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    Milo v3's Avatar

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Ok, here is the current draft of Biollurgy.

    Biollurgy
    100
    Spoiler
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    Image credit dtran of deviantart.com
    "You must know life to see decay."

    The meaning of life has always been one of the biggest fascinations of intelligent species, as they try to divine some purpose to the chaos they find themselves in. The question of whether life inherently has some preordained purpose is much more interesting when you actually have a bunch of superpowerful creatures that claim to be deities that created you. However, some gramarists explore other possibilities for the nature of existence, and their studies inevitably lead them to the discipline of biollurgy. This discipline allows a gramarist to explore the nature of the living and the material, and to create order from random mutation; it allows them to explore the kinds of systems that might have once led to their own existence.

    Biollurgy involves typical medical supplies, including syringes, knives, and anatomical charts. More interestingly, it also sometimes requires rudimentary electrical equipment, such as wiring, voltaic cells, and an archaic form of welder known as a phlogistifier. All these types of tools can be gained as part of a Biollurgy Lab and using them is treated as a masterwork item, providing a +2 circumstance bonus on the Gramarie check made to prepare a biollurgical principle. The Vitruvian Man is a legendary schematic which shows the secret geometry of the flesh and how it can be worked into the cold precision of a machine.

    Key Skill: Heal

    BIOY 101: Intro to Biollurgy 12
    Prerequisites: None
    Preparation Time: 1 hour
    Target: Up to 1 cubic foot of appropriate material
    Save: Fort Negates
    Tools: Syringes, chemicals and anatomical charts.

    This course of study teaches the gramarist to prepare mundane materials into a semi-biological substance known as biostructure. When preparing a principle from this course, you must target an entire solid body and prepare the principle enough times to completely convert the subject. Biostructure may look like flesh, bone, muscle, metal, slime, wood or any combination of the above. Other appearances are possible with GM permission.

    Biostructure has traits resembling those of both an object and a creature. Unless further modified by other principles, its properties are:
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    • A Constitution up to 8 + 1/4 Training, a Strength and Dexterity of 0 and no Intelligence, Wisdom or Charisma scores.
    • One hit die per inch of thickness (first is maximized) and bonus hit points appropriate to its Constitution, as normal for a creature.
    • Biostructure may be repaired with the Craft skill as with an object or treated with the Heal skill as if it were a creature. For the purposes of natural healing, it counts as a creature receiving a full day of complete rest each day.
    • Biostructure is always treated as either a living creature or an object for any effect which specifically targets one or the other. It can benefit from a cure light wounds spell, be mended with a mending spell, be set fire to with a torch or be poisoned with black lotus extract. In general, it acts as a creature except where where its non-ability scores would invalidate an effect.
    • Unlike most objects, biostructure is living matter and is vulnerable to critical hits, precision-based damage, death effects, bleeding effects, and so on.
    • Biostructure is mindless, and thus is immune to most, but not all effects requiring a Will saving throw. If unattended by a creature it automatically fails any effect requiring a Reflex saving throw. It makes Fortitude saving throws as normal for a creature of its type.
    • Biostructure has nearly all of the material properties of the material used to create it, including weight, density and temperature. Biostructure does not however melt or boil - it burns like any other organic material. Additionally, it has a break DC of 10 + Con + Hit Dice rather than the break DC of the material from which it was created.
    • The shape of the biostructure is determined by the gramarist preparing the principle. The materials used may be freely shaped into any form so long as the total volume and weight remains unchanged. Biostructure may be shaped to appear organic or inorganic regardless of actual composition, with iron seeming as flesh and bones appearing to be steel with equal ease.
    • Biostructure doesn't need to eat or drink, but it does need breathe if creatures of its type normally do so, which means that it can convert gases from one form to another. Usually this is accomplished through noisy, rasping lungs that gasp at the air. By default, it will convert oxygen into carbon dioxide, but biostructure with the Plant type will convert carbon dioxide into oxygen. Biostructure converts one quart of air per cubic foot of biostructure per round.
    • Biostructure made from a material that was used to prepare a principle retains that preparation. This includes both alchemetric transformations, being used as a spatial reference for a circuit or filter and even total conversion into a arcanodynamic transformer, geoocult pole or other device.
    • Biostructure has hardness, damage reduction and object resistances appropriate to the material used. Organic material converted into biostructure has a default hardness of 2, receive half damage from electricity and fire, and receive one-quarter damage from cold.



