WORK IN PROGRESS
SDM Magitecnica codex 2: The Flesh Source Protocols “Behold, they live stronger, better, faster.”
Being a volume of powers and items for use with the SDM roleplaying system and the UVG undying earth trail setting. www.syntheticdreammachine.com
Copyright © 2024 Luka Rejec All rights reserved. No portion of this book may be reproduced in any form without written permission from the author, except as permitted by U.S. copyright law.
The heroes of the Stratometaship made this zine possible. Thank you. “Let us beware what we wish for this lonesome night.” Scafandro Edition v0.2
February 2024 https://patreon.com/wizardthiefighter f
Magitecnica
The Flesh Source Protocols
being a codex of powers for the Synthetic Dream Machine game
Art and writing ©2024 Luka Rejec
- WORK IN PROGRESS
- BIOMANCY
BIOMANCY
“We were promised paradise. Instead, the rate-edited corpogeneratives (likely an intermediate servitor daemon —ed.) woke us on a rattling Figaro Mk III (possibly a metaphor for the ark-egg of gods —ed.) in orbit around a class four cinder (a poetic term for the unsprouted seed of the given world? —ed.). What did they expect? That’d we’d blindly stick to their protocols? The ministry was on the other side of the gate’s throat. Of course, we improvised! And yes, sometimes the results were a little … unexpected (here the mythological Usha refers to the events known as the Bringing of Fire and Tool to Humanity —ed.)” —Apocrypha of the Elder Oral Historian, the Usha Papers 3:42 The
Apologia (Bazili 4-chrysogenes, editor).
THE BLOOD MUSE
The red wizards. The magicians of the bled. The vivifactors.
“Fools and foes call us blood wizards, but we are so much more!” they exclaim, “We are sculptors and potters, blood and bone and flesh are our clay! In days of old, the divine biomancers created the 65,536 forms of humanity. Now, in these later, dwindled times you curse us!”
“We whisper in the mysteries of life, we listen for the creative essence of the world, we pray to the world soul, that source that is within all life, that perfect code which lets us exceed the parameters of our physical restrictions. We ride the river that is the ‘blood of power.’”
The meatmakers. The abomineers.
“Horrorshow, they say,” cry the lords human and ladies feline, “but then look at the terror they sow. They strain their ears, burn their minds, to ascend the forbidden ladder of creation once again. Horrorshow, they promise, but the good apple they turn into the evil worm!”
“Fools? Foes? Of course we are correct. They are mad. Teratogens! Monstermakers who hurt a dozen for each one they help.”
Bodychoppers. Genehackers.
“Mere dabblers, inept buffoons scrabbling at the edges of the Builders’ mysteries,” scoff the millenarian post-academics of the Church Supervivic, “they peddle powers, but all they have are half-understood manuals for the biotech and zoocomms of the Long Long Ago. Put your faith in the Garden Path, that way lies the slow perfection of humanity.”
Traditional Titles
Fleshsculptor, hiuri hwers, peestmacher, razumorti, relifer, seitas, sorselor, vivimanté
BIOMANTIC POWERS
Warning. Biomancy involves body horror, the modification of creatures living and unborn, and other matters most organic. These themes are unpleasant for many people and not suitable for every game table. Discuss how and whether to use such powers in your game. You may choose to reserve some or all of them for your villains.
Biomantic Features
Unless specified otherwise, all biomantic powers:
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Take a single action (mere moments) to activate.
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Unwilling targets save to resist. Plants, having little sentience, suffer a penalty.
Many biomantic powers may cause:
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Affliction. The power is dangerous for the target, not the caster. The targest must make a danger roll (d20 + aura). If their roll does not beat the power, they are exposed to corruption with all that entails. When a power is very dangerous, the target rolls with a penalty.
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Horror. A character witnessing the power in action for the first time must save or they reel back in horror. They lose 1 action and suffer a psychological burden of horror. A rest, a stiff drink, and companionship removes the burden. Alternatively, a long rest and repression also does the job … (until it doesn’t).
Beast Egg Mass
Also called a teratovule or chimerichorion, but the simple acronym bém has entered more common parlance. The protean bém is a most valuable component for biomantic powers. Fleshy, squishy, and fickle; it resembles a bubbling mass of frogspawn cocooned in a translucent, leathery membrane. Keep cool as spoiled bém can be rather dangerous. A vat (sack) of bém fetches €500.
Traditional uses of bém:
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Use a whole vat (1 sack) to gain a bonus when growing new servitors or other synthetic creatures. When rolling dice to determine their attributes, roll twice and take the result you prefer.
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A flask of bém (1 stone) grants a bonus to healing and mending damaged tissue. Roll twice and take the result you prefer.
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A flask also grants a bonus against the dangerous side effects of biomantic spells.
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A cup of bém (1 soap), diluted with water, revives most wilting house plants.
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A cup is also a potent meal. Cook with starch and fats to gain a bonus to all endurance activities for a day.
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A cup of raw bém mixed with your blood and set to rest for an hour creates a dangerous restorative. Drink it to regain 1d10 life, then make a trivial danger roll to avoid corruption. Anyone else drinking of bém and blood recovers 1d8 life and must pass an easy test.
USHA’S WILD RIDE
We don’t know who Usha was or even if she really existed. Based on a reading of the Vulcan Stone Archives, the esteemed Columbario suggests she was one of the Builders’ original servitors. On her expedition to the Cyan Sea’s frosted shore, the master Pentelska found several fabricant remains stamped with the white city pictograms for U.S.H.A. The visionaries of the Yellow Cities link her with the creation of some kind of post-Builder deity called the Living Flesh God. All that can be said for sure is that, following the Green Powder Island incident of —X4, this editor wholeheartedly agrees with the heresiological decision of the inquisition.
—Edna Boddlebeurk, Metropolitan Academy of Powers
USHA’S HORRORSHOW INFESTATION
Biotic Corruption Augment, Cancer Bomb
P: 4 R: spitting distance
T: one creature D: a few minutes
You spit a corrosive bio-daemon that begins to rewrite the target’s genetic code. It writhes and twists, losing one turn, then saves.
Success: it suffers 4d6 damage as its body voids benign alien tumors.
Failure: it suffers 2d6* damage as four hooked limbs of muscle and keratin erupt from its skin. Each limb (L4, 8 life) attacks the nearest creature or the target for 1d6 damage per hit. After a few minutes, the infestation loses coherence and the limbs collapse into sticky goo.
