
This is an extension of features for the sorcerer class. This is meant represent somebody who adopts magic power through through genetic engineering, black alchemy, or blood magic.
If you feel that this doesn’t work well within your campaign you dont need to use it however Thune campaigns are high action and high impact so please try it out first before you reject it

Level 5 Ability: Adaptive Training
While slowly developing and mastering your the powers of your blood you hold onto an develop your initial training please choose the folowing advantedges
- Select one other arcan spell casting class you now that spell list to yours you aditionaly get a number of extra bonus levels in that class equal 1/2 your sorcerer levels.
- However if you choose to be a quantum engineer and a black dragon sorcerer you may receive highly integrated training this will let you have 3/4 your bonus levels as as a quantum engineer. You may not be able to take a booster class though.
Level 7 Ability: Blood Cutlass Mastery

Tultoomeph describes many infectious monsters as being sword collectors those who love collecting magical genetics and loarding their powers over other people.
Black Beard describes what what he sought out as the blood cutlass that he could be a fencing master with. In other words black beard sought to master the magical might and deadly skill of his genetics and always sought after those who would seek “the blood cutlass” like those seeking real weapons and those seeking to master the weapon of magical monster genetics.
Your pseudo humanoid vision of what what you could do with magical power gives you a cunning ferocity most innately born magical predators will never have.
You gain the folowing benefits.
- Insideous brilliance: You have studied the creature of whose genetics you now embrace far better than any hunter of that creature. Whenever you dealing with a being. You gain the folowing benefits:
- You gain knowledge History, Arcana, And religion and can use these skills to make a DC 14 knowledge check to learn about a class or sub class a knowledge 16 to know of a group or agency within that group and a DC 18 to know about weapons or spells used by creatures in that group
- All knowledge checks you make regarding your donor creature her kin or her kids natural enemies is always done as if you had reliable talent ability.

- You know what weapons and spells work well against your donor creature as well as the typical struggles and hazards hinder hunters of that creature the most at every other level including this one you may select two spells or one feat that would make you a great “hunter of hunters” also known as an interceptor
- You know what adventuring classes also fight well against your donor creatures hunters and any social exchanges with members of those classes or kin to your host creature is done with an advantedge
- Socialy you may elect to become accepted as a member of your donor creatures species assuming they have a chaotic alignment. If this is the case humanoids who learn of your nature may become unfriendly or even afraid while your donor creature and their allies will have an initial attitude of friendly as long as you remain unnoticed to them.
Level 11 Ability: Transmorgrification

Weather this is triggered by either a massive amount blood magic within your brain or long term systemic gene therapies their comes a moment where your nervous, circulatory and many other organ systems rewrite themselves to accommodate magi chemical and electrical energys that could either turns lead into gold or melt it into a puddle. You gain the folowing benefits:
- Arcane Brain: you can predict what your donor creature and their kin will most likely wish to do with up to 95% acuracy and as such you can use your spells in super tactical effective ways select 4 of your known spells and permenantly change them with metamagic feats in a way to match you interception play style. After you do you seem more alien to humanoid races. Persuasion is now done with disadvantedge and intimidation is done at an advantedge

- Arcane heart: Your hormones and genetics markers and smells and other traits mimic your donor creatures . Your type now changes to that of your donor creature and your alignment takes one step towards theirs. You require nutrition similar to theirs and you suffer diseases and magical afflictions like they do. However you consider your creature a humanoid for all spells and other affects.
- Arcane Bone: all the blood you make and and your general physical structure tends to resemble those of your donors. Chaotic aligned beings now by default regard you as a member of that species and your able to engage in about 75% of the activities your donor species is assuming that your both generaly humanoid im some way.

