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Text:

Malcolm
Sheppard

Graphics:

Gareth-Michael
Skarka

Requires the use of the d20 Modern Roleplaying Game,


published by Wizards of the Coast, Inc. d20 Modern, and
Wizards of the Coast are trademarks of Wizards of the Coast,
Inc. in the United States and other countries and are used
with permission. D20 System and the D20 System logo
are Trademarks owned by Wizards of the Coast and are used
according to the terms of the D20 System License version 3.0.
A copy of this License can be found at www.wizards.com/d20.

1
2
introduction
Posthuman: The Definitive D20 Guide to Human
Augmentation is a brief resource that expands the
options for technologically enhanced characters (or
posthumans). The new rules here are designed to be
compatible with the standard rules for futuristic D20
roleplaying. You should have little trouble adding
them to your game. Cyborgs and other modified Posthumans in Science Fiction
humans loom large in science fiction. We hope that
what follows allows you to bring those ideas from Science fiction puts posthumans in a limitless number
novels, stories, video games and films to your gaming of roles. You might find them in the background as
table. local color on a world where humans have changed
themselves to survive in a hostile environment,
Contents or as stock thugs employed by high tech villain.
Heres what you get: At other times, the posthuman takes center stage,
and storytellers focus on what its like to alter and
The Posthuman Template Class: Instead of using a transcend human biology. Common themes include:
fixed template that adjusts a characters effective level,
we present the concept of a template class: a five level Identity: Stories like these ask us what makes us truly
option that allows you to choose how powerful you human. Is it our mind? Our genetic code? Mortality?
want posthumans to be and whether or not you want Posthuman characters are often confronted with these
to abide by the standard drawbacks for augmented questions. More importantly, other people might
humans. If you dont like the idea of penalizing decide on an answer for them and mark posthumans
characters for their enhancements but you dont want for slavery or extermination.
to trash game balance, this is the section for you.
Evolution: When posthuman change is cheap and
Biotech: Next, well look at biotechnology and how easy to come by (a common effect of Progress Levels
it can replace or augment characters natural abilities. 7 and above), how should the species as a whole
You can use these rules with characters from standard react to it? Should we concentrate on being smarter?
classes. Like cybernetics, biotech comes with its Tougher? Is there a danger in choosing just one path?
own complications, keeping biologically engineered Is it dangerous to leave behind our original biology?
characters from running roughshod over play balance. Factions who support different positions can come
To transcend these drawbacks, just plug in the to blows over this, leading to interplanetary war and
Posthuman class. terrorism.

Nanotech: Nanotechnology seems to have an Revolution: Finally, posthuman augmentation can


unlimited potential to augment human ability. The change the way we look at social arrangements.
rules in this section present a modest array of nanotech Tyrants can use augmented soldiers to oppress
enhancements that, like biotech, come with drawbacks populations, but if the technology is easy enough to
to balance out their benefits. Again, you can plug acquire, revolutionaries can use it to aid their fight
in the Posthuman class to mitigate or remove these for freedom. Of course, revolutionaries arent always
restrictions. right; a posthuman cabal could use their abilities to
topple a just government to spread lawlessness or
Posthuman Characters: Finally, we present three ascend to power themselves.
enhanced characters as a proof of concept and to give
you ready made enemies, allies and player characters.
Posthuman Versus Transhuman

Transhuman is a term thats often used


interchangeably with posthuman. Weve opted not
to use it because transhumanism is also the name
of an ideology that supports the vigorous use of
technology to improve human abilities. This book
doesnt take a side in that debate, so weve settled
for the more neutral term: posthuman.

Of course, transhumanists also talk about


posthumanity as the name for their desired state,
so it isnt so cut and dried! Remember, though,
that pro-posthuman organizations in your game
identify with the transhuman label.

Modern Posthumans

Even though you usually find posthumans in


future settings, theres nothing that stops you from
unleashing cyborgs or nanotech-enhanced characters
in a contemporary setting.

Youll have to make a few adjustments. First of all,


attachment Restriction levels at least be Military
(in the case of secret government programs that
experiment with Progress Level 6 and up) or theyll
be nonexistent (in the case of alien technology and
time travellers). Purchase DCs are still used for the
Posthuman class modification points, but you cant
actually buy the technology except in the context of a
special event set up by the GM. Here are five possible
origins for posthuman augmentation in a modern
campaign. Use one, or mix and match them to taste.
What if the government gets its technology from alien
interlopers? What about a corporation run by a visitor
from the future?