Extract: ripping the infestation out is tough and deals another 2d6* damage to the target. The creature (L4) continues to attack mindlessly.
Overcharge: the target automatically fails its save and immediately suffers 4d6* damage as the infestation erupts and begin attacking. If target dies, a fully-grown flesh horror (L6, 54 life) bursts from the corpse in 1d4 rounds. It is under nobody’s control.
The Flesh Horror
Incomprehensible mess of gore, ropes of keratin, legs of gristle, limbs of thorn. If it infects enough humans it may become cunning, even wise.
Number: One. Two? I hope not more. Level: 6 / Life: 50 (9 per level)
Appearance: Revolting, diseased, horrific. Voice: Grunting, snapping, slopping Wants: Repeat. Reinstall. Expand. Grow. Grow. Grow. To the moon. Ethics: Greed? Hunger? Intelligence: Basic.
Defense: 10 (as a skilled human). Move: Scud, drag, throw. As fast as a person (but tireless?) Morale: 5 (cowardly, unfair) Attack: +6 to flail at all creatures nearby at once, 1d8 damage and trivial endurance test vs infection. or +12 to paralyze one target with horror (lose one action then save) and deal 1 aura damage. or +8 gush gore at a single target, save or slip and fall prone and endurance test vs infection.
Special: After (d4: (1) a few minutes, (2–3) a few hours, (4) a few days) the infected rolls a save. Success: fever for a few days; failure: horrorshow infestation ; failure and rolled less than 7: overcharged horrroshow .
Treasure (roll d6): (1–3) bém or biomantic materials worth (1 stone, €50), (4–5) an organic blade tougher than steel (1d8 damage, €100), (6) an empty mind pearl (€250).
USHA’S CHAOS TRIGGER
Biotic Manipulation Augment, Mutation Bomb
P: 3 R: scratching distance
T: one creature D: 1d4 rounds
You speak to the target’s genetic code, triggering unpredictable mutation. It suffers 1d6 damage per round for 1d4 rounds as flesh and bone warp and change. After, the target gains a random mutation that fills one of its slots. An unwilling target saves to avoid the mutation. Roll 1d6:
d6 Effect 1 Roll on the Regular Exposure corruption table. 2 Roll on the Mild Exposure corruption table. 3 Regression. Prehensile tail, gripping feet, powerful fangs, curly fur, clawed fingers, or brachiating arms. 4 Extra Sensory Organ. Electric sense, magnetic sense, canine smell, feline hearing, serpentine taste, or the ability to see dead people. 5 External Changes. Armored hide (+2 defense), bioluminescence, rudimentary gills (longer dives), arm feathers (glide), hooves, or rubber skin (electric and radiation resistance). 6 Internal Changes. Acidic blood, venomous saliva, super-liver (break down toxins), regenerating sticky entangling intestines (sea cucumber style), second heart, or nauseating cloud organ. Overcharge: You get to choose the mutation. Dangerous.
USHA’S UPLIFT
Biotic Enhancement Augment, Value Added Operation
P: 2 R: tickling distance
T: one creature less smart than yourself D: permanent
You manipulate the target’s genetic material, increasing its intelligence over several days. If it has a thought score, this increases by 1.
Note: Very dangerous for the target. Usually only works once per target.
Overcharge: Its intelligence increases another step (+2 thought).
Overcharge Again (x4): Another step (+3 thought).
The Ladder of Sentience
Incomprehensible mess of gore, ropes of keratin, legs of gristle, limbs of thorn. If it infects enough humans it may become cunning, even wise.
Tho Example Creatures -8 algae, moss, bacterium -7 amoeba, fungus, slime mold, tree -5 anemone, jellyfish, earthworm -4 crab, fish, insect, spider -3 insect colony, frog, salamander -2 mammal, reptile, bird -1 ape, corvid, dolphin, troglodyte 0 basic human Love Your Maker
Perhaps the creature is pleased with its new situation?
d20 Creature’s Response 1 Outwardly pleased, secretly plots to overthrow its creator. 2–7 Brutally depressed by realization of its own mortality. 8–12 Confused. Desperately seeking meaning and purpose. 13 Disdainful of creator. Convinced it will discover, better truth. 14–15 Numb with shock of understanding. 16–19 Obsequious. Convinced the creator is a deity who understands all. 20≤ Understands you’re not so different. It’s mortals all the way down.
8–12 Confused. Desperately seeking meaning and purpose. 13 Disdainful of creator. Convinced it will discover, better truth. 14–15 Numb with shock of understanding. 16–19 Obsequious. Convinced the creator is a deity who understands all. 20≤ Understands you’re not so different. It’s mortals all the way down.
USHA’S CHIMERA SPLICE
Biotic Fusion Augment, Meltflesh Hyperblot
P: 4 R: scalpel distance
T: two creatures D: permanent
You splice two creatures into a single chimeric organism.
Note: Both targets save. Unconscious targets do not save. Both targets must fail their saves for the power to work. Remember, hero dice can boost save targets …
The hybrid retains the attributes of your choice (level, life points, ability scores, defenses, etc.). The new creature also has one trait from each of the originals (e.g. venom, vintner, flight, farrier, poison breath, apothecary).
The painful splicing deals 4d8 damage to the new chimera. This cannot reduce it below 1 life.
What of its Mind
Before there were two minds, now there is one. Which is it?
d20 Creature’s Response ≤3 A new mind, a melding of both that went before. And it hates you. 4–7 A dominant mind and a subordinate mind and they both hate you. 8–10 Two minds, howling at each other. This will be complicated. 11–14 One mind remains and it hates you. 15–19 One mind remains, confused, with no memory of what happened. 20≤ Both minds are obliterated. A pliant shell for you to command! Overcharge: The chimera gains an additional trait from each original creature.
USHA’S XENOGRAFT
Biotic Integration Augment, Meetmeat
P: 6 R: bonesaw range
T: one creature D: permanent
You surgically graft a new anatomy and associated trait into the target creature. You must have the relevant anatomy on hand to attempt a graft. The procedure takes a day and is dangerous to the target. Make a biomantic, medical, or other relevant test to integrate the xenograft:
Roll Effect ≤1 Catastrophe. Patient suffers severe corruption, then dies. 2–5 Severe corruption exposure, 6d6 damage, new trait occupies 2 slots. 6–10 Regular corruption exposure, 4d6 damage, new trait occupies 2 slots. 11–15 Mild corruption exposure, 2d6 damage, new trait occupies 1 slot. 16–19 2d6 damage, new trait occupies 1 slot. 20≤ New trait occupies 1 slot. The patient can use the xenograft once they have healed from the procedure.
