Grafting
Fantasy (and not only fantasy) is full of wizards/mad
scientists/necromancers/alchemists who replace their body parts with body parts
of other, often very different creatures. D&D
3.5 and Pathfinder have a lot of such material to use, but it requires some
combing, sorting, and tweaking. Let us get to it!
First, let us review existing rules for surgery,
transplants, cybernetics, and biomods.
GURPS Basic Set describes some general rules regarding point totals
change during the game due to body modifications (p. 294-295). Here we can read
about pricing, Surgery rolls, and recovery periods. The most important thing is
to decide how one can acquire such modifications – for free, for cash, or for
points. Usually, I require body modifications to be purchased with points
during character generation and with money and half the usual points during the actual game.
GURPS Ultra-Tech describes cybernetics and uploading, including social
effects, statistics, availability, procedure, second-hand cybernetics,
detecting and removing cybernetics, repairing and powering. The surgical
procedure rules seem fine, even though there is no guideline on how one
determines a procedure’s difficulty class, and given surgical procedure fees
will not work for low TL games.
GURPS Bio-Tech, of course, describes a realistic treatment of
surgery (p. 135-140), medical transplants (p. 141-143), preservation (p.
144-147). The biomod chapter (p. 168-191) lists a myriad of biomods and describes
rules for acquisition and recovery. It lists recovery times and costs without
difficulty classes introduces in the previous book and does not describe
aftermaths of botched surgeries.
Pyramid #3-1 has the «Necromantic
Tools» article written by Sean Punch. It describes the procedure of replacing one’s arm
with an arm of an undead creature. The rules are quite simple, but are only for
arms and magical campaigns.
I have conflicting feelings about the rules in GURPS
Bio-Tech. They feel simultaneously excessively complex and detailed, if
you use all the surgery rules, and not detailed enough if you simple use the
biomods chapter. I prefer using a combination of rules from GURPS
Ultra-Tech and GURPS Basic Set. Prices will be
derived as 300 + (granted advantages point cost x 50) – (granted disadvantages
point cost x 10). Multiply this by x1 if the procedure is simple, by x2 if
minor, by x3 if major, by x4 if radical.
Flipping through D&D
3.5 and Pathfinder books for
grafts and body modifications, I have found many types of materials to use.
First, there is grafting – replacing your body part with another or adding a
new one. Grafts can be of the following types: aboleth, beholder, construct,
deathless, draconic, elemental, fiendish, illithid, maug, plant, silthilar,
undead, yuan-ti, or more generic fleshgrafts from Pathfinder RPG Horror Adventures. In addition, I have found some
more narrow body modification types – embedding, vile deformity, and
technomagical implantation. Surgery as a skill does not require a specialization, but offers many optional specialties. GURPS
Ultra-Tech lists Surgery (Cybernetics) as a common specialty in high TL
settings. After some thinking, I have decided to collapse all listed body
modification types into seven optional specialties for the Surgery skill:
1)
Vile Deformity: Intentional self-mutilation
that grants some abilities.
2)
Embedding: Implanting magical gems, dragonshards, etc. into the body.
3)
Fleshgrafting: Grafting body parts of living creatures.
4)
Necrografting: Grafting undead or deathless body parts, even if
insubstantial.
5)
Golemics: Grafting construct parts. Use Mechanic or other appropriate
skills when grafting from one construct to another.
6)
Elemental Grafting: Grafting “body parts” of elementals.
7)
Phytografting: Grafting plant body parts.
Let's convert some generic fleshgrafts, using the ones from Pathfinder RPG Horror Adventures as a base.
Antennae
The subject’s eyes are replaced by antennae that
sprout from its eye sockets. They allow the grafted creature to sense air
vibrations, as if he had Vibration Sense (p. B96).
Statistics: Blindness [-50] + Vibration Sense (Air) [10]. -40 points.
Availability: Major procedure. $900. LC3.