Aliens: Alien visitors can modify


humans during an abductions. If the
character gains useful abilities as
a result, its certain that the aliens
will want something in return -- or
is it? Perhaps the modifications are
part of an experiment to see how
humanity will react to a strange
individual in their midst. Willing 3
servants of alien civilizations might
be rewarded with augmentation, and alien crash sites
could expose bystanders to nanotech contamination The 4
and mutagens that spawn biotech modifications.
Posthuman
Corporations: Highly competitive corporate research Template
can spawn advances far beyond the campaigns normal
Progress Level, but how would private enterprise Class
test posthuman technologies? Combine terminal
illness and a non-disclosure agreement, and shrewd
companies and desperate individuals may collaborate
to alter the limits of human physiology. Alternately,
What is a Template Class?
an industrial accident may loose biotech and nanotech Instead of applying a template that directly modifies a
onto random individuals. Will the corporation offer characters effective character level (ECL), a template
such characters a place in the fold or hunt them down? class applies benefits using the same scheme as other
classes, with accompanying improvements in the
characters hit dice, base attack bonus and saving
Government: In secret labs they can rebuild throws.
characters. They can be faster. Stronger. Military
installations might use augmentation to create super-
Why a Template Class?
soldiers. Painful procedures are supplemented with
harsh military and espionage training, until the
characters graduate with field missions. What is Template classes let you gradually apply exceptional
their side isnt the only one with augmented agents? benefits to a character and measure them against the
What happens if someone steal the technology? level of experience of the rest of the party. If you
begin play at a level higher than 1st, you may add
Terrorists: Everyone who watched James Bond template class levels during character creation.
films or cartoons from the 1980s knows that terrorist
organizations frequently employ eccentric geniuses Minimum Requirements
to construct superweapons. Bent on world conquest,
a cinematic terrorist organization could create super- Unlike an advanced class (or a prestige class in fantasy
warriors to further its ends. For a grittier take on this, D20 games), the only hard requirement for a template
a more realistic terror group could find or force help class is that it can never be the characters first class.
from a scientific genius. Therefore, all template classes require a least one level
in another class -- it usually doesnt matter which one.
Time Travelers: The most obvious sources for Of course, the GM may apply additional requirements
futuristic technology is, of course, the future. as he or she sees fit, and a few template classes may
Characters could be time travelers themselves or have other requirements because of the nature of the
stumble across their presence on earth. The classic campaign or for additional play balance. Naturally,
motive for time travelers is to alter (or preserve) too, the character needs a background that will justify
the past to bring about a desired future. If modern levels in the template class. As always, the GM
characters get their hands on posthuman technologies, ultimately decides whats appropriate for his or her
does it threaten the integrity of Time? Are the warring game.
factions of time travelers? For a fun spin, you could
even bring the time travelers from the past, as
denizens of an Atlantis or Shangri-La unknown to What is the Posthuman Class?
history.
The Posthuman is a template class for science fiction
D20 games designed to represent characters whose
bodies have been enhanced by technology. The core
rules for futuristic roleplaying include game systems
for cybernetics that any character can use, but for reasons for this.
game balances sake, these rely on some assumptions
that might not apply to every campaign. The rules The Elite Posthuman
for biotech and nanotech apply similar drawbacks. Posthumans might possess exceptional modifications
For example, these systems assume that too many because they have special access to technologies that
cybernetic attachments will inflict negative levels. are a cut above the standard. These Posthumans can be
the result of advanced government projects or black
The Posthuman lets you play a technologically clinics run by crime syndicates.
enhanced character that has few or none of these
drawbacks, but you pay for it with the experience Second Class Technology
needed to attain Posthuman class levels. Of course, the inverse can be true, too. The standard
D20 rules for cybernetic, biotech and nanotech
Posthumans as the Default augmentation can represent inferior or out of date
The GM may decide that all characters with technology. Characters with less
cybernetics require one or more levels of the money might choose them, while
Posthuman class. This will be the case if the GM richer, better connected characters
doesnt want to use use the rules governing negative go for the professional Posthuman
levels and the other drawbacks of technological treatment. In these games, you
enhancements. might want to add an additional
surcharge: a Wealth Check of
Posthumans and Regular Cyborgs (19+Posthuman class level desired)
Alternately, the GM may decide that Posthumans becomes a prerequisite for each
and characters with standard cybernetic, biotech or level in the Posthuman class. Other 5
nanotech attachments coexist. There can be several fees are assumed to have been
absorbed by efforts represented by the experience
needed to acquire the class level.
Non-Cybernetic 6
Attachments
Justifying Posthuman Class Levels
Roughly speaking, there are two ways you can justify
Aside from cybernetics, there are
giving a character levels in the Posthuman class. If
other technologies that can change
desired, you can combine both origins in the same
human capabilities. The Posthuman
character.
class covers these as well, and this
book adds rules for non-cybernetic
Nature: If the characters are starting out at a level
enhancements that apply to both
higher than 1st, including a level of Posthuman
Posthumans and standard characters. Lets take a brief
can indicate that the character was augmented at
look at some of these. Characters of all classes can
an early age. In the case of biotech (and even some
freely combine different kinds of augmentation.
nanotech) attachments, the alterations might have
occurred in utero, thanks to genetic alterations or
nanite infection. Just remember to ask why these Biotechnology
procedures occurred. Is the character an experimental In some campaigns, biological and genetic science
prototype, or a member of a society of augmented mould be able to enhance a characters abilities.
individuals? Is his or her nature widely known or a Genetic modification often occurs in utero, but
secret? How would people react to it? this isnt always the case. Genetic changes may be
introduced later in life via engineered viruses or
Nurture: Characters can acquire any form of nanotechnology that rewrites the characters genetic
augmentation over time as long as they have the code.
connections to acquire them. The GM may allow this
with little or no roleplaying, or can base an adventure Advanced surgical techniques can add wholly
on the quest to find an individual or group who can biological enhancements, such as extra muscle tissue,
fulfil the characters desires. Characters might switch rewired neurons and even additional body parts. These
augmentation providers regularly, or form a close bond parts may be cloned, donated or even stolen.
with one or more supporting characters. Augmentation
providers can be as kind or utterly treacherous as any Nanotechnology
other character, giving the GM leeway to introduce all Some campaigns can enhance characters with colonies
kinds of plot complications. of microscopic machines. These nanites can repair,
The Posthuman
Class Level Base Attack Fort Ref Will Special Defense Reputation
Bonus Save Save Save Bonus Bonus
1 0 +1 0 0 Modification Points (28), 0 0
Tolerance 1, Superior
Upgrade
2 +1 +2 0 0 Modification Points (28), 0 0
Tolerance 2, Superior
Upgrade
3 +1 +2 +1 +1 Modification Points (28), +1 +1
Tolerance 3, Superior
Upgrade
4 +2 +2 +1 +1 20 Modification Points +1 +1
(28), Tolerance 4,
Superior Upgrade
5 +2 +3 +1 +1 20 Modification Points +1 +1
(28), Tolerance 5,
Superior Upgrade

alter and modify the characters body. They may even Class Skills
replace or augment tissues with stronger or more The Posthumans class skills are as follows.
efficient materials.
Computer Use, Craft (chemical, electronic,
mechanical, pharmaceutical), Concentration
(Con), Knowledge (current events, life sciences,
Class Features popular culture, streetwise, philosophy, technology,
nanotechnology), Profession (Wis), Read/Write
Language, Repair (Int), Speak Language, Treat Injury
Requirements
(Wis)
As a template class, the Posthuman cannot be the
characters first class.
Skill Points at Each Level: 5 + Int modifier.

Class Information Class Features


The following information pertains to the Posthuman
template class. The following features pertain to
the Posthuman class.
Hit Die
The Posthuman gains 1d8 hit points per level. The Modification Points
characters Constitution modifier applies. The character gains posthuman
modifications without having
Action Points the purchase them. Posthuman
The Posthuman gains a number of action points equal modifications include cybernetic,
to 5 + one-half her character level, rounded down, biotech and nanotech attachments.
every time she attains a new level in this class. 7
Any combination of attachments is
permitted, as long as the attachment
description does not specifically forbid a particular campaign norm. The GM may not 8
combination. allow you to take this upgrade.
Select a number of attachments with a total purchase This includes the attachments you
DC equal to that listed in parentheses. The character acquire from modification points
may acquire these synthetics immediately or through accrued at the class level you
subsequent levels, but must use a at least half of the attained this upgrade as well as any
points of the purchase DC before attaining the next modification saved from the last
level . Points cannot be saved for longer than the Posthuman class level.
next Posthuman class level; unused points are lost.
Installation is automatically successful. Efficient Nanotech: Your nanotech
attachments do not add to the DC of rolls to resist
The character is assumed to acquire modifications starvation and thirst.
through special connections or prudent plans that do
not fit under the category of the characters personal Hardened: Your cybernetics, biotech or nanotech
wealth. The attachments Restriction level never modifications (choose one each time you choose this
alters the modification point cost, but it may prevent upgrade) cannot be damaged or rendered inert by
a character from acquiring certain attachments. being exposed to massive damage.
Characters may not use modification points on
attachments they dont have a license for unless they Homeostatic Biotech: Characters using Treat Injury
acquire the Superior Upgrade: Black Clinic. on you never suffer a penalty because of your biotech
attachments.
Once the modification points are spent, they cannot
be re-allocated unless the character has the Superior Idiot Proof: Your cybernetics, biotech or nanotech
Upgrade: Swappable Tech. modifications (choose one each time you choose this
upgrade) are rugged and easy to repair. Technicians
Tolerance:The character can tolerate more posthuman gain a +4 circumstance bonus to repair, (re)install or
modifications without suffering negative levels. Add remove the attachments.
the number listed to 0 or the characters Constitution
modifier +1 (whichever is higher) to determine the Insulated Cybernetics: Your cybernetics never inflict
maximum number of attachments the character can extra electrical damage.
tolerate without incurring negative levels.
Integrated Cybernetics: Your cybernetics have
Superior Upgrade: You may choose a free upgrade an extra overlay of living tissue or simulate the
to all of your posthuman modifications from the appearance, temperature and feel of normal body
following list. This upgrade applies to all of the parts; or are otherwise difficult to distinguish from
applicable attachments the character has. your natural body. Attackers must succeed at a Spot
check (DC 20) to attack your cybernetic attachments
Antiseptic Biotech: Your biotech enhancements never as objects.
become infected.
Preferred Client: You may acquire one attachment
Black Clinic: You can use your modification points with modification points at a discount equal to your
to acquire attachments of any Restriction level. character level. You may choose this upgrade multiple
This includes the attachments you acquire from times.
modification points accrued at the class level you
attained this upgrade as well as any modification saved Rugged: Your cybernetics, biotech or nanotech
from the last Posthuman class level. modifications (choose one each time you choose this
upgrade) cannot be destroyed by being exposed to
Cutting Edge: Any attachments that you purchase massive damage.
with modification points may by 1 PL higher than the
Safe Nanotech: Your nanotech never turns Renegade.
It either works or it ceases to function.

