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Cloning and Genetic Manipulation

Future Warfare:

Charke Publishing

Marc Sant (order #1494165)

Cloning and Genetic Manipulation


Mark Charke Writing, Layout, Art

Future Warfare:

Some art by Louis Porter, Jr. Design (Image Portfolio) Some art by Bradley K McDevitt. www.bradleykmcdevitt.net Sold by Postmortem Studios... www.postmort.demon.co.uk Some art 2004 Ed Bourelle. Used with permission. www.bourellearts.com Some art by Skortched Urf Studios www.skortchedurfstudios.com Some art by Cerbrus (Lots of art by Cerbrus!) Special Thanks to Playtesters: Chris Adams, Jeremy Baker, Chris Glascock, Jordan Grayman, Josh Holmes and Nathan Holmes. Published by Charke Publishing www.Charke.ca As our military protects the bloated, pampered masses that make up society, science, crawling ever forward, unlocks secrets that makes their living even more easier and gives us the weapons we need to maintain that status quo. The secrets of the genetic code have truly been unlocked and the gun is no longer the foremost weapon in our arsenal. We cant make you super-human soldier, well, actually we can. Forget the absurdities of the modern cinema though. You wont be able to throw tanks around or dodge projectiles moving three times the speed of sound. We can however make you as strong as the strongest human and as fast as the fastest human. They are two separate people. You wont be. We can also make you as tough, as smart, as wise and as charismatic as the best of the species as well. - Military Introduction to Genetics

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Contents
Chapter 1: Cloning 4 How to Use this Book 4 Cloning and Genetics by Progress Levels  4 Basic Clones 5 Dont Laugh, Youre Already Dead Soldier 5 Basic Clone [Basic Clone] (PL 4) 6 Aberrations 7 Children (PL 0) 9 Maggot Clone (PL 2) [Basic Clone] 9 Mold Clone (PL 2) [Basic Clone] 10 Multiple DNA Clone (PL 7) [Basic Clone] 10 Teleclone (PL 7) [Basic Clone] 10 True Clone (PL 8) [Basic Clone] 11 Clone Upgrades 11 Accelerated Growth (PL 6) [Clone Upgrade] 11 Accelerated Learning (PL 6) [Clone Upgrade] 12 Adult Clone (PL 7) [Clone Upgrade] 12 Advanced Clone (PL 6) [Clone Upgrade] 12 Alternate Memory Impregnation (PL 8) [Clone Upgrade]12 Bulk Clones 12 Fast Clone (PL 7) [Clone Upgrade] 13 Memory Impregnation (PL 7)[Clone Upgrade] 14 Multiple Memory Impregnation (PL 8) [Clone Upgrade] 14 Mutant Clone (PL 6) [Clone Upgrade] 14 Cloning and Death 15 Starting and Restarting as a Clone 17 Chapter 2: Genetics 20 Re-Sequencing 21 Chemical/Nanite Re-sequencing (PL 7) [Re-sequencing] 21 Tele-Re-Sequencing (PL 7) [Re-sequencing] 23 Absolute Obedience (PL 5) 24 Acid Sweat (PL 6) [Genetic Modification] 24 Adrenaline Surge (PL 5) [Genetic Modification] 24 Alternate Race (PL 6) [Genetic Modification] 25 Cosmetic Glow (PL 6) [Genetic Modification] 25 Cosmetic Modifications (PL 6) [Genetic Modification] 26 Cybernetic Adaptation (PL 7) [Genetic Modification] 26 Claws (PL 6) [Genetic Modification] 27 Darkvision (PL 6) [Genetic Modification] 27 Elastic DNA (PL 6) [Genetic Modification] 27 Extra Head (PL 7) [Genetic Modification] 27 Extra Limb (PL 6) [Genetic Modification] 27 Equine (PL 6) [Genetic Modification] 28 Ethereal Organs (PL 7) [Genetic Modification] 28 Faster (PL 6) [Genetic Modification] 28 Genetic Scripting (PL 6) [Genetic Modification] 28 Chapter 3: Necro Science and Magic 37 Undead Clone (PL6) [Basic Clone] 37 The Order of the Modern Dead 37 Spells and Incantations 38 Create Clone 38 Re-Sequence 38 Shrink 39 Chapter 4: Scientific Labs 41 Stone Age Lab (PL 0) 41 Bronze Age Lab (PL 1) 41 Middle Age Lab (PL 2) 41 Renaissance Lab (PL 3) 41

Industrial Lab (PL 4) Information Lab (PL 5) Gravity Lab (PL 7) Energy Lab (PL 8) Super High Tech Lab (PL 9) Clone Lab Upgrade (PL 4) Genetics Lab Upgrade Advanced Lab Equipment Life Detector (PL 4) Memory Tracker (PL 6) Chapter 5: Clones and Creatures The Microscopic World Examples of Sizes Anti-arrostia Nanite Code Name: Steve, Max Tech Super Soldier Example Clone, John Doe Gene-Reader Nanite Krix Bat (Poisonous Mutant Bat) Predatory DNA Re-Sequencer Nanite Massive Aberrations Chapter 6: Modifying Genetics with Skills and Feats Cloned Genetic Contact Less Aberrant Undetectable Chapter 7: Modified Clones of Advanced Classes Military Clone Neo Geneticist Cant Afford Genetics, Join the Army! Sidebar: Generating Children Based on Parents Story: 50 000 Clones, 100 000 Dead Men Story: Why I Hate Cloning Maximum Lost Wealth DC (Optional Rule) Soulless Clones (Optional) Genetically Scripted Spellbooks DNA Reader (PL 5) Traits: Where Did My DNA Come From? Story: Dead Again Purchasing a Higher Progress Level Lab Missing Super Soldier A journalists report Monoculture, the Fall of Alpha Centauri The Darwin Project

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Chapter 1: Cloning
How to Use this Book This book deals with cloning, genetics and the microscopic world. Clones and genetic modifications are purchased much like equipment. They have a purchase DC, progress level availability and may have purchase restrictions. Unlike equipment, a lab is required, the process takes a certain amount of time and there is a chance of aberrations in the subject. When you purchase a clone, you purchase a basic clone and possibly one or more upgrades. When you purchase a genetic modification it is applied to a fertilized embryo (which may be a clone) or, if you have access to genetic re-sequencing, it may be applied to an already grown subject (such as an infant, child or adult, who may be a clone). Table 1-1: Cloning and Upgrades
Clone/Upgrade Basic Clones Basic Clone Creation Time

Cloning and Genetics by Progress Levels Progress Level 0-2 (Stone Age-Bronze/Iron Age): Only the most basic representation of cloning and genetics occur in this age; reproduction and evolution. Progress Level 2 (Middle Ages): Genetic manipulation occurs in the way of breeding animals. It is a slow method but very successful over hundreds of years, producing many different varieties of dogs, cats and other animals. For settings with magic, magical studies into cloning begin. Mutations and other failures create pposition to such experimentation. The alchemists and spellcasters are aware they can change a creature and that its offspring may retain those changes, but they have no understanding of genetics. Progress Level 3 (Age of Reason): Breeding becomes more sophisticated in this age with more deliberate efforts to develop certain traits. Limited experiments in human breeding may occur but the time required to see results of such experiments takes
Purchase DC 35 (PL4) 25 (PL 5+) 0 * * 30* 30 30 Res Requirement

Level Chance of Adjustment Aberration 1st level 5%

10+1d4mths

Lic (+1)

Children Maggot Clone Mold Clone Multiple DNA Teleclone True clone

7+1d4mths Special* Special* 10+1d4mths* 1d12 hrs (PL7) 1d4 rnds (PL8+) 24 hours

+0 levels 1st level 1st level 1st level +0 levels +0 levels

0% 2% 2% 4%* 4% (PL7) 1% (PL8+) 1%

* * Lic (+1) Mil (+3) Mil (+3)

Industrial Lab (PL 4) or Information Lab (PL 5) plus Clone Lab Upgrade None Middle Age Lab (PL2) Plus Clone Lab Upgrade Middle Age Lab (PL2) Plus Clone Lab Upgrade Gravity Lab (PL7) Plus Clone Lab Upgrade Gravity Lab plus Clone Lab Upgrade Energy Lab (PL 8) Plus Advanced Clone Lab upgrade Fusion Lab (PL 6) Fusion Lab (PL 6) Gravity Lab (PL 7) Plus Advanced Clone Lab Upgrade Fusion Lab (PL 6) Energy Lab (PL 8) Plus Advanced Clone Lab Upgrade 1 lab per 12 clones Gravity Lab (PL 7) Gravity Lab (PL 7) Energy Lab (PL 8) Plus Advanced Clone Lab Upgrade Fusion Lab (PL 6)

Upgrades Accelerated Growth Accelerated Learning Adult Clone

+0 months +0 months +0 months

+0 levels +0 levels +0 levels

+1%/5yrs +0% +0%

15+1/yr 15+1/yr +1

Mil (+3) Mil (+3) Mil (+3)

Advanced Clone Alternate Memory

-1 months Special

+0 levels -3 levels

-2% 2%

+2 35 (PL 7) 25 (PL 8+)

Lic (+1) Ill (+4)

Bulk Clones Fast Clone Memory Impregnation Multiple Memory Impregnation Mutant Clone

+2 weeks -1 to -9 Months Special Special

+0 levels +0 levels -2 levels -1 level/ donor +0 levels

+0 Months

+1/clone 20 +1 per -1 month +30 (PL 7) +20 (PL 8+) +1%/donor 30 (PL 7) or 25 (PL 8+), +1/donor -2% +1

+5% +1% per -1 month +1%

Mil (+3) Mil (+3) Mil (+3) Ill (+4)

Res (+2)

*Plus 1 per donor


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hundreds of years. For settings with magic, this is often the height of magical cloning and genetics. Having survived the middle ages, cloning is slightly more acceptable because it is more successful. Progress Level 4 (Industrial Age): The concept of cloning appears in science fiction and scientific hypothesis. Scientists discover DNA and more serious human breeding projects occur. The morals of delving into the genetic code are questioned. Manipulation of simple plants becomes common place near the end of this age. Progress Level 5 (Information Age): The first cloning occurs with animals. By the end of this age human cloning is possible. The modification of plants and animals, especially for commercial use becomes common. Progress Level 6 (Fusion Age): Cloning and genetic manipulation become more reliable and predicable and, as a result, more accepted. The first experiments with

memory retention occur, but all clones are born as infants and must be trained. Simply genetic modifications to existing subjects occur. Progress Level 7 (Gravity Age): The first cloned adults occur. Memory mapping and impregnation allow the creation of clones with original memories. Complete genetic re-sequencing on adult subjects occurs. Much of this technology is still new and is pushing the limits. Some disastrous results occur as new methods of cloning and genetic manipulation are explored. Near the end of this age the first clones created complete with original memories are created. This progress level also sees regular use of transgenics, genes taken from another organism and put into a subject. Started in the fusion age, transgenics becomes a staple of genetic manipulation and as much work is put into finding new races as modifying known ones. Progress Level 8 (Energy Age): Cloning and genetic manipulation can be done as quickly as putting on, or taking off clothing. Soldiers can be modified on the battlefield to adapt to changing conditions. In the unlikely event someone is killed, they can be cloned and back to work in minutes. Armies of trained clones can be produced in hours. Some militia only create soldiers immediately before a battle and then render them down into components afterwards. Progress Level 9: Cloning and genetic manipulation are obsolete terms. Serious modifications occur on a subatomic level creating entirely new life forms. Creatures no made from atoms appear. Multiple Pricing: In different progress levels certain technologies become more reliable, and cheaper. When deciding which price is used, use the average progress level of that world. Even if technology from higher progress levels is available, the cost will reflect the average progress level.

Basic Clones
Dont Laugh, Youre Already Dead Soldier Soldier, before you toss aside this field manual like an old newspaper, consider this; Many militaries routinely use cloned soldiers and provide genetic upgrades without informing anyone without a need to know. Did you read all of your enlistment contract? Do you have gaps in your memory or have you spent any significant time in a hospital? Have any of your fellow soldiers? Are there units in your army you have never met? Perhaps they are exact copies of your unit. Have I got your attention yet soldier?

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Now, should you be worried? No, you should not. The military is simply using the most advanced technology available to them. They are trying to keep you alive and make you the most effective fighting machine you can be. The fact that they have not told you simply means they are denying this knowledge to the enemy. If you are interested in genetic upgrades, first ask your superior officer about the topic. Be aware that he may ask you not to talk about this subject again. You may be approached in the future or receive upgrades without your knowledge. In some militaries knowledge of cloning and genetics is common knowledge and you may be able to investigate obtaining upgrades. After all, dont you owe it to yourself and your country to be the best soldier you can be? Creating Clones: When you create a clone you must select a basic clone, noted in the brackets after the name of the clone. Clone upgrades are then added. Clone upgrades must be purchased at the same time as the clone, unless they say otherwise in the description. Basic clones have a purchase DC. Most upgrades have a purchase DC modifier. Upgrades that are added after the clone is created have a purchase DC. Level Adjustment: Like being magically raised from the dead, cloning causes a loss of levels. Each clone takes time to come to terms with his new life, possibly the death of the original or even dealing with a living original. Add the level loss for the basic clone type and all the upgrades to determine the total level loss. This loss of levels can never reduce a clone below 1st level. Chance of Aberration: Playing god is never without risk. There is always a chance of a mishap in the DNA or growth that causes an aberration. The chance is based on the base clone type and modified for the upgrades applied. The minimum chance is 1%. Roll when the clone is born, although the defect might not be apparent until maturity. If an aberration occurs, roll on Table 1-2: Cloning Aberrations. Clone upgrades applied after the clone is created may also cause aberrations. In this case you will need to roll the new percent chance to see if an aberration occurs. Base Purchase DC: This is the cost of the clone. Add the purchase DC modifier of all the chosen upgrades to the purchase DC of the basic clone to determine the final purchase DC. Upgrades that are added after the clone is created are paid for separately. They have a purchase DC, instead of a purchase DC modifier. Requirement: Creating clones requires a lab of

some kind. Your lab must meet the highest requirements of your basic clone and upgrades. Government Property: Be aware soldier that most clones are government property. That said, clones have all the rights and privileges every soldier enjoys. While it is possible for civilians, especially corporations, to produce clones much of the technology and advancements are in the hands of the military. Nonmilitary clones tend to be simple replacements, a fad among the rich and little more. A handful of enterprising freelancers arrange for advanced cloning and genetic procedures, either through suspect contracts with corporations or legitimately through limited contracts with the military. In the latter case they often receive first chance at military freelance contracts because they are sporting the latest in cloning and genetic advances. Basic Clone [Basic Clone] (PL 4) The basic clone is the simplest form of humanoid cloning. There are no modifications to the original. It spends nine months as a fetus in a womb. At higher progress levels the womb may be artificial. Clones of non-mammalian races develop in their normal fashion. The clone is born as an infant with no memories from the original. The clone is born as 0th level. When the clone is old enough to gain class levels, the clone starts at 1st level. Clones must pay for racial levels normally. A sample is taken from the original to make the clone. Any genetic modifications done to the original, before the sample is taken, will appear in the clone. This includes genetic diseases and conditions, including lycanthropy and curses. Cybernetics, permanent spells or psionic powers and any effect that ends with death is not retained by the clone. Ability Scores: A clone has the same ability scores the as originals base ability scores, before any modifiers, plus any racial modifiers. (Characters who do not have all their racial levels may not have all their racial modifiers to ability scores yet.) To determine the originals base ability scores, remove all bonuses, such as enhancement, inherent or equipment bonuses from temporary or permanent spells or psionic powers, magic items or cybernetic implants. This even includes the benefit of a miracle or wish spell. Also remove any ability score increases granted every four levels and any modifiers for age. The clone modifies these base scores normally as the clone ages, gains levels, has spells or powers applied, uses magic items or receives miracles or wishes. Lifespan: A basic clones does not live as long as

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the original. Find the maximum age for the original. Subtract the age of the original when the sample was taken. That is the maximum age of the clone. The clone does not enter middle age, old age, or venerable ages sooner, the clones life span is simply shorter. For example, a 60 year old human, whos maximum age is 100, creates a clone. That clone will reach middle age 35 years after birth but will die at 40. Samples can be frozen and stored and do not age. They can be used decade, centuries or even millennia later, if the storage facility survives that long. At progress level 5, cloning is in its infancy. Roughly 90% of attempted clones fail, dramatically increasing the cost of cloning. Combined with common defects in the clones that do survive, cloning humanoids at this progress level is illegal. Restrictions: The basic clone may be an animal, fey, giant, humanoid, monstrous humanoid, vermin. The basic clone may not be an aberration, construct, elemental, ooze, outsider or undead. The clone may be a magical beast but a spellcaster able to cast 3rd level spells is required to oversee the cloning process. Such Table 1-2: Aberrations 3d10 Aberration 3 Ability Score Penalty: Strength 4 Ability Score Penalty: Dexterity 5 Ability Score Penalty: Constitution 6 Ability Score Penalty: Intelligence 7 Ability Score Penalty: Wisdom 8 Ability Score Penalty: Charisma 9 Duplication 10 Enzyme Imbalance 11 Limb aberration 12 Madness: Odd Behavior 13 Madness: Paranoia 14 Madness: Phobia 15 Madness: Split Personality 16 Not as tough 17 Prone to illness 18 Saving Throw Penalty: Poor fortitude 19 Saving Throw Penalty: Slow reflexes 20 Saving Throw Penalty: Soft will 21 Senses: Blind 22 Senses: Deaf 23 Senses: Mute 24 Senses: Without smell 25 Senses: Without touch 26 Shortened lifespan 27 Waterbreathing 28-30 Roll again twice
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a spellcaster can oversee the creation of up to 12 clones at the same time. Action Points: Basic clones start play with action points for their highest level only. Reputation: Basic clones start play with a normal reputation based on their level and any relevant feats. Creation Time: 10+1d4 months. Level Adjustment: Clone starts play at 1st level. Chance of Aberration: 5%. Base Purchase DC: 35 (PL 4) or 25 (PL 5 or higher). Restriction: Licensed (+1). Requirement: Industrial Lab (PL 4) or Advanced Lab (PL 5 or higher) and Clone Lab Upgrade. Aberrations Aberrations are the occasional side effect of modifying DNA. When a clone, or genetically modified child is born, or otherwise created the Game Master rolls once to determine if that person has an aberration. The chance of an aberration is the total percentage from any basic clone, clone upgrades and genetic modifications the character has.

If a character receives a genetic modification after birth by means of genetic re-sequencing, the Game Master rolls again once, to determine if the new modification cause an aberration. The chance of aberration is the total of any previous basic clone, clone upgrades and genetic modifications chance of aberration, plus the new genetic modifications chance. A character can receive multiple genetic modifications at the same time. Only one check for aberration is made. If the character later receives additional genetic re-sequencing, another check is made. Ability Score Penalty: One of the subjects ability scores, as determined by Table 1-2: Aberrations. Roll 1d6 and lower the ability score by this amount. This is a permanent adjustment. Duplication: The subject suffers a doubling of the effects of the cloning, clone upgrade or genetic modification. In this rare circumstance, this may be a tremendous benefit but not always. For example, if the subject was trying to gain an extra limb, the subject gains two extra limbs instead. If the subject was trying to gain laser eyes, they would deal twice as much damage. The perfect splendor modification would result in twice the bonus to Charisma. If the subject receives additional aberrations (because of a roll again twice result) the aberrations effect is doubled if possible. If this aberration is gained a second time, double the base effect, so that the result is 3 times the original effect, not 4 times. Enzyme Imbalance: The subject is missing certain enzymes and must take a drug to counteract the effects of missing the enzyme. Roll again to determine what the side effect of the missing enzyme is. Ignore this result again. In the case of missing limbs, organs and so forth, they stop working without the drug. The drug has a purchase DC of 14 for a weeks supply, DC 15 for a months and DC 16 for a years. Limb Aberration: The subject is missing an arm or leg, it is malformed and non-functional. Roll 1d4 (1: left arm, 2: right arm, 3: left leg, 4: right leg). Madness: Odd Behavior: The subject suffers from periodic random behavior. Whenever the Player of Game Master rolls a natural 1 for this character, they spend the next round confused. See the table below to Table 1-3: Random Behavior
d% 0110 1120 2150 5170 71100

determine the subjects behavior. Madness: Paranoia: The subject suffers from the belief that something, somewhere is out to get the subject. Whenever the character fumbles (rolls a natural 1), suffers a critical hit, sneak attack or is surprised the subject must spend the next round moving to a safer position and increasing personal protections. The subject gains the Alertness feat. At the Game Masters discretion other situations may make the subject act paranoid. Madness: Phobia: The subject has a strong phobia for some object, event or even color. When the subject encounters this phobia, the subject must flee for one full round unless the subject succeeds at a Will saving throw DC 15. Madness: Split Personality: The subject has two, or more, personalities that surface from time to time. Roll 1d4-1 (minimum 1) and that is how many personalities the subject has. The subject should roll up a new character sheet for each personality. They each have the same Strength, Dexterity and Constitution but different Intelligence, Wisdom and Charisma. Each personality has its own classes, saving throws, special abilities, attack bonus and skills but they all use the same number of hit points. What triggers the change from one personality to another is up the to Game Master but could include the following: Rolling a specific number on a d20. Taking damage. Making or failing a saving throw. Food eaten. Time of day/month/year. A full moon. A key word, smell, sound or touch. Not at Tough: The clones base armor class is 8, instead of 10. The clone is not as tough as normal persons and suffers bruising and injury more easily. Prone to Illness: The clone has a deficient immune system and suffers a -4 penalty to saving throws vs. disease and poison. Saving Throw Penalty: Poor Fortitude: The subject suffers a permanent -2 penalty to Fortitude saving throws. Saving Throw Penalty: Slow Reflexes: The subject suffers a permanent -2 penalty to Reflex saving throws. Saving Throw Penalty: Soft Will: The subject

Behavior Attack random person more than 20 feet away with ranged weapons Act normally.v Do nothing but babble incoherently. Flee at top possible speed. Attack nearest creature (for this purpose, a familiar counts as part of the subjects self).

