In the nineteenth century, science gave the world steam engines, telephones, vaccines, and dozens of other marvels that form the foundation of modern technological achievement. Despite these glorious accomplishments, this was also the time in which darker ambitions festered in remote castles, basements of sanitariums, and secluded universities. This twisted, “mad” science did not make miracles; it made monsters of flesh and bone.
The first recorded, and perhaps most famous, incidence of a scientist becoming obsessed with the grafting of organs and limbs together to create life from dead Monster. Though Dr. Frankenstein is credited as the father of “mad” or “weird” science, the study of reanimating lifeless flesh, an untold number of people have experimented in the field for centuries. Frankenstein simply had the good fortune to be the most successful to date and to have been recorded for posterity by literature. This said, his discovery was monumental and most work after the mid-nineteenth century was based on his findings.
The basis of the creation of a flesh construct is founded upon remarkable surgical skill, fresh pans, and luck. Often having to use bodies that will not be easily missed, the mad scientist generally must be resigned to corpses with several bad organs and gaping wounds.
He combines parts from other cadavers to build the primary body. This requires great planning, precise surgery, and excellent storage facilities. (The laboratory of the mad scientist is often very chilly and dry to discourage decomposition.)
The primary frame is often heavier than the original and requires insertion of metal rods. These increase structural integrity and assist electrical current to flow into the body for the reanimation process.
The final stage, when the creature is given life, is more art than science. The Frankenstein method dictates the use of electricity, from a source such as lightning; to give the spark of life to the construct. Unfortunately, such large jolts can damage nerve endings and neurons, dulling the creation’s intellect and ability to feel pain. While this may negate the effects of damage, it increases the danger chat the construct may injure, or set fire, to itself without noticing. Moreover, the construct can often suffer from paranoia, hallucinations, and an assortment of psychotic behaviors if the brain is severely damaged. So this “jump-start” must be precise and carefully monitored. Too much juice and the subject will be destroyed or uncontrollable; too little and it will fail to animate the construtc, tainting the subject for further attempts.
Since the early successes of the science, there has been a number of alternate power sources used for animating flesh constructs. These may include magic, spiritual possession, radiation, and cosmic energies. The type of energy used often produces differences in temperament and strength of the construct. For instance, constructs reanimated with magic are generally more stable and intelligent, bur they can suffer from anti-magic fields and spells. Typically, the standard flesh construct a large, reconstructed human body makes an excellent thug and manual laborer, but Tittle else.
Typical Flesh Construct (Frankenstein’s Monster)
Reflexes 2D: brawling 4D, dodge 3D, melee combat 3D+1
Coordination 1D: throwing 3D
Physique 5D (+4): lifting 3D
Perception 2D: hide 3D+2
Presence 1D: intimidation 5D, willpower 3D
Strength Damage: 3D ( +4)
Fate Points: 0
Character Points: 0
Body Points: 25
Wound levels: 3
Disadvantages: Hindrance: Reduced Move (R1), reduced running, jumping, and swimming Move; Hindrance: Uncoordinated (R5), +5 to brawling, melee combat, and throwing difficulties; Quirk (R3), Very Difficult willpower attempt to overcome fear of fire
Advantages: Size: Large (R1), scale value 2
Special Abilities: Hardiness (R2), +2 to damage resistance corals with Additional Effect (R 10), ignores all Wound penalties up to and including Mortally Wounded; Increased Attribute: Physique (R4), +4 to related totals