits)
Super Edge: AB: Psionics 2 (penalty Obviously abnormal, -2 Charisma penalty when eye is uncovered -1 point) = 1 pt
Super Edge: Major Psionic 2 pts (Tires easily, suffer a -2 to test vs fatigue -1)
Super Edge: Master Psionic 2 pts
Super Edge: Extra Power Points 2: (penalty back door to the hosts mind. The Lobee-optos may be targeted by psionic attacks. It resists them with a d6+2, and if it fails the host is also affected. -2 points) = 0 pt
Super Skill: Psionics lvl 2, 2 pts
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[b]Lobee-optos:[/b] A narrow worm-like creature that resembles a long, black vein with a human size eye at the end. [list]
[*]Host type: Humanoids and intelligent beings of all kinds. 
[*]Host Environment: Bores hole through middle part of forehead and connects itself to the brain. It feeds on the blood of the host body, but not enough to cause weakness or physical damage. Damage occurs only when the creature is forcibly removed. From the outside, the host person looks like he has a large third eye.
[*]Powers: The creature stimulates latent psychic energy and powers from the brain and provides additional P.P.E. and I.S.P. to the host body. This is done largely for self protection. First, if the host has powers it may not be inclined to try to remove/destroy the lobee-optos. Second, with psionic powers the host body is likely to survive longer against predators who hunt it. If not a psi the host gains the following edges; AB: Psionics, Major Psionic, Master Psionic, and Extra Power Points. They gain 3 powers from the Mind Melter list, ignoring rank restrictions. If they already have the AB they gain 5 ISP(not doubled by major Psi) for edges they already have except Extra power points which they gain as normal. They also gain two powers off the Mind Melter list. Lastly they gain two dice of the psionics skill.
[*]Bonus': Gain a +2 on opposed rolls against psionic powers, illusions, mind control, and +2 Armor versus damaging psionic powers. 
[*]Side effects: Obviously abnormal, -2 Charisma penalty when eye is uncovered. Tires easily, suffer a -2 to test vs fatigue. Last and by far the worst is the parasite acts as a back door to the hosts mind. The Lobee-optos may be targeted by psionic attacks. It resists them with a d6+2, and if it fails the host is also affected. You can bet that all minons of the Splugorth creators will know and exploit this weakness.
[*]Size: Nine inch long body (228 mm), 1/64 inch in diameter, that spears into the head and burrows into the brain. Ends in an outer bulb that resembles an eye. 
[*]Means of Elimination: Surgery, but there is a chance of permanent brain damage. 
[*]Note: The lobee-optos will allow other parasites or symbiotic organisms to share its host body as long as the organism does not damage the body. [*]Market Cost: 500,000 credits. [/list]
[OOC=The How]Using Super Science, Base Item modified mind shield (half the bonus' no negative): Usually embedded within a helmet, this apparatus provides +2 on opposed rolls against psionic powers, illusions, mind control, and +2 Armor versus damaging psionic powers. (1 lb, 50,000 credits) 
Super Edge: AB: Psionics 2 (penalty Obviously abnormal, -2 Charisma penalty when eye is uncovered -1 point) = 1 pt
Super Edge: Major Psionic 2 pts (Tires easily, suffer a -2 to test vs fatigue -1) 
Super Edge: Master Psionic 2 pts
Super Edge: Extra Power Points 2: (penalty back door to the hosts mind. The Lobee-optos may be targeted by psionic attacks. It resists them with a d6+2, and if it fails the host is also affected. -2 points) = 0 pt
Super Skill: Psionics lvl 2, 2 pts 
[/OOC]
Mystic Leech: Resembles a large, ordinary leech. Drains P.P.E. energy from living beings.
  • Host type: Animals, humans, D-Bees, supernatural beings and creatures of magic.
  • Host Environment: Can be placed anywhere on the body.
  • Powers: Instills no power to the host body, but drains magic energy from living creatures. This means the leeches can be used to render practitioners of magic helpless. Each slug can leech away 20 P.P.E. and keep draining that energy until they are forcibly removed. Several magic leeches can temporarily drain a user of magic of all mystic energy. The leeches also prevent them from drawing on outside sources of potential psychic energy. The victim of the leech feels physically weak and suffers from a sensation of vertigo when they exert themselves (-1 to trait rolls, parry, +1 to be hit with ranged attacks). Psi-stalkers are completely debilitated, losing all psi-stalker powers, including sense psychic energy, sense supernatural beings, empathy with animals, psionic powers and the ability to feed! This is the equivalent of psionically blinding the stalker and making him starve. Psionics are hampered by the magic leech but nothing as bad as with the creatures of magic or the psi-stalker. Each leech decreases the amount of available I.S.P. by five points and causes an annoying headache.
  • Bonuses: None for the host body, but the leech is + 4 to save vs magic and + 2 vs psionics.
  • Means of Elimination: Surgery to remove leaves minor scarring. They can also be removed by killing the leech, but this will cause a P.P.E. energy eruption that inflicts 3D6 M.D to everybody within 20 feet (6 m). Once the leech is removed, P.P.E. is regenerated at the normal rate.
  • Note: Mystic leeches are mindless critters who are oblivious to other parasites and organisms.
  • Market Cost: 250,000 credits for a single leech. They must feed on a minimum of 10P.P .E. a day or will starve to death within 24 hours.
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[b]Mystic Leech:[/b] Resembles a large, ordinary leech. Drains P.P.E. energy from living beings. [list]
[*]Host type: Animals, humans, D-Bees, supernatural beings and creatures of magic. 
[*]Host Environment: Can be placed anywhere on the body. 
[*]Powers: Instills no power to the host body, but drains magic energy from living creatures. This means the leeches can be used to render practitioners of magic helpless. Each slug can leech away 20 P.P.E. and keep draining that energy until they are forcibly removed. Several magic leeches can temporarily drain a user of magic of all mystic energy. The leeches also prevent them from drawing on outside sources of potential psychic energy. The victim of the leech feels physically weak and suffers from a sensation of vertigo when they exert themselves (-1 to trait rolls, parry, +1 to be hit with ranged attacks). Psi-stalkers are completely debilitated, losing all psi-stalker powers, including sense psychic energy, sense supernatural beings, empathy with animals, psionic powers and the ability to feed! This is the equivalent of psionically blinding the stalker and making him starve. Psionics are hampered by the magic leech but nothing as bad as with the creatures of magic or the psi-stalker. Each leech decreases the amount of available I.S.P. by five points and causes an annoying headache. 
[*]Bonuses: None for the host body, but the leech is + 4 to save vs magic and + 2 vs psionics. 
[*]Means of Elimination: Surgery to remove leaves minor scarring. They can also be removed by killing the leech, but this will cause a P.P.E. energy eruption that inflicts 3D6 M.D to everybody within 20 feet (6 m). Once the leech is removed, P.P.E. is regenerated at the normal rate. 
[*]Note: Mystic leeches are mindless critters who are oblivious to other parasites and organisms. 