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suffers a permanent -2 penalty to Will saving throws. Senses: Blind: The subject is blind. The subject is born either without eyes, or eyes which do not subject. In an adult subject the eyes stop working. Either the eyes themselves become non-functional or the vision center of the brain stops processing sight. Senses: Deaf: The subject is deaf. The subject is born without the auditory nerve, eardrum or other vital component for hearing. In an adult subject one of these structures stops working. Either the ears become non-functional or the auditory center of the brain stops processing sound. Senses: Mute: The subject is mute and incapable of making vocal sounds. The subject is born without a voice box or one that does not function. In an adult subject the voice box stops working. This aberration does not affect the subjects ability to hear, or breath or eat. The subject can whistle, make clucking sounds, and other noises that do not require the voice box. Senses: Without Smell: The subject can not smell. The subject is born without the hair follicles necessary to detect smell. In addition the subject can not taste or has a very poor sense of taste. In an adult subject the required hair follicles fall out, stop working or the brain becomes incapable of processing this information. This does not affect the subjects ability to breath through the mouth and/or nose, affect eating or speech. Senses: Without Touch: The subject can not detect Table 1-4: Random Phobias d20 Phobia 1 One color of the GMs choice 2 Animals 3 Monsters 4 Aberrations 5 Fey 6 Humanoids 7 Undead 8 Rabbits and bunnies 9 Earth 10 Air 11 Fire 12 Water 13 Metal 14 Alcohol 15 Paper 16 Magic 17 Open spaces 18 Closed Spaces 19 Roll again twice 20 GMs choice
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touch. This devastating aberration prevents the subject from feeling most pain. The subject suffers 1d6 points of non-lethal damage every day from unfelt sources. The Game Master tracks this players hit points. The subject can make a Treat Injury check to determine how many hit points the subject currently has. The subject is born without much of the nervous system. The subject can detect pressure, heat and even pain but the sense is so subdued that the information is almost useless. The subject gains a +10 circumstance bonus to Concentration checks and a +5 bonus to Fortitude saving throws. Shortened Lifespan: The subjects venerable age is its maximum age. If the subject is a basic clone, which already has a shortened lifespan, the clones maximum age is its venerable age, minus the age of the original when the sample was taken to make the clone. In the case of an older clone, this aberration could cause them to die of old age. Waterbreathing: Not normally associated with a penalty, this aberration prevents the subject from being able to breathe air. The subject can only breath water and begins suffocating immediately outside of a watery environment. Note that polluted and stale water, such as a stagnant pit filled with water in a dungeon, does not contain sufficient air to breath. Curing Clone Mishaps: A miracle or wish will remove any one aberration. At the Game Masters discretion a regenerate or heal spell will remove limb aberrations, missing senses and prone to illness. Children (PL 0) Children are both copies and genetic hybrids of their parents. They have features similar to each parent and sometimes features that do not appear in either parent but appeared in previous generations. Children are clearly the inspiration and simplest form of cloning and genetics. You may apply cloning upgrades to children shortly after conception but this will create a chance of an aberration. Creation Time: 7 + 1d4 months Level Adjustment: +0 levels Chance of Aberration: 0% Base Purchase DC: 0 plus upkeep Requirement: No lab required Maggot Clone (PL 2) [Basic Clone] This is the animal version of the pattern clone. Any size tiny animal can be used. The clone has the Aberration

using whatever method you normally use. If that ability score matches one of the donors, use that ability score. If it does not, roll 1d6. If adding, or subtracting, the result from the ability score makes it match one of the donors, use the modified score. Otherwise re-generate the ability score and try again. If you fail to match after 3 attempts, use the result of the last attempt without any modification. Creation Time: 10 +1d4 months + 1 month per donor. Level Adjustment: Clone starts play at 1st level. Mold Clone (PL 2) [Basic Clone] Chance of Aberration: 4% + 1% per donor. This is the plant version of pattern cloning. Any size tiny Base Purchase DC: 30 +1 per donor. plant can be used. The clone has the Plant type instead Restriction: Licensed (+1). of the clones original type. (See Pattern Cloning in Requirement: Advanced Gravity Lab (PL 7) and Chapter X). Advanced Clone Lab Upgrade. Creation Time: Special (see Pattern Cloning). Level Adjustment: Clone starts play at 1st level. Teleclone (PL 7) [Basic Clone] Chance of Aberration: 2%. By late progress level 7, teleportation that takes the Base Purchase DC: Special (see Pattern Cloning). subject apart and puts them back together can be used to Restriction: Special (see Pattern Cloning). create clones quickly. It is not without risk. Roll 1d100 Restriction: Special (see Pattern Cloning). when this cloning method is used. In progress level 7, on a 1-4, the subject is lost forever. In progress level 8, Requirement: Middle Age Lab (PL 2) and Clone Lab or higher, only on a 1 is the subject lost forever. Upgrade. This form of cloning creates two copies of the original. The copies are exactly the same as the original. Multiple DNA Clone (PL 7) [Basic Clone] As they adapt to the existence of each other, both copies A very complicated experiment, this clone uses DNA lose 1 level of experience unless they are 1st level. from multiple s donors and combines them, hopefully Each copy has all the same memories and possessions. in the best possible way. The clone functions exactly Masterwork, magical or psionic items which are copied like a basic clone except as noted below. in this way, lose all their special properties and become Generating a Multiple DNA Clone: You require non-masterwork, mundane items. the ability scores from each of the donors. For each Creation Time: 1d12 hours (PL 7), 1d4 rounds (PL ability score generate that ability score separately, 8). Table 1-5: Average of Parents Ability Scores
Parent A Score Parent B Score 3 4 5 3 4 4 5 4 6 4,5 5 7 5 5,6 6 8 5,6 6 6,7 9 6 6,7 7 10 6,7 7 7,8 11 7 7,8 8 12 7,8 8 8,9 13 8 8,9 9 14 8,9 9 9,10 15 9 9,10 10 16 9,10 10 10,11 17 10 10,11 11 18 10,11 11 11,12 6 4,5 5 7 7,8 8 8,9 9 9,10 10 10,11 11 11,12 12 7 5 5,6 6 8 8,9 9 9,10 10 10,11 11 11,12 12 12,13 8 5,6 6 6,7 7 9 9,10 10 10,11 11 11,12 12 12,13 13 9 10 11 12 13 14 15 6 6,7 7 7,8 8 8,9 9 6,7 7 7,8 8 8,9 9 9,10 7 7,8 8 8,9 9 9,10 10 7,8 8 8,9 9 9,10 10 10,11 8 8,9 9 9,10 10 10,11 11 9 9,10 10 10,11 11 11,12 10 10,11 11 11,12 12 11 11,12 12 12,13 10 12 12,13 13 10,11 11 13 13,14 11 11,12 12 14 11,12 12 12,13 13 12 12,13 13 13,14 14 12,13 13 13,14 14 14,15 15 13 13,14 14 14,15 15 15,16 16 13,14 14 14,15 15 15,16 16 16,17 16 9,10 10 10,11 11 11,12 12 12,13 13 13,14 14 14,15 15 17 17 10 10,11 11 11,12 12 12,13 13 13,14 14 14,15 15 15,16 16 18 10,11 11 11,12 12 12,13 13 13,14 14 14,15 15 15,16 16 16,17 17

type instead of the clones original type. (See Pattern Cloning in Chapter X). Creation Time: Special (see Pattern Cloning). Level Adjustment: Clone starts play at 1st level. Chance of Aberration: 2%. Base Purchase DC: Special (see Pattern Cloning). Restriction: Special (see Pattern Cloning). Requirement: Middle Age Lab (PL 2) and Clone Lab Upgrade.

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Sidebar: Generating Children Based on Parents

To generate a child, you need the ability scores of both parents. If you do not have the ability scores of one or both parents, generate them normally. Finally generate the childs ability scores normally. Assigning the Childs ability Scores: Assign the childs ability scores as close to the parents as possible using the following system. (If a value still does not fit, assign it as close as possible anyway.) For any ability score, the childs value should be one of the parents values or the average, a value roughly between both scores. For example, if one parents ability score was 10 and the others is 16, the child should choose 10, 16 or 13. See Table X-x: Average of Parents Ability Scores for average values. Fixing the Values: Once you have assigned all the ability scores, calculate the sum of the childs ability scores. Then calculate the sum of each parents ability scores, add them together and divide by 2 to find the average. If the sum of the childs ability scores is 6 or more points higher than the average of the parents average, roll 1d6, subtract this many points. If it is 6 or more points lower, roll 1d6 and add this many points. Add or subtract these points to the ability scores of your choice, trying to make the ability scores closer to the parents value or the value in between. Level Adjustment: +0 levels. Chance of Aberration: +4% (PL 7), 1% (PL 8+). Purchase DC: 30. Clone Upgrades Restriction: Military (+3). Clone upgrades are typically applied to a clone Requirement: Advanced Gravity Lab (PL 7) and when it is created. You can apply clone upgrades after Advanced Clone Lab Upgrade. the clone is created with re-sequencing, although some have no benefit once the clone is created. True Clone (PL 8) [Basic Clone] The true clone is the most advanced form of the Accelerated Growth (PL 6) [Clone Upgrade] basic clone. It is created much faster, taking only 24 Before the availability of adult clones, accelerated hours. It may be created at any age with all, or selected, growth is a viable option for producing an adult clone memories from the original. The clone starts at the same faster. The clone must check for aberrations a second level, with the same classes, as the original, or lower if time during puberty. Clones can achieve adulthood in desired as little as one year but the faster the process the greater The creator of the clone may choose whether or not the chance of aberration. to keep any genetic modifications done to the original, This process accelerates the aging. For each before the sample is taken. This includes genetic diseases accelerated year it takes the clone one less year to reach and conditions, including lycanthropy. Curses are adulthood. Accelerated growth is usually combined kept unless removed from the original before cloning. with accelerated learning. Cybernetics, permanent spells or psionic powers and Creation Time: +0 months. any effect that ends with death is not retained by the Level Adjustment: +0 levels.

clone. Ability Scores: Generate a true clones ability scores in the same was as the basic clone. It has the originals basic ability scores. If a true clone starts with the same classes and level as the original, it has any class benefits to ability scores and any ability score increases granted every four levels Lifespan: True clones have two ages, their actual age and their appearance age. The actual age starts at 0 when they are created and determines how long they will live. Their appearance age starts at whatever age the creator wants (usually adult) and determines their physical appearance and when they gain age modifiers to ability scores. Restrictions: True clones may be an animal, fey, giant, humanoid, monstrous humanoid, vermin. The basic clone may not be an aberration, construct, elemental, ooze, outsider or undead. The clone may be a magical beast but a spellcaster able to cast 3rd level spells is required to oversee the cloning process. Such a spellcaster can oversee the creation of up to 12 clones at the same time. Creation Time: 24 hours. Level Adjustment: Clone starts at same level as original. Chance of Aberration: 1%. Purchase DC: 30. Restriction: Military (+3). Requirement: Advanced Energy Lab (PL 8) and Advanced Clone Lab Upgrade.

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Chance of Aberration: +1% per 5 accelerated years. Purchase DC: 15 +1 per accelerated year. Restriction: Military (+3). Requirement: Fusion Lab (PL 6).

longer illegal but it is still very expensive. You must select a basic clone to apply this upgrade to. Creation Time: -1 months Level Adjustment: +0 levels Accelerated Learning (PL 6) [Clone Upgrade] Chance of Aberration: -2% Before the availability of memory impregnations, Purchase DC Modifier: +2 accelerated learning is a viable option for producing a Restriction: License (+1). trained clone faster. This process uses high speed virtual Requirement: Advanced Fusion Lab (PL 6). reality simulations and audio stimulus during sleep cycles to provide 24 hour training. When the training Alternate Memory Impregnation (PL 8) [Clone is complete, the clone is read to take the first level in a Upgrade] class. This upgrade allows the impregnation of memories The arts of magic and psionics can not be trained in not from the original or a clone of the original. They this way. Certain elements of magic can not be recorded can be memories from another person. Even memories on a computer in most cases and psionic powers require from another species can be used but the cost is higher a hands-on touch most computers can not deliver. because more specialized equipment is required. Normally it takes 12 years to train a clone. This This upgrade is the same as memory impregnation system accelerates the process by decreasing the number except that the donor does not have the same memories of years it takes by up to 11. as the original. Creation Time: +0 months. If the clone already has levels, the clone can mix and Level Adjustment: +0 levels. match classes, feats, skills, ability score adjustments, Chance of Aberration: +0. and so forth, from his current levels and the impregnated Purchase DC: 15 +1 per accelerated year. memories as long as the clone meets all the requirements. Restriction: Military (+3). Once these are chosen, they can not be changed. Requirement: Fusion Lab (PL 6). Alternate memory impregnation is more likely to cause an aberration than standard memory impregnation Adult Clone (PL 7) [Clone Upgrade] because the mind must adapt to a new body. Roll again This clone is the same as the basic clone except for an aberration when the memories are impregnated. that it is born as an adult and it takes 1d12 months to If the result would be a lost body part, that body part produce. Memory impregnations may be applied to an stops working. In the case of an adult clone, if the adult clone as it is created. By the time adult clones can memory impregnation is applied immediately after be created they cost little more than basic clones and creation, add the aberration modifier and roll only once the chance of an aberration remains the same. for aberrations for this clone. Creation Time: +0 months. You do not need to purchase any other kind of Level Adjustment: +0 levels. memory impregnation with this upgrade. Chance of Aberration: +0%. Implantation Time: 1d6+1 sessions for 1d2 hours with Purchase DC modifier: +1. at least 24 hours between each session. Restriction: Military (+3). Level Adjustment: -3 levels. Requirement: Gravity Lab (PL 7) and Advanced Clone Chance of Aberration: +2%, roll again unless applied Lab Upgrade. immediately to a newly created adult clone. Upgrade Purchase DC Modifier: +5 (PL 7) or +4 (PL Advanced Clone (PL 6) [Clone Upgrade] 8+) (add +1 for a different species). The advanced clone is the next logical step in Separate Purchase DC: 35 (PL 7) or 25 (PL 8+) (add cloning and represents a significant step in genetics. The +5 for a different species). advanced clones age markers are reset by adding on Restriction: Illegal (+4) material to the DNA sample. An advanced clone is the Requirement: Energy Lab (PL 8) and Advanced Clone same as the basic clone, except that the advanced clone Lab Upgrade. does not shorten its maximum age. By progress level 6, cloning is much more reliable. Humanoid cloning is no Bulk Clones

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Story: 50 000 Clones, 100 000 Dead Men


On January 17th 2155, an event occurred that would change the standards for cloning on Alpha Centauri forever. Leaked to the press, this event is common knowledge and no longer considered classified information. Read on soldier. Fifty thousand clones were ordered as a test batch to bolster their devastated army after the civil war of 2150. The clones were remarkable, copies of a single subject chosen after the examination of virtually every citizen on Alpha Centauri. That famous morning, the clones made a group decision. They all wanted to have breakfast, even though it was an exercise period in their training schedule. So they did. With only one captain per fifty clones there was nothing they could do to stop them. The clones realized they really could do whatever they wanted and quickly took over the training camp. This group mentality was very powerful. When they made a decision it was virtually unanimous among 50 000 people. Worse, with so much agreement, they always figured their decisions were right. Local law enforcement made a half hearted effort to talk them out of what they believed was a hostage situation while militia arrived. The clonesinformed the law enforcement that the group mind they shared was now the ultimate thinking force on the planet and should be in charge of government. Having armed themselves the clones fought their way out of the training camp devastating the local garrison and reinforcements that arrived later. The clones fought their way to the government building and killed or imprisoned anyone who stood in their way. It was estimates that 100 000 persons were killed when the clone seized power. That was ten years ago. Alpha Centauri now has one of the most coordinated armies in known space but both the military and government periodically makes outstanding blunders. They are quick to repair the damage this causes but it represents an vital weakness in their defences. There is a steady stream of evacuees from Alpha Centauri and as the regular population departs, they are replaced with clones. The number of people permitted to leave is equal to the production rate of the clones. The clones are, of course, all copies of the same person. The clones, correctly, expect military reprisal once the non-clone population is mostly evacuated. End of Report.

Bulk cloning is common in more advanced armies and companies offer special prices for such purchases. Most individuals can not purchase clones on this scale. Benefit: Processing bulk clones increases the chance of aberration but decrease the overall cost. Creation Time: +2 weeks. Level Adjustment: +0 Chance of Aberration: +5% Upgrade Purchase DC: Cost of basic clone plus cost of upgrades plus cost of genetic modifications +1 per additional clone. (Minimum 40). Restriction: Military (+3). Requirement: 1 lab per 12 clones or fraction thereof. Fast Clone (PL 7) [Clone Upgrade] This clone upgrade simply decreases the time required to create the clone. The price increases as the time is decreased. Creation Time: -1 to -9 Months. Level Adjustment: +0 levels. Chance of Aberration: +1% per -1 months. Purchase DC: +20 +1 per -1 months. Restriction: Military (+3). Requirement: Gravity Lab (PL 7).

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Memory Impregnation (PL 7)[Clone Upgrade] This process gives a clone the memories of the original, or possibly another clone which has received this process. Clones born as children must wait until they are of age (old enough to gain character class level). Clones created as adults can be memory impregnated right away, but it can be done anytime after the clone is created. To impregnate a memory, the original must be available to perform a memory map upon. This requires 1-6 sessions which take 1-2 hours each. Most of the data is acquired in the first session. Additional sessions are used for error correcting. The process is not invasive for the original or the clone. A scanning device is used on the original and shaped gravity is used to mold the clones brain patterns to receive the memories. At progress level 8 or higher the memory map can be stored indefinitely but at progress level 8 it must be stored in a living medium and is only good for several weeks. Aberration: Another clone with the memory impregnation can be the donor but increases the chance of an aberration by an additional +1% (+2% total). Each step removed from the original increases the chance of an aberration by an additional +1%. A copy of a copy of a copy of the original would have a +4% total chance of an aberration. Level Adjustment: The clone becomes the originals level minus two (further adjusted by any other upgrades). The clone gains the same classes, feats, skills, ability score adjustments and hit dice as the original. Hit points are re-rolled. If the clone already has levels, the clone can mix and match, switching current classes with originals classes. The clone must meet all the requirements for feats and prestige classes when finished. The clones level can remain the same (as before the memory impregnation) or become the originals level minus two. Levels devoted to race, can not be changed, unless the Game Master allows characters without all their racial levels. Aberration: Memory Impregnation can cause problems with the clone. Roll again for an aberration when the memories are impregnated. If the result would be a lost body part, that body part stops working. In the case of an adult clone, if the memory impregnation is applied immediately after creation, add the aberration modifier and roll only once for an aberration in this clone. Purchase DC: Memory impregnation is usually offered as part of the cost of the clone, even if it is done later. The cost for getting it done separately is noted in

brackets. Implantation Time: 1d6 sessions for 1d2 hours with at least 24 hours between each session. Level Adjustment: -2 levels. Chance of Aberration: +1%, roll again unless applied immediately to a newly created adult clone. Upgrade Purchase DC Modifier: +4 (PL 7) or +3 (PL 8+). Separate Purchase DC: 30 (PL 7) or 20 (PL 8+). Restriction: Military (+3). Requirement: Gravity Lab (PL 7). Multiple Memory Impregnation (PL 8) [Clone Upgrade] This upgrade is the same as an alternate memory impregnation purchased many times. It is more risky but gives the clone a wide variety of options. The clones new level is equal to the highest level donor minus the number of donors, or the clones level before impregnation. The clone can mix and match classes, feats, skills, ability score adjustments, and so forth, for any levels he had before impregnation and from all of the donors as long as the clone meets all the requirements. Once these are chosen they can not be changed. Chance of Aberration: A multi DNA clone who uses only the memories from the DNA donors suffers only a +1% chance of aberration instead of 1% per donor and the cost is only +1 per donor. Implantation Time: Xd6 sessions (where X is the number of donor memories) for 1d2 hours with at least 24 hours between each session. Level Adjustment: -1 level per donor. Chance of Aberration: +1% per donor. Upgrade Purchase DC Modifier: +3 per donor. Separate Purchase DC: 30 +1 per donor (PL 7) or 20 +1 per donor (PL 8+) Restriction: Illegal (+4). Requirement: Energy Lab (PL 8) and Advanced Clone Lab Upgrade. Mutant Clone (PL 6) [Clone Upgrade] The mutant clone is not someone with tentacles or super powers. A mutant clone is simply a clone with random variables in his DNA. As a result the mutant clone is not exactly the same as the original. The mutant clone may have different colored hair, eyes or skill and may have traits found in descendants or traits never found in the originals family.