    Any principle from this course which creates biostructure can also be used to fuse two or more units biostructure into one unit. The resulting biostructure has the total mass and volume of all the components, but uses the worst of their hardness and resistances. The type of biostructure created via fusion may be the type of any of the components.

    1 Point Principles:
    • Corpusmateria: You may create biostructure with the Undead or Vermin types, from a dead organic creature, or from solid lead. As usual, Undead have no Constitution score and do not naturally heal, though has a "virtual" constitution score equal to 10 + 1/4 training for the purposes of determining the ability scores of a biollurgical chassis.
    • Feramateria: You may create biostructure with the Animal, Magical Beast or Plant types from a living creature of any one of those types, non-creature plant-life, or from solid copper.
    • Informismateria: You may create biostructure with the Aberration or Ooze types from a dying organic creature, or from mercury. Additionally, you may render a helpless creature dying but stable rather than dead using a Coup de Grace action.
    • Rerumateria: You may create biostructure with the Elemental, Fey or Outsider types from a living creature of any one of those types, or from solid silver. When Elemental biostructure is made, you must select one elemental subtype for it to gain. Outsider biostructure created is considered a native of whatever plane it was made on, granting it the appropriate subtypes.
    • Stetimateria: You may create biostructure with the Giant, Humanoid or Monstrous Humanoid types from a living creature of any one of those types, or from solid iron.
    • Respiration: You may alter the respiration of a unit of biostructure to convert any gas on the following list into any other: carbon dioxide, oxygen, ozone, nitrogen dioxide, sulfur dioxide, or water vapour.

    2 Point Principles:
    • Dracomateria: You may create biostructure with the Dragon type from a living dragon, or from solid gold.
    • Ferrumateria: You may create biostructure with the Construct type from solid metals or stone. Such biostructure retains the hardness and object resistances of the base material. It also gains additional hit points per hit die as usual for constructs. As usual, Undead have no Constitution score and do not naturally heal, though has a "virtual" constitution score equal to 10 + 1/4 training for the purposes of determining the ability scores of a biollurgical chassis.
    • Metabolism: You may produce a metabolism of sorts in biostructure. In exchange for adapting it to set temperature range (with no more than a 100 degree Centigrade spread), your biostructure gains fast healing equal to half its hardness. Ambient temperatures outside this range are treated as extreme weather for the biostructure. [1]


    BIOY 131: Predatory Armaments [Military] 8
    Prerequisites: None.
    Preparation Time: 2 hours (half an hour if the target is made of biostructure).
    Target: One unattended or natural weapon.
    Save: Fortitude (Negates)
    Tools: Tongs, chemicals and anatomical charts.

    This course of study teaches the gramarist how to fight back against biollurgical science, as they often say "Fight fire with fire". Weapons modified through a principle of this course is visibly altered; the fact it's been altered by this course can be detected by a heal check (DC 15), if the result surpasses the DC by 10 or more they also determine which principles of this course were used to modify it.

    With the exception of Easily Integrated, the principles in this course count as Gramaric Modifications. An object may only have a number of modifications equal to 1/10th your training in the relevant discipline rounded up.

    1 Point Principles
    • Carve the Flesh: This principle alters the weapon to treat the damage reduction, hardness, and natural armour of biostructure chassis and objects as lower by an amount equal to a 10th of your training in BIOY when you make the gramarie check. As a move-action the wielder can make the weapon affect any living creature rather than just biostructure chassis and objects, till the end of your next turn.
    • Digestive Strike: This principle alters the weapon to deal one additional +1d6 of acid damage per 10 points of BIOY training the Gramarist has when making the gramarie check, when attacking a biollurgical chassis or object. As a move-action the wielder can make the weapon affect any living creature rather than just biostructure chassis and objects, till the end of your next turn.
    • Plasmid Overload: This principle alters the weapon to damage the plasmids of enemies. If a creature hit by the weapon attempts to use a plasmid that requires an action to use on their next turn, they must make a fortitude save or the use is wasted and the creature takes 1 point of constitution damage.
    • Pilot Static: This principle alters the weapon to disrupt control on biollurgical chassis. Circuited and piloted chassis hit by the weapon must make a will save or lose their actions for 1 round. As a move-action the wielder can make the duration of the effect last for 1d4 rounds, on any attacks made before the end of your next turn.


