05-18-2010, 10:50 PM | #1 |
Join Date: Feb 2007
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Symbiotic Bioarmor...
This is an item extant in my gameworld, which uses a modified 3e system:
This is a creation of an alien entity, the Cytherian superfungal mind, a form of 'living armor' designed to convert a normal Homosapient into a powerful fighting machine, with physical abilities well beyond normal Homosapient ranges. There is a very steep cost associated with this, however, one many would likely be unwilling to pay. The symbiotic bioarmor is an example of very sophisticated biotechnology, and is in fact entirely made up of living creatures, engineered and ‘grown’ symbiotes of various sorts fused into a single creature. None of the major ‘living components’ of this creation could survive for long on their own, though some of the ‘minor’ ones can. Each ‘suit’ of bioarmor must be prepared specially for its wearer, carefully adapted to his or her body and mind, myriad intricate details of body chemistry and psychic pattern carefully matched. In practical terms, the process begins with the subject being placed in a liquid bath, and connected to living symbiotic systems which place him or her in a trance-like state, and remove wastes and bring in the necessary nutrients and oxygen for survival. The subject will remain in this liquid suspension for several months, while the bioarmor is ‘grown’ around him or her. Note that the parafungal entity needs no tools to create or maintain this suspension chamber, it can ‘grow’ it out of its own complex and variegated body mass, with an effectively trivial effort. (For a creature massing trillions of tons and covering much of a planetary surface, most efforts are trivial.) The first ‘layer’ consists of a film of unicellular organisms analogous to bacteria, but engineered to form a symbiotic relationship with the Homosapient subject. This film in turn strips away the outer layers of the skin, and more-or-less takes the place of the skin. [1] At the same time, various blood vessels are rerouted, some of them stimulated to grow additional length to accommodate the relocation, which remaining operational. The chest is opened up, exposed the heart and lungs, and the first of the major symbiotic organisms is grafted into place, a large artificial life-form about the size of a normal human torso, with a hard dorsal shell and a ventral side with openings for the necessary connection of this organism to the heart, lungs, and other vital organs in the torso of the subject. A similar but simpler organism is grafted across the back of the torso, and connected to the front organism with neural links and stimulated bone growth, which also adds bracing to the rib cage and additional internal protection to the heart and lungs. The lungs are stimulated to grow somewhat larger, and additional cardiac tissue is grown onto the heart to increase its strength and capacity. This last is necessary both to increase the basic physical abilities of the subject and to support the symbiotic additions. Layers of hard-shelled organisms vaguely similar (but in no way akin) to barnacles are grafted onto the limbs, and a larger shelled organism is grafted over the pelvic region to protect the genitalia. The feet are surrounded by a flexible, tough membrane that protects them from damage, and reinforces the internal joints and other structures via penetrating tendrils. The hands are similarly warded, though in this case the flexible membrane leaves the fingers separate, unlike the toes of the feet. The eyes are removed entirely, and replaced by ‘engineered’ organisms that take their place and are both tougher and (in some ways) superior in performance to the original organs. These symbiotes graft onto the optic nerve, and also ‘grow’ a back up neural channel increase the bandwidth for information transfer. The membrane that protects the hands and feet covers the head as well, and grows up into the nasal passages and the mouth, and down the esophagus and trachea (since neither is in use during the modification process anyway). The membrane differentiates into different structures once it does this, depending on what part of the body is involved, by a process akin to the cellular differentiation that enables a fertilized embryo to produce the different tissues of the adult body. In the already-expanded lungs, additional alveoli are grown, and additional capillaries are stimulated to grow, and the membrane replaces some components of the surfaces of the alveoli to improve gas exchange efficiency. This internal membrane also roots itself and grows structures designed to make the lungs more resistant to environmental hazards. In the esophagus and stomach, the membrane differentiates in different ways, replacing parts of the lining of the stomach, and then extending down into the intestinal tract and again replacing certain portions of that, providing improved digestive efficiency and protection from certain normally dangerous substances. Certain vital and semi-vital organs, including but not limited to the kidneys, spleen, intravertebral discs, and certain glands are removed entirely, and replaced by implanted symbiotic organisms that perform their functions and some others. The coccyx is also replaced with a longer bone-like structure that provides the anchor for the attachment of yet another external