Banes

An evolutionary advanced form of ghouls.

Bane

points.

Attributes:  IQ +2 [40]; ST+2 [20]
Secondary Attributes:
Advantages: Acute Taste and Smell 2 [4]; Bane Tech  [7]; Cutting-Edge Training 6 (Physician, TL 3+6) [6]; Gadgeteer (Focused, Biology, -50%) [13]; Night Vision 5 [5]; Reduced Consumption 4 (Cast Iron Stomach, -50%) [4]; Silence 1 [5] Teeth (Sharp Teeth) [1]
Disadvantages: Appearance (Unattractive) [-4]; Restricted Diet (Human Flesh; Substitution. Other Flesh -50%) [-10]; Sadism [-15]; Secret (Imprisonment or Exile) [-20].
Quirks: [-2]
Skills: Biology [1]*; Paleontology [1]*; Pharmacy (Alchemy) [1]*; Physician [1]; Physiology [1]*; Surgery [1]*; Weird Science [1]*
* 1 point in each skill paid as part of the Bane Tech weird science style. This is based on Controlled Evolution and Ontogentics from GURPS Powers: The Weird.
The Secret is not in effect in the Kingdom of Darkness but is credited at full value as it applies everywhere else.

Culture

Banes are said to have been created by necromancers who experimented on ghouls to create smarter servants. Other stories say they were created by corruptors, but no one seems to know for sure.
Over time banes created their own subculture and learned how to manipulate creatures living or dead to create new things.  Each bane rules its own manor (often a fancy cave complex) and has a number of ghouls as servants. They will sometimes elevate a ghoul to a bane as a reward for service, though this usually is really a way to get better lab assistants. They will sometimes gather to exchange ideas and show off their creations, but spend most of their time in well guarded manors which double as labs.
While most civilizations do not like ghouls, it is far worse for banes and any hint of one nearby inspires adventurers looking for fame and glory. The one place they are welcome is the Kingdom of Darkness, where they act as doctors and slave holders to the ruling classes.

Bane Magic

Banes have advanced medical knowledge and a specialized version of alchemy they use to modify tissue. They have an effective Physician/TL9 which allows them to heal 1d+1 in ten minutes with a successful First-Aid roll. It also allows them to effectively monitor and take care of up to 50 patients, allowing each to recovery HP at +1 to their roll plus two attempts per day using Physician to heal extra HP (see Medical Care pp. B424-425).
See Bane Tech for a specialized "medical" technological style.
Additionally they often learn more traditional versions of alchemy which they find appealing as they already make use of labs and rarely travel.

No comments:

Post a Comment