The living nature of Splicer Technology allowed the members of Resistance to develop some special bond with it, almost a symbiotic relation. This is true for Dreadguards, Outrider , Archangels and Packmasters, they all share a link with particular Living organism, getting more bonus that nay other user. The same is true for the Bio-slayer. These courageous men and women, has special ties with a class of Living Technology often underestimated or simply ignored under this aspect: The bio-weapons. Ranged or Melee bio-weapons are as alive as any other Splicing Technology, but still people tend to sue them as normal weapon.
This is not the case of Bio-slayer who knowledge of Bio-Weapons and the ties with them reach an almost insane level.The Bio-Slayer, called also Bio-Slingers, are a caste apart in human resistance, often developing secret guilds and orders, a small society in the human society, that answer only to a council of Elder Bio-Slayer, that much like ancient Shao-Lin Monastery, train new generation to the way of the Bio-weapon. This training involve a constant series of duels between trainee, until only a few survive. These few then go initiated to the process of Bonding, where they got their personal Weapon, that will become their only true friend in their life of fights. This process is perhaps the hardest part, in that involve the injection of a retro-virus, developed from the weapon in question, into the young Bio-Slayer. The effect is a series of violent spasms , where the weapon merge with the future owner . Is extremely painful and physically taxing process that has good chance to left some sign in the Bio-slayer mind.
As said the Bio-slayers live slightly isolated from human community, and are not knows for their warmth or politeness. This create an aura of suspect toward them, and rumors about –bio-slayer being insane killers, maniacs, that will kill even an Engineer if the price is right . Of course all of this are just rumors, although is true that will accept to be hired for “cleaning” job, especially in Bloodfeuds . The good thing of humankind is that remain the same even in dramatic moments.
Despite their isolation and somewhat cold behaviors the Bio-Slayer are a great support for Resistances: Snipers, Gunfighter and Swordsmen, that live their life like a long ongoing showdown
The code of Bio-Slayer
Always end your job before getting another
Always Ensure to be paid the right
Show discretion, in all situation
Avoid useless fights, but when you have to strike, strike to kill
Don’t carry weight(physical and spiritual), you can’t get rid of
Your Bio-weapon is your life, never go anywhere without it.
Whatever it took to win is always good.
Alignment: Any, but typically Aberrant(30%), Anarchist(20%) or Miscreant evil(15%)
Attribute Requirement: PP: 14, PE: 14, high PS and ME are helpful, but not mandatory.
Attribute OCC Bonuses: +1d6 ME, Spd. and PP, +1d4 to PE and PS
OCC Bonuses: +1 action per melee/round, +2 to initiative +1 at level 4,6,9,12,14; +2 to strike and parry with Bio-Weapon(melee or ranged), +1 to disarm an opponent at levels 2, 4, 8, 12, +3 to pull punch, +3 to save vs. HF
Base SDC: 40 plus skill bonus
Slayer OCC Power:
Attuned Weapon : The bio Slayer get a personal bio-weapon, melee or ranged, that he/she got tied with. A sort of imprinting that change the bio-weapon to become a mirror of owner body and soul. This tie grant the weapon some unique powers. The Bio-Slayer love giving names to their Bio-Weapon
Weapon Powers:
High animal intelligence: IQ of 1d6+4 the weapon refuse to work for anyone else but its owner. In case of melee weapon they twitch and bend making impossible the usage
Telepathic link: Always know where the Attuned Weapon is and does have access to any sense the weapon could have. The weapon could be used at distance Range: 6 miles,.
Improved resistance: The bio weapon has its MDC increased by 1d6x10+30 and bio regenerate two times faster than normal. If does not regenerate normally it does now at rate of 3d6 per minute
Bio Metamorphosis: The weapon can shapechange into an animal like form. The size depend essentially from what sort of weapon they are, but often small, like an hawk a small lizard, a snake or even a huge insect. Often assumed to return owner, or to act a spy(see under Telepathic link above)
The Morphed weapon can fly or run at Spd equal to owner 3d6+20, and can attack with bite or claws, if possessed but does only 1d4 damage(S.D.C to S.D.C. beings and M.D.C. to M.D.C. structures). Note that the morphed shape while resemble roughly an animal, is obviously not a normal animal(bone plates, spikes, multiple eyes etc.) .