[*]Market Cost: 250,000 credits for a single leech. They must feed on a minimum of 10P.P .E. a day or will starve to death within 24 hours.[/list]
Oplos: A tiny maggot or larva looking parasite that enhances vision.
  • Host type: Most any mammal, humans and D-Bees.
  • Host Environment: Requires two Oplos, one male and a female, because it is the chemicals released during mating that enhances the host's vision.
  • Reproduction: Reproduces every six months. Each female lays 204 eggs. Old oplos that die are eaten by the others.
  • Powers: The host enjoys absolutely perfect vision with increased, hawklike distance (halve distance penalties). Nightvision (Lowlight and infravision), see all spectrums of light, including infrared, ultraviolet and a significantly larger range of colors (Supernaturally keen vison +2 to notice checks). The eyes of the host instantly adjust to provide the vision most appropriate under the circumstances. Initially, the world seems much more alive and beautiful.
  • Side Effects: Nightmares, hallucinations and a feeling that something is crawling around in your eyes. At first the crawling sensation is not too bad and a nightmare occurs once a month (1 in 4 chance per session to begin with one fatigue). After several months (1d6), the crawling sensation increases and the nightmares occur weekly (always begin session with fatigue). After a year, the nightmares are a nightly occurrence and are accompanied by hallucinations and delusions that occur randomly (roll on Psyche Degradation table).
  • Means of Elimination: Surgery to remove the eyes and optic nerves. Cybernetic or bio-wizard eyes are the only alternative to permanent blindness.
  • Note: Mindless creatures who are oblivious to other organisms.
  • Market Cost: 50,000 credits for a mated pair.
Code
[codeOplos: A tiny maggot or larva looking parasite that enhances vision.
  • Host type: Most any mammal, humans and D-Bees.
  • Host Environment: Requires two Oplos, one male and a female, because it is the chemicals released during mating that enhances the host's vision.
  • Reproduction: Reproduces every six months. Each female lays 204 eggs. Old oplos that die are eaten by the others.
  • Powers: The host enjoys absolutely perfect vision with increased, hawklike distance (halve distance penalties). Nightvision (Lowlight and infravision), see all spectrums of light, including infrared, ultraviolet and a significantly larger range of colors (Supernaturally keen vison +2 to notice checks). The eyes of the host instantly adjust to provide the vision most appropriate under the circumstances. Initially, the world seems much more alive and beautiful.
  • Side Effects: Nightmares, hallucinations and a feeling that something is crawling around in your eyes. At first the crawling sensation is not too bad and a nightmare occurs once a month (1 in 4 chance per session to begin with one fatigue). After several months (1d6), the crawling sensation increases and the nightmares occur weekly (always begin session with fatigue). After a year, the nightmares are a nightly occurrence and are accompanied by hallucinations and delusions that occur randomly (roll on Psyche Degradation table).
  • Means of Elimination: Surgery to remove the eyes and optic nerves. Cybernetic or bio-wizard eyes are the only alternative to permanent blindness.
  • Note: Mindless creatures who are oblivious to other organisms.
  • Market Cost: 50,000 credits for a mated pair.
][/code]
Heart Worms:
  • Host type: Most any mammal, humans and D-Bees, but cannot feed on the supernatural.
  • Host Environment: The heart. 204 eggs are injected directly into the heart or bloodstream. The young instinctively find the heart, where they live, feeding on it, until the host body dies.
  • Powers: The host body becomes impervious to poison and sickness, seldom fatigues, and is resistant to magic. They gain two toughness, strength increases by two die types, double their pace, regeneration (natural heal 1ce/day), immunity to poison and disease. Side Effects: Much like a juicer the host has a timer on their very life for the power of these parasites. Burn begins at 8 at the start of each session, the player rolls his Burn Die, a d10, and if the roll is equal to or greater than the host’s current Burn (Bennies may not be spent on this), he must reduce his Burn by one point. Additionally reduce the Burn by one every six months from the start of the campaign.
  • Means of Elimination: Surgery to remove the heart and connecting arteries. Replacement with a cybernetic or bio-wizard heart and arteries is the only alternative to death.
  • Note: Mindless parasites who are oblivious to other organisms.
  • Market Cost: 250,000 credits.
The How
Base item Exoskeleton (retrapped as the worms): This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. (5 lb, $10,000)
Super Science build. Heroic tier 8 pts
Toughness 2 lvls 2 pts Gain two points of toughness.
Regeneration 2 lvls 4 pts +1 pt Recovery -3 Burn = 2pts
Super Speed 1 2 pts
Impervious to Poison 1 pt
Impervious to Disease 1 pt
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[b]Heart Worms:[/b] [list] 
[*]Host type: Most any mammal, humans and D-Bees, but cannot feed on the supernatural. 
[*]Host Environment: The heart. 204 eggs are injected directly into the heart or bloodstream. The young instinctively find the heart, where they live, feeding on it, until the host body dies.
[*]Powers: The host body becomes impervious to poison and sickness, seldom fatigues, and is resistant to magic. They gain two toughness, strength increases by two die types, double their pace, regeneration (natural heal 1ce/day), immunity to poison and disease. Side Effects: Much like a juicer the host has a timer on their very life for the power of these parasites.  Burn begins at 8 at the start of each session, the player rolls his Burn Die, a d10, and if the roll is equal to or greater than the host’s current Burn (Bennies may not be spent on this), he must reduce his Burn by one point. Additionally reduce the Burn by one every six months from the start of the campaign. 
[*]Means of Elimination: Surgery to remove the heart and connecting arteries. Replacement with a cybernetic or bio-wizard heart and arteries is the only alternative to death. 
[*]Note: Mindless parasites who are oblivious to other organisms. 
[*]Market Cost: 250,000 credits. [/list]
[OOC=The How] Base item Exoskeleton (retrapped as the worms): This device can be worn beneath loose clothing and enhances an individual’s core Strength by +2 steps. (5 lb, $10,000)
Super Science build. Heroic tier 8 pts
Toughness 2 lvls 2 pts Gain two points of toughness.
Regeneration 2 lvls 4 pts +1 pt Recovery -3 Burn = 2pts
Super Speed 1 2 pts
Impervious to Poison 1 pt 
Impervious to Disease 1 pt [/OOC]
Mind Slug (a.k.a. Little Mindolar): This parasitic organism is named after the supernatural creature because of its slug appearance and mind control powers. Attaching a mind slug to a person or animal will make that creature docile, obedient, and vulnerable to psionic influence. It feeds on small amounts of P.P.E. energy and blood.
  • Host type: Animals, humans, humanoids, but not effective on supernatural beings and creatures of magic like dragons.
  • Host Environment: Attaches to the temple of the skull.
  • Powers: Attaching a mind slug to a creature's temple makes that person receptive to further psionic influence and is charmed by the first person he sees. However, the mind slug is nowhere as debilitating as the zombitron. The affected character can still function close to normal except for his predisposition to psionic influence.
    The host suffers a -4 vs mind controlling and altering effects and is considered under the effects of the puppet power as far as suggestions from their fixation are concerned. Any test to resist the commands are at a -4 and only result in the host standing confused (shaken) for one round.
