The Heretic O.C.C.
Posted: Mon Jun 12, 2006 6:47 am
I wrote a rough of this one the exact moment i finished reading Splicer for the first time. Now here the refined one. Tell me what you think fellas.
The Heretic O.C.C.(R.C.C.?)
Rupert the Unlucky did not believed his luck. Being just a Roughneck trainee he did not get the respect and fame that Dreadguards got. Let’s forget about girls, who seem to literally strip in front of those pompous arrogant jerk. Rupert thought this free day would have ended like so many others: drinking a cheap vodka at Emma’s Pub until he got too drunk to stay awake even with his armor on. But he got a nice surprise in this sexy girl, that seemed very interested in him. If he told to his brigade they wouldn’t believe him. Rupert the unlucky that got hit by a blonde wet dream like this. He himself would not believe it if he wasn’t seeing it with his own eyes. Generally he is a more traditional person, avoiding too aggressive women, preferring being him the hunter, but that girl , was not just beautiful, was gorgeous and carried a something exotic in the way she move and act.
In the bedroom , in her very clean and comfortable hut, he thanked the Engineers for the first time for having to be naked for wearing the host armor.
“I’ll wear something more appropriate for this moment cutie.. In the meanwhile do as it was your house” she said going behind a paper wall, decorated with some oriental painting.
Man, considering how he was excited, he would have problems wearing his Armor now. But why he would need to don it right now?
Suddenly the blonde dream come out wearing just a short silk nightgown that let really nothing to imagination. Rupert thought when he kissed her, was that he should have to change his nickname . Unlucky does not seem fitting him in this very moment.
……..
“I still don’t’ know your name” Rupert asked still breathless but all her attention. The girl don’t seemed fatigued at all, and this hurt a bit the little ego of Rupert.
“Oh I have many” she answered looking with interest the host armor, resting right at the bed’s feet.
“no , really, I know nothing about you” He insisted, wanting to know her and see if they could see again.
“hmmm, I’m hungry now…do you mind if I eat something?” She said still looking at the host armor
“Well no, but ….” He wasn’t able to spoke another word
In front of him that beautiful girl turned into an horror of mouths and tentacles, grabbing his host armor and devouring it in few bites
Rupert only thought was the explanation he would have to give, and not noticed the thing-girl saying
“hmm tasty, but I’m still hungry…..” and started moving toward him, grinning on twelve mounths.
The heretic are a mutation, an unwanted degeneration of the very same organism that would give birth to the Saint. How such aberration come to life is something that worry and puzzle the Engineers and Librarians alike. It was speculated that does have something to do with the organism’s host genetic flaw. Or perhaps it was something else. Whatever the reason the end result is the same , not a peaceful healer, but an egomaniacal shapechanging creature with very little regard toward humankind.
The Heretic existence is hidden from lower class and NOT tolerated, exist clear orders for these creatures to be terminated whenever they are spotted. The reason for this is obvious: Saints are one of the best example of positive aspect of the bio-technology, whose very existence bring hope for future in common people. Discovering that they can mutate in an way too often murderous monster would be a terrible strike to the yet too frail moral of the Human Resistance.
Sadly is not easy to spot them. Right after the organism implant, they look like and behave like a normal Saint, the mutation emerge only 2-3 weeks after becoming Saint, and after that then newborn Heretic are eager to learn their abilities to escape attempt to kill them. Despite the bad fame, and their peculiar diet of Splicer technology, the Heretic are not necessary enemy of humankind, just they feel no compulsion to be on their side. They like being free to do as they please , and consider the Saint stupid do-gooder that waste time helping others.
After all life is short better enjoy it as it last.
Alignment: Any, but typically Anarchist(20%), Miscreant (35%) or Unprincipled(15%)
Attribute Requirement: PE: 10 or better, MA of 15, High ME and PP are helpful but not mandatory
Attribute bonuses: +1d4 to IQ and ME, +1d6 to MA. Reduce PB by 4, in natural shape an heretic’s features are dull and skin t so transparent that one could see the morphing organs underneath. Thankfully they rarely hand around in their natural forms.
OCC Bonuses: Has Splicer Strength, + 2to save vs. mind control, +2 to save vs. poison and toxins, +10% to save vs. coma/death, +15% to impersonate people, imitate voices and disguise. HF vary. See OCC powers below.