Recorded Xenografts The following xenografts were seen by the cleanup crew after the Green Powder Island incident of —X4.
d6 Xenograft 1 Ghula Musculature. Lifted from a warc semi-living phenotype (strain U-572). Boost strength and endurance by 1d4 each, reduce charisma and aura by 1d3 each, gain a 1d6 bite attack. 2 Airbeast Boneframe. Aeorilth and honeycomb structures reduce weight by 25% and boost agility by 2. 3 Scalamander Wetware. Gill structures and webbing double swimming speed and increase dive length ten-fold. Reduce charisma by 1d2. 4 Chitin Lepidote. Exoskeletal segments grafted across the body (+2 armor) with delicate sensillae providing fine sense of vibrations as well as moving air and water currents. Reduce charisma by 1d2. 5 Feline Sinews. Increased balance (+1 agility), more graceful movement (+1 charisma), and quicker reflexes (+1 initiative). Very illegal in any cat-friendly lands. Death penalty in the Purple Land. 6 Warhog Guts. Digestive tract designed to grind and drain nutrients out of the poorest foodstuffs: bones, dead leaves, dry wood, old leather. Also, near-immunity to ingested poisons and toxins. Overcharge: The procedure takes less than an hour. It is very dangerous for the experimental subject.
- Chitin Lepidote. Exoskeletal segments grafted across the body (+2 armor) with delicate sensillae providing fine sense of vibrations as well as moving air and water currents. Reduce charisma by 1d2. 5. Feline Sinews. Increased balance (+1 agility), more graceful movement (+1 charisma), and quicker reflexes (+1 initiative). Very illegal in any cat-friendly lands. Death penalty in the Purple Land. 6. Warhog Guts. Digestive tract designed grind and drain nutrients out of the poorest foodstuffs: bones, dead leaves, dry wood, old leather. Also, near-immunity to ingested poisons and toxins.
USHA’S REPLICATOR STRAND
Biotic Growth Augment, Root Meatmaker
P: 1 R: touch
T: one pound of biomatter D: permanent
Touch a tissue and watch it balloon fourteen-fold over an hour (from soap-sized to 1 stone).
Save: if the tissue is part of an aware creature, the creature saves. If the save fails, the growth deals 2d4* damage over one hour. Cutting away the affected area deals 1d6 damage, the cutaway continues to grow.
Note: the growth does not produce high quality tissue. Grown meat is spongy and tough, expanded ivory is brittle and gnarled, extended hair is flakey and hard. It’s just … bigger.
Overcharge: Watch a stone’s worth of tissue grow to sack-sized in one hour. The growth deals 4d4* damage to a living creature that fails its save. Cutting away the area deals 1d8 damage.
USHA’S SWIFT REBUILD
Biotic Regeneration Augment, Systemic Limb Back Trigger
P: 3 R: touch
T: one limb D: permanent
Regrow a non-critical destroyed tissue, limb or organ. Takes one hour. Please remove* damaged parts before regrowth for safety.
Overcharge: Regrow a critical organ or bodily system, like the digestive or circulatory system. These cannot be safely removed.
Again (x4): Regrow a body from a single limb or organ. Memories will not be restored.
[optional] Surgihackery
Removing a damaged tissue, limb or organ in the field, without a proper facility, deals 20 damage to the targ … er … patient. Reduce this amount by the result of a medical, biomantic, veterinary, or other relevant roll.
Unsafe Rebuilding
Didn’t remove the damaged part first? Make a biomantic, medical, or other relevant roll.
Effect ≤1 Roll on the Severe Exposure corruption table. Then the target dies. 2–11 Roll on the Moderate Exposure corruption table. 12–19 Roll on the Mild Exposure corruption table. 20≤ Everything went well! Huzzah! Overcharge: Regrow a critical organ or bodily system, like the digestive or circulatory system. These cannot be safely removed.
REHORYAN’S BLOOD CANTICLE
“Rehoryan? Rehoryan? No, no. Doesn’t ring a bell. You say they lives here? Oh, my, well, can’t be. It’s been just me here these two centuries. Watching the voidlight, guiding the falling feathers, tending the garden. It is lovely, isn’t it? I took it up after a decade or so, when the featherfalls started getting scarce. One’s got to stay busy, else one’s liable to go … you know, twirly. But no, can’t help you with that name. Haven’t had anykin like that here since, mmm, well, since they closed the station. Last bus to Ud Nunka came through, what … Year of the Plangent Neige. That’s three, four … erm … forty-two years ago now. The almanacks stopped around the same time, so we’ve our own calender since then. Well, if this Rehoryan was an outtown sort, that’d be where they ghent. Last four outtown anykins left that year and I’d wager they all took the last bus. Myrrhill told me so, and she’s the counting sort. Can’t keep still but must keep counting, anything she gets … oh, right, yes, I understand you must be going. Pardon me, off at the mouth, so rare visitors, yes, et cetera, anyway, do travel safe and tell Central Tower Control that Allgaze Iskra is still on duty … still on duty, yes, watching the voidlight in … in Per Nano.” —Sima Sky, The Search for Gregor John, Chapter IV: The Ghost Town
REHORYAN’S VITAL SYMPHONY
Somatic Insight Probe, Bodyreading
P: 1 R: touch
T: one creature D: ten minutes
You attune to a living organism, hearing the biohistory in its cells. After 10 minutes of contact, you may ask the referee three questions about the creature’s medical history and status.
Overcharge: The attunement takes mere seconds. Or: you may listen for the biohistory of a dead organism or part thereof.
REHORYAN’S VIVID REGRESSION
Bioatavistic Reformulation
P: 4 R: touch
T: one creature D: permanent
You taste a creature’s flesh or blood, unlocking genetic memories of its evolutionary past. Over the next hour you regress it to an ancestral form with gentle song. This is dangerous for the target and it suffers 1d8* damage from severe stress.
First, add 1d3 to one ability of choice, then subtract 1d3 from a different random ability.
Next, the target saves. If it fails, it loses a random trait.
Finally, the target gains a primitive trait such as a prehensile tail, gripping feet, powerful fangs, curly fur, clawed fingers, or brachiating arms.
Note: Using this power on the same creature multiple times is very dangerous, with a large chance of creating a malevolent ooze.
Overcharge: The spell is not dangerous to the target, it suffers no stress damage, and it gets a bonus to save its original traits.