  • Bonuses: None. Side Affects: target is -1 to all trait rolls and discards and redraws if they get an initiative card of 10 or higher.
  • Size: About four inches long (101 mm).
  • Means of Elimination: Surgery or killing it, but both may leave a scar at the temple and hurt or kill the host body. There is also a 1-40% chance that the restored person has developed a phobia toward slugs.
  • Note: The mind slug is effectively mindless and is oblivious to other organisms.
  • Market Cost: Two million credits per slug.
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[b]Mind Slug (a.k.a. Little Mindolar):[/b] This parasitic organism is named after the supernatural creature because of its slug appearance and mind control powers. Attaching a mind slug to a person or animal will make that creature docile, obedient, and vulnerable to psionic influence. It feeds on small amounts of P.P.E. energy and blood.[list] 
[*]Host type: Animals, humans, humanoids, but not effective on supernatural beings and creatures of magic like dragons. 
[*]Host Environment: Attaches to the temple of the skull. 
[*]Powers: Attaching a mind slug to a creature's temple makes that person receptive to further psionic influence and is charmed by the first person he sees. However, the mind slug is nowhere as debilitating as the zombitron. The affected character can still function close to normal except for his predisposition to psionic influence. 
The host suffers a -4 vs mind controlling and altering effects and is considered under the effects of the puppet power as far as suggestions from their fixation are concerned. Any test to resist the commands are at a -4 and only result in the host standing confused (shaken) for one round.
[*]Bonuses: None. Side Affects: target is -1 to all trait rolls and discards and redraws if they get an initiative card of 10 or higher. 
[*]Size: About four inches long (101 mm). 
[*]Means of Elimination: Surgery or killing it, but both may leave a scar at the temple and hurt or kill the host body. There is also a 1-40% chance that the restored person has developed a phobia toward slugs. 
[*]Note: The mind slug is effectively mindless and is oblivious to other organisms. 
[*]Market Cost: Two million credits per slug. [/list]
Zombitron: This parasite looks like a fuzzy tennis ball with eight tiny, black legs. It typically attaches to the head, neck, or spine of its host body. In the wild, scores of Zombitrons may attach themselves to the same body and feed on it. The horrible little creatures draw on the nutrients of the host body until it dies and then move on to find a new host.
  • Host type: Most any animal, humans and D-Bees.
  • Host Environment: Head, neck and spine of the host body.
  • Powers: None for the host body. The tiny creatures place the host into a zombie-like trance so that they can feed on it. The typical human host can live for 104 months before perishing from starvation. While in the zombie state, the host will obey any command given, at least within its limited capacity. The trance is so debilitating that the zombie can do little more than walk, hold and carry things, hold doors shut or open, drink and eat. Melee actions are reduced to one per melee and the zombie has no combat bonuses. The Minions of Splugorth use the Zombitrons to enslave and control captives and slaves, especially when transporting them from one place to another. The potential host may resist the the zombification with a opposed spirit test with a -2 penalty. Every zombitron beyond the first worsens the penalty by an additional -1. This happens every round one or more is attached. One the host fails no further resistance is possible.
  • Bonuses: None.
  • Side Effects: Being temporarily turned into a zombie for as many as seven days inflicts no permanent damage other than possible malnutrition and dehydration (which can be avoided if the slave master makes a point of feeding the zombies). Prolonged entrancement as a zombie will cause weakness, malnutrition and dehydration, which can lead to fatigue, sickness and death.
  • Size: About the size of a tennis ball. Means of Elimination: Can be easily pulled off using protective gloves, tongs or can be knocked off with a stick - just don't let them climb up or drop on you.
  • Note: Mindless creatures who are oblivious to other organisms.
  • Market Cost: 500,000 credits for a pair. Must feed on an animal or something or will die in five days.
Zombitron stat line; Attributes: Agility d8, Smarts d4, Spirit d8, Strength d4, Vigor d6; Pace: 6; Parry: 7; Toughness: 5; Size -2
Fighting d8, Notice d8,Climb d8, Stealth d8
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[b]Zombitron:[/b] This parasite looks like a fuzzy tennis ball with eight tiny, black legs. It typically attaches to the head, neck, or spine of its host body. In the wild, scores of Zombitrons may attach themselves to the same body and feed on it. The horrible little creatures draw on the nutrients of the host body until it dies and then move on to find a new host.[list] 
[*]Host type: Most any animal, humans and D-Bees. 
[*]Host Environment: Head, neck and spine of the host body. 
[*]Powers: None for the host body. The tiny creatures place the host into a zombie-like trance so that they can feed on it. The typical human host can live for 104 months before perishing from starvation. While in the zombie state, the host will obey any command given, at least within its limited capacity. The trance is so debilitating that the zombie can do little more than walk, hold and carry things, hold doors shut or open, drink and eat. Melee actions are reduced to one per melee and the zombie has no combat bonuses. The Minions of Splugorth use the Zombitrons to enslave and control captives and slaves, especially when transporting them from one place to another. The potential host may resist the the zombification with a opposed spirit test with a -2 penalty. Every zombitron beyond the first worsens the penalty by an additional -1. This happens every round one or more is attached. One the host fails no further resistance is possible.  
[*]Bonuses: None. 
[*]Side Effects: Being temporarily turned into a zombie for as many as seven days inflicts no permanent damage other than possible malnutrition and dehydration (which can be avoided if the slave master makes a point of feeding the zombies). Prolonged entrancement as a zombie will cause weakness, malnutrition and dehydration, which can lead to fatigue, sickness and death. 
[*]Size: About the size of a tennis ball. Means of Elimination: Can be easily pulled off using protective gloves, tongs or can be knocked off with a stick - just don't let them climb up or drop on you. 
[*]Note: Mindless creatures who are oblivious to other organisms. 
[*]Market Cost: 500,000 credits for a pair. Must feed on an animal or something or will die in five days. [/list]

Zombitron stat line; Attributes: Agility d8, Smarts d4, Spirit d8, Strength d4, Vigor d6; Pace: 6; Parry: 7; Toughness: 5; Size -2
Fighting d8, Notice d8,Climb d8, Stealth d8
Last edited by Seswarick on Sun Feb 17, 2019 12:49 am, edited 16 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Savaging Bio-Wizardry

Post by Seswarick »

Symbiotic Organisms:

Absur Life Node: A symbiotic creature that resembles a tiny, headless armadillo with a long tail. It typically wraps the tail around the neck of its symbiotic partner and attaches itself to the body at the base of the neck. At a quick glance observers are likely to think the creature is nothing more than a large growth/lump on the neck. It is also fairly easy to conceal with high collar shirts, scarves and long hair. The creature communicates only by means of empathic transmission. It will not establish a symbiotic union with another creature unless that creature agrees (agreement is interpreted by positive and friendly emotions). Once a symbiotic relationship is established, the Absurr life node will never leave its "life partner;" if one dies the other dies.