- Arcane Flesh: Your muscular reproductive, digestive, extratory, and lymphatic systems mimics the arcane behaviors and structure of your donor creature. You impact the environment in ways similar to your donor creature. You smell and create pheromones like they do and if you wish a member of of the donor creatures population can accompany as a gurdian and assistant when you perform missions that benifit your donors population. Otherwise you can call upon a favor from that donor creature once a weak.
Level 13 Ability: Category One Protocals

Category one protocols are the very first things a humanoid needs to do once they divorce their parent species to become a new member of an endangered pivot species, ( typicaly an apex predator known for eating and consuming hazardous pests to humanity and the planet)
- Protocal A: Burry the secret: you gain acess to the altered spell along with proficiency in disguise kits and the actor feat. As far as any lawful creature is concerned you never left your parrent species.
- Protocal B: Sustain the Network: All members of your donor species if chaotic know who you are and they can speak to you in their own unique dialects of theives cant. Their noss3s and eyes are also very well trained to notice allied interceptor. Private clubs and special happy hour bargain times are set up for them. Moreover agencies of interceptors for endangered predators will often grant these individuals to royal courts. You always know where and when to to buy any good or service from your donor species be it information, magic weapons, assassination contracts or anything else.
- Protocal C: Expand and Conquer. Your donor species and agency are considerd to be opposed to sacred natural order and while lawfull evil being may hunt you down lawful neutral will try strip you of of recourses legacy while so called lawful good agencies ignore you at best and try to very subtly manipulate you at worse. To compensate for this you have created an integrated network that links alien beings with teams of elite agents. There are imperatives to manage these forces

- Imperitive 1: Nuetralize the hostiles: You very existence is a crime according to certain lawful beings so you are always ready with more overwhelming force and firepower then your enemy. Any allied members of your donor species working with you may have class levels equal to your proficiency modifyer. Aditionaly humanoid friends you work with may have a number of bonus levels as the type of sorcerer you are and all you can instantly recognize eachother by seeing the invisible color in eachothers pupils
- Imperative 2: Secure Compromised Areas: while lawful good beings will claim to feel bad for the overwhelming magical threats you face and have been harmed by they will still insist that genetic engineering isn’t the awnser to your problems and that while the problems are bad information regarding these events would caus chaos if shared out in the open. Meanwhile lawfull neutral creatures couldn’t care if your country lives or dies. While lawful evil beings are the ones killing everyone for their own socpathic reasons. Thus to deal with those conflicts with one of three gifts of power.

- Merchants Square: All chaotic evil beings have the option of rebirthing themselves as Black Cards. Beings that aknowledge the cruelty and wonton destructivness of the world , but who elect to put away much their wild destructive behaivor to work for an arms dealer known only as the Hooded Merchant. Black Cards can pursue wealth, fame, glory freedom, and Survival. All chaotic evil entities in Thune have a 60% chance of beeing black cards and they can offer almost any good or service to customers in the jolly nightmare. Any chaotic customer can dream up a door to the square with only ten minutes of meditation.
- Wild Eyes: all chaotic beings the Merchants Square within the network can become fantastic a predicting behaivor of other creatures. They get incite and deception as skill they have expertise in. The incite to know how a creature will most likely react to behaivor for you is 8 plus half the creatures chalenge ratting. If the being is lawful reduce the DC by two if the creature is naturaly fearfull of what is different or weird reduce the DC by two. If the creature naturaly forms up a status quo of normal behaivor for its population reduce the DC by two. If you suceed in an incite check against the creature you instantly can guess what to say to befriend the creature put it at ease. You can move a lawful creatures alignment one step closer to friendly as long as you make a deception check DC 8 +the creatures class levels + 1/2 the creatures CR. Reduce the this DC by one for every time you agree with them on a standard they value.
- Always Welcom Tavern. This is a network of bars all over thune and other places that feature many free services for chaoticly aligned guests these include
- A list of 26 world ending tyrants and agencies known as the black list. All manner of thievery, and sabotage is permissible to somebody on the black list. And anything you steal from one of them can be fenced in their basement auction house and any cash you take from one of them can get laundered out through a network of book shops
- The lowest depths of a the tavern feature a network of portals called rabbit holes these can take you to any other tavern or into enemy territory esentialy letting you cast teleportation circle twice a day for free.
- The upstairs book store features a wide array of young kids books that when read in certain light reveal magic spells, maps, banned content, and schematics to various weapons. Each book is of coarse sold at cost + 20% maintenence l.
- The attic features a hospice area where adventures can get acess to a list of services such as medical treatment, weapons training, the latest info of everything hapoening in the world, spell training and access to food and rest for free.
Level 15 Ability: Holometabolis: The residual. Remainder of you which is not typicaly coded to be like your donor species goes into into magi genetic shock as elements of it ar hunted full of magical power thatey cant controll until the point the shrivel up and become bits of black dust in your blood or they bend and become wild marks. After this a few things happen to you.
- Your body goes into a hibernation sleep as all your black gets filtered out of your body to be replaced by wild marks typicaly called witch spots by others
- Your memories of a much more humanoid existence seem very alien and you impersonating a humanoid being is now done with a disadvantedge but you can impersonate a mysterious stranger at an advantedge.
- You develop wild runes on different parts of your body where your last human elements used to live
- Creatures who love magic gifts and creatures want to fight to defend you while arcanophobic beings are terified of you
For this level just select a number of rune marks on your body and their trade offs that appeal to you.
- Rune of Repreive: Once a weak you can use heroes feast ast the spell.
- You now consume as one of your main foods the emotions of others when an intences emotion is experienced you gain 1d4 hitpoints and have considered to have eaten for the day. A well told story among friends perform check DC 8 + the number of guests can feed you for the day.
- Rune of Wonder: Once a weak you canesires conjure and object out of your bodies energy. This object can be worth up to 3000 gold and is the humanoid desires strongly. If they take the object they start to develop into a sorcerer like you as their next level becomes a sorcerer level.