REHORYAN’S PROGRESSIVE RESTORATION
Automedical Self Repair
P: 2 R: touch
T: one creature D: 10 rounds
Your touch instructs an organism to start swiftly repairing itself. The target regenerates 1 life point per round. As the regeneration proceeds, wounds knit, broken bones set, and missing bits regrow. Injured areas remain tender and fragile for a week.
(rounds) Life Repair 3 Open wounds knit, bleeding stops. 7 Broken bones set. Medical roll to set them well . 10 Fingertips, earlobes, nose tips grow back.
(rounds) Life Repair 13 Torn ligaments regrow, joints function again. 17 Partially destroyed organs self-repair. 20 Fingers, ears, noses, tongues, toes, eyes grow back. Note: this power does not cure illnesses or conditions.
Overcharge: Regenerate for 10 more rounds.
REHORYAN’S PROPHETIC SONG
Purposeful Biotic Evolution
P: 5 R: touch
T: one creature D: permanent
After drinking a sample of the target’s spinal fluid, you may chant viridian rituals into its flesh, forcing a rapid evolution. This is dangerous for the target. After 1 day of troubled sleep it permanently gains either:
New Trait:
night vision 2. tremorsense
intuitive mechanical repair aptitude 4. limited telepathy 5. hard vacuum resistance (survive 3 minutes with no ill effects) 6. radiation resistance or other similar evolved trait
Eugenic Inheritance: +2 to one ability (not exceeding the normal maximum).
Note: Using this power on the same creature twice is very dangerous and may transform it into an acidic gelatinomorph.
Overcharge: Disabled for this power by order Magenta-cantaloupe-3.
REHORYAN’S PROPHETIC SONG 2
More Purposeful Biotic Evolution, Rehoryan’s Illegal Power
P: 11 R: touch
T: one creature D: permanent
This off-label power is not included in normal Rehoryan albums. This power can only be used on a creature that has already heard Rehoryan’s Prophetic Song, also known as Song 1.
After eating a sample of the [missing], you may chant obsidian rituals into its vitals, encouraging a perfect evolution. This is very dangerous for the target. After 1 day of gentle sleep it permanently gains either:
Far Evolved Trait: 1. gravistatic organ (can levitate in place) 2. televisual abilities (can see through another creature’s eyes) 3. photovitalic skin (meets 50% of nutritional needs) 4. improved bioluminescence (display 700 ads on your skin!) 5. incredible heat/cold tolerance 6. radiation immunity or other similar evolved trait
Improved Eugenic: +3 to one ability (even above the normal maximum).
Note: Using this power on the same creature twice is very dangerous and has a 90% chance of turning it into a carnivorous polymorph or mimic.
Overcharge: none
SIATO RUNO’S XENON GENESIS
“Siato Runo, Goldenskin, Hierophant of Red Rubra and Orange Araña, Builder of the Pilgrimage, Father-Mother of the Walfarants, we beseech thee, speed this wood, in germ and stem, bough and root, shroom and bloom, speed this wood that it consumes the tomb and hides the glory of the our fallen lord, our well-wandering friend, our Tako-ako vo Frammês.” —Walfarantkin Funeral Supplication at the death of City-Friend Frammês,
Recorded by Ethnospecialist Elwin ap Lehor of the Radicate Company, Records of the 2nd Quarter, Thirteenth Year, Metropolis Corporate Archives
RUNO’S BIOCATALYSIS
Biotemporal Manipulation
P: 1 R: touch
T: one human’s worth of living organisms D: an hour
You alter the speed of a chosen biological process in the target, accelerating or retarding it as much as 10-fold. Processes include growth, gestation, decay, metabolism, disease progression, etc.
Overcharge: Make the process 100 times faster or slower. Dangerous for the target.
Again (x4): Make the process 1,000 times faster or slower. Very dangerous for the target.
RUNO’S PARTHENOGENIC CRADLE
Synthetic Egg System
P: 3 R: touch
T: one “egg” mass D: gestation period
You sculpt a viable egg and artificial uterus from biomatter. Using somatic manipulation, you spark parthenogenic development within the cradle. The egg gestates to term as normally required by the subject species.
Overcharge: The gestation is 10 times faster than normal. Dangerous for the subject.
Again (x4): The gestation is 100 times faster than normal. Very dangerous for the subject.
Note: A tissue sample of the subject species is recommended for successful parthenogenesis.
Warning: Once hatched, the bodies and consciousness of new organisms may display unpredictable aberrations from the forced growth. Siato Runo LLC is not liable for any teratogenous disasters caused by careless parthenogenesis.
RUNO’S PARTHENOGENIC POUCH
Synthetic Marsupilism
P: 4 R: touch
T: one creature D: permanent
You sculpt a viable marsupial pouch and womb structure within a creature’s body, enabling it to gestate and carry an embryo to term. The pouch permanently occupies one slot.
Note: Larger species may require larger pouches. Using this power on the same creature twice is very dangerous.
Overcharge: Sculpt three pouches occupying two slots. Dangerous for the subject.
Synergy: Combine with Runo’s Parthenogenic Cradle to quickly produce clone-broods on the hoof! Popular with nomadic biomancers.
RUNO’S ONTOGENIC EDITOR
Germline Modifier
P: 4 R: touch
T: one embryo or egg D: permanent
You stretch a tendril of focused aura into an unborn organism to manipulate its developmental pathway, altering it to reach the upper or lower extremes of the species range in one aspect. The effect unfolds through the creature’s gestation and maturation.
Generic Aspects
Aspect Effect 1. Size Increase or decrease final growth size. 2. Lifespan Extend or reduce natural lifespan. 3. Maturation Accelerate or slow developmental progression. 4. Physical Alter attributes like strength, durability, speed. 5. Senses Enhance sensory acuity, reduce sensory vulnerability. 6. Adaptations Resistance to hazards, camouflage. 7. Cognitive Expand intelligence, reasoning, special talents. 8. Behavior Adjust sociability, docility, initiative, drive, curiosity. 9. Morphology Appendages, bone structures, fur, feathers. 10. Metabolism Increase or reduce metabolic rates. Overcharge: The organism is altered to twice (or half) the normal extreme of the species. So, twice or half the size, for example. This is dangerous for the organism.
NUNKA’S AUTOMORPH
“By the Eye of the Spirit, the Vile Ones’ warcs are relentless! We mow them down, and do they lose spirit? No! The monsters eat their dead companions to heal and grow! We must break the Embodiment Decree, or we will be overrun.”