  • Host type: Humanoids and intelligent beings of all kind, except creatures of magic and the supernatural.
  • Host Environment: The base of the neck - feeds on emotions and the energy created by them.
  • Powers: The Life Node protects it's host from danger by transferring it's qualities to them, making them an MDC creature! It also shields their minds from psionic attacks and warns them of impending danger. Gain 2 toughness and 2 MDC armor that can stack with either existing natural or worn armor, +4 on opposed rolls against psionic powers and +4 Armor versus damaging psionic powers, and danger sense (Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold), and their life span is tripled.
  • Side Effects:Unfortunately, the wearer cannot benefit from benevolent psionic effects, such as telepathy. Additionally the Absurr life node becomes a permanent fixture. If it dies the host body dies and vice versa.
  • Market Cost: 100 million credits.
The How
Base item is Psychic Mind Shield: Usually embedded within a helmet, this apparatus provides +4 on opposed rolls against psionic powers and +4 Armor versus damaging psionic powers. Unfortunately, the wearer cannot benefit from benevolent psionic effects, such as telepathy. (1 lb, 50,000 credits) Retrapped into the above.
Bio-Wizardy, using supertech rules. Legendary tier
Danger Sense 2 pts: The character detects and senses danger. He gets a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold. (This is a superior version of the Danger Sense Edge and doesn’t stack with it.)
Toughness 2lvls: 2 pts Recipient gains 2 toughness.
Armor 2 lvls 2 pts, +4 heavy, -1 Charisma penalty= Cost 5 The bonded recipient receives 3 MD armor through supernatural toughening of their skin, this stacks with any worn armor. Between this and the grapefruit sized lump on their neck they suffer a -2 Charisma.
Ageless 1 pt: Triple the recipients lifespan.
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[b]Absur Life Node:[/b] A symbiotic creature that resembles a tiny, headless armadillo with a long tail. It typically wraps the tail around the neck of its symbiotic partner and attaches itself to the body at the base of the neck. At a quick glance observers are likely to think the creature is nothing more than a large growth/lump on the neck. It is also fairly easy to conceal with high collar shirts, scarves and long hair. The creature communicates only by means of empathic transmission. It will not establish a symbiotic union with another creature unless that creature agrees (agreement is interpreted by positive and friendly emotions). Once a symbiotic relationship is established, the Absurr life node will never leave its "life partner;" if one dies the other dies.[list] 
[*]Host type: Humanoids and intelligent beings of all kind, except creatures of magic and the supernatural. 
[*]Host Environment: The base of the neck - feeds on emotions and the energy created by them. 
[*]Powers: The Life Node protects it's host from danger by transferring it's qualities to them, making them an MDC creature! It also shields their minds from psionic attacks  and warns them of impending danger. Gain 2 toughness and 2 MDC armor that can stack with either existing natural or worn armor, +4 on opposed rolls against psionic powers and +4 Armor versus damaging psionic powers, and danger sense (Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold), and their life span is tripled.
[*]Side Effects:Unfortunately, the wearer cannot benefit from benevolent psionic effects, such as telepathy.  Additionally the Absurr life node becomes a permanent fixture. If it dies the host body dies and vice versa. 
[*]Market Cost: 100 million credits.[/list]
[OOC=The How]Base item is Psychic Mind Shield:  Usually embedded within a helmet, this apparatus provides +4 on opposed rolls against psionic powers and +4 Armor versus damaging psionic powers. Unfortunately, the wearer cannot benefit from benevolent psionic effects, such as telepathy.  (1 lb, 50,000 credits) Retrapped into the above.
Bio-Wizardy, using supertech rules. Legendary tier
Danger Sense 2 pts: The character detects and senses danger. He gets a Notice roll to detect hidden dangers, and on a raise starts the first round of an ambush or surprise attack on Hold. (This is a superior version of the Danger Sense Edge and doesn’t stack with it.) 
Toughness 2lvls: 2 pts Recipient gains 2 toughness.  
Armor 2 lvls 2 pts, +4 heavy, -1 Charisma penalty= Cost 5 The bonded recipient receives 3 MD armor through supernatural toughening of their skin, this stacks with any worn armor. Between this and the grapefruit sized lump on their neck they suffer a -2 Charisma.
Ageless 1 pt: Triple the recipients lifespan.
[/OOC]
Chest Amalgate, A.K.A. The thing!!: A creature that resembles a giant crab when it is not attached to a symbiotic host body. It is not intelligent by human standards but possesses a high animal intelligence and a powerful instinct for survival. It will fight to protect its symbiotic partner, for if one dies, the other will also.
  • Host type: Humanoids and intelligent beings of all kinds.
  • Host Environment: A horrible creature that attaches itself to an animal's chest and completely links itself to the host body, attaching to lungs, veins and tissue. It breathes the same air, is circulated with the same blood, feeds on the same nourishment - They become one!
  • Powers: Gains the following super powers continuously; Impervious to poison, Impervious to disease, Danger Sense, Does not Sleep, Regeneration 1. As well as the following powers after the first round of combat Extra Action 1, Speed 1, Leap 2.
  • Side Effects: Body is physically deformed and this horrible looking creature is a permanent fixture (it's hard to get girls with a monster in your chest) -2 Charisma unless concealed. Also add 100 Ibs (45 kg) to weight. It must be fed 1 ld of organic matter a day.
  • Means of Elimination: None! To kill the creature is to kill the host body.
  • Note: The creature will allow other parasitic or symbiotic organisms to share its host body as long as the organisms do not harm the body.
  • Market Cost: Six million credits.
The How
Base item is Exoskeleton: This device can be worn beneath loose clothing and enhances an individual's core Strength by +2 steps. (5 lb, $10,000x10=100k). General thinking that retrapp the exoskeleton into a parasite mouth thing that can be worn underneath loose clothing and enhances the individuals core str by +2.
Bio-wizardry, using Super tech Rules, Heroic tier: 8 pts of Super Tech.
Hyper Reaction 3pt: Extra action 1lvl (-1 limitation: not active until after first round of combat), (-1 Power Source: Must be fed 1 lb. of organic matter - prefers raw meat - each day or ceases to function; can starve) = 1pt
Speed 1lvl: 2 pt (-1 Contingent on Extra Action) =1pt
Leap 2lvl: 2pt (-1 Contingent on Extra Action) =1pt
Impervious to Poison: 1 pt (No mod actually needed here)= 1pt
Impervious to Disease 1pt (No mod actually needed here)= 1pt
Danger Sense: 2pt (-1 Limitation: Likes to Talk and has the Monologuer Hindrance)= 1pt
Does not Sleep: 2pt (-1 Limitation: No One Wants to See That: -2 Charisma unless the symbiote is concealed)= 1pt
Regeneration: 2pts (-1 Limitation: Burrowed Deep - If removed, host takes 4 Wounds and rolls on the Death & Defeat table)= 1pt
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[b]Chest Amalgate, A.K.A. The thing!!: [/b]A creature that resembles a giant crab when it is not attached to a symbiotic host body. It is not intelligent by human standards but possesses a high animal intelligence and a powerful instinct for survival. It will fight to protect its symbiotic partner, for if one dies, the other will also.[list] 
[*]Host type: Humanoids and intelligent beings of all kinds. 