Shockproof Cybernetics: Your cybernetics do not


cause any side effects from being damaged. They
either work or they dont.

Swappable Tech: You may freely remove one


attachment purchased with modification points and
acquire another, adding the point cost of the sacrificed
attachment to the points you have to purchase a new
attachment. Removal is automatically successful.
You may not retain the points gained by sacrificing
an attachment to your next character level. You can
do this once during the level where you acquire
this upgrade and once every time you can another
Posthuman class level. Swapping an attachment takes
24 hours.

Injury check (DC 25). This check does not restore the
subjects hit points. The character works best with
New the Create Biotechnology feat and a medical kit built
at a Progress Level equal to that of the attachment.
Posthuman Without either one, the character takes a -4 penalty on
the check; without both, the penalty is -8. Remember
Technologies that the DC off the Treat Injury check increases by +2
for every attachment the character has.

The following section deals with with non-cybernetic Installation and Removal
augmentation. You can use these technologies Installing or removing a biotech attachment, regardless
in a standard D20 game as well as alongside the of whether its a replacement or enhancement, requires
Posthuman class. a successful Treat Injury check. A character with
the Surgery feat suffers no penalty on the check.
Remember that the DC off the Treat Injury check
Biotech increases by +2 for every attachment the character has.

Biotech uses genetic engineering and surgery to Removing biotech without proper surgery causes
enhance character abilities and replace body parts. lasting physical trauma to the patients body, dealing
Biotech can include anything from cloned body parts 1d6 points of permanent Constitution drain.
to surgically attached tails, hyper-efficient artificial
neurons and memory RNA treatments that pass on Benefits and Drawbacks
skills and feats. Like cybernetics, biotech has
drawbacks that compensate for
Creation and Healing its considerable benefits. Biotech
Biotech attachments are complex constructions of does have some advantages over
living cells. Consequently, a character must have cybernetics. A biotech attachment
the Create Biotechnology feat to create a biotech is always considered to be a part
attachment. of the characters body instead of
a separate object and, as living
Repairing a nonfunctional biotech attachment tissue, is not especially susceptible 9
requires 10 hours of work and a successful Treat to electricity.
10
Negative Levels: A living creature can have a When the character fails a Fortitude
maximum number of biotech attachments equal to save versus massive damage roll on
1 + the creatures Constitution modifier (minimum the following table.
0). By default, biotech attachments are not exactly
like normal living tissue. They create physical and
cognitive stress for the recipient for a variety of
reasons, such as:

Rejection: The subjects immune system attacks the


new tissue, causing fatigue. Table: Massive Damage Biotech Effects

Neurological Impairment: The subjects central d% Roll Effect of Failed Fortitude Save
nervous system is not as acclimatized to the 01-30 Normal Effect
attachment as it is to her normal tissues. This 31-60 Attachment Disabled
sometimes creates the inverse of the phantom limb 61-80 Normal Effect and Attachment Disabled
syndrome, where the new tissue feels alien and 81-100 Infection
unwieldy. It the attachment replaced a body part, the Normal Effect: The character immediately drops to -1
recipient may feel the missing body part an the hit points and is dying.
expense of adjusting to its replacement. Attachment Disabled: One biotech attachment
determined randomly or chosen by the GM ceases to
A creature may have more biotech attachments function.
installed on its body can it can bear. However, the Infection: The biotech attachment spreads an infection
creature gains 1 negative level per biotech attachment to the character because of its own diseased cells or
that exceeds its maximum allowed. For each negative by lowering the characters resistance to disease. The
level, the creature takes a -1 penalty on all skill checks character makes a Fortitude saving throw against the
and ability checks, attack rolls, and saving throws, and equivalent disease on the following table, but at +4
loses one effective level or Hit Die whenever level is to the normal DC. Fortunately, this infection can
used in a die roll or calculation. Further, a character only be transmitted to other characters with biotech
with psionic powers loses the ability to manifest one attachments, in which case it acts as if it was the
power of the highest level she can manifest (players equivalent disease.
choice), while a character with spellcasting ability
loses the ability to cast one spell of the highest level Table: Biotech Infection
he can cast. This loss persists until the negative level
is removed. d% Roll Disease Equivalent
01-14 Anthrax
Negative levels caused by having too many biotech 15-28 Smallpox
attachments remain until the offending attachments 29-43 Pneumonia
are removed. Cybernetic, biotech and nanotech 43-57 Hantavirus
attachments are all cumulative toward the maximum
58-72 Necrotizing Faciitis
number of attachments allowed before negative levels
accrue. 72-86 West Nile Virus
87-100 Salmonellosis
Massive Damage Effects Healing Complications
When the character fails a Fortitude saving throw Biotech modifications add extra complexity to a
versus massive damage, his or her body responds to characters metabolic processes. As a result, every
the trauma by directing its metabolic resources toward attachment the character possesses increases the DC
the characters natural, unmodified physiology. As a of Treat Injury checks used to help him or her by +2.
result, biotech attachments can weaken and even die, Each roll to recover without help suffers the same
denying their abilities to the character. penalty.
Biotech Equivalents to
Biotech Feats
Cybernetics
Biotaker
Biotechnology can duplicate many cybernetic
You can have more biotech attachments than attachments. The following cybernetic attachments
normal without suffering ill effects. have biotech equivalents. The names of biotech
equivalents are listed in parentheses.
Benefit: The maximum number of biotech
attachments you can have without suffering All Artificial Organs and Upgrades (Synthetic Organs)
negative levels increases by 1. All Prosthetic Arms Upgrades (Synthetic Arms)
Injector Unit (Medical Stinger)
Special: You can gain this feat multiple times. Its Nightvision Optics (Darkvision)
effects stack. Skill Implant (Skill RNA)
Stabilizer (Stabilizing Metabolism)
Subcutaneous Body Armor (Endoskeletal Armor)
Create Biotechnology Telescopic Optics (Raptor Vision)
Anti-Flare Implants (Anti-Flare Membranes)
You can construct biotech attachments. Anti-Stun Implant (Anti-Stun Hardening)
Body Repair Weave (Accelerated Healing)
Prerequisites: Treat Injury 10 ranks, Knowledge Feat Implant (Feat RNA)
(life sciences) 10 ranks, the Surgery feat. Fortified Skeleton (Robust Skeleton)
Initiative Implant (Initiative Ganglia)
Benefits: You can create biotech attachments. Internal Weapon Mount (Subcutaneous Weapon
You must first make a Wealth check against the Mount)
purchase DC of the attachment (to acquire the Luminous Skin (Bioluminous Skin)
necessary components), then invest 24 hours in its Mindscreen Implant (Cortical Shielding)
creation. At the end of that time, you must succeed Prosthetic Implant (Muscle Grafting)
at a Treat Injury check (DC 30) and a Knowledge Rage Implant (Adrenal Rage)
(life sciences) check (DC 30). The attachment Psi Implant (Psionic Neurons)
requires 10 days to grow, minus a number of days
equal to the Progress Level of the campaign. After Biotech attachments function differently that
spending 24 hours designing it, you need not their cybernetic counterparts. Apply the following
oversee the attachments growth. adjustments to each attachment.