“But the Embodiment Directive ensures our humanity! Step across that rubicon and we join with the Vile Ones in sacrilege, spitting upon the Garden Protocols of the Dream Canopy.”
“Master President, the warcs overran the Gnaws this autumn, they’ve cracked the towers of the Eye and eaten the living machines within. By Dead Springtime they might be throwing themselves at the High Rooster.”
“The future will judge us harshly, call us betrayers, teratogens.”
“Let worms eat the histories, not us, Master President.” —Cat Fangbringer Supplicates President-103, Conversations with the Eunuch Clones, Fragments of the Plangent Years, Samurrian Tiger Ed.,
Violet City Scale Library
NUNKA’S WEAPON MORPH
Biocombat Implementation
P: 2 R: touch
T: one creature D: permanent
You coerce a creature’s biology to express natural weapons like claws, spikes, horns, or venom. The manifestation depends on the creature’s size and form. The modification occupies an inventory slot. The transformation requires 1 day.
Note: Multiple uses on a single individual are dangerous.
⚔︎Common Natural Weapons
Form Weapon Cat-sized 1d4 damage Dog-sized 1d6 damage Human-sized 1d8 damage Horse-sized 1d12 damage Elephant-sized 2d10 damage Painful venom 1 agility damage and save or lose round. Paralytic venom each round, save or lose action. After 3 failed saves, paralyzed for an hour. After 3 successes, shake it off. Necrotic venom lose use of 1 limb for an hour, then 1d6 damage and save or limb starts to decay.
⚔︎Overcharge: The weapons erupt instantly in a traumatic burst dealing 1d6* damage.
NUNKA’S EPIDERMAL SCULPT
Biodefense Integration
P: 2 R: touch
T: one creature D: permanent
You reshape a creature’s skin and other external tissues. The modification occupies an inventory slot. The transformation requires 1 day.
Note: Multiple uses on a single individual are dangerous.
Epidermal Effects
Some complex sculpts require a biomantic roll.
Sculpt Effect Leathery Hide armor +2 Fur, Feather or Fat Insulation cold resistant Sweat or Radiators heat resistant Scales armor +3, reduced water loss, (moderate) Armored Nodules armor +5, agility -1, (moderate) Armored Plates armor +8, agility -3, (hard) Rejuvenated look a decade younger Soft Skin armor -2, look younger, (moderate) Squishy armor -5, agility +2, (hard) Vesicles store liquids or gases, agility -1 Spines attackers suffer 1d4 damage in close combat Lethal Spines attackers suffer 1d8 damage in close combat, agility -1, (hard) Webbing / Gliding Surfaces movement bonus, agility -1, (moderate) Transparent creepy Glowing like a bioluminescent candle, (easy) Camouflage bonus to hide, conceal, (easy) Slippery bonus to grapple, escape, (easy)
Result Effect ≤1 Sculpt fails. Victim exposed to severe corruption. fail Sculpt succeeds. Patient exposed to moderate corruption. success Sculpt succeeds. nat. 20 Excellent sculpt. Increase bonus by 1 or reduce slots occupied by 1 (minimum 1). If sculpting an unwilling target, a failed biomantic roll botches the sculpt and does not expose the target to corruption.
Overcharge: The growths develop instantly, dealing 1d6* damage.
≤1 Sculpt fails. Victim exposed to severe corruption. fail Sculpt succeeds. Patient exposed to moderate corruption. success Sculpt succeeds. nat. 20 Excellent sculpt. Increase bonus by 1 or reduce slots occupied by 1 (minimum 1).
If sculpting an unwilling target, a failed biomantic roll botches the sculpt and does not expose the target to corruption.
NUNKA’S BIOPHYSICAL OVERDRIVE
Radical Metabolic Manipulation
P: 1 R: touch
T: one creature D: 10 minutes
You coerce the target into a fight or flight overdrive, boosting its physical abilities past their safe limits. The target gains +2 strength, endurance, and agility. It can lift more, leap farther, punch harder. When the overdrive fades, it gains 6 exhaustion burdens. These fade at a rate of one per hour.
Overcharge: The target gains an additional 6 points to assign to strength, endurance, agility, attack, and defense as it sees fit. When the overdrive fades, besides the exhaustion the target also suffers 1d8 damage.
Again (x4): The target gains 6 more points to assign. When the overdrive fades, besides the exhaustion and damage, the target must save or die.
NUNKA’S SPITTING SYMBIOTE
Integrated Biological Warfare
P: 4 R: touch
T: one creature D: permanent
You craft a custom symbiote that integrates into the target’s digestive tract. The crafting takes a day, the painless embedding another 8 hours. The symbiote occupies one inventory slot.
On command, the host can vomit forth part of the organism as a weapon, either directly at an enemy or onto terrain as a trap.
Symbiote options include: 1. Caustic Slime Worm. Short range. 2d6 acid damage in a small radius. Save for half.
- Writhing Thornstar. Short range. Entangling thorns in a small radius. Anyone passing through quickly suffers 1d6* damage. 3. Necrotic Fungaloid. Short range. Spore sac deals 1d8 damage on impact or when triggered on. Target must save or suffer 1d6 endurance damage as its lungs are attacked. 4. Snapping Moraykin. Close. Additional bite attack deals 1d6* damage. Automatically strikes enemies who are not expecting the host’s mouth to fold open and release a biting second mouth. 5. Green Grappler. Close. Tentacles grapple a target and make it very hard to pull away. 6. Sonic Hive. Short range. Hundreds of stinging insects pour forward, confusing, harassing, annoying. 7. Stunfish. Short range. A pulsating aerial jellyfish that wafts with the air currents. If struck, it detonates in a spectacular shockwave of light and electromagnetic radiation. Creatures near the jellyfish must save or are blinded and stunned for a few rounds. 8. Glue Cucumber. Short range. Spray of gooey yellow proteins glues the target to the surface. Hard save to break free.
After attacking, the symbiote must regrow before it can be used again. This happens naturally in 1 week or more quickly, in an hour or so, if the host spends 1d4 life.
⚔︎Overcharge: a perfected integration means the symbiote regrows after a single full round if the host spends 1d4 life.
ARKHIATRY CLASSICS
“According to the veda of the Great Healer Arkhiatros, Death is a malfunction,” said the ageless leech Ziva Lunga.
“An error? An accusation against the Maker?” gasped Hsu Doru.
“Indeed. A dragon corrupting our perfect world.”
“But that is not what the protocols of the Garden teach!”