Marc Sant (order #1494165)

Mutant cloning solves a lot of problems with basic clones but it is not true cloning. Subtract 3 from each of the mutant clones ability scores and then add 1d6. Creation Time: +0 Months. Level Adjustment: +0 levels. Chance of Aberration: -2%. Purchase DC Modifier: +1. Restriction: Restricted (+2). Requirement: Fusion Lab (PL 6).

were not raised from the dead. That character is dead. Only a copy survives. Therefore there is a rule for cloning; If a character dies, he does not have to play his clone.

Maximum Lost Wealth DC (Optional Rule)


The Maximum Lost Wealth DC is 15. Items with a purchase DC of 15 or higher always cause wealth to be lost. This makes bulk orders for clones prohibitively expensive. If a corporation wanted to purchase 1000 clones, it would cost them at least 1000 points of wealth. There are no core rules for corporate purchasing. It is sufficient that the Game Master simply set a value for their Maximum Lost Wealth DC which limits their bulk spending. The core rules do deal with purchases past 12 million dollars. (See Setting Purchase DCs in Chapter 7: Game Mastering in d20 Modern.) The United States of American can spend millions without any significant impact on the economy. Spending billions, however, starts to show up on the bank statement. As a country, the United States has a Maximum Lost Wealth DC of 42 instead of 15. It could easily purchase an army of clones by progress level 6. Increase Maximum Lost Wealth DC Benefit: The character increases his Maximum Lost Wealth DC by +1. Special: All characters start with a Maximum Lost Wealth DC of 15. The feat can be taken multiple times and its effects stack. Pattern Cloning A method of cloning that is as disgusting as it is simple, pattern cloning is available to all progress levels. Pattern cloning uses small animals or plants to eat the original and then copy what they have eaten. Maggots, worms, smaller insects and mold are the most commonly used. The animal or plant must not only be trained to perform this task, but bred to be able to perform the task. This breeding can take decades or longer in the most primitive progress levels. At higher progress levels, it becomes simpler but more appealing alternatives start to appear. One of the restrictions for pattern cloning is that it can only be done once because the original is consumed. While it is possible to consume a clone, if you can make that clone, pattern cloning is probably not necessary.

Story: Why I Hate Cloning


Nuts, I failed my save. Fred says. Felgadar slips off the narrow ledge and tumbles head first a thousand feet into the lava below. His body is vaporized by the heat before it hits the lava. Only bits of his Kevlar vest remain to make a splash pattern. They liquefy moments later. The Game Master explains with a glint in his eye. Ill write up a new character. Thanks so much for that vivid description of my death Fred mutters. No wait! I still have some of Felgadars blood on me from that last fight! Mike exclaims. So, this isnt fantasy. We dont have a wizard who can cast raise dead! Fred exclaims. Exactly, this is modern. Mike states. Very well. You backtrack to the lab and get some sleep. In the morning you have a brand new clone of Felgadar. You can keep playing Fred. States the Game Master. But I died. Doesnt that mean anything? Fred asks. Nope. Save game. Load game. Lets keep adventuring. Mike smiles. Cloning and Death Risk is part of adventuring. It may be the most important thing about it. Risk creates excitement and establishes the presence of danger. In many video games you reach a point where you have collected every power-up, gotten every advantage, and the enemies fall like paper before your might. That might be fun once in a while but it gets boring fast. There is no challenge left. Death has an impact on a clone. The clone may not remember the death, only learn of it from someone else. It is still important. The clone may change his ways. The clone may decide not to be an adventurer anymore. Just because a clone will be activated if the original, or current clone, dies does not make them feel better. They are still dead. It is a copy that is walking around. They
Marc Sant (order #1494165)

Soulless Clones (Optional)


In this scenario clones are without souls. Their alignment is always neutral. They have little sense of right and wrong. Their emotions are rather muted and they rarely display any significant feelings. Although they are without souls, they are not unintelligent and are capable of leading productive lives. With specific training they can be taught to act in accordance with other alignments. This is ideal for soldiers but can be a challenge for a player character who is used to playing a more vivid alignment. Evil Soulless Clones: In this variant, clones are soulless and their alignment is usually or always neutral evil. These evil clones show the same emotionless traits but they have some fascination or get some much needed emotional satisfaction from cruelty. Divine Soul Evocation Level: Clr 9, Luck 9; Components: V, S, M, DF, XP; Casting Time: 1 standard action; Range: Touch ; Target: One Clone; Duration: Instantaneous; Saving Throw: Fort negates (see text); Spell Resistance: Yes (see text). By means of this spell you request a soul from your deity to inhabit a soulless clone. The clones alignment and personality tend to shift towards that of the soul granted. The alignment is usually the same, or one step removed, from the deities. If the clone dies and is brought back with miracle, reincarnation or true resurrection, the deity has the option of sending the soul back in the same form as the clone or a previous form the soul once took. A clone brought back from the dead in this way (with a new body) is no longer a clone. Material Component: 1000gp worth of a substance important to your deity, often weapons or food, per 10 levels, or fraction there of, the clone possesses. Divine Focus: This spell can only be performed in a location holy to your deity. XP: 100xp per level of the clone. Pattern cloning becomes more a means of raising the dead than actual cloning. Pattern Cloning is rarely done voluntarily. As the subject is usually dead, most often, he has no say in the matter. The existence of a pattern clone is often described as a fate worse than tormented undeath. Changes: The subjects type changes to animal or plant. If he has racial levels [explain mods]. His

Charisma score is reduced by 8 to a minimum of 1. All his other ability scores remain the same. He loses one level to represent the changes he must adjust to. Nothing else changes. After adjusting for the level lost, he retains the same classes, abilities, hit points, saving throws, skills and feats. Healing: If he is injured he heals normally. If more of the animals or plants are available he can absorb them to gain fast healing equal to his level (maximum 10). Basic, Moderate, Advanced Pattern Cloning (memory): There are three levels of pattern cloning, basic, moderate and advanced. For basic pattern cloning the entire body is required. Any part of the body that is missing, is not copied. If the head is missing, whole or in part, the subject can not be pattern cloned. In moderate pattern cloning, only about half the body is required. The animals or plants absorb the DNA of the subject and fill in the missing bits. Moderate pattern cloning can be used to replace missing limbs, including the head. If the head is missing, the clone has no memories. If part of the brain is missing, the clone suffers from memory loss but his brain functions normally otherwise. The Game Master may choose to assign negative levels to represent this loss. Advanced pattern cloning is extremely rare. It is available at higher progress levels or where high magic is available and both provide more desirable alternatives. Only a tiny sample of the subject is required, so the subject need not be consumed. These clones are created with no memory. They learn quickly enough that they may functions as adults immediately but start at level 1, not the originals level. At higher progress levels or where 9th level spells are available, brain mapping can be achieved by breeding an animal or plant that enters the originals brain, maps it then leaves without permanent injury. It is an extremely uncomfortable process but once complete can be used to create multiple clones without another mapping required. This is the most advanced form of pattern cloning and almost unheard of. Time to Breed and Train: At the end of each year you may make a Handle Animal check and a Knowledge (nature) check. Divide the totals by 10 (rounded down) and add them together. This is the percent of the breeding and training that is complete. Regardless of how many people are working on the project, only one person makes this check (the head of the project). Once 100% is reached, you are ready to clone. The cloning takes an hour. Requirements: You must have a lab, even a

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primitive one, to work in. One person must meet all the requirements listed below. Basic Requirements: Handle Animal 18 ranks, Knowledge (nature) 18 ranks. Special: If you can cast determine breeding stock you require only 8 ranks in each skill. If you can cast Encourage Mutation you require only 4 ranks in each skill. Moderate Requirements: Handle Animal 28 ranks, Knowledge (nature) 28 ranks. Special: If you can cast determine breeding stock you require only 18 ranks in each skill. If you can cast Encourage Mutation you require only 8 ranks in each skill. Advanced Requirements: Handle Animal 38 ranks, Knowledge (nature) 38 ranks. Special: If you can cast determine breeding stock you require only 28 ranks in each skill. If you can cast Encourage Mutation you require only 18 ranks in each skill. Pattern Cloning: Once you have train the animals or plants, you need only implement a Maggot Clone or Mold Clone (see Maggot Clone or Mold Clone in Chapter 1: Cloning). Determine Breeding Stock Divination Level: Druid 3, Mage 5; Components: V, S, F; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: One group of tiny animals or plants with are no further than 1 foot appart; Duration: 10 minutes; Saving Throw: None; Spell Resistance: No After casting this spell you can examine animals and/or plants you are breeding for the purposes of pattern cloning. You are able to tell, which, if any, of the subjects are closer to being usable for pattern cloning, since the last generation. This allows you to more quickly determine which offspring your should continue breeding. The continuous use of this spell, on each generation of offspring, provides a +10 circumstance bonus to Handle Animal checks and Knowledge (nature) checks for Basic Focus: A magnifying glass. Encourage Mutation (Incantation) Transmutation Skill Check: Knowledge (arcane lore) DC 31, 1 successes, and Knowledge (earth and life sciences) DC 31, 1 success; Failure: Two

consecutive failed skill checks; Components: V, S, F; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: One group of tiny animals or plants with are no further than 1 foot appart; Duration: 10 minutes; Saving Throw: None; Spell Resistance: No; Requirement: Determine breeding stock. As determine breeding stock except as follows. This spell encourages random mutations by creating minute amounts of radiation. The bonus to Handle Animal and Knowledge (nature) checks is +20. This bonus does not stack with determine breeding stock. Focus: A magnifying glass and a small amount of radioactive material. Selective Mutation (Incantation) Transmutation Skill Check: Knowledge (arcane lore) DC 32, 3 successes, and Knowledge (earth and life sciences) DC 32, 3 success; Failure: Two consecutive failed skill checks; Components: V, S, F; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Targets: One group of tiny animals or plants with are no further than 1 foot appart; Duration: 10 minutes; Saving Throw: None; Spell Resistance: No; Requirement: Determine breeding stock, encourage mutation. As encourage mutation except as follows. This spell allows selective mutations. Because mutations are no longer random, fewer generations need to be bred. The bonus to Handle Animal and Knowledge (nature) checks is +30. This bonus does not stack with determine breeding stock or encourage mutation. Focus: A magnifying glass and a small amount of radioactive material.

Starting and Restarting as a Clone


It is possible for players to begin play as a clone and it is possible for characters who have died to continue play as a clone of themselves. The following chapter describes rules for staring play as a clone, or continuing play as a clone. Player Prepared Clone: Characters with sufficient wealth can purchase a clone of themselves in preparation for their own death. The clone can be activated immediately, at the time of the originals death (when the clone manufacturer learns of the characters death) or at a pre-arranged time. The character becomes responsible for providing the clone with any wealth and assets it will start play possessing. The most logical .

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arrangement of wealth is a Last Will and Testament which transfers the originals wealth and surviving possessions to the clone. Alternatively the original could leave a certain amount of wealth with the clone. This is especially useful if more than one clone is created. Starting In Debt: Cloning and genetic modifications are expensive, beyond the finances of any 1st level character. Usually the original or other benefactor pays for the creation of a clone or the genetic modifications. If not, the character starts in debt. He has a single purchase owed to the company that created him or performed his genetic modifications. The character can not spend wealth that would reduce the characters wealth score. As soon as the character can pay off the debt by taking 20, the character must. If an expense is forced upon the character that lowers the characters wealth score, the purchase DC of the debt increases by the amount of wealth lost. The Game Master is free is modify these rules. The character might be able to make a lower payment, to extend the debt. If the character is a clone, the character might be able to sue to company, claiming it is inhuman to force such a debt upon a newborn. PC Clones: In the traditional case, where a player character dies and a clone is created, the clone inherits the originals wealth bonus. Clone Starting Wealth: A newly created clones Wealth bonus is +0. Normally a clone created as an adult does not gain a bonus from starting occupation, does not gain the 2d4 die roll or +1 for having 1 to 4 ranks in the Profession Skill. If the clone has the Windfall feat the clone gains that bonus normally. The Game Master may decide, especially in the higher progress levels, that there is a welfare system for clones. In this case the adult clone gains normal starting wealth, just like any other character. Clones born as children, gain wealth normally as they grow up. Player Character clones that begin play above 1st level, start with the same starting wealth that any other Player Character would begin play with at the same level. By default, Non-Player Character Clones start play with wealth appropriate for a 1st level character, even if they start play above 1st level. If, as the Game Master, you create a history for the clone, perhaps making them an important ally or villain, they should start play with wealth appropriate for their level. Cloning a Genetically Modified Clone: Once you have had a genetically modified clone created, one may think about having additional clone(s) created. Cloning a genetically modified clone, unfortunately, is

just as expensive as creating the genetically modified clone in the first place. You must pay for all the genetic modifications and clone upgrades just as if you were creating the clone for the first time. However, because the modifications have already been made and tested, most companies will offer a 10% discount on the price (reduce the purchase DC for the genetic modifications by 10%). When cloning, a company will often require you to enter a contract which binds you to return to that company for any future clones based on the modified DNA. This is because most companies do not see a profit for making the genetic modifications until more than one clone is created. Black market deals can get you up to 50% off the cost of the genetic modifications with the obvious legal ramifications. Modified DNA is difficult to clone. Special, meaning expensive, procedures must be made to get modified DNA to clone properly. Cloning from a clone increases the chance of aberration by 1% for each copy removed from the original. It is common to create a genetically modified clone and make all the copies based on that one. It only incurs the 1% additional chance of aberration but gets the 10% discount. Upgrading a Clone of a Clone: When a clone is made of a clone, the new clone has all the genetic modifications of the old clone. You may add new genetic modifications, but it does not allow you to stack more than the maximum. For example, if the original has a +5 Strength score from the perfect power genetic modification, you can not further increase the strength score. However, if the clone has children, you may generate the children normally (see Generating Children Based on Parents in Chapter 1: Cloning) and then apply genetic modifications to the children. Even doing this, the maximum score is 18 plus racial modifiers +5 from the perfect genetic modification. Bulk Orders: The only time you start to see a significant decrease in cost, besides using the black market, is when you purchase bulk orders. For the first 25 clones or modifications you can expect to get a 10% discount on everything (lower the purchase DC by 10%). For 26-50 orders you can expect to get a 20% discount. 51-75 a 30% discount. 76-100 a 40 % discount. For orders over 100 clones you can expect to get half price, a 50% discount, which is the maximum discount. These price decreases also apply if you are making your own clones. You must make the clones all at the

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same time though, requiring a great number of labs. The labs may be in separate locations as long as you can communicate quickly between them. The costs are decreased because you can buy everything in bulk. Cloning Pets: The cloning of pets does not become popular until progress level 8. Until then, it is so expensive that it is only available to the rich. Pets are cloned as often young as adult. One might say this defeats the purpose of cloning a pet, having the same animal that died, but a puppy true cloned from the original dog has all the memories of that dog. It knows all its tricks and is house broken if the original was, but is now a playful puppy again which many people enjoy.

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Chapter 2: Genetics
Genetics goes hand in hand with cloning. The easiest form of genetics are applied to embryos, either regular children or clones. Only in the higher progress levels is it possible to apply genetic modifications to a fully grown subject by using genetic re-sequencing. Creation Time: After gaining a sample of the DNA a great deal of time is spent altering the DNA and figuring out which combinations will result in the desired modification. In the case of a clone or child, the fertilized embryo must remain with the geneticists for this time. In the case of re-sequencing a sample is needed from the subject for the duration of the creation time. Re-sequencing itself takes only a couple hours. Level Adjustment: Genetics involves making changes, not bringing the dead back to life, so it is very rare for a genetic modification to cause a level adjustment.

Chance of Aberration: Playing god can have unforeseen consequences. Like cloning, genetic modifications create the risk of aberrations. Add any chance to aberration from cloning, clone upgrades and genetic modifications and roll once when the child is born. For genetic re-sequencing, roll each time a modification is applied (using all the previous modifiers). Base Purchase DC: All genetic modifications are purchased separately. Requirement: This is the minimum lab requirement to perform the genetic manipulation. For any clone and/or genetic modification, only one lab is required, whichever has the highest purchase DC. Genetic Opposites: The genetic code, the DNA, is a long double string, double helix, of nucleotides. Each nucleotide pair provides information about how the body is constructed. Since one nucleotides can affect more than one element of the body, certain combinations can not occur.

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Table 2-1: Genetic Opposites D100 Genetic Opposite 1-2 Absolute Obedience (PL 5) 3-4 Acid Sweat (PL 6) 5-6 Adrenaline Surge (PL 5) 7-8 Alternate Race (PL 6) 9-10 Cosmetic Glow (PL 6) 11-12 Cosmetic Modifications (PL 6) 13-14 Cybernetic Adaptation (PL 7) 15-16 Claws (PL 6) 17-18 Darkvision (PL 6) 19-20 Elastic DNA (PL 6) 21-22 Extra Head (PL 7) 23-24v Extra Limb (PL 6) 25-26 Equine (PL 6) 27-28 Ethereal Organs (PL 7) 29-30 Faster (PL 6) 31-32 Genetic Reader (PL 6) 33-34 Genetic Scripting (PL 6) 35-36 Hawk Eyes (PL 6) 37-38 Laser Eyes (PL 6) 39-40 Low-Light Vision (PL 6) 41-42 Kangaroo Blood (PL 5) 43-44 Listening Fingers (PL 6) 45-46 Lycanthropy (PL 5) 47-48 Multi-Digestion (PL 6) 49-50 Medusic Eyes (PL 7) 51-52 Stone Gaze Sun Glasses 53-54 Muscular Control (PL 6) 55-56 Nuclear Chemistry (PL 6) 57-58 Other Blood (PL 6) 59-60 Pain Resistance (PL 6) 61-62 Perfect Power (PL 5 or 6) 63-64 Perfect Grace (PL 5 or 6) 65-66 Perfect Endurance (PL 5 or 6) 67-68 Perfect Cunning (PL 5 or 6) 69-70 Perfect Intuition (PL 5 or 6) 71-72 Perfect Splendor (PL 5 or 6) 73-74 Photosynthetic Skin (PL 6) 75-76 Polymorphic (PL 7) 77-78 Poison Immunity (PL 6) 79-80 Sleep Command (PL 6) 81-82 Run, Jump, Climb (PL 6) 83-84 Tentacles (PL 6) 85-86 Termination Device (PL 5) 87-88 Unusual Organ Placement (PL 6) 89-90 Wings (PL 6) 91-95 No opposite 96-100 Roll again twice

In a simple example, let us say one nucleotide controls hair and eye color. (In reality it is probably many nucleotides which make this choice.) Lets say that nucleotides options are; brown hair and brown eyes, blond hair and blue eyes, red hair and hazel eyes or black hair and brown eyes. Blond hair and brown eyes, in this example, is not an option. This is why certain combinations of traits almost never occur. Almost because mutation and other factors can overcome this obstacle. Genetic manipulation may require altering hundreds of nucleotides to create the desired change; increased muscle mass, more brain matter, increased density of rods and cones in the eye. Making these changes may prevent making other changes. The factors involved are very complicated so, for the purposes of this book, genetic opposites are assigned randomly. Each time a genetic modification is chosen, roll randomly on the following chart to determine which other genetic modification is the genetic opposite. Sometimes a modification has no opposite, while other times it has more than one. Roll once for any given person and this result is the same for all of their clones, except mutation clones which each roll separately. If the result is the same modification that you are performing, then that genetic modification has no opposite. No Opposite: The genetic modification has no genetic opposite. If you are rolling again twice, this result reduces the number of genetic opposites by 1. Roll Again Twice: This genetic modification has more than one genetic opposite. Roll again twice. It is possible to get this result multiple times resulting in two or more genetic opposites.

