Splicers

Arcane Background: Splicing
Arcane Skill: Special
Starting Power Points: 20
Starting Powers: 1
Powers List: Armor, Blast, Bolt, Boost/Lower Trait, Burst, Deflection, Elemental Manipulation, Fear, Invisibility, Puppet, Quickness, Shape Change, Speed, Stun, Telekinesis
Splicers are people who have had their genetic code re-written granting him or her super powers. The process was discovered accidentally when a team of marine biologists discovered a type of deep ocean sea slug that only lives in the oceanic trench near Bay City. The slug show remarkable regenerative powers that medical researchers hope to turn into a medicine. What they found is the stem cells of the slug could vastly alter the DNA of a human given the person powers only found in comic books. Unfortunately the materials are rare and the medical training is difficult to find making the process extremely expensive. If the cost wasn’t enough, altering one’s genetic structure sees to affect the mind of the splicer. Every time the splicer receives a new power they develop a dementia. More bad news anytime the Splicer rolls a 1 (regardless of the Wild Die) they must also make a Spirit roll. Success indicates the splicer’s dementia (if any flares up), failure means that the Splicer’s mind may be lost to insanity.
Spliced powers are considered individual skills that are not linked to any attribute. The cost for this skills is the same as if was under the value of the linked attribute. The player may also select any of the powers on the list ignoring the Rank requirement. This is also the only Arcane Background that the character may purchase additional powers. The rough cost of the alteration is Rank of Power x Maximum Number of Power Points used x $1000.
Example: Fontaine wants to but the Bolt power, it’s a Novice Rank (1) and Uses up to 6 Power Points (6). 1×6×1000= $6000 dollars to buy this power.

Splicers

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