If both checks succeed, the attachment functions Progress Level: Increase by 1.


properly and can be installed at any time. If either
or both checks fail, the attachments design is Hardness/Hit Points: Not applicable. A biotech
flawed; another 24 hours must be spent fixing the
enhancement is considered to be
problems, and two new checks must be made at
a part of the characters body and
the end of that time.
uses his or her hit points.
Special: This feat does not allow you to build a
Base Purchase DC: Increase by 2.
biotech attachment of a higher Progress Level.

11
12
New Biotech Biochemical Sacs
(PL 7/8)
Boitech, Mutations Characters with this attachment can
and Genetic Engineering create a drug or poison within their
own bodies. To deliver it to a patient,
Some of the following attachments allow a character needs to have natural
characters to replicate the effects of the standard weaponry or a medical stinger. The
mutations and genetic therapy templates found character can use the chemical on
in standard futuristic D20 rules. This supplement him or herself without any other attachments, allowing
takes a more flexible approach to the origins of it to pass directing into the rest of his or her body.
character capabilities, so that biotech can emulate
nano the effects of cybernetics, genetic engineering Benefit: The character can synthesize one dose of
and mutations. You may combine these systems antitox (PL 6), boost (PL 6), neutrad (PL 6), sporekill
to taste. Simulate mutations with the Mutagenic (PL 6), biocort (PL 7), or a poison that inflicts 1d10
Therapy atttachment, and genetic therapy with points of Constitution damage immediately, and
the Tectogenetic Engineering attachment. When another 1d10 one minute later, unless the victim
purcchased, these attachments possess the standard succeeds at a Fortitude saving throw at DC 20
drawbacks for biotech. (PL 6), once per day. The character chooses one of
these chemicals when she receives the implant. This
The following biotech attachments do not have modification may be taken multiple times to increase
cybernetic equivalents in standard futuristic D20 the number of chemicals available or the number of
rules. This doesnt prevent the GM from inventing doses per day. The chemical has no effect until it it
equivalents, though. delivered. The implant has a PL of one higher than the
PL of the chemical it synthesizes.
Antiagathic Therapy (PL 7)
Genetic treatments extend the characters lifespan and Base Purchase DC: 22
slow aging. Restriction: Military (+3)

Benefit: The first time a character takes it adds 60


years to the characters lifespan by extending the Clone Homunculus (PL 8)
length of the characters Adult, Middle Age and Old Over the course of 24 hours, the character may give
age categories by 20 years each. The characters birth too a small creature that shares the characters
natural lifespan becomes a minimum of 80 years plus genetic characteristics and some of its knowledge,
the lifespan bonus: 140 years. and will ignore its own safety to obey the characters
commands. The character may reabsorb the
In a PL 8 campaign, characters may choose this homunculus over another 24 hours. The creature buds
attachment again. It adds an additional 120 years to off from the characters body or comes out of a natural
the characters lifespan (40 years to the Adult, Middle or artificial orifice.
Age and Old categories), leading to a minimum total
lifespan of 260 years. Benefit: The clone homunculus understands and
obeys the characters verbal commands without
This attachment may not be appropriate for all concern for its own safety. If the character reabsorbs
campaigns, or may work with adjustments to the the homunculus, the next homunculus the character
lifespan added. creates has none of the acquired memories of the old;
it is an entirely new creature. If the homunculus dies
Purchase DC: 30. outside of the characters body, the character may
Restriction: None (0) create a new one. Characters are fatigued for 8 hours
after giving birth. Metabolic Hibernation (PL 7)
The characters metabolism is modified to allow him
The creature looks like a warped, Tiny, childlike or her to enter a deathlike trance.
version of the character.
Benefit: The character may enter metabolic
Species Traits hibernation as a free action. When he or she enters
this state, the character only requires 10% of his or her
Incomplete Organism (Ex): The clone homunculus normal oxygen intake and 20% of his or her normal
lacks a digestive tract or a means to metabolize water. food and water intake (effects for starvation and thirst
Given enough time it automatically dies of starvation take five times as long to appear and progress at 1/5 of
and thirst. their normal rate). The character appears to be dead to
anyone who does not succeed at a Spot check (DC 25)
Transferred Skills (Ex): The creature has all of the or Treat Injury check (DC 20). The characters mind
characters skills, but at a maximum of 4 ranks. shuts down; he or she may not perceive any sensory
stimuli, even when it causes injury. The character is,
Clone Homunculus: CR 1/8 Tiny Humanoid; HD 1/2; on the other hand, immune to mind-effecting abilities.
hp 2; Mas 6; Init 0; Spd 20 ft; Defense 12, touch 12,
flat-footed 12 (+2 size); BAB +0; Atk -1 Melee (1d2-2 The character must choose how long he or she
slam); FS; 5 by 5 square; Reach 5 ft; SQ Incomplete will remain in hibernation beforehand, though a
organism, transferred skills; AL as character; SV; Fort Treat Injury check (DC 15) can rouse the character
-2, Ref 0, Will -2; AP 0; Rep +0; Str 6, Dex 10, Con 6, prematurely. The character can theoretically hibernate
Int 10, Wis 6, Cha 6. indefinitely, but still requires food and water and,
unless treated with an IV drip or similar mechanism,
Purchase DC: 35 will eventually die. He or she also suffers 1d4 point of
Restriction: Illegal (+4) Strength damage per week due to muscular atrophy.
This cannot be healed until the character revives.

Purchase DC: 22
Natural Weaponry (PL 7) Restriction: Licensed (+1)
The character has a bone spur, hardened talons or
other natural weaponry.

Benefit: The natural weapon inflicts 1d6 damage and


threatens a critical hit on a natural 20. The character Mutagenic Treatment (PL 7)
never provokes an attack of opportunity for being The character benefits from genetic manipulation that
unarmed and may use any Unarmed Combat feats he replicates the traits of natural mutants.
or she knows in conjunction with it. Hand weapons are
gained in pairs and characters may attack with them as Benefit: The character may take mutations as biotech
if wielding two weapons. enhancements. To determine a
mutations Purchase DC, multiply
If this attachment is taken in conjunction with a the Mutation Point (MP) cost of
subcutaneous weapon mount, the character may retract the mutation by 4 and add it to a
and conceal his or her natural weaponry at will, but base DC of 10. Drawbacks reduce
cannot use the weapon mount to conceal or hold other the cost by four times their MP
weapons. value but never reduce the cost of a
mutation below 10.
Purchase DC: 17
Restriction: Military (+3) Purchase DC: See above.
Restriction: Military (+3) 13
14
PH Alteration (PL 7) Tectogenetic Engineering
The characters body chemistry is altered to become (PL 7)
more resistant to acid. The character undergoes extensive
genetic modification in the womb or
Benefit: The character gains acid resistance 10. through viral therapy.

