d20 Skortched Urf Studios Department 7 Technology Update Synthetic Lycanthropy.pdf
(
1740 KB
)
Pobierz
Department 7
Technology Update:
Synthetic Lycanthropy
Written by Brian Engard
Artwork by Jeremy Hida
Colors by VShane
Skortched Urf’ Studios
PO Box 2315
Centreville, VA 20122
skortched.urf.studios@gmail.com
www.skortchedurfstudios.com
Dungeons & Dragons
and
Wizards of the Coast
are trademarks of Wizards of the
Coast Inc., in the United States and other countries, and are used with permission.
The“
d20 System
” and the “
d20 System
” Logo are trademarks of Wizards of the Coast,
inc., and are used according to the terms of the d20 System Licence, version 6.0. A copy
of this licence can be found at www.wizards.com/d20.
Artwork by Jeremy Hida, all rights reserved.
Project Tier Innen
In the winter of 1953, Reiner Oswald
disappeared and was never heard from again. Of his
work, no trace was found until 1998, when a man
named Charles Wagner discovered Oswald’s long-
abandoned laboratory.
In 1932, at the direction of Adolph Hitler,
Reiner Oswald began research on Project Tier Innen.
Oswald, a member of the Thule society and on the
payroll of the Nazi party, was a brilliant scientist with
a profound knowledge of folklore and the occult.
He delved into the myths and stories regarding
shape-shifting and lycanthropy, determined to find
the kernel of truth hiding within the legend, and to
exploit it. By 1936, he had found what he had been
looking for: a living specimen that he could study.
For six years, Oswald studied his specimen, extracted
serums, performed tests, and made notes. By 1942,
he was ready to put his theories into practice.
Synthetic Lycanthropy
Wagner had not happened upon Oswald’s
laboratory by chance. Two years earlier, he had
received a package in the mail, from the estate of Reiner
Oswald. A letter within the package had explained
that Wagner was, in fact, Oswald’s grandson, and that
his inheritance—now that Reiner Oswald was finally
dead—was the journal enclosed within the package,
as well as the fortune and the secrets that it would lead
to. Soon after reading the journal, Charles Wagner set
off to find Oswald’s hidden laboratory. In 1998, he
found it.
The goal of Project Tier Innen (literally, Project
Inner Beast) had been to find a way to unleash the
destructive potential of the human body, creating a
powerful new kind of soldier that would ensure Hitler’s
victory. Hitler had left the details up to Oswald, and
Oswald had taken the project title literally, deciding
that he would unlock the beast within every human
being, creating a predictable, scientific formula that
would induce an effect similar to the lycanthropy of
myth and legend. Above all, though, these man-beasts
would have to be controllable, and able to follow
orders and execute complex missions. In short, he had
to create the body of a beast with the mind of a man.
In this, he succeeded only partially.
Wagner shared his grandfather’s predilection
for occult lore, though not his passion for science.
However, when he found the collected works of his
long-missing ancestor, he saw the potential contained
therein. Oswald had left him a considerable fortune,
money that Wagner realized had come from Oswald’s
Nazi sponsors. With his newfound wealth and
the research left by his grandsire, Wagner decided
he would change the face of warfare forever, and
increase his own personal fortune in the process.
Several of Oswald’s test subjects did, in fact,
change form. Some became actual animals, while
others became grotesque amalgams of human and
animal form. None of them, however, survived.
Undeterred, Oswald continued his work until 1952,
years after the Nazi party had been defeated. In truth,
he came very close to success; his final experiment
resulted in a hybridized wolf-man, with a powerful and
deadly body and the mind of a human. This human
mind, however, was the creature’s downfall. This
may, perhaps, have been because Oswald had been
using convicted criminals as his test subjects because
they had been easy for him to obtain. It may also
have been because of the intensely painful process of
transformation. In the end though, regardless of the
cause, his final test subject was considered a failure;
the creature had become irrevocably insane, and was
terminated.
