d20 Adamant Entertainment Posthuman.pdf

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Text:
MalcolmSheppard
Graphics:
Gareth-MichaelSkarka
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introduction
Posthuman: The Deinitive D20 Guide to Human
Augmentation is a brief resource that expands the
options for technologically enhanced characters (or
posthumans). The new rules here are designed to be
compatible with the standard rules for futuristic D20
roleplaying. You should have little trouble adding
them to your game. Cyborgs and other modiied
humans loom large in science iction. We hope that
what follows allows you to bring those ideas from
novels, stories, video games and ilms to your gaming
table.
Posthumans in Science Fiction
Science iction puts posthumans in a limitless number
of roles. You might ind them in the background as
local color on a world where humans have changed
themselves to survive in a hostile environment,
or as stock thugs employed by high tech villain.
At other times, the posthuman takes center stage,
and storytellers focus on what it’s like to alter and
transcend human biology. Common themes include:
Contents
Here’s what you get:
The Posthuman Template Class: Instead of using a
ixed template that adjusts a character’s effective level,
we present the concept of a template class: a ive level
option that allows you to choose how powerful you
want posthumans to be and whether or not you want
to abide by the standard drawbacks for augmented
humans. If you don’t like the idea of penalizing
characters for their enhancements but you don’t want
to trash game balance, this is the section for you.
Identity: Stories like these ask us what makes us truly
human. Is it our mind? Our genetic code? Mortality?
Posthuman characters are often confronted with these
questions. More importantly, other people might
decide on an answer for them and mark posthumans
for slavery or extermination.
Evolution: When posthuman change is cheap and
easy to come by (a common effect of Progress Levels
7 and above), how should the species as a whole
react to it? Should we concentrate on being smarter?
Tougher? Is there a danger in choosing just one path?
Is it dangerous to leave behind our original biology?
Factions who support different positions can come
to blows over this, leading to interplanetary war and
terrorism.
Biotech: N ext, we’ll look at biotechnology and how
it can replace or augment characters’ natural abilities.
You can use these rules with characters from standard
classes. Like cybernetics, biotech comes with its
own complications, keeping biologically engineered
characters from running roughshod over play balance.
To transcend these drawbacks, just plug in the
Posthuman class.
Nanotech: Nanotechnology seems to have an
unlimited potential to augment human ability. The
rules in this section present a modest array of nanotech
enhancements that, like biotech, come with drawbacks
to balance out their beneits. Again, you can plug
in the Posthuman class to mitigate or remove these
restrictions.
Revolution: Finally, posthuman augmentation can
change the way we look at social arrangements.
Tyrants can use augmented soldiers to oppress
populations, but if the technology is easy enough to
acquire, revolutionaries can use it to aid their ight
for freedom. Of course, revolutionaries aren’t always
right; a posthuman cabal could use their abilities to
topple a just government to spread lawlessness or
ascend to power themselves.
Posthuman Characters: Finally, we present three
enhanced characters as a proof of concept and to give
you ready made enemies, allies and player characters.
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Posthuman Versus Transhuman
Transhuman is a term that’s often used
interchangeably with posthuman. We’ve opted not
to use it because transhumanism is also the name
of an ideology that supports the vigorous use of
technology to improve human abilities. This book
doesn’t take a side in that debate, so we’ve settled
for the more neutral term: posthuman.
Of course, transhumanists also talk about
posthumanity as the name for their desired state,
so it isn’t so cut and dried! Remember, though,
that pro-posthuman organizations in your game
identify with the transhuman label.
Modern Posthumans
Even though you usually ind posthumans in
future settings, there’s nothing that stops you from
unleashing cyborgs or nanotech-enhanced characters
in a contemporary setting.
You’ll have to make a few adjustments. First of all,
attachment Restriction levels at least be Military
(in the case of secret government programs that
experiment with Progress Level 6 and up) or they’ll
be nonexistent (in the case of alien technology and
time travellers). Purchase DCs are still used for the
Posthuman class’ modiication points, but you can’t
actually buy the technology except in the context of a
special event set up by the GM. Here are ive possible
origins for posthuman augmentation in a modern
campaign. Use one, or mix and match them to taste.
What if the government gets its technology from alien
interlopers? What about a corporation run by a visitor
from the future?
Aliens: Alien visitors can modify
humans during an abductions. If the
character gains useful abilities as
a result, it’s certain that the aliens
will want something in return -- or
is it? Perhaps the modiications are
part of an experiment to see how
humanity will react to a strange
individual in their midst. Willing
servants of alien civilizations might
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be rewarded with augmentation, and alien crash sites
could expose bystanders to nanotech contamination
and mutagens that spawn biotech modiications.
The
Posthuman
Template
Class
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Corporations: Highly competitive corporate research
can spawn advances far beyond the campaign’s normal
Progress Level, but how would private enterprise
test posthuman technologies? Combine terminal
illness and a non-disclosure agreement, and shrewd
companies and desperate individuals may collaborate
to alter the limits of human physiology. Alternately,
an industrial accident may loose biotech and nanotech
onto random individuals. Will the corporation offer
such characters a place in the fold or hunt them down?
What is a Template Class?
Instead of applying a template that directly modiies a
character’s effective character level (ECL), a template
class applies beneits using the same scheme as other
classes, with accompanying improvements in the
character’s hit dice, base attack bonus and saving
throws.
Government: In secret labs they can rebuild
characters. They can be faster. Stronger. Military
installations might use augmentation to create super-
soldiers. Painful procedures are supplemented with
harsh military and espionage training, until the
characters “graduate” with ield missions. What is
their side isn’t the only one with augmented agents?
What happens if someone steal the technology?
Why a Template Class?
Template classes let you gradually apply exceptional
beneits to a character and measure them against the
level of experience of the rest of the party. If you
begin play at a level higher than 1st, you may add
template class levels during character creation.
Terrorists: Everyone who watched James Bond
ilms or cartoons from the 1980s knows that terrorist
organizations frequently employ eccentric geniuses
to construct superweapons. Bent on world conquest,
a cinematic terrorist organization could create super-
warriors to further its ends. For a grittier take on this,
a more realistic terror group could ind or force help
from a scientiic genius.
Minimum Requirements
Unlike an advanced class (or a prestige class in fantasy
D20 games), the only hard requirement for a template
class is that it can never be the character’s irst class.
Therefore, all template classes require a least one level
in another class -- it usually doesn’t matter which one.
Of course, the GM may apply additional requirements
as he or she sees it, and a few template classes may
have other requirements because of the nature of the
campaign or for additional play balance. Naturally,
too, the character needs a background that will justify
levels in the template class. As always, the GM
ultimately decides what’s appropriate for his or her
game.
Time Travelers: The most obvious sources for
futuristic technology is, of course, the future.
Characters could be time travelers themselves or
stumble across their presence on earth. The classic
motive for time travelers is to alter (or preserve)
the past to bring about a desired future. If modern
characters get their hands on posthuman technologies,
does it threaten the integrity of Time? Are the warring
factions of time travelers? For a fun spin, you could
even bring the time travelers from the past, as
denizens of an Atlantis or Shangri-La unknown to
history.
What is the Posthuman Class?
The Posthuman is a template class for science iction
D20 games designed to represent characters whose
bodies have been enhanced by technology. The core
rules for futuristic roleplaying include game systems
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