Purchase DC: 25 Benefit: The character can acquire


Restriction: Licensed (+1) special qualities as if adding a gene
therapy template or can benefit from other individual
special qualites. To determine the purchase DC of
Prehensile Tail (PL 7) the new qualities, add the Fortitude save DC of the
The character gains a functional, strong tail. It can quality of template to the required number of saving
be scaled, furred, naked or have another, bizarre throws. For example, the Nocturnal template has a
appearance in accord with the characters whims. purchase DC of 45. The character doesnt need to
make the normally required saving throws if he or
Benefit: The character gains a +4 circumstance bonus she can purchase the attachment or acquire it with the
to all Climb and Balance rolls. He or she may also use Posthuman class. Instead, it has the drawbacks of any
the tail to grasp objects and perform tasks that do not other biotech attachment.
require delicate motor coordination or an opposable
thumb. The tail has the same Strength as the character, Purchase DC: See above.
who may also use it to attack with a melee weapon, Restriction: Military (+3)
unarmed strike or trip attempt. This does not allow the
character to make more attacks that usual, though he
or she may invoke the benefits of two weapon fighting
while the characters off hand is occupied. Toxin Resistance (PL 7)
The characters metabolism is modified to resist
Despite the attachments name, it does not have to be poison.
mounted at the base of the characters spine.
Benefit: The character gains a +4 bonus to Fortitude
Purchase DC: 26 saving throws versus poison.
Restriction: None (0)
Purchase DC: 19
Restriction: None (0).
Talent Enhancement (PL 8)
Gene therapy and surgical modification give the
character a natural talent.
Water Breathing (PL 7)
Benefit: The character gains one talent from those The character gains the ability to filter oxygen from
available to any of the basic classes. The character water. The mechanism can either be obvious gills or
must have any prerequisite talents but need not be a represent a modification to the characters lungs.
member of the talents associated basic class. If the
character opts to advance on the talents talent tree, the Benefit: The character may breathe water for an
talent enhancement is counted as a prerequisite talent. indefinite period of time.
He or she may only take one talent for each tree.
Purchase DC: 18
Purchase DC: 28 Restriction: None (0).
Restriction: Restricted (+2).
Nanotech
Standard
Nanotechnology
The following rules expand upon and supercede
the standard rules for nanotechnology as follows:
Gray Goo: Disassembler clouds are a less extreme
form of gray goo. Both may exist in the campaign.
Unseen Bodyguard: Superceded by the assembler
cloud. Optionally, you may allow characters to
purchase an Unseen Bodyguard at a DC of 22.
It cannot assemble objects and has the same
Renegade effect as an Assembler Cloud.
Utility Fog: The Assembler Cloud is an implanted
version of utility fog. Campaigns may possess
Implanted nanotechnology consists of colonies of
both.
machines that are each no larger than a human blood
Calcion: Bioassemblers are a superior, implanted
cell. Individually, these machines can do little, but by
version of calcion. They may coexist in the
the thousands and millions they can perform incredible
campaign, but bioassemblers and calcion cannot
feats. Nanotech attachments implant these machines
combine their efffects.
inside of the characters body.
Onco-Guard, Gray Death, Resilite and Stiletto:
All of these may exist alongside nanotech
In some campaigns, many cybernetic and biotech
attachments in any campaign.
attachments are actually created with the help of
Nanohunters: Blue and green nanotech represent
nanites, but after doing their work they become inert
the standard implanted nanohunters in these rules.
and no longer the an active element in characters
Brain Boost and Micro Muscles: Superceded by
body. For example, a cybernetic fortified skeleton
the ability boost attachment.
could be created by using nanites that convert carbon
Doppelganger: Superceded by shapeshifting
into diamond to inhabit and alter the characters bones.
colony. Optionally, you may allow characters
The following section is , however, concerned with
to use the rules for doppelganger instead. The
active nanotech colonies that move and act within the
purchase DC and Renegade effect does not change.
character.
Soullink and 20/20: Superceded by specialized
adaptation.
Creation Chatter and Prophecy: Superceded by comlink
colony. Optionally, you may allow characters to
Nanotech attachments are programmed colonies of acquire one or the other for a purchase DC of 22.
microscopic machines. Consequently, a character The Renegade effect does not change.
must have the Craft Nanotechnology feat to create a
nanotech attachment. must install a green nanotech
attachment (see page 20). This
Installation and Removal attachment removes one or more
other attachments at the rate of one
Installing a nanotech attachment is easy; properly every 24 hours. The green nanotech
programmed nanites know what theyre supposed colony then becomes inert and the
to do. A Knowledge (nanotechnology) roll (DC 15) subject makes a Fortitude save (DC
successfully implants the nanotech. 20 - the campaign PL) to naturally
expel the green colony as if it were 15
Removing it is somewhat more difficult. The character an infection or foreign body. If this
fails, it may be removed with a DC 25 Treat Injury rapidly than other characters. Each 16
check. If both checks fail, the character permanently attachment adds +2 to the DC of
retains the green nanotech attachment. rolls made to resist starvation and
thirst.
One of nanotechs major disadvantages is that it
cannot be repaired. If it is damaged, it must be
replaced. Massive Damage Effects

Benefits and Drawbacks Unlike biotech and cybernetics,


nanotech doesnt risk
Excess nanotech creates a strain on the metabolism malfunctioning every time a character fails a saving
of living creatures. Nanotech colonies are, in effect, throw against massive damage. However, nanotech
artificial coeval (or parasitic) organisms that take up is vulnerable to large doses of energy damage. If any
residence inside of the characters body, drawing from energy type damage exceeds the characters massive
its resources. Given enough nanites, colonies will start damage threshold, it may cause problems whether or
to consume more than the body can bear. not the character succeeded at his or her saving throw.
Excessive heat cold, radiation and chemical exposure
Negative Levels cause nanites to shut down or malfunction.

A living creature can have a maximum number of When a character with nanotech attachments suffers
nanotech attachments equal to 1 + the creatures more energy type damage than his or her massive
Constitution modifier (minimum 0). Nonliving damage threshold, roll on the following table.
creatures may benefit from nanotechnology, but not
the nanotech described in these rules. Table: Massive Damage Nanotech Effects

A creature may have more nanotech attachments d% roll Effect


installed on its body can it can bear. However, 01-30 Normal Effect
the creature gains 1 negative level per nanotech 31-60 Attachment Inert and Normal Effect
attachment that exceeds its maximum allowed. For
61-80 Attachment Destroyed
each negative level, the creature takes a -1 penalty on
all skill checks and ability checks, attack rolls, and 81-100 Renegade Attachment
saving throws, and loses one effective level or Hit
Die whenever level is used in a die roll or calculation.
Further, a character with psionic powers loses the Normal Effect: The character suffers the normal
ability to manifest one power of the highest level she effects of damage.
can manifest (players choice), while a character with
spellcasting ability loses the ability to cast one spell Attachment Inert: The attachment ceases to function
of the highest level he can cast. This loss persists until for 1d6 days.
the negative level is removed.
Attachment Destroyed: The attachment no longer
Negative levels caused by having too many nanotech functions. Until is is removed it still counts as an
attachments remain until the offending attachments attachment for the purpose tracking negative levels.
are removed. Cybernetic, biotech and nanotech
attachments are all cumulative toward the maximum Renegade Attachment: The attachment malfunctions.
number of attachments before negative levels accrue. See the Renegade listing for each nanotech
attachment. The malfunction persists until it is
Accelerated Hunger and Thirst removed.