Base S.D.C. : not applicable
Heretic O.C.C. powers
1. Heretic Altered Body and MDC: The Heretic like the Saints, possess a superhuman body, with Splicer strength and is turned into an MDC being with 1d4x10+PE, add 1d6 MDC per level of experience starting at level two. The Heretic does not have the same level of bio-regeneration , only 1d6 MDC per hour, but they can use their morphing ability to increase this(see Shapechanging), their body is almost immune to fatigue poison , fatiguing three times slower than normal, they are double jointed, and can age two times slower than normal.
2. Shapechanging: the main ability of the Heretics, the complete control over their own cellular structure, allowing them to change shapes at will, not only but they can reply all the biological enhancements , at will! Limited of course by endurance and experience. The Heretic have a pool of 2d8x10 +PE Bio-E points plus 1d8 per level of experience, that they can spend and re-absorb depending on the needs Example: they could decide to spend 170 point for a two heat cannons with Mega-upgrades in one moment and then re-absorb everything to grow wings for a quick escape moment later. In case of lost bio-e , like for organic rockets or in case of mutilation or serious damage, the bio-e could be replenished resting at the rate of 1d4 bio-e per hour or feasting upon Splicer Bio-Tech at rate of 1 Bio-E per lb of spliced-flesh eaten, 4 times as much in case of flesh and blood of Saints, Librarians or gene-pools. The Heretics could also use this ability also to increase temporary their overall Bio-E pool, never more than 3 times its base value. This additional Bio-E point cannot be Re-absorbed and any enhancement grown with them last only 1d4 melees + 1 per level of experience. The Heretic can also use this temporary Bio-E to instantly heal wounds, at rate of 2 Bio-E for 1 MDC healed, but most prefer just adopt an improved Bio-regeneration factor with their permanent pool and use additional Bio-E for weapons . It took one melee round to pass from a form to another
Additional use of Shapechanging power include:
Human mimic: assuming whatever human and humanoid shape cost only 25 Bio-E plus 1 bio-e for additional PB point They need a successful roll vs. disguise to copy an existing person HF can also be increase by 1 bio-e, if one does not increase PB at the same time
Shrinking: The heretic can reduce their own size , albeit only to a max of three feet tall(or leghtwise). This cost 30 Bio-E But is a need if they want to mimic some smaller animals
Stretching: The Heretic can stretch limbs, neck and his abdomen spending 5 bio-E per additional feet of length , for maximum of five times the normal length. Note that while double jointed the stretched part is not elastic as rubber, it still does have a skeleton.
Animals can be easily mimicked for 10 Bio-E for mammalian and 15 for reptilian and birds, but additional Bio-E should be spent for reply natural abilities like flight or heightened senses
Supernatural Strength : For 50 Bio-E that Heretic make his strength supernatural. As side effect size increase by two feet and weight increase by 100 lb, all muscle tissues
Nano Plague Immunity: Constantly changing their cellular structure the Heretic can confuse the Nanomachines enough to not trigger the Nano-plague, only problem is that is very physically taxing and cannot be maintained for too long. Cost a whooping 70 Bio-E and can be hold only for a 2 minutes plus one minute each odd level of experience
3. Genetic Digestion: The heretic sense of taste is advanced , so advanced that work like a genetic laboratory, analysing all the information correlated to the DNA. Trough feeding they can get the following informations:
- Presence of Genetic defect or Sickness 70% + 4% per level of experience
- Any sign of genetic manipulation or contact with Splicer technology 98%
- Any sign, even minimal, of use of drugs or alcohol 60% +5% per level of experience
- A clear mapping of the DNA, with info of all physical attributes , weakness and intolerance of the organism 30% +5% per level of experience
- An idea of the potential of mental attribute of organism 20% +5% per level
- Can predict the biological reaction to a given situation(fear, stress, hormonal unbalance, vomit, desire for some food and so on) 25% +3 per level of experience
4. Control Splicers: After their shape changing powers, the most feared ability of the Heretics, is their ability to control Splicers bio-tech, to some extent. This is require physical contact that allow the poisoning with special pheromones that make the bio-tech susceptible to suggestions.
