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A
Look at Body Implants
A Preview of Chaositech
One
of the most interesting sections in Chaositech
is Chapter Three: Betrayal of Flesh. Here we learn
about living chaositech devices ready to be grafted,
implanted, or otherwised attached to a host creature.
They live off their host, but at the same time provide
unique benefits. To see what we mean, here's a preview
of nine types of implants. Each one makes use of Chaos
Surgery, a new skill from the book.
Body
Implants
Body implants are additions made to a creatures
physical form through surgical procedures. They are
always additions, never replacements. Body implants
are usually made of grown flesh components, but they
sometimes incorporate steel plates, wire, tubes, or
other inorganic parts.
Arachnid
Covey: This implant fits just under the hosts
skin, leaving a hemispherical lump about 3 inches
across. The lump has a small opening, from which crawl
tiny spiders. The spiders instinctively obey the hosts
telepathic commands. The most they can do, however,
is swarm over one creature that the host touches.
A swarmed foe who fails a Will save (DC 16) suffers
a 2 circumstance penalty on attacks, saves,
and checks from the revulsion and distraction, assuming
he is size Huge or smaller (larger foes go unaffected).
Further, after a full round, the foe must make a Fortitude
save (DC 16) from the cumulative poisonous spider
bites. Primary and secondary damage is 1 point of
Dexterity. No matter how long the spiders swarm over
a foe, the poison is a threat only once. A foe can
jump into water (or do something similar) to rid himself
of the spiders. Likewise, if he spends a full 3 rounds
doing nothing but swatting and brushing away spiders
(and defending himself), they are gone. Spiders expelled
in this way are gone and no longer respond to the
host. If the host does not order them back before
the foe deals with them, it takes one week to spawn
new ones. To command the spiders to return, the host
must touch the target they are swarming. The host
cannot have them swarm a new foe until they have returned
to the covey for at least 2 rounds. A host can have
no more than one arachnid covey.
Chaos
Surgery DC 19; Procedure Time two hours; Recovery
Period five days; Price 8,000 gp
Back-Up
Organ: This implant resembles nothing more than
a large slug placed within the body cavity of the
host, where it lives like a parasite until needed.
When the host sustains a wound so terrible that one
of his organs is damaged (a wound that puts him over
his massive damage threshold), the creature secretes
powerful healing fluids to help heal the wound, then
transforms itself into a relative facsimile of the
damaged organ, moving into place to replace it. The
wound is healed instantly, as if it had never happened,
and the host need make no saving throw for the massive
damage. The back-up organ functions once, and a host
can have only one at a time.
Chaos
Surgery DC 22; Procedure Time one hour; Recovery Period
two days; Price 3,000 gp
Bone
Lacing: The surgeon laces the hosts bones
with metal and hardened, living tissue in a series
of four long and painful procedures, requiring a week
of recovery time in between each. When finished, the
host gains an inherent Strength bonus of +2 and 20
bonus hit points. Further, the host gains damage reduction
of 10/slashing or piercing* (his bones are very difficult
to break, thus he takes less damage from bludgeoning,
crushing, and even falling damage).
* Under previous rules, he would take half damage
from
bludgeoning attacks.
Chaos
Surgery DC 26; Procedure Time six hours (¥4);
Recovery Period one week (¥4); Price 90,000 gp
Breathers:
Implanted in the throat of the host, this set
of organs breathes for the hosthe no longer
breathes through his mouth at all. The breathers can
safely process toxic gases of all types. The host
becomes immune to inhaled poisons and other attacks
that involve dangerous inhalants. Breathers
cannot breathe water.
