The categories are vague, and the path should be littered with dozens of examples of the process going wrong. The path to getting those basic genetic defect screens and fixes would have footnotes of where test groups all ended up with the affliction ramped up to 10, or unexpected genetic expression. This would all be tied into the cosmetic genetic augmentation in the setting (breast enlargement therapy, changing hair color, extreme skin pigmentation) where people in the early phases go in to get their baldness cured and come out blind, or some shadowrunner goes in to get enhanced reflexes and comes out with a slow onset neurological disease, etc.
As for creating genetic abominations and monstrosities, certainly, but these are more commonly going to be one off and government/megacorp special projects rather than a mainstream consumer product. They aren't going to make an over the counter genetic hair dye kit that has a 2-4% chance of turning users into She-Hulks. (they would exploit that tech to make mass produced she-hulks for the military) Go to Comment
This makes a great backdrop to such things as Gamma world and Fallout - these changes could have been in progress when the shit hit the fan. As a result, your survivors can draw from the various castes listed.
This was just a great read. I can see a multitue of ways to include this into a number of games, and I'm going to bookmark it for the next setting I run that this will fit into. (working mostly on fantasy at the moment)
Question: How perfect is the process for creating these sub-catagories, and could it possibly go wrong, ending up with something that could not be defined as one of the above? Go to Comment
I like this piece - always a sucker for the technical details.
One detail struck me as odd - you mention blackpowder as the propellent. Why not cordite? Blackpowder has a lot of disadvantages - not the least of which is the terrible fouling of complex machinery of which the mech would be one of.
I like it. A lot. It read funny to me at times, to many repeated references to a head in a bag I guess but I generally love this item. It is not an over powerful item of magic in and of itself but it has potential for a lot of uses.
I immediately imagined an NPC, or even the addition of a new PC, riding up on a darkened horse with multiple sacks hanging from the saddle. Or having a belt with a head tied to each side.
I could even imagine the warrior sent out on a quest having had to take not only his grandfathers head (or great grandfather) as well as the head of his own father whom do not get along with each other and constantly annoy the person carrying both bags as they gladly speak of why they do not like each other and wish to be moved to another belt further away.
I do not see if there is any limit to the number of heads one can carry or even create at one time. Is the magic to create these taxing so only one can be made by one person and can not make another one until the current ones magic fades? Do the heads have any other functions other than speech? Can they see? Hear? Smell? Have the ability to speak with anyone not carrying them? Cast spells perhaps but at a limited or reduced effect?
An addendum, I love Dragonlords idea of taking a dragons head and throwing it in a bag... interesting theft deterrent. Open the bag to steal whats inside and a flame shoots out of it. Silly idea but the potential for this is great. Go to Comment
There's a lot of cool stuff you could do with this one. It can of course be a necromancer's implement easily enough, or you could have it more magic generic or even make it a cultural thing. Maybe when your father dies, or whatever, you keep his head in a bag for a few weeks. You could play on the old trope of the young adventurer with an animal or spirit or fairy guide - this guy has a head in a bag!
You could have a Necromancer who boasts exceptional power because he knows how to make shrunken heads, and can fit the heads of mighty creatures like giants or dragons in a bag.
I like it a lot. I could definitely imagine using this one. Go to Comment
Short but a nice idea. I can see necromancers sitting on a horse seemingly mumbling to themselves. The name itself though is quite a mouthful both to say and remember maybe. And it's not so much about the bags as it is about the heads no? The bags just serve to hide the heads from what I gathered. Go to Comment