“Speak not to me of the authority of those false gods, those Upstart Builders who pretend to know humanity better than it can know itself!” spat the leech.
“Hush! Do not blaspheme, lest we are heard. The trees have ears!” cringed Hsu Doru.
“Not here, but your point is well taken. If one would rail against the corruption of heaven, one should be circumspect.”
At least, that is how her fragmentary words are translated today. After the Great Forget only the most arrogant charlatan would claim to know now all the wonders of the iatric mediwizards.
—Fragmentary record from before the Great Forget, translated by Bazili 8 chrysogenes, compiled in Most Arrogant Charlatans: Wonders of the Iatric
Mediwizards, Emerald University Press, Metropolis, YPC.
THE MEDIMAGIC OF THE EVERLIVING
The following recount has come down to us as recorded on dragonscale with perfect accuracy by the succulent Hsu Doru.
At the height of oldtech, some humans became abmortal. Barring accidents, they could live forever. When hearts failed, they were regrown. When ennui threatened, minds were refreshed. When existential terrors came, meanings were remade.
The lords of earth and sky and sea found that if only one could live long enough, the magic of cumulative interest would see their fortunes outstrip all rivals and dreams. However, with vast fortunes came vast fears, and societies and religions were constructed around the utter necessity of preserving the hierarchical distribution of wealth, power, and —crucially—time. Lifetimes upon lifetimes to enjoy the world for those who could appreciate and afford it.
Within three generations of abmortals, humanity had speciated into many forms and lifespans, from the mind-shackled gamma servitors to the teeming baselines, the hardened peacemakers to the undying lings, and, atop the pyramid of that just society, the chosen ones. The godlike members of the Virtuous Institute of Life Enhancement.
The best mediwizards were prized above all other wizards, their fees were enormous and meritorious. Soon, the lords of earth and sky and sea corralled these wizards into luxury guilds, provided them with gilded prison palaces and restricted their magics to their own chosen undying castes.
When that society [section missing] the many iatric clans were scattered and broken. In their blood memories, during the winter years after the bursting of the suns, succulent doctor [?] flesh became a delicacy for the peacemaker varieties of humanity.
GREAT HEALER TRAITS
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Bedside Manner. Willing patients suffer less pain and recover better under your care. Add your charisma bonus to all healing effects, whether from powers or potions you administer.
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Dosemaster. You always get the dose right. Your drugs, medicines, potions, and poisons last twice as long.
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Electric Doctor. You have an implanted daemonic brain-friend, who just happens to know a complete medical encyclopedia from Long Ago and is great at diagnostics. Automatically identify common potions, poisons, drugs, and medicines. Gain a bonus to identifying uncommon and rare substances.
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Self-Diagnostic Routine. Your body always tells you exactly what is going on with it. Any treatments you perform on yourself are twice as effective.
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Telemagic. You can execute spells at a distance, through a vidy crystal or a communication screen.
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Watchful Nurse. Your patients recover an additional attribute when they rest under your care. Also, they gain a bonus to saves.
Traditional Healer Titles
Sanator, neoleech, medeorite, zdarovar, serapefti, tien stoi, iatric, wissa.
ANNE ASTEC
Iatric Priest Painkiller
P: 2 R: touch
T: 1 creature D: a day
You override a creature’s pain response, providing relief from pain and burdens. Wait, did the scribe mishear “anesthetic”?
Overcharge: It lasts a week.
BURDEN SHARE
Sanator’s Empathy Ritual
P: 2 R: touch
T: 2 creatures D: several hours
You tap into a creature’s essence and transfer one of its burdens—fatigue, injury, anxiety, or some other affliction—to another creature. During transfer it transforms into a spiritual stone, a healer’s burden. It feels heavy and annoying within the receiver’s soul, but causes no permanent damage and dissipates normally with rest.
Overcharge: The ritual takes several minutes, but inflicts 1d4 damage to each of the parties.
METEMPSYCHOSIS
Serapefti’s Ka-Ba Translation
P: 6 R: touch
T: 1 patient and 1 host D: 1 day and night
You transfer a patient’s essence into a new physical host. A perfect replica of the original body is ideal, but alternate hosts such as crude golems, animals, crystals and even vats of memory liquid can suffice. Changing forms may result in temporary psychophysical stress.
Patient Host Compatibility Some complex transfers require a psychemantic or medimagical roll. If the host is non-compliant, roll twice and take the worse result (disadvantage). If the host is dead, the roll is more difficult.
Similarity Effect Identical no roll required Relative, Friend easy roll Same Species moderate roll Similar Lifeform hard roll (dog, cat, etc.) Alien Lifeform extreme roll (shrubbery, slime mold, alien) Essence Jewel moderate roll Golem, Crude extreme roll (clay, stone, bone) Golem, Polished hard roll (servos, porcelain, and crystal brain) Mundane Object extreme roll, disadvantage (sword, anvil, pot)
Result Effect nat. 1 Patient’s essence lost or replaced with a similar daemon! fail Transfer fails. Both targets exposed to moderate corruption. success Transfer succeeds. Host essence destroyed. nat. 20 Excellent transfer. Patient can choose to retain one of the host’s traits or skills. Overcharge: Attempt to overwrite the mind of a non-compliant host.
OPEN PERSON
Hsu Doru’s Preparatory Ritual
P: 6 R: touch
T: 1 standard humanTM D: 1 hour
You activate a person’s standard humanTM construction seams® to painlessly unfold them like a flower for easier medical treatment. An open person may seriously injure themselves if not careful (3d6 damage per action). Treatments on an open person are significantly easier, the price of biomantic and medical powers used on them is halved.
Note : an unattended open person automatically reseals after 1 hour.
Overcharge: The individual organs are unraveled and suspended in a protective ectoplasm. Activity in this state may be lethal (save or die). Treatments are trivial, medical spell prices are quartered.
PARASOMA TRANSFERENCE
Hsu Doru’s Life Shunt
P: 2 R: touch
T: 2 creatures D: instant
You manipulate the underlying energy patterns to transfer life from one creature to another, or directly from your own reserves.
Overcharge: Amplification restores an additional 1d4 life per point transferred.
PRIMARY DESENESCENCE
Wissa’s Fountain of YouthificationTM
P: 6 R: touch
T: 1 creature D: a week
You restore a creature to its biological state of a year earlier, while preserving most of its current memories.
Overcharge: Restore a creature to its state of six years earlier.