[*]Host Environment: A horrible creature that attaches itself to an animal's chest and completely links itself to the host body, attaching to lungs, veins and tissue. It breathes the same air, is circulated with the same blood, feeds on the same nourishment - They become one! 
[*]Powers: Gains the following super powers continuously; Impervious to poison, Impervious to disease, Danger Sense, Does not Sleep, Regeneration 1. As well as the following powers after the first round of combat Extra Action 1, Speed 1, Leap 2.
[*]Side Effects: Body is physically deformed and this horrible looking creature is a permanent fixture (it's hard to get girls with a monster in your chest) -2 Charisma unless concealed. Also add 100 Ibs (45 kg) to weight. It must be fed 1 ld of organic matter a day. 
[*]Means of Elimination: None! To kill the creature is to kill the host body. 
[*]Note: The creature will allow other parasitic or symbiotic organisms to share its host body as long as the organisms do not harm the body. 
[*]Market Cost: Six million credits.[/list]
[OOC=The How]Base item is Exoskeleton: This device can be worn beneath loose clothing and enhances an individual's core Strength by +2 steps. (5 lb, $10,000x10=100k). General thinking that retrapp the exoskeleton into a parasite mouth thing that can be worn underneath loose clothing and enhances the individuals core str by +2. 
Bio-wizardry, using Super tech Rules, Heroic tier: 8 pts of Super Tech.
Hyper Reaction 3pt: Extra action 1lvl (-1 limitation: not active until after first round of combat), (-1 Power Source: Must be fed 1 lb. of organic matter - prefers raw meat - each day or ceases to function; can starve) = 1pt
Speed 1lvl: 2 pt (-1 Contingent on Extra Action) =1pt
Leap 2lvl: 2pt (-1 Contingent on Extra Action) =1pt
Impervious to Poison: 1 pt (No mod actually needed here)= 1pt
Impervious to Disease 1pt (No mod actually needed here)= 1pt
Danger Sense: 2pt (-1 Limitation: Likes to Talk and has the Monologuer Hindrance)= 1pt
Does not Sleep: 2pt (-1 Limitation: No One Wants to See That: -2 Charisma unless the symbiote is concealed)= 1pt
Regeneration: 2pts (-1 Limitation: Burrowed Deep - If removed, host takes 4 Wounds and rolls on the Death & Defeat table)= 1pt[/OOC]
Elom: Looks like a pulsating, baseball sized lump of flesh with eight tendrils radiating into the skin like tiny veins. The elom must attach to the spine, typically at the neck or small of the back. It feeds on electromagnetic energy generated by the body of its symbiotic partner and can manipulate electromagnetic energy with impressive results.
  • Host type: Humanoids and intelligent beings of all kinds, except creatures of magic and the supernatural. Host Environment: The base of the neck - feeds on emotions and the electromagnetic energy created by them.
  • Powers: An electromagnetic force field can be instantly created around its symbiotic partner whenever the Elom senses danger or fear. Provides +4 Armor against all types of attack (except arcane). Whenever the Elom feels that it or its host body is threatened, it can unleash an electromagnetic discharge in the form of a directed blast. Range of 12/24/48. Damage is 3d6 MD AP4 The host also become highly resistant to electrical attacks. Both of these are reactions of the Elom and are not controlled by the host but they may direct the Elom on who to target. The electrical blast is made with a 1d6+2 and does get the characters wild die. The blast must recharge for 1d4 rounds after discharging. Lastly they gain a +4 to resist electrically based resistance rolls and only suffer half damage from electrical attacks
  • Side Effects: The Elom becomes a permanent fixture, if it dies the host body suffers pain and damage; roll on the death and defeat table.
  • Size: About the size of a baseball.
  • Means of Elimination: Surgery; roll on the surgery removal table.
  • Note: The creature will allow other parasites or symbiotic organisms to share its partner's body as long as the organisms do not harm the body.
  • Market Cost: 25 million credits.
The How
Base Item:Force Field, Personal: Ultra Tech. A personal force field typically worn as a belt. Provides +4 Armor against all types of attack (except arcane). It’s powered by enough energy for 24 hours of continuous use, then must be recharged for one hour. Force fields stack with all other types of armor except other personal force fields, and are not affected by AP. (4 lb, $20000)
Bio-Wizardry using supertech rules, Legendary 10 points
Ranged Attack 2 lvls 4 pts, armor piercing 2 lvls 2 pts, MD 1 pt (-2 Limitation Uncontrolled. See Powers)
Electrical resistance 2 lvls 5 pts
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[b]Elom:[/b] Looks like a pulsating, baseball sized lump of flesh with eight tendrils radiating into the skin like tiny veins. The elom must attach to the spine, typically at the neck or small of the back. It feeds on electromagnetic energy generated by the body of its symbiotic partner and can manipulate electromagnetic energy with impressive results.[list] 
[*]Host type: Humanoids and intelligent beings of all kinds, except creatures of magic and the supernatural. Host Environment: The base of the neck - feeds on emotions and the electromagnetic energy created by them. 
[*]Powers: An electromagnetic force field can be instantly created around its symbiotic partner whenever the Elom senses danger or fear. Provides +4 Armor against all types of attack (except arcane).  Whenever the Elom feels that it or its host body is threatened, it can unleash an electromagnetic discharge in the form of a directed blast. Range of 12/24/48. Damage is 3d6 MD AP4 The host also become highly resistant to electrical attacks. Both of these are reactions of the Elom and are not controlled by the host but they may direct the Elom on who to target. The electrical blast is made with a 1d6+2 and does get the characters wild die. The blast must recharge for 1d4 rounds after discharging. Lastly they gain a +4 to resist electrically based resistance rolls and only suffer half damage from electrical attacks
[*] Side Effects: The Elom becomes a permanent fixture, if it dies the host body suffers pain and damage; roll on the death and defeat table. 
[*]Size: About the size of a baseball. 
[*]Means of Elimination: Surgery; roll on the surgery removal table. 
[*]Note: The creature will allow other parasites or symbiotic organisms to share its partner's body as long as the organisms do not harm the body. 
[*]Market Cost: 25 million credits.[/list]
[OOC=The How]Base Item:Force Field, Personal: Ultra Tech. A personal force field typically worn as a belt. Provides +4 Armor against all types of attack (except arcane). It’s powered by enough energy for 24 hours of continuous use, then must be recharged for one hour. Force fields stack with all other types of armor except other personal force fields, and are not affected by AP. (4 lb, $20000) 
Bio-Wizardry using supertech rules, Legendary 10 points
Ranged Attack 2 lvls 4 pts, armor piercing 2 lvls 2 pts, MD 1 pt (-2 Limitation Uncontrolled. See Powers)
Electrical resistance 2 lvls 5 pts[/OOC]
Mindlink: A strange alien creature that resembles an animal's kidney. Unlike most symbiotes, the mindlink must be surgically implanted in the brain of its host body.