Bio Force Field :The Weapon generate a bio-force field to protect itself and wielder MDC: 1d8x10+20 MDC. The Force Field M.D.C. recover at 1d6 M.D.C. per 10 minutes
Bonded damage: The bio slayer attuned weapon add his ME or PE to the weapon damage
Bonus: + 1 Attack per melee with the attuned weapon, +3 to strike, +5 to disarm on a called shot, +2 to parry when using the personal weapon(this include Ranged ones)
Bio-E point: The Bio-slayer get 1D4x10+ME+PE BIO-E to spend onto standard Hand-Held Weapon Bio-Enhancements (see Slappy post on Bio weapon modifications) additionally could get any sensory enhancement that could afford (generally manifest in form of eyes on the hilt or along the barrel)
Bio-Weapon Mastery: Automatically know W.P. Paired Weapons, W.P. Bio-weapons: Light and W.P. Bio-weapons: Heavy plus the following:
Paired Weapons: Light Bio-weapons: The expert Bio-Slayer can draw and shot two Light Bio-weapons simultaneously at the same target , inflicting full damage from both weapons, but counts as one melee attack. Or as alternative the two bio-weapon damage could be dived between two different targets visible to the Bio-slayer and within his range of perception(that thank to further bio-enhancement could be truly high). The divided attack count as one simultaneous attack o two different foes. All normal bonus apply to the divide except you’ve to roll two time, one for each target and use only half the normal strike bonus. While using Ranged Bio-Weapons as paired weapons one cannot parry, but can dodge spending one action.
Pathway of the Bio-weapon: The Bio-slayer feeling with Bio-weapons allow him to apply the following “katas” to Bio-weapon combat
Choose two at level 1 plus one at level 3, 5, 8 , and 13
Combination Parry/Strike: once per melee the bio-slayer could parry a blow and counterstrike with his Bio-weapon at cost of one action. Full bonus apply
Combination Dodge/Strike: Same as Parry/Strike except is a dodge(not an autododge)
Bouncing: You can bounce your attack on a surface in order to catch a nearby target. Inflcit only one point of damage to the one surface and full damage to the second.. Reduce bonus to strike by half. The real target has no chance to parry or dodge the attack. Can be done with any projectile weapons and Laser Weapons.
Absolute Parry: With your Bio-weapon you can parry any attack incoming toward you that you’re aware of. This superior parry cost 4 melee action but is +5 to parry and can parry even energy blast and rail guns burst!
Acrobatic Fighting: you can run, roll, leap, somersault, pounce, ride an horse or fly and use you Bio-weapons with no penalties.
Fake attack: The Bio-slayer do a double attack, the first one is actually a fake with the purpose to put the target where the second true attack will come. First roll to strike, if you hit you’ve succeeded into bringing your opponent where you want, then the second roll to strike impose to opponent a –2 penalty to dodge or parry you(he don’t see it coming) count as two attack per melee.
Circular strike: Giving up parrying and dodging for the melee round, the Bio-slayer focus all his effort into striking everything that enter in his weapon reach. Roll 1d20 with no bonus to strike except those for the attuned weapon, if the result is 12 or more, all the enemies in weapon range are hit. Cost all Action per melee but one, and can be done only once each 3 melee round.
Surgical Strike: The Bio-Slayer could use Bio-weapons with a precision that reach supernatural level. Can hit a flipping coin at 2000ft range, draw the Mona Lisa with a laser over the hull of a robot, or even use then as surgical instruments(although is really grotesque watch a bore rifle being used for a caesarean birth!!). Bonus:+3 to pull punch(damage is totally controlled by mental command)
Death strike: Actually less dramatic that the name suggest. Simply the Bio-Slayer focus entirely on the result of a single strike, be it with a melee or with ranged bio weapon.
Bonus: for each melee the bio-slayer focus on a target he get +1 to strike and add +10 to the damage; Generally this attack is used for called shot.
Super Concealment:. It allow the Bio-Slayer to molecularly merge with any bio weapons, hiding them inside his own body. A perfect way to hide a deadly weapon and look defenseless.
Bonus:+1 to initiative for drawing the weapon form your body, +2 HF for those witnessing it
Limit: Only one weapon can be hid in such way, plus another one at level 3 ,7 and 12
Lightweight: Bio-Weapons weight is considered halved for the bio-slayer and he can shot a normally two handed weapon one handed without penalties.