REAL-TIME REBUILD
Zdarovar’s Rapid Healing
P: variable R: touch
T: 1 creature D: minutes
You invoke the oneiroi Quiscus and Sanatus to reach into a creature’s essence and replace damaged code with a pristine version. This painful process deals damage equal to its power.
Power Settings: P2 remove cosmetic blemishes P4 flush toxins or afflictions P6 restore a damaged organ to factory settings P10 regrow a limb P16 regrow a head or torso P25 rebuild a whole body from dust and fragments
Overcharge: The healing process is accelerated to just a few seconds, but this doubles the pain experienced by the target.
RESTORATIVE SLUMBER
Medeorite’s Healing Dream Ritual
P: 2 R: touch
T: 1 creature D: 3 days and nights
Your dream-form leads the patient into a deep, healing sleep. While asleep, they appear lifeless. After the spell concludes they awake rejuvenated, with one attribute restored or one burden lifted.
Overcharge: Restore an additional attribute or lift a second burden. Alternatively, reduce the duration of the slumber three-fold.
THE AWAKENED SPHERE
“As a lesser man can change his skin, so the awakened can change her world.” —Mudraya Swetobosca, Songs to the Deaf
This world was made for the living, given to the living. Was this wisdom or madness on the part of the Builders? The Holy Repetitions of the Sit-Rep Temple say it has been sixteen million cosmic cycles since the Dancer of Despair broke the connection between the chosen masses and the Waking All. Who are these fallen people of a later age to guess if this is truth or tale. It matters not, for the fact is the spheres of our common sentient existence continue to listen, to hear, to think, to speak—and those wizards with the knowledge and the key to unlock the living, thinking world possess authority over their minds, their matter, and the very sentient ecosphere around them.
As the protagonists of the Awakened Sphere say, “The human is everything and everything is human.” As the antagonists of that same Sphere say, “…and the essence of the everything is hunger.”
Traditional Awakened Sphere Titles
Chrysalist, dog-in, hédeōs, metassia, noömantikoï, skinchanger, yedyayin, zukzik
AWAKENED SPHERE TRAITS
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Student of the Biosphere. Study and adapt natural systems. Read leaves and listen to churning microbes. Hear the voices of the wind. Smell the songs of the ocean. Use biological equipment and handle hunting weapons.
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Ecopolyglot. You can communicate with non-human creatures of this celestial orb. Other mammals are easy to understand (and free). Birds and other vertebrates are so-so (and cost 1 life per conversation). Invertebrates are hard (and cost 2 life). Fungi are very hard (and cost 3 life). Plants are extreme (and cost 4 life).
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Relaxed Vital Essence. Easily shift or transform yourself. Reduce the cost of any translation or polymorphic powers by 1 (minimum 1). Also, you find it easier to comprehend oozes and slimes.
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Animimic. Hop like a hare, pad like a panther. Copy animals’ movements, set them at ease, learn their ways. Yes, you also find it easy to trick and deceive them.
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Taxidermist. Skin and stuff, prepare and preserve. Knives and salts, hooks and needles, shiny beady eyes and creepy dioramas.
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Ranger. Track and hunt, shoot and fish, camp and hike.
Awakened Sphere Features
Unless specified otherwise, all awakened sphere powers powers:
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Are imbued . This means they remain active as long as you imbue them with your vital essence (the life or ability score price paid). You can recover your vital essence through rest or other means only after you have deactivated the power.
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May be inscribed into your flesh if you have a trait that suggests you have received proper instruction in the use of these powers (such as student of the biosphere or relaxed vital essence). Inscribed powers do not occupy normal inventory slots.
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May be shared with another creature by doubling their cost. Few smart skinchangers would do this, as it gives someone else control over the skinchanger’s imbued vital essence. Change some fool into a whale and they forget to change back and get stuck, and, well … what now?
Some awakened powers may cause:
- Horror. A character witnessing the power in action for the first time must save or they reel back in horror. They lose 1 action and suffer a psychological burden of horror. A rest, a stiff drink, and companionship removes the burden. Alternatively, a long rest and repression also does the job … (until it doesn’t).
Organic Inscription
You can inscribe the powers of the Awakened Sphere into your own flesh, carrying their burden in your organs. Inscribing a power in this way takes several hours of meditation and requires three different spices to loosen the bonds between soul and mind and body enough for the alteration.
You can bear one such burden per point of endurance, and the power occupies no inventory space. Draw a special box for these powers on your character sheet.
Each inscribed power gains a special effect depending on where you inscribe it. You can activate most special effects once per day for free, thereafter it costs 1 life per use.
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Bone. Harder and more penetrating. Advantage to all of the power’s rolls.
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Brain. Mildly intelligent, the power casts itself as a free action.
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Heart. Reduce the power’s price by your level (minimum 0).
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Liver. Driven by emotion, the power targets social defenses and charisma instead of the more usual aura (for saves) or agility (for defenses).
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Lungs. The power travels on your breath, so that it appears as though it were cast from some other nearby location or creature.
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Marrow. As a reaction, spend 1d6 life to consume a power or attack targeting you directly. You may replace the inscribed power with the consumed power (single use only). Each subsequent use per day costs 1d6 more life.
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Skin. Your power is disguised as something else, only revealing itself after it takes effect. Any targets do not notice a failed attack.
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Stomach. The power feeds on a target you touch. It deals damage equal to its cost, and the casting is free for you. This effect only works once per day.
EATEGRATE
Simple Assimilator
P: 2 R: eating distance
T: self D: imbued
You eat part of a creature you are familiar with to temporarily manifest one of its natural traits. A nail clipping or some fur will suffice.
Each manifested trait occupies an inventory slot somewhere in your body as a 1 stone mass, but it doesn’t otherwise interfere with you and is painlessly reabsorbed when you deactivate the power.
Traits may include:
Features like the mane of a lion, the pebbly skin of a snake or the cute ears of a bunny.
Senses like the smell of a shark or the hearing of an elf.
Aptitudes like the brachiation of an ape, the flight of an albatross or the leap of a kangaroo.
Note: if you consume a pound of living flesh (1d6 damage), the cost of using the power is halved. However, consuming living flesh is kind of a horrible thing to do and would mark you out as a ghoul. Eating a symbolic representation, like cookies baked in the shape of a skunk to get its … aroma … instead doubles the power cost. But is much nicer.
Overcharge: You can manifest a semi-magical trait, like the breath of a dragon or the death glare of a unicorn.