  • Host type: Animals, humans, humanoids, and even dragons and demons.
  • Host Environment: Implanted in the brain.
  • Reproduction: Not applicable.
  • Powers: Provides the host body with very limited telepathy. The organism is mentally programmed by the Splugorth bio-wizard! High Lord to allow telepathic communication only between members of a particular race(s) or group(s). As many as eight specific racial types or designated groups can be programmed into the mindlink. Or a telepathic link can be established between eight specific individuals (team members, family members, etc.). In all cases, telepathic communication is only possible with the races, groups or individuals programmed into the symbiote. Furthermore, to communicate with these people, they too must have a mindlink symbiote or possess some measure of psionic powers (even if those powers do not include telepathy). Note: The Splugorth High Lords, Overlords, Powerlords, Conservators, and other select minions have the mindlink implant which enables them to communicate telepathically with each other. Since the Splugorth are natural telepaths they do not require the mindlink organism to communicate with their minions.
  • Bonuses: None; see powers.
  • Side Effects: None from the organism itself. However, some people have expressed a concern that the Splugorth may arrange it so that the mindlink symbiote creates a telepathic link and enables them to read their minds. This is a wise concern because that is exactly what the Splugorth secretly do! The mindlink can actually be programmed for 10 races or individuals. Thus 90% of the mindlinks implanted by Minions of Splugorth are secretly programmed to enable the Splugorth and Splugorth High Lords to read their minds (no saving throw) and to communicate with them via telepathy if so desired. Unfortunately, the telepathy is one way. The Splugorth can read minds and send telepathic messages, but the person with the mindlink cannot read their minds or transmit telepathic messages to them unless the Splugorth or High Lords mentally allow it.
  • Market Cost: 250,000 credits, one organism per person, plus an additional 10,000 credits for each communication program (as many as eight). Programs are permanent and cannot be changed or others added at a later time.
The How
Base Item: None of note
Bio-Wizardry using supertech rules, Novice item 2 points
Telepathy 2 pts
Code

Code: Select all

[b]Mindlink:[/b] A strange alien creature that resembles an animal's kidney. Unlike most symbiotes, the mindlink must be surgically implanted in the brain of its host body.[list] 
[*]Host type: Animals, humans, humanoids, and even dragons and demons. 
[*]Host Environment: Implanted in the brain. 
[*]Reproduction: Not applicable. 
[*]Powers: Provides the host body with very limited telepathy. The organism is mentally programmed by the Splugorth bio-wizard! High Lord to allow telepathic communication only between members of a particular race(s) or group(s). As many as eight specific racial types or designated groups can be programmed into the mindlink. Or a telepathic link can be established between eight specific individuals (team members, family members, etc.). In all cases, telepathic communication is only possible with the races, groups or individuals programmed into the symbiote. Furthermore, to communicate with these people, they too must have a mindlink symbiote or possess some measure of psionic powers (even if those powers do not include telepathy). Note: The Splugorth High Lords, Overlords, Powerlords, Conservators, and other select minions have the mindlink implant which enables them to communicate telepathically with each other. Since the Splugorth are natural telepaths they do not require the mindlink organism to communicate with their minions.
[*]Bonuses: None; see powers. 
[*]Side Effects: None from the organism itself. However, some people have expressed a concern that the Splugorth may arrange it so that the mindlink symbiote creates a telepathic link and enables them to read their minds. This is a wise concern because that is exactly what the Splugorth secretly do! The mindlink can actually be programmed for 10 races or individuals. Thus 90% of the mindlinks implanted by Minions of Splugorth are secretly programmed to enable the Splugorth and Splugorth High Lords to read their minds (no saving throw) and to communicate with them via telepathy if so desired. Unfortunately, the telepathy is one way. The Splugorth can read minds and send telepathic messages, but the person with the mindlink cannot read their minds or transmit telepathic messages to them unless the Splugorth or High Lords mentally allow it. 
[*]Market Cost: 250,000 credits, one organism per person, plus an additional 10,000 credits for each communication program (as many as eight). Programs are permanent and cannot be changed or others added at a later time.[/list]
[OOC=The How]Base Item: None of note
Bio-Wizardry using supertech rules, Novice item 2 points
Telepathy 2 pts
[/OOC]
[OOC=Code][code][b]Mindlink:[/b] A strange alien creature that resembles an animal's kidney. Unlike most symbiotes, the mindlink must be surgically implanted in the brain of its host body.[list] 
[*]Host type: Animals, humans, humanoids, and even dragons and demons. 
[*]Host Environment: Implanted in the brain. 
[*]Reproduction: Not applicable. 
[*]Powers: Provides the host body with very limited telepathy. The organism is mentally programmed by the Splugorth bio-wizard! High Lord to allow telepathic communication only between members of a particular race(s) or group(s). As many as eight specific racial types or designated groups can be programmed into the mindlink. Or a telepathic link can be established between eight specific individuals (team members, family members, etc.). In all cases, telepathic communication is only possible with the races, groups or individuals programmed into the symbiote. Furthermore, to communicate with these people, they too must have a mindlink symbiote or possess some measure of psionic powers (even if those powers do not include telepathy). Note: The Splugorth High Lords, Overlords, Powerlords, Conservators, and other select minions have the mindlink implant which enables them to communicate telepathically with each other. Since the Splugorth are natural telepaths they do not require the mindlink organism to communicate with their minions.
[*]Bonuses: None; see powers. 
[*]Side Effects: None from the organism itself. However, some people have expressed a concern that the Splugorth may arrange it so that the mindlink symbiote creates a telepathic link and enables them to read their minds. This is a wise concern because that is exactly what the Splugorth secretly do! The mindlink can actually be programmed for 10 races or individuals. Thus 90% of the mindlinks implanted by Minions of Splugorth are secretly programmed to enable the Splugorth and Splugorth High Lords to read their minds (no saving throw) and to communicate with them via telepathy if so desired. Unfortunately, the telepathy is one way. The Splugorth can read minds and send telepathic messages, but the person with the mindlink cannot read their minds or transmit telepathic messages to them unless the Splugorth or High Lords mentally allow it. 
[*]Market Cost: 250,000 credits, one organism per person, plus an additional 10,000 credits for each communication program (as many as eight). Programs are permanent and cannot be changed or others added at a later time.[/list]
[OOC=The How]Base Item: None of note
Bio-Wizardry using supertech rules, Novice item 2 points
Telepathy 2 pts
[/OOC]
Pathic Healer: This is a creature that resembles a large, red and blue spider and is used by the Minions of Splugorth for surgery and healing.
  • Host type: Animals, humans, humanoids, and even dragons and supernatural beings.
  • Host Environment: Head or chest.
  • Powers: The Pathic Healer attaches to the head or chest, links with the body and probes the body for injury and disease. A comprehensive scan takes a mere ID4 minutes. The creature then telepathically transmits the infonnation, complete with visual images of internal workings, to nearby individuals (ideal for doctors). It also continually transmits vital data like heart rate, blood pressure, body temperature, chemical balance, oxygen levels, respiration, blood loss, trauma, and the presence and location of disease, parasites, symbiotic organisms and cybernetic implants.
