(Created page with "{{gearmenu}} {{implantsubmenu}} <div style="padding-top: 1.5em;"> Most biotech devices created by the Yuuzhan Vong (species) serve the same purposes as their mechanical or electronic counterparts. You can create new biotech devices by applying the following template to standard technological devices, armor, and weapons. Once the template is applied, the new biotech device may be used with the biotech feats and talents. Note that certain weapons and dev...") |
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<div id="bioimplants" | --><p class="single nomargin">Most biotech devices created by the [[Yuuzhan Vong (species)|Yuuzhan Vong]] serve the same purposes as their mechanical or electronic counterparts. You can create new biotech devices by applying the following template to standard technological devices, armor, and weapons. Once the template is applied, the new biotech device may be used with the biotech [[feats]] and [[talent]]s. Note that certain weapons and devices have no biotech equivelent, including most explosives, exotic weapons, and lightsabers.</p><!-- | ||
<h3 class="headline">Bio‑Implants</h3> | |||
--><p class="single nomargin">{{indent}}To turn a standard technological device into a bitotech device, apply the following modifications:</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Cost:''' A biotech device costs four times as much as its technological equivalent. (For example, a biotech breath mask costs 800 credits, whereas a normal breath mask costs 200 credits.)</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Availability:''' Biotech devices are considered Rare across most of the galaxy. Biotech weapons are normally illegal in the Legacy era.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Armor:''' Armor with the biotech template has its weight reduced by one-half. This does not change the armor’s type (medium armor remains medium armor, heavy armor remains heavy armor). Repairing a suit og“living armor” requires the [[Treat Injury]] [skill]].</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Equipment:''' Most equipment requires no special modifications. However, some biotech devices may rely on natural power supplies or require specialized training to use successfully. Such devices may be used without penalty by the Yuuzhan Vong and others with biotech-related feats and talents. those without such knowledge must apply a −5 penalty to any skill checks or attacks made when using unfamiliar biotech devices.</p><!-- | |||
--><p class="single nomargin">{{indent}}'''Weapons:''' A biotech weapon derived from a weapon that deals energy damage deals bludgeoning, piercing, or slashing damage instead; the type of damage is selected when the template is applied.</p><!-- | |||
--><div id="bioimplants" class="spacer"><!-- | |||
--><h3 class="headline">Bio‑Implants</h3><!-- | |||
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{{sidebar|headline=Bio-Implants and the Law|text1=Since Yuuzhan Vong bio-implants are illegal, anyone walking around with a bio-implant on display is likely to get into legal trouble, especially on Imperial planets where the laws are strictly upheld. A character can attempt to hide a bio-implant using the [[Deception]] skill (as though creating a [[Deception#deceive|deceptive‑appearance]]). Poison filters and replacements for internal organs require no Deception check to hide, as they are not plainly visible. Hiding most cosmetic enhancements and the enhanced vision implant is considered a simple deception; replacement body parts are usually moderate deceptions; body spikes, natural armor, and anatural weapons are usually difficult deceptions.{{ | |||
Their invasion of the galaxy thwarted, the Yuuzhan Vong withdrew to [[Zonama Sekot (location)|Zonama Sekot]]. A small few elected to remain behind, carving out lives for themselves on remote, undeveloped worlds or integrating into galactic society. A small number of Yuuzhan Vong shapers took this latter path and began using their advanced knowledge of bioengineering to make biological alterations to other sentient beings. These modifications were illegal, not to mention unpredictable and dangerous. Still, Yuuzhan Vong biological modification became an intriguing alternative to cybernetic enchanement, which had for years allowed criminals to gain a technological edge over their competitors.{{ | -->{{sidebar|headline=Bio-Implants and the Law|text1=<p class="single nomargin">Since Yuuzhan Vong bio-implants are illegal, anyone walking around with a bio-implant on display is likely to get into legal trouble, especially on Imperial planets where the laws are strictly upheld. A character can attempt to hide a bio-implant using the [[Deception]] skill (as though creating a [[Deception#deceive|deceptive‑appearance]]). Poison filters and replacements for internal organs require no Deception check to hide, as they are not plainly visible. Hiding most cosmetic enhancements and the enhanced vision implant is considered a simple deception; replacement body parts are usually moderate deceptions; body spikes, natural armor, and anatural weapons are usually difficult deceptions.</p><!-- | ||