In early 2000, Wagner allied himself with his
grandfather’s former brethren, the recently-revived
Thule society. He gathered all manner of scientists and
mystics together, and dedicated the next three years to
completing the research that he had inherited. In 2003,
after many failed experiments and disappointments,
Wagner found that he and his allies had succeeded
where Oswald had not: they had successfully created
a human-wolf hybrid. More importantly, though, this
hybrid’s mind had remained intact, giving it the speed,
power, and senses of a wolf, but the intellect, planning
ability, and—most importantly—direction-following
capability of a trained soldier. Project Tier Innen had
finally yielded fruit.
Unbeknownst to the majority of the world, Wagner
had leased the technology to a number of groups—
both terrorists and government organizations—around
the world by 2005. Synthetic lycanthropy was now
a reality, and it was one that was quickly gaining
popularity.
It is true that lycanthropization cannot be
reversed. However, Catalyst 13—developed by the
Thule society shortly after synthetic lycanthropy was
achieved—allows artificial lycanthropic traits to be
suppressed for a few hours. Catalyst 13 is an injected
drug, a sort of short-term gene therapy that turns a
were-soldier into a normal human being for about four
hours. The change is incredibly painful and takes a
full minute to complete; the change back, however, is
much shorter (though no less painful), taking only 6
seconds (a single combat round).
What is Synthetic Lycanthropy?
Synthetic lycanthropy is a means by which
the genetic traits of a human being—usually a trained
soldier of some sort—are combined with those of a
predatory animal. Synthetic lycanthropes, or were-
soldiers as they are commonly called, are generally
tailor-made for a specific task, both through the gene
therapy required to make them what they are and the
training required to make them even more effective in
their new bodies.
When injected with Catalyst 13, a synthetic
lycanthrope undergoes the change back to human
form immediately. While changing, the were-soldier
is considered flat-footed and can take only a single
standard action per round, due to the immense pain.
In addition, the pain inflicts 2d6 points of nonlethal
damage, potentially rendering the subject unconscious.
Once the change is complete, all lycanthropic traits are
completely suppressed. The subject effectively loses
his synthetic lycanthrope template (or transformation
class) for the duration. A single dose lasts 4 hours,
and additional doses can be taken while the first is still
active; each additional dose extends the duration for 2
more hours. However, each additional dose inflicts the
same pain (2d6 points of nonlethal damage), though for
only 12 seconds.
Unlike were-beasts of legend, a were-soldier is
not affected by the phases of the moon, or by silver. The
change, once affected, is permanent, and a were-soldier
cannot change shapes on his own (though there are some
serums that can catalyze a change in were-soldiers). The
process of lycanthropization is extremely painful and
can last up to a year. However, a willing subject who
has been properly briefed on the change to come, and
who is administered a steady diet of pain-killers during
the gene therapy, stands an excellent chance of survival
(about 85%). Without these safeguards, survival rates
drop sharply (about 20%), and those that do survive are
generally insane by the time the process completes.
Most organizations that purchase the secrets
of synthetic lycanthropy from Charles Wagner also
purchase the formula for Catalyst 13, allowing them
to synthesize as much as is needed. It is, however,
quite expensive to synthesize, and so is not handed out
lightly. Catalyst 13 is almost never used for recreational
purposes, and is usually reserved for operations in
which a convincing human disguise is necessary.
If a player character wants to undergo
lycanthropization, she should use the transformation
classes provided later in this text. In addition,
lycanthropization carries a significant price tag with it.
In some cases, organizations (such as Department-7)
may pick up the tab for the PC. However, in cases where
a PC is paying for the process herself, the purchase DC
should not be lower than 30.
It is possible, however, to find Catalyst 13 on the
black market. Doing so requires a Gather Information
check, usually with a DC of 20 to 25. Once found,
purchasing a single dose carries a purchase DC of at
least 20.
Catalyst 13
The single most significant drawback of
lycanthropization (for the subject, at least) is that it cannot
be reversed. Once undertaken, the change is permanent
(no matter how far along the process the subject may
be). This generally means that a lycanthropization
subject cannot lead a normal life from that point on.
With Catalyst 13, however, it is possible to have short
periods of normalcy.
Some were-soldiers are outfitted with implants
known as Catalyst Reservoirs, which hold up to six
doses of Catalyst 13. These implants can be used
to administer the drug with the press of a button
(generally on the arm, or even by remote), and can be
set to administer the drug at regular intervals in order
to extend the duration of its effects. These implants are
almost never found on the black market.
