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<blockquote data-quote="(un)reason" data-source="post: 5743143" data-attributes="member: 27780"><p><strong><u>Dragon Magazine Issue 255: January 1999</u></strong></p><p></p><p></p><p>part 7/8</p><p></p><p></p><p>Bazaar of the Bizarre: Ah yes, Athasian Life-shaping. Introduced relatively late in the world's lifecycle, it never really got the treatment it needed to become a viable source of PC power like magic and psionics. Which is a definite shame really. Still, here's some more of the strange things formed by that kind of experimentation. You can still enjoy the labours of others, even if your ability to replicate them is pretty limited. </p><p></p><p>Repellers are another way of driving off bugs. Do they have an infestation in the TSR offices? This power seems to be showing up a lot recently. Wishful thinking, eh. </p><p></p><p>Mak-ebanrath are the lifeshape equivaient of an antibiotic, seeking out and hunting down rogue creatures at minimal damage to the host. You'd better hope they don't go rogue in turn, as that would suck. </p><p></p><p>Vitality rays analyse your chemical makeup and provide you with a tailored antitoxin that may well save your life. Or not, if dealing with type E poison, but that's the danger when you're still hurt even if you save. </p><p></p><p>Purifier Sponges filter out all the crap in any water you find, an invaluable aid in athas. After all, having it there but undrinkable is the worst kind of taunting really. </p><p></p><p>Injectors are basically organic syringes. They can stick to your arms and either deliver useful healing stuff at your time of need, or hold poison as a concealed weapon. Things like this are only limited by the number of cool chemicals you have on hand to use. </p><p></p><p>Serpent Lashes are another one that wrap themselves around you and respond to your wishes. They're a good deal more effective than normal whips. </p><p></p><p>Pur-aish's are adorable soothing lizards that boost your ability to rest and concentrate. Course, like any drug, your body adapts, and before you know it, you need the stuff just to function normally. Kicking the habit isn't easy either. This causes social problems if they're allowed to become regular pets. </p><p></p><p>Swiftsteps are nasty looking grafts that allow you to haste yourself via adrenal boosts. This can be pretty wearing, but isn't ageing like the spell. Still, prolonged combat is probably not a good idea. </p><p></p><p>Dark Mothers are a cursed variant of a standard storage device. One to use only if players are already becoming familiar with this life-shaping stuff. Why does everything have to go wrong at some point? </p><p></p><p></p><p>Wyrms of the north: A fourth Forgotten Realms article this month? And it's not even a themed issue. Athas didn't get that many articles in a single issue even when it was the cover topic. But anyway, this month's dragon seems to be a bit of a depressive, responding to most enquiries with an Eyore-like pessimism and a request to be left alone. This hides the fact that he's actually very interested in keeping abreast of current events via scrying and hunting down books, and is quite nice if you don't try to take advantage of him. He is well known enough that a group of PC's on a knowledge-seeking mission might well hear about him from tavern rumours, which gives the DM an instant easy way to work him into an adventure. Anyone trying to screw him over will have to deal with his custom spell that makes gems explode, which should prove particularly frustrating to opportunistic thieves. He seems like another well-rounded character who isn't exactly invincible, but certainly shouldn't be messed with by unprepared players, and it would be more profitable if they talked to him rather than killing him anyway. As this series reaches it's end, Ed continues to find a balance between cool and cheese that'll hopefully satisfy most readers who haven't lost interest already.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 5743143, member: 27780"] [B][U]Dragon Magazine Issue 255: January 1999[/U][/B] part 7/8 Bazaar of the Bizarre: Ah yes, Athasian Life-shaping. Introduced relatively late in the world's lifecycle, it never really got the treatment it needed to become a viable source of PC power like magic and psionics. Which is a definite shame really. Still, here's some more of the strange things formed by that kind of experimentation. You can still enjoy the labours of others, even if your ability to replicate them is pretty limited. Repellers are another way of driving off bugs. Do they have an infestation in the TSR offices? This power seems to be showing up a lot recently. Wishful thinking, eh. Mak-ebanrath are the lifeshape equivaient of an antibiotic, seeking out and hunting down rogue creatures at minimal damage to the host. You'd better hope they don't go rogue in turn, as that would suck. Vitality rays analyse your chemical makeup and provide you with a tailored antitoxin that may well save your life. Or not, if dealing with type E poison, but that's the danger when you're still hurt even if you save. Purifier Sponges filter out all the crap in any water you find, an invaluable aid in athas. After all, having it there but undrinkable is the worst kind of taunting really. Injectors are basically organic syringes. They can stick to your arms and either deliver useful healing stuff at your time of need, or hold poison as a concealed weapon. Things like this are only limited by the number of cool chemicals you have on hand to use. Serpent Lashes are another one that wrap themselves around you and respond to your wishes. They're a good deal more effective than normal whips. Pur-aish's are adorable soothing lizards that boost your ability to rest and concentrate. Course, like any drug, your body adapts, and before you know it, you need the stuff just to function normally. Kicking the habit isn't easy either. This causes social problems if they're allowed to become regular pets. Swiftsteps are nasty looking grafts that allow you to haste yourself via adrenal boosts. This can be pretty wearing, but isn't ageing like the spell. Still, prolonged combat is probably not a good idea. Dark Mothers are a cursed variant of a standard storage device. One to use only if players are already becoming familiar with this life-shaping stuff. Why does everything have to go wrong at some point? Wyrms of the north: A fourth Forgotten Realms article this month? And it's not even a themed issue. Athas didn't get that many articles in a single issue even when it was the cover topic. But anyway, this month's dragon seems to be a bit of a depressive, responding to most enquiries with an Eyore-like pessimism and a request to be left alone. This hides the fact that he's actually very interested in keeping abreast of current events via scrying and hunting down books, and is quite nice if you don't try to take advantage of him. He is well known enough that a group of PC's on a knowledge-seeking mission might well hear about him from tavern rumours, which gives the DM an instant easy way to work him into an adventure. Anyone trying to screw him over will have to deal with his custom spell that makes gems explode, which should prove particularly frustrating to opportunistic thieves. He seems like another well-rounded character who isn't exactly invincible, but certainly shouldn't be messed with by unprepared players, and it would be more profitable if they talked to him rather than killing him anyway. As this series reaches it's end, Ed continues to find a balance between cool and cheese that'll hopefully satisfy most readers who haven't lost interest already. [/QUOTE]
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