Guy & 9Volt's first sneak peek: New Metabolisms

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Guy_LeDouche
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Guy & 9Volt's first sneak peek: New Metabolisms

Unread post by Guy_LeDouche »

Here's the first of the "sneak peeks". I'll be posting some OCC info and some general info on the Houses as the week progresses.

This is from the "Specialized Metabolisms" section; a listing of alternate, little used (but some gaining in popularity) Metabolisms. There are 7 total, these just happen to be two of my favorites.

The metabolisms were 9Volt's idea with some additional texts and ideas by yours truly.

Detritivore Host Armor
A true scavenger of the Resistance, this type of Host Armor feeds in much the same way as the common earthworm; by devouring decomposing matter. This "matter" can include anything organic; rotting leaves, an animal carcass, even fecal matter. While many members of the Resistance can't bring themselves to use this option, it is slowly gaining in popularity, especially among the smaller Houses of the Resistance. The Detritivore makes a great recycling tool for the House as well as an ideal metabolism for long term field use; the wearer can maintain an easy existence in nearly any environment that can support life (the Preserves offer a bounty of food stuffs for this metabolism.) Because of the nature of this Host Armor, normal citizens often find them disgusting and even fellow Splicers are a little unnerved.
Feeding: The suit eats from 20 to 40 lbs (9 to 18kg) of rotting organic matter a day, and may gorge on up to 50 to 70 lbs (22.5 to 32 kg) at one time. After gorging, the Host Armor can go for 1D6+2 days without feeding and without feeling any ill effects.
Sleep Requirements: The suit requires only 1D6 hours of sleep\rest\inactivity per day, but the pilot may need more then that (typically six hours).
Color of Host Armor: Soft to dark earth tones: mottled browns, tans and blacks are the most common though it is not unheard of to have an even mix\blend.
Special Senses: The Host Armor has enhanced chemoreceptors that are especially sensitive to rotting or decaying organic matter. These receptors offer the following abilities:
• Track rotting\decaying organic matter by smell: 70% (+2% per level of experience). The Host Armor can attempt to track other scents by smell alone at half its normal percentage.
• Gauge time of death: 45% (+3% per level of experience).
In addition, by ingesting even a tiny bit of spoor or droppings, the Host Armor can gain some broad information regarding the organism that left it. The Host Armor can estimate the following:
• Length of time since the organism passed (within a 4 hour window)
• Primary characteristics of the organism. This includes basic information such as size, weight, sex, and general classification (reptilian, mammal, etc.)
• Its primary diet
• A basic idea of its health (diseased, healthy, in estrus, etc.)
Bonus Bio-E Points: 20 additional Bio-E points.
Bite Damage: 1D8 M.D.; the mouth and teeth are shaped for eating soft, decayed matter, and aren’t very useful in combat.
Bonuses: +3 to initiative, +2 to parry, +2 to dodge and +3 to roll with fall, as well as base instinctive skills of Identify Plants & Fruits 80%, Land navigation 75% and Spelunking 55%.
Penalties: Though very faint, the Host Armor has a slightly earthy smell, rather like wet soil or manure compost. No additional penalties to speak of, only the somewhat disturbing need to feed on the waste of other living creatures.


Piscivore Host Armor
An offshoot of the Carnivore Metabolism, the Piscivore feeds primarily on fish and, on occasion, other smaller forms of sea life. Designed as an aquatic front line shock trooper, the Piscivore is a lethal fighting machine, capable of holding its own with any of the standard land based host Armors.
Feeding: The suit eats from 10 to 20 lbs (4.5 to 9 kg) of fish a day and may gorge on up to 50 lbs (22.5kg) at one time. After gorging, the Host Armor can go for 2D4 days without feeding and without suffering ill effects.
Sleep Requirements: The Host Armor requires 1D4 hours of sleep/rest/inactivity per day, generally at night, but the pilot will need more then that (typically six hours).
Color of Host Armor: Soft to dark blues or greens, often with silver or white highlights and markings.
Special Senses: The Host Armor is equipped with several advanced senses that offer the following abilities:
• Taste blood and foreign chemicals up to a mile away when in the water
• Track a blood scent/trail to its source; 70%+2% per level when in water. The Host Armor can attempt to follow a blood scent in the air at half normal percentage.
• The Host Armor can always sense magnetic north, similar to a dolphin or whale. Damage to the head will temporarily (3D4 minutes) disrupt this ability, however, it will eventually return.
• Underwater Sense: The Host Armor can instinctively sense the direction of ocean currents, changes in the current, approximate current speed, and have an accurate idea of depth, even in total darkness.
Other than these, the suit possesses no enhanced senses unless purchased with Bio-E.
Bonus Bio-E Points: 40 additional Bio-E points
Bite Damage: 3D8 M.D.; the head typically has a large, shark-like mouth filled with sharp teeth.
Bonuses When Underwater: +2 on initiative, +1 to strike and +2 to dodge. In addition, the Host Armor can survive depths of up to 2 miles unaided.
Webbed fingers and toes: Provides the pilot with a +30% bonus to his\her Swimming skill or gives a base 40% Swimming skill if Swimming is not possessed by the pilot. The webbing also adds +30 mph (48 km/25.9 knots) to swimming speed.
Penalties: Much like a shark, the Host Armor has a problem with the smell of blood. Due to the chemicals produced by the Host Armor, the scent of blood, human or animal, makes the pilot tense, anxious, and aggressive. A roll to save vs. Insanity of 12 or higher is required to keep the character from entering a feeding frenzy. While frenzied, the character cannot tell friend from foe and will attack anyone or anything around him/her indiscriminately (receives a +2 on initiative and +1 to strike, but cannot easily stop fighting.
Also, if an organic opponent has been defeated, the pilot will have to roll a save vs. Insanity of 12 or higher to keep from ignoring combat and feeding on the fallen victim.
Last edited by Guy_LeDouche on Tue Aug 07, 2007 8:06 pm, edited 2 times in total.
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Aramanthus
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Unread post by Aramanthus »

As I said very nice! I can't wait until you get this published! It's great material!
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

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Unread post by NMI »

Looks good.
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Unread post by Zenvis »

Sweet!
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