Blinding Spittle Glands
The subject produces viscous black spittle that can
temporarily blind creatures. He can spit at any target up to 10 yards away
(without range or speed penalties). The spittle can be dodged or blocked, but
not parried. If the spittle strikes the face, it causes no injury, but blinds
the target for 3 seconds unless he makes a HT roll. Thick goggles, closed
helmets, ultra-tech visors protect against this effect.
The glands prevent the grafted creature from making
any vocal sounds. Thus, the grafted creature can growl or hiss, but not speak.
Statistics: Cannot Speak [-15] + Affliction 1 (HT; Accessibility, Must hit
unprotected face, -20%; Biological, -10%; Blockable, -5%; Disadvantage,
Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%;
Reduced Duration, 1/60, -35%; Vision-Based, +150%) [24]. 9 points.
Availability: Major procedure. $4,050. LC3.
Burrowing Claws
The subject’s hands are replaced with hooked, clawed
appendages. He can dig with his claws as if equipped with a shovel. See Digging
(p. B350) for speed. Change the damage he inflicts with a punch from crushing
to cutting. The subject gains Bad Grip 2 (p. B123).
Statistics: Bad Grip 2 [-10] + Burrower [1] + Sharp Claws [5]. -4 points.
Availability: Major procedure. $1,500. LC3.
Camouflage Flesh
A glaze of strange, malleable skin wraps around the
subject, granting it the ability to adjust the skin’s color. This is equivalent
to Chameleon 2 (p. B41).
Statistics: Chameleon 2 [10]. 10 points.
Availability: Radical procedure. $3,200. LC3.
Carapace
A chitinous carapace covers the subject’s body,
attached by a collection of fibrous nerves. This grants DR 4, but prevents the
grafted creature from wearing armor. Eyes are not protected. In addition, this
graft makes the grafted creature clumsy – reduce his DX by 1.
Statistics: DR 4 (Cannot Wear Armor, -40%) [12] + DX-1 [-20]. -8 points.
Availability: Radical procedure. $3,200. LC3.
Cerebral Husk
A cerebral husk forms on the back of the subject’s
head, burrowing synaptic fibers into the base of the skull. When the grafted
creature fails to resist a mind-affecting ability, it can shunt the effect into
the cerebral husk. This causes the husk to spasm, making the grafted creature
lose 2 FP. In effect, the graft is a separate mind compartment. If one
compartment is under external influence, roll a Quick Contest of Will to see
whether it gains control of the body. The compartment currently in control of
the body rolls at +1. Battling compartments may attempt to use mental powers on
each other. Treat them as completely separate minds for this purpose, each with
your IQ, Will, and mental abilities (such as Mind Shield).
The graft negatively affects the grafted creature’s
ability to concentrate as per Absent-Mindedness (p. B122).
Statistics: Absent-Mindedness [-15] + Compartmentalized Mind 1 (Biological
(Passive), -5%; Costs 2 FP, -10%; Mental Separation Only, -80%) [10]. -5 points.
Availability: Major procedure. $1,950. LC3.
Clawed Gauntlet
The subject’s hands are replaced with clawed
appendages that can be used as natural weapons. Change the damage he inflicts with
a punch from crushing to cutting. The subject gains Ham-Fisted 1 (p. B138).
Statistics: Ham-Fisted 1 [-5] + Sharp Claws [5]. 0 points.
Availability: Major procedure. $1,500. LC3.
Darksight Eyes
Bulging eyes cover the subject’s own, augmenting the
existing organs. Fibrous nerve tissue grafts to the eyes, fusing them in place
and linking the subject’s vision to these new, bulbous appendages. The grafted
creature can see normally at night (illumination penalty of -5), but is at -1
to Vision rolls and visually guided tasks for each level by which its
environment is either dimmer or brighter. It still cannot see in total
darkness.
Statistics: Night Vision 5 [0]. 0 points.
Availability: Major procedure. $900. LC3.
