The Bio-Sculptor OCC
-------------------------------
What the Necromancer is to the dead, the bio-sculptor is to the
living. The bio-sculptor is a master of life, able to shape creatures
to his every whim. Some bio-sculptors use their powers to create
groups of powerful minions, others to perform life saving procedures.
Others still are just looking for kicks or to watch out for
themselves. A great many bio-sculptors end up going insane, falling
victim to the Dr. Frankenstein Complex, and eventually end up either
falling victim to their own creations or being killed by groups of
angry, pitchfork wielding, torch waving, insult shouting, freak
stomping, bio-sculptor beating villagers, but such is life.
Alignment: Any, but make sure the character plays it. A principled
Bio-sculptor might make a wonderful doctor, but will certainly not
randomly create or modify creatures.
Attribute Requirements: IQ 12 ME 10
Psionics: A great deal of bio-sculptors are psychic. Roll D100. A
roll of 0-50 means the character has psychic diagnosis, psychic
surgery, and induce sleep.
ISP: ME X 2 + 2D4/level if psychic
PPE: 2D4X10+PE + 3D6/level
Special Magic Powers:
Sculpt Living Material:
Duration: The changes are permanent, the bio-sculptor can work for 5
minutes/level
Prep time: 4D4 melees
Cost: 5 PPE
The bio sculptor can mold living matter as though it were clay.
Thus, he can add points to someone's ears, sharpen teeth or claws,
bend, shorten, or stretch limbs, add bumps and identations,
redistribute (or remove) body fat and/or limbs, etc. Barring the
removal of important organs or severing of major arteries or windpipe,
these changes will not damage the target, although having one's legs
folded in half or tied in knots does make some things difficult.
These changes typically provide no bonuses (although a small bonus to
damage due to sharpened teeth or claws might be in order). It is easy
to give penalties of various types by distorting various bodily parts
(can't hear well with ears folded shut, see with cheek bones stretched
over eyes, or punch well if elbow joint has been rearranged without a
corresponding rearrangement of musculature).
This power can also be used to close up wounds and stop bleeding.
This can also be used to make a human look like any Star Trek alien
species (add bumps to forehead - Klingon; add bumps to nose - Bjoran;
add points to ears - Vulcan; add tendon things to neck - Kardassian).
If the skin is broken there is no blood, there is simply an open
section of muscle, bone, intestines, grey matter, fat, or whatever.
Note: each use of this power applies to one target only, which must
stay more or less still the entire prep period and operation time.
Any big movements will end the effects.
Assemble Living Material:
Duration: Attachment is permanent
Prep Time: 1D4 melees prep time
Cost: 5 PPE
The Bio-sculptor can add pieces of one plant or animal to another
(although plants and animals can not be mixed until 5th level, and
even then, 4 times the normal PPE is required). Thus, a pair of arms
could be grafted onto a horse, part of a fury beetle's shell onto a
person, or a gryphon's claws onto someone's arms. Likewise, a bad
heart or kidney can easily be replaced with one from some other
source.
A lot of GM discretion is needed here. A human given gryphon claws
could not inflict the full 2D6+4 MDC, but might do 1D6+2 (half damage
for claw attacks should serve as a good rule of thumb). However, if
thee whole arm was replaced with a gryphon's, the full 2D6+4 MDC would
be inflicted. Scales, armored plates, or tough skin applied from a
roughly human sized critter (such as a maxpary) typically offers
around 2/3 of the original creature's MDC. Armor taken from a larger
creature (say, a Silonar) might offer 1/2 its original MDC, while
armor from a larger creature still (a young dragon) might offer 1/3.
Armor from huge creatures (such as a rhino buffalo) will only offer
around 1/5 of its original MDC. Keep in mind, these are rules of
thumb, and the GM (_not the players_) should feel free to modify these
based on physiological differences in either the donor or recipient.
An additional set of arms and hands will add 1 attack and give +1 to
strike and parry (a set of 4 tentacles will do the same). Poison
stingers or fangs can be installed, as well as fire or breath attacks
(by transplanting parts of throat and lungs), or special vision by
transplanting eyes. GMs (and, to a lesser extent, players), use your
imagination.
Note: The Bio-sculptor can not use this ability on himself. For
some unknown reason it just will not work.
Note: The magic completely negates the chance of rejection. It just
does not happen. This allow the Bio-sculptor to make an amazing
transplant surgeon.
