Techno Wizard Bionics

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Aermas
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Techno Wizard Bionics

Unread post by Aermas »

Is there any TW Bionics that aren't just various weapons installed into limbs? Something like cyberlegs of air running or mystic sensory eyes? Seems like there's a lot of potential for cool stuff but I feel like they just left it to die on the vine
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ShadowLogan
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Re: Techno Wizard Bionics

Unread post by ShadowLogan »

TW Bionics are pretty rare in the books.

WB6, WB20, and the SoT series are the main places I would look for TW Bionics in general.

WB6 on pg37 mentions "Mysitical bionic lungs" as standard for the Anti-Monster OCC (pg34-7), which also harkens back to SB1o's adventure module (pg71, the Borg NPC under special abilities can cast two specific spells at PPE cost).

WB20 has the largest source of TW Bionics, but nothing about non-weapon Bionics. Fun tid bit, most of the bionic weapon systems also mention non-bionic system versions of said weapons.

SoT series in general has the Deamonix (sp?) introduced in Book 2 (pg87-98, possibly other books in the series?) who are gifted an assortment of TW Bionic Limbs (some weapon types and some not). SoT6 NPCs to look at would be the Salkind (pg107-11), Baarrtk Krror (pg96-9, is listed with a TW Bionic Eye, not an implant per say more of an eye-patch that works as an implant).
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Aermas
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Re: Techno Wizard Bionics

Unread post by Aermas »

Dang. We need a Japan 2 that cover Ninja Techno Wizards clans with cool cyberninja stuff like that. Maybe I'll stat up enough stuff to submit to Rifter.

Definitely air walking cyber feet/legs, maybe some Metamorphosis based transforming hand weapon, tw cyber eyes & ears, a sonic shout voice box, that sort of thing. If I theme it all around ninja style techniques it shouldn't be too hard to think of more.
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Re: Techno Wizard Bionics

Unread post by taalismn »

I can see about reposting my ectoplasm-wired TW limbs. Though I didn't go into air-walking.

Thanks for the ideas, Aermas, I should upgrade my PS TW bionics along those lines.
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"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Aermas
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Re: Techno Wizard Bionics

Unread post by Aermas »

Alright, so I'm thinking each TW Ninja clan has their own exclusive TW Bionics. They're treated like you'd see "secret ninja techniques" in an anime. In the Japan world book it states that TW ninja clans are exclusive with spell selections so this kinda builds off that secretive nature. I don't have the clan ideas ironed out yet, but I've got some ideas for mystic ninja TW Bionics, I gave some of them names, others I'm still working out. None have stats yet.

TW Ninja Bionics
Voice of the Wind Wolf: Sonic Blast voice box
Cloud Runners: Air walking cyber feet/legs
Goblin Skin: Carpet of Adhesion cybernetic armor (bonus to grapple & bind opponents in hand to hand)
Supernatural Strength arms
Supernatural Agility wired reflexes
Pop apart body parts for spying
TW sensor eyes
Dodomeki Suite: TW Eye drones stored in the arms
Metamorphic weapon hand
Eel Body: Electric stun body field
Gorgon Breath: Poison breath/Fog breath effects
Basilisk Eyes: Petrify beam Eyes
Oboro Eyes: Antimagic eyes
Mystic Clone Projector: Multiple Image illusion projector
Ghost Arm (similar to the gauntlets in Madhaven)
Neku Ears: Cat ears with senses (sense magic/sense evil/etc)
Face of Jade: Charismatic Aura & Disguise abilities
Ectoplasm tentacles

Cool name suggestions & any other criticism welcome
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Re: Techno Wizard Bionics

Unread post by taalismn »

Okay, here's a repost of my Paladin Steel Ectomatic TW Cybernetics/Bionics just to give you ideas or adapt as you see fit.