Saving Throw: roll vs. 16 or better; Saints, Scarecrows roll vs. 12 while librarians and engineers are immune. Normal humans are immune, unless they are wearing an host armor. Non sentient Splicer Bio-Tech, like weapons fail automatically
Effect: the victim follow the suggestions of the Heretic, albeit must be simple suggestion and not over complicated or too much against one’s own Alignment. Bio-Weapons can be ordered to stop working, or ordered to shot at certain conditions
Common skills: Standard (+5%)
O.C.C. skill Programs: Undercover(+25%), Entertainer(+20%), Stage Magic/Trickster(+25%) plus one Skill Program of choice
Elective Skills: Select 7 Elective skills from the following list at first level, plus one additional Elective skills at levels 3,5,8,11,15. All new skills start at level one proficiency.
Communication Any
Domestic Any (+5%)
Espionage Any (+10%)
Medical Any
Military Any
Physical Any
Rogue Any (+10%)
Science Any
Technical Any
Transportation Any
Wilderness Any
W.P.s Any
Secondary Skills: The character get to select five Secondary skills at level one and one additional at level 2, 4, 8, 10 and 13. These are additional areas of knowledge starting without any special O.C.C. bonus
M.D.C. Living Body Armor: None, they tend to eat them rather to wear them but they often own a M.D.C. Light Miracle Fiber Armor
Standard Equipment: 1d4+2 set of clothes of various type , 2 hooded cloak (earth tones or camouflage pattern), survival knife, utility belt, tinted goggles, one bio-weapon of choice(see it as sort of pet that would never be eat), backpack, saddlebags, water skin, emergency food rations(two weeks supply), 2d6x100 credits worth of stolen items and object, few personal items
Money: 3d4x10 credits worth of trade items or precious metals, 1d6x100 in available credits
The Upside: Host Armors are cool, and get a lot of cool features, but you can go beyond that and get whatever bio-enhancement you need! You are not tied to a single shape and this make you a really one man army if the need arise. Or you could simply decide to hide yourself changing identity from time to time. You’ve the freedom to choose whatever pathway you want
The Downside: Your freedom is seen as danger by the Engineers and Librarians alike. The very name they had given to your kind, Heretic, is an hint of what the general feelings are about you. You’ve to live in shadows, forced to restrain your abilities, to prevent being killed by zealous Dreadguards . Is a grim life, indeed. And sometimes, watching how welcomed your “cousins” the Saints are, you feel that perhaps is true , that you are truly a monster that is not meant to be.
The Heretic O.C.C.(R.C.C.?)
Rupert the Unlucky did not believed his luck. Being just a Roughneck trainee he did not get the respect and fame that Dreadguards got. Let’s forget about girls, who seem to literally strip in front of those pompous arrogant jerk. Rupert thought this free day would have ended like so many others: drinking a cheap vodka at Emma’s Pub until he got too drunk to stay awake even with his armor on. But he got a nice surprise in this sexy girl, that seemed very interested in him. If he told to his brigade they wouldn’t believe him. Rupert the unlucky that got hit by a blonde wet dream like this. He himself would not believe it if he wasn’t seeing it with his own eyes. Generally he is a more traditional person, avoiding too aggressive women, preferring being him the hunter, but that girl , was not just beautiful, was gorgeous and carried a something exotic in the way she move and act.
In the bedroom , in her very clean and comfortable hut, he thanked the Engineers for the first time for having to be naked for wearing the host armor.
“I’ll wear something more appropriate for this moment cutie.. In the meanwhile do as it was your house” she said going behind a paper wall, decorated with some oriental painting.
Man, considering how he was excited, he would have problems wearing his Armor now. But why he would need to don it right now?
Suddenly the blonde dream come out wearing just a short silk nightgown that let really nothing to imagination. Rupert thought when he kissed her, was that he should have to change his nickname . Unlucky does not seem fitting him in this very moment.
……..
“I still don’t’ know your name” Rupert asked still breathless but all her attention. The girl don’t seemed fatigued at all, and this hurt a bit the little ego of Rupert.
“Oh I have many” she answered looking with interest the host armor, resting right at the bed’s feet.
“no , really, I know nothing about you” He insisted, wanting to know her and see if they could see again.
“hmmm, I’m hungry now…do you mind if I eat something?” She said still looking at the host armor
“Well no, but ….” He wasn’t able to spoke another word
In front of him that beautiful girl turned into an horror of mouths and tentacles, grabbing his host armor and devouring it in few bites
Rupert only thought was the explanation he would have to give, and not noticed the thing-girl saying
“hmm tasty, but I’m still hungry…..” and started moving toward him, grinning on twelve mounths.