  • Side Effects: None, other than temporarily draining I P.P. every four hours. May stay attached to a seriously ill or injured creature until it is fully recovered. The Pathic Healer may also offer philosophical advice whether it is appreciated or not. It thinks on a different level than humans, has no desire for the acquisition of possessions or power, and holds life, healing, kindness and good things above all else. If it likes a person or feels that the character needs it (including emotional needs) it may refuse to detach itself.
  • Size: About the size of a man's hand.
  • Means of Elimination: Will leave if requested by the patient or doctor, although it may argue the point; it will not want to leave somebody who needs healing.
  • Note: The Pathic Healer will not allow other dangerous organisms to hurt the body.
  • Market Cost: Four million credits
Attributes: Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d6; Pace: 6; Parry: 7; Toughness: 5; Size -2
Fighting d8, Notice d8,Climb d8, Stealth d8, Medicne d10+4
Has the Healer edge and the following super powers;
Telepathy 2 pts
Healing 5 pts, cure 3 pts
Heightened Senses 1 lvl 1 pt (+2 to medicine rolls), Spatial Sense 2 pts (This allows the three dimentional scaning)
Needs to be fed 1pp/4 hrs when active -2
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[b]Pathic Healer:[/b] This is a creature that resembles a large, red and blue spider and is used by the Minions of Splugorth for surgery and healing.[list]
[*]Host type: Animals, humans, humanoids, and even dragons and supernatural beings. 
[*]Host Environment: Head or chest. 
[*]Powers: The Pathic Healer attaches to the head or chest, links with the body and probes the body for injury and disease. A comprehensive scan takes a mere ID4 minutes. The creature then telepathically transmits the infonnation, complete with visual images of internal workings, to nearby individuals (ideal for doctors). It also continually transmits vital data like heart rate, blood pressure, body temperature, chemical balance, oxygen levels, respiration, blood loss, trauma, and the presence and location of disease, parasites, symbiotic organisms and cybernetic implants. 
[*]Side Effects: None, other than temporarily draining I P.P. every four hours. May stay attached to a seriously ill or injured creature until it is fully recovered. The Pathic Healer may also offer philosophical advice whether it is appreciated or not. It thinks on a different level than humans, has no desire for the acquisition of possessions or power, and holds life, healing, kindness and good things above all else. If it likes a person or feels that the character needs it (including emotional needs) it may refuse to detach itself. 
[*]Size: About the size of a man's hand. 
[*]Means of Elimination: Will leave if requested by the patient or doctor, although it may argue the point; it will not want to leave somebody who needs healing. 
[*]Note: The Pathic Healer will not allow other dangerous organisms to hurt the body. 
[*]Market Cost: Four million credits [/list]

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d4, Vigor d6; Pace: 6; Parry: 7; Toughness: 5; Size -2
Fighting d8, Notice d8,Climb d8, Stealth d8, Medicne d10+4
Has the Healer edge and the following super powers;
Telepathy 2 pts
Healing 5 pts, cure 3 pts 
Heightened Senses 1 lvl 1 pt (+2 to medicine rolls), Spatial Sense 2 pts (This allows the three dimentional scaning)
Needs to be fed 1pp/4 hrs when active -2
Talo Mind Worms: The psionic worm feeds on the P.P.E. of living creatures.
  • Host type: Humanoids and intelligent beings of all kinds.
  • Host Environment: Burrows under the skin of the scalp and feeds on insignificant amounts of P.P.E. They cause no pain, discomfort, injury or negative side effects. At worst, they look like thick veins on the head, usually around the temples, only these veins occasionally pulsate or move.
  • Reproduction: The creatures mate once every three years. During mating season, the creature sends out empathic signals that only other Talo Mind Worms can feel. This will attract worms of the opposite sex who also burrow under the scalp, mate, and bear one or two offspring (who may stay or leave). Talo mate for life. As many as twenty Talo can live on the same person (no additional powers other than additional I.S.P.).
  • Powers: Instills the following abilities to its symbiotic partner: +5 ISP, regeneration (improve frequency of natural healing by one step), fatigue recovery (reduce by half), and Danger Sense (as the power in the SPC2 p25). Plus each additional Talo worm provides five I.S.P.
  • Bonuses: +2 to resisted rolls against psionic powers and +2 armor vs psionic attacks. Bonuses and powers are not increased even if a score of worms live in the person's head.
  • Side Effects: None other than an occasional crawling sensation at the temples.
  • Size: Three to six inches long, 118 of an inch in diameter (3 mm).
  • Means of Elimination: Surgery, but that may leave minor scarring (reduce P.B. by 1 point). An alternative is to concentrate on depressing, sad, and negative thoughts, which may drive them away. Empathic communication by the host partner or another psionic may also convince them to leave if their symbiotic partner doesn't want them.
  • Note: Talo Mind Worms will allow other parasitic or symbiotic organisms to share its host body as long as the organisms do not hurt or sadden their partner.
  • Market Cost: Two million credits each, 5.5 million for a mated pair.
The How
Base item is Minor Psychic Mind Shield: Usually embedded within a helmet, this apparatus provides +2 on opposed rolls against psionic powers and +2 Armor versus damaging psionic powers. (1 lb, 30,000 credits) Retrapped into the above.
Bio-Wizardry using supertech rules, Heroic tier 8 points
Super Edge: Extra power points 2 pts
Regeneration lvl 1 2 pts, recovery(Halves fatige recovery time) +1, Stacking +1 (This power will improve any native increases in healing times)
Danger sense 2 pts
Code

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[b]Talo Mind Worms:[/b] The psionic worm feeds on the P.P.E. of living creatures.[list] 
[*]Host type: Humanoids and intelligent beings of all kinds. 
[*]Host Environment: Burrows under the skin of the scalp and feeds on insignificant amounts of P.P.E. They cause no pain, discomfort, injury or negative side effects. At worst, they look like thick veins on the head, usually around the temples, only these veins occasionally pulsate or move. [*]Reproduction: The creatures mate once every three years. During mating season, the creature sends out empathic signals that only other Talo Mind Worms can feel. This will attract worms of the opposite sex who also burrow under the scalp, mate, and bear one or two offspring (who may stay or leave). Talo mate for life. As many as twenty Talo can live on the same person (no additional powers other than additional I.S.P.). 
[*]Powers: Instills the following abilities to its symbiotic partner: +5 ISP, regeneration (improve frequency of natural healing by one step), fatigue recovery (reduce by half), and Danger Sense (as the power in the SPC2 p25). Plus each additional Talo worm provides five I.S.P.
[*]Bonuses: +2 to resisted rolls against psionic powers and +2 armor vs psionic attacks. Bonuses and powers are not increased even if a score of worms live in the person's head. 
[*]Side Effects: None other than an occasional crawling sensation at the temples. 