Paladin Steel Ectomatic Cybernetics and Bionics(EctB)

While Paladin Steel cyberneticists and technowizards have been working to allow cyborgs to use magic in the form of technowizardry constructions, they have also been working to crack the bionic barrier that effectively prevents existing magic users and supernatural creatures from accepting bionic implants without losing most, if not all, of their abilities.
Recently, however, Paladin Steel has been experimenting with fabricating cybernetic and bionic limbs and body parts, using their ‘MagePlate’ materials, that show a greatly reduced level of rejection and fewer detrimental side-effects in magic users. PS has also looked at new methods of fabricating bio-systems using mystic materials to reinforce and stabilize biological components. Stabilized ectoplasm is also used extensively to replace traditional implant materials such as plastics, fiber optics, and metal wiring.
EctB bionics are not so much implanted or tacked onto/into a living person as GROWN into them, a process that takes 1d4 times longer than conventional bionic surgery. However, recipients feel that the new implants feel more ‘natural’(despite their obvious artificial nature) and rehab time is often effectively halved for them. The implants also are less traumatizing to the person’s metapsychic constitution; the stabilized ectoplasm and other associated materials ‘synch’ more easily to the person’s existing lifeforce(and PPE reserves) than more artificial cybernetic and bionic implants.
Beyond simply acting as replacement body parts for the critically wounded/ill, EctB technology also promises a new form of biological augmentation, and a new class of ‘bioborg’ with integral magic abilities and potentially any original spellcasting abilities. Paladin Steel is just beginning to look at all the possibilities of the new EctB technologies.
The new ‘Ectomatic’ implants aren’t completely without problems, though. Both material formulations show a vulnerability to damage from magic attacks. Also, shape-changers still CANNOT accept the implants.

Effects on Magic:
-Minor EctB Implants/Augments: Have NO impact on the recipient’s magic/psionic abilities.

-Partial to Full Bionic Conversion---Only HALVES the recipient’s magical abilities, and they will still be able to draw upon external PPE sources.



Special Properties:
-MagePlate-1B systems can be repaired by infusing them with magic or psionic energy: 1 MDC can be repaired with 1 PPE.

-MagePlate-1C systems cost 1 MDC=2 PPE/4 ISP, but lack the MP-1B vulnerability to magic.



Though hailed as a breakthrough in technowizardry circles, EctB bionics still face some negative criticism from the mainstream magic community, the more conservative members of whom regard ANY artificial implants in the body as ‘unnatural’. Among those magic users who have suffered debilitating and severely crippling injuries(especially at the hands of the Coalition or Lord Dunscon), EctB mystechnology offers a hope of rehabilitation(and sweet revenge later) where more conventional magical measures have failed.

Ectomatic Bionic Limbs typically have the same SDC/MDC and performance values as more conventional technological bionics, but also tend to be 25% lighter (and arguably more agile). However, they also cost 25-50% more and can have some serious vulnerabilities, especially a susceptibility to disruption by hostile magic.

In general, EctB implants cost 50% more than their conventional technological equivalents, such as biosystems. However, unlike biosystems, EctB organs and tissues can be AUGMENTED with technowizardry options, and they have the aforementioned reduced impact on psionic and magical abilities.

Vulnerabilities:
-MagePlate-1B systems take DOUBLE damage from magic attacks.

-MagePlate-1C systems lacks F-1B’s vulnerability to magic, but takes DOUBLE the PPE to repair...1 MDC=2 PPE/4 ISP.

-Negate Magic can temporarily take EctB implants offline. However, the mage-cyborg gets to save versus the magic as normal(plus any bonuses they may get as a magic user). See effects for each individual implant type listed below.

-Anti-Magic Clouds reduce the effectiveness of the implants similar to Negate Magic attacks. See effects for each individual implant type listed below.

-Unless otherwise noted, EctB mystic implants do NOT increase in duration/effect with greater levels of experience.

-EctB implants are still incompatible with shapeshifting magic and shapeshifters.