Re-Sequencing
Re-sequencing is the process of re-writing a fully grown subjects DNA. It can be achieved with nanites, chemistry, teleportation or magic. Chemical/Nanite Re-sequencing (PL 7) [Resequencing] Simple genetic modifications begin in progress level 6 but complete genetic re-sequencing does not occur until progress level 7. This process allows a scientist to make changes to a fully grown subjects DNA and then apply the changes to just about every stand of DNA in the subjects body. Typically a number of unaltered strands are left in case the subject wants to undo the process. In the case of certain massive changes,

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Table 2-2: Genetic Modifications


Genetic Modification Absolute Obedience Acid Sweat Adrenaline Surge Alternate Race Cosmetic Glow Cosmetic Modification Cybernetic Adaptation Claws Dark Vision Creation Time 1 week 1d12hrs (PL 7) 1d4rnds (PL 8) 1 week 60 days 1 day 1 day 1 week 2 days 1 week Level Adjustment +0 +0 +0 As race +0 +0 +0 +0 +0 Chance of Aberration +1% +4% (PL 7) +1% (PL 8) -1% +5% +0% +0% +0 +1% +1% Purchase DC 16 30 16 20 16 (PL 6) 14 (PL 7) 16 (PL 6) 14 (PL 7) 15 14 14 (30ft.) 16 (60ft) 18 (90ft) 20 (120ft) Special 30 20 30 35 19 16 14 19 16 25 30 14 15 15 30 15 14 10+HD 14 19 (+2) 25 (+4) 33 (+6) 19 (+2) 25 (+4) 33 (+6) 19 (+2) 25 (+4) 33 (+6) 19 (+2) 25 (+4) 33 (+6) 19 (+2) 25 (+4) 33 (+6) 19 (+2) 25 (+4) 33 (+6) Res Lic (+1) Lic (+1) Lab Requirement Information (PL 5) Fusion (PL 6) Information (PL 5) Fusion (PL 6) Fusion (PL 6) Fusion (PL 6)

Lic (+1) Gravity (PL 7) Mil (+3) Fusion (PL 6) Fusion (PL 6)

Elastic DNA Extra Head Extra Limb Equine Ethereal Organs Faster Genetic Reader Genetic Scripting Hawk Eyes Kangaroo Blood Laser Eyes Listening Fingers Low-Light Vision Lycanthropy Multi-Digestion Medusic Eyes Muscular Control Nuclear Chemistry Other Blood Pain Resistance Perfect Power

1 week Special 1 week 3 weeks 6 weeks 1 week 1 week 1 day per 400 words 2 weeks 1 week 2 weeks 2 weeks 1 week 1 week 1 week 2 weeks 1 week 1 week 1 week 1 week 2 weeks/+1

+0 +1 +0 +1 +1 +0 +0 +0 +0 +0 +1 +0 +0 As race +0 +3 +0 +0 +0 +0 +0

+1% +1% +1% +1% +5% +1%/10ft. +2% +1% +1% +1% +2% +2% +1% +1% +1% +4% +1% +2% +1% +1 +1% (+2) +2% (+4) +3% (+6) +1% (+2) +2% (+4) +3% (+6) +1% (+2) +2% (+4) +3% (+6) +1% (+2) +2% (+4) +3% (+6) +1% (+2) +2% (+4) +3% (+6) +1% (+2) +2% (+4) +3% (+6)

Mil (+3) Lic (+1) Lic (+1) Lic (+1) Mil (+3) Mil (+3) Mil (+3) Lic (+1) Ill (+4) Ill (+4) Lic (+1) Mil (+3) Lic (+1)

Fusion (PL 6) Gravity (PL 7) Fusion (PL 6) Fusion (PL 6) Gravity (PL 7) Fusion (PL 6) Gravity (PL 7) Fusion (PL 6) Fusion (PL 6) Information (PL 5) Gravity (PL 7) Fusion (PL 6) Fusion (PL 6) Information (PL 5) Fusion (PL 6) Gravity (PL 7) Fusion (PL 6) Fusion (PL 6) Fusion (PL 6) Fusion (PL 6) Information (PL 5) (+2) or Fusion (PL 6)(+4 or +6) Information (PL 5) (+2) or Fusion (PL 6)(+4 or +6) Information (PL 5) (+2) or Fusion (PL 6)(+4 or +6) Information (PL 5) (+2) or Fusion (PL 6)(+4 or +6) Information (PL 5) (+2) or Fusion (PL 6)(+4 or +6) Information (PL 5) (+2) or Fusion (PL 6)(+4 or +6)

Perfect Grace

2 weeks/+1

+0

Perfect Endurance

2 weeks/+1

+0

Perfect Intuition

2 weeks/+1

+0

Perfect Cunning

2 weeks/+1

+0

Perfect Splendor

2 weeks/+1

+0

Marc Sant (order #1494165)

Table 2-2B: Genetic Modifications


Genetic Modification Photosynthetic Skin Polymorphic Poison Immunity Sleep Command Run Jump Climb Tentacles Termination Device Unusual Organ Placement Wings Creation Time 24 hours 1 week 1 week 1 day 3 weeks 1 week 1 week 1 week Level Adjustment +0 +1 +0 +0 +0 +0 +0 +0 Chance of Aberration +0% +2% +1% +1% +3% +1% +0% +1% (25%) +2% (75%) +3% (100%) +1% Purchase DC 14 25 19 14 24 16 16 19 (25%) 25 (75%) 33 (100%) 20+special Res Res (+2) Ill (+4) Lic (+1) Ill (+4) Mil (+3) Lab Requirement Fusion (PL 6) Gravity (PL 7) Fusion (PL 6) Fusion (PL 6) Fusion (PL 6) Fusion (PL 6) Information (PL 5) Fusion (PL 6)

2 weeks

+0

Fusion (PL 6)

including the addition of additional limbs or organs, the subject requires cloning and surgery to create the limb or organ and attach, or implant it. Chemical and nanite re-sequencing were developed at about the same time with very similar results. There is very little difference in cost or effect but some prefer one method or another. Benefit: This allows genetic modifications to be applied on adult subjects. Without genetic re-sequencing genetic modifications are limited to embryos. Requirements: In addition to this creation time, level adjustment, chance of aberration and requirements add those for the genetic modifications you have chosen. Genetic Re-sequencing only costs the price of acquiring the lab and any genetic modifications you make. Creation Time: 24 hours. Level Adjustment: +0 levels. Chance of Aberration: +0%. Base Purchase DC: 0. Requirement: Gravity Lab (PL 7). Tele-Re-Sequencing (PL 7) [Re-sequencing] Re-sequencing can be done nearly instantly by using certain forms of teleportation. Magical teleportation and space-folding teleportation can not be used for this. It must be teleportation that takes the subject apart and then re-assembles them. Unfortunately, this is the most difficult form of teleportation, requiring billions of billions of mathematical calculations to track and reassemble a living person. As a result this form of resequencing is only found in higher progress levels. Late in progress level 7, tele-re-sequencing becomes possible. This is when mistakes create terrible side effects. Still being developed certain private, unregulated projects start producing monstrosities unlike anything seen before. These warped creatures can not be cure,

only mercifully put down. By progress level 8, tele-resequencing allows for fast genetic modifications and can quickly cure tele-monstrosities making them a thing of the past. This genetic modification allows other genetic modifications to be added or removed from the subject quickly. In progress level 7, the teleportation can take hours. By progress level 8, it is nearly instantaneous. You can tele-re-sequence at the same time you teleclone. Requirements: In addition to this creation time, level adjustment, chance of aberration and requirements add those for the genetic modifications you have chosen. Tele-Re-sequencing only costs the price of acquiring the lab and any genetic modifications you make. Creation Time: 1d4 hours (PL 7) or 1d4 rounds (PL 8). Level Adjustment: +0 levels. Chance of Aberration: +2%. Base Purchase DC: 16. Requirement: Gravity Lab (PL 7).

Genetic Modifications

The following genetic modifications are presented in alphabetical order. Genetic modifications must be made before birth or using a re-sequencing method. Note that genetic modifications way will heal this way. The subjects offspring will have these changes. Spells such as regenerate and heal will not remove these modifications but heal them as if that is how the character had been born. Even natural healing will heal according to the new genetic sequence. There is no chance of rejection once a genetic modification has been made, although there is the chance of aberration when it is made.

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Absolute Obedience (PL 5) Never a requested modification, absolute obedience modifications are popular among militaries which have experienced clone rebellions or any other major dissention. Subjects with this modification are extremely loyal and obedient but suffer from a lack of creativity. This modification is illegal. Benefit: The subject suffers a -2 Wisdom penalty and the subjects alignment becomes Lawful. The subject is always absolutely loyal to one person, organization or even an ideal. This can be changed with extensive reinforcement but the subject must choose a new person, organization or idea to become loyal to. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 16. Restriction: Illegal (+4). Requirement: Information Lab (PL 5). Acid Sweat (PL 6) [Genetic Modification] This unpopular modification changes the composition of the subjects sweat. The subject sweats a concentrate acid. The acid has a particular odor, thus the unpopularity, and makes the subject harmful to touch but it allows the subject to eventually eat through any restraint or even barrier. The subject must wear special clothing with a purchase DC 1 higher than normal so that the acid does not destroy it. Benefit: While performing any activity or while hot, the subject can deal 1 point of acid damage with unarmed strikes provided the hands are uncovered. As a standard action the subject can attempt a Concentration check DC 15. Afterwards his next unarmed strike deals an additional 1d6 acid damage instead of 1. As an attack action the subject can flick acid on a target within 10 feet. This requires a ranged attack and deals 1 acid damage (or 1d6 after concentrating) if it strikes. The subject gains acid resistance: 5. The subject suffers a -2 penalty to Charisma based skills. The subject can negate this penalty for up to 1 round/level when not performing strenuous activity by making a Concentration check DC 15. Special: If the subject also has multi-digestion, the subject can digest metals, although their nutritional value is negligible. Creation Time: 1d12 hours (PL 7), 1d4 rounds (PL 8). Level Adjustment: +0 levels. Chance of Aberration: +4% (PL 7), +1% (PL 8+).

Base Purchase DC: 30. Restriction: None. Requirement: Fusion Lab (PL 6). Adrenaline Surge (PL 5) [Genetic Modification] Once a popular upgrade for soldiers, this modification has become pass. The subject can flood his system with adrenaline, gaining increased Strength and Constitution for a short period of time. The anger and loss of discipline that accompanies the adrenaline surge made it undesirable for professional militaries. Benefit: The subject can rage as a free action once per day. Upon doing so, the subject temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a 2 penalty to Defense. The increase in Constitution increases the subjects hit points by 2 per level, but these hit points go away at the end of the rage when the subjects Constitution score drops back to normal. While raging, the subject cannot use any Charisma-, Dexterity-, or Intelligencebased skills (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any abilities that require patience and concentration (including spellcasting and manifesting psionic powers), or any items that must be activated to function. The rage lasts for a number of rounds equal to 3 + the subjects (newly acquired) Constitution modifier. The subject may prematurely end his rage. At the end of the rage, the subject loses the rage modifiers and restrictions and becomes fatigued for the remaining duration of the current encounter. Special: These bonuses to not stack with bonuses from similar abilities, such as the Rage Implant or Barbarians ability to rage. This ability can be purchased multiple times. Each time it is purchased, the subject gains the ability to rage 1 additional time per day. However, he can only use this ability a maximum of 1 time per day, plus 1 time per day for each 4 levels the subject has. This allows the subject to be born with this ability, but the subject must wait Creation Time: 1 week. Level Adjustment: +0. Chance of Aberration: -1% Base Purchase DC: 16. Restriction: None. Requirement: Information Lab (PL 5).

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Alternate Race (PL 6) [Genetic Modification] This genetic modification changes the subjects race. It can be any type permitted by the cloning method. The original may be a type not normally allowed by the cloning method. This allows you to change a human into an elf or even clone tissue from an undead skeleton into a living human again. The increased chance of aberration is quite high because of the extensive modifications made. The clone loses all the abilities and benefits of its original race, type and any subtypes and gains all the abilities and benefits of the new race, type and any subtypes. The clone uses the same base ability scores, but removes racial modifications from its original race and applies racial modifications form the new race. Any race levels must be paid for normally. Racial bias makes this one of the most frowned upon genetic modifications, even in very liberal cultures. In the higher progress levels it becomes common and blurs the distinction between races. Until then it always carries a stigma. People will always ask are you a real member of that race? Benefit: The subject is a different race than the original. The subject has none of the abilities of the originals race and gains all the abilities of the new race. Special: If the subject starts play with the same, or similar, levels as the original; If the subjects new race requires fewer racial levels than the original, the subject can spend those levels on classes as the subject sees fit. If the subjects new race requires more racial levels than the original, the subject must give up class levels to make up the difference in racial levels. Creation Time: 60 days Level Adjustment: As per race chosen. Chance of Aberration: +5% Base Purchase DC: 20 Restriction: License (+1). Requirement: Fusion Lab (PL 6). Cosmetic Glow (PL 6) [Genetic Modification] This simply modification causes certain parts of the subjects body to glow. The subject could have neon green hair, or even glowing neon green hair, visible in the dark. The glow can be as bright as a flashlight and can be any color of combination of colors. This is a trait

from an aquatic species. The glow is generated from a chemical reaction and so is powered by the body and never runs out as long as the subject is alive. The glow can not be surprised but changes slightly depending on the health of the subject. Poorer health results in a poorer glow. As the subjects hit points decrease the glow diminishes until it is almost gone at negative hit points. A popular modification is a glowing circle on the arm or palm that can be covered by a skin patch. This functions like a permanent flashlight. The glow can be arranged so that it is only visible to dark vision, low-light vision or in virtually any spectrum of light. This has limited popularity among military subjects as a means of identification and communication in the dark using Morse code by covering and uncovering the glowing mark. The rarest use is glowing eyes. These allow the subject to see in the dark by illuminating whatever the subject looks at. It is rather unpopular in many social gatherings but correctly tinted sunglasses can disguise this modification. Like cosmetic modifications, this modification does not become popular until progress level 7 when the technology is more available and the cost drops.

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Benefit: The subject gains a +2 circumstance bonus to Diplomacy checks in areas or with people for whom such modifications are popular, such as night clubs and concerts. The subject can use the glow like a flashlight. Creation Time: 1 day Level Adjustment: +0 levels Chance of Aberration: +0% Base Purchase DC: 16 (for PL 6), 14 (for PL 7) Restriction: None. Requirement: Fusion Lab (PL 6). Cosmetic Modifications (PL 6) [Genetic Modification] This modification includes single cosmetic change such as a change of eye, hair or skin-color and minor features such as a change to ear lobes, natural hair style and pattern, body hair growth, appearance of the nose, lips, cheekbones as well as the shape of the jaw, color of teeth or size of the canines. These modifications have little game value. One can roughly mimic the appearance of another member of the same race or a subtype of the race. For example, a popular gothic modification makes a human look like a vampire, with elongated canine teeth and a pale completion. This would normally be two modifications but is offered as a single one because of the popularity. Cosmetic modifications do not become popular until progress level 7 when the technology is easily available. Benefit: The subject gains a +5 circumstance bonus to Disguise and Bluff checks to impersonate one other person, pretend to be a vampire or other similar type of creature. Cosmetic modifications can offer results not naturally available, such as blue skin, hair or nails. Creation Time: 1 day Level Adjustment: +0 levels Chance of Aberration: +0% Base Purchase DC: 16 (for PL 6), 14 (for PL 7) Restriction: None. Requirement: Fusion Lab (PL 6). Cybernetic Adaptation (PL 7) [Genetic Modification] Genetic modifications can change the body so that it is more compliant to cybernetic attachments. This prevents the body from trying to grow over the implant and reduces rejection rates drastically. Living tissue is re-organized so that muscles, blood vessels and vital organs are not impaired by implants. This allows more

cybernetic implants to be installed in the body. Cartilage padding around implants prevents the extra electrical damage normally received by subjects with cybernetic attachments. Benefit: The subject can install 2 additional cybernetic attachments. The subject does not take 50% more damage for having cybernetic implants. Normal: Normally a subject can install a number of cybernetic attachments equal to 1+ their Constitution bonus. Subjects with any cybernetic implants normally take an extra 50% damage from attacks that deal electrical damage. Special: This genetic modification is only added, by genetic re-sequencing, to an adult subject who already has cybernetic attachments. It can be added to an embryo or adult clone but it is illegal to create a living creature that must have cybernetics, which is the case with this modification. The cybernetic implants can not be replaced with living counterparts because the body will reject them unless this genetic modification is removed. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +0%.

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Base Purchase DC: 15. Restriction: License (+1). Requirement: Gravity Lab (PL 7).

Claws (PL 6) [Genetic Modification] By stimulating nail growth the subject gains thicker, faster growing nails that can serve as claws. For an increase in the purchase DC the claws can be enlarged to deal more damage, or even made to be retractable like a cats claws. Benefit: The subject gains a claw attack with each arm that deals 1d4 damage. For a +1 purchase DC the damage is increased to 1d6. For a +1 purchase DC the claws are retractable. Creation Time: 2 days. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 14. Extra Head (PL 7) [Genetic Modification] Restriction: Military (+3). Not a very popular modification, this one adds an Requirement: Fusion Lab (PL 6). additional head to the subject. Each head can control the subject and they are mentally linked. This does Darkvision (PL 6) [Genetic Modification] not allow the subject any extra actions, unless one can Darkvision is a popular genetic modification of perform an action that requires only mental or verbal special forces military personnel in well equipped requirements while the other head performs a physical armies. Which local creatures have darkvision usually activity. Psionics and casting spells without verbal determines the kind of darkvision a subject receives. or material components is an example. However the Typically the creature with the best darkvision is chosen, subject must make a Concentration check DC 20 + unless that modification has shown undesirable traits or power or spell level, to do so. greater chance of aberration. Creation Time: 1 day per point of Intelligence, Wisdom Benefit: The subject gains Darkvision 30 ft., 60 ft., and Charisma. 90 ft. or 120 ft. Level Adjustment: +1. Creation Time: 1 week. Chance of Aberration: +1%. Level Adjustment: +0 levels. Base Purchase DC: 30. Chance of Aberration: +1%. Restriction: License (+1). Base Purchase DC: 14 (for 30 ft.), 16 (for 60ft.), 18 Requirement: Gravity Lab (PL 7). (for 90 ft.), 20 (for 120 ft.). Restriction: None. Extra Limb (PL 6) [Genetic Modification] Requirement: Fusion Lab (PL 6). This is a popular modification and includes extra arms, legs, tails and other extremities, functional or Elastic DNA (PL 6) [Genetic Modification] not. By progress level 6 an extra limb can be attached This genetic modification creates an extra stand just about anywhere but it may not be very functional. nucleic acids on each side of the DNAs double helix. Extra legs without a whole equine package tend to be These two extra strands have no effect on the function more cumbersome than useful. Extra arms are the most of the DNA or its ability to replicate. It makes genetic popular, usually an additional two (which requires taking modifications nearly impossible. Attempts tend to tear this modification twice). Tails are popular and practical the DNA ruining the work. but only have half the strength of the arms. Wings and Note the number of ranks in Knowledge (earth and extra heads are covered in another modifications. life sciences) the geneticist doing the project has (at least Extra arms allow the character to take the 10) and the progress level available to the geneticist. Multidexterity and Multiattack feats and make extra In order to successfully perform further genetic attacks. Extra legs do not increase movement (see

modifications on this DNA, a geneticist must have 4 ranks higher in Knowledge (earth and life sciences) or access to technology from a higher progress level. Even the same geneticist who made this change can not undo it, until he gains 4 more ranks. However, a geneticist can deliberately lower his ranks in Knowledge (earth and life sciences) by any amount for the purposes of this genetic modification, so that he can overcome it later. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 0 + geneticists ranks in Knowledge (earth and life sciences). Restriction: Military (+3). Requirement: Fusion Lab (PL 6).

