Xenotransplants
Rote · Mage
One of the weirder Progenitor practices involves grafting pieces of Reality Deviants onto Technocratic subjects. Mad scientists of other factions (notably, but not limited to, the Society of Ether) perform such transplants too, with similar results.
Because the human body isn’t made to accommodate werewolf hearts, second heads, tentacled arms, and other weird biomods, the character may have two points’ worth of Background points for each dot in his Stamina Trait. (A Stamina of 3, for instance, could accommodate six points in xenotransplants.) If the character gets more transplants than he can “afford,” then the remaining Background points turn into persistent lethal damage that cannot heal until the excess biomods are removed.
Xenotransplants require regular maintenance; after a week without treatment, the body rejects the biomod (or vice versa), inflicting three levels of aggravated damage and probably some other problems too. Thanks to the Unbelief effect, the rejection process occurs far more quickly around the Masses… possibly within hours rather than days.
Like comprehensive biomods, xenotransplants inflict damage when they’re “installed”; in this case, however, that damage is aggravated, and requires one week per Background point, rather than one day, before the character can fully recover.
For more details about xenotransplants, including several sample Enhancements, see the Revised Edition Convention
See also 1
Abilities & Attributes
- Stamina shared/trait/attribute/stamina