- Rune of Walk Ways: You know how to link any door way as a magic portal to any other door way and in between doors you can have a magnificent mansion of your own design. This esentialy alows you to teleport from any part of any building to any part of any other building twice per day and use the magnificent mansion spell once per day
- From now on you need people to help stay and live and be happy in your magnificent mansion space for atleast 4 hours a day. When they do this for 12 times your mansion grows an extra room per person and each time they do your stomache and other organs thrive happily. After 12 stays in your mansion they can have a telepathic bond with you, they feel naturaly charmed by you and they take on one specific sorcerer level of your variety.
- Rune of Whispers: You automaticaly hear and read all the most private thoughts of those who seek to harm you you hear all the deepest desires of those who are fascinated by you, and all the deepest fears of those who shun you. You collect one big secret a day that allows you to regard your next persuasion, deception, or intimidation check a natural twenty on the dice.
- Speaking to you for more then 5 minutes allows you to see what kind of secret you might get and speaking to you for 10 minutes alows you to read surface thoughts as if you had the spell detect thoughts
- Rune of Wishes. Once per year you can grant another creature who isn’t you as many as three wishes. After each wish is granted human elements of their soul are eaten up feeding you for a month and aiding you in hormone production. After their third wish is used up they lose 4d6 class levels and gain 2d4 sorcerer levels as your variety of sorcerer their body momentarily becomes and energy that your body can absorb and reshape in this process. After your client is absorbed and expressed outward of you you now permanently gain one new spell slot of a level equal to half the client’s list class levels you can wear as a pearl of power on your wrist.
- You can also try to kill people with wishes by getting them to ask for something from you getting them to ask you for a wish and then reinterpreting it in a destructive way. If somebody asks you for a wish it takes a will save DC 18 to deny them unless you already have a client

- Rune of Whisperd Places: You can create demiplanes out of things that depict locations these can be books maps paintings or anything else. Your demiplane reveals the land mostly as depicted which can be the size of a small country and even link to other planes. Esentialy you get the plane shift and demiplane powers twice a week.
- If the demiplane is something you worked to desighn yourself and not just made out of another’s story then you hold sway over it and for each week somebody stays inside they trade one of their class levels for one of your sorcerer levels or they true polymorph into a type of creature of a similar CR to their original nature and become permenantly charmed by you. Failing to do this once a year will leave you feeling hungry the next year and mess with your hormone production and scatter your thoughts off and on.
- Rune of Intent: You can also write out contracts and agreements that compell both parties to do certain things. When both parties sign a contract they each subject themselves to the geas spell to fulfill the contract. If a party elects to completly default on a contract you can true polymorph them into a servant for you with a CR no less than your proficiency modifier.

- Rune of Remembrance: Any hostile foe who sees you only remembers things about you they deem very probable and wild stories about your magic abilities are treated with a great deal of increduality.
- Rune of the Wild: You can use the true polymorph spell whenever your in forest or unpopulated area. The creature you become must have a CR equal to half your class levels. Aditionaly anybody you take with you into these areas can also do the same but when remaing in that form causes you to think and feel like that form. And only escaping the area alows you to return to your original form.