symbiote, a creature designed to serve as a tail. Likewise, along with the replaced organs, symbiotic organisms are implanted to perform functions the normal Homosapient body does not require. The external membrane grows into a ‘sheath’ around the ears, and anchors to them, providing additional receptive surface to detect and analyze sound, and additional nerve tissue is grown to enable superior data-transmission between the auditory system and the brain. Bones and joints are reinforced for strength, and a second, parallel immune system is installed. The skull in particular is modified and reinforced to protect the brain. Note that the dozens of different symbiotes, internal and external, are separate living things, at least at the start of the process, and fuse together into one with each other and the subject. Many of these organisms have neural tissue and even full brains of their own, and these do not atrophy after implantation and fusion. Instead, they form a distributed second ‘brain’ that servers several purposes in the emergent organism. When the process is complete, the subject has been radically transformed, and emerges from the containment vessel as a rather different creature than went in. In terms of both abilities and appearance, everything has changed. MORE LATER. [1] At this point, removing the subject from the suspension chamber would prove very rapidly lethal. Last edited by Johnny1A.2; 03-14-2016 at 09:07 PM. |
05-18-2010, 10:58 PM | #2 |
Join Date: Feb 2007
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Re: Symbiotic Bioarmor...
LATER.
The creature that emerges does not look more than vaguely humanoid. It is still bipedal, still bilaterally symmetric, still has a ‘head- like extension’ in the right place, still has two arms and two legs. However, it is one to two feet taller, (no two are identical), covered externally in a chitinous surface, usually in a gray or greenish-black color, with a surface texture very smooth in places and rough in others. Gaps in the chitinous surface are occupied by visible symbiotic creatures, including one that rings what would be the neck in a normal Homosapient, with four foot-long tentacles extending from it at ninety degrees apart. Each of these tentacles can stretch itself to half again that length, each is tipped with a razor-sharp cutting claw, and each can operate independently of the others. Longer versions of these tentacles are found at the ‘waist’, with the additional feature that instead of a simple cutting-edge, the waist tentacles have biting mouths, equipped with sharp teeth and venomous sacs. (Each waist tentacle is actually a separate symbiotic organism, implanted at the base and sharing a blood and nutrient supply with the rest of the collective organism). A ‘tail’ extends from the base of the spine, muscular, covered in the barnacle-like protective symbiotes, with razor-sharp bone extrusions on either side, the tail can be swung for either crushing or impaling damage. It splits at the tip into six smaller extrusions with sufficient dexterity to be used as a clumsy ‘third hand’. The tail is strong enough, long enough, and flexible enough to attempt constricting attacks, though it is not really fast enough for this to be a reliable tactic. (Like the waist-tentacles, the entire tail is another implanted symbiote, with its own brain and neural tissue to take care of most of the control issues for the Homosapient brain.) The face of the creature is almost lost in the protective membranes, and the eye-sockets are occupied by a pair of ‘eyes’ that are actually implanted organisms that serve the same purpose, but are larger, look quite inhuman, and protected by double-layer lids, a transparent inner layer that provides protection while only partly reducing visual acuity, and an opaque outer layer and closes along a vertical split, and has a thin later of chitin for additional protection. The ears are large and vaguely ‘bat like’, and there is no hair on the body anywhere. Note that there is also a third ‘eye’, identical to the forward pair, at the _back_ of the skull, providing the bioarmored individual with wrap-around vision (though not rear depth perception). (Mastering this wrap-around vision often takes some time.) The pelvic area is sheathed behind another armored symbiote, or rather two such, that can split apart at the command of the bioarmored individual to reveal the Homosapient genitalia. The genitalia remain fully functional, as does the reproductive system. [1] The hands, though sheathed in gray or greenish-black membrane, still appear very human, and retain full dexterity. Grafted organisms on the wrists house bone spurs that can snap out for impaling damage, and which have serrated, sharp edges for slicing damage. The fingernails are gone, but tiny retractile chitin spikes are implanted in each fingertip, permitting slicing damage there as well. The mouth looks normal enough, other than the protective membranes, until opened. The teeth of such a bioarmored individual have been replaced by longer, sharper versions, with superior endurance and capable of superior damage if used as a weapon. There is also the ability to inject venom through biting at the will of the bioarmored individual. The chitin-like outer shell of the protective symbiotes is actually not so far from true chitin, but it also has layers incorporating long-chain plastic-like