METABIONIC Stigmata

Metabionics, Forged/Los Forjado, Cogs

Metabionic Stylized.jpg

Image by Nicco Salonga

With the replacement of ruined organs and the implantation of powerful Metabionic devices, even those inflicted with the worst trauma can survive terrible tragedy and emerge even stronger. This is not without its costs and burdens, of course; Metabionic individuals report a recurring ache as well as strange phantom sensations and minor hallucinations. These symptoms are often attributed to the prosthetic attachment as well as the effects of a miniature Magnetic Mana battery within their body.

Choose this Stigmata if:

  • You want to play a character with robotic or cybernetic features and/or personality

  • You want a Stigmata that supports strong, tough, or technological characters

  • You want to play a magic user that combines tech with eldritch madness

  • Not all who are Forged can journey upon the path of sorcery. Indeed, only those blessed and cursed by Eldritch-Tech can become Arcanists and/or use the Etheric Arcana skill.

    Those that do, however, are dynamos of energy and strength. Many are adept at the flashier aspects of magic, such as Projection and Infusion—these individuals blast away at their assailants and at the monsters of this broken world.

  • You may gain this Stigmata during character generation and choosing the “Grafted” Background Perk. This starts you with the Metabionic Biology and one other Metabionic Trait of your choice.

    Alternatively, you may gain this Stigmata through the Metabionic Gadgeteer skill of the Tinker Discipline (see below)

    — Imbue Metabionic Stigmata: With the assistance of a Doctor using the High-Tech Medicine skill, a Tinker or Junker with the Metabionic Gadgeteer skill may permanently grant the Metabionic Stigmata upon a willing and eligible individual who has no other Imbued Stigmata. The affected person also gains 1 Metabionic Trait of the Tinker/Junker’s choice and the Metabionic Biology Trait. This also requires the expenditure of 5 Rare Components (lightning, metal and/or fire) and 30 XP from the would-be Metabionic person.

  • Below are the Core Costuming options available for a Metabionic character. Each character must have at least two of these options and they must be at least partially visible.

    — Body paint that reflects metallic/robotic skin on the brow, and around the eyes and jawline

    — Metabionic Core prosthetic: a glowing prop or a glowstick that is partially visible and is located near the base of the neck, in the front and/or back. Alternatively, on a worn collar.

    — Metabionic jawline prosthetic (covering the mouth or ears is not encouraged)

    — Shoulder props/clothing that represent a Metabionic’s bulky frame

  • The Secondary Costuming requirements for the Metabionic Stigmata are dependent on the Traits that a character has. Therefore, different Forged may feature different costuming.

    Examples:

    — Metabionic Arm requirement: A bracer or arm covering that represents your character’s arm prosthetic. It must be bumpy and feature plates or armor-like textures. A matching glove, gauntlet, or fingerless glove is also required.

    — Ocular Enhancement requirement: Face-paint that reflects scarification or stitching above and below one of your eyes. Recommended but not required: a visual prop over one’s eye resembling a patch or a lens.

    — Bracing Legs Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way.

  • Below are three types of Subtype. Each Metabionic character chooses one type to be augmented with. You may use the Unique Subtype Milestone to count as more than one type of Subtype.

    — Apex-Tech Subtype (Apex Forged; requires an Apex-Lab): The Apex-tech Subtype is characterized by a marriage of function and fashion, with the most advanced and costly technologies of the land at a Metabionic individual’s disposal. Some of these pieces resemble elegant, steam-based machinery while others are more akin to a minimalist, slim aesthetic that was believed to be more common in the last days of the World that Was. Apex-Tech Metabionics can gain Apex-Tech Traits (and Scav-Tech Traits using a Milestone)

    — Eldritch-Tech Subtype (Eldritch-Forged; requires a Scrap-Shop): Made possible by the invention of the Eldritch-Core, Metabionics of this Subtype are able to wield magical energies and become Arcanists. These parts and pieces prominently display arcane runes (whether Futhark, Kanji, Abyssal, or other) upon their surfaces. Their aesthetic can run the gamut of graceful and curved to jagged and demonic. Eldritch-Tech Forged have access to Eldritch-Tech (and Scav-Tech Traits using a Milestone).