    2 Point Principles
    • Easily Integrated: Select a different principle of this course that you know. The selected principle doesn't count as a Gramaric Modification for the purpose of determining how many Gramaric Modifications a weapon can have. This principle can be taken up to two times. [1]
    • Permeable Slice: This principle alters the weapon, allowing it to make biostructure permeable. The wielder of the weapon can move through biostructure as if it was only difficult terrain, in addition the weapon ignores any armour class bonus from biostructure armour. As a move-action the wielder can move through biostructure as if it was normal ground they can walk through rather than difficult terrain, till the end of your next turn.[2]


    BIOY 161: Farmers of the Flesh 10
    Prerequisites: # Training, BIOY 101: Feramateria.
    Preparation Time: 1 Hour per five cubic feet of the biostructure or plant (rounded up)
    Target: Unit of Plant Typed Biostructure
    Save: Fortitude (Negates)
    Tools: Pruners, chemicals and anatomical charts.

    Some biollurgists don't spend their research on forms of life that walk, some are just amazing farmers. This course teaches how to modify plant biostructure to grow fruits, vegetables, and other plantlife. Whenever this principle is prepared, it must be prepared on the entirety of the target.

    The offspring of plants that have been created or affected by Fields of Green and Grove of Flesh act as if they have been affected by the principle; having altered aesthetics and perhaps an infused colour, and having the traits of biostructure respectively.

    1 Point Principles
    • Bountiful Growth: This principle allows you to grow fruit from your biostructure. During preparation, select one fruit or other edible plant product. The biostructure counts as a masterwork tool for producing that type of fruit and allows the production of fruit without any of the traditional requirements of farming such as seeds, soil or sunlight. Only labour and a successful Craft (farming) check is required.
    • Fields of Green: This principle is prepared on an existing plant or plant made from biostructure, rather than a unit of plant biostructure. During preparation, you can select the aesthetic traits of the plant such as the colour, scent and texture of wood, leaves, berries, and similar. If you possess knowledge on how to prepare a kaleidomantic filter you may also select a colour of filter you can prepare to infuse into the plant granting it a specific trait (detailed below). If a colour is infused into the plant, the entirety of the plant's coloration changes to shades of that colour.
      • Red: The plant is immune to conditions of heat or frigidity. It can healthily survive in any temperature range, though are not immune to cold or fire damage.
      • Yellow: The plant no longer needs to obtain nutrients from soil to survive.
      • Blue: The plant is immune to over and underwatering. It can healthily survive as long as it has at least a tenth of it's optimal amount of water. It's immunity to overwatering also allows the plant to survive underwater if it otherwise could not, though it still requires nutrients from soil and sufficient light.
      • Orange: The plant no longer needs to breath air or take in carbon dioxide to survive. This allows it to survive in a vacuum as long as nutrients, water, and light are still properly provided.
      • Green: The plant loses it's poisonous traits if it had any, and also becomes immune to poison.
      • Indigo: The plant gains acid resistance equal to the average of the amount of training you have in BIOY and KALD.
      • Pink: The plant becomes firmly rooted in the fabric of space and time. Treat it as if it were fixed in place with an immovable rod for the purposes of determining who can uproot it and 8000lbs heavier for the purposes of lifting it. Additionally, the plant does not grow old and will continue to bloom year round.
      • Violet: The plant becomes immune to fine creatures. Any fine sized creature that comes in contact with the plant must make a fortitude save each round or die.
      • Black: The plant can't be detected by via extraordinary visual senses (such as normal vision, low-light vision, darkvision, etc.).
      • White: The plant becomes immune to radiomantics. It can gains immunity to hellfire damage, and can grow in areas that have been dealt hellfire damage by radiomantic exposure.
    • Grove of Flesh: This principle allows you to shape your biostructure into trees. During preparation select one type of tree for the unit to be shaped into. The shape of the biostructure is altered to that off the selected tree and unit of biostructure gains the traits of the tree selected, though the resulting tree doesn't change in volume from this alteration. The specific appearance of the tree can be anything that is reasonable to the species of tree and the volume of material.