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Faster (PL 6) [Genetic Modification] This genetic modification usually starts with horse or cheetah DNA and splices it onto humanoid DNA to make the subject faster. Benefit: The subjects base speed is increased by 10 feet or more, up to a maximum of double the subjects base movement. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1% per 10 feet. Base Purchase DC: 19 +1 per 10 feet. Restriction: None. Equine (PL 6) [Genetic Modification] This rather major modification makes the subject Requirement: Fusion Lab (PL 6). part horse, effectively turning them into a centaur. Benefit: The character has 4 legs, instead of 2. This Genetic Reader (PL 7) [Genetic Modification] increases their base speed by 30 feet. They also gain the A small alien snake was discovered with the ability normal benefits for having four legs. The characters to modify its DNA to a certain degree to adapt to the normal weight doubles and they have two stomachs. extremely cold night or extremely hot day conditions They are capable of digesting grass, which can be a on its home world. Adapting this genetic process allows handy survival trait. In grasslands they can graze to find the subject to become more aware of his own DNA. enough food to eat. The character gains the Endurance Benefit: The subject can read material stored in his DNA with genetic scripting. feat. Creation Time: 1 week. Creation Time: 3 weeks. Level Adjustment: +0 level. Level Adjustment: +1 level. Chance of Aberration: +2%. Chance of Aberration: +1%. Base Purchase DC: 16. Base Purchase DC: 30. Restriction: Military (+3) Restriction: License (+1). Requirement: Gravity Lab (PL 7). Requirement: Fusion Lab (PL 6). the Equine genetic modification). A tail uses half the normal Strength modifier but is treated like an extra arm. It can hold objects and even attack but can not make complicated actions like a hand can. Creation Time: 1 week. Level Adjustment: +0. Chance of Aberration: +1%. Base Purchase DC: 20. Restriction: License (+1). Requirement: None. Ethereal Organs (PL 7) [Genetic Modification] The subjects organs are modified so that they are permanently ethereal, making them difficult to harm. Benefit: The subject is not subject to critical hits or sneak attack damage unless struck by a ghost touch weapon, or other weapon capable of harming ethereal objects. Special: Opponents on the ethereal plane who attack the subject gain a +4 bonus to their critical range and can always deal sneak attack damage against the subject. If the subject meets the requirements, the subject gains the Die Hard feat. The benefit and special effects of this modification are negated while the subject is on the ethereal plane. Creation Time: 6 weeks. Level Adjustment: +1 level. Chance of Aberration: +5%. Base Purchase DC: 35. Restriction: None. Requirement: Gravity Lab (PL 7). Genetic Scripting (PL 6) [Genetic Modification] There are a variety of system for arranging the DNA code so that it stores series of letters and numbers. Usually not all the DNA in the subject is changed because the script-containing DNA does not function properly. Genetic scripting is used to store important information for delivery or preservation. Scripting religious texts is common place by progress level 7. One method of passing information involved stored information in natural bacteria in the nose which was delivered by sneezing. Genetic scripting brought down the clone empire on Alpha Centaur by providing up to date video surveillance to our invading army. Benefit: The subject can store up to a book, 300 000 words, as modified DNA somewhere in the subjects body. Special: Genetic scripting can be added without resequencing. This modification can be added multiple times. Creation Time: 1 day per 400 words of text. Level Adjustment: +0 level.

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Chance of Aberration: +1%. Base Purchase DC: 14. Restriction: Military (+3). Requirement: Fusion Lab (PL 6). Genetically Scripted Spellbooks With the invention of genetic scripting, spellcasters began devising a method of storing spellbooks as genetic script. They funded research which resulted in the genetic reader modification. A spellcaster can store one spell each time they gain the genetic scripting modification. It takes 1 day per spell level to perform the modification and the spellcaster must know and be able to cast the spell. If the spellcaster has the genetic reader modification, the spellcaster can study the spells stored in his body as if they were in his spellbook. If the spellcaster does not have the genetic read modification he needs a DNA reader.

Benefit: The subject gains +10 to Jump checks. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 16. Restriction: None. Requirement: Information Lab (PL 5).

Laser Eyes (PL 7) [Genetic Modification] A small lizard native to a remote alien world was discovered which has the ability to produce lasers from its eyes using a unique chemical reaction and faceted eyes. Adapting this ability for humans took many years of genetic experiments but was eventually successful. For a short time it became the weapon of choice among assassins until the tell-tale signs of this modification became well known and security systems were developed to detect them. Now the modification is popular in the military as a weapon of convenience. Benefit: Once per day the subject may emit a laser DNA Reader (PL 5) beam from either, or both eyes. This deals 1d6 heat This device is primarily used to decipher genetic damage per character level (max 10d6) to one target scripting. and requires a successful ranged touch attack. Subjects Restrictions: License (+1). above 1st level may divide the damage into several Purchase DC: 40 (for PL 4), 19 (for PL 5), 14 (for PL uses, using at least 1d6 damage per use. 6 and higher). Creation Time: 2 weeks. Level Adjustment: +1 level. Chance of Aberration: +2%. Hawk Eyes (PL 6) [Genetic Modification] Not as literal as it sounds, this modification is Base Purchase DC: 25. typically done with DNA from the same species as Restriction: Military (+3). the subject, often just slightly modifying the subjects Requirement: Gravity Lab (PL 7). DNA. This prevents short or long sightedness until old age and improves general vision. Certain defects in the Listening Fingers (PL 6) [Genetic Modification] transmission of signals along nervous pathways within By increasing the number of nerves and sensitivity, the head are cleaned up. As an added benefit hearing the fingers can be made so sensitive that they can accurately feel even tiny vibrations allowing a trained typically improves as well. listener to feel sounds and even understand voices by Benefit: The subject gains the Alertness feat. this sense of touch. Creation Time: 2 weeks. Benefit: The subject gains a +4 circumstance bonus Level Adjustment: +0 level. to Search checks when using his hands. As a full round Chance of Aberration: +1%. action the subject can listen with his hands. This provides Base Purchase DC: 19. him with blindsight 10 ft. for that round and he gains Restriction: None. a +4 circumstance bonus to Listen checks during that Requirement: Fusion Lab (PL 6). round. If the subject places his fingers on a door or thin wall, he can listen through the wall with no penalties Kangaroo Blood (PL 5) [Genetic Modification] Not an especially popular modification this one for the obstacle. introduces Kangaroo DNA into the subject with the Creation Time: 2 weeks. hope in increasing the subjects jump capability. Side Level Adjustment: +0 levels. effects often include slightly larger eyes and soft tan Chance of Aberration: +2%. Base Purchase DC: 30. colored fur in patches.

Marc Sant (order #1494165)

Restriction: License (+1). Requirement: Fusion Lab (PL 6). Low-Light Vision (PL 6) [Genetic Modification] Low-light vision is a very common genetic modification wherever humans live along side elves or dwarves. It is a favorite military upgrade and mandatory in certain special forces. Benefit: The subject gains low-light vision. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 14. Restriction: None. Requirement: Fusion Lab (PL 6). Lycanthropy (PL 5) [Genetic Modification] Already infectious, adding lycanthropy to DNA is relatively simple. A sample of the blood from a true lycanthrope of the desired type is required. Benefit: The subject counts as a true lycanthrope instead of an infected lycanthrope. Special: The subject gains the level adjustment of the type of lycanthrope chosen. Creation Time: 1 week. Level Adjustment: As per lycanthrope. Chance of Aberration: +1%. Base Purchase DC: 15. Restriction: Illegal (+4). Requirement: Information Lab (PL 5). Multi-Digestion (PL 6) [Genetic Modification] This modification gives non-humans, a human style teeth designed for chewing meat and plants. All subjects gain hardened teeth and a strengthened digestive tract to better tolerate spicy, coarse, acidic or otherwise harmful substances. Subjects gain an equine stomach able to digest grasses, bamboo and even wood. A number of organisms from different races are introduced to help break down a wide variety of materials, including foods from alien races. Flavor not withstanding, subjects have been able to survive off the land, without supplies, anywhere living creatures live. As a result this is a tremendously popular modification for military personnel. Benefit: The subject can digest any form of onceliving animal or plant matter and gain a +2 circumstance bonus to Fortitude saving throws against ingested poisons. Creation Time: 1 week.

Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 15. Restriction: None. Requirement: Fusion Lab (PL 6).

Medusic Eyes (PL 7) [Genetic Modification] This difficult modification splices genetic material from a medusa or other creature with the gaze ability. The first difficulty is finding and acquiring a genetic sample of the creature, a task normally left to the subject or the subjects benefactor in the case of a clone or embryo. Benefit: The subject gains the gaze ability; The subjects gaze permanently turns to stone any creature within 30 feet that fails its Fortitude save (DC 10 + 1/2 the subjects level + Charisma modifier). A break enchantment spell can remove the effect of petrification. In a campaign where heroes have limited access to spells, the Game Master can make the petrification a temporary effect (lasting 1d6 hours). Creation Time: 2 weeks. Level Adjustment: +3 levels. Chance of Aberration: +4%. Base Purchase DC: 30. Restriction: Illegal (+4). Requirement: Gravity Lab (PL 7). Muscular Control (PL 6) [Genetic Modification] The subject gains the ability to expertly control the contraction and relaxation of their own muscles. This allows the subject to change their appearance. Benefit: The subject gains a +5 Inherent bonus to Disguise checks when disguised as a humanoid (or the

Marc Sant (order #1494165)

Stone Gaze Sun Glasses These sunglasses provide no protection from petrifying gaze, but rather, is properly tinted to prevent a wearer, who has the gaze ability, from petrifying others. The sunglasses are custom fit and completely conceal the wearers eyes from all directions. The sunglasses can be prescription for a +1 purchase DC price and may have any abilities any other sunglasses or glass have by paying the purchase DC separately for those sunglasses. Purchase DC: 16 Restriction: None same Type as the subject if the subject is not a humanoid) which is approximately the same height as the subject. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 15. Restriction: License (+1). Requirement: Fusion Lab (PL 6). Nuclear Chemistry (PL 6) [Genetic Modification] The nuclear project, as it was known, was an effort to genetically change a human being into a walking nuclear bomb. It failed miserably. Apparently humans are simply not capable of harnessing the forces required to split atoms. The research developed a human much more resistant to damage from radioactivity. Benefit: Constitution damage from radiation exposure is reduced by 4 (minimum 0). Special: Subjects with this genetic modification are much less likely to gain mutations. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +2%. Base Purchase DC: 14. Restriction: Military (+3). Requirement: Fusion Lab (PL 6). Other Blood (PL 6) [Genetic Modification] The subjects blood is modified to include genetic markers from another creature. This causes minor, cosmetic, changes in the subjects appearance and gives them a limited bond with that creature. A blood sample from the chosen species is required. Benefit: The subject gains the favored class(es) of the chosen creature and counts as the chosen creature when qualifying for an advanced class, prestige class or feats. Special: The subject may spend levels to gain the
Marc Sant (order #1494165)

racial abilities of the chosen creature at the Game Masters discretion. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 10 + the number of hit dice the creature the sample came from had. Restriction: License (+1). Requirement: Fusion Lab (PL 6). Pain Resistance (PL 6) [Genetic Modification] This modification dulls sensory input. It increases resistance to pain but subjects tend to suffer sensory deprivation in a minor way. Benefit: The subject gains +5 inherent bonus to Concentration checks and a +4 inherent bonus to saving throws against fear effects but suffers a -2 penalty to Spot and Listen. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 14. Restriction: None. Requirement: Fusion Lab (PL 6). The Perfect Add Campaign In the early years of progress level 7, the genetic re-sequencing company DNAAND started a massive add campaign for its perfect line of re-sequencing. Despite initial set backs and a host of aberration related lawsuits, the product line flourished. The company was purchased by a mega-corporation and by progress level 8 was a common place modification. There are six procedures in the perfect line, each focusing on the upgrade of a single attribute. There are three levels of each upgrade, and although each is called perfect it is a commonly held opinion, thanks to clever advertising, that anything but the highest level is not quite perfection. Perfect Power (PL 5 for +2) (PL 6 for +4 and+6) [Genetic Modification] This genetic modification causes the subjects muscle mass to increase, making them stronger. The subject gains a +2, +4 or +6 inherent bonus to Strength. This does not stack with other inherent bonuses or equipment bonuses. Creation Time: 2 weeks per +1. Level Adjustment: +0 levels. Chance of Aberration: +1% (for +2 Str), +2% (for +4

Str) or +3% (for +6 Str). Base Purchase DC: 19 (for +2 Str), 25 (for +4 Str) or 33 (for +6 Str). Restriction: None. Requirement: Information Lab (PL 5, for +2 Con), Fusion Lab (PL 6, for +4 and +6). Perfect Grace (PL 5 for +2) (PL 6 for +4 and+6) [Genetic Modification] This genetic modifications makes tendons tighter but better lubricated and modifies the nervous system so that it is a better electrical conductor, allowing messages to travel faster. The subject gains a +2, +4 or +6 inherent bonus to Dexterity. This does not stack with other inherent bonuses or equipment bonuses. Creation Time: 2 weeks per +1. Level Adjustment: +0 levels. Chance of Aberration: +1% (for +2 Dex), +2% (for +4 Dex) or +3% (for +6 Dex). Base Purchase DC: 19 (for +2 Dex), 25 (for +4 Dex) or 33 (for +6 Dex). Restriction: None. Requirement: Information Lab (PL 5, for +2 Con), Fusion Lab (PL 6, for +4 and +6).

Perfect Endurance (PL 5 for +2) (PL 6 for +4 and+6) [Genetic Modification] This genetic modification increases bone mass and the number of red blood cells in the body, making the subject tougher. The subject gains a +2, +4 or +6 inherent bonus to Constitution. This does not stack with other inherent bonuses or equipment bonuses. Creation Time: 2 weeks per +1. Level Adjustment: +0 levels. Chance of Aberration: +1% (for +2 Con), +2% (for +4 Con) or +3% (for +6 Con). Base Purchase DC: 19 (for +2 Con), 25 (for +4 Con) or 33 (for +6 Con). Restriction: None. Requirement: Information Lab (PL 5, for +2 Con), Fusion Lab (PL 6, for +4 and +6). Perfect Cunning (PL 5 for +2) (PL 6 for +4 and+6) [Genetic Modification] This genetic modification causes more neurons to be grown within the brain and changes the chemical structure of the brain so that it conducts electricity slightly better, increasing the speed of thought, resulting in a smarter subject. The subject gains a +2, +4 or +6 inherent bonus to Intelligence. This does not stack with other inherent bonuses or equipment bonuses. Creation Time: 2 weeks per +1. Level Adjustment: +0 levels. Chance of Aberration: +1% (for +2 Int), +2% (for +4 Int) or +3% (for +6 Int). Base Purchase DC: 19 (for +2 Int), 25 (for +4 Int) or 33 (for +6 Int). Restriction: None. Requirement: Information Lab (PL 5, for +2 Con), Fusion Lab (PL 6, for +4 and +6). Perfect Intuition (PL 5 for +2) (PL 6 for +4 and+6) [Genetic Modification] The most difficult of the perfect genetic modifications, this one implants genetic memories, giving the subject wisdom beyond the subjects age. The subject gains a +2, +4 or +6 inherent bonus to Wisdom. This does not stack with other inherent bonuses or equipment bonuses. Creation Time: 2 weeks per +1. Level Adjustment: +0 levels. Chance of Aberration: +1% (for +2 Wis), +2% (for +4 Wis) or +3% (for +6 Wis). Base Purchase DC: 19 (for +2 Wis), 25 (for +4 Wis)

Marc Sant (order #1494165)

or 33 (for +6 Wis). Level Adjustment: +0 level. Restriction: None. Chance of Aberration: +0%. Requirement: Information Lab (PL 5, for +2 Con), Base Purchase DC: 14. Fusion Lab (PL 6, for +4 and +6). Restriction: None. Requirement: Fusion Lab (PL 6). Perfect Splendor (PL 5 for +2) (PL 6 for +4 and+6) [Genetic Modification] Polymorphic (PL 7) [Genetic Modification] This genetic modification corrects and flaws in the Using DNA from a doppelganger the subject gains subjects appearance; perfects their symmetry, chisels the ability to change his size and appearance. the jaw or raises the cheek bones, makes their eyes Benefit: The subject can assume the shape of any and teeth pure white, changes hair and eye color to be creature of the same size or ones size smaller (usually the most currently fashionable, modifies speech and Small and Medium) of the same type as the subject possibly many more minor changes to appearance. (usually humanoid). The subject can remain in this Changes are also mannerisms including a strong form until the subject chooses to assume a new one. empathy for others. The subject gains a +2, +4 or +6 A change in form cannot be dispelled by the subject inherent bonus to Charisma. This does not stack with reverts to their natural form when killed. A true seeing other inherent bonuses or equipment bonuses. spell or ability reveals the subjects natural form. Creation Time: 2 weeks per +1. Creation Time: 1 week. Level Adjustment: +0 levels. Level Adjustment: +1 levels. Chance of Aberration: +1% (for +2 Cha), +2% (for Chance of Aberration: +2%. +4 Cha) or +3% (for +6 Cha). Base Purchase DC: 25. Base Purchase DC: 19 (for +2 Cha), 25 (for +4 Cha) Restriction: Restricted (+2). or 33 (for +6 Cha). Requirement: Gravity Lab (PL 7). Restriction: None. Requirement: Information Lab (PL 5, for +2 Con), Poison Immunity (PL 6) [Genetic Modification] Fusion Lab (PL 6, for +4 and +6). This relatively simple modification makes the subject immune to one type of poison. In addition to the lab, the Photosynthetic Skin (PL 6) [Genetic Modification] geneticist must have 10 samples of the poison which Although it is considered a failure, this modification are destroyed during the creation process. Usually the remains popular among field troops. It provides a subjects blood is modified but if the poison affects a nutrient substitute, but not a complete replacement. certain part of the body, especially an organ, that part of Troops using this modification to provide long term the body might be changed instead. sustenance suffer malnutrition. Benefit: The subject becomes immune to one type Benefit: By spending one hour in sunlight, the of poison. subject replaces the need for a meal. He can replace Special: This genetic modification can be taken up to three meals a day this way, negating the subjects multiple times. Each time the subject becomes immune need for food that day. To do this, a significant amount to a different type of poison. of the subjects skin must be exposed to sunlight. Creation Time: 1 week. Special: After three days without proper food, the Level Adjustment: +0 levels. subject becomes fatigued. Rest does not alleviate this Chance of Aberration: +1%. condition like it normally does. After another three Base Purchase DC: 19. days, the subject becomes exhausted. If the subject Restriction: None. rests for an hour or more, he becomes only fatigued but Requirement: Fusion Lab (PL 6) becomes exhausted after an hour of anything but light activity. As long as the subject has enough water, he Sleep Command (PL 6) [Genetic Modification] can sustain himself like this indefinitely. After 30 days Unpopular but effective, this modification was without water the subject loses 1 point of Constitution created to solve sleep related problems with soldiers. each day, which does not heal until the subject gets A stimulus forces the solder to fall asleep but they can enough water to drink. be woken normally. Choosing the stimulus can make Creation Time: 24 hours. or break an army. It must be something the enemy can

Marc Sant (order #1494165)