    — Scav-Tech Subtype (Dura/Scav-Forged; requires a Scrap-Shop): This is the most common type of Metabionic Subtype, found not only amongst the Scavers and Grailguard but also in the fringe areas of the Illustrados and the Talon Conclave of the Templars. Its pieces and limbs are characterized by a jury-rigged or bulky look that emphasizes adaptability and function over form. Scav-Tech Metabionics can gain Scav-Tech Traits (and Apex-Tech or Eldritch-Tech Traits, using a Milestone).

  • Traits are a special type of Skill that is more costly than most Skills and more powerful. As opposed to being tied to a Class, Traits are tied to one’s Stigmata and cannot be gained unless one is of the correct Stigmata. Below are the ways to gain more Traits from the Metabionic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    — Background Perk: Use a Background Perk to choose the Metabionic Stigmata, you get the Metabionic Biology Trait and one Trait of your Choice at character creation

    — Experience Points: Expend 30 XP, the Craft action of a Metabionic Gadgeteer, and three Rare components (Metal, Earth, and/or Lightning) to gain a Metabionic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components represent the construction and recuperation costs.

    — Milestone: You may expend a Milestone to gain another Metabionic Trait. This has no other costs but must be Between Events, as per normal with Milestones.

  • You may choose to gain as many Metabionic Traits as you are able to, based on your Metabionic Subtype. The only other limitation is as follows: you may only have a maximum of one Leg Trait, one Core trait, two Arm Traits, and one Head Trait.

    All Subtypes: Metabionic Biology (No Slot): A Trait possessed by all Forged, this reflects the durability and the resilience of Metabionic individuals, even at the doors of death.

    Apex-Tech: Apex Forged are characterized by a marriage of function and fashion, with the most advanced and costly technologies of the Illustrados

    • Galvanized Core (Torso): This Core radiates power and electrical energy.  

    • Gizmatic Arm (Arm): Disarm devices and disrupt conjurations with this utility arm.

    • Mercurio Boosters (Leg): Escape a battle or rush into one. 

    • Ocular Enhancer (Head): This enhances a user’s aim and sight

    Eldritch-Tech: Made possible by the invention of the Eldritch-Core, Eldritch Forged are able to wield magical energies and become Arcanists.

    • Faun Leg (Leg): Your runeforged legs can grant you a flying leap

    • Runic Arm (Arm): Use your arm as a wand and extend your spells

    • Sorcerous Engine (Torso): generate an arcane field for utility

    • Witch Eye (Head): Project powerful blasts

    Scav-Tech: Scav Forged (aka Dura Forged) are the most common and most resilient type of Metabionic Subtype.

    • Adamantine Arm (Arm): This appendage has been reinforced and augmented

    • Bracing Legs (Leg):These legs are enhanced for stability and balance.

    • Bulky Frame (Torso): Sub-dermal plating grants additional durability.

    • Redundant Systems (No Slot): Reinforces and fortifies internal systems


Metabionic Trait DESCRIPTION: 

Metabionic Biology

A Trait possessed by all Forged, this reflects the durability and the resilience of Metabionic individuals, even at the doors of death.

Special Note: This Trait is a requirement for all who undergo Metabionic Conversion.

  • Subtype: Any

  • Body Location: None

  • Effect 1: Metabionic Corpse -- You may be revived even while you have more than 5 Grave Scars. At 5 Grave Scars, future Revivals from the dead inflict debilitating “Soul Scars”. Furthermore, at 0 to 4 Grave Scars and with an intact head and torso with at least 1 limb, you can do as below:

    • After being dead for at least 10 minutes, go to Game Staff/Logistics. Your character’s Metabionic corpse is considered to have robotically shambled off to a nearby place they remember as a “sanctuary”. After processing the Grave Scar, the corpse can shamble toward the sanctuary and then stand inert until a Greater Revive is used on them.

  • Effect 2: Metabionic Body (-Focus) - Expend 1 Focus to negate a Pain Strike (or Wound) or Mangle Strike (or Wound) invoking “Forged, negate” as a defense. Furthermore a “Repair Weapon” effect cure Mangle (Strike, Wound, Blight) from a limb with Metabionic props/prosthetics.

  • Effect 3 and Drawback: Your Metabionic Core has a mixed effect depending on your type of Subtype. 

  • Mini Generator: You can generate a Magna Field for the rest of the Event after 5+ minutes of minor repairs or a Basic Disarm/Weapon Repair effect on your person. This inflicts Magna-Field Sickness and must be signed off by a Staff member.