    2 Point Principles
    • Spliced Palettes: This principle allows you to infuse multiple colours into a plant. When using Fields of Green you can select a number of colours equal to one 10th of the average training in BIOY and KALD you have to infuse a plant with. [KALD 5]
    • Veins of the Forest: This principle converts the unit of biostructure into a root-like tendril mass known as Treevein. The shape of the treevein is a rope, with volume equal to unit transformed, and a diameter of 3 inches. The Treevein functions as a silk rope that connects any living plants it's in contact with together into a single network; that allows connected plants to share from a combined amount of nutrients, reproduce without pollinators as long as there's another plant in the network it can reproduce with, and any puissance put into a wood transformer can go to any other wood transformer in the network instantaneously without any loss of ebbs. Any networks that are connected together are counted as one network. [5 HEUR]


    Three Point Principles
    • Fruits of Science: This principle makes the genetics of the plant more malleable. Any gramaric principles prepared on it have a 50% chance of going to the plants offspring, though traits from Fields of Green and Grove of Flesh always pass on as normal.


    BIOY 191: Biostructure Blacksmith [Thesis] 10
    Prerequisites: # Training
    Preparation Time: Special
    Target: Amount of biostructure equal in volume to the object to be crafted.
    Save: Fortitude (Negates)
    Tools: Syringes, chemicals and anatomical charts.

    This course of study teaches the gramarist how to grow and sculpt biostructure into specific defined usable goods rather than just general shapes, though it is limited to organic and metallic goods.

    1 Point Principles
    • Accelerated Growth: When crafting an object with the Fleshworker Principle of this course, you can do a weeks worth of work for each day of work. [1]
    • Chassis Grafting: This principle allows the Fleshworker principle of this course to craft a biollurgical chassis to permanently wear or wield an object that would be crafted. Non-willing chassis can make a fortitude save to negate the principle. The chassis must have an appropriate empty body equipment slot in order for you to shape them like this. Objects grafted like this can be removed by preparing this principle on the object. [1]
    • Fleshworker: This principle allows you to craft any object which can normally be made out of metal or of animal products can be made from biostructure. Objects crafted this principle retain all the properties of the biostructure it is formed from. In order to make anything fancy or magical, you'll need the appropriate crafting feat as normal. Otherwise, as long as you have at least 1 rank in the appropriate Craft skill, you can use your Gramarie check in place of the normal Craft check. This principle take as long to prepare as it would normally take to craft the item.


    2 Point Principles
    • The Flesh is Willing: When crafting an object with the Fleshworker principle of this course, the objects crafted are treated as masterwork in quality, without an increase in crafting time or materials. [1]
    • Real Steel: When crafting an object with the Fleshworker principle of this course or creating biostructure, the gramarist may choose to use the hardness and hit points per inch of iron instead of the normal amount. [1]


    3 Point Principles
    • Some Assembly Required: This principle allows the Fleshworker principle of this course to reduces the progress made from the Gramarist's next progress check to only half of the norm. However, the results of the check are applied after the same length of time as was spent working on the item, without the Gramarist actually touching it. This process repeats once for every 10 points of BIOY training the Gramarist has when making the gramarie check. [1]


    BIOY 228: Animate Construction 10
    Prerequisites: # Training, BIOY 101
    Preparation Time: 1 Hour per cubic foot of the biostructure or per mutation
    Target: Unit of biostructure
    Save: None
    Tools: Voltaic cells, chemicals and anatomical charts.

    This course of study is dedicated to transforming the semi-living matter of biostructure into true animate life, resulting in creatures called Biollurgical Chassis. A list of mutations can be found here.