Grasping Tendril
A grasping tendril typically replaces an arm or
forelimb on the grafted creature, though sometimes it is attached just above a
forelimb or below an arm. This is treated as an Extra-Flexible Arm (p. B53).
Statistics: Extra Arm 1 (Extra-Flexible, +50%) [15]. If replacing an arm, replace
Extra Arm 1 (Extra Flexible, +50%) [15] with Extra-Flexible Arm [5]. 15 points, 5 points if replacing an arm.
Availability: Major procedure. $3,150 or $1,650 if replacing an arm. LC3.
Poison Fangs
The subject’s teeth are replaced by strange, crooked
fangs. The grafted creature’s bite inflicts thrust-1 cutting damage. The
grafted creature can administer poison through the fangs by spending 1 FP. If it
hits another creature with his poison fangs, it deals additional 1d-2 follow-up
toxic damage immediately and again each minute for 10 more cycles. Each
instance of damage can be resisted by HT. After losing 1/2 HP to this poison,
the victim gets a -4 penalty to ST until he heals above this threshold.
Statistics: Sharp Teeth [1] + Toxic Attack 1d-2 (Biological, -10%; Follow-Up, Sharp
Teeth, +0%; Cyclic, 1 minute, 10 cycles, Resistible, +200%; Resistible, HT, -30%;
Symptoms, ½ HP, -4 ST, +40%) [5]. 6
points.
Availability: Major procedure. $1,800. LC2.
Retractable Spines
Serrated, reptilian spines run along portions of the
subject’s arms. These spines can be extended and retracted with a Ready
maneuver. Change the damage the grafted creature inflicts with a punch from
crushing to its choice of cutting or impaling (choose before it rolls to hit). The
subject gains Ham-Fisted 2 (p. B138) when the spines are extended.
Statistics: Talons (Switchable, +10%; Temporary Disadvantage, Ham-Fisted 2, -10%)
[8]. 8 points.
Availability: Major procedure. $2,100. LC3.
Shark Gills
The gills and some of the glands of a shark are
grafted to the subject’s neck and into its lungs, changing the way its
respiratory system works. The grafted creature gains the ability to breathe
water, but loses the ability to breathe air.
Statistics: Doesn’t Breathe (Gills) [0]. 0
points.
Availability: Major procedure. $900. LC3.
Stinging Tail
The subject gains a large scorpion-like tail that
sprouts from its lower back. The singer has reach C-1, inflicts thrust piercing
damage at +1 per die, and cannot be used to parry. The grafted creature can administer
poison through the stinger by spending 1 FP. If it hits another creature with
his poison fangs, it deals additional 1d-2 follow-up toxic damage immediately
and again each minute for 10 more cycles. Each instance of damage can be
resisted by HT. After losing 1/2 HP to this poison, the victim gets a -4 penalty
to DX until he heals above this threshold.
The tail makes the grafted creature more unbalanced –
reduce its Basic Move by 1.
Statistics: Basic Move-1 [-5] + Striker (Piercing; Cannot Parry, -40%; Long 1,
+100%) [8] + Toxic Attack 1d-2 (Biological, -10%; Follow-Up, Stinger, +0%;
Cyclic, 1 minute, 10 cycles, Resistible, +200%; Resistible, HT, -30%; Symptoms,
½ HP, -2 DX, +40%) [5]. 8 points.
Availability: Major procedure. $2,700. LC2.
Wings of Darkness
The subject gains leathery, batlike wings on its back.
The flight Move is Basic Speed x 2 (drop all fractions). Wingspan is at least
twice the grafted creature’s height. In order to take off, land, or maneuver, it
must have an open area with a radius equal to its wingspan in all directions.
If its wings are bound, or if a wing is crippled, it cannot fly. Treat wings as
arms for the purpose of targeting and crippling.
Statistics: Flight (Winged, -25%) [30]. 30
points.
Availability: Radical procedure. $7,200. LC3.
No comments:
Post a Comment