    • This costs 5 Minor CMP (Astral/Lightning/Fire) or you can allow Magna Field Sickness to occupy 2 ATN.

    Drawback: Many Apex-Tech functions require a Magna-field, which inflicts Magna-field Sickness and prevents the use of the Iron Defiance skill and any Sense skills (e.g. Perception).

  • Fiery Arcana: However, you are able to learn the Etheric Arcana skill and thereby cast spells. This allows you to choose the Arcanist class or Multiclass into it using the normal methods.

    • You may change the damage of your spells and your melee/ranged Smite attacks with in-game metal or mostly metal weapons to Flame.

    Drawback: You have the Abyssal Tether Disease from the whispers of your core. This is Incurable, taking up 1 ATN slot every Event.

    • It also renders you unable to negate/cure Frenzy effects from yourself. They may be Cured from you by others.

  • Patchwork Repair: Whenever Quick Patch or Repair Weapon is used on your person, you regain 1 HP as an Aftereffect to it.

    Drawback: Because of your patchwork make and inefficient core, you are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances -- this prevents you from using those effects yourself.

  • This is an Affliction caused by continued exposure to a Magnetic Mana field, causing minor hallucinations and dizziness. If the source of the Magna-field is removed, the afflicted easily recovers after one month.

    Effect: You are unable to use Sense-type Skills (e.g. Keen Perception) and the Iron Defiance skill.


Adamantine Arm

This appendage has been reinforced and augmented not only to restore functionality but provide durability. 

Subtype: Scav-Tech

Body Location: Arm (maximum 2)

  • Effect 1: You gain the Strength skill, but you must use this arm when using that skill. This skill allows for dragging allies out of danger and similar feats of single-handedly physical prowess. Furthermore, whenever you use Focused Strength, you can opt to gain Resolve 3” as an Aftereffect.

  • Effect 2: You may use the Parry or Block defense. Furthermore, you may augment “Block” and invoke it as “Adamantine Block” so that you can use it without wielding a shield -- take note that attacks on your arm still count as hitting you.

  • Drawback: You are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances.

  • Prop Requirement: A bracer or arm covering that represents your character’s arm prosthetic. It must be bumpy and feature plates or armor-like textures. A matching glove, gauntlet, or fingerless glove is also required. 


Bracing Legs

These replacement legs are enhanced with plating and heel spurs for stability and balance.

  • Subtype: Scav-Tech

  • Body Location: Leg (maximum 1)

  • Effect 1: You gain the Battle Bracing skill, allowing you to augment a defense so that it grants “Resolve 1” as an Aftereffect.

  • Effect 2: When affected by a Pull, a Knockback or a Snare, you may invoke “Brace” as a defense to negate the effect upon your person. Activating this requires that you self-inflict 2 points of damage.

    • If you have Resolve, you can use “Brace” to cure the effect instead after 5 seconds or 5 steps without Self-inflicting damage.

  • Drawback: You are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances. 

  • Prop Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way. 


Bulky Frame

This Trait adds bulk and heft to a Metabionic with sub-dermal plating and other mechanical measures to grant them additional durability.

Subtype Scav-Tech

Body Location: Torso (maximum 1)

  • Effect 1: You gain the Armor Expertise skill, allowing you to get the most out of wearing armor. 

  • Effect 2: Additionally, you gain 1 extra Aegis point while wearing any type of Armor. If you are wearing no Armor, resting removes all Aegis from you and grants you 1 Aegis point as though you were wearing basic Body Armor.

  • Drawback: You are considered to be wearing Heavy Armor for the purposes of the Dodge defense, Stealth effects, Escape effects, and similar circumstances. 

  • Prop Requirements: A bulky vest or shirt that represents subdermal or integrated armor-plates into your torso. Bulk on your shoulders is recommended but not required. This armor prop does not count for the purposes of the armor requirements for wearing armor.


FAUN Leg

Your runeforged leg can grant you a flying leap above the spears and claws of your foes.

Subtype: Eldritch-tech

Effect 1: You gain the Armored Dodge skill and can use the Dodge defense, even if you don’t have a skill that grants it to you.