The heretic are a mutation, an unwanted degeneration of the very same organism that would give birth to the Saint. How such aberration come to life is something that worry and puzzle the Engineers and Librarians alike. It was speculated that does have something to do with the organism’s host genetic flaw. Or perhaps it was something else. Whatever the reason the end result is the same , not a peaceful healer, but an egomaniacal shapechanging creature with very little regard toward humankind.
The Heretic existence is hidden from lower class and NOT tolerated, exist clear orders for these creatures to be terminated whenever they are spotted. The reason for this is obvious: Saints are one of the best example of positive aspect of the bio-technology, whose very existence bring hope for future in common people. Discovering that they can mutate in an way too often murderous monster would be a terrible strike to the yet too frail moral of the Human Resistance.
Sadly is not easy to spot them. Right after the organism implant, they look like and behave like a normal Saint, the mutation emerge only 2-3 weeks after becoming Saint, and after that then newborn Heretic are eager to learn their abilities to escape attempt to kill them. Despite the bad fame, and their peculiar diet of Splicer technology, the Heretic are not necessary enemy of humankind, just they feel no compulsion to be on their side. They like being free to do as they please , and consider the Saint stupid do-gooder that waste time helping others.
After all life is short better enjoy it as it last.
Alignment: Any, but typically Anarchist(20%), Miscreant (35%) or Unprincipled(15%)
Attribute Requirement: PE: 10 or better, MA of 15, High ME and PP are helpful but not mandatory
Attribute bonuses: +1d4 to IQ and ME, +1d6 to MA. Reduce PB by 4, in natural shape an heretic’s features are dull and skin t so transparent that one could see the morphing organs underneath. Thankfully they rarely hand around in their natural forms.
OCC Bonuses: Has Splicer Strength, + 2to save vs. mind control, +2 to save vs. poison and toxins, +10% to save vs. coma/death, +15% to impersonate people, imitate voices and disguise. HF vary. See OCC powers below.
Base S.D.C. : not applicable
Heretic O.C.C. powers
1. Heretic Altered Body and MDC: The Heretic like the Saints, possess a superhuman body, with Splicer strength and is turned into an MDC being with 1d4x10+PE, add 1d6 MDC per level of experience starting at level two. The Heretic does not have the same level of bio-regeneration , only 1d6 MDC per hour, but they can use their morphing ability to increase this(see Shapechanging), their body is almost immune to fatigue poison , fatiguing three times slower than normal, they are double jointed, and can age two times slower than normal.
2. Shapechanging: the main ability of the Heretics, the complete control over their own cellular structure, allowing them to change shapes at will, not only but they can reply all the biological enhancements , at will! Limited of course by endurance and experience. The Heretic have a pool of 2d8x10 +PE Bio-E points plus 1d8 per level of experience, that they can spend and re-absorb depending on the needs Example: they could decide to spend 170 point for a two heat cannons with Mega-upgrades in one moment and then re-absorb everything to grow wings for a quick escape moment later. In case of lost bio-e , like for organic rockets or in case of mutilation or serious damage, the bio-e could be replenished resting at the rate of 1d4 bio-e per hour or feasting upon Splicer Bio-Tech at rate of 1 Bio-E per lb of spliced-flesh eaten, 4 times as much in case of flesh and blood of Saints, Librarians or gene-pools. The Heretics could also use this ability also to increase temporary their overall Bio-E pool, never more than 3 times its base value. This additional Bio-E point cannot be Re-absorbed and any enhancement grown with them last only 1d4 melees + 1 per level of experience. The Heretic can also use this temporary Bio-E to instantly heal wounds, at rate of 2 Bio-E for 1 MDC healed, but most prefer just adopt an improved Bio-regeneration factor with their permanent pool and use additional Bio-E for weapons . It took one melee round to pass from a form to another
Additional use of Shapechanging power include:
Human mimic: assuming whatever human and humanoid shape cost only 25 Bio-E plus 1 bio-e for additional PB point They need a successful roll vs. disguise to copy an existing person HF can also be increase by 1 bio-e, if one does not increase PB at the same time
Shrinking: The heretic can reduce their own size , albeit only to a max of three feet tall(or leghtwise). This cost 30 Bio-E But is a need if they want to mimic some smaller animals
Stretching: The Heretic can stretch limbs, neck and his abdomen spending 5 bio-E per additional feet of length , for maximum of five times the normal length. Note that while double jointed the stretched part is not elastic as rubber, it still does have a skeleton.
