new Host Armor feature and OCCs

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TechnoGothic
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new Host Armor feature and OCCs

Unread post by TechnoGothic »

NEW Bio-Enhancements for SPLICERS

TRANSMUTATION ( 40 Bio-E Points )
This is a Very new feature the Engineers have perfected. Only Dreadguards may have this feature. A Host Armor and the Pilot undergo a process that makes the two into one. The End result is the Dreadguard Pilot can Transform into his Host Armor. All the Host Armor metabolisms can be used as normal. Dreadguards with Parasitic armors suffer 2d4 HP/SDC damage during the First transmutation that day. This damage can be healed with the basic Bio-regeneration even. If the Dreadguard remains “armored up” the entire day, when 24 has passed, he takes another 2d4 HP/SDC damage which also can be healed. Parasitic armors still retain the long term weakness for the Human form. ALL other metabolisms work as normal.
The Transformation takes up 2 Actions/attacks in the first Round. The Two are so joined, the Pilots have the urges and habits of their host armors from time to time. Carnovores tend to be aggressive for example, while Thermosynthetic likes the hot weather but hates the cold.
It should be Stressed the Two are one. The “armored” form is basically more like a Biotic than a host armor though. The Dradguard can transform between Normal Human form and Host-Armor form.
Restrictions: Must be bought during Character creation. Never as an Upgrade Level Up.

NEW OCC for SPLICERS

TRANSMUTATE OCC
This is a sub-class of Dreadguards. All have the Transmutation feature for Free. They are otherwise just like a normal Dreadguard who bought the feature during Character creation. These intervals undergo intense Training to be a Transmutate. They gain an Additional +1d4 to PS and PE, and +1d4 to ME also. Transmutates don’t consider themselves human anymore though.

Bio-Morph ( 40 Bio-E Points )
The Pilot and Armor is so joined the Pilot may summon the Host Armor to him, which then wraps around as normal. This summoning takes 2d4 Hit Points ( bypasses SDC ) of the Pilot. Otherwise this is a normal Host Armor. The pilots has two large scares on their back that marks them as Bio-morphs.
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Zer0 Kay
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Re: new Host Armor feature and OCCs

Unread post by Zer0 Kay »

TechnoGothic wrote:NEW Bio-Enhancements for SPLICERS

TRANSMUTATION ( 40 Bio-E Points )
This is a Very new feature the Engineers have perfected. Only Dreadguards may have this feature. A Host Armor and the Pilot undergo a process that makes the two into one. The End result is the Dreadguard Pilot can Transform into his Host Armor. All the Host Armor metabolisms can be used as normal. Dreadguards with Parasitic armors suffer 2d4 HP/SDC damage during the First transmutation that day. This damage can be healed with the basic Bio-regeneration even. If the Dreadguard remains “armored up” the entire day, when 24 has passed, he takes another 2d4 HP/SDC damage which also can be healed. Parasitic armors still retain the long term weakness for the Human form. ALL other metabolisms work as normal.
The Transformation takes up 2 Actions/attacks in the first Round. The Two are so joined, the Pilots have the urges and habits of their host armors from time to time. Carnovores tend to be aggressive for example, while Thermosynthetic likes the hot weather but hates the cold.
It should be Stressed the Two are one. The “armored” form is basically more like a Biotic than a host armor though. The Dradguard can transform between Normal Human form and Host-Armor form.
Restrictions: Must be bought during Character creation. Never as an Upgrade Level Up.

NEW OCC for SPLICERS

TRANSMUTATE OCC
This is a sub-class of Dreadguards. All have the Transmutation feature for Free. They are otherwise just like a normal Dreadguard who bought the feature during Character creation. These intervals undergo intense Training to be a Transmutate. They gain an Additional +1d4 to PS and PE, and +1d4 to ME also. Transmutates don’t consider themselves human anymore though.

Bio-Morph ( 40 Bio-E Points )
The Pilot and Armor is so joined the Pilot may summon the Host Armor to him, which then wraps around as normal. This summoning takes 2d4 Hit Points ( bypasses SDC ) of the Pilot. Otherwise this is a normal Host Armor. The pilots has two large scares on their back that marks them as Bio-morphs.


You realize that when the powers that be realize that your trying to simulate certain bio-booster armor capabilities this thread gets locked. Otherwise yeah it's cool. I already thought that Carmen got that idea from the same place you are getting the idea. He says he never even heard of it. I think the artist may have though.
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NMI
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Unread post by NMI »

Whats the difference between Transmutation and Bio-Morph
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Unread post by Prince Cherico »

The Deific NMI wrote:Whats the difference between Transmutation and Bio-Morph


Im curous about that myself
Svartalf- if Cherico were a character created in a point game system, he'd have all his scores in geeky skills and his youtube and weird net stuff schticks all paid through a a Terminal Bad Luck (with more nasty GM intervention) disadvantage, and probably an Uncouth (can not have social skills) disad as well...
In an RPG with deadly situations that character would have had to be replaced a dozen times over[
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TechnoGothic
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Unread post by TechnoGothic »

Transmutation you become the Host Armor. You have Two Forms. You actually Transform.

Bio-Morph you summon the Host Armor which you then put on as normal, but faster since it is the one which wraps around you. There is no transformation. But the Link between Pilot and Host Armor is so strong it can be summoned. Then Desummoned at will. Where does the Host Armor come from ? Where does it go ? WHo knows...

I was tempted to Limit Bio-Morph to Parasitic Armor, and Thermosynethic only...They always have the look of being armor-like.

I was also tempted to say Transmutations, they appear more living-being like, they lose the whole "Bio-Armor" look instead appearing as more natural/alien creatures. Beetle Men, Elephant-Men, Rhino-Men and the like with bio-weapons.
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