Augmented Ectomatic Implants:
“We can make him better.”
Beyond basic life support and functionality, it was inevitable that people would see the opportunity of ectomatic bionics to add augmentation:
(Unless otherwise noted, all spell equivalents are at a 10th level of duration/damage/effect)
In general, baseline EctB implants cost 50% more than their conventional technological equivalents, such as biosystems.
( PPE per activation, credits)
(Side Effects from Successful Magic Disruption:)

-EctB Eyes:
(Cost: 30,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Subject will be essentially struck blind for the duration of the disruption; -5 to strike, -10 parry/dodge, 50% chance of stumbling and falling for every 10 ft the victim attempts to run)
-Farseeing ( 2 PPE per activation, 20,000 credits)
-Nightvision ( 2 PPE per activation, 25,000 credits)
-Infrared Vision ( 3 PPE per activation, 30,000 credits)
-See the Invisible( PPE per activation, 25,000 credits)
-See Aura ( 3 PPE per activation, 35,000 credits)
-Eyes of Thoth(4 PPE per activation, 45,000 credits)
-Sense Traps & Mines ( 5 PPE per activation, 55,000 credits)
-See Wards ( 10 PPE per activation, 105,000 credits)
-Eyes of the Wolf ( 13 PPE per activation, 115,000 credits)
-Spy Eye---Typically implanted in a third eye in the forehead or chest; the spy eye orb is exuded from the implant and then grows to full size before zipping off. ( 13 PPE per activation, 130,000 credits)

-EctB Hearing Implants
(Cost: 30,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Subject will be essentially struck deaf for the duration of the disruption; lose 1 APM, -6 on initiative. )
-Eavesdrop ( 5 PPE per activation, 55,000 credits)
-Mystic Direction Sense(modified inner ear) ( 3 PPE per activation, 35,000 credits)
-Sonar Hearing(Ocean Magic) ( 5 PPE per activation, 55,000 credits)

-EctB Throat Implant---Replaces a damaged or destroyed larynx.
(Cost: 27,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Subject will be essentially struck mute for the duration of the disruption)
-Calling ( 4 PPE per activation, 45,000 credits)
-Tongues ( 6 PPE per activation, 65,000 credits)
-Commune with Spirits ( 13 PPE per activation, 130,000 credits)
-Speak Underwater(Ocean Magic) ( 5 PPE per activation, 55,000 credits)

-EctB Arms:
(Cost: 36,000 credits for basic unaugmented and obviously mechanical implant, 57,000 credits for mechanical/bio-combination, 125,000 for natural-looking bio-system limb)
(Side Effects from Successful Magic Disruption: Subject will be unable to use any enhancements or their arms in anything but the most basic movements. Only one hand/arm APM, reduce skill performance by 60%, -2 to strike/parry/roll. )
-Mystic Fulcrum ( 3 PPE per activation, 35,000 credits)
-Supernatural Strength( 5 PPE per activation, 55,000 credits)
-Haymaker Strike ( 2 PPE per activation, 25,000 credits)
-Megadamage Haymaker ( 5 PPE per activation, 55,000 credits)
-Crushing Fist( 6 PPE per activation, 65,000 credits)
-Mystic Water Blast ( 5 PPE per activation, 55,000 credits)
-Frostblade( 8 PPE per activation, 85,000 credits)
-Light Blade( 10 PPE per activation, 35,000 credits)
-Thundermaul ( 8 PPE per activation, 85,000 credits)
-Syphon PPE from Object( 8 PPE per activation, 85,000 credits)
-Targeted Deflection( 8 PPE per activation, 85,000 credits)
-Telekinesis(Just point at the target and THINK)(4 PPE per activation, 45,000 credits)

-EctB Forearm Spell Weapons:
Melee and Ranged spell weaponry can also be built into the artificial forelimbs, using advanced magic materials and spell-imprinting technologies. Because there are so many possible weapons spells, from Ice Blade to Swallowing Rift, use the following rules of thumb for incorporation of these into existing EctB limbs; PPE usage per activation will be HALF(round up) as a TW device; 5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells). Weapons systems start out at their base level for reasons of calculating cost.
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

