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Transvolution

 

 

 

 


Long has science tampered with life, but none so directly and forcefully as the study of Transvolution. Where other domains seek to create mockeries of life, or alter it surgically, Transvolution re-imagines life by unifying two creatures into one image.

Transvolutionists generally use detailed anatomical charts, syringes, and secure bindings while practicing their studies. Most Transvolutionists also use self-designed machines to restructure their subjects. Any specialized equipment like this is treated as a masterwork item and provides a +2 circumstance bonus on the handle animal check to determine a hybrid’s survival. The Trieuson listings is a famed magical document, containing detailed anatomical records of every creature yet discovered.
Key skill: Change Shape

TRNV 101: Intro into Transvolution
Grade: Baccalaureate
Prerequisites: None
Preparation Time: 1 hour
Target: Two creatures

This principle can fuse two creatures of the same type, (hereby referred to as the donors) into a single new creature (hereby referred to as the hybrid). Each unwilling target can make a Fort save against a DC of your Control Shape Check. When you begin preparation, choose a mutability DC. The mutability DC represents how drastically the creature will mutate, and how dangerous the procedure is. A lower mutability DC results in the hybrid being an average of its parts, and missing most of the traits not owned by both parents. A high mutability DC makes the hybrid much more colorful, taking individual traits from either donor.

To determine whether the hybrid creature lives through the process, make a Control Shape check against 10 + the mutability DC + the difference between the donor creature’s size numbers (fine1, diminutive2, tiny3, small4, medium5, large6, huge7, garganuan8, colossal9). Success indicates survival, failure indicates death.

To determine each trait, make an unmodified roll against the mutability DC. If the die rolls higher than the DC, the hybrid’s trait is averaged between the two donor creatures. If the die rolls lower, the hybrid’s trait is a random number between the donor’s scores. Modify each donor creature to medium size, and make size adjustments after all traits are decided.
Go through this process for size, HD, speed (in 5ft intevervals), natural armor, BaB, each ability separately, good/evil alignment (Good1/UsuallyGood2/Neutral3/UsuallyEvil4/Evil5), and law/chaos (Lawful1/UsuallyLawfull2/Neutral3/UsuallyChaotic4/Chaotic5) alignment.

Next list all features of either parent in columns. Only mechanical features such as low light vision, swim speeds, and spell like abilities are required, but a lot of flavor can be created by randomizing traits such as the texture of the creatures skin, what their limbs are shaped like, or any other noteable differences between the donors. In more intelligent creatures it may become important to list the donor's memories and personalities as well. Features include all information about the donor creatures not included in the above statistics. Individual components of their physical descriptions (grey fur) and abilities (blindsight 60 ft) are all features. If the donors have contradicting features, such as a different number of limbs, different memories in intelligent creatures, or a different shape altogether, the features should be written side by side. If the feature describes a feature both donors have (such as limbs, memories, and shape), and it wouldn’t make sense to have neither feature, it probably belongs in this category. Mark which feature is simpler of the two. For instance patterned fur versus plain fur would result in plain fur, six eyes versus two eyes would result in two eyes (DMs discretion if he feels like going through all of this). If neither seems simpler, mark randomly. If the features have no incompatibilities, such as a spell like ability owned by only one donor, it should be left with a blank space next to it.

Make an unmodified roll against the mutability DC for each row of the table. When deciding which feature is kept from a pair, if the roll is above the mutability DC, choose the feature that is marked as simpler. Conversely, choose the more complicated feature if the roll is below the mutability DC.
When rolling for a lone feature, if the roll is above the mutability DC the feature is removed. If the roll is below the mutability DC, the feature remains with the hybrid.

Since I’m sure that sounds hellishly complicated, you can also use my spreadsheet here

TRNV 143: Odious Unifications [Specialist]
Grade: Baccalaureate
Prerequisites: Control Shape 4 ranks
Preparation Time: 1 hour
Target: Two creatures, or two bodies of solid material of no more than 8 cubic ft. and weighing no more than 5,000 lb

This principle works like TRNV 101, but your Transvolution is much more flexible. Donors do not need to be the same type, so long as they are within the same group out of the following.

Humanoid, Monstrous Humanoid, Giant.
Animal, Magical Beast, Vermin.

Hybrids do not use types like normal creatures, instead type determined traits such as hit die are generated randomly. Of the donor's types, one is randomly determined to be the hybrids type, and the second is it's augmented subtype.

In addition, after this principle is learned, you can choose one creature type per 4 ranks in Control Shape. These types can always be hybridized, regardless of the other donor's type.

After this principle is learned, you get a +4 to hybrid's survival checks.


TRNV 231: Equivalent Allocation
Grade: Magisterial
Prerequisites: TRNV 101, Control Shape 8 ranks
Preparation Time: 1 hour
Target: Two creatures

This principle works like TRNV 101, or like TRNV 143 if you have learned it, but you can raise the survival DC by any positive number before rolling for survival. The hybrid gains a number of shift points equal to the amount the survival DC is raised. If the hybrid survives, at the end of the hybrid’s generation you can expend one shift point to subtract one point from one ability to add one point to another ability.

In addition, after this principle is learned, all TRNV priciples can target two bodies of uniform material to hybridize them, much the same way you would a creature with these exceptions.

If the hybrid material would fail their survival check, the materials appear burned, twisted, and crumbly. This new material, often called ash, has no hardness, 1 hit point per inch of thickness, no melting point, floats on any liquid, and emits a thin but unpleasant smell.

When rolling for the hybrids stats, make a row for the materials hardness, hit points per inch of thickness, weight (if known), buoyancy, flammability, and any special traits. The hybrid is always 8 cubic ft, so material is always lost in this fusion.