Back-modify Geneotype According to Phenotype:
Duration: Permanent
Prep Time: 2D4X10 minutes
Cost: 50 PPE
The Bio-sculptor can change the DNA (or whatever else the specimen
uses) such that any changes, modifications, additions, or subtractions
made to the creature become dominant genetic traits. Any children
this creature has with a baseline, unaltered individual will share the
traits of the modified parent (although grandchildren may not).
Bio-Stasis:
Duration: 1 week/level of experience
Weight: 10 lbs + 2 lbs/level of experience
Prep Time: 1D4 melees
Cost: 5 PPE
The Bio-sculptor can keep any specimen or fraction thereof aliive
for limited periods of time. This prevents any degradation, decay, or
other changes. This is commonly used to preserve parts destined for
transplat; a heart can be carried around for some time outside of any
host body and still remain alive and in good condition, as can any
other body or piece thereof. This can also be used to prevent
comatose characters from suffering a worsening of condition. The
specimen will be unconcious and can take no actions for the duration
of the Bio-Stasis. Any creature that does not wish to enter
Bio-Stasis may make a save vs magic at +5.
Bio-Jump:
Duration: instantaneous
Prep Time: 2D4 melees
Cost: 30 PPE
The Bio-Sculptor can insert the spark of life into a _recently_
(less than one hour) deceased creature. This will heal 3D6 HP/MDC; if
this is enough to bring that creature back to life then it will do so,
however the creature is likely to only recover to a coma. This can
also be used to attempt a revival of a comatose character, in which
case there is a good chance of the creature regaining conciousness.
This can not be used on a healthy, concious creature. This can be
used to animate a creature completely assembled from spare parts.
Glandular Control:
Duration: 6 weeks + 2 weeks/level
Prep Time: 2D4 melees
Cost: 15 PPE
The Bio-Sculptor can affect the levels of hormones produced for a
limited period of time in a specific specimen. This can lead to
spurts of growth, weight gain or loss, hyperactivity, insomnia,
depression, increased or decreased sex drive, mania, heightened
agression, or any number of other conditions. To do this, the
Bio-Sculptor must uncover the gland in question, touch it, and
concentrate for several moments. Here are some examples of changes
that would provide bonuses or penalties:
Heightened adrenal action: +1 attack/melee, +1 to strike and parry,
+2 to dodge, +3 to initiative. The specimen will also likely
become jumpy and easily excited, insomnia is not uncommon.
Heightened pituary activity: an adult specimen will find themselves
going through a growth spurt, heigh increasing by 5%/6 week period
and weight increasing by 15%/6 week period. SDC/MDC and PS
increase proportionally to weight and spd increases proportionally
to the height. Also reduce the PP by 20% for 1 year afterwards as
the specimen adjusts to its new, larger body. Young specimens
will find these growth rates doubled.
Slowed metabolism: the specimen's metabolism will slow drastically;
reduce attacks per melee, PP, and Spd by half, reduce PS and PE by
25%, the specimen will be constantly tired and grouchy. Weight
gain will commence unless a marked decrease in caloric intake
occurs, and sleep requirements are doubled. This can be useful
for long periods of inactivity, such as hibernation.
Note: The Bio-Sculptor can not use this ability on himself. It will
not work.
Ultra-Evolutionary Action:
Duration: permanent
Prep time: 2D6X10 minutes
Cost: 75 PPE
The bio-sculptor can take any juvenile, non-sentient, non-magical
creature and radically change the manifestation of its biological
energy. This almost always takes the form of causing the animal to
gain sentience and a shape and size closer to human. The specimen will
remember little from its previous life and will generally possess an
implicit trust in its creator. Use TMNT of HU rules for mutant
animals; the bio-sculptor gets to decide how the bio-e is spent.
Additional bio-e can be added at creation at a cost of 5 PPE/bio-e
point, with a limit of 25 extra bio-e.
Note: This ability can not be used until 8th level.
Skills:
Native language and one other: 95%
Native literacy +25%
Medical Doctor +15%
Biology +15%
Chemistry +15%
Math Basic +20%
Hand to Hand Basic (expert costs 1 other skill, MA or assassin 2)
Other: Choose 8 at level 1, +2 at 3 and 7, +1 at 11 and 15
Comm: Radio Basic only
Dom: Any +5%
Med: Any +10%
Phys: Any except boxing and acrobatics
Pilot: Any except PA and Robot Vehicle
Pilot Rel: Any
Rouge: Any +5%
Sci: Any +5%
Tech: And +5%
WP: Any except heavy and heavy energy
Wild: Any
Secondary: 6 chosen from the list above, without bonuses
Equipment: Use the body-fixer's equipment
Experience: Use the Shifter experience table
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