Need help with some ideas I got...

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The Baron of chaos
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Need help with some ideas I got...

Unread post by The Baron of chaos »

I've had some ideas for making Biotic Models, much like cyborg models.
Buti'm unsure if I should make them an OCC each like the skinjob (essentially a different specialized biotic model) or make just a Bio-enhacements package for the base biotic class?

Here the ideas I got
Raptor - This biotic models is a speedster, projected and modified ot be fast and agile to extreme. While light armorde compared to his bigger brothers, he compensate with lighting reflex and fast thinking.

Harpy - A companion of Archangels, a biotic born to fly, plain and simple. The fact that it tend to reason like abird , make it an even more acrobatic flyier than Archangels

Triton - Sea Operations, and the most common Biotic in Underwater Sea Houses. In water he is the king

Beastial - This puppy put the accent on the combat ability of the biotic. Pumped up to the level of be very close to a Warmount , this Biotic are also the most wild and savages

Echidna - A blaster specialist. Modified for long rang eattacks with any part of tis body.

So any suggestion?
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demos606
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Unread post by demos606 »

Think I'd go the package route myself, and maybe even extend Tritons to Arch-Angels.
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The Baron of chaos
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Unread post by The Baron of chaos »

Awww...I tried somethign like it before, I called it the berserk, but it don't work. Now i'm confused , you told me two opposite thing.
Here my ideas so far.
The biotic models are particular, specialized biotics, that got some Enhancement as basis(after all it make sense that sea dwelling Biotic should get automaticall gills and be built to live in water) .
Now I thought initally to make them more like the Cyborg model present in books like Triax or Warlords of Russia (odd how the word warlord had become so common in Palladium books recently). So do you think I should do a new class that can get access to these models?
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Spinachcat
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Unread post by Spinachcat »

I like these new Biotic models a lot and I want to see more. I like the idea of specialized units, even some non-combat worker models. I do not think you need to make new OCCs but have them as packages so GMs could use them as quick NPCs or easy to build PCs.

In fact, I could see several sub-models of each of the OCCs so you could have specialized Dreadguard, specialized Roughnecks, etc.

I really like the idea of the Reborn, a sub-class of the Biotics who were crippled heroes who underwent Biotic surgery to fight again. The Reborn could be those who lead the lesser Biotics into battle.

I like the idea of the Harpy, but IMO the name is too fantasy. I am picturing huge breasted half human turkeys from the original Monster Manual. How about Warhawks or Shrikes? The idea of an expendable aerial force that backs up the Archangels is cool. These biotics would really be a "take one for the team" kinda guys who act as fodder and diversions so the Archangels can pull off the tricky stuff.

Here is a question:

Why would the Engineers not just grow new human parts for the crippled or wounded people? If you are masters of biotech, you surely could grow a human arm and re-attach it. So if a Dreadguard gets all his limbs and guts blown off, he could still be rebuilt from his own DNA and sent back into the fray.

Here's one possible answer:

A side-effect of the mechanical nanoplague is auto-rejection based on the human immune system becoming increasingly hostile due to the altered environment of the Splicers world. While healing salves, physical surgery and other external regeneration aids will work on humans, the internal immune systems almost entirely rely on natural healing. Sadly, this means that bio-tech grafts don't work. Thus, the severely wounded can only be whole again through the complete rewriting of their DNA during the Biotic process with the terrible side-effects of memory and intellect damage.
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The Baron of chaos
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Unread post by The Baron of chaos »

You know this aspect of Biotic is something I never truly liked. Is probably the best in such environment. But taking a mentally ill child and force him to become a biotic is not on my "good deed" list.
Anyway I'm always puzzled. Do The genepools grow all the biotech, or some biotech is cattled and let it grow and reproduce by itself? I mean whats' good in biotech if you've to grow it for everything! I udnerstadn host armors, that had to be built for person, but Gorehounds and handheld weapons would be easier to raise and breed like normal animals(or plants), it would reduce the genepools job . What do you think?
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Unread post by slappy »

[quote=Anyway I'm always puzzled. Do The genepools grow all the biotech, or some biotech is cattled and let it grow and reproduce by itself? I mean whats' good in biotech if you've to grow it for everything! I udnerstadn host armors, that had to be built for person, but Gorehounds and handheld weapons would be easier to raise and breed like normal animals(or plants), it would reduce the genepools job . What do you think?[/quote]

I think that's a good point, but I think the reason to keep everything in the Gene Pools is to maintain control. It's like Jurassic Park. They didn't want the dinosaurs breeding on their own so that they didn't lose control of their own creations.
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The Baron of chaos
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Unread post by The Baron of chaos »

Mandrake got a serious point here. Without breeding your bio-tech there is soona shortage of it in long run. PLus ther eis that side effect of the Host Armors being tailored for a single person. I mean this make it impossible recover it should the pilot die but the armor being still workin.
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Unread post by The Baron of chaos »

Finally, some of the biotic Models are ready. Tell me what you think. I've also added a bonus, the Melee Weapon Upgrades.