By using your bodys resources, nanotech attachments


cause you to experience starvation and thirst more
Converted Cybernetics and Biotech
Nanotech Feats
Optionally, you may make any biotech or cybernetic
attachment the result of an active nanite colony instead
of the end product of nanotech manufacturing In this
Nanotaker
You can have more nanotech attachments than
case, make the following adjustments.
normal without suffering ill effects.
Progress Level: Increase by 1.
Benefit: The maximum number of nanotech
attachments you can have without suffering
Hardness/Hit Points: Not applicable. A nanotech
negative levels increases by 1.
enhancement is considered to be a part of the
characters body and uses his or her hit points.
Special: You can gain this feat multiple times. Its
effects stack.
Base Purchase DC: Increase by 4.

Furthermore, add the following: Create Nanotechnology


You can construct nanotech attachments.
Renegade: The character suffers 1d6 points of
Constitution damage. This cannot be healed until the Prerequisites: , Knowledge (life sciences) 10
attachment is removed. ranks, Knowledge (nanotechnology) 10 ranks,
Treat Injury 5 ranks.

Benefits: You can create nanotech attachments.


Nanotech Attachments You must first make a Wealth check against the
purchase DC of the attachment (to acquire the
The following attachments are available to characters, necessary components), then invest 24 hours in its
but dont encompass all of the possibilities nanotech creation. At the end of that time, you must succeed
offers. Remember that a nanotech-themed character at a Knowledge (nanotechnology) check (DC 30)
can also choose cybernetic or biotech augmentations and a Knowledge (life sciences) check (DC 30).
that have nanotechnological origins.
If both checks succeed, the attachment functions
properly and can be installed at any time. If either
Ability Boost (PL 7)
or both checks fail, the attachments design is
Nanotech colonies enhance one of the characters
flawed; another 24 hours must be spent fixing the
ability scores by supplementing the work of muscle
problems, and two new checks must be made at the
cells, neurons or whatever else is required.
end of that time.
Benefit: The character gains a +4 bonus to a single
Special: This feat does not allow you to build a
ability score.
nanotech attachment of a higher Progress Level.
Renegade: The character loses the ability score
his or her mental command.
enhancement and suffers 1d6 points of ability drain.
Benefit: The character can create
Purchase DC: 32
any object that he or she knows
Restriction: Restricted (+2)
how to build as long as it has no
moving parts and does not rely on
electrical or chemical processes to
Assembler Cloud (PL 8) function. From Fine to Small, the
Lighter than air nanites surround the characters body character can assemble one size 17
with a colored mist. They can solidify into objects at category per round. The character
cannot create Medium-sized or larger objects. 18
Blue Nanotech (PL 7)
The character must make a Crafts check as if he or
she were building the object conventionally, with the Blue nanotech is programmed
proper tools. Creating objects out out the assembler to hunt down and destroy
cloud requires a full round action for each required malfunctioning nanotech colonies.
round of concentration. Distracted or damaged
characters must make standard concentration checks Benefit: The attachment nullifies
to continue assembling objects. If they fail, the object one Renegade effect. Each blue
dissolves and they must start over. Cloud-assembled attachment can only nullify one Renegade effect at a
objects last for one round per level. time. This attachment may be taken multiple times.
Furthermore, the character may instruct the cloud to Renegade: The attachment destroys one of the
obscure the character and and hinder attacks with a characters functioning nanotech attachments.
semisolid shroud of nanites. This requires a single full
round action and lasts for one round per level. The Purchase DC: 24
character gains a +4 bonus to Defense. Restriction: Licensed (+1)
The character can house the nanites in his or her body
when they are not in use, hiding them from view. They
can enter and exit through bodily orifices the size of a
human skin pore or larger.
CHON Processor (TL 7)
Nanomachines process virtually any combination of
carbon and organic matter into nutrients.
Renegade: The assembler cloud ceases to function for
the character and creates random objects that hinder
Benefit: The character can eat virtually anything that
his or her movements, inflicting a -2 penalty to attack
consists of carbon and organic matter. The attachment
rolls and Dexterity-based checks until the implant is
will covert it into nutrition. This will not be effective
removed.
on very dense examples of these materials (such as
diamond). As a side effect, the character becomes
Purchase DC: 35
immune to poisons delivered through ingestion.
Restriction: Military (+3)
Renegade: The attachment makes it impossible for the
character to digest food until it is removed. He or she
must take nutrition intravenously or starve.
Bioassemblers (PL 7)
A nanotech colony devotes itself to rebuilding the Purchase DC: 24
characters damaged tissue. Restriction: Licensed (+1)
Benefit: The character gains fast healing 1.

Renegade: Until it is removed, the attachment inflicts


an extra 1d6 damage whenever the character takes
Comlink Colony (PL 8)
Nanites wire the characters brain to a transmitter,
damage as it worsens the wounds its designed to heal.
allowing the character to send and recieve
communications.
Purchase DC: 33
Restriction: Military (+3)
Benefit: The character can send and receive radio (or,
in some campaigns, more exotic) signals to and from
cellular phones, wireless networks and conventional
radio and television broadcasts (though in some cases
the character may need to make a DC 15 Knowledge The character can also use the disassembler cloud
(electronics) roll to tune in on uncommon bandwidths. defensively, wrapping it around him or her to damage
The character sends and receives these signals attacking objects. In this case, the cloud inflicts 2d6
mentally. damage (ignoring the first 10 points of hardness)
to any weapon (including physical projectiles such
Renegade: The nanites configure themselves to as bullets and arrows) directed at the character. If
transmit random static and irrelevant signals. The the damage is sufficient to destroy the weapon or
character cannot use the attachment and suffers a - projectile, it disintegrates before hitting.
8 penalty to all Wisdom-based skill checks due to
extreme distraction. Disassemblers are not inexhaustible; the colony must
regenerate the supply. Therefore, a character can only
Purchase DC: 28 use a disassembler cloud for a number of rounds equal
Restriction: Restricted (+2) to 3 + the characters Constitution modifier (minimum
1).

Decentralized Physiology (PL 8) Using the cloud to attack or defend is a full round
Nanotech colonies form redundant, decentralized action that requires concentration. Distractions force
backups for all of the characters vital organs. the character to make a standard Concentration check
or be unable to use the attachment.
Benefit: The character is immune to death from
massive damage. The character can house the nanites in his or her body
when they are not in use. They can enter and exit
Drawback: This attachment cannot be removed through bodily orifices the size of a human skin pore
without causing the characters death. or larger.