[*]Size: Three to six inches long, 118 of an inch in diameter (3 mm). 
[*]Means of Elimination: Surgery, but that may leave minor scarring (reduce P.B. by 1 point). An alternative is to concentrate on depressing, sad, and negative thoughts, which may drive them away. Empathic communication by the host partner or another psionic may also convince them to leave if their symbiotic partner doesn't want them. 
[*]Note: Talo Mind Worms will allow other parasitic or symbiotic organisms to share its host body as long as the organisms do not hurt or sadden their partner. 
[*]Market Cost: Two million credits each, 5.5 million for a mated pair. [/list]
[OOC=The How]Base item is Minor Psychic Mind Shield:  Usually embedded within a helmet, this apparatus provides +2 on opposed rolls against psionic powers and +2 Armor versus damaging psionic powers. (1 lb, 30,000 credits) Retrapped into the above.
Bio-Wizardry using supertech rules, Heroic tier 8 points
Super Edge: Extra power points 2 pts
Regeneration lvl 1 2 pts, recovery(Halves fatige recovery time) +1, Stacking +1 (This power will improve any native increases in healing times)
Danger sense 2 pts [/OOC]
Last edited by Seswarick on Sun Feb 17, 2019 1:19 am, edited 15 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Seswarick
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Re: Savaging Bio-Wizardry

Post by Seswarick »

Bio-Wizard Weapons: Biowizardy equipment does not require an AB to use due to its power being supplied and manipulated by telepathic, semi sentient beings. It does require the use of the new skill Bio-device Use to successfully manipulate the being to doing as requested. Some also require that the item be attuned to a user by a bio wizard.

New Major mod for B-W items. Living power source: A lobotomized Zembahk or sometimes other creatures, is the source of the items power. This will act as a power source for constant abilities, such a the Overlord armors various functions and weapon damage, as well as being the telepathic link to guide the items use. It also provides 5 (10) power points, PPE or ISP but only of one type, and double any power points gained from mods.

Psi-Interrogator: A terrible psionic device that combines a psionic monster with biotechnology. It is designed to extract information from the minds of unwilling subjects and for torture. The device resembles a thorny pod with a short handle. The pod opens up to release four tentacles that encircle the head/face and pulls it into the pod. The psionic interrogation or torture begins the instant even one tentacle touches the skin. The device can perform psychic probes, cause fear, pain, and nightmares, among other things. Weight: 6 Ibs (2.7 kg) Damage: Psionic damage only.
Powers: Telepathy and Mind reading, as well as the Exalted versions. Mind Reading is range touch. Exalted Mind Read also gives the user the ability to alter or remove memories. The device has 30 ISP.
Note: Considered a magic weapon and is indestructible. Market Cost: Generally not available on the open market, but when it is, it will sell for anywhere from one to two million credits.
The How
Base item, a Neural Mace Str+d6 9 8,000 Notes: Touch Attack, victim rolls Vigor, failure = Inc., roll Vigor 1/round to revive to Shaken.
Minor Mods:
  • +1 to Bio-device Use for activation
  • +1 to Bio-device Use for activation
    Major Mods:
    • Living Power Source
    • Power: Telepathy
    • Power: Mind Reading
    • Power points: 10 ISP
Overlord Power Armor The biowizard powered armor was designed with the Kydians in mind and the telepathic control system is keyed to their psyches negating the need for special training(no PA jock needed) and making use by a non Kydian is nearly impossible. The biological portions bred to provide sufficient PPE for the suits basic functions as well as a pool to use for it's non continuous functions. The armor provides all the basic amenities of tech based PA, including full environmental protection. Its visual functions are further enhanced with continuous exalted detect arcana.
Stats: Size 2, +12 M.D.C. Armor, +2 Toughness, Strength d12+6, Pace 8, Flight Pace 24, Climb 1
PPE pool: 30
Spells available(including MD versions): Invisibility, Heal (self only), Speak languages. Wearer gains +2 and +1 die type to Bio-device Use rolls to pilot the armor. Note requires attunement.
The How
Based off of Triax X-10 Predator; I dropped the armors weapons both to compensate for the addition of spells and to reflect the source material, so they cost no mod slots.
Seasoned tier B-W Item
Minor Mods:
  • +1 Bio-device Use for piloting for an attuned user
  • +1 Bio-device Use for piloting for an attuned user
Major Mods:
  • Living Power Source
  • Power points: 10 (20) PPE

Staff of Pacification
Power by a lobotomized Zembahk, housed in the top of the staff, this massive weapon is often found in the hands of the overlords. The imprisoned worms acts as a battery for the powers of the staff, linking with it's user telepathically and responds to the users commands.
Weapon Stats: Str+d8 MD, Reach 1, Parry +1, twohanded.
Powers: It has 30 PPE and the following powers, as well as their MD variants. Bolt, Blind, Puppet, Confusion, and can fire an entangling net. Users also gain +2 to activation rolls for the staff. Note requires attunement. Net Gun 5/10/20 Special RoF1 Shots1 Min Str d6 wt 10 1 PPE to reload
The How
Base item Net Gun 5/10/20 Special RoF1 Shots1 Min Str d6 wt 10 $5000 BW converted and made into a staff: Fires a super-strong, magical net. With a successful hit, the target is entangled. He suffers –2 to all actions and cannot move. He may try to break free with an Agility or Strength roll at –2. The net is Toughness 10, cutting attacks only.
Legendary Tier B-W item
Minor Mods:
  • +1 to Bio-device Use for activation of Staff for an attuned user
  • +1 to Bio-device Use for activation of Staff for an attuned user
Major Mods:
  • Living Power Source:
  • Power points: 10 (20) PPE
  • Power: Confusion
  • Power: Bolt
  • Power: Blind
  • Power: Puppet
Staff of Power: This weapon is similar in its basic design to the pacification staff. The major difference is the styling of the staff and the type of magic built into it. Again, the Zembahk serve as the mystic power source, only this staff contains two Zembahk. The staff of power can be used by any member of the Splugorth's elite minions, but is most common among Powerlords, Overlord officers, Slavers and High Lords. Comment: Designed with the elite minions in mind.
Weapon stats: As staff Strength+ 2d8 MD, Reach 1, Parry +1. Shooting range 40/80/160, damage 3d6+2, RoF 2, AP 3, shots 36, Notes: Semi-Auto, 3RB, twohanded, 2 PP to reload. Weight: 25 Ibs (11 kg).
Powers: Has the following powers and their exalted versions; Heal, Slumber, Teleport, and Dispel. Attuned wielders get a +2 to activate its powers.
The How
Base item Wilk’s 457 Pulse B-W converted and trapped as a staff.
Legendary Tier B-W item
Minor Mods:
  • +1 to Bio-device Use for activation of Staff for an attuned user
  • +1 to Bio-device Use for activation of Staff for an attuned user
Major Mods:
  • Living Power Source:
  • Power points: 10 (20) PPE
  • Power: Heal
  • Power: Teleport
  • Power: Slumber
  • Power: Dispel
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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