IN> Bio-Relics
William Keith
wjk150 at email.psu.edu
Sun Oct 1 15:12:28 CDT 2006
And so, whether bio-relics are available from street-corner
mystico-surgeons or only from celestial (read: demonic, most likely) or
pagan enchanters, what are the goodies for sale, and what do they cost?
Cash-wise, of course, relics will cost whatever enchanters can charge
for the skilled labor they employ for the duration of the enchantment
time. Point-wise, relics will simply cost 2/level for a talisman of a
given level, or 4/level for a Song so that mundanes can use it.
Remember, if using Surgeon's Hands the surgeon will need his own relics
to copy. In addition, most artifacts will have the Convenience
Features "leaves hands free (+2)" for external devices or "Can be
carried hidden (+3)" for internal organs; those on one hand have the
standard +0 convenience. Most relics are self-powered. Songs will
usually come with reliquaries of sufficient size, costing 3/level, plus
3 once so that their Essence is available to humans. Tied in to the
human's flesh and destroyed when it dies, all will have the "artifact
destroyed when corporeal form destroyed" vulnerability, costing -3 for
talismans or -4 for relics. "Automatically detectable as an artifact"
can further defray the costs of a bio-relic by -3, though only if
bio-relics are a regular part of the campaign is this by any means a
safe option. (And if they become *so* regular that bio-snatching
becomes profitable, the feature may not be safe again.)
Talismans -- cheaper in points and requiring no Essence to use -- are
by far the most common bio-relics. The next most common are Numinous
Corpus body parts. Obviously, no Secret, Lost, or Restricted song is
in common circulation as a bio-relic; should a human show up ina fight
sporting a fist that employs Corporeal Blades, it's a good sign that
Laurence or Michael has begun offering special bodymods to their
troops.
Bio-relics are listed below by the body part they replace, generally
arranged from the head down. The brain can never be replaced; however,
attempts may be under way to research the construction of a bio-relic
of Ethereal Memory, built on the hippocampus, that would grant eidetic
memory constantly (and probably cause a constant low-level Disturbance
as it did so). Ethereal and Celestial Unity are also interesting
candidates for delicate transformations of parts of the brain.
Hair/Scalp: Corporeal Light; NC: Horns
Eyes: All manner of informational eye-relics can be constructed. Any
Song of Empathy; Celestial Light; any Song of Nemesis; NC: Eyes; any
Song of Sight; Corporeal Truth; Talismans -- Tracking
Ears: Celestial Memory; Ethereal Truth; Talismans -- Detect Lies
Teeth: Corporeal or Ethereal Draining (naturally, the user must bite
the victim); NC: Fangs
Tongue: Any of the Songs of Tongues are appropriate here. So are the
Songs of Charm, if they additionally include the -1 Feature "requires
Intelligence roll," to speak soothingly to one's victim; NC: Tongue;
Talismans -- Fast-Talk, Language skills, Savoir-Faire
Throat: Corporeal and Ethereal Harmony (-1 Feature, user must succeed
on a Singing skill roll); Ethereal and Celestial Machines; Ethereal
Nimbus; Ethereal Opening; NC: Acid; any Song of Shatttering; Talismans
-- Emote, Singing
Armpits: Corporeal Nightmares; Ethereal Revulsion (Often explained as
a 'pheromonal' implant)
Biceps: Corporeal Might, NC: Tentacles
Hands: Corporeal Healing; Ethereal Light; Corporeal Machines; NC:
Claws; Corporeal Shields; Talismans -- Fighting, Large Weapon, Ranged
Weapon, Small Weapon, Throwing
Fingers: Some bio-relics are enchanted into one finger at a time,
usually the index finger. After receiving a finger bio-relic, no hand
bio-relic can be purchased; if a hand bio-relic is purchased,
succeeding finger bio-relics must be of level equal to or lower than
the hand. Common Songs: Corporeal Fire; Corporeal and Celestial Ice;
Celestial Light; Corporeal Opening;
Spine: NC: Barbs, Tail, Wings; Talismans -- Acrobatics, Dodge, Escape
Abdomen: NC: Arms, Fins; Corporeal Succor (the manna is created in the
user's stomach and cannot be shared; the user will never have to go
grocery shopping again)
Genitals: Ethereal Attraction. (This design was probably sponsored by
Andre; most sport the "leaves hands free" convenience level, not "can
be used hidden.") ; Talismans -- Seduction
Legs: NC: Legs
Feet: Corporeal Motion; NC: Feet; Talismans -- Climbing, Move Silently,
Running, Swimming
-----
Full Shell relics:
A Full Shell bio-relic is a tricky one. It is based on the
*entire* body, except for the brain. It can only be undertaken if a
recipient has had no other bio-relics yet implanted -- with the
exception, for campaigns using Surgeon's Hands, of bio-relics for the
hands or fingers. In such a case, the Full Shell conversion covers all
of the body except the hands. The enchanting surgeon must have not
only (in regular IN) the Enchantment skill or (in GURPS IN) the
Celestial Song of Artifacts, but also Medicine/6 (i.e., in GURPS IN,
Surgery at 15 or better). If the enchantment roll is successful, an
additional roll against the surgeon's medical skill is required to
ensure that the brain survives the process and maintains its bodily
connections successfully.
Someone who has received a Full Shell conversion does not
externally age and requires almost no sustenance; only the brain
continues to age and to require oxygen, food, and water. A few bites
of food per day is sufficient, likewise a few ounces of water. The
recipient can hold his breath for much longer than he could before.
(In GURPS, the user should pay for the Reduced Consumption and Reduced
Life Support advantages.) Since each individual body part is now part
of a reliquary of a given level, any further bio-relics the user
purchases must be of equal or lower level. A Full Shell given the
features of Tough or Extremely Tough would make its user corporeally
formidable. The "Unbreakable except by special means" Feature is not
recommended, since the body is still *alive* and as vulnerable to
damage, disease, aging, etc. as any human. (Allowing this Feature
would lead to some exceedingly powerful human fighters.)
There are, of course, downsides to having a relic for a body.
Lacking fatigue hormones, it requires a Will roll for the human to get
the sleep he finds mentally necessary each night. Fortunately, this
roll becomes easier as nights of sleep are missed -- in the meantime,
though, penalties accrue as normal. It's extremely difficult to hide
the Full Shell from celestial perceptions without a total body
covering, so a user is typically a prime target. The Shell may or may
not be Sterile, by GM interpretation. When physically causing damage
with a punch, kick, bite, or so forth, the user causes Disturbance as a
celestial.
Like all other bio-relics, it is actually possible to destroy the
Full Shell without killing the user, by inflicting Soul Hits. Each
relic has a pool of Soul Hits that is separate from the Soul Hits of
the human employing it. Depleting this pool of Soul Hits -- usually
with the Celestial Song of Light, though a few other means exist --
will destroy a bio-relic, if inflicted ritually over the usual number
of days required to destroy a relic. If done, the user's body remains
corporeally unharmed, and is no longer a relic.
Typical Full Shell relics include simple reliquaries, any of the Songs
of Form, NC: Plates or Spines, or Corporeal Shadows.
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