The Splicer Race
    
    The proliferation of gene therapy and cosmetic surgery has led to an increase in
        cheap back alley alternatives, using animal DNA to replicate the traits and features of biological augments
        once only available to the wealthy. Splicers are the result of this black market gene manipulation. Mostly
        human, but with noticeable animal features dotted around their body, Splicers come in all shapes and sizes,
        and are made hardier and healthier than their pure human counterparts. But this unregulated genetic altering
        comes with an ever-present danger, as Splicers that undergo one too many surgeries may end up as the wild
        and lycanthropic Beastmen.
    Roleplaying a Splicer:
    You are mostly human, and carry the same motivations as all of humanity; good
        food, disposable income, and a comfortable home. Your animalistic side might bleed into your
        decision-making; perhaps wolfen augments keep you eager for the next hunt, while rabbit-like features might
        make you more cautious and alert to dangers. In any case, your spliced DNA has made you tough and protective
        of your pack.
    Splicer Naming Conventions:
    
        - Splicers, being essentially human with extra bits, use human
            personal and family names, though their nicknames often stem from whatever animal parts they might have
            attached.
 
    For Example: Lucero Van Leeuwen, Bunny Koloski, Jack Pederson, Bull
        Jankowski, Elanie Fernandes, Seamus Ionescu, Wolf Kovacs, etc.
    Splicer Features:
    
        - Ability Score Increase: Your
            Constitution Score increases by 2 and a different score of your choice increases by 2.
- Age: Splicers reach adulthood at 18 and
            live well over 150 years.
- Size: Your size can be Small or
            Medium. Splicers are between 3 and 9 feet tall and vary wildly in build.
- Speed: Your base walking speed is
            30 feet.
- Traits: You can choose three traits
            from the Splicer Traits list.
Splicer Traits:
    
    
        - Sensitive Ears - You have advantage on Perception Checks made
            with hearing.
- Sensitive Eyes - You have Darkvision up to 60 feet.
- Sensitive Nose - You are immune to becoming Surprised
        
- Adorable Tail - You have advantage on Persuasion Checks
        
- Long Tail - You have advantage on Acrobatics Checks
- Sharp Teeth - Instead of your natural weapons, you can make a
            bite attack. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead
            of the bludgeoning damage normal for an unarmed strike.
- Scales - You have resistance to an elemental damage type of
            your choice.
- Tough Hide - You have resistance to non-technical slashing
            damage.
- Horns/Antlers - Immediately after you use the Dash action on
            your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. If
            you hit with them, you deal piercing damage equal to 1d6 + your strength modifier, instead of the
            bludgeoning damage normal for an unarmed strike.
 
- Gills - You can breathe underwater.
- Fins - Your swimming speed is equal to your base walking
            speed.
- Digitigrade Legs - Your base walking speed increases by 5
            feet.
- Hooves - You ignore difficult terrain when making a Dash
            action.
- Udders - Two allied creatures of your choice need to eat and
            drink half as often.
- Natural Camouflage - You have advantage on stealth
            checks
- Monkey Feet - You have a climb speed equal to your walk
            speed.
- Stoutness - You have advantage on saving throws against poison,
            and you have resistance against poison damage.
- Powerful Build - You count as one size larger when determining
            your carrying capacity and the weight you can push, drag, or lift.
- Natural Armor - When you aren't wearing armor, your AC is
            13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear
            would leave you with a lower AC. A shield's benefits apply as normal while you use your natural
            armor.
- Exotic Colours - You have advantage on Performance
            checks.
- Quills - A creature that grapples you takes 1d8 damage from the
            quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you,
            it takes damage from the quills each round at the start of your turn. 
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