Template Traits
“Synthetic werewolf” is an acquired template
that can be added to any human (referred to hereafter as
the subject). A synthetic werewolf uses the following
modifications to its base statistics.
Challenge Rating:
Same as the subject +2.
Hit Dice:
Same as the subject, plus 2d8.
Speed:
The transformation grants the subject a
speed increase of 20 feet.
Defense:
The subject’s defense gains a +2
natural armor bonus. This bonus does not stack with
other natural armor bonuses.
Base Attack:
Same as the subject +1.
Grapple Bonus:
Apply modifiers for increased
Strength.
Attacks:
The subject gains a powerful bite
attack that deals 1d6 points of damage plus its Strength
modifier.
Special Qualities:
A synthetic werewolf retains
all the special qualities of the subject and gains the
additional special qualities listed below.
Inhuman Visage (Ex):
A synthetic werewolf is
very clearly not human in appearance, looking like a
bipedal cross between a human and a wolf. As such, it
is nearly impossible for the subject to pass for human;
it suffers a -6 penalty to disguise itself as a human being
or anything resembling a human being.
Trip (Ex):
A synthetic werewolf that hits with
a bite attack can attempt to trip its opponent as a free
action without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the opponent
cannot react to trip the synthetic werewolf.
Scent (Ex):
This ability allows the synthetic
werewolf to detect approaching enemies, sniff out
hidden foes, and track by sense of smell. See
d20
Modern
, page 228 for more information.
Damage Reduction 3/— (Ex):
A synthetic
werewolf ignores the first 3 points of damage dealt by
any physical attack.
Saves:
Same as the subject, with a +2 bonus on
Fortitude and Reflex saves.
Ability Scores:
Synthetic werewolves gain the
following ability score increases: Str +4, Con +2, Dex
+4, Wis +2.
Allegiances:
Same as the subject.
Skills:
Same as the subject, with a +3 bonus on
Hide and Move Silently checks, a +3 bonus on Spot
checks, and a +5 bonus on Listen checks. The synthetic
werewolf also gains a +4 bonus on Survival checks
while tracking by scent.
Adventure Hook: Red Moon
The question lingers: where did Reiner Oswald
obtain that first specimen from which all his work
emerged? Logic dictates that the initial subject had
to have lycanthropic traits for Oswald to study, and
if that is the case, how did he manage to capture such
a creature? The answer: he didn’t. In exchange for
volumes of knowledge on dark magic and the occult, the
Thule society purchased a living subject from a group
calling itself Red Moon. Decades later, Red Moon still
exists, and it is regretting its dealings with the Thule
society.
Department-7 has been getting reports lately
of brutal slayings in Germany, slayings that look like
the work of an animal but speak of something far more
intelligent and purposeful. The victims all seem to be
upstanding members of their respective communities,
with nothing linking them together. However, when
Department-7 sends investigators to check it out, it is
found that these dead men and women are all members
of a secret society of German occultists. Soon after,
other killings start; men and women are found in the
street, naked, slain by animal bites, claw marks, and
gunshot wounds. Before they know it, the investigators
find themselves in a clash between a newly reinvented
secret society with terrifying technology, and something
far older and far more terrifying.
Synthetic Werewolf
The most commonly used form of synthetic
lycanthropy is the werewolf, probably because
it was the first to be perfected and had the most
research behind it. Werewolves are generally used
as commandos and elite troopers; they are extremely
strong and fast when compared to a normal human
soldier, and their olfactory and auditory senses
are frighteningly acute. In addition, it has been
found that the wolf’s natural predilection toward
pack tactics compliments a squad-based format
immeasurably.
Plik z chomika:
R5700
Inne pliki z tego folderu:
d20 Skortched Urf Studios Department 7 Technology Update Synthetic Lycanthropy.pdf
(1740 KB)
d20 Skortched Urf Studios Department 7 Advanced Class Update - Soul Collector.pdf
(2176 KB)
Inne foldery tego chomika:
12 to Midnight
Adamant Entertainment
Alea Publishing Group
Aleph Gaming
Applied Vectors
Zgłoś jeśli
naruszono regulamin