    1 Point Principles
    • Mutation Induction: This principle teaches gramarist's how to grant abilities to their chassis. This principle is prepared on a completed chassis rather than a unit of biostructure. To use this principle the gramarie check made must be higher or equal to the gramarie check used to create the chassis. Each successful preparation grants the chassis one mutation of the gramarist's choice as long as; the chassis meets the prerequisites of that mutation, the mutation doesn't increase mental ability scores, and the mutation isn't from the basic section. Type based prerequisites are ignored when applied with mutation induction. Biollurgical chassis have a mutator level equal to their Hit Dice. A biollurgical chassis can have a number of mutations gained this way equal to 3 times their Hit Dice. The symbiosis mutation can only be granted up to 10 times on a single chassis. [3]


    2 Point Principles
    • Physiology Research: This principle allows to make existing creatures with biollurgy. When you gain this principle, select a creature that has a type the same as a form of biostructure you can create, and has a combined challenge rating and hit dice lower than a quarter of your BIOY training. You can use the It's Alive principle of this course to create that creature, as long as the unit of biostructure is of the correct size. Creatures created this way are still made of biostructure and have all it's traits except for fast healing and ability scores. In addition, these creatures do not age and cannot reproduce. This principle cannot create creatures that have listed creation prerequisites, such as Golems. This principle can be taken up to three times. [3]


    3 Point Principles
    • It's Alive: The unit is turned into a biollurgical chassis and gains the following changes:
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      • It gains a Strength score and a Dexterity score, which combined equal twice the Constitution score of the mass. The exact values are set when this principle is first prepared, and neither the Strength nor the Dexterity can be more than twice the value of the other.
      • If the chassis has size is larger than small, it gains statistic changes as if it it had increased in size from advancement.
      • The chassis has an Intelligence of 1 or 2 (chosen by you), a Wisdom score of 10, and a Charisma score of 2.
      • It trades its normal Hit Dice for a single Racial Hit Die of the appropriate type, and gains more hit dice the larger the chassis is (see table below), and a number of additional Hit Dice up to a fifth of the gramarie check to animate the chassis.
      • The chassis has a maximum ground speed of 20ft. (if bipedal or other) or 30 ft. (if quadrupedal), plus 10ft. for every size category above Small.
      • It becomes vulnerable to a wider range of effects, and it responds to many things like a creature now (such as effects requiring Reflex saves). However, it is still made of biostructure, and counts as an object for all relevant purposes as described in BIOY 101; it also keeps its hardness (but loses its fast healing).
      • It has a full complement of senses, including colour vision, normal human hearing, scent, taste, and touch.
      • A biollurgical chassis cannot advance by nature of its racial Hit Dice, and never seems to wear out or grow old. It is never at risk of dying from old age, but also cannot reproduce.
      • It requires a normal diet, including water to drink and food to eat. When you prepare this principle you can decide whether the chassis subsists on vegetable matter (herbivorous), animal matter (carnivorous), or both (omnivorous). Whatever you decide, a chassis requires its own body weight in food every month.
      • It requires a full 8 hours of sleep every night.
      • By default a chassis has up to two manipulative limbs, such as arms. It also has a full complement of body slots to wear magic items or to receive further grafts. However, if you want to get a little more creative with the anatomy, you can trade out body slots in either of these two cases at a rate of 2:1 at the moment of conception. That is, by removing two body slots you can add another of an existing slot, such as removing the Legs and Throat slots to add another Arms slot. Once you decide on the anatomy like this, it can't be changed.


      Size Category HD
      Medium or Smaller 1
      Large 2
      Huge 3
      Gargantuan 5
      Colossal 8
      Enormous 13
      Immense 21
      Behemothic 34
      Cavernous 55
      Mountainous 89
      Vast 144



    BIOY 239: Draconian Victory 10
    Prerequisites: # Training, BIOY 101:Dracomateria, Dragon type
    Preparation Time: 10 hours
    Target: One true dragon
    Save: Fort (Negates)
    Tools: Scales of both the targets old and new species of true dragon.

    This course of study teaches the gramarist how to convert a True Dragon from one species to another. This course's use is generally restricted to when a dragon is defeated by a member of a different bloodline, as the two options are Assimilation or Death, turning the defeated wyrm into an ally or removing a threat permanently.

    5 Point Principles
    • Draconian Assimilation: When this principle is gained the gramarist must select a type of True Dragon. This principle will change the target's race to your selected true dragon species. This doesn't change racial hit dice, and the target's statistics are changed to match the new species and possibly new Age category. This principle can be gained up to two times.


