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Bionoids.

The Syrne created Bionoids durring the War in Heaven, the idea was that some Ela
drin would allow themselves to be genetically operated on to become negotiators
and explorers that could bond with any race to try and get them to join the Syrn
e cause. They also gave these chosen the ability to change into a combat form at
will allowing them to protect themselves.
These Explorers were exceptionally good at what they did, though occasionally ha
d tendencies to lose control in combat form. After the extinction of the Syrne t
he Bionoids turned to their Eldarin cousins looking to join them, the Eldarin sa
w the Bionoids as strange outsiders not wanting to have any association. The Bio
noids retreated into deepspace, forming special colonies, but this even further
split their race into two distinct ideals.
The Conformist or Clanborne, who would join up with other races and try to blend
into their society and form strong bonds and breed with them to cause their rac
e to survive. The Conformist sect is the minority of their race and they are goo
d hearted and practice the voilent combat arts as a form of tradition, favoring
the monk class their Combat form takes on a mostly humanoid apperance.
The Casteborn, are half insane conquerers and the majority of their race who tak
e on more monsterous combat forms and have formed a powerful empire led by them
but welcoming all kinds of scum and villany, called the Crystal Trade Organizati
on (CTO) they amass armies and go to different crystal spheres and take control
of them by force for two express purposes. Selling their inhabitants on the blac
k market as slaves, or as massive breeding planets with horrid conditions. They
also sell special crystal eyes bred for the purpose of being highly loyal body g
aurds, doubles, or personal armor. Casteborn are vicious warriors and prefer the
spell blade class using the Eldritch Advent sword school and favoring Evocation
spells.
Bionoid reproduction is inherantly invasive. The eggs of mature bionoids are dis
c-shaped with a single crystalline trigger in the center. This crystal serves a mu
ltiple purpose: it is an attractant to potential victims since it makes the egg
look like a magical item, and it is also the young bionoid s eye. When a potential
host touches the crystal eye, the host s essence marks the egg. The egg bursts, a
ttaches to the host, and grows as a symbiont, eventually separating and becoming
a separate, nymph bionoid.
When a Human, Elf, Eldarin, or Dark Eldarin touch a crystal eye, it infiltrates
the victim, creating another adult although symbiotic bionoid, though it is not
entirely unheard of in other races but it is extremely rare and can never happen
to an Ork. That said the Symbiotic relationship does not happen 100% of the tim
e with the aformentioned races either, with the assistance of a Bionoid lover or
wet nurse they can cause the egg to only become a nymph. The new bionoid appear
s only when danger threatens, whereupon the host monsters out into the bionoid mon
ster form. But the host should only wear normal, easily replaceable clothing, du
e to the unpredictable nature of his malady. This effectively changes the hosts
race to Bionoid. (This does not require the host to be a Sybiote exalt, but that
could lead to some interesting character potential.)
If an Ork touches the egg, the egg explodes in a mass of corrosive filaments cau
sing immediate death to the egg and inflicts energy based critical damage to the
Ork.
Casteborn Bionoid tend to be inherantly cruel and vicious, where as Clanborn Bio
noid tend to be kind and compassionate. This is true for both Nymphs and Symbiot
ic Bionoids. This change tends to also influence the host as well, possibly caus
ing them to change their nature to match the Bionoid's.

The crystal eye is worth a lot of GP and is effectivelty an artifact - but woe b
etide the buyer. In the crystal eye is the essence of the original owner. If pre
sented with a living body, the crystal reduces and restructures that body in fav
or of its stored master, resulting in death (of a sort) for the purchaser.
Languages: Trade, the Bionoids now have no true home tounge, however due to thei
r nature they can always take the feat Speak Language.
Characteristic Bonus: +1 CON or CHA
Skill Bonus:
+1 Arcana and Brawl
Bionoids are a very strong race, they do however have a balancing factor, their
head houses a crystal that when harmed destroys them.
Weakness (Head Crystal): If a Bionoid ever takes critical damage above 3 to the
head region, they are killed no matter what the results.
Power: Combat Form
In combat form a Bionoid takes on a more muscular larger humanoid form or a more
monsterous form entirely.
They become Size 5, +1k0 to hit and a natural weapon with the following profile:
(2k1 I
or R, Melee, Brawling) This natural weapon can be considered Claws, Horns, or Li
mb Blades. Entering combat form takes one full round, with no interuptions such
as being hit by an attack, you can still parry or dodge while transforming.
Size: 3
Feat 1: Bio Boosted.
While resting you are always considered under the effects of a regeneration spel
l.
Additionally you may spend a Hero point to ignore environmental effects for one
scene.
Feat 2: Mega Smasher.
Once per day you can take 1d4 non reducable damage to cast Energy burst as a lev
el 1 spell.
You may increase this damage up to 3d4 to cast the spell as a 3rd level spell.
Feat 3: Why yes, all of the stories you've heard about me are true.
You gain +1k0 on intimidation skill checks.
Additionally when you transform into one of your forms make an intimidation chec
k on all combatants including allies,
if they fail they must make a fear check based upon the form you are in Fear 1 f
or Combat form, Fear 2 for Full Power, Fear 3 for Final form.
Paragon Feat: Now feast your eyes on my ultimate transformation
While in Combat Form you gain access to an even more powerful transformation, Fu
ll power form.
Your natural weapon becomes 3k2, Melee, Brawling, Pen 2, Tearing. You also gain
a +2 bonus to speed and +1k0 to hit but are now Size 4.
This form takes an additional round to transform into, you may however spend an
action point to do so as a half action, or you may spend 3 action points to tran
sform into this form as a full action from Humanoid form.

at 3 Excellence you gain access to your final form.


in your final form you are Size 5, Your natural weapon becomes 4k3, Melee, Brawl
ing, Pen 4, Tearing. You also gain a +4 bonus to speed and +2k0 to hit.
Final form requires and additional round to transform into, you may however spe
nd 3 action points to do so as a half action, or you may spend 5 action points t
o transform into this form as a full action from Combat form or 7 action points
to transfrom into this form as a full action from Humanoid form.

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