-EctB Legs:(Must have both legs replaced with prosthetics for augmentations to work)
(Cost: 36,000 credits for basic unaugmented and obviously mechanical implant, 60,000 credits for mechanical/bio-combination, 120,000 for natural-looking bio-system limb)
(Side Effects from Successful Magic Disruption: Subject will be unable to use any enhancements, and will suffer from reduced speed; reduce normal running speed by 75%, for the duration of the disruption, and will be -2 on initiative, -4 to roll/dodge )
-Haymaker Strike(Kick) ( 2 PPE per activation, 25,000 credits)
-Megadamage Haymaker(Kick) ( 5 PPE per activation, 55,000 credits)
-Superhuman Speed (5 PPE per activation, 55,000 credits)
-Freefall ( 9 PPE per activation, 95,000 credits)
-Stealthwalk ( 5 PPE per activation, 55,000 credits)
-Erase Trail ( 8 PPE per activation, 85,000 credits)
-Travel Above Water( 15 PPE per activation, 155,000 credits)
-Swim as a Fish:Lesser( 6 PPE per activation, 60,000 credits)
-Magnetic Boots(Space Magic)( 1 PPE per activation, 15,000 credits)

-EctBLungs
(Cost: 75,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Enhancements will not work; subject will feel short of breath; -3 initiative, -2 strike/parry/dodge, and -15% to skill performance. )
-Breath Without Air (3 PPE per activation, 30,000 credits)
-Wind Rush ( 10 PPE per activation, 105,000 credits)
-Distant Voice ( 5 PPE per activation, 55,000 credits)
-Tongues ( 6 PPE per activation, 65,000 credits)
-Cloud of Slumber ( 2 PPE per activation, 25,000 credits)
-Cloud of Steam ( 2 PPE per activation, 25,000 credits)
-Thunderclap ( 1 PPE per activation, 25,000 credits)
-Breath of Life ( 30 PPE per activation, 305,000 credits)

-EctB Liver
(Cost: 45,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work, and the subject will feel slightly ‘off’ and fatigued)
-Purge Self( 35 PPE per activation, 355,000 credits)
-Negate Poison/Toxins(3 PPE per activation, 30,000 credits)
-Impervious to Poison ( 3 PPE per activation, 30,000 credits)

-EctB Stomach
(Cost: 75,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: Enhancements will not work. Subject will suffer acute nausea for the duration of the disruption. )
-Sustain( 6 PPE per activation, 65,000 credits)
-Purge Self( 35 PPE per activation, 355,000 credits)
-Negate Poison/Toxins(3 PPE per activation, 30,000 credits)
-Impervious to Poison ( 3 PPE per activation, 30,000 credits)
-Purification---The recipient can eat/drink tainted food and drink, as long as they remember to activate this power.( 10 PPE per activation, 105,000 credits)

-EctB Artificial Heart
(Cost: 95,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work , and the subject may feel fatigued and weak)
-Superhuman Endurance( 6 PPE per activation, 65,000 credits)
-Sustain( 6 PPE per activation, 65,000 credits)
-Wakefulness ( 3 PPE per activation, 30,000 credits)
-Sorcerous Fury( 35 PPE per activation, 355,000 credits)
-Magic-Adrenal Rush( 23 PPE per activation, 230,000 credits)

-EctB Immune-Repair System---If/for components that are not made of one of the MagePlate materials, there’s this; a TW-enhanced Micro-Repair Robot System that has been amped with the Mend the Broken spell.
(Cost: 130,000 credits)
(Side Effects from Successful Magic Disruption: The system will not work for the duration of the disruption )
-Mend the Broken( 5 PPE per activation +1 PPE per every 4 SDC, or 15 PPE per 1 MDC)

