Animal Biotics

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MethosDarkblade
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Animal Biotics

Unread post by MethosDarkblade »

Animal Biotics

Warlord Porfideo was instrumental in the creation of a new form of Biotic. He felt that all of nature should have a hand in destroying the machine. As such, the Animal Biotic was formed.
Not wanting to put all his research into one form, he tasked the two librarians with separate goals. One was to create an uplifted animal, an animal with human like intelligence but retained its animal form so that it could spy on the machine and others who cross into their territory. The other was tasked with the ability to create human like animals that could utilize bio technology successfully, become living weapons like the human biotics before them.
The fully developed biotics were created in 4 years after years of mistakes. The first Librarian showed off his creations. The first was a squirrel. At first, the Warlord had no idea what to say. The animal acted like an animal and seemingly did not do what the Librarian commanded it to do. When the Warlord began to reprimand the librarian, he did not notice that the squirrel had snuck behind him and picked a book out of the warlord’s personal bag. In fact, the squirrel’s first words to the Warlord were “And just when you thought things couldn’t get stranger, a squirrel takes a book out of your bag. Just imagine what he could do in the real world.” As the Warlord turned, there were three more squirrels holding up the book in triumph. A mouse, also hidden, revealed himself by tapping the warlord’s shoe. As the Warlord jumped away, fearing that it was a rat bomb that made it’s way into the most secure area of the great house, the mouse stood on two legs and with a soft voice, yelled “Boom!” before falling onto his back laughing.
The Warlord found the animals at first disturbing. Then he realized why they did what they did. If they could fool him, they could fool the machine, or more importantly, other great houses. As a result, several birds were selected to be given to some warlords as gifts. These pets became spies for the great house and regularly report in.
The second Librarian then presented his creations. Humanoid in stature, several different animal like biotics were present. Each was a different spiecies, but all had two things in common. One, they were all animals that were seemingly larger than humans but were shrunk down to accommedate the size of the great house. Those that stood out was an Elephant man known as Dash and what appeared to be a living dragon without wings (A T-Rex, samples taken from a released animal in the preserves) named Connor. While both still stood at least a foot higher than the Warlord, they were outfitted with weapons just like any human biotic. What was amazing was that they were as human as he was in all mental ways. Dash even told the Warlord a joke, asking if the warlord knew what it meant when a biotic has large hands. Both Connor and Dash were outfitted for heavier combat but some of the others were designed based off of what species they were. The Tiger was designed for Stealth, the Killer Whale was designed for Amphibious assaults, and the Horse was designed for scouting. These first five became the first AB Squad.

Create Your Own Animal Biotic
Type 1 Animal Biotic
Animal Type: Select any normal animal size level 4 or smaller.
Bio-E Points: Same as animal selected plus 2D4*10 Bio-E.
Attribute bonuses: Same as animal selected, +1 I.Q.

Human Features
Biped: 5 Bio-E for Partial (unless they have Full automatically)
Hands: 5 Bio-E for Partial (unless they have Full automatically)
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Human looks: None

Additional features
Type 1 Animal Biotics can select from Animal Powers, Natural Weapons, Animal Psionics and any enhancements in Step 4 of the Splicers book that does not alter the appearance of the animal.

Additionally, Type 1 Animal Biotics of Rodent decent can select the following abilities.

Detect Rat Bombs
-10 Bio-E
-The Rodent’s senses are so acute that they can sense if another rodent is affected by the nano-induced bombs. Because they are rats (or mice), they can kill their bretheren without fear of the bombs going off. However, a good portion of those with the ability to detect rat bombs ask for avian or feline help as taking the life of another rodent is something akin to murder.

Ratbomb Immunity
-25 Bio-E
-The rodent can be, and probably already has been, infected by the machine to carry the lethal nanobot payloaded bomb. Because of the altered nature of the animal, it can prevent the bomb from going off. Many rodents with this ability can activate the bomb at their own choosing, making them excellent martyrs for the Great House. For an additional 25 Bio-E, the rodent can expel the nanobots that make the bomb from his body, becoming clean of all influence.

Type 2 Biotics
Animal Type: Select any normal animal (including Dinosaurs found in Rifter 26).
Bio-E Points: Same as animal selected plus 3D6*10 Bio-E.
Attribute bonuses: Same as animal selected, +1 I.Q.
Starting M.D.C.: Size level*15

Size Level: 7-10 (reduce or increase as nessesary, with the appropriate number of Bio-E points added or subtracted from the Bio-E Points total

Human Features
Biped: 5 Bio-E for Partial, 10 Bio-E for Full
Hands: 5 Bio-E for Partial, 10 Bio-E for Full
Speech: 5 Bio-E for Partial, 10 Bio-E for Full
Human looks: None

Additional features
Type 2 Animal Biotics can select from Animal Powers, Natural Weapons, Animal Psionics and any enhancements in Step 4 of the Splicers book. Because these animals are designed to be front line soldiers and cannon fodder, any enhancement is allowed to be selected (including carnivore or herbavore only weapons if the animal has the corresponding disadvantage)

Education: Both types of animal Biotics have the same level of education.

Skill Programs: Select 2 Skill programs of choice except Host armor, warmount rider, Medical Doctor, or Wingman (unless avian in origin)

Elective Skills: Select 5 skills from the following categories. Select an additional 2 skills at levels 3, 5, 8, 10, 12, 14, and 15
Communications: Any (+5%)
Domestic Skills: Any
Espionage: Any (Type 1 +5%), Intelligence, Interrogation, Tracking, or Wilderness Survival only (Type 2)
Medical: First Aid (-15% for Type 1, normal skill for Type 2)
Military: Any (-10% for Type 1, +10% for Type 2)
Physical: Prowl or Swimming only (Type 1), Any (Type 2)
Rogue: Any (Type 1), Find Contraband only (Type 2)
Science: Basic Math Only
Technical: Any
Transportation: Any, except Pilot Wing packs, Host Armor Combat and War Mount Combat
Wilderness: Any (Type 1 +15%, base skill for Type 2)
W.P.s: Any

Secondary Skills: Character selects three secondary skills at first level. Character may not select more secondary skills in the future.

Insanity: Type 1 Animal Biotics are relatively stable. They do not gain any insanity. Type 2 Animal Biotics must roll for or select an insanity from the Biotic’s list of insanity at levels 1, 3, 5, 8, 10, and 15

Equuipment: Type 1 have no need for any equipment (such items would give them away). Type 2 Biotics have the same Standard Equipment as a normal Biotic.
Methos Darkblade

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The Galactus Kid
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Re: Animal Biotics

Unread post by The Galactus Kid »

This has potential
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abe
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Re: Animal Biotics

Unread post by abe »

any biotics for bats?
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The Oh So Amazing Nate
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Re: Animal Biotics

Unread post by The Oh So Amazing Nate »

THIS!! Is very close to what I was asking about when I posted the Bringing in PC's from Other Games thread
Look upon me and tremble ye masses. For I am The Necroposter!
keir451 wrote:Amazing Nate; Thanks for your support!

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The Oh So Amazing Nate!

Nate, you sir win the internet for today! You've definitely earned the "oh so amazing" part of your name today. :lol:
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abe
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Re: Animal Biotics

Unread post by abe »

you could add sonar as a biotic enhancment.
howdey folks!!!!!!!!
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