Fantasy "biotechnology" and other alterations

crazypixie said:
One of my favorite SJ critters, the Bionoid, is what I believe you are referring to. There was also an undead bug exoskeleton thingy, though I don't remember the name of it.

And I coudl've swore one of the insect races could do... surgery to you if you had enough gold to provide you with grafts.
 

log in or register to remove this ad

crazypixie said:
There was also an undead bug exoskeleton thingy, though I don't remember the name of it.

I don't think they're undead, but the Zodar from Spelljammer have a biological exoskeleton that functions like power armor. They're god awfully dangerous foes.
 


JoeGKushner said:
And I coudl've swore one of the insect races could do... surgery to you if you had enough gold to provide you with grafts.

That would be the xixchil. There are (very limited) rules for what they do in the Complete Spacefarer's Handbook (I think that is the title).

crazypixie said:
Would the various types of grafts from Fiend Folio and other sources be appropriate?

I did mention the ones from Lords of Madness, but you are right, I should have added the FF.

crazypixie said:
There was also an undead bug exoskeleton thingy

Spirit warrior.

I will have to add Eberron to the OP.
 

UA, under the class varients section, has an ability for the necromancer to replace his familiar with a skeleton. After reading that last night it hit me that that ability, plus the 3 undead making spells, could easily be altered to make monsters of a specific monster type. Of course the other spells would have to be picked (though an aberration making mage could have a lot of necromantic spells powered by "aberrant energy" rather than negative energy), but I think it has a lot of potential.
 


DMH said:
Arise thread! I renamed the thread since it is more general biotech than genetic engineering.

But the reason I am reviving it is to ask a question- how many DMs use domesticated animals that have been magically altered? With all the spellflingers about, one would expect some improvements for both the nobility (falcons, dogs, etc.) and the peasants (livestock). How about plants? Since they are so much easier to propagate than animals (seeds, cuttings, etc.), they have that much more potential to change a world.

How about weaponized plants and animals? A grass that produces toxic pollen could be devastating to farms and boars that can digest cellulose could be a way to drive off elves (via eating everything green).

Domesticated animals? Heh, the PCs in my game are going to run across a mage changing ordinary farm animals into weapons; sheep whose baa causes a sleep effect, chickens whose eggs contain a fireball effect (or other AOE spells), and more I don't remember right now. Not my original idea, but I don't recall where I read about it.
 

The 4th edition Gamma World rules are VERY close to 3.0 D&D in structure. It wouldn't be hard to convert them. Also the Omega World material is good...

That Athas link looks very cool, thanks.
 

Actually I use the 5th ed. rules and have come up with mutations that cover the idea almost perfectly.

Weaponized animals that can breed true are such a potential resource for those mages and nations willing the pursue the idea should be wealthy or powerful. The danger of them escaping or being stolen requires something like Jurassic Park's amino acid deficency solution, but that would be too hard compared to all the other changes.
 

There are a bunch of templates out there that either directly relate to fantasy biotech or imply it, like the Living Spell, Living Construct, Spellwarped, Insectile, Warbeast or Reptillian templates.

Spells like Wish and Polymorph also figure into the mix.

Planes like the Abyss and the Far Realms also have the potential to be a source of genewarping.

I would imagine that the Geomancer's Drift could potentially have an effect if they still manage to find dates on Friday night at closing time.
 

Remove ads

Top