Body Modification (specifically implants) in fantasy gaming

handforged

First Post
Well how about this.

With the advent of magical healing a whole new world of body-modification comes into play. The normal tattoos and piercings are obvious additions to many players for flavor and whatnot. Scarification was even written about in and Asgard issue dealing with orc scars and their significance. The biggest advantage to magical healing is that since the healing period would be almost instant, there would be very little chance for infection or other problems with healing modifications as there are in real life. There is also the consideration that with the adventuring lifestyle, certain things would be vastly helpful as well as adding even more flavor to a character.

Possibilities include;

-having transdermal implants grafted to bones for such things as holding armor on, attaching ropes to for climbing, natural weapons, etc.

-having magical items permanently installed so that they cannot be removed, or even found, in a search

-implants for purely physical modification, like adding horns, etc.

I think that any materials that would be implanted within the body, would have to be of at least masterwork quality as well as possibly being made from a rare or special material. As healing spells were cast, a Fortitude save would have to be made to keep the body from rejecting the implant. Perhaps even multiple Fortitude saves over several days.

Things to consider;

-convincing a cleric that this is a good use of their deity's graces
-finding the material
-convincing someone to make the object for you
-finding someone with sufficient medical skill to surgically implant the device
-social stigma from a generally unaccepting population if the modification is visible
-possible new vulnerabilities

This is not a post to gather specific rules for how people think that this should work, but rather to see what people think of the idea in general. What other limitations have I missed. I might start a thread in House Rules to develop specific rules if people are interested.

~hf
 

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I had this idea myself in 1988, LOL, but no one seemed interested in my Cyberpunk/Shadowrun 2e D&D campaign idea, so I never completed it... I think if your group is interested in the implant idea, then go for it. If they are not, save yourself the trouble. It also seems to be rather setting-specific, if used on a wide scale. If just a few people have it (perhaps all the creations of one mad scientist---see the scientist class in d20 Pulp Heroes--and all serving his secret organization bent on protecting or taking over the world/kingdom/whatever) then it's fine for just about any setting.

You could have a medieval fantasy version of X-MEN vs. the Brotherhood of Cyber/Mutants, LOL. That could actually be a lot of fun, provide a strong direction and foundation for a campaign and create some truly memorable characters/situations.
 
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What kind of implants are you having fantasies about? -wink- -wink-

After looking thru your post, I find the subject a bit too creepy for me.

And yeah, your right, it would probably be a canidate for a House Rules thread.
 
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I have Arcanotech (working name) in my campagin... It has a few forms... Limb replacement with artificial magical/clockwork hybrid creations, internal mana batteries (Similar to a blank wand... spells can be stored inside you, then released. Has several drawbacks, but a few rogues use it), manablades, several other form of implants. In many ways it's very similar to Spellware from Dragonstar, but it has it's own twists.

If you are interested in the idea, you might wanna look at Dragonstar, actualy.
 

There were the Xixchil in Spelljammer, also known as something like the Zikchil in Dark Sun, who I think were based off some alien race from Star Frontiers. They were an insectoid race, and a lot a mantis (they were relatives of the Kreen), who specialized in performing surgery on people and "improving" them with biomodifactions. Though in many cases it wasn't the most reliable adjustment, as they had their strange ideas about what "better" meant.
 

handforged said:

-having transdermal implants grafted to bones for such things as holding armor on, attaching ropes to for climbing, natural weapons, etc.

Here's one major limitation - the actual strength of the body. While games don't (and don't need to) adhere to real-world physics, there probably ought to be some limits.

Attach your +2 adamantine armor to your bone, and what's gonna happen? Attach a sword to your arm? Take a fall while that rope is attached to your bone? In all those cases, you're very likely to take some serious damage...
 


Dungeon #91 (the most recent issue) has an adventure entitled "Kalambranex's Mechinations" that deals with this sort of thing. The enhancements therein are mainly weapon oriented, but I found the ideas and implementations to sound pretty reasonable.
 

At least in my kind of campaign, traditional healing spells wouldn't be enough, as the medical knowledge is insufficient for surgical transplants.

Any practice would cause more than a "light wound", with dirty wounds, accidentally cut organs, etc... if the victim survives at all.

Could be a nice flair for a bed guy, though - that he changes his followers this way.

B
 

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