A termination device is an illegal genetic modification used to kill the subject. Benefit: Not usually added by choice, a termination device kills the subject when activated. It can be activated by remote, when a certain condition is met or after a certain period of time. Special:A termination device can be removed with surgery using the Treat Injury skill. The DC is 5 higher than the number of ranks the geneticist had in Knowledge (earth and life sciences). If the check is failed by 5 or more, the device activates. Characters with 5 or more ranks in Disable Device or Search gain a +2 synergy bonus (+4 for both) to their Treat Injury check. Creation Time: 1 week. Level Adjustment: +0 levels. Chance of Aberration: +0%. Run, Jump, Climb (PL 6) [Genetic Modification] Base Purchase DC: 16. This modification increases the subjects strength, Restriction: Illegal (+4). especially in the legs. It allows the subject to run faster, Requirement: Information Lab (PL 5) jump farther and improves the ability to climb. Benefit: The subject gains the Run feat and a +5 Unusual Organ Placement (PL 6) [Genetic circumstance bonus to Jump and Climb checks. Modification] Special: If the subject has the claws modification, the This genetic modification rearranges the placement bonus to Climb checks improves to +10. If the subject of vital organs, arteries and nerves as well as changing has the equine modification, the bonus to Jump checks muscle and bone structures to better protect them. The improves to +10. organs all function normally but their placement and Creation Time: 3 weeks. protection provides a chance that when a critical hit Level Adjustment: +0 levels. or sneak attack is scored on the wearer, the attack is Chance of Aberration: +3%. negated and damage is instead rolled normally. The Base Purchase DC: 24. chances are 25%, 75% or 100%. Restriction: None. Treat Injury checks used on this subject suffer a -1 Requirement: Fusion Lab (PL 6) penalty (for 25%), a -3 penalty (for 75%) or a -4 penalty (for 100%). This penalty is negated if the person using Tentacles (PL 6) [Genetic Modification] the skill has 5 ranks in Knowledge (earth and life This modification replaces a limb with a tentacle. sciences). Most tentacles are created from octopus DNA spliced Creation Time: 1 week. with lizard DNA to improve its hardness and strength Level Adjustment: +0 levels. and adjust it for out of water use. Tentacles that are cut Chance of Aberration: +1% (for 25%), +2% (for 75%) off will regrow in 1d6 weeks. Subjects who want to add or +3% (for 100%). a tentacle to their existing limbs must first purchase the Base Purchase DC: 19 (for 25%), 25 (for 75%) or 33 extra limb modification. (for 100%). Creation Time: 1 week. Restriction: Military (+3). Level Adjustment: +0 levels. Requirement: Fusion Lab (PL 6) Chance of Aberration: +1%. Base Purchase DC: 16. Wings (PL 6) [Genetic Modification] Restriction: Licensed (+1). The introduction of wings is an obvious modification Requirement: Fusion Lab (PL 6) and initially receives a great deal of media press. Someone eventually falls and hurts themselves creating Termination Device (PL 5) [Genetic Modification] a media spectacle and bringing the whole modification not easily duplicate or learn about. A harmless ingested substance is popular, because soldiers are already wary about poison. A command word, different for each soldier, usually his middle name modified with a suffix or prefix is also popular. It prevents mass failure of an army. For super-soldiers and other experiments this functions as an on/off switch. Benefit: The subject can fall asleep instantly upon stimulus, which can be virtually anything the geneticist wishes. Creation Time: 1 day. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 14. Restriction: Illegal (+4). Requirement: Fusion Lab (PL 6)

Marc Sant (order #1494165)

under review. Time passes and the modification becomes reliable and eventually becomes trendy among the wealthy, a status symbol. This eventually wears off but the fascination with flight ensures this modification never goes away. The most popular version will always be the great white feathered angel wings. The wings can come as any wings any animal has, any color of feathers or leathery bat wings or even clawed dragon-like wings. The subject gains Fly 30 (poor). For each additional +10 feet movement, or increased maneuverability class, increase the purchase DC by +1. The maximum fly speed is 120. Wings increase the subjects weight by 20%. The subject now qualifies for the Multiattack and Multidexterity feats. Creation Time: 2 weeks. Level Adjustment: +0 levels. Chance of Aberration: +1%. Base Purchase DC: 20 +1 per upgrade. Restriction: None. Requirement: Fusion Lab (PL 6)

Bioterrorism, Genetic Weapons Ethic group targeting viruses began bioterrorism. It was a tremendously effective weapon for a short period of time. Ethnic fillers, bits of DNA strewn into cells throughout the body, would convince invading bioweapons that the subject was of an ethnic group other than the one targeted. Bioterrorism targeting ethnic groups became inert by the end of Progress Level 6. Cross breeding and certain genetic modifications eliminated their effectiveness. Every now and then a new bioterrorism weapon is created and causes a tremendous stir, depending on body count, until a blocking agent is created.

Traits: Where Did My DNA Come From?

Very few genetic modifications are simply created from scratch. Modification are either something another species already had which is adapted for the subjects use, or something that appears in other members of the same species. Determining the Origin of a Modification: If a genetic modification is something other members of the same species have, there is a 25% chance this modification comes from another species. If it comes from another species you may increase the purchase DC by +1 and the chance of aberration by +1% to make sure it comes from the same species. If a genetic modification is something that never appears in the same species as the subject, there is a 90% chance it comes from another species and a 10% chance it is made from scratch. If it comes from another species you may increase the purchase DC by +4 and chance of aberration by +4% to make sure it is made from scratch. Ultimately it is up to the Game Master to decide where a modification comes from. Typically a subject takes on some of the cosmetic traits of a species when the subject receives a genetic modification using DNA from another species. These chances are relatively minor, such as growing a patch of scales, a slight chance in skin, hair, eye or nail color or a chance in eating habits or sleeping habits.

Marc Sant (order #1494165)

Marc Sant (order #1494165)

Chapter 3: Necro Science and Magic

The dead can be cloned, animated and even genetically re-sequenced. It is the darkest side of cloning and genetics but for a small few, it offers hope of relief from suffering. The work is expensive and illegal but it has a small, very faithful following that keep it alive. Undead Clone (PL6) [Basic Clone] This clone is the same as the basic clone, except the clone is of the undead type. Characters created this way start at 1st level and must earn any racial levels. NPCs created this way cost more, but start with all of their any racial levels. Creation Time: 10+1d4 months. Level Adjustment: Clone starts play at 1st level. Chance of Aberration: 5%. PC Base Purchase DC: 35 (PL 5) or 25 (PL 6 or higher). NPC Base Purchase DC: 34 + number of hit dice (PL 5) or 24 + number of hit dice (PL 6 or higher). Requirement: Genetics laboratory (purchase DC 30). Restriction: Illegal (+4). The Order of the Modern Dead The order of the Modern Dead was founded in the dark ages when a cult of wizards assembled to study the darker side of magic and learned to raise the dead as
Marc Sant (order #1494165)

skeletons, zombies and worse. They used the same name then, perusing the newest kinds of necromancy for their age. The order was hunted to extinction. In progress level 6, a group of like-minded doctors assembled to study the darker side of science. Rumors abound that these are the descendants of the original order but it is likely that no more than one member can trace his roots to the original order. The Modern Dead are not without magic. It is a requirement to animate the dead tissue of their subjects. Their focus, however, is modifying their subjects through the use of cloning and genetic manipulation. They are not accomplished spell casters, learning only the basics necessary to raise the dead, many depending on others to perform that foul task. The order tries to keep a neutral alignment. They do not unleash their horrors upon the world, but they sell them to paying buyers, without question, to fund their experiments. Failures and unsold experiments are eventually destroyed, or recycled for new experiments. They maintain high scientific standards, carefully documenting their work and using state of the art facilities. They have an elite unit of soldiers who are specifically trained to hunt down and destroy each new kind of undead they create. Every escaped subject has been retrieved or destroyed. The order of the Modern Dead sells bulk orders of undead to serve as soldiers in various wars. They are as rich as they are hated by the victims of their undead. This encourages them to ensure their clients prevail in whatever struggle they are engaged in, so they can remain as a powerful ally. As a result they will not sell to a client unless they are confident the undead will provide victory. The Modern Dead have access to technology from progress level 8. They do not hesitate to give higher progress level undead to a lower progress level client, as long as that client can pay for them. In many cases the victims of the undead are unable to pursue the Modern Dead because they can travel faster, or father across the stars. Bounty: There is a large bounty on the heads of the Modern Dead. Proof of defeating any major portion of their order is worth the following bounty; Up to six persons, will each receive a bounty. It is +4 wealth for characters with 6 or less wealth, +3 wealth for characters with 7-10 wealth, +2 for characters with 11-15 wealth and +1 wealth for characters with 16 or higher wealth scores.

Spells and Incantations Story: Dead Again


Ive been dead three times. I know because of the tattoos. I know I will eventually die and the clone in the chamber that was next to me when I was reborn will be activated. He will take my place. He will lift a gun and fire bullets. He will fight where they tell him to and how they tell him to. Then he will die and another clone will be activated and then another. I dont know if Im satisfied with that but I know they shot my last clone. It was the first thing they said when I was reborn. A big man with a cigar who obviously couldnt fight his way out of a box but felt himself important pointed his thick finger at me when he spoke. Youre an expensive piece of property and youd better do what youre told. We put a bullet in your last incarnations skull and well do the same to you in a second. Youve got a mission to perform and one half hour to prepare for it. I have memories but they are a jumble. I remember something about the Russians doing this during the Second World War. Perhaps it was in a movie. They dont give me a lot of time to think about it, or plan an escape. Very quickly Im in a chopper out over the ocean with a pack of gear on my back I have never used but am very familiar with anyway. They give me a map and a briefing on the way. The last thing they give me is a loaded weapon and drop me a mile off shore a large island. I have my doubts about getting picked up. Create Clone Necromancy Skill Check: Knowledge (arcane lore) DC 32, 7 successes, and Knowledge (earth and life sciences) DC 32, 1 success; Failure: Two consecutive failed skill checks; Components: V, S, M, F, XP; Casting Time: 8 hours (minimum) and see text; Range: Touch; Effect: One clone; Duration: Instantaneous; Saving Throw: None; Spell Resistance: No This incantation makes an inert duplicate of a creature. If the original individual has been slain, the originals soul transfers to the clone, creating a replacement. The originals physical remains, should they still exist, become inert matter and cannot thereafter be restored to life. To create the duplicate, you must have a piece of
Marc Sant (order #1494165)

flesh (not hair, nails, scales, or the like) taken from the originals living body, with a volume of at least 1 cubic inch. The piece of flesh need not be fresh, but it must be kept from rotting (through periodic applications of cure minor wounds or more advanced medical means). Prior to the incantation being cast, the duplicate body must be grown in a laboratory for 2d4 months. When the clone is completed, if the original is dead, the originals soul enters the clone. The clone has the personality, memories, skills, and levels the original had at the time the piece of flesh was taken. However, the replacement must be at least one level lower than the original was at the time of death. If the original was 1st level, the clones Constitution score drops by 1; if this would give the clone a Constitution score of 0, the incantation fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is at the level at which the original died. The spell duplicates only the originals body and mind, not its equipment. A duplicate can be grown while the original still lives, or when the original soul is somehow unavailable, but the resulting creature is merely a soulless bit of inert flesh, which rots if not somehow preserved. Material Component: The piece of flesh and various laboratory supplies (purchase DC 25). Focus: Genetics laboratory (purchase DC 30). Experience Point Cost: 500 XP. Failure: Betrayal, and possibly reversal as well. If the caster and cloned creature were allies or neutral toward one another, then the cloned creature gains allegiances opposite the ones it once had. If the caster and cloned creature were enemies, then each one gains the allegiances the other one had (although neither one knows the other has new allegiances). Re-Sequence Skill Check: Knowledge (arcane lore) DC 32, 7 successes, and Knowledge (earth and life sciences) DC 32, 1 success; Failure: Two consecutive failed skill checks; Components: V, S, M, F, XP; Casting Time: 8 hours (minimum) and see text; Range: Touch; Target: One subject; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes This incantation implements a genetic modification in a fully grown subject. This incantation

Shrink Transmutation
Level: Mage 5; Components: V, S, F; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: You and touched objects or other touched willing creatures weighing up to 50 lb./level; Duration: 1 hour/level (D)

You shrink yourself and possibly others down to microscopic size. The size of objects and creatures remains the same except that they gain the microscopic denotation. For example, a Medium size creature becomes a Micromedium size creature. Movement, damage, hit points and so forth become their microscopic equivalent. For example a creature with 10 hit points has 10 micro hit points. A weapon that deals 1d6 damage, deals 1d6 microdamage. When the spell ends the targets are moved to the nearest open area where they can expand to normal size. If there is no available open space within 1000 feet, the targets are shifted into the ethereal when they expand. Focus: A microscope.

Chronomancy Listen carefully soldier because this part is important and if you make a mistake you probably wont get another chance to fix it. None of us will. The existence of the temporal laws indicates that at some point, time travel will become possible. There are many opponents to cloning and genetics. The long term effects are more obvious in the future when time travel is available. This make the possibility of temporal efforts to stop geneticists a serious consideration. Time travelers opposed to cloning and genetics tend to go back to the dawn of cloning to restore purity of DNA, before it was altered. This means progress levels 5 and 6, sometimes earlier on different worlds. It is much more difficult to reverse progress by higher progress levels, when billions have been genetically altered or are the offspring of genetically altered subjects. The things to watch for are persons talking about the future in the past tense, referring to technology, events or even movies, that have not happened, again, in the

Marc Sant (order #1494165)

past tense and with confident knowledge. Even among friends watching TV, be aware of the man who knows too much about newly released episodes. Watch for persons using technology you have never seen before. These are common sense things. They are also a means to detecting the more mundane spies. If you suspect someone is a time traveler, do nothing. Later write down your suspicions and store copies of these notes in many different places. Store them on a web site. Scratch your notes into the underside of your bunk. Store it on disks and mail them to your own P.O. Boxes. Finally, after weeks or months have passed, tell your superior officer and trusted friends. Make sure several superior officers know. Why wait? If you wait, it is more difficult for the time traveler to find out when you became aware of him. He might erase your memory or even actions, but because you waited, he might not erase everything, giving you a chance to inform your superiors again. It is not a perfect system but it is a practical defense.

Marc Sant (order #1494165)

Chapter 4: Scientific Labs


In any work involving cloning and genetics, some kind of lab is required. Even if it is a brutally primitive lab to grow a maggot farm or an orbital gravity powered space station mass producing fully trained adult clones for a war on the planet below some kind of work space and tools are required. The following labs represent the typical lab or labs of their progress level. Beginning at the stone age, labs are little more than dirt and rocks and end up a fantastic construct of thought and energy shields by progress level 9. Renting Labs: To rent a lab, reduce the purchase DC by 5. This cost pays for an entire year.

Purchase DC: 15 Restriction: None Renaissance Lab (PL 3) This is the first lab, easily recognizable by modern standards. It is clean and well stocked with a variety of chemicals and reagents in an organized fashion. There are a variety of modern tools and a regular source of flame or heat. The scientist can control certain conditions, such as temperature and see things invisible to them before with the inventions of the thermometer and microscope. Purchase DC: 15 Restriction: Licensed (+1)

Industrial Lab (PL 4) The Industrial Lab begins the age powered by steam Stone Age Lab (PL 0) but becomes powered by electricity. Labs become very Not much to speak of, a stone age lab is little more specialized focusing on a single topic. They stock a than a large flat rock, a club or branch tool, round rocks wealth of information and start using computers near for crushing things, sharp rocks or sticks for cutting, the end of the age. Many of the worlds secrets are large leaves or animal hides for carrying things with discovered in these labs and much mystery in the world perhaps access to a nearby fire pit. Only the crudest of is lost to scientific process. The earliest successful experiments can be performed in such a lab. cloning is performed in labs of this kind at the end of Purchase DC: 5 the age. Labs are sanitized and expensive. Restriction: None Purchase DC: 25 (PL 4), 15 (PL 5), 10 (PL 6 or higher) Bronze Age Lab (PL 1) Restriction: Licensed (+1) It can be argued that this is the first true lab, with access to bronze and iron, cloth, glass, clay in a proper Information Lab (PL 5) structure with some modicum of cleanliness. This lab Filled with computers, digital cameras, microscopes, includes ceramic, stone and glass containers, bowls and standardized and precise tools, with access to the tools. It has metal tools, including cutting implements, internet and video libraries, the Information Lab tongs and clamps. Leather gloves will be included for is a sight common to high schools and universities working with hot objects. Sewing needles, metal pots, and represents the base line for scientific research. glass flasks and early scissors are the advanced tools in Access to virtually any information is the defining this lab. characteristic of this lab. In the past discoveries could Purchase DC: 10 go unnoticed for years but in this age, a new discovery Restriction: None can be advertised immediately. The drawback is that this allows for untested discoveries to become in great Middle Age Lab (PL 2) demand immediately, rather than after a thorough The middle age labs tools do not change much from testing period. the bronze age but they get smaller and stronger. The Purchase DC: 20 (PL 5), 15 (PL 6), 10 (PL 7 or lab uses metal tools instead of bronze. Paper is more higher) abundant and printing is possible, allowing for the mass Restriction: Licensed (+1) dissemination of ideas and discoveries. It is in these labs that gunpowder is invented near the end of the Fusion Lab (PL 6) progress level, and perhaps for the first time, the value The fusion lab introduces what appears to be of science is reconsidered. Labs become dangerous nearly limitless power. Experiments which could not with the introduction of early gunpowder experiments. be performed before because they were too energy

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consuming, can be performed now by muscling through the power requirements. Typically such an experiment is further refined after it is proven to work, eventually requiring vastly smaller power requirements. Near the end of the fusion age, there is concern, with so many fusion devices, about the quantity of matter being destroyed and turned into energy. Water is the primary ingredient for fusion and unless vast quantities are discovered, its permanent consumption by this process can create water shortages. Purchase DC: 20 (PL 6), 15 (PL 7), 10 (PL 8 or higher) Restriction: Licensed (+1) Gravity Lab (PL 7) Gravity labs are often off-world, in orbit, in space or aboard a starship making them portable. The miniaturization of technology allows many components of the lab to be portable to the point where a small lab would fit in a vehicle. This portability is important as the exploration of space becomes a major focus. Stationary labs are not as viable except in permanent settlement, such as on Earth.

Purchase DC: 20 (PL 7), 15 (PL 8), 10 (PL 9 or higher) Restriction: Licensed (+1) Energy Lab (PL 8) The main components for an energy lab can often be tossed in a briefcase and carried around. The buildings or spaceships they are housed in, are just a matter of convenience for the staff. Some labs use projected fields to create the building around them and provide the atmosphere as well. Purchase DC: 20 (PL 8), 15 (PL 9 or higher) Restriction: Licensed (+1) Super High Tech Lab (PL 9) The super high tech lab requires no upgrades. It can produce any kind of clone or genetic modification or upgrade on its own. The lab is portable, usually collapsing into a briefcase size object, with or without staff and equipment still operating normally within. Purchase DC: 60 Restriction: Military (+3)

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Clone Lab Upgrade (PL 4) Purchasing a Higher Progress Level Lab This upgrade provides a lab with all the specialized You can create a lab from one progress level higher materials and equipment required to produce clones. than you are currently in but the cost is increased It includes cloning tanks filled with a breathable by +10. If you are familiar with technology from a liquid, one or more electron microscopes, or better if higher progress level the cost is reduced to +5 and the technology exists and a complex screening and you can increase the level multiple times, up to the impregnation machine which creates the fertilized progress level you are familiar with. The average lab embryo. Before progress level 5 clones must be carried is constructed in about 1 month. Double the time to to term by a person but afterwards they can be created create the lab each time you increase the progress in tanks. In this case a nutrient system is also included. level in this way. Fetus observational equipment is included to monitor the clone for early signs of aberration. Life Detector (PL 4) Purchase DC Modifier: +10 (PL 4), +5 (PL 5 or This simply device is worn on the arm, neck, chest higher) or head like a watch, amulet, head band or earpiece. It Restriction: Restricted (+2) continuously monitors the wearers vitals. The device has a five foot range and can detect how far away it is Genetics Lab Upgrade from the wearer. If the wearers vitals cease to function A genetics lab focuses on the ability to study for longer than five minutes, and the device is still the microscopic, including advanced microscopes within range of the wearer, it sends out a signal. This is and chemical analysis machines. Starting in the late usually used to activate the wearers next clone. progress level 6, the production of nanites becomes Purchase DC: 14. important for genetics. These massive machines get Restriction: None progressively smaller and produce hundreds, thousands or even millions of nanites. There is a certain amount Memory Tracker (PL 6) of similarity between a genetics lab and a clone lab. This device stores the wearers memories so that Both are interested in genetics to a certain degree. Early they can be transferred to a waiting clone in the event genetics can only be performed on a fertilized egg so of the wearers death. Normally only new memories are watching its development into an embryo and then stored, those gained since the clone was created. In this infant is important. Later when modifications become way the next clone wakes with memories right up until possible on adult subjects, the equipment becomes less the moment the original died. Some people, not wanting focused on children. to remember the possibly painful events that lead up to Purchase DC Modifier: +10 (PL 4), +5 (PL 5 or death, will set the device so that the last five minutes higher) are not retained. This is more common among the rich Restriction: Restricted (+2) and less common among military personnel, criminals or police who will want to know how they died. Advanced Lab The advanced lab specializes in one area of research, Memory trackers include all the features of the life such as cloning or genetics. This lab has highly detector. There are two kinds of memory trackers, those specialized equipment for study in one area. Advanced that transmit the memories wirelessly and those that do labs are not usually seen until near the end of a progress not. The latter kind is less commonly used because the level. It represents an upgrade from the standard lab cause of death often results in the destruction of the but not quite a new progress level. Because of the cost, unit. these labs usually have some security, at the minimum Purchase DC: 17. locking doors, but possibly advanced security systems Restriction: License (+1). or even onsite security guards. Some advanced labs have other pieces of equipment, purchased separately. Purchase DC Modifier: +5. Restriction: Restricted (+2).