-EctB CyberArmor:
(Cost: 110,000 credits for basic unaugmented implant, MagePlate-1B composition, 125,000 credits for MagePlate-1C )
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Armor of Ithan( 5 PPE per activation, 55,000 credits)
-Grow Tentacles(Ocean Magic) ( 15 PPE per activation, 155,000 credits)
-Invincible Armor(15 PPE per activation, 155,000 credits)
-Magic Reentry Bubble(Space Magic)( 10 PPE per activation, 105,000 credits)

-EctB Artificial Skin---A full body covering interwoven with stabilized ectofiber. The skin looks perfectly natural, but has faint magical sigils visible worked into it.
(Cost: 300,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Armor Bizarre( 8 PPE per activation, 80,000 credits)
-Armor of Ithan( 5 PPE per activation, 55,000 credits)
-Charismatic Aura( 5 PPE per activation, 55,000 credits)
-Chameleon( 3 PPE per activation, 35,000 credits)
-Bullet-Proof( 5 PPE per activation, 20,000 credits)
-Resist Fire( 3 PPE per activation, 35,000 credits)
-Resist Cold( 3 PPE per activation, 35,000 credits)
-Invulnerability(13 PPE per activation, 130,000 credits)
-Impervious to Fire( 3 PPE per activation, 30,000 credits)
-Impervious to Energy( 10 PPE per activation, 105,000 credits)
-Shadow Meld ( 5 PPE per activation, 55,000 credits)
-Invisibility to Sensors ( 10 PPE per activation, 105,000 credits)
-Mystic Invisibility( 13 PPE per activation, 130,000 credits)
-Invisibility: Simple( 3 PPE per activation, 35,000 credits)
-Armor of Neptune(Ocean Magic) ( 10 PPE per activation, 105,000 credits)
-Coral Armor (Ocean Magic) ( 10 PPE per activation for SDC, 23 PPE for MDC, 265,000 credits)
-Radiation Shielding(Space Magic)( 3 PPE per activation, 35,000 credits)
-Impervious to Vacuum(Space Magic)( 5 PPE per activation, 20,000 credits)

-EctB Bone Implants---Typically implanted to cure bone and blood diseases(including bone and marrow cancers, and radiation damage). Besides lacing the bones with mystically-micro-engraved wires for strength, bone marrow cells are implanted in a stabilized ectoplasm mesh-’scaffold’ that encourages their growth, and incidentally bathes them in magical energy.
(Cost: 200,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Superhuman Endurance( 6 PPE per activation, 65,000 credits)
-Heal Self( 10 PPE per activation, 105,000 credits)
-Fortify Against Disease( 8 PPE per activation, 80,000 credits)

-EctB Spinal Implants----Repairs/replaces a damaged spine with vat-grown materials and mystically-enhanced reinforcement.
(Cost: 900,000 credits for basic unaugmented implant)
(Side Effects from Successful Magic Disruption: None, except any enhancements will not work)
-Superhuman Agility(enhanced reflexes/nerve growth)( 6 PPE per activation, 65,000 credits)
-Float in Air( 3 PPE per activation, 30,000 credits)
-Freefall( 9 PPE per activation, 95,000 credits)
-Winged Flight( 18 PPE per activation, 190,000 credits)
-Zero-Gravity Movement & Combat(Space Magic) ( 2 PPE per activation, 25,000 credits)
-Space Swim(Space Magic) ( 4 PPE per activation, 45,000 credits)
-Space Flight(Space Magic) ( 8 PPE per activation, 80,000 credits)

-EctB Brain Implants
These are available only to those who have sustained traumatic brain injury; the implanted ectoconduits are an effort to patch up and bypass damage. In many respects, the research leading to these implants benefiting greatly from PS’s COBWEB ATTIC program to develop their own psynetic implants, although the effort here is therapeutic, rather than enhancement. Though not 100% effective with regards to restoring a person to what they were before, the implants do have some beneficial side effects, such as language proficiency, perfect recall, or faster reflexes. Unfortunately, these benefits are temporarily lost if the recipient fails a save versus disruptive magic, and the person may find themselves (thankfully only temporarily) not far removed from whatever crippled state they were in before receiving the implant(s).