BLOODSONG
Bioactive Communion
P: 2 R: touch
T: 2 creatures D: imbued
You forge an tele-empathic link between two similar creatures, such as between two mammals or two avian dinosaurs, by exchanging vital animalcules. They can now concentrate to communicate telepathically over significant distances.
The life force of one of the target creatures imbues the power. If this creature is not the power user, it is paid in addition to the activation cost.
Overcharge: You forge a link between two very different creatures, such as between a dog or a crab and a hydra or a medusa.
MANYBODIED
Bioactive Fusion
P: 2 R: psychosurgical range
T: 1 creature D: imbue
You inject your mind into a creature, such as a cat or capybara, turning it into a drone under your telepathic control. Accessing a drone’s sensory experiences, memories, or skills requires conscious effort and concentration.
Your control is anchored in a metaphysical anchor occupying an inventory slot. Dropping or dissolving the anchor ends the fusion, releasing the target.
Note: Dominating a creature whose mental attributes exceed your own is dangerous—it may take control of you instead! At the referee’s discretion, very alien creatures may be harder to control.
Overcharge: You attempt to inject your mind into a larger creature, such as a man or mammoth.
SKINSHIFT
Formal Translation
P: 4 R: touch
T: self D: imbued
You adopt the physical form of a roughly human-sized creature (say dogsized to horse-sized) you are familiar with and whose symbolic representation you own. This could be a tiger tattoo or a dodo doll. The transformation takes several minutes.
Your physical abilities and traits transform to match the target. You lose access to traits that do not work in the new form. For example, a hog cannot speak, so neither can you if you shift into a hog.
You stay in your adopted form as long as you imbue it with your vital essence. Warning: occupying a strange skin can be dangerous, shifting your mind (after days) or even trapping your form (after weeks).
Note: if you are carrying the prepared skin of your chosen form, the power cost is halved and the transformation takes mere seconds.
Overcharge: Shift into much smaller (shrew-sized) or larger (mammoth-sized) forms.
Again (x4): Into any form, from a mite to a mighty airwhale.
SKINSPLIT
Colony Translation
P: 6 R: touch
T: self D: imbued
Your skin splits and you collapse into a colony organism, such as a hive of bees, a nest of naked mole rats, or a swarm of spiders. You must be familiar with the species and own a suitable symbolic representation. The transformation takes several minutes.
You gain the physical abilities and traits of the colony organism and lose access to traits that do not work in this form. So long as 10% of the colony survives, you can return to your normal form without harm. If less of the colony survives, you may lose traits and memories.
You stay in your adopted form as long as you imbue it with your vital essence. Warning: occupying a strange skin can be dangerous, shifting your mind (after days) or even trapping your form (after weeks).
Note: if you are carrying a preserved colony or hive, halve the power cost and transform in mere seconds.
Example Dangerous Colonies: Venomous Spiders. Paralyze a creature with your attack. The first save is easy enough, but each successful attack adds a cumulative penalty.
Telepathic Feral Hogs. Become six hogs. Each deals 1d4 damage. As a pack, they get a trample or overrun attack. Also, telepathic.
Carnivorous Slime Molds. Deal 1d4 physical ability damage per round. Heal by consuming flesh.
Strangling Vines. Creep through the forest, crawl through the undergrowth, entangle (save) then choke (save).
Overcharge: Shift into a dangerous colony organism with special attacks.
SKINWYRD
Subconscious Translation
P: 1 R: self
T: self D: special
You give free reign to the darkest parts of yourself, transforming into a ravening aberrant horror born of your subconscious. You lose the ability to use powers or your higher mental faculties, but your strength, endurance, and melee attack all increase depending on your aura score:
Aura Effect ≤0 +4+level str and end, 2d8 melee attack 1 +3+level str and end, 1d12 melee attack 2 +2+level str and end, 1d10 melee attack 3 +1+level str and end, 1d8 melee attack 4 +level str and end, 1d6 melee attack 5≤ Skinwyrd does not activate as normal, instead it explodes in a single burst that deals 1d6 psychic bliss damage to each adjacent creature. Any creature that takes 1 damage is stunned with immaculate joy for 1 round. Any creature reduced to 0 life by this damage falls asleep and awakens later unharmed. You cannot end skinwyrd normally. Each round in the skinwyrd, you lose 1 life. When you reach 0 life, you fall unconscious and revert to your normal form. When you awake, you regain 1d6 life.
Overcharge: You retain some control of the skinwyrd, including the ability to deactivate the power by making a successful save.
ECOSPHERE ATTUNEMENT
Biodetector
P: 1 R: touch
T: 1 creature D: imbue
You open your mind to the living patterns nearby. This expands your sensory repertoire and enhances your awareness.
Gain a bonus to detecting hidden or invisible creatures, avoiding surprises or ambushes, and tracking recent biological activity.
Overcharge: Double the attunement range and intuit current and past events from traces of feeding, bleeding, and dying.
ECOSPHERE VEIL
Biojammer
P: 2 R: touch
T: 1 creature D: imbue
You align your essence with the local ecosphere. Creatures unconsciously disregard your presence, facilitating stealth. Alternatively, you can make yourself stand out sharply, possibly distracting from other activities or gaining a social bonus like a peacock in full display.
Overcharge: You are effectively invisible and undetectable within the environment, passing without sound or trace. Alternatively, you are completely unmissable.
ECOSPHERE IMMERSION
Biomelt
P: 5 R: 0
T: self or 1 creature D: 1 day and 1 night
The ecosphere consumes you. The living creatures of the area eat your body and your mind and personality travel unseen in the movement of birds and beetles, the sigh of grass and the creak of trees. When the spell ends, your body reconstitutes from dead organic matter over about a day.
Over the day spent in the ecosphere you gain a deep awareness of the local area and heal one burden or affliction as though you had a weeklong rest. You regain no life during your time in the circle of life.
This power is dangerous for creatures other than yourself and costs double if cast on an unwilling target.
Ecoentheosis (trait)
- You are in mystic union with the local ecology. You can communicate
with any animal or plant or fungus or stranger living thing in the area and metaphysically feel through the many senses of the creatures there. You feel the swing of a woodsman’s axe, the joy of Spring’s blossoming, the tramping of an army, and the fall of a great oak.
Overcharge: Persist as motes in the wind and microbes in the soil for up to 1 week before full reconstitution. Each day counts as a week’s rest. At the end of the week, save or permanently replace one of your traits with a deep panpsychic connection to the local ecology: the glen, dale, vale, grove, stream, lake, bay, or what have you. You may choose to fail this save.