molecules, interspersed with microscopic flakes of metal, that give great strength to the armor, and which can (albeit slowly) heal damage. The distributed additional ‘brain’, made up of the controlling neutral nodes of the various symbiotes, acts as a secondary intelligence for the whole. It is never entirely asleep, and will warn the bioarmored person within of danger it can perceive, and also act as a sort of built-in ‘night watchman’ while the wearer sleeps. Furthermore, if the bioarmored wearer is incapacitated in some way, this secondary ‘brain’ can keep fighting (albeit with low intelligence) or try to flee the situation on its own. Additionally, the connection to this additional brain has a property of ‘awakening’ the latent psionic powers all Homosapients potentially possess. The exact range and scale of these will vary, of course, from person to person, but the extra ‘brain’ will add somewhat to the skill of the user, after enough time and practice. Additionally, the distributed ‘brain’ and bodies of the symbiotic attachments add certain psionic powers of their own to the combined organism. MORE LATER. [1] Though whether this is likely to be an issue in practice... Last edited by Johnny1A.2; 05-18-2010 at 11:07 PM. |
05-18-2010, 10:59 PM | #3 |
Join Date: Feb 2007
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Re: Symbiotic Bioarmor...
LATER.
Any damage done to the bioarmor can be dangerous to the person or creature who inflicted it, because the tissues of the bioarmor are infused with a caustic, poisonous fluid to which the wearer is immune. It is a contact toxin, and large doses can do permanent damage, or even be lethal. The physical strength of the bioarmored individual is increased enormously, as is endurance. Manual dexterity is unchanged, except that the wearer must learn how to walk, run, jump, etc anew, using the new, more powerful but more massive and bulkier body. Intelligence, too, is not directly affected, the bioarmored individual emerges from the 'containment vessel' (which actually resembles a large globe of fibrous material) with the same mind he or she went into it with. The changes that may come to psychology and emotional balance from the new form are another matter. It should be noted that the bioarmor increases the efficiency of the digestive system, as mentioned above, the wearer can consume and gain nutrition from forms of organic matter a normal Homosapient could not even chew, much less digest. Further, the wearer is highly resistant to many toxic substances that would make food inedible or poisonous to a normal Homosapient. The above-mentioned ‘special’ psionic abilities derived from the bioarmor consist basically of two powers not normally available to Homosapient psions. The first is an ability to sense life-force. This is related to ESP, but works differently and requires only a conscious effort to work. Its range expands with practice and time, and it will detect the presence of biological life-forms in the vicinity. It gives the user direction and location, the precision of both growing with time and practice, and it is difficult to screen against. The second ability is related to the first, a form of Psychic Vampirism. [1] The bioarmor has the ability to steal life-energy from other living things, and use that energy to refuel its own reserves, to boost its performance or that of its wearer, or to survive what would otherwise be lethal damage. The effects on the target of this power are less pleasant, it can easily be quite lethal. The range varies but tends to increase with time and practice, likewise the time required to make use of the ability decreases with time and practice. Which leads to another ability of the bioarmor: it extends lifespan. On its own, it roughly doubles the natural lifespan of the particular Homosapient to which it is grafted. However, it can use stolen life- energies as ‘fuel’ for the psionic skill of life extension, enabling enormous increases in lifespan. There are obvious downsides to undergoing this process, though. The bioarmor, obviously, is grafted onto and into the wearer, it can not be removed at will, and removal without killing the wearer would require either the cooperation of the fungal mind that implanted it, or else access to some very advanced and sophisticated technology and a great deal of rather abstruse and exotic knowledge. The Homosapient wearer gains the physical appearance of an inhuman creature, can not easily fit into or use most Homosapient tools and equipment and structures, and even allowing for the improved efficiency, food and water requirements are increased by the needs of the symbiotes. More subtly, the wearer of the bioarmor shares control of his or her body with the fungal supermind that created the armor, the telepathic presence of that mind is always with the wearer whenever he or she is within range, and the creator of the armor can contest for direct control of the body with great ease, if it so desires. It should be noted some of the wearers of the bioarmor discover this fact the hard way. MORE LATER. [1] In my house modified GURPS 3e system, PV is not normally considered as a separate Power. This is a special case. Last edited by Johnny1A.2; 05-18-2010 at 11:06 PM. |
05-18-2010, 11:00 PM | #4 |
Join Date: Feb 2007
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Re: Symbiotic Bioarmor...