--><p class="single nomargin">{{indent}}A character using sensors capable of detecting the physical health of a target (such as a [[Medical_Gear#medisensor|medisensor]]) can detect the presence of bio-implants, including internal implants. A character with a [[Detection_&_Surveillance_Devices#sensorpack|sensor pack]] gains a +5 circumstance bonus on Perception checks to see through the deception og hiding bio-implants.</p><!-- | |||
--><p class="single nomargin">{{indent}}The penalty for having an illegal bio-implant is severe. Under Imperial law, the offense warrants immediate arrest. The fine for having illegal bio-implants is usually 5,000 credits x the number of implants possed. Additionally, the offender must serve a minimum of 2 years in an Imperial corrections facility, where prison surgeons remove the bio-implants.</p><!-- | |||
--><p class="single nomargin">{{indent}}Some individuals have special Imperial decrees that allow them to possess Yuuzhan Vong implants legally. All Sith are covered under these decrees, and Imperial bureaucrats can usually obtain this exception as a part of their badge of office (though few do, since it is often seen as a defilement of the body). Individuals might be able to bribe Imperial officials to overlook bio-implants, and possibly even obtain an Imperial decree, though this latter option is usually expensive and requires some severe cajoling or the completion of some difficult task.}}<!-- | |||
--><p class="single nomargin">Their invasion of the galaxy thwarted, the Yuuzhan Vong withdrew to [[Zonama Sekot (location)|Zonama Sekot]]. A small few elected to remain behind, carving out lives for themselves on remote, undeveloped worlds or integrating into galactic society. A small number of Yuuzhan Vong shapers took this latter path and began using their advanced knowledge of bioengineering to make biological alterations to other sentient beings. These modifications were illegal, not to mention unpredictable and dangerous. Still, Yuuzhan Vong biological modification became an intriguing alternative to cybernetic enchanement, which had for years allowed criminals to gain a technological edge over their competitors.</p><!-- | |||
--><p class="single nomargin">{{indent}}Obtaining a Yuuzhan Vong bio-implant is risky business, for all of the implants and modifications listed here are illegal. Most of the rogue shapers that offer bio-modification do so from the darker corners of the galaxy, far from the probing eyes of the Galactic Empire. Moreover, they are rarely interested in Imperial credits, instead seeking payment in the form of favors, services, or bartered goods. the costs for these bio-implants are listed on the table at the beginning of this section, as well as in the individual descriptions, and represent the credit value of the modification; Gamemasters are encouraged to require that any heroes seeking Yuuzahn Von bio-implants perform smoe task for the shaper, or provide rare or illegal goods of the same value in trade. While the GM is free to allow the character to simply purchase one of these enhancements, they los som of thier uniqueness and mystery if the hero simplay hands over a credit stick and received the enhancement.</p><!-- | |||
--><p class="single nomargin">{{indent}}For example, one of the player characters might be looking to obtain the enhanced vision bio-implant, valued at 1,900 credits. Instead of just allowing the hero to pay for the enhancement, the Gamemaster decides to stage a short side adventure in which the heroes must deliver a message to a secret Yuuzhan Vong enclave on [[Felucia (location)|Felucia]]. Since the credit reward for that adventure is the same as the cost of the enhancement, the Gamemaster determines that the heroes receive no credit reward, but the hero in question obtains his bio-implant as reward for delivering the message. Of course, when the Empire hears that someone who has sought illegal Yuuzhan Vong enhancements will be traveling to Falucia, things could get dangerous…</p><!-- | |||
--><p class="single nomargin">{{indent}}Yuuzhan Vong bio-implants are like cybernetics in many respects, especially in regards to game mechanics. Implanting a Yuuzhan Vong bio-implant requires the [[Biotech Surgery (feat)|Biotech Surgery]] feat. Once installed, the biotech enhancement functions as described under the individual entry. Any character trained in Treat Injury can remove a bio-implant by performing surgery; this requires a DC 20 Treat Injury check at the end of the procedure, using the normal rules for [[Treat_Injury#performsurgery|performing surgery]].</p><!-- | |||
--><p class="single nomargin">{{indent}}Sometimes the shaping of the new bio-implant has flaws, or the recipient’s body rejects the implant for some reason. Wheen a bio-implant is first installed, make an attack roll (1d20+5) against the target’s [[Fortitude Defense]], with a cumulative +2 bonus on the attack roll for each implant the recipient already has. If the attack is successful, the recipient’s body rejects the implant and the recipient mes −1 persistent step down the [[condition track]]. The bio-implant is also destroyed. This persistent condition can only be removed with 8 hours of uninterrupted rest; furthermore, any future attempt to install the same kind of bio-implant gains a +10 bonus to its attack roll.</p><!-- | |||