Renegade: The attachment attacks the characters Renegade: The disassemblers attack the character at
vital organs. He or she suffers 1d3 points of random times (set by the GM), inflicting 2d6 points
Constitution damage that cannot be healed until the of damage to her and any of her possessions (again,
attachment is removed. ignoring the first 10 points of hardness), until the
cloud is exhausted for the day. The character may not
Purchase DC: 32 evade this attack.
Restriction: Restricted (+2)
Purchase DC: 36
Restriction: Military (+3)

Disassembler Cloud (PL 8)


The characters body is host to a cloud of nanites that Dynamic Talent (PL 7)
can tear objects apart molecule by molecule. In 24 hours, this nanotech attachment can restructure a
characters physiology (including his or her and neural
Benefit: Characters may use the disassembler cloud to structure) to excel at a particular
attack and defend. task.

To attack, the character makes a ranged touch attack Benefit: The character gains one
against an opponent. If it hits, the attack inflicts beginning talent from the talent tree
4d6 damage. Against objects, the attack ignores the of any basic class. The character
first 10 points of the hardness. After striking, the can choose a new talent every
disassemblers keep tearing apart the target, inflicting 24 hours. These talents are never
3d6 on the second round, 2d6 on the third round and considered prerequisites for other
1d6 on the final round. Disassemblers from the cloud talents on a talent tree. 19
become inert after four rounds of activity.
Renegade: The attachment alters the characters Restriction: Licensed (+1) 20
body in a way that causes 1d3 points of damage to
a randomly determined ability score. This cannot be
healed until the attachment is removed.

Purchase DC: 30 Shapeshifting Colony (PL8)


Restriction: Restricted (+2)
Over the course of 24 hours,
nanotech assemblers reshape the
characters body to suit his or her tastes or aid a
Dynamic Adaptation (PL 7) disguise.
In 24 hours, this nanotech attachment can alters the
characters physiology to adapt to extreme conditions Benefit: In 24 hours, this attachment can add or
such as those found on alien worlds. subtract a foot of height and make the character appear
to be fat, thin, or somewhere in between. It can change
Benefit: The character gains the Planetary Adaptation the characters eye, skin and hair color. It can alter his
feat, but every 24 hours he or she may change which or her apparent ethnicity, but not species. When used
set of benefits are gained. Note that this does not alter as part of a disguise, this adds +10 to the Disguise
the characters height the way the actual feat does, but check.
it will change his or her appearance in minor ways,
adding or removing bulk and subtly shifting facial Renegade: The attachment creates painful
features (but never enough to escape recognition). deformities, inflicting 1d6 Charisma damage. This
cannot be healed until the attachment is removed.
Renegade: Nanotech colonies alter the characters
body to make him or her susceptible to a particular Purchase DC: 29
energy type, chosen by the GM. The character suffers Restriction: Military (+3)
50% more damage from that energy type.

Purchase DC: 28
Restriction: Restricted (+2)
Specialized Adaptation (PL8)
On mental command, nanotech colonies adapt a
characters body and mind to perform a specific task.

Green Nanotech (PL 7) Benefit: The character gains a +6 bonus to a single


Green Nanotech will remove one or more nanotech skill check.
attachments. The attachments it eliminates must be
programmed into the colony before installation. Renegade: The attachment malfunctions;
nanoprocessors provide false information and nanites
Benefit: See Installation and Removal (page 15) for distort his or her body, inhibiting the very faculties
green nanotechs rules. Green Nanotech does count needed to perform the task the attachment augments.
as an attachment for the purposes of determining The character suffers a -8 penalty to the skill check the
nanotech drawbacks. attachment normally enhances.

Renegade: The green nanotech colony multiplies Purchase DC: 32


out of control, sapping the characters energy. The Restriction: Military (+3)
character must eat and drink twice as much as normal
to avoid starvation and thirst and is considered
fatigued until the attachment is removed.

Purchase DC: 21
Posthuman Characters
Lets conclude with a few posthuman characters. Use these to come up with inspirations for
posthumans of your own, or plug them directly into your own adventures, changing the name and
background to fit your campaign.

Note: Allegiances, Wealth Bonuses and equipment are not provided because these are the features
individual GMs will adjust the most to suit their games.

Yang Ping:
Fusion Age Cybersoldier

Strong Hero 2/Posthuman 2/Soldier 2

Strength: 16
Dexterity: 14
Constitution: 12
Intelligence: 10
Wisdom: 12
Charisma: 8
Base Attack Bonus: +5 (+8 Melee/+7 ranged)
Defense: 16/14 flat-footed
Saving Throws: Fortitude +7, Reflex +4, Will +1.
Reputation: +0.
Hit Points: 38
Action Points: 41 (3 as a supporting character)

Skills: Climb 7 ranks (+10), Intimidate 4 ranks (+3 or +7),


Knowledge (tactics) 7 ranks (+7), Repair 5 ranks (+5),
Survival 4 ranks (+5), Treat Injury 5 ranks (+6).

Feats: Athletic, Combat Martial Arts, Personal Firearms Proficiency, Point Blank Shot,
Tough, Weapon Focus (AKM).

Class Abilities: Bonus feats (listed), Melee Smash, Weapon Specialization (AKM),
Modification Points (56/0 left), Tolerance 2 (4 total; 1 slot left), Superior Upgrades
(Insulated, Shockproof).

Posthuman Modifications: Nightvision Optics, Stabilizer, Subcutaneous Body Armor


(Light) 21
Background: The last survivor of Chinas Steel Flag Brigade, Lieutenant Yang fights to 22
restore civilization to a nation shattered by nuclear war. Ever since the scramjet bombers of
the EuroNAFTA Empire took Beijing, Chinas been without central leadership. But Yang
knows where the secret weapons caches are and where the Party elite kept safe houses
and stockpiles in case of war. Now, leading a ragtag group of survivors from both sides of
the war, Yang uses clever tactics, eyes that can see in the dark and Comrade Rifle to seize
victory from apocalyptic savagery!

Appearance: Yang Ping wears worn Peoples Army combat fatigues. His immaculately
polished rifle is usually slung over one shoulder. His burnished steel irises reveal that hes a
cyborg.

Using Yang Ping: As an antagonist, Yang Ping is the most dangerous element of a group encounter that
includes his fellow survivors, who might attack the characters to acquire their supplies and weapons. He
directs them to use clever military tactics, but doesnt lead from the rear. Yang also leads enemies into lightless
buildings so that he can use his darkvision and close range fighting ability to the fullest.

As an ally, Yang welcomes characters into his encampment, feeds and clothes them, and helps them in missions
that will benefit his fellow survivors. Yangs knowledge of Chinese military installations lets him direct
characters to caches of supplies and the warlords who guard them.

If you use Yang as a player character, note that hes an excellent close combat fighter thanks to his martial arts
training, point blank shooting and enhanced durability. But his taciturn manner (reflected by low Charisma)
suggests that somebody else should do the talking.
Nanzi Jzan: Gravity Age Genetic Revolutionary

Fast Hero 3/Posthuman 3/


Infiltrator 4

Strength: 12
Dexterity: 16
Constitution: 8
Intelligence: 14
Wisdom: 10
Charisma: 13
Base Attack Bonus: + 5 (+5 Melee/+
8 ranged)
Defense: 21 (22 in melee)/18 flat-
footed
Saving Throws: Fortitude +3, Reflex
+10, Will +3.
Reputation: +3.
Hit Points: 27
Action Points: 79 ( 5 as a supporting
character)

Skills: Balance 10 ranks (+17),


Climb 10 ranks (+14) Disable
Device 6 ranks (+12), Escape Artist
8 ranks (+13) Hide 10 ranks (+15),
Investigate 6 ranks (+7), Knowledge
(biology) 6 ranks (+7), Knowledge
(philosophy) 6 ranks (+7), Listen 7
ranks (+7), Move Silently 10 ranks
(+13), Spot 10 ranks (+10), Tumble
10 ranks (+13).