Equipment

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Chapter 5: Clones and Creatures


Challenge Rating for Clone and Genetically Modified Creatures The Challenge Rating for a clone and/or genetically modified creature is increased based on the purchase DC of each of their cloning, clone upgrades or genetic modifications. Under 15 does not increase the CR. 1525 increase the CR by one quarter. 25-30 increase the CR by one half. 31 and higher increase the CR by 1. Total the CR increase and round down to determine the increase in a creatures challenge rating. Table 5-1: CR for Cloning and Genetics Purchase DC CR increase Under 15 None 15-25 +1/4 26-30 +1/2 31+ +1

The Microscopic World


The microscopic world is the world of cells the size of houses, river-like blood vessels and organs the size of mountains. In this world microscopic nanite machines, diseases, poisons and living cells perform their work. The largest nanocreature is much too small for even a size Fine creature to see with the naked eye. Because genetics, nanites and microscopic monsters are the topics of genetics, a short section detailing this microscopic world is included. The microscopic world is treated much the way the normal world is. Creatures have to eat, breath and move around albeit in different ways. Creatures have an armor class and micro hit points. Creatures have micro-sizes, equivalents of the normal sizes. The foot is replaced with the micrometer. Combat is treated the same except as noted below. Denoting Micro: The scientific symbol for Micro is which is the Greek letter mu. Microscopic stats use this prefix, HD, hp, CR, move and m (micrometer for movement). Micro Challenge Rating: Microscopic creatures have a micro challenge rating (MCR). This functions the same as a regular Challenge Rating except that an experience award is only given to other microscopic creatures which defeat the creature. Macroscopic creatures, normal creature, can not get this award
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(unless they are made to be microscopic). Micro Hit Points/Hit Die: Microscopic creatures have microscopic hit points and suffer microscopic damage. 1000 micro hit points would equal 1 hit point. 1000 points of microscopic damage is equal to 1 point of normal damage. Sizes: The traditional sizes, from largest to smallest, are Colossal, Gargantuan, Huge, large, Medium, Small, Tiny, Diminutive and Fine. The microscopic sizes are the same, simply using the prefix Micro; Microcolossal, Microgargantuan, Microhuge, Microlarge, Micromedium, Microsmall, Microtiny, Microdiminutive and Microfine. Weight: The gravitational forces are significantly less on smaller objects. An ant, which can carry many times its weight, could not do so if it was as large as a human. Everyone in the microscopic world can carry 10 times their normal weight. This does not change the Strength modifier. While you can pick up a lump of material ten times larger than normal and throw it at someone, it requires a lump of material ten times larger to deal the same damage. Movement: Switch micrometers for feet. Instead of saying a creature can move 30 ft., they can instead move 30 Micrometers. Micrometer: A micrometer is one twenty five thousandth of an inch. A human hair is about 50 micrometers wide and a red blood cell is about 20 micrometers wide. Examples of Sizes Dust Mite: 200 Micrometers long Human Hair: 50 Micrometers wide Ragweed Pollen: 20 Micrometers wide Red Blood Cell: 10 Micrometers wide E. Coli: 2 Micrometeres long Ebola Virus: 1.4 Micrometers long Rhino Virus: 0.02 Micrometers wide Micro-Environmental Damage: Acid, cold, fire, lightning and sonic sources of damage deal microscopic damage to microscopic creatures. A nanite thrown into a pool of acid, which normally deals 1d6 damage per round, would deal 1d6 micro-damage to the nanite because it is so small. In this way, effects in the macroscopic (regular) world can affect the microscopic world as well. However, like equipment, the subject or object must fail the saving throw before microscopic beings on it are affected. Only a percentage of microscopic creatures are affected, equal to the

form is slightly resistant to acid and general damage but it is not very capable of fighting other nanites. Creation Time: 1 month. PC Base Purchase DC: 16. Requirement: Fusion Lab (PL 6). Restriction: Licensed (+1). Nanite: CR 2; Micromedium construct; HD 4d10+20; hp 47; Mas 10; Init +3; Spd. Fly 30 m. (poor); Defense 14, touch 13, flat-footed 11 (+1 natural, +3 Dex); BAB +0; Grap +0; Atk +0 melee (1d4 20/ x2, needle); Full Atk +0 melee (1d4 20/x2, needle); FS 5 m. By 5 m.; Reach 5 m.; SQ Low-light vision, darkvision 60ft., construct traits, remove disease, micro, acid resistance: 5; AL lawful neutral; SV Fort +1, Ref +4, Will +1; AP 0; Rep +0; Str 10, Dex 15, Con -, Int 6, Wis 10, Cha 12. Skills: Craft (chemical) +0, Craft (mechanical) +0, Knowledge (earth and life sciences) +3, Knowledge (technology) +0, Sense Motive +3, Treat Injury +1. Feats: Educated (Knowledge (earth and life sciences), Knowledge (technology)), Builder (Craft (chemical), Craft (mechanical)). Advancement: None. percentage of the subject or objects hit points lost to Micro: This creatures hit points, damage, resistances and speed are measured on a microscopic level. They the energy damage. Nanites: With the invention of nanites, machines are 1/1000th of normal values. smaller than a single cell, a new world has been opened up, one that begins with the souls of the feet and ends Code Name: Steve, Max Tech Super Soldier with the hair on ones head. This is the world of nanites When the mega conglomerate Multicorp approached in their quest to modify living systems. Max Tech, they asked for the very best clone that could Nano-technology provides the means for genetic re- be produced. Five years later, with a virtually unlimited sequencing. These tiny machines can physically enter budget, Max Tech produced Steve. First they scoured a cell and rearrange the DNA structure within. Enough a number of races for the best candidate. They chose nanites can rewrite a subjects entire DNA. Nanites a rather plain looking individual from the human race can perform all manor of tasks, including damaging or who filled out the Max Tech evaluation as a matter repairing cells, inflicting or curing diseases and even of course during his military career. After a complete creating or neutralizing poisons. examination and DNA sampling the original was paid and returned to his military career. Two years were spent modifying the DNA, examining possibilities and Anti-arrostia Nanite Anti-arrostia nanites are constructed to kill a single eliminating genetic opposites. Max Tech spent more disease and then they cease to function. They have a on this project than their gross income since opening, rudimentary intelligence, enough to defend themselves some fifty years prior. and carry out their task. They have a limited number of With a stabilized modern DNA pattern they began chemical supplies and can not replicate or create more the cloning procedure. There were still problems and chemicals. It takes thousands of these nanites to wipe a dozen clones were created before they produced one without an aberration after memory impregnation. out a single disease. These medical nanites appear as a cluster of needles, 144 clones were created to produce a dozen without tubes and wiry legs. It has a large eye pod in the front aberrations. These twelve were further educated and that provides it with all of its sensory data. Its plastic received special counseling and training to produce a

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single super solder, from one of the twelve, who was both a perfect weapon but also psychologically stable, a product as safe in normal life as he was in battle. He promptly vanished. Multicorp carpet nuked Max Techs headquarters and all of its outposts. Several governments tried to step in. Multicorp sent out a fleet of lawyers and the matter became gridlocked in court. One government attacked Multicorp directly. Unable to damage Multicorps properties because of force field shielding, they eventually had to give up the effort. Multicorp cowed a dozen governments without firing a single retalitory shot. They continue to spend considerably resources in their search for Steve.

jump climb; AL NG; SV Fort +11, Ref +10, Will +8; AP 50; Rep +1; Str: 23, Dex 23, Con 23, Int: 23, Wis: 23, Cha: 23. Steve started with Str 23, Dex 23, Con 23, Int 23, Wis 23, Cha 23. Skills: Climb +16, Drive +12, Hide +11, Jump +10, Knowledge (history) +12, Knowledge (tactics) +11, Listen +12, Move Silently +10, Repair +10, Speak Language (5 languages), Swim +11, Spot +12, Survival +12. Feats: Weapon Focus (.44 magnum), Weapon Specialization (.44 magnum), Improved Critical (.44 magnum), Personal Firearms Proficiency, Combat Martial Arts, Combat Expertise, Improved Disarm, Brawl, Run, Two-Weapon Fighting, Improved TwoWeapon Fighting, Quick Reload. Occupation: Military (Hide, Move Silently) Possessions: .44 magnum x2, 200 rounds, speed loader x2, smoke grenade x3, tear gas grenade x3, knife, light undercover shirt, uniform, cell phone, first aid kit, lock release gun, multipurpose tool, compass, penlight, wand of timeslip. Wealth: +20

Combat Nanite
Cobmat nanites were created to hunt down and destroy other nanites. There programming is complex enough to be able to differentiate between friendly nanites and hostile nanites. Many high profile public figures use combat nanites as a precaution against hostile nanites. Creation Time: 1 month. PC Base Purchase DC: 17. Requirement: Fusion Lab (PL 6). Restriction: Licensed (+1). Combat Nanite: CR 4; Micromedium construct; HD 8d10+20; hp 47; Mas 10; Init +4; Spd. fly 30 m. (poor); Defense 14, touch 13, flat-footed 11 (+1 Steve, Strong Hero 3, Soldier 7: CR 10; Medium-size natural, +3 Dex); BAB +7/+2; Grap +13; Atk +9 melee humanoid (human); HD 10d10+60; hp 160; Mas: 24; (1d6+3 20/x2, claw); Full Atk +9/+4 melee (1d6+3 20/ Init +5 Spd 30ft.; Defense 23, touch 21, flat footed: x2, claw); FS 5 m. by 5 m.; Reach 5 m.; SQ Low12 (+5 Dex, +6 Defense Bonus, +2 armor); BAB +8; light vision, darkvision 60ft., construct traits, disease Grap +13; Atk +13 melee (1d6+5 20/x2, unarmed) resistance, micro, damage reduction 1/; AL lawful or +14 (2d8+2 19-20/x2 .44 magnum) or Full Atk neutral; SV Fort +7, Ref +3, Will +7; AP 0; Rep +0; Str +11/+11/+5/+5 (2d8+2 19-20/x2 .44 magnum); FS 10 15, Dex 10, Con -, Int 6, Wis 10, Cha 12. ft. by 10 ft. Reach 5 ft.; SQ Tactical aid, ignore hardness, improved ignore hardness, perfect power, perfect grace, Skills: Search +3, Spot +6. perfect endurance, perfect cunning, perfect intuition, Feats: Combat Reflexes, Improved Grapple, Improved perfect splendor, darkvision 60ft, low-light vision, run Initiative.

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Missing Super Soldier A journalists report


April 15th 2750 What I have written will finally bring down Multicorp. When these facts are revealed too many governments will be forced to act. This concludes five years of research and journalism. Multicorp is under investigation again, a far too common occurrence, and making every effort to discourage investigation. They have finally gone too far and the truth will destroy them. It is well known that there was a nuclear exchange between Multicorps private, and unregulated, militia and their partner Max Tech. What is not commonly known is that this was a one-sided exchange. Despite Multicorps propaganda and false evidence, this reporter visited Max Tech weeks prior to the exchange and took a scan of the facilities, revealing no nuclear or other significant weapons. What the scan did reveal, after much analysis is a cloning facility of unparalleled sophistication. Why would Multicorp be willing to destroy such an expensive facility they obviously funded? It provides overwhelming evidence of a cover-up. A memo intercepted from Multicorp by an unnamed source, reveals that Multicorp was looking for a product referred to as Steve. This wording and the fact the memo came from Max Tech, suggests Steve is a clone. A borrowed manifest, included a photo of a clone named Steve. The original was located, a member of the Terrain militia, uncertain that he had even been cloned. I was unable to contact him again. He vanished after our first meeting. The Steve project was begun five years ago. Max Techs stock price doubled the day Multicorp entered into a secret contract with them. The project security was fairly lax, compared to its current status and I have a list of the heads of the project. I also have a list of government employees opposed to the project, who changed their minds and then changed their style of living over the next five years. - Lila Straight, Mars Daily News April 18th 2750 Lila Straights body was discovered in the Hudson river this morning. This afternoon her apartment complex burned down. Foul play is suspected but so far, authorities have no leads. If you have information you can contact police at 911.

Advancement: None. Disease Resistance (Ex): Any subject with combat nanites gains a +4 equipment bonus to saving throws to resist diseases inflicted by nanites. On any two consecutive successful saves, the nanites infecting the disease have been eliminated. Micro: This creatures hit points, damage, resistances and speed are measured on a microscopic level. They are 1/1000th of normal values.

Example Clone, John Doe


John Doe, Tough Hero 3: CR 3; Medium-size humanoid (human); HD 3d10+9; hp 30; Mas: 18; Init +3 Spd 30ft.; Defense 15, touch 15, flat footed: 10 (+3 Dex, +2 Defense Bonus); BAB +2; Grap +5; Atk +5 melee (1d8+3 20/x2, unarmed) or +5 ranged; FS 10 ft. by 10 ft. Reach 5 ft.; SQ damage reduction 1/, remain conscious; AL NG; SV Fort +5, Ref +4, Will +0; AP 5; Rep +1; Str: 17, Dex 16, Con 17, Int: 11, Wis: 8, Cha: 16. John Doe started with Str 17, Dex 16, Con 17, Int 11, Wis 8, Cha 16. Skills: Drive +10, Intimidate +9, Profession (chauffeur) +5, Spot +5. Feats: Brawl, Improved Brawl, Combat Martial Arts, Power Attack, Personal Firearms Proficiency. Occupation: Athlete (Climb, Drive, Swim) Possessions: None Wealth: +8 Clone Information: Basic clone, adult clone, fast clone; Creation time: 1d10 +4 -9 months; Level adjustment: +0; CoA 14% (no aberration), Purchase DC: 25 plus 29 (-9 months); Restriction: none. John Doe is the clone of a murder victim. His creation was ordered as part of an investigation into his death. He was educated on the life and mannerisms of the original and participated in a police operation to capture the originals killers. As the original had a will, his possessions went to next of kin and John Doe is essentially penniless. He turned his back on the originals family who would help him and started a new life. He became a chauffeur and part-time bodyguard. John Doe is a legal clone with all the appropriate identification, which includes the fact he is a clone. Unfortunately he is treated as a second class citizen. Without the memories of the original he found it impossible to resume that life. As a basic clone, his

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maximum life span is reduced, another cruel twist in life for John Doe. John Doe was created as a 1st level tough hero and has gained 2 levels since then. This has allowed him to accumulate wealth using his Profession skill. He has made a lot of contacts as a chauffeur and he is looking to become a full time bodyguard, something that would pay better.

The Krix bat was created by Dr. Charles Krix by splicing dwarven and snake DNA into bat DNA. The Krix bat is much tougher than an ordinary bat and has a poisonous bite. As the primary food of bats is insects, it was engineered to destroy a dangerous insect brought in from an alien world, which was killing livestock. After the alien insects were eliminated the bats were hunted down and killed themselves. Several escaped this fate and can be found in deep caves. A number remain in captivity at the genetic labs of Dr. Krix where Gene-Reader Nanite Gene-readers are tiny nanites who explore a subject he continue to experiment on them. and record anomalies in genetic codes. When the genereader is created, it is given one complete DNA. It can Krix Bat: CR 2; Diminutive animal; HD 1/4 d8+4; store thousands of pieces of information but not the hp 5; Mas 18; Init +5; Spd 5 ft., fly 40 ft. (good); Defense tens of thousands in an entire DNA. It only records the 19, touch 19, flat-footed 14 (+4 size, +5 Dex); BAB +0; differences between the DNA it is programmed with Grap 17; Atk +5 (1d2-5 plus poison 20/x2 Bite); Full and the DNA in the subject it is exploring. If the subject Atk +5 (1d2-5 plus poison 20/x2 Bite); FS 1 ft. by 1 ft.; has had massive changes, the gene-reader might only Reach 0 ft.; SA poison; SQ blindsight 30 ft.; AL none; be able to explore a single cell. Normally, however, it SV Fort +2, Ref +4, Will +2; AP 0; Rep +0; Str 1, Dex explores thousands of cells, recording minor changes to 20, Con 18, Int 2, Wis 14; Cha 4. the DNA. A re-sequencer nanite may then be employed Skills: Listen +9, Move Silently +6, Spot +9. Feats: Weapon Finesse. to restore cells with altered DNA. Cells are constantly dividing, using the DNA as a Advancement: None. blueprint, but just like a photocopy of a photocopy, mistakes can occur. Using gene-reader nanites and re- Species Traits Blindsight (Ex): Krix bats can see by emitting highsequencers can extend live spans considerably. frequency sounds, inaudible to most other creatures, Creation Time: 1 month. that allow them to locate objects and creatures within PC Base Purchase DC: 14. 30 feet. Ultrasonic noise forces the Krix bat to rely on Requirement: Fusion Lab (PL 6). its weak vision, which has a maximum range of 5 feet. Restriction: Licensed (+1). Skill Bonuses: Krix bats receive a +4 species bonus Nanite: CR 1; Microtiny construct; HD 1d10; hp on Listen and Spot checks. These bonuses are lost if the 10; Mas 10; Init +3; Spd. Fly 30 m. (good); Defense Krix bats blindsight is negated. 13, touch 13, flat-footed 10 (+3 Dex); BAB +0; Grap Poison (Ex): Any creature bitten by the Krix bat -13; Atk +0 melee (1d2-5 20/x2, claw); Full Atk +0 must succeed on a Fortitude save (DC 14) or succumb melee (1d2-5 20/x2, claw); FS 5 m. By 5 m.; Reach to the poison (initial damage 1d6 temporary Strength, 5 m.; SQ Low-light vision, darkvision 60ft., construct secondary damage 2d6 temporary Strength). traits, micro, acid resistance: 5; AL lawful neutral; SV Genetic Modifications: Krix bats have a +5 Fort +0, Ref +3, Will +0; AP 0; Rep +0; Str 1, Dex 16, enhancement bonus to Dexterity and Constitution. Con -, Int 10, Wis 10, Cha 10. Skills: Knowledge (earth and life sciences) +6, Predatory DNA Knowledge (technology) +2, Search +2, Spot +2. This is an unusual strand of DNA deliberately Feats: Educated (Knowledge (earth and life modified to deliver a disease to the host. The DNA is sciences), Knowledge (technology)). alive and has limited intelligence but is completely Advancement: None. unaware of the world outside the host. If the hosts Micro: This creatures hit points, damage, resistances body becomes hostile towards the predatory DNA, or and speed are measured on a microscopic level. They the host dies, the predatory DNA will leave and seek are 1/1000th of normal values. another host. It can only affect one host at a time. While outside of a host the predatory DNA is blow around by wind until it comes into contact with another living Krix Bat (Poisonous Mutant Bat)

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creature. Predatory DNA can only survive without a host for 24 hours. It will choose to infect this create or leave based on the creatures DNA. Each predatory DNA is designed to infect only certain kinds of creatures. The predatory DNA copies itself within the subject many times. The copies, can copy themselves a certain number of times as well. However, all the copies die within 24 hours, so the original must be present or the disease vanishes after 24 hours. Predatory DNA have been described as evil, but most dismiss this as idle speculation by scientists getting too close to their subject. Dealing with predatory DNA: If the host resists the disease by making their initial Fortitude saving throw or fights off the infection by making two successful Fortitude saving throws in a row, the host has resisted the disease and the predatory DNA will seek another host. It can remain in such a host indefinitely but can not attempt to infect them with the disease again. Any effort that cures the disease also causes the predatory DNA to be unable to affect the host again. Killing predatory DNA: A geneticist can create a counter-predator DNA which will hunt down and kill the predatory DNA. A cure disease spell, heal spell, miracle or wish kills the predatory DNA. Characters with 5 ranks in Knowledge (earth and life sciences) and ranks in Treat Injury can try to kill the predatory DNA. This requires a basic genetics lab and a Treat Injury check with a DC 10 higher than the disease. Each check requires 24 hours. Creating Predatory DNA: Characters must have 6 ranks in Craft (chemical), 6 ranks in Craft (electronic) and 13 ranks in Knowledge (earth and life sciences) and 13 ranks in Research to create predatory DNA. It requires 1 month of research time plus 1 day per predatory DNA and an advanced genetics lab. For each lab, the character can create an additional predatory DNA each day, up to a maximum of 12 per day. Each predatory DNA has a purchase DC of 19. Creation Time: 1 month +1 day/unit. PC Base Purchase DC: 19. Requirement: Fusion Lab (PL 6). Restriction: Licensed (+1).

host. Predatory DNA: CR 1; Micromedium aberration; HD 1d8; hp 8; Mas 10; Init +0; Spd. fly 5 m. (poor); Defense 10, touch 10, flat-footed 10; BAB +0; Grap +0; Atk +0 melee (1d6 20/x2, bite); Full Atk +0 melee (1d6 20/x2, bite); FS 5 m. by 5 m.; Reach 5 m.; SQ blindsight, immune to damage, disease; AL lawful evil; SV Fort +0, Ref +0, Will +2; AP 0; Rep +0; Str 10, Dex 10, Con 10, Int 1, Wis 10, Cha 12. Skills: Knowledge (earth and life sciences) -1 (2 ranks), Knowledge (technology) -4 (1 rank), Treat Injury -4 (1 rank). Feats: Educated (Knowledge (earth and life sciences) and Knowledge (technology)) Advancement: None.

