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[Charke Publishing] Future Warfare: Cloning and Genetics

Charke

Explorer
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Future Warfare: Cloning and Genetic Manipulation

“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 can’t make you super-human soldier, well, actually we can. Forget the absurdities of the modern cinema though. You won’t 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 won’t be. We can also make you as tough, as smart, as wise and as charismatic as the best of the species as well.”


In this manual are rules for Cloning and Genetic Manipulation for each progress level, starting with rules for generating children naturally and improving all the way to re-sequencing the DNA of an existing subject. Cloning includes such advances as memory impregnation, bulk and mutant clones and the aberrations they sometimes suffer. Genetic manipulation ranges from the Perfect brand series of ability modifications, acid sweat, dark vision to genetic scripting, using DNA as a storage medium for information.

This 60 page manual includes 7 forms of cloning, cloning upgrades, more than a dozen genetic modifications and necro cloning (cloning undead). There is a list of scientific labs by progress level where this work is performed. There is a chapter on playing characters in the microscopic world, using new nano-sizes for monsters, where one might have to fight nanites and re-write genetic code by hand. There are four new feats and two new advanced classes. The manual is also written to work well with the cybernetic rules such as those found in d20 Future and d20 Cyberscape and considers stacking rules and genetic modification to enhance cybernetics – but this manual contains no cybernetic devices.

This manual is written for Modern and Future settings. The purchase DC, license restrictions and availability of technology restrict how many modifications a character has available to them. The aberration rules penalize a character for tinkering too often with himself. These rules let characters permanently modify themselves in a wide variety of ways. They can create clones as backup characters in case they die or provide a means of restoring a dead character to play using only technology.

Mark Charke
 

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