-Speech Center(Tongues)---An attempt to restore speech, this is one of the EctB brain implants that offers real augmentative effects in granting the person the ability to speak just about ANY language fluently and easily. It is also one of the few EctB implants that increases in duration with experience. ( 6 PPE per activation, 70,000 credits)

-Memory/Recognition(Total Recall)---This only works on memories the person has acquired AFTER they got the implant; there’s only a 15% chance of recalling any vague memories from before their condition. ( 6 PPE per activation, 70,000 credits)

-Defensor Implant(Fighting Spirit)---An attempt to compensate trauma victims for loss of ability to defend themselves due to brain/nerve damage, this implant, inspired by the PS Biotech Division’s RED KINE Biotech Implanted Tactical Battle Response Artificial Intelligence Network(BITBRAIN), plants a mystic ‘combat essence’ in the recipient’s brain, the essence being activated at will when needed. ( 10 PPE per activation, 105,000 credits)

-Skill Learning(Instill Skill/Knowledge)---Working with patients who have suffered traumatic loss of memories and skills, this implant allows to gain a skill slot back, though it must again be learned starting at first level. IN ADDITION, the recipient can temporarily and quickly learn a new skill by observing others teaching them, and they can hold this skill in an effective ‘temporary memory’ and perform it again by using PPE to activate the memory-impression. The skill will be performed at one level LOWER than that of the teacher’s. The copied skill remain in the ‘buffer’ until the user decides to ‘overwrite’ it with another skill selection, in which case the previously copied skill is permanently lost(would have to learn it all over again, or acquire it in the regular way, starting at level one). (8 PPE per activation, 180,000 credits)



Wynaro EctB Prosthetic Wind-Lungs
http://i408.photobucket.com/albums/pp16 ... 1d21a8.jpg
Prominent members of the GNE, the Wynaro(‘Windcats’), though a high tech-using species, are well-known for their intrinsic magic-using abilities, especially their ability to commune with and manipulate the mystic aspects of Wind. However, their primary means of accomplishing this, a large external bladder or ‘third lung’ running along the top and back of their head and torso, is vulnerable to damage, and difficult to heal, short of full mystic healing methods. Wynaro who have suffered grievous harm to their wind-organs are considered crippled, and refered to as ‘wind-mute’ or ‘wind-blind’. Paladin Steel efforts to create a pure technological cybernetic replacement, usually incorporating turbulance generators, have proven poor substitutes for the real thing, and have been accepted by Wynaro only as a desperate last resort. Ect-B mystechnology, on the other hand, offers wind-mute Wynaro a much more satisfactory alternative.
-EctB Prosthetic Wind-Lung(MDC: 36, Cost: 150,000 credits)
(Side Effects from Successful Magic Disruption: Magical ability enhancements will not work for the duration of the disruption)
-Wind Rush(3 PPE per activation)
-Create Mild Wind(2 PPE per activation)
-Distant Voice(5 PPE per activation)
-Breath Without Air (3 PPE per activation)

Options:
-Howling Wind(4 PPE per activation, 42,000 credits)
-North Wind(4 PPE per activation, 42,000 credits)
-Air Bubble(5 PPE per activation, 60,000 credits)
-Fingers of Wind(4 PPE per activation, 40,000 credits)
-Northern Lights(6 PPE per activation, 78,000 credits)
-Wave of Frost(2 PPE per activation, 24,000 credits)
-Dissipate Gases(8 PPE per activation, 96,000 credits)
-Breath of Life(30 PPE per activation, 360,000 credits)
-Invisible Wall(3 PPE per activation, 36,000 credits)
-Sonic Blast(3 PPE per activation, 36,000 credits)
-Whirlwind(15 PPE per activation, 180,000 credits)
-Create Fog(4 PPE per activation, 380,000 credits)


5,000 credits per PPE cost of main spell plus an additional cost (as per following modifiers)
*500 credits per level of the creating caster(Mages’ time and PPE are money, so expect to pay more for the longer duration/higher power spells)
*Warlock spells cost 20% more, in addition to above modifiers, owing to the difficulties of adapting Elemental Magic to ‘conventional” magic systems.