Biotic Models
The biotic models are essentially specialized packages, adapted for a given task. These often grant slightly more power than an average Biotic, but at great price. They look even more monstrous than normal Biotic, very animal like, in another game they would get Human look: none. And this is only one of the side effect they sustain. Still they are the best in their particular specialty. All the models have also an unique feature that no other have.

Blood Raptor – “Fasteeeerrrrrrrrrrr
The Speed specialist, they are a model built for one purpose only: run at amazing speed and lighting reflex. They engage into command and guerrilla action, making of the motto “quick inside, quick outside” their reason of being alive. And as scout they are great, able to cover a wide area in short time.
MDC: 1d4x10+PE
Attribute Bonus: these replace the base Biotic Attribute bonus: +1d8 PP and PE, +1d12+18 to Speed
Base Bio-Enhancements: Built for Speed (apply to Speed Attribute before any other bonus take place), Legs: Elongated running Legs, Legs: Leaping Legs, Feet: Non-skid Pads, Increased Metabolic Rate
Base Weapons: Combat spurs on forearms and feet
Unique Features: Can go from zero to max speed in matter of a second(one Action per Melee), fast reaction times allow to accomplish any task in half the normal time needed, +3 to Autododge(can dodge without spending any action) while running
Side Effect: in addition to the side effects of built for speed and Increased metabolism, Lifespan is decreased by 1d6x10% due to the accelerated cellular activity, -4 to MA and –2 to PB due their inhuman appearance
Bio-E: 1d4x10+20 + 1d10 per level of experience – Generally spend on sensory or weapons
Equipment:Leatherback Light Armor only with 2d6+22 enhancements (Weapons , sensors or Biological Defence only).
Appearance: Wiry aerodynamic bodies, with and oval narrow animalistic head. They sport often a decorative fin or Mohawk of colored feathers. Models of Great House of Barren Marsh does have a very velociraptor-like style with crimson red head feathers

Deathwings – “From the sky in silence we observe you, from the sky in silence we strike, to the sky in silence we return with our prey
The dark side of Archangels, the Deathwings are the flight specialist amongst biotics, reborn to be more close to bird and chiroptera than to humankind. Always part of any aerial strike they are also known other than for the same acrobatics of the archangels also for an innate hunting instinct and for insane kamikaze strike.
MDC: 2d8+30+PE
Attribute Bonus: +2d6 PE, +1d4 PS and PP, +1d6 to PB they tend to look better than most biotic
Base Bio-Enhancements: Fully Functional Wings(Flight Speed of 200 mph, cruising speed 120 mph), Hollow bones, Advanced Sight, Radar or Echolocation, Prehensile Feet.
Base Weapons: Medium Sized claws on Hands and Feet.
Unique Features: Their wings are tailored for total silent flight even during take off and power dives, flyby diving attacks cost two attacks per melee but add +1 per 20 mph of speed. Superior balance in flight , can shoot while flying at no penalty even if upside down or free falling at full speed.
Side Effect: Frail body, lack of Splicer strength, albeit they can still inflict 2d4 MDC damage on a power punch and with their natural weapons. Cannot mount Heavy Weapons on their body, only light or medium weapons
Bio-E: 1d4x10+20 +1d10 per level of experience
Equipment:Leatherback Light Armor only with 2d6+22 enhancements (Weapons , sensors or Biological Defence only).
Appearance: Muscolar, with feather or short fur that grow on the back becoming all one with wings. Arms and Feet look animalistic. Oddly beautiful and charming