LATER.
In GURPS (modified 3e) terms, the bioarmor can be statted as follows: The wearer gains +10 to ST and +10 HT, with Speed recalculated in line with the new attributes. IQ and DX remain unchanged. The wearer gains DR 5 on the hands, feet, and head. The wearer gains DR 10 on the arms and legs. The wearer gains DR 15 on the pelvic area, the torso, and skull. Hit points are tripled. (The ‘joins’ of the various armored symbiotes are a vulnerable point, but very hard to hit.) The wearer gains the following Advantages (if not already possessed where applicable): 360 Degree Vision (depth perception in forward cone only) Acute Hearing +3 Acute Vision +2 Alcohol Tolerance Alertness +3 (the combined effect of enhanced senses and the ‘extra brain’) Cast Iron Stomach (pretty much anything of Solarigen biochemical base is edible, other than things like wood or the like) Combat Reflexes Disease Resistant (immune to some diseases, highly resistant to others) Extra Limb (tail, striker, constrictor) Extra Limbs (the tentacles, 4 short, 4 long, striker, bite) Filter Lungs Hard To Kill +3 High Pain Threshold Less Sleep +3 Longevity Oxygen Reserve (1 hour) Parabolic Hearing +4 Polarized Eyes Pressure Support +1 Rapid Healing Resistant To Poison Temperature Tolerance +3 Venom (bite, blood agent, +3 toxicity), (internal fluids, corrosive, +1 damage) Very Fit All wearers of the bioarmor will develop their latent psionic abilities, whatever those might be, usually over a period of about a year after awakening in the bioarmor. (In my world, essentially everyone has latent psionic powers.) Additionally, all bioarmor wearers will have the following special psionic abilities: SENSE LIFE ENERGY: (M/A, defaults to IQ, range of Power yards, default Power 1), Psychic Vampirism Power. On a successful skill roll, the bioarmor wearer will be aware of all large animals, plants, fungi, etc within range, no resistance roll possible (though some things can shield against the power). The better the skill roll success, the more precisely the wearer will know direction and range. On a critical success s/he will know the precise locations. DRAIN LIFE ENERGY: This is a special ability. At Power 1 physical contact is required, and it requires 1d turns to take effect and then remains in effect until resisted or physical contact is lost. At higher powers range is equal to Power in yards, but physical contact enables immediate effect. This ability lets the bioarmor wearer attempt to drain the life energy of the victim, be that subject animal, plant, fungus, or other Solarigen life form. No skill is required, the target resists at Will or Mind Shield Power, whichever is greater. Roll Drain Power vs. Will or Mind Shield or IQ as applicable. Successful resistance forces the bioarmor wearer to try again, with the usual penalty for a repeated attempt (apply penalty to effective Power), critical success means that that specific person is permanently immune to that particular bioarmor’s Drain ability. (Plants and animals and comparable resist at IQ or as if IQ 4, whichever is higher.) On a success, the bioarmor wearer can drain 1 point of HT AND ST per level of Power per turn, the victim gets another chance to resist with each turn, but the GM may wish to assign penalties to the Will roll as strength ebbs. This ability can be maintained until resisted, the bioarmor wearer stops, or the subject is dead. At high enough Power levels, this _can_ be fatal in one turn. Each point of ST or HT drained is stored by the bioarmor, up to a number equal to Power * 2. Thus a Power of 10 would enable the bioarmor wearer to store 20 drained points of HT or ST. It can Drain more than that, but the excess can not be stored. The stored energy can be held indefinitely until needed. At any desired time, the wearer can tap this reservoir to boost his or her own ST or HT (for this purpose the stored points are interchangeable, up to double basic stats. Thus a bioarmored person with ST 28 could gain up to an additional 28 points of ST (if s/he had the stored energy) for one turn. Or HT could be boosted instead, but it has to be one or the other, not both at once. Alternatively, the stored points can be converted into boosts to the normal psionic Power possessed by the wearer, at a rate a +1 to Power on any ability (with one exception) per 3 points of stolen energy. (Think of it as stored Extra Effort, usable with no penalty to skill.) There is a special case, though. If the stolen HT and ST is used to fuel the Life Extension psi skill, then each stolen point counts as +1 to Power for that purpose. This means that Draining others can easily extend the lifespan of a bioarmored person to a tremendous degree. MORE LATER. Last edited by Johnny1A.2; 03-14-2016 at 09:19 PM. Reason: editing |
05-18-2010, 11:01 PM | #5 |
Join Date: Feb 2007
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Re: Symbiotic Bioarmor...