PPE Powerstone Implants
These are crystalline ‘Regenerator’ PPE power sources similar to those available for many PS TW weapons and cyborg systems, but are designed to be implanted into living bodies. The ‘Greenstar’ implants are typically disc- or sphere-shaped, and implanted in the limbs or torso, and provide PPE to power special systems. Mages cannot draw upon the available PPE to power their own magic, but the PPE can be tapped to power TW enhancements.
-Recharges at 5 PPE per hour, 10 PPE/hour at a leyline, 20 PPE/hour on a nexus or in a dimensional pyramid.
*’Light’---75 PPE capacity, cost: 9,000 credits
*’Light’--- 100 PPE capacity, cost: 12,000 credits
*’Heavy’---200 PPE capacity, cost: 24,000 credits
*’Max’---300 PPE capacity, cost: 36,000 credits
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
Curbludgeon
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Re: Techno Wizard Bionics

Unread post by Curbludgeon »

Hot damn, taalismn!

I'm thinking of having a Necro-Tech use the 1st level Fleshscultor spell Preserve Living Flesh to graft flesh atop a bony limb. This would allow TW bionic-style abilities on a body which at a glance wouldn't look capable of such. There's a modest PPE penalty, and the Rifter article doesn't mention body modifications outside limbs, but something close to a partial conversion Necro-tech "borg" would be possible.

I'll have to look at the Rifters with Necromancy spells to see if there's a similar effect available. You'd think that sort of spell would be there by default, to make pretty mummies or the like.
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taalismn
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Re: Techno Wizard Bionics

Unread post by taalismn »

Curbludgeon wrote: Sun Oct 20, 2024 2:03 am Hot damn, taalismn!

I'm thinking of having a Necro-Tech use the 1st level Fleshscultor spell Preserve Living Flesh to graft flesh atop a bony limb. This would allow TW bionic-style abilities on a body which at a glance wouldn't look capable of such. There's a modest PPE penalty, and the Rifter article doesn't mention body modifications outside limbs, but something close to a partial conversion Necro-tech "borg" would be possible.

I'll have to look at the Rifters with Necromancy spells to see if there's a similar effect available. You'd think that sort of spell would be there by default, to make pretty mummies or the like.
Likewise...I gotta look at the less mainstream magic schools to see what spells could be added to implants...I mean, Rifts Ultimate Edition lists gemstones for TW applications of Biomancy and Temporal Magic, in addition to your Necromancy, for crying out loud How can we NOT abuse that?!
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
User avatar
Aermas
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Comment: There are two kinds of people in this world, those who quote people, & those who people quote

-Aermas
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Re: Techno Wizard Bionics

Unread post by Aermas »

A biomancer with plant-based replacement limbs could do some cool stuff. Ironwood prosthetics with vines that could shoot out or whatnot
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taalismn
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Re: Techno Wizard Bionics

Unread post by taalismn »

Aermas wrote: Sun Oct 20, 2024 3:19 pm A biomancer with plant-based replacement limbs could do some cool stuff. Ironwood prosthetics with vines that could shoot out or whatnot
Regenerative cyberarmor.....though I'd toss in a need to occasionally drink more water and pop some plant food capsules.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
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Re: Techno Wizard Bionics

Unread post by Aermas »

Maybe if you skip the plant vitamin you get sluggish at night & crave dirt
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Re: Techno Wizard Bionics

Unread post by taalismn »

"That's not jaundice setting in, it's chlorophyll."
"Does this mean that in the autumn your hair falls out?"
"By 'autumn' are you talking metaphorically about the stages of life, or the annual change of seasons?"