--><p class="single nomargin">{{indent}}Because the Yuuzhan Vong have been cut off from [[the Force]], much of their biotechnology hinders a being’s connection to the Force. Creatures with Yuuzhan Vong bio-implants take a −1 penalty on [[Use the Force]] checks for each bio-implant (to a maximum penalty of +5).</p><!-- | |||
--></div><!-- | |||
-->{{genericitem|name=Body Spikes|id=bodyspikes|book=Legacy Era Campaign Guide|page=68|cost=special|weight=special|text=<p class="single nomargin">Body spikes are hard, bony protrusions that grow in a roughly conical or crescent shape out of the bones of the implant recipient. Body spikes automatically deal 1d4 piercing and slashing damage to any opponent that grapples or is grappled by the recipient; this damage occurs at the end of the recipient’s turn as long as the grapple is maintained.</p>}}<!-- | |||
-->{{genericitem|name=Cosmetic Enhancements|id=cosmeticenjancements|book=Legacy Era Campaign Guide|page=68|cost=special|weight=special|text=<p class="single nomargin">More common and less risky than other Yuuzhan Vong bio-implants, cosmetic enhancements include tatoos, reshaping of bone structure, alterations to skin or hair color, superficial scarring, the addition of bony protusions, and so forth. these cosmetic changes do not require an attack roll against the recipient’s Fortitude Defense and ignore the normal rules for penalties on Use the Force checks. Cosmertic enhancements do not alter the statistics of their recipients in any way.</p>}}<!-- | |||
-->{{genericitem|name=Enhanced Vision|id=enhancedvision|book=Legacy Era Campaign Guide|page=68|cost=special|weight=special|text=<p class="single nomargin">The enhanced vision implant replaces one or both of the recipient’s eyes with specially grown creatures that have exceptional sensory perception. A creature with the enhanced vision implant gains the [[Gamemastering#Darkvision|darkvision special quality]].</p>}}<!-- | |||
-->{{genericitem|name=Natural Armor|id=naturalarmor|book=Legacy Era Campaign Guide|page=68|cost=special|weight=special|text=<p class="single nomargin">The natural armor implant consists of a thick layer of chitin that grows out of the recipient’s skin, protecting the recipient from attacks. This implant increases the creature’s natural armor bonus by +1. If it does not have a natural armor bonusm it gains a +1 natural armor bonus. A natural armor bonus stacks with an armor bonus.</p>}}<!-- | |||
-->{{genericitem|name=Natural Weapon|id=naturalweapon|book=Legacy Era Campaign Guide|page=68|cost=special|weight=special|text=<p class="single nomargin">This implant gives the recipient some kind of natural weapon, whether in the form of bone spurs on the knuckles, claws from the fingertips, or some other kind of extension of the recipient’s bone stucture. When a creature with this implant makes an unarmed attack, it may choose to use its natural weapons, dealing 1d6 points of slashing damage, piercing damage, or bludgeoning damage with that attack instead of the normal unarmed damage. A creature with this implant is always considered armed with its natural weapons.</p>}}<!-- | |||
-->{{genericitem|name=Poison Filter|id=poisonfilter|book=Legacy Era Campaign Guide|page=68|cost=special|weight=special|text=<p class="single nomargin">A small creature is placed in, on, or around the heart, It absorbs and separates toxins that make their way into the blood stream, rendering them inert. A creature with a poison filter gains a +5 equipment bonus to Fortitude Defense against poisons.</p>}}<!-- | |||
{{genericitem|name= | -->{{genericitem|name=Replacement Body Parts|id=replacementbodyparts|book=Legacy Era Campaign Guide|page=68|cost=special|weight=special|text=<p class="single nomargin">Biological replacement limbs and organs are often more desirable than mechanical replacements (cybernetic prostheses), since they require little maintenance and can be fashioned to look natural. Yuuzhan Vong shapers have wildly varying tastes, but few couldn’t care less about whether a replacement limb matches the recipient’s other limbs.</p><!-- | ||
{{ | --><p class="single nomargin">{{indent}}Once a replacement limb or organ is attached, it performs just as well as the original limb or organ.</p>}}<!-- | ||
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Latest revision as of 01:06, 10 August 2025
Most biotech devices created by the Yuuzhan Vong serve the same purposes as their mechanical or electronic counterparts. You can create new biotech devices by applying the following template to standard technological devices, armor, and weapons. Once the template is applied, the new biotech device may be used with the biotech feats and talents. Note that certain weapons and devices have no biotech equivelent, including most explosives, exotic weapons, and lightsabers.
