Splicers

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Splicers are humanoids (mostly Dankind) that undergo Feature Transplanting, a delicate and surgical magic practice in which features of an animal are magically swapped with humanoid features. This practice originated in Hidden Haven (where it mostly remains) as a benevolent procedure to give eyes to miners who had lost one or both in mining accidents. Though the practice of splicing is technically only legal under certain circumstances, illegal practice of it is rampant. *Having* spliced parts (even ones illegal to *transplant*) is not illegal. However, high levels of spliced parts is not looked fondly on in society at large.

## Creation

Feature Transplating, or Splicing, is preformed by taking the feature of one living creature and replacing it with the feature of another living creature through a very difficult combination of surgery and healing magic.

Because of the immense training required for successful humanoid splicing, and because of the illegality of most spliced parts, practitioners are able to charge large costs for procedures. Additonally, the actual animal from which the feature is being taken is required to be present, which imparts extra expenses of capture and transportation, which can become considerable for more dangerous specimens, such as wolves, big cats, or Gog forbid, Dragons(make page).

These features are transmuted off of the original animal, with the humanoid features transferred onto them. Currently, transferring the features back is rarely ever successful, so the original animal is typically killed and repurposed afterwards.

## Variants & Family Modding

As Splicing is a relatively new art, not much pioneering has been done in the way of safety and regulation. However, through trial and error, many animals, features, and ideas have been ruled as either dangerous / unhelpful (to it's host) or too difficult to create correctly. A 'common practice' has fallen into place based on the most successful of these modifications.

Arms, Legs, and Teeth are considered easy parts to splice. Eyes, Ears, Noses, Mouthes, and Claws are more difficult but generally doable. Heads, Chests, and Genitalia are considered to be very difficult and/or very dangerous, and are rarely undertaken.

Along with particular parts having their own difficulty to work with, different animals have different levels of difficulty to work with. So far only features of Mammals, Reptiles, Amphibians, and Birds have had reasonable success rates. Features of Fish, Insects, and Invertebrates are considered too unsuccessful to transplant, or too dangerous / not useful once transplanted.

Because of the decreased success rate associated with parts that are too different, Splicers will often stick to transplanting the features of single animal, or family of animal. This is known as Family Modding. After undertaking Family Modding, the individual is usually referred to as (family)Mod, like CatMod, SnakeMod, or DragonMod.

**Techno Modification:**

Using similar methods, many technological and/or magical modifications can be made to individuals. Some common examples include retractable telescoping lenses to enhance vision distance, or embedding a magical gem in one's palm to store and expend extra magical energy.

## Notable Splicers

Chester Changehands(make page), the original pioneer of the Feature Transplanting technique.

Bang Bang Firefang(make page), the first ever DragonMod.

## Other Notes:

Splicers player characters will be using the rules of the D&D 5e Simic Hybrid race, though with a maximum of 2 or 3 granted abilities **within reason**. These abilities can be taken from other animalistic races, such as Dragonborn or Lizardfolk, not just Simic Hybrid.