Berserk – “I’m the best in what I do, And what I do is simple….SLAUUUUGGGHHTTTEEEERRRRHHHHHH!
Full combat biotics. Frontline assault trooper, expected to engage opponent in hand to hand combat and survive enough to face another wave of enemy. They are also very good trackers and the often, perhaps too often for their own good, work side by side with the skinjob
MDC: PE x 5 + 50
Attribute bonus: +1d8+6 to PE add+1d8 to PS, PP and Speed
Base Bio-Enhancements: Regeneration: Super, Adrenaline Surge, Ambidextrous, Advanced Senses, Die Hard
Base Weapons: 1d4+1 Melee Weapons of choice with one Upgrade(see below), Fire Breathe or one bio-energy expulsion vent.
Unique Features: When under Adrenaline surge the strength become supernatural, Fatigue at one tenth the normal rate, Can deliver A super power attack when in frenzied state that deal five times the normal damage(cost 3 Attack per melee and cannot be made before another attack)
Side Effect: Feral nature, is uneasy in confined spaces, plus suffer from an extreme form of violent rage called Berserk Frenzy, while in this state it enjoy +1 attack per melee, + 2 to strike, but is unable to dodge at all, the entire concept is beyond his frenzied mind, and +60 MDC, but the damage come from the base MDC first and then scaled down from this additional MDC, this means that the Berserk could be dead and not realizing it! In the frenzy is unable to distinguish friend from foe, or understand what he is told and very often take foolish risk. The Berserk Frenzy is triggered whenever the berserk is facing a strong stressful situation (roll vs. 16 or better using ME bonus, failure means falling in the Berserk Frenzy) , using Adrenaline Surge make it worst (roll vs. 18 and not vs.16)
Bio-E: 1d4x10+20 +1d8 per level of experience
Equipment: Medium or Heavy armor with 5d6+20 Enhancements
Appearance: Stocky and feral, some truly look like humanoid animals, with the body covered with tattoos like marking, that vary depending of the Great Houses, and lot of scars. They like to pick up souvenirs from their fallen opponents and are one of the few that carry metallic objects, often in glass jar. Sure they got hurt often but give them a perverse pleasure watching a metallic bolt coming from what was once time a Steel Trooper twist and bend between their fingers.

Melee Weapons Upgrades(don’t know if was done before)
Enhanced sharpness: The most common upgrade into melee weapons the sharpness of the blade is augmented to near monomolecular level, in an SDC world would be armor piercing, able to cut even the toughest material. In an MDC world it just double the damage inflicted by the weapon, so a Forearm blade that inflict +2d6 damage now deal +4d6. It also add +1 to strike with the melee weapon due
Bio-E cost: 25
Prerequisite: Applicable only to melee weapons
Improved precision and resistance: The strength of the melee weapon is increased as well as its precision . Increase weapon MDC by 50% and add + 2 to parry with it
Bio-E cost: 15
Prerequisite: Applicable only to melee weapons
High Frequency bio-energy field: The concept behind this upgrade is interesting. The base idea si to creat organic vibroblade but it also develop the bio-energy vent toward what could be considered a natural evolution. In few word the melee weapon is equipped with a a variaonf of bio-energy expulsion vent, that create an high Frequency bio-energy field around the melee weapon. Dislike normal upgrades this one is not always on, but need to be activated and last only for a number of melees equal to PE, before the user got weakened(see Bio-Energy expulsion bvents description on page 98 of Splicer Core Book for more info). On plus side it allow to add one own PE to the damage
Bio-E cost: 40
Prerequisite: Improved Precision and Resistance
Massive Size: The Melee weapon is awfully big, two times as big than normal, Its size and weight add 1d4+6 to damage(roll once to see the exact bonus), and are + 4 to parry. But they are awkward and require a very strong wielder or risk a –3 to strike
Bio-E cost: 10
Prerequisite: Applicable only to melee weapons, need A Splicer strength of 30 to be used without penalty
Stretching Ability: The melee weapon is actually mounted on an elastic muscle that allow it to be stretched to two three times its own length, with often a very grotesque effect. Stretching cost one action per melee
Bio-E cost: 20
Prerequisite: Applicable only to melee weapons , Claws and Fangs cannot receive this upgrade
Corrosive Enzymes: The melee weapon does have some glands at its base that coat it in a hyper corrosive enzymatic substance. These enzymes attack, dislike acid, also organic as well as metal, making the weapon extremely deadly. The Melee weapon now does inflict one additional dice of damage and the enzymes keep on doing half the weapon damage on the wounds for 1d4 melees before expiring. Note that while the owner of the weapon is immune to his own enzyme she isn’t to other’s.
Bio-E cost: 35
Prerequisite: Enhanced Sharpness
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Unread post by runebeo »

good stuff like them all. I like a Spider man's Rhino like Bio-armor attachment for host armors with very short life spans of 3 weeks or so.
It would give then good protection & supernatural ps can always come in handy.
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