Post by dmslythytoves on Apr 15, 2021 22:18:26 GMT
Okay. So the first thing that occurred to me throughout this whole episode was the Bioshock series. I kept expecting to someone to mention it in the homework!
I’ve built a mechanic into my homebrew world that is centered around biomods, though I didn’t have that term for them at the time. It’s low tech, mid-magic, so these kind of mods are giving a kind of magic to my non-magic users, and enhancing the casters!
I immediately began to think about what magic items I could merge with characters in the group as my next session will start with a huge discharge of magical energy and I’m just coming up with the various things that will afflict happen to the various characters (depending on class, back story, and, now, magic items they are attuned to). If I can come up with a good fit that will make the character more interesting, I will go magical biomod.
If not, I also have a central NPC who is the ”only” artificer in the world — as in, the class is not available to players, and so far, he is the only one they’ve met and is quite ... special — and who could be a source of magical biomods, should that be necessary.
Author of Here Be Dragons: Exploring Fantasy Maps and Settings (Wesleyan UP, 2013)
I haven't played the Bioshock series at all, so I will place the blame of it not being mentioned squarely onto Chris and Jeff, haha. That said, even my 2nd knowledge of those games surprises me that it wasn't picked up either.
Also, drfantasy you gave me a good laugh with that well placed strikethrough on afflict.
The one thing I thought of that I don't know if I mentioned in the episode, but biomods could be a great way to boost the NPCs you have without a ton of loot ending up in the hands of your players.
Post by dmslythytoves on Apr 28, 2021 14:48:56 GMT
You could also have a "rare drop rate" kind of thing, if you wanted to cash in on the RPG style game? It could also bring in a morality scale: do you harvest your defeated enemy for their mods? Eesh...I just gave myself the creeps....
I'm planning on including biomods as a combination of necromancy and artifice that is discovered/utilized by the island of predominantly orcs. Because of the friction in the past, orcs are looked down upon and anything they have invented is considered disgusting or immoral. (Side note: orcs in my world don't default to evil, but instead are viewed that way by a lot of the mainland, due to past wars and misconstrued cultural norms)
This is how I explain how something so beneficial is shunned by the mainland. I plan on implementing it like magic items. One example I came up with is a heart made up of mechanical and/or undead parts that would prevent the PC's death one time.
Final observation, games like XCOM can be good for this, too. They have genetic and mechanical modifications you can apply to your soldiers as well as stuff the aliens have done.
Post by DM Onesie Knight on May 26, 2021 3:02:20 GMT
There was something buried back in the 3.5 splatbooks that I can't quite remember about some features granting genetic "drift," taking on new traits. I think there's something there for a Mutalist artificer or even a type of druid that becomes more animal over time. It's a juicy concept for sure!
Calls to my mind bioware in Shadowrun. It's right up there with cyberware in the sense that it's an enhancement to your abilities that you can buy with money, but it grows in a petri dish or vat.