To turn a standard technological device into a bitotech device, apply the following modifications:
Cost: A biotech device costs four times as much as its technological equivalent. (For example, a biotech breath mask costs 800 credits, whereas a normal breath mask costs 200 credits.)
Availability: Biotech devices are considered Rare across most of the galaxy. Biotech weapons are normally illegal in the Legacy era.
Armor: Armor with the biotech template has its weight reduced by one-half. This does not change the armor’s type (medium armor remains medium armor, heavy armor remains heavy armor). Repairing a suit og“living armor” requires the Treat Injury [skill]].
Equipment: Most equipment requires no special modifications. However, some biotech devices may rely on natural power supplies or require specialized training to use successfully. Such devices may be used without penalty by the Yuuzhan Vong and others with biotech-related feats and talents. those without such knowledge must apply a −5 penalty to any skill checks or attacks made when using unfamiliar biotech devices.
Weapons: A biotech weapon derived from a weapon that deals energy damage deals bludgeoning, piercing, or slashing damage instead; the type of damage is selected when the template is applied.
Bio‑Implants
Bio-Implants | Cost |
---|---|
Body Spikes | 1,400 |
Cosmetic Enhancements | 200 |
Enhanced Vision | 1,900 |
Natural Armor | 7,000 |
Natural Weapon | 4,000 |
Poison Filter | 2,500 |
Replacement Body Part | 2,000 |
Since Yuuzhan Vong bio-implants are illegal, anyone walking around with a bio-implant on display is likely to get into legal trouble, especially on Imperial planets where the laws are strictly upheld. A character can attempt to hide a bio-implant using the Deception skill (as though creating a deceptive‑appearance). Poison filters and replacements for internal organs require no Deception check to hide, as they are not plainly visible. Hiding most cosmetic enhancements and the enhanced vision implant is considered a simple deception; replacement body parts are usually moderate deceptions; body spikes, natural armor, and anatural weapons are usually difficult deceptions.
A character using sensors capable of detecting the physical health of a target (such as a medisensor) can detect the presence of bio-implants, including internal implants. A character with a sensor pack gains a +5 circumstance bonus on Perception checks to see through the deception og hiding bio-implants.
The penalty for having an illegal bio-implant is severe. Under Imperial law, the offense warrants immediate arrest. The fine for having illegal bio-implants is usually 5,000 credits x the number of implants possed. Additionally, the offender must serve a minimum of 2 years in an Imperial corrections facility, where prison surgeons remove the bio-implants.
Some individuals have special Imperial decrees that allow them to possess Yuuzhan Vong implants legally. All Sith are covered under these decrees, and Imperial bureaucrats can usually obtain this exception as a part of their badge of office (though few do, since it is often seen as a defilement of the body). Individuals might be able to bribe Imperial officials to overlook bio-implants, and possibly even obtain an Imperial decree, though this latter option is usually expensive and requires some severe cajoling or the completion of some difficult task.
Their invasion of the galaxy thwarted, the Yuuzhan Vong withdrew to Zonama Sekot. A small few elected to remain behind, carving out lives for themselves on remote, undeveloped worlds or integrating into galactic society. A small number of Yuuzhan Vong shapers took this latter path and began using their advanced knowledge of bioengineering to make biological alterations to other sentient beings. These modifications were illegal, not to mention unpredictable and dangerous. Still, Yuuzhan Vong biological modification became an intriguing alternative to cybernetic enchanement, which had for years allowed criminals to gain a technological edge over their competitors.
Obtaining a Yuuzhan Vong bio-implant is risky business, for all of the implants and modifications listed here are illegal. Most of the rogue shapers that offer bio-modification do so from the darker corners of the galaxy, far from the probing eyes of the Galactic Empire. Moreover, they are rarely interested in Imperial credits, instead seeking payment in the form of favors, services, or bartered goods. the costs for these bio-implants are listed on the table at the beginning of this section, as well as in the individual descriptions, and represent the credit value of the modification; Gamemasters are encouraged to require that any heroes seeking Yuuzahn Von bio-implants perform smoe task for the shaper, or provide rare or illegal goods of the same value in trade. While the GM is free to allow the character to simply purchase one of these enhancements, they los som of thier uniqueness and mystery if the hero simplay hands over a credit stick and received the enhancement.