Effect 2: While you are not wearing Heavy or UltraHeavy armor or performing the Carry skill, you may expend 1 Focus to perform a “Flying Leap” for 5 Flying counts or 5 seconds (whichever comes first). This is described further in the Modal effects section but its movement must be in a straight line. This renders you immune to melee attacks, though ranged attacks remain viable against you.

Effect 3: You can end “Flying” early by invoking “Diving Dodge” to gain the effects of a Dodge against an attack. Alternatively, you may invoke “Safe Landing, Resolve 5” to end Flying early or when you finish the count -- you gain “Resolve 5” instead.

Drawback: You are considered to be wearing Body Armor for the purposes of the Dodge defense, Conceal effects, Escape effects, and similar circumstances.

Prop Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way. Encouraged but not required are runes on pant legs/boots.


Galvanized Core

This Metabionic Core allows for the greater generation of magnetic-mana for defense, utility, and offense. 

  • Subtype: Apex-Tech

  • Body Location: Torso (maximum 1)

  • Effect 1: You gain the Resist Magna-Storm skill, reflecting your resistance to electric attacks.

  • Effect 2: While generating a Magna Field, you lend its charge to your melee/ranged Smite attacks, your Death Blows, and your spells to inflict Lightning-type damage. The weapon used (if any) must be in-game metallic.

    • The damage of these attacks are also increased by +1, Lightning or otherwise.

  • Effect 3: While generating a Magna-field, invoke “Backlash; Master, 7 Lightning” as a Reaction to inflict that effect unto someone who completes their Scavenge or melee Death Blow count upon you. If this brings them to 0 HP, their action is negated. You may perform this action even while Downed or Critical. “Superior Disarm” will render this function unusable for 1 minute.

  • Prop Requirements: In addition to the normal Torso prop requirements, you will need a glowing item that lights up your neck or beneath your shirt (your choice of front and/or back). We highly discourage using items made of glass or any other combat hazardous material.  This light tends to be light blue, light green, or a similarly hued color, but this is not a requirement.


Gizmatic Arm

This is outfitted with fine manipulation devices that lend its user a great degree of technical ability and utility.

  • Subtype: Apex-Tech

  • Body Location: Arm (maximum 2)

  • Effect 1: You gain the Disarm Device skill, allowing you to Disarm Basic Traps and Locks. 

  • Effect 2: While you generate a Magna-field, this arm’s functionality is improved. With a Conc-30, Disarm Device can be used to invoke “Greater Disarm” against Advanced Locks, Traps, and similar items or invoke “Disrupt Conjurations” when faced with a Conjuration/Ether Matrix. 

  • Effect 3: While you generate a Magna-field, you can jolt a dying person back to life -- after First Aid-3, you can spend 1 Focus and invoke “Jolt” to imbue an ally with a “Painful Revive”. You may not use this on yourself.

  • Prop requirement: A bracer and/or arm covering that represents your character’s arm prosthetic. It must prominently display a light blue, light green, or similar light. A matching glove, gauntlet, or fingerless glove is also required. 


Mercurio Boosters

These allow for some speed, whether it is for escaping a battle or rushing into one. 

  • Subtype: Apex-Tech

  • Body Location: Leg (maximum 1)

  • Effect 1: You gain Flee the Scene, allowing you elude your enemies and leave a battle.

  • Effect 2:  While you are under the effects of a Magna-Field, you are able to augment and invoke Pursuit and Escape skills, prefixing them with “Boosted”. This has the benefit of allowing you to use those effects even if you are wearing Heavy or Ultraheavy armor.

  • Effect 3: While you are under the effects of Magna-field, you can use your momentum to strike hard. When you use Armored Rush or are affected by a Pull effect, your next melee attack within the next 10 seconds of ending the effect inflicts a “Piercing, Knockback”. If you are wielding a Shield in your other hand or using a heavy weapon for this attack, you may choose to inflict the damage of your “Smite” or “Piercing 3 damage”.

  • Prop Requirement: Coverings over your legs that make them appear bulky. These can be placed beneath pant legs, so long as the bulk is visible. Only one leg is required to be adjusted in this way. Also required are bulky coverings, armor, plating that cover the shoulder or the upper back torso. 


Ocular Enhancer

This enhances a user’s aim and sight, with the most advanced tech of the current age.

Subtype: Apex-Tech

Body Location: Head (maximum 1)

Effect 1: You gain the Iron Concentration skill, allowing you to Concentrate or aim through damage, although it still injures you.