Feats: Combat Martial Arts,


Defensive Martial Arts, Dodge,
Elusive Target, Jack of All Trades,
Personal Firearms Proficiency, Stealthy.

Class Abilities: Bonus Feats (listed), Evasion, Uncanny Dodge 1, Sweep, Improvised
Implements, Improved Evasion, Modification Points (84/6 left), Tolerance 3 (3 total; no slots
left), Superior Upgrades (Black Clinic, Antiseptic Biotech, Homeostatic Biotech).

Posthuman Modifications: Biochemical Sacs (poison), Natural Weaponry (bone spurs),


Prehensile Tail, Subcutaneous Weapon Mount (for natural weapons).

Background: Nanzi Jzan is a rebel. For over 100 years the Genognosts suffered under the rule
of the Jovian Catholic Church. The Jovian Catholics Adamantine Templar cyborgs won the
23
so-called Destiny War. Now they dominate the solar system with a religion that calls genetic
modification a heresy and exalts cybernetics as the path to union with the so-called Digital 24
Godhead. Jzan grew up on a Heretics prison colony on Io, but managed to escape a life of
lava mining by stowing away on a Church tithing vessel. Eventually, she found one of the
last known scientist-sages of the Genognosts and reclaimed her heritage as a member of the
warrior-spy Order of the Moth. Jzan now works with her Moth comrades to disrupt Church
profits and expose the skeletons in its closet to the population. She also conducts scouting
missions for the Moths elite Helix Warriors.

Appearance: Nanzi Jzan wears a form-fitting black jumpsuit for missions. Her bone spurs are
curved ivory talons that shoot out between each finger on both hands. A slight discoloration
reveals that theyre venomous. Jzans large eyes are deep blue. Her black, scaled tail grows
from the base of her spine. When travelling incognito she wears loose robes and wraps it around her torso. She
wears her black hair in a spiky style.

Using Nanzi Jzan: As an enemy, Nanzi Jzan is a mysterious terrorist who always seems to herald an attack
by fanatical Helix Warriors, but few people realize it until after the fact. Jzans connections to illegal biotech
providers and terror cells make her a prize for anyone who can capture her. Trap and interrogate her, and she
could reveal how to take down the Order of the Moth for good.

As an ally, Jzan is a co-conspirator against Jovian oppression. She passes information on to the characters about
the latest outrage or secret installation and can even hire them to do the Moths work. Shell accompany the
characters as an advance scout or to introduce them to revolutionaries, arms dealers and other important NPCs.

Nanzi Jzan best rounds out a party by using her stealth and Infiltrator abilities to gather information. Shes hard
to hit in combat, but needs to use stealth and cleverness to land a blow with her spurs.She best supports other
characters with medium range shooting and flank attacks.
Keshanth: Energy Age Nanotyrant

Smart Hero 3/Posthuman 5/Field


Scientist 7

Strength: 8
Dexterity: 12
Constitution: 10
Intelligence: 18
Wisdom: 13
Charisma: 15
Base Attack Bonus: +8/+2 (+7 Melee/+8
ranged)
Defense: 16 (17 in melee)/10 flat-footed
Saving Throws: Fortitude +8, Reflex +6,
Will +8.
Reputation: +3 (+5 in nanotechnology
field).
Hit Points: 66
Action Points: 148 ( 7 as a supporting
character)

Skills: Bluff 9 ranks (+11), Concentration


18 ranks (+18), Craft (structural) 8 ranks
(+12) Disguise 9 ranks (+11), Intimidate
9 ranks (+13), Investigate 13 ranks (+17),
Knowledge (nanotechnology) 18 ranks
(+24), Navigate 13 ranks (+18), Pilot 9
ranks (+9), Repair 10 ranks (+14), Search 13
ranks (+14), Spot 5 ranks (+6), Treat Injury
14 ranks (+15).

Feats: Attentive, Confident, Defensive


Martial Arts, Educated, Frightful Presence,
Heroic Surge, Iron Will, Point Blank Shot, Smart Plus, Toughness, Weapon Focus
(disassembler cloud).

Class Abilities: Bonus Feats (listed), Create Nanotech, Exploit Weakness, Plan, Trick, Smart
Defense, Skill Mastery (Bluff, Craft (structural), Investigate, Knowledge (nanotechnology),
Pilot, Search, Treat Injury) Modification Points (130/can no longer spend them), Minor
Breakthrough, Smart Survival, Tolerance 5 (6 total; 1 slot left), Superior Upgrades (Black
Clinic, Efficient Nanotech, Fast Recovery, Hardened, Idiot Proof).

Posthuman Modifications: Assembler Cloud, Decentralized Physiology, Bioassemblers,


Disassembler Cloud, Shapeshifting Colony.

Background: Keshanth is called the Tyrants Scourge for good reason. Decades -- some
25
whisper, centuries -- ago, the Autocrat of the Panstellar Hegemony offered Keshanth
unlimited funding for research if the dour scientist would enhance his soldiers. So Keshanth 26
bent his knee to the Autocrat and designed the nanotechnology that created the dreaded
Smoke Diamond Legion: half-human troops bound to their diamond armour and linked by
a nanotech hivemind. The Autocrat was pleased. He made Keshanth Lord Protector of the
Third Spinward Arm. Keshanths fleet now demands tribute and experimental subjects for his
research.

Appearance: Keshanth is always followed by a lightly glowing blood red cloud. This bleeds
into his white brocade robe, whose long sleeves hide hands nearly always covered in black
leather gloves.. In his favored form, Keshanth is a six and a half foot tall, slender man with long silver hair and
a golden complexion. His youthful face has ever-changing eyes. He can, however, appear to be nearly anyone,
and often appears behind a ceremonial mask when in public.

Using Keshanth: Keshanth is a classic villain: a mad scientist searching for the secret of immortality who is
not adverse to experimenting on thousands, and a willing servant of an even greater evil. You can build a long
term game that begins with defeating his posthuman catspaws and ends with a duel aboard his space fortress.
Keshanths incredible toughness also allows him to seemingly return from the grave, threaten the galaxy and
bring heroes out of retirement.

But Keshanth can help the characters, too. What is hes fallen under some form of psionic control? What is
the Autocrat holds someone he loves hostage, and his experiments are actually ordered by the Hegemony?
What if hes the only ally the heroes have against someone whos even worse? Finally, Keshanth can transform
characters into posthumans with his considerable scientific skills.

In a high level campaign Keshanth is a mystery man who helps the party with his wisdom more than by directly
applying his abilities. Most of his powers augment his own abilities. As a player character, Keshanth is best
suited to solo play or a game where people trade him around as the main character in a party that includes his
less powerful allies and servants.

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