For example, one of the player characters might be looking to obtain the enhanced vision bio-implant, valued at 1,900 credits. Instead of just allowing the hero to pay for the enhancement, the Gamemaster decides to stage a short side adventure in which the heroes must deliver a message to a secret Yuuzhan Vong enclave on Felucia. Since the credit reward for that adventure is the same as the cost of the enhancement, the Gamemaster determines that the heroes receive no credit reward, but the hero in question obtains his bio-implant as reward for delivering the message. Of course, when the Empire hears that someone who has sought illegal Yuuzhan Vong enhancements will be traveling to Falucia, things could get dangerous…
Yuuzhan Vong bio-implants are like cybernetics in many respects, especially in regards to game mechanics. Implanting a Yuuzhan Vong bio-implant requires the Biotech Surgery feat. Once installed, the biotech enhancement functions as described under the individual entry. Any character trained in Treat Injury can remove a bio-implant by performing surgery; this requires a DC 20 Treat Injury check at the end of the procedure, using the normal rules for performing surgery.
Sometimes the shaping of the new bio-implant has flaws, or the recipient’s body rejects the implant for some reason. Wheen a bio-implant is first installed, make an attack roll (1d20+5) against the target’s Fortitude Defense, with a cumulative +2 bonus on the attack roll for each implant the recipient already has. If the attack is successful, the recipient’s body rejects the implant and the recipient mes −1 persistent step down the condition track. The bio-implant is also destroyed. This persistent condition can only be removed with 8 hours of uninterrupted rest; furthermore, any future attempt to install the same kind of bio-implant gains a +10 bonus to its attack roll.
Because the Yuuzhan Vong have been cut off from the Force, much of their biotechnology hinders a being’s connection to the Force. Creatures with Yuuzhan Vong bio-implants take a −1 penalty on Use the Force checks for each bio-implant (to a maximum penalty of +5).
Body Spikes
Legacy Era Campaign Guide, page 68.
Cost: special Weight: special
Body spikes are hard, bony protrusions that grow in a roughly conical or crescent shape out of the bones of the implant recipient. Body spikes automatically deal 1d4 piercing and slashing damage to any opponent that grapples or is grappled by the recipient; this damage occurs at the end of the recipient’s turn as long as the grapple is maintained.
Cosmetic Enhancements
Legacy Era Campaign Guide, page 68.
Cost: special Weight: special
More common and less risky than other Yuuzhan Vong bio-implants, cosmetic enhancements include tatoos, reshaping of bone structure, alterations to skin or hair color, superficial scarring, the addition of bony protusions, and so forth. these cosmetic changes do not require an attack roll against the recipient’s Fortitude Defense and ignore the normal rules for penalties on Use the Force checks. Cosmertic enhancements do not alter the statistics of their recipients in any way.
Enhanced Vision
Legacy Era Campaign Guide, page 68.
Cost: special Weight: special
The enhanced vision implant replaces one or both of the recipient’s eyes with specially grown creatures that have exceptional sensory perception. A creature with the enhanced vision implant gains the darkvision special quality.
Natural Armor
Legacy Era Campaign Guide, page 68.
Cost: special Weight: special
The natural armor implant consists of a thick layer of chitin that grows out of the recipient’s skin, protecting the recipient from attacks. This implant increases the creature’s natural armor bonus by +1. If it does not have a natural armor bonusm it gains a +1 natural armor bonus. A natural armor bonus stacks with an armor bonus.
Natural Weapon
Legacy Era Campaign Guide, page 68.
Cost: special Weight: special
This implant gives the recipient some kind of natural weapon, whether in the form of bone spurs on the knuckles, claws from the fingertips, or some other kind of extension of the recipient’s bone stucture. When a creature with this implant makes an unarmed attack, it may choose to use its natural weapons, dealing 1d6 points of slashing damage, piercing damage, or bludgeoning damage with that attack instead of the normal unarmed damage. A creature with this implant is always considered armed with its natural weapons.
Poison Filter
Legacy Era Campaign Guide, page 68.
Cost: special Weight: special
A small creature is placed in, on, or around the heart, It absorbs and separates toxins that make their way into the blood stream, rendering them inert. A creature with a poison filter gains a +5 equipment bonus to Fortitude Defense against poisons.
Replacement Body Parts
Legacy Era Campaign Guide, page 68.
Cost: special Weight: special
Biological replacement limbs and organs are often more desirable than mechanical replacements (cybernetic prostheses), since they require little maintenance and can be fashioned to look natural. Yuuzhan Vong shapers have wildly varying tastes, but few couldn’t care less about whether a replacement limb matches the recipient’s other limbs.
Once a replacement limb or organ is attached, it performs just as well as the original limb or organ.