Animals can be easily mimicked for 10 Bio-E for mammalian and 15 for reptilian and birds, but additional Bio-E should be spent for reply natural abilities like flight or heightened senses
Supernatural Strength : For 50 Bio-E that Heretic make his strength supernatural. As side effect size increase by two feet and weight increase by 100 lb, all muscle tissues
Nano Plague Immunity: Constantly changing their cellular structure the Heretic can confuse the Nanomachines enough to not trigger the Nano-plague, only problem is that is very physically taxing and cannot be maintained for too long. Cost a whooping 70 Bio-E and can be hold only for a 2 minutes plus one minute each odd level of experience
3. Genetic Digestion: The heretic sense of taste is advanced , so advanced that work like a genetic laboratory, analysing all the information correlated to the DNA. Trough feeding they can get the following informations:
- Presence of Genetic defect or Sickness 70% + 4% per level of experience
- Any sign of genetic manipulation or contact with Splicer technology 98%
- Any sign, even minimal, of use of drugs or alcohol 60% +5% per level of experience
- A clear mapping of the DNA, with info of all physical attributes , weakness and intolerance of the organism 30% +5% per level of experience
- An idea of the potential of mental attribute of organism 20% +5% per level
- Can predict the biological reaction to a given situation(fear, stress, hormonal unbalance, vomit, desire for some food and so on) 25% +3 per level of experience
4. Control Splicers: After their shape changing powers, the most feared ability of the Heretics, is their ability to control Splicers bio-tech, to some extent. This is require physical contact that allow the poisoning with special pheromones that make the bio-tech susceptible to suggestions.
Saving Throw: roll vs. 16 or better; Saints, Scarecrows roll vs. 12 while librarians and engineers are immune. Normal humans are immune, unless they are wearing an host armor. Non sentient Splicer Bio-Tech, like weapons fail automatically
Effect: the victim follow the suggestions of the Heretic, albeit must be simple suggestion and not over complicated or too much against one’s own Alignment. Bio-Weapons can be ordered to stop working, or ordered to shot at certain conditions
Common skills: Standard (+5%)
O.C.C. skill Programs: Undercover(+25%), Entertainer(+20%), Stage Magic/Trickster(+25%) plus one Skill Program of choice
Elective Skills: Select 7 Elective skills from the following list at first level, plus one additional Elective skills at levels 3,5,8,11,15. All new skills start at level one proficiency.
Communication Any
Domestic Any (+5%)
Espionage Any (+10%)
Medical Any
Military Any
Physical Any
Rogue Any (+10%)
Science Any
Technical Any
Transportation Any
Wilderness Any
W.P.s Any
Secondary Skills: The character get to select five Secondary skills at level one and one additional at level 2, 4, 8, 10 and 13. These are additional areas of knowledge starting without any special O.C.C. bonus
M.D.C. Living Body Armor: None, they tend to eat them rather to wear them but they often own a M.D.C. Light Miracle Fiber Armor
Standard Equipment: 1d4+2 set of clothes of various type , 2 hooded cloak (earth tones or camouflage pattern), survival knife, utility belt, tinted goggles, one bio-weapon of choice(see it as sort of pet that would never be eat), backpack, saddlebags, water skin, emergency food rations(two weeks supply), 2d6x100 credits worth of stolen items and object, few personal items
Money: 3d4x10 credits worth of trade items or precious metals, 1d6x100 in available credits
The Upside: Host Armors are cool, and get a lot of cool features, but you can go beyond that and get whatever bio-enhancement you need! You are not tied to a single shape and this make you a really one man army if the need arise. Or you could simply decide to hide yourself changing identity from time to time. You’ve the freedom to choose whatever pathway you want
The Downside: Your freedom is seen as danger by the Engineers and Librarians alike. The very name they had given to your kind, Heretic, is an hint of what the general feelings are about you. You’ve to live in shadows, forced to restrain your abilities, to prevent being killed by zealous Dreadguards . Is a grim life, indeed. And sometimes, watching how welcomed your “cousins” the Saints are, you feel that perhaps is true , that you are truly a monster that is not meant to be.