LATER.
Obviously the bioarmor makes a wearer very powerful and dangerous, but there are some obvious and very serious downsides as well. This sort of power is rarely free, and that is especially the case here. Being grafted into the bioarmor gives any Homosapient the following Disadvantages: Hideous Appearance Color Blindness (the implanted organisms do not detect color) Bad Temper (side effect of hormone changes) Bloodlust (side effect of hormonal and neurological changes) Gluttony (increased nutrient and energy requirements) Duty (creator of the armor, all the time, dangerous, often involuntary) Disturbing Voice Inconvenient Size (in most Homosapient environs) Plus the neurological, hormonal, and psychological changes almost invariably add additional Disadvantages, select at least four from or at assign at least four: At least one Odious Personal Habit at 10 point level Bully Callous Chronic Depression Compulsive Behavior at 10 point level Delusion at 10 point or more level Fanaticism (usually but not always service of Cythorax) Impulsiveness Intolerance at 10 points (can be toward anything) Jealousy (very common toward normal Homosapients) Low Empathy Megalomania Obsession (can be anything) Paranoia Sadism Split Personality Unlucky Special Disadvantage: The Bioarmor wearer suffers from a -6 to Will and IQ and Mind Shield rolls to resist any telepathic contact or compulsion imposed by Cythorax (the creator of the armor). Further, Cythorax suffers no penalty for repeat attempts to make contact or impose compulsions or control the body of the bioarmor wearer until after three failed attempts or a critical failure. Further, certain advantages are precluded. Even if they were possessed, they are lost when a character or NPC becomes bioarmored: Animal Empathy Empathy Luck (the power that governs Luck doesn’t seem to like bioarmored people) Certain skills will be difficult to use with bioarmor as well. (Sex Appeal and Erotic Arts come to mind, but others exist, Fast Talk and Stealth and Criminal skills, for example.) Last edited by Johnny1A.2; 05-18-2010 at 11:02 PM. Reason: error |
05-19-2010, 03:35 AM | #6 |
Join Date: Feb 2007
Location: Daegu, South Korea
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Re: Symbiotic Bioarmor...
Let me be the first one to say, although I am not finished reading what has been posted, that that's really damned cool. :)
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05-19-2010, 06:57 AM | #7 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Symbiotic Bioarmor...
Looks like a more in-depth and extended version of the Guyver. Pretty cool concept. Is there any more info about the setting? What's the reason this armor came about? And why was this option preferable to non-biological solutions (powered armor for example)? Just curious to know more.
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05-19-2010, 07:00 AM | #8 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Symbiotic Bioarmor...
One quick thing: instead of gluttony, the disadvantage: Increased Consumption might fit better.
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05-20-2010, 09:37 PM | #9 | |||
Join Date: Feb 2007
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Re: Symbiotic Bioarmor...
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05-20-2010, 09:38 PM | #10 |
Join Date: Feb 2007
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Re: Symbiotic Bioarmor...
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