TRNV 280: Precise Vicissitude [Specialist]
Grade: Magisterial
Prerequisites: TRNV 101, Control Shape 8 ranks
Preparation Time: 1 hour
Target: Two creatures or objects

This principle works like TRNV 231, but before features are generated you can expend three shift points to choose which feature is inherited, or whether a feature is inherited or not, for a single row.

In addition, after this principle is learned, all TRNV priciples can target two objects or weapons to hybridize them, much the same way you would a creature with these exceptions.

If the hybrid object or weapon would fail their survival check, the materials appear burned, twisted, and crumbly. This new material, often called ash, has no hardness, 1 hit point per inch of thickness, no melting point, floats on any liquid, and emits a thin but unpleasant smell.

When rolling for the hybrids stats, make a row for the materials hardness, hit points per inch of thickness, weight (if known), buoyancy, flammability, and any special traits. Objects usually mix features, such as a hat and a lantern becoming a functional hat made of lantern, or a non-functional latern, made of hat. When generating weapon hybrids, roll for its type (simple, martial exotic), size, minimum damage, maximum damage, range increment, critical multiplier, weight, and damage type, as well as any special features. The weapon can have any number of damage dice, of any size, so long as the weapon stays equal to or below its maximum and minimum damage.

TRNV 349: Unbalanced Appropriation
Grade: Doctorate
Prerequisites: Any three TRNV principles, Control Shape 15 ranks
Preparation Time: 1 hour
Target: Two creatures

This principle works like the highest level of TRNV 101, TRNV 231, or TRNV 280 that you have learned, but if the hybrid survives, at the end of the hybrid’s generation you can expend two shift points to add one point to any ability. This principle cannot be used if it was used to create either of the donors. In addition, after this principle is learned, all TRNV principles can be used on shapechangers.

In addition, after this principle is learned, when creating a hybrid with any principle, you can choose to make multiple hybrids instead of one. Each hybrid is generated separately (making the spreadsheet I made even more useful). Each hybrid's survival DC is multiplied by the number of hybrids being made from that preparation.

TRNV 399: Unhindered Transmorphosis [Specialist]
Grade: Doctorate
Prerequisites: Any three TRNV principles, Control Shape 15 ranks
Preparation Time: 1 hour
Target: Two creatures

This principle works like the highest level of TRNV 101, TRNV 231, TRNV 280, or TRNV 349 that you have learned, but has several dramatic differences. With TRNV 399 you can sculpt a creature in whatever image you choose. This acts as if a single donor creature is being fused with any creature (at DM’s discretion) without its presence being required. During this procedure you can choose which traits will be affected, and which will remain stable from the present donor to the hybrid. Any mechanical changes between the host and the hybrid can be refluffed however you like, and non-mechanical changes can be added freely. The survival DC when using this principle is raised by two times the non-present creature's HD.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Discoveries:

 

 

Common Ancestry: Similar morphology? Interesting. You've successfully found gene markers that would denote a common ancestry between all organic life across the cosmos. This Discovery allows you to ignore type restrictions when choosing donors, so long as neither donor is undead or construct.

Inorganic Transvolution: Although inorganic and undead creatures transevolve very differently than living organisms, it is possible to find a perfect balance of animate and inanimate material to create a living hybrid. This allows you to hybridize Construct and Undead creatures with any other types.

Prestructured Genus: Certain traits seem to be common among a huge variety of creatures. You have located the most basic building block of any creatures form, giving you greater control over hybrid creation. When you create a hybrid, you can choose which of its donor's types it inherits, and can choose whether or not to include the second type as an augmented subtype. You may also choose to take all traits from the type normally, instead of generating them randomly.

Geneticular Chunking: Certain traits seem to be connected, and with great care, groups of related traits can be worked upon together, without severing the thread that binds them. You may choose whether or not to carry a template over from a donor onto the hybrid, and at your choice, the hybrid can use the template normally instead of just including its traits in random generation.

Molded Form: With increasing knowledge of creature's internal workings, you can tweak the hybrid's body and mind, just as it's beginning to form. When creating a hybrid you can subtract a number of points from any of the hybrid's ability scores equal to 1/5th your Control Shape check. You can add the same number of points to any of the hybrid's ability scores.

Empowered Form: By adding a little extra push during hybridization, your ensure that your creations are always more than the sum of their parts. When creating a hybrid you can add up to 1/10th your Control Shape check in points to any of the hybrids ability scores. These bonuses never carry over during hybridization. Instead the creature's unmodified scores are used.

Stabilized Form: You've become adept at isolating key areas of a creatures form, granting you increased control over the hybrid's form. When creating a hybrid you can choose a number of traits or features up to 1/15th your Control Shape check. You may decide whether these features are carried over to the hybrid.

Gentle Fusion: Combining two living creatures is an incredibly dangerous process. By locating key problem areas and avoiding conflicting growths, your procedures have a greater survival rate. When creating a hybrid, you may make one reroll to determine whether or not the hybrid survives.

 

 

 

 

 

 

 

 

 

 

Theories:

 

 

Theory of Divine Enervation: When creating a hybrid, you may supply it with faith, as you would a platinum transformer. If the hybrid receives the equivalent of 20 x the creature's HD ebbs in faith, you may choose to give it the all the traits of an Abomination.

Theory of Compatible Forms: By deactivating parts of a donor's form, you can keep them stable and intact in the hybrid. Any hybrid you make after this theory is learned can change one of its features or traits to the feature or trait that would have been granted by the opposite donor as a full round action, or when triggered by a heuretical circuit, if the hybrid is a creature. If they hybrid is a material or object, a trait can be changed by making a full round action and touching the object, or a circuit connected to the object, and making a Control Shape check higher than the initial check.

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