"I'm growing another thumb on my prosthetic arm...I gotta prune myself."
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Grazzik
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Re: Techno Wizard Bionics

Unread post by Grazzik »

See Megaverse Armaments BEW series of weapons that function as implants (WB35 pg 114) - basically the soulmancy version of TW powered by the implantee's own health. Though presented as weapons, the use of Demon/Blood/Soulmancy spells as the basis of TW implants could inspire a number of utility implants. For example, providing the ability for officiating Blood Oaths (WB35 pg 97) tied in with regular TW implants using the Mystic Mark series of wizard spells to create a TW bionic-enabled Black Market Banker (BM SB pg 83). Or implants for TW bionic-enabled super spies (Merc SB pg 27) that extract intelligence or blackmail victims with Reveal Soul (WB35 pg 96) or the ability to inject a message in a courier/mule via Blood Secret (WB35 pg 95). These all might be hand implants of some sort involving needles or blades or octopus-like suction cups, a handshake being the optimal means of getting access to the other person.
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ShadowLogan
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Re: Techno Wizard Bionics

Unread post by ShadowLogan »

taalismn wrote: Sun Oct 20, 2024 7:49 pm
Aermas wrote: Sun Oct 20, 2024 3:19 pm A biomancer with plant-based replacement limbs could do some cool stuff. Ironwood prosthetics with vines that could shoot out or whatnot
Regenerative cyberarmor.....though I'd toss in a need to occasionally drink more water and pop some plant food capsules.
Regenerative cyber armor already exists via the Cyber Knights (per SoT4/RUE recton, granted its at higher levels), plus some of the TW Bionic stuff I cited previously have regenerative capabilities (generally considered a "living metal", but not always).

Precedent exits for it though. I'm not sure if Biomancer inclusion would qualify as TW, its more of a Eco-Wizard product IMHO, but can technically be included (though personally I'd picture the results being more the Cyber and less Techno-Organic).
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Aermas
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Re: Techno Wizard Bionics

Unread post by Aermas »

So Ironwood cyber armor that can regenerate if fed PPE (but also needs a little plant care)
Maybe some upgrade packages that will add riding effects like, chameleon/camouflage effect useful in wooded areas or vine "tentacles" that sprout out the back/belly?

Disadvantages being you have to constantly be whittling it down & doing plant care, untreated & you could get movement/flexibility penalties or end up rooting down in your sleep & find it hard to escape
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Re: Techno Wizard Bionics

Unread post by Curbludgeon »

The examples of Biomantic wooden armor in WB6 use the spell Weave Plants to facilitate healing\regrowth. If one accepts that technowizardry and biomancy shouldn't be at odds, wouldn't be better replaced with an RUE take on Eco-Wizardry, and shouldn't just default to one of the two earlier presented methods of Bio-Armor using Biomancy, then I'd still use that sort of spell over things like whittling.

I was thinking about the use of Cloud Magic in technowizardry. There's a little setting support, with the art having some non Lyn-Srial students in the Colorado Baronies and presumably Arzno. Effects are more expensive for most species, so relying at least partially on PPE batteries seems likely so as to compensate. Students are all pretty good in alignment, so it might only be the sort of implant found on heroic cowboy ninjas.

Ocean Magic has a few effects commonly cherrypicked, like Strength of the Ocean and Grow Tentacles. Something which auto activates upon immersion might be cool, as a conversion into undersea mode.

A munchy character which might make use of this sort of thing might make use of the Neurostim Implant out of Coalition Manhunters. It's a take on the implants from Psyscape and Mindworks, but which gives an explicit interaction cap with conventional bionics while not requiring native psionics to gain powers. The convoluted backstory for such a pretty princess would involve starting a combat class like Paratrooper, going both rogue and west from Chi-Town, getting some robolimbs replaced with multimagic whatsits, and then maybe jumping to Wormwood to get fancy rocks and faceworms.
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Re: Techno Wizard Bionics

Unread post by taalismn »

I see I've been dragging my feet on cybernetic/bionic product upgrades....
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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