Fame: When recognized as Bio-slayer they get an HF of 10 to any member of resistance. They are infamous to kill anyone for the right price.
Common skills: (Standard +10%)
OCC Skill programs: Assassination (+20% if evil) or Espionage(+15%), plus Weapon training and two skill program of choice (at least one of those two should be the profession used as cover)
Elective Skills: Select five elective skills from the following list at the first level . Plus select another one elective skills at level 2, 4, 8, 10, 12, 14. All New skills start at level one proficiency
Communication: Bio-Comms and Sign Language only
Domestic: any
Espionage: any(+10%)
Medical : any(+5%)
Military :any except Demolitions, Demolitions Disposal and Demolitions Underwater)
Physical : any
Rogue: any (+15%)
Science: Advanced Mathematics only
Technical: any
Transportation: Any, except Host Armor Combat and War Mount Combat
Wilderness: any
W.P.: Any except modern weapons
Secondary Skills: The character select five secondary skills at level one and one additional secondary skill at level 2, 5, 9 and 13. These are additional area of knowledge starting wihtou any special OCC bonus
MDC Living Armor: The Bio-Slayer get a special design of Leatherback(light) armor designed especially for the Bio-Slayer. It does have + 2d12+14 to Main Body, + 4d8 to arms, +1d10+6 to head. The armor is coal black (+20% to prowl in darkness) It does have 2d10+40 Bio-E points for additional features.
Standard Equipment: Military Fatigues, a few set of dress clothing, survival knife, utility belt, medical kit (first-aid kit with extra bandages,, antiseptics, protein healing salve, aspirin, painkiller, antibiotics, thermometer), a Face Wrap, tinted goggles, hatchet for cutting wood, one or two Light Bio-Weapon of choice and one weapon for each W.P. with appropriate amount of ammunition (2 Weapon get 2d8+14 of BIO-E modification) , as well as a tent, knapsack, backpack, bedroll, two water skins, emergency food rations (three week supply), some personal items plus chose one of the following option(appropriate skills must be possessed)
- · Personalized wing pack “Black Crow model”: A standard wing pack whit the following modifications: Black colours, feathers included; Silent flyers(+10 to prowl in air); Invisible to radar and sonar(like a stealth); plus 2d10 Bio-E for additional features.
· Modified gore hound: The hound is modified to resemble a normal, albeit large and powerfully built, grey wolf. The Gore “wolf” is then personalized with 2d8+30 BIO-E point enhancement(note this enhancement should never betray the illusion it is a normal wolf). The Gore “wolf” and Bio-slayer while cannot communicate can understand each other very good, so the Bio-slayer can understand what his wolf want at 60%
· Bio modifications: The Bio-Slayer get 2d6+20 Bio-E worth for bio enhancement. This enhancement are almost always concealed and are limited to Sensory Enhancements, Anatomical & Physiological Features and Offensive Bio-weapons
· Modified Mega horse: Black in color (But you’ve figured it ) MDC is increased by 50%, add 3d6x10 mph to speed, leap +20ft high and across, Night vision eyes, Completely silent even when running at full speed
· Trench coat made from Skinjob skin(you don’t want to really know how the Bio-Slayer get it) : AR:12 – any roll above it hit the uncovered part- MDC 60, grant the chameleon power at will and stealth field two times per day for a duration of 2d6 minutes, HF 13 amongst splicers
· Modified Eye Pod: Resemble an organic headband with many eyes that wrap around head and over the eyes. Range is doubled, plus does have Thermal Vision, Electromagnetic Vision, Radar and one glow cells
The upside: The ultimate killer, the definitive hit man, you exist only to do one thing, and you are the best at doing it. A master in the use of weapons, you answer to no one, except perhaps elder Bio-slayers, and your service are always valued and precious. Dislike Skinjobs and Scarecrows you look perfectly normal and is easy deceive opponents into underestimating you. And then there is your little “sister” , your attuned weapon, the twin shard of your soul, whose power help you in the direst situations.
The Downside: You’ve to live underground, always, and not just literally. No one trust you or your kind. Apart form other Bio-slayer, you’re unable to completely relate to anyone else. A Wolf cannot become friend of a sheep. Your only true friends are the bio-weapon, to whom you talk like they were true living persons in a really morbid and slightly insane way, often other Splicers think you’re out of head. But despite your skill in Bio-weapons use you’re pretty defenseless without them.
Tell me what you think, please.