    BIOY 243: Vehicular Fleshshape [Military] 10
    Prerequisites: # Training, BIOY 101:Ferrumateria
    Preparation Time: 2 Hours
    Target: A biollurgical chassis
    Save: Fort Save (Negates)
    Tools: Wiring, syringes, and chemicals.

    This course teaches Gramarists in design of chassis are specialized towards transportation. The gramarie check made during preparation must match or exceed the original Gramarie check made to create the chassis. The sum of the volumes of interior spaces this courses principles create cannot exceed one size category lower than the targeted chassis.

    2 Point Principles
    • Cargo Stomach: This principle grows a room into the chassis's interior. The dimensions and size of this room is selected when the principle is prepared. While it is being prepared doors to other rooms, the cockpit, and the exterior of the chassis are placed, these can be opened and closed by the chassis as a free action which can be taken even during others turns. There must always be a door to the exterior of the chassis in at least one room. If there is a cockpit in the chassis, at least one room must have a door to the cockpit.
    • Eldrikinetic Muscles: This principle allows a chassis to utilize eldrikinetic engines integrated with them better. As a standard action the chassis can double the push of any number of eldrikinetic engines that are part of the chassis's body or biostructure eldrikinetic engine that is connected to the chassis. Doing this deals 1 point of acid damage to the chassis per engine affected, this damage bypasses acid resistance. [5 ELDK]
    • Gramaric Nerves: This principle allows a chassis to have gramaric components connected to it's nervous system. Any gramaric device made of biostructure in contact with the chassis is connected to a localized heuristical circuit that cannot be accessed any other way. This circuits logical decisions can only be made by the chassis or an individual controlling the chassis. [5 HEUR]
    • Organic Controls: This principle grows a cockpit into the chassis's interior. The size of this cockpit is selected when the principle is prepared. As standard action an individual within 5 ft. of the chassis can enter or leave the cockpit as long as there is available space, unless their is a room in the chassis then it must be entered via rooms. Any creature riding in the cockpit can attempt to operate it with a Knowledge (arcana), Disable Device, or Ride check each round, the DC for these checks is 10 unless multiple people are attempting to operate the chassis then it is an opposed check. While operating it, the riding creature is considered entirely subsumed in the chassis, and for all intents and purposes acts as the chassis for that round, though the chassis can communicate with the pilot. While a chassis is being operated the pilot's action aren't restricted to effects applied from BIOY 273.
    • Reserve Fuel: This principle allows the chassis to convert it's biomass into energy to power weaponry and engines that are incorporated into it. As an attack action the chassis can generate up to one ebb of puissance per 10 points of BIOY training the gramarist had when the gramarie check was made, this deals damage to the chassis equal to ten times the amount of ebbs generated. Puissance generated in this way can only be used by gramaric devices that are part of the chassis's body or made of biostructure and physically connected to the chassis's body.


    BIOY 273: Artificial Reckoning [Thesis] 10
    Prerequisites: # Training, BIOY 101
    Preparation Time: 1 Hour
    Target: A biollurgical chassis
    Save: Will Save (Negate)
    Tools: Voltaic cells, chemicals and wiring.

    This course teaches Gramarists in the biollurgical traits of brains and allows them to grant some kind of advanced control or intelligence to a biollurgical chassis. The gramarie check made during preparation must match or exceed the original Gramarie check made to create the chassis. A chassis can be affected by more than one of the principles of this course, aside from Circuited and Sentience simultaneously.

    2 Point Principles
    • Instincts: The chassis receives up to 10 broad instructions that dictate its general behaviour, although it is unable to think beyond them. These are more instincts than anything else, such as 'search for food', 'follow directions', 'hunt birds', and so on. If you prepare this principle multiple times, you can add additional instincts. A sentient chassis is allowed a Will saving throw to resist this principle.
    • Progress: The chassis becomes able to advance through it's racial hit dice.