Re-Sequencer Nanite

These nanites change DNA coding. They are programmed with 2 DNA codes, the original code and the new code, plus a series of instructions on how to modify the code. Re-sequencer nanites will also perform minor changes, such as reorganizing groups of cells according to the new DNA code. Expensive and complicated, re-sequencers are among the most advanced nanites produced. Re-sequencer nanites can treat injuries and even make minor repairs on cybernetic equipment. While this has no benefit in combat, over the long term the re-sequencer can perform first aid, even surgery and conduct repairs using its skills as if it were a doctor or mechanic. Re-sequencers are skilled at tracking down problems and fixing them which often requires searching through millions of cells. Most companies do not allow subjects to retain resequencer nanites. Unless you make them yourself you can expect to increase the purchase DC by up to +10 to buy a set of re-sequencer nanites. Normally resequencer nanites are reprogrammed and used many times before they wear out. Creation Time: 6 months (PL 6), 3 months (PL 7+) PC Base Purchase DC: 29* Requirement: Fusion Lab (PL 6). Restriction: Military (+3). Species Traits *This produces enough nanites for a single subject. Blindsight (Ex): A predatory DNA can ascertain its Decrease the cost by 2 for each size smaller. Increase the environment by nonvisual means within one 10th of an cost by 2 for each size larger. This cost is not added to reinch. sequencing costs for cloning or genetic modifications. Disease (Ex): Each predatory DNA can inflict one When you get re-sequencing done, the cost to rent the type of disease, chosen by the Game Master, on the nanites is included.

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Table 5-2: G-5 Disease

Fortitude Save DC

Incubation Period

Initial and Secondary Damage

G-5

15+1 per genetic modification

1 day

1d4 Con

Nanite: CR 10; Micromedium construct; HD 10d10+20; hp 80; Mas 10; Init +3; Spd. Fly 30 m. (perfect); Defense 17, touch 13, flat-footed 14 (+4 natural, +3 Dex); BAB +7/+2; Grap +8; Atk +8 melee (1d6+1 20/x2, claw); Full Atk +8/+3 melee (1d6+1 20/ x2, claw); FS 5 m. By 5 m.; Reach 5 m.; SQ Lowlight vision, darkvision 60ft., construct traits, micro, acid resistance: 10; AL lawful neutral; SV Fort +0, Ref +4, Will +3; AP 0; Rep +0; Str 12, Dex 12, Con -, Int 18, Wis 12, Cha 10. Skills: Craft (chemical) +14, Craft (pharmaceutical) +14, Knowledge (earth and life sciences) +19, Knowledge (technology) +6, Repair +10, Search +17, Spot +16, Survival +14. Feats: Educated (Knowledge (earth and life sciences), Knowledge (technology)), Track, Alertness, Medical Expert Advancement: None. Micro: This creatures hit points, damage, resistances and speed are measured on a microscopic level. They

Massive Aberrations
Extremely rare, occasionally a clone or genetically altered subject will demonstrate a massive aberration. Many massive aberrations show a striking similarity to each other and have been catalogued below. Most are destroyed immediately, unless curing is an option, but a handful have been kept alive for study or other purposes. Massive Eye Aberration: In this unusual aberration, the subject becomes covered with eyes. The type of eyes vary depending on the race of the subject, and possibly the source race of the genetics. The subject suffers a -5 penalty to armor class, a -4 penalty to Charisma and gains a +10 circumstance bonus to Spot checks. Subjects with this mutation often suffer from paranoia, describing seeing things that arent there. It is suspected that they are able to see into other realms of existence. Surgery and skin grafts have been moderately successful in removing this condition. This negates the bonus to Spot checks but does not remove the other penalties. However the mental distress is greatly reduced in this manor. Massive Size Aberration: Seen three times, this aberration causes the subject to keep growing. By middle age it is simply to big to move anymore, gaining one, two or even three size increases and eventually dying at the end of middle age because of organ failure.

Monoculture, the Fall of Alpha Centauri


Alpha Centauri achieved an all-clone population shortly before the terrain military successfully invaded and retook Alpha Centauri. Records show that the culture was suffering severely from minor maladies. Because all of the clones were the same, if one became ill, just about everyone became ill in the same way. It put a strain on medical supplies. There were other aspects of the culture that suffered in the same way. They all liked the same food, doing the same activities and owning similar wares. It became difficult to provide enough of the same food, to get people to perform the much needed tasks they did not like to do and to sell and use up products the clones did not like. They took remarkable steps to solve these problems and it would have been interesting to see if they could overcome them. The clones are now scattered across several worlds and may not assemble on pain of death. This is an example of a monoculture. There was no genetic diversity. Anything that could kill one of the clones, could kill all of them. are 1/1000th of normal values.

G-5 Modified Disease

This disease is a modification of the common flu accidentally created when a sample was taken from a sick subject. G-5 only affects clones and those with genetic modifications. The symptoms of G-5 are well known and you are to report instances to these symptoms immediately. G-5 is slow to reproduce but it is an airborne pathogen and unless treated can dramatically weaken military effectiveness where genetic modifications are common. Fatalities are not unknown and whole batches of clones have been destroyed in the past to exterminate outbreaks of this disease.
There is a counter-pathogen to G-5 but G-5 mutates with each subject making the counter-pathogen only effective for people who have already had G-5. It makes them immune.

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Chapter 6: Modifying Genetics with Skills and Feats


Cloned You begin play as a clone. Benefit: You begin play as a basic clone with no upgrades. Knowledge (earth and life sciences) is always considered a class skill for you. You gain 1 hit point each time you gain a clone upgrade or genetic modification. Special: You can only take this feat at first level. Genetic Contact You have contacts that can get you cheaper genetic upgrades, cloning or clone upgrades. Benefit: When you purchase genetic upgrades, cloning or clone upgrades treat their purchase DC as 1 lower. Special: You can take this feat multiple times, its effects stack. Less Aberrant Requirement: Con 13 Benefit: Subtract half this characters level, rounded down, from any chance of aberrations which occur after taking this feat. Clones of this subject receive this benefit even if they begin play without the feat. Special: If this character receives an aberration the character may chose the one below or above it instead on Table 1-2: Aberrations. Undetectable Benefit: Choose basic clone, clone upgrade or genetic modification. One of these processes is virtually undetectable in you. Only a geneticist with 23 ranks in Knowledge (earth and life sciences) who spends three months examining your DNA can determine it has been modified by the one chosen process. Special: You can take this feat multiple times. Choose a new process each time.

The Darwin Project


Be aware of the Darwin project soldier. These well meaning individuals are a road block to progress, wishing natures slow evolutionary process to be the only evolutionary process. A good geneticist can perform a thousand years worth of natural evolution in a lab within a few months. Yes, there are mistakes in genetics. One can not say there have never been mistakes or disasters in nature. However, unlike nature, we can learn from our mistakes, predict future mistakes and prepare for them and most importantly, we can fix out mistakes, erasing undesirable gene pools. The Darwin project has been the most damaging effort against cloning and genetics. Battle, disasters and military operations have only encouraged geneticists to work harder. It is when budgeting is cut and interest in genetics is discouraged that technological advancements in cloning and genetics decline. A military is obligated to exploit any advantage, any weapon or technology, at its disposal. The Darwin project is an enemy we can not fight except in the battlegrounds of courtrooms and on the television with propaganda and anti-propaganda. The political fall out for actually employing military might against members of the Darwin project would be devastating, if such activity could be proved. That is where you come in specialist

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Chapter 7: Modified Clones of Advanced Classes

Military Clone
Military investments in cloning technology has paid off with a soldier who can arrive fully trained and ready for battle. Military Clones are raised and trained in the military and receive military paid for upgrades in the way of re-sequencing. Many Military Clones go on to lead lives outside of the military while others pursue long successful careers with the armed forces. All clones can eventually qualify to become a Military Clone but the Strong Hero is the fastest path to qualifying for this advanced class. Requirements
To qualify to become a Military Clone, a character must fulfill the following criteria. Base Attack Bonus: +3. Skill: Knowledge (tactics) 3 ranks. Feat: Personal Firearms Proficiency. Special: Must be a clone.

Class Information
Hit Die: 1d10 Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class. Class Skills The Military Clones class skills (and the key ability for each skill) are: Demolitions (Int), Drive (Dex), Intimidate (Cha), Jump (Str), Knowledge (current events, history, popular culture, tactics) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str). Skill Points at Each Level: 5 + Int modifier.

Advanced Facilities The Military Clone receives outstanding medical care and lowers the chance of aberrations when receiving clone upgrades or genetic modifications by a percent equal to his Military Clone level.

Upgrade At each even level of Military Clone the character gains a free clone upgrade or genetic upgrade. It must Class Features The following features pertain to the Military Clone be one the Military Clone could purchase but it does not lower the Military Cones wealth score even if the advanced class. purchase could only be done on a wealth check of 20.
Table 7-1: The Military Clone Base Attack Class Level Bonus 1st +0 2nd +1 3rd +2 4th +3 5th +3 6th +4 7th +5 8th +6 9th +6 10th +7 Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation bonus +0 +0 +0 +0 +1 +1 +1 +1 +2 +2

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Advanced facilities Upgrade, weapon focus Bonus feat Upgrade Weapon specialization Bonus feat, upgrade Improved critical Upgrade Bonus feat Upgrade

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Weapon Focus At 2nd level, a Military Clone gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Military Clone chooses a specific weapon. The Military Clone can choose unarmed strike or grapple as the weapon. The Military Clone must be proficient with the chosen weapon. The Military Clone adds +1 to all attack rolls made using the selected weapon. Bonus Feat At 3rd, 6th, and 9th level, the Military Clone gets a bonus feat. The bonus feat must be selected from the following list, and the Military Clone must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Brawl, Burst Fire, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Exotic Melee Weapon Proficiency, Far Shot, Great Cleave, Im proved Brawl, Improved Knockout Punch, Knockout Punch, Power Attack, Less Aberrant, Undetectable.

Weapon Specialization At 5th level, a Military Clone gains weapon specialization with a specific melee or ranged weapon that he also has applied the Weapon Focus feat or class feature to. The Military Clone gets a +2 bonus on damage rolls with the chosen weapon. Requirements To qualify to become a Neo Geneticist, a character Improved Critical must fulfill the following criteria. For the weapon the Military Clone has applied Skills: 6 ranks in Craft (chemical), 6 ranks in Craft weapon specialization to the Military Clones threat (electronic) and 13 ranks in Knowledge (earth and life range increases by one. sciences), 13 ranks in Knowledge (technology), plus 13 ranks in Research.

of known science and straying into future progress levels. They create a greater risk of aberrations but those results that are successful are beyond the scope of modern science. Those willing to ignore, dispose of or pay for the Neo Geneticists mistakes can achieve results other scientists can not hope to produce. Unfortunately this pushes the field of neo-genetics into the shady black market sector The cost to repair aberrations is too great for most business to absorb. Termination and disposal, to avoid law suits and bankruptcy, is the dark reality. Neo Geneticists come from every age, known for their ground breaking discoveries and often vilified for their future thinking. The most amazing work from Neo Geneticists appears in progress level 4, when a handful started producing progress level 5 and 6 clones and genetic modifications but these are very isolated breakthroughs. In progress level 5 Neo Geneticists come into their own, pushing boundaries and helping science stagger forward into the next age, progress level 6, where cloning becomes common and reliable. The Neo Geneticst makes as good a villain as a player character, because of their ability to clone themselves and return from the dead to thwart the players again. Neo Geneticists are often on retainer to militia but their eccentric nature and pride usually prevent them from working for a military full time. This means they only get paid when they produce results, which fortunately is their specialty.

Neo Geneticist
A Neo Geneticist specializes is pushing the boundaries
Table 7-2: The Neo Geneticist Base Attack Class Level Bonus 1st +0 2nd +1 3rd +1 4th +2 5th +2 6th +3 7th +3 8th +4 9th +4 10th +5 Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Special Discard a Month Demand Bonus feat Advanced technology Eccentric Bonus feat Visit the micro Advanced technology Bonus feat Cheat death

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Class Information The following information pertains to the Neo Geneticist advanced class. Hit Die: 1d8 Action Points: 6 + one-half character level, rounded down, every time the Neo Geneticist attains a new level in this class.

At 8th level, he can either use this ability twice a month. If used on the same subject increase the chance of aberration by a total of 8%. Alternatively he can instead use one cloning or genetic technology 2 progress levels higher than is normally available to him. This increases the chance of aberration by 8%. Multiple Neo Geneticists can work together, using several technologies 1 or 2 progress levels higher on Class Skills a single subject if they wish. The increased chance of The Neo Geneticists class skills (and the key ability aberration is added for each Neo Geneticist. Further, for each skill) are: Computer Use (Int), Craft (chemical, for each Neo Geneticist beyond the first, make another electronic, mechanical, pharmaceutical), Decipher check for aberration. Script (Int), Demolitions (Int), Disable Device (Int), Drive (Dex), Investigate (Int), Knowledge (be havioral Eccentric sciences, earth and life sciences, physical sciences, At 5th level, the Neo Geneticist gains one trait from technology) (Int), Navigate (Int), Pilot (Dex), Profession any basic class. It must be one the Neo Geneticist (Wis), Read/Write Language (none), Research (Int), qualifies for. Tinkering with genes and studying potential Search (Int), Speak Language (none). results has given the Neo Geneticist an unusual insight Skill Points at Each Level: 7 + Int modifier. granting the Neo Geneticist this trait.

Class Features Bonus Feats The following features pertain to the New Geneticist At 3rd, 6th, and 9th level, the Neo Geneticist gets a advanced class. bonus feat. The bonus feat must be selected from the following list, and the Neo Geneticist must meet all the Discard a Month prerequisites of the feat to select it. The Neo Geneticist can reduce the time it takes to Archaic Weapons Proficiency, Attentive, Cautious, create a basic clone by 1 month. Combat Expertise, Educated, Gearhead, Personal Firearms Proficiency, Point Blank Shot, Renown, Demand Studious. Starting at 2nd level the Neo Geneticist earns +1 Wealth every level (including for 2nd level) if he Visit the Micro succeeds at his Wealth Check. The demand for the Neo At 7th level, once per month, the Neo Geneticist Geneticists work allows him to ask higher prices may use the shrink spell. and earn more wealth as a result. Cheat Death Advanced Technology At 10th level, the Neo Geneticist makes a At 4th level, once per month, the Neo true clone of himself for free. The clone only Geneticist can use one cloning or genetic activates if he dies, or if he is permanently technology (basic clones, clone upgrades removed from play at the Game Masters or genetic modification) 1 progress level discretion. The true clone loses one level, the higher than is normally available to him. If 10th level in this class. If the clone earns this the project takes longer than 1 month, he level again, the clone can make another true must use each months use of this ability clone for free. until the project is complete, otherwise the technology fails; The clone dies or the upgrade or modification is not applied. Using this ability increases the chance of an aberration by 4%. If the technology has a lower Purchase DC in the higher progress level, the Neo Geneticist can pay the lower cost.

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Genetic Amendment to the Bill of Rights


One might think those anti-geneticists in the Darwin project would ease off after we pushed through the genetic amendment ensuring jobs for the non-genetically modified and modified alike. This demonstrates their unreasonable nature soldier. In any reasonable negotiation, when one side gives ground, the other at least acknowledges the action. The Darwin project has treated it as a weakness, stepping up their efforts against our clone military. There are five individuals spearheading this latest thrust by the Darwin project. In this envelope you will find each of their dossiers, including pictures, habits, residences and what itinerary could be discovered for the next seven days. Payment is included in advance. Cant Afford Genetics, Join the Army! The national guard now offers free standard genetic upgrades to members who enlist for 2 or more years and specialized upgrades to those who enlist for 5 years or longer. The army is committed to bridging the gap between the social elite and the everyday man. In the army, everyone is equal. In the army, everyone has a chance. - Brought to you by the Terrain National Guard

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Aberrations 7 Advanced Classes Neo Geneticist 50

Index

C
Challenge Rating Clones and Genetically Modified Creatures 40 Children 9 Generating Children 11 Clone Upgrade Accelerated Growth 11 Accelerated Learning 12 Adult Clone 12 Advanced Clone 12 Alternate Memory Impregnation 12 Memory Impregnation 14 Multiple Memory Impregnation 14 Mutant Clone 14 Cloning Aberrations 7 Basic Clone 6 Basic Clones 5 Bulk 12 Mold Clone 10 Multiple DNA Clone 10 Pattern Cloning 15 Soulless Clones 16 Teleclone 10 True Clone 11 Undead Clone 36 Creature Code Name Steve, Max Tech Super Soldier 42 Predatory DNA 46 Creatures Anti-arrostia Nanite 42 Combat Nanite 44 Gene-Reader Nanite 45 Krix Bat 46 Re-Sequencer Nanite 47

E
Equipment Life Detector 40 Memory Tracker 40

F
Feats Cloned 48 Genetic Contact 49 Less Aberrant 49

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Undetectable 49

G
Genetic Modification Aberrations 7 Absolute Obedience 24 Acid Sweat 24 Adrenaline Surge 24 Alternate Race 24 Claws 26 Cosmetic Glow 25 Cosmetic Modifications 25 Cybernetic Adaptation 26 Darkvision 26 Elastic DNA 27 Equine 27 Ethereal Organs 28 Extra Head 27 Extra Limb 27 Faster 28 Genetic Opposites 20 Genetic Reader 28 Genetic Scripting 28 Hawk Eyes 29 Kangaroo Blood 29 Laser Eyes 29 Listening Fingers 29 Low-Light Vision 29 Lycanthropy 30 Medusic Eyes 30 Multi-Digestion 30 Muscular Control 30 Nuclear Chemistry 31 Other Blood 31 Pain Resistance 31 Perfect Cunning 32 Perfect Endurance 32 Perfect Grace 31 Perfect Inuition 32 Perfect Power 31 Perfect Splendor 32 Photosynthetic Skin 32 Poison Immunity 33 Polymorphic 33 Run, Jump, Climb 33 Sleep Command 33 Tentacles 33 Termination Device 34 Unusual organ Placement 34 Wings 34

Gravity 39 Industrial 39 Information 39 Middle Age 38 Renaissance 39 Stone Age 38

N
NPC John Doe 44

O
Order of the Modern Dead 36

P
Progress Levels 4

R
Re-Sequencing Chemical/Nanite 21

S
Sidebar Chronomancy 38 Dont Laugh, Youre Already Dead Soldier 5 Genetic Amendment to the Bill of Rights 52 Monoculture 48 The Darwin Project 49 Traits Where Did My DNA Come From 35 Spells Create Clone 37 Determine Breeding Stock 17 Divine Soul 16 Encourage Mutation 17 Re-sequence 37 Selective Mutation 17 Shrink 37 Story 50 000 Clones, 100 000 Dead Men 13 Dead Again 36 Missing Super Solder 43

L
Lab Advanced 40 Bronze Age 38 Clone Lab Upgrade 39 Energy 39 Fusion 39 Genetics Lab Upgrade 40

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Chronomancer
Time Travel for Everyone

I am. I was. I will be. Time is unbound. I live, lived, will live. All barriers are thrown wide. Dead, dying, will die. I can go anywhere, anywhen. I am nothing and everything. I am not, was not and will never be. Fate hunts me. Time Protects me. I am. - One-Less Released in 2008, Chronomancer is a 300 page opus on time travel developed and playtested over 7 years since its conception in 2001. This book provides the tools for the GM to control and solve game altering paradoxes. For the Players it offers something for every class, including chronomancy that can be used in the present-only and a variety of time travelling methods. 115 new spells 88 new psionic powers 29 new classes and prestige classes 22 new feats One new attitude

www.Charke.ca

Marc Sant (order #1494165)


Marc Sant (order #1494165)

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