Chaos
Surgery DC 20; Procedure Time eight hours; Recovery
Period one week; Price 25,000 gp
Claws:
Implanted within a clawless creatures fingers,
paws, tentacles, or other extending limbs, these deadly
sharp claws usually measure about 4 inches long (for
a Medium creature). Made of both organic materials
and steel, they can be retracted or extended as a
free action. The host is still limited in the number
of attacks he can make in a round, although he can
use the claws on his off hand to make an off-hand
attack. Damage inflicted by implanted claws varies
by the hosts size.
| Host
Size |
Damage |
| Diminutive
or Fine |
1d2 |
| Tiny |
1d3 |
| Small |
1d4 |
| Medium |
1d6 |
| Large |
2d4 |
| Huge |
2d6 |
| Gargantuan |
2d8 |
| Colossal |
3d8 |
Chaos
Surgery DC 17; Procedure Time six hours; Recovery
Period one week; Price 15,000 gp
Claws,
Poisonous: These claws are just like those described
above, except they each bear a small venom sac and
venom reservoir, enabling each strike to also inject
a dose of poison in the target up to six times per
day per claw. The price of the procedure depends on
the type of poison (the poisons DC and damage).
| Type |
DC |
Primary/Secondary
Damage |
Price |
| 1 |
18 |
1
Strength/1 Strength |
50,000
gp |
| 2 |
20 |
1d3
Strength/1d3 Strength |
63,000
gp |
| 3 |
25 |
1d3
Strength/1d3 Strength |
75,000 gp |
| 4 |
15 |
1
Constitution/1 Constitution |
45,000
gp |
| 5 |
18 |
1
Constitution/1d3 Constitution |
55,000
gp |
| 6 |
20 |
1d3
Constitution/1d3 Constitution |
65,000
gp |
| 7 |
25 |
1d3
Constitution/1d3 Constitution |
80,000
gp |
| 8 |
18 |
1
Dexterity/1 Dexterity |
45,000
gp |
|
9
|
20
|
1d3
Dexterity/1d3 Dexterity
|
60,000
gp |
|
10
|
25
|
1d3
Dexterity/1d3 Dexterity
|
70,000
gp |
Chaos
Surgery DC 18; Procedure Time six hours; Recovery
Period one week; Price varies
Disease
Destroyer: A surgeon places this small organ near
the heart. It activates when a virulent disease enters
the hosts system, destroying the disease (the
host need never even make a saving throw against it).
It pumps special disease-fighting agents into the
bloodstream with great speed. The organ can live within
the host for six months and can function up to 20
times during that period before it withers.
Chaos
Surgery DC 28; Procedure Time 10 hours; Recovery Period
one week; Price 25,000 gp
Disease
Incubator: This implant is often used by the cultists
known as the Plagueborn (see The Cults of Chaos
in Chapter One). It rests within the hosts chest,
collecting any and all disease-bearing contagions
that enter the hosts system, even those the
body normally would ignore as insignificant. The host
is thus rendered immune to disease. Meanwhile, the
disease incubator fosters and nurtures the diseases
within it. After a month, the host gains the ability
to inflict these diseases on others as a touch attack,
usable once every two days. With each use of the ability,
the DM should randomly choose a disease from Chapter
Eight: Glossary in the DMG. Further, if the host is
slain, all within 10 feet of him at the time of death
must make a Fortitude saving throw (DC 18) or fall
victim to a random disease as the incubator bursts
open.
Chaos
Surgery DC 28; Procedure Time 10 hours; Recovery Period
one week; Price 60,000 gp
Dragon:
Similar to a serpent implant†, the dragon implant
is usually embedded in the hosts shoulder or
back. It looks like a dragon head and neck, about
3 feet long. The host controls this new appendage,
which can bite at foes. The host makes a single attack
in a round, using her normal base attack bonus. A
dragon attack is a standard action, which can be part
of a full attack action, but all the hosts attacks
suffer a 5 penalty (regardless of any feats
she may have). The dragon inflicts 1d6 points of damage
(critical hit on a 20/x2), with no bonus for Strength.
Even
more devastating, three times per day the dragon can
breathe a line of fire up to 50 feet long that inflicts
5d6 points of fire damage (Reflex save, DC 15, for
half). The dragon implant does not have a poisonous
bite.
Chaos
Surgery DC 25; Procedure Time six hours (x4); Recovery
Period one week (x4); Price 23,000 gp
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