Effect 2: While you generate a Magna-field, when you can augment your Sense skills and Defiance with “Forged”. This allows you to use them despite the effects of Magna-field sickness.

Prop Requirement: Face-paint that reflects scarification or stitching above and below one of your eyes. Recommended but not required: a visual prop over one’s eye resembling a patch or a lens. 


Redundant Systems

This Trait reinforces the internal systems of an individual for durability and endurance, even adding redundant vital organs.

Subtype: Scav-Tech

Body Location: Torso (maximum 1)

Effect 1: You gain the Grim Recovery skill, which allows you to shake off wounds and similar hindrances.

Effect 2: Your maximum HP is increased by +2. This may not allow you to exceed 10 HP.

Drawback: You are not able to gain any benefit from Elixir effects, from Brew Tonics or from the Brewer Discipline’s Soothing Meal skill (and its upgrades). You are unable to taste subtle flavors. 


Runic Arm

This Trait allows a Forged Arcanist to use their arm as a wand and extend their spells beyond their physical reach.

  • Subtype Eldritch-Tech

  • Body Location: Arm (maximum 2)

  • Effect 1: This limb counts as a Basic Rune Wand when its hand is empty and its not strapped to a shield.

    • A skilled crafter may also expend CMP and Craft-Ritual actions to adapt it as an Advanced Rune Wand with 1 Augment — it may not be used to strike anyone. This costs the same amount and has the same duration as normal.

  • Effect 2: If you have the Sorcerous Engine trait or you are affected by any Adept attunement, you may augment a Melee or Touch based Spell, turning it into a Ranged spell via spell-packet. Preface the name of the spell as “Extended” -- this only affects the delivery portion of the spell.

  • Prop requirement: A bracer or arm covering that represents your character’s arm prosthetic. It must  prominently display Arcane Runes or writing. A matching glove, gauntlet, or fingerless glove is also required.


Sorcerous Engine

This Metabionic Core generates an arcane field, regardless of their magical talent (or lack thereof). 

  • Subtype: Eldritch-Tech

  • Body Location: Torso (maximum 1) 

  • Effect 1: You gain your choice of the Obfuscation Adept, Infusion Adept, or Projection Adept skill. This has little utility unless you are an Arcanist. This Trait renders a person vulnerable to Eldritch Corruption.

  • Effect 2: While you are attuned to any Etheric Sphere, invoke “Backlash; Master, 7 Flame” as a Reaction to inflict that effect unto someone who completes their Scavenge or melee Death Blow count upon you. If this brings them to 0 HP, their action is negated. You may perform this action even while Downed or Critical. “Superior Disarm” will render this function unusable for 1 minute.

  • Effect 3: The damage of your spells and Smites with in-game metal weapons are increased by +1, adhering to the damage cap.

  • Prop Requirements: In addition to the normal Torso prop requirements, you will need a glowing item that lights up your neck or beneath your shirt (your choice of front and/or back). This item may not be made of glass or any other combat hazardous material. This light tends to be red, purple, or a similarly hued color, but this is not a requirement.


Witch Eye

This Trait allows an individual to project powerful blasts from their eye.

Subtype: Eldritch-Tech

Body Location: Head (maximum 1)

Effect 1: You gain the Project Agony or the Obfuscate Senses spell, allowing you to inflict pain or other hindrances upon others. You are able to use them even if you do not have the Prerequisite Skills for them. This Trait renders a person vulnerable to Eldritch Corruption.

Effect 2: If you have the Sorcerous Engine trait or any Adept ATN, you are able to empower these spells. You may augment and prefix either spell with “Ruinous” which fills the attack with unstable sorcery. Also, it gains the option to inflict “3 Flame” and the Aftereffect below.

Effect 3: After using a “Ruinous” spell or a Smite that inflicts a Control effect, you may opt to suffer a “Pain 10” to inflict the following Aftereffect:

  • Blast: Invoke “Blast” to inflict the same effect or “3 Flame” on any target via melee or packet/foam dart. Bonuses to spell damage improves the Corrosive attack. This Pain overlaps with the Diabolist’s Torment/Rapture.

Prop Requirement: Face-paint that reflects scarification or stitching above and below one of your eyes. Recommended but not required: contact lenses that are of a red or purple hue that represent the artificial, eldritch eye implant.