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Fifth Age: A hard science fiction 5e conversion
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<blockquote data-quote="MadBlue" data-source="post: 7105251" data-attributes="member: 7552"><p>I'm planning on running a campaign set in the solar system with no aliens or FTL but in the same general timeline. To fill the void as far as races go, I'm working on stats for Bioroids (in this sense, genetically engineered humanoids) and Uplifts (genetically enhanced animals) using your Custom Alien rules, and using <a href="http://transhumanspace.wikia.com/wiki/Transhuman_Space_Wiki" target="_blank">Transhuman Space</a> and <a href="https://eclipse-phase.wikispaces.com/" target="_blank">Eclipse Phase</a> to mine ideas (as well as the MM to get base animal stats/abilities).</p><p></p><p>In order to make the new races fit, I've tweaked the core Fifth Age Human races a bit to fit my campaign:</p><p></p><p>Earthborn are called Baselines. They're not necessarily born on Earth, but they haven't had extensive genetic engineering done other than to correct defects. This frees them up to take backgrounds that might not fit someone who was born on Earth (Colonist, Offworlder, Primitive, Spacer, Stationer, Tanker) while still being standard "Earthlings". </p><p></p><p>Tubeborn are called Ultras. They're genetically enhanced humans. They may have had biological parents who were also advanced or could be the direct product of genetic engineering. Otherwise they're identical to Tubeborn in your core rules. In my campaign, there are going to be colonies of Ultras who think they're the pinnacle of Humanity. </p><p></p><p>Cyborgs are colloquially called Hivers or Networks. I'm thinking cybernetics will be available at some point to non-Cyborg characters, so it could get confusing, especially since someone could conceivably be heavily cybered up and not be a "Cyborg". I'm also giving them the ability to communicate with other Networked Humans cybertelepathically through their MMI (similar to the Message Cantrip) and restricting their Ability Score Increase to one of the "mental" abilities to balance out the cybertelepathy. In my campaign, there are going to be Network colonies (called Hives) although not all Networked Humans come from there (essentially they're like the Conjoiners from <a href="http://revelationspace.wikia.com/wiki/Conjoiners" target="_blank">Revelation Space</a>). </p><p></p><p>I'm keeping Spaceborn the same, although they're going to be noticeably tall and lanky in addition to having no body hair. </p><p></p><p>I would imagine that, by 2299, there could be a lot of additional Human sub-races, but I didn't want to overlap too much with Bioroids. </p><p></p><p></p><p>As for my races:</p><p></p><p>Bioroids are going to have more extreme enhancements, such as gills and webbed digits, natural armor, unnatural size, etc. Basically, things that wouldn't allow them to pass for human. The idea is that they're biologically and genetically engineered, in the same way Synthetics are mechanically engineered, to serve their creators, so they're also engineered to be identified as non-human. They fill the role of being "created for a purpose" that the Tubeborn do in the core. They're not necessarily happy with that.</p><p></p><p>Uplifts are going to be animals, such as pigs, canines, octopi, simians, corvids, cetaceans. It may be challenging to make some of the Uplifts PC races (uplifted dolphins are still going to be flippered and aquatic, for example, so pretty limited in mobility in a typical adventure, although I suppose they could use a telepresence rigged synthetic body). Not sure what their role will be in society.</p><p></p><p>Synthetics will be available as PC races, but advanced AI will be out of the hands of the players. There's going to be a ban on advanced AI and nanotechnology after some kind of cataclysmic event (a la the Nanocaust, from <a href="http://www.goodreads.com/book/show/89192.Century_Rain" target="_blank">Century Rain</a>, and the Edicts from <a href="http://jovianchronicles.wikia.com/wiki/Mechanical_Cyclopedia" target="_blank">Jovian Chronicles</a>). Advanced AI (called Archons) will exist on the fringes of the system, and their power is rumored to be godlike.</p></blockquote><p></p>
[QUOTE="MadBlue, post: 7105251, member: 7552"] I'm planning on running a campaign set in the solar system with no aliens or FTL but in the same general timeline. To fill the void as far as races go, I'm working on stats for Bioroids (in this sense, genetically engineered humanoids) and Uplifts (genetically enhanced animals) using your Custom Alien rules, and using [URL="http://transhumanspace.wikia.com/wiki/Transhuman_Space_Wiki"]Transhuman Space[/URL] and [URL="https://eclipse-phase.wikispaces.com/"]Eclipse Phase[/URL] to mine ideas (as well as the MM to get base animal stats/abilities). In order to make the new races fit, I've tweaked the core Fifth Age Human races a bit to fit my campaign: Earthborn are called Baselines. They're not necessarily born on Earth, but they haven't had extensive genetic engineering done other than to correct defects. This frees them up to take backgrounds that might not fit someone who was born on Earth (Colonist, Offworlder, Primitive, Spacer, Stationer, Tanker) while still being standard "Earthlings". Tubeborn are called Ultras. They're genetically enhanced humans. They may have had biological parents who were also advanced or could be the direct product of genetic engineering. Otherwise they're identical to Tubeborn in your core