    3 Point Principles
    • Circuited: The chassis loses its Intelligence score entirely again, and becomes mindless. However, it is now a valid node for a heuristical circuit (created by HEUR 101) to target, and the actions of the chassis are now considered a logical decision for such a circuit. Commands can be given in plain language through the circuit, and it can relay sensory information back into the circuit. Advanced features, such as triggers and responses, can be placed on the chassis' behavior like normal for any part of a heuristical circuit. An exotic intelligence in the circuit can control the chassis as if it was the brain of the creature. A sentient chassis is allowed a Will saving throw to resist this principle.
    • Sentience: The chassis' Intelligence, Wisdom, and Charisma scores increase to 10 or 3d6. It is now fully sentient and self-aware, and can take actions in its own self-interest. It automatically learns and can speak Common, and is eligible to take levels in any NPC or PC class that it qualifies for (although until it does, it keeps its first Hit Die, like any intelligent creature). In addition to the above, you can now use Mutation Induction to grant mutations that increase mental ability scores and the chassis gains a soul.


    BIOY 340: Erratic Mutations 10
    Prerequisites: # Training, BIOY 228: Mutation Induction
    Preparation Time: 1 Hour
    Target: A biollurgical chassis
    Save: Fort Save (Negate)
    Tools: Syringes, chemicals and anatomical charts.
    This course teaches a gramarist how to induce major mutations in a creature formed of biostructure, compared to the relatively slight changes they can induce previously. A biollurgical chassis can be affected by principles from this course a number of times equal to the number of teratomorphisms an evolutionist of their HD would possess. A biollurgical chassis can only be affected by this courses principles once per principle at a time, with new applications of the same principle replacing the effects of the previous.

    2 Point Principles
    • Dire Mutations: This principle applies a tier 1 teratomorphism of your choice to the targeted biollurgical chassis.
    • Gigantic Mutations:This principle applies a tier 2 teratomorphism of your choice to the targeted biollurgical chassis. [2]
    • Nomadic Mutations: This principle applies a tier 3 teratomorphism of your choice to the targeted biollurgical chassis. [4]
    • Monolithic Mutations: This principle applies a tier 4 teratomorphism of your choice to the targeted biollurgical chassis. [6]
    • Redundant Mutations: This principle applies a tier 5 teratomorphism of your choice to the targeted biollurgical chassis. [8]


    BIOY 381: Eccentric Genetics [Thesis] 10
    Prerequisites: # Training, BIOY 228: Mutation Induction
    Preparation Time: 1 Hour
    Target: A living biollurgical chassis
    Save: Fort Save (Negate)
    Tools: Syringes, chemicals and anatomical charts.
    This course teaches the gramarist in the area of genetics, allowing them to modify the DNA of a chassis so it can progress further. The gramarie check made during preparation must match or exceed the original Gramarie check made to create the chassis.

    1 Point Principles
    • Wrinkles of Flesh: The chassis loses it's immunity to old age. It's maximum age can be up to your Gramarie check. Adult age, middle age, old age, and venerable age are determined accordingly.


    2 Point Principles
    • Gene Therapy: This principle allows you to target the gestating chassis still inside of it's parent with Biollurgy Principles as if it was a fully created chassis.
    • Hybridization: This principle alters the genetic code of the chassis to grant its offspring further capabilities. When this principle is prepared, select one bloodline. Each child the chassis has results has a 50% chance of gaining that Bloodline at Minor strength.
    • The Next Generation: The chassis gains the ability to reproduce. Select one method of your choice for the chassis to reproduce, such as asexual budding, normal mammalian reproduction (in which case the chassis gains gender, and you can immediately spend 12 hours making an identical chassis of the other gender), egg-laying, and so on. Reproduction requires a certain gestation period, based on the size of the initial creature to be born (that is, the size category at the lowest Hit Dice). The gestation period is 1 month, with an additional four months for every size category above Tiny. Reproduction is possible when a chassis reaches adulthood. When the chassis reproduces, features and traits that aren't from class levels or similar forms of advancement are passed on. This principle can only be added to chassis that ages.


    3 Point Principles
    • Growing with Experience: The chassis affected by this advances by one size category every time it is 1/3rd closer to 3 times it's default Hit Dice. The number of times the chassis's size can increase is selected during the preparation of the principle, to a maximum of up to three size categories beyond its original size.

    Last edited by Milo v3; 2015-06-03 at 09:13 PM.
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