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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.
Modern Posthumans
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.
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:
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.
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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)
Purchase DC: 22
Natural Weaponry (PL 7) Restriction: Licensed (+1)
The character has a bone spur, hardened talons or
other natural weaponry.
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
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)
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: 28
Restriction: Restricted (+2)
Specialized Adaptation (PL8)
On mental command, nanotech colonies adapt a
characters body and mind to perform a specific task.
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
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)
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).
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
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)
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).
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
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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
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)
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).
Background: Keshanth is called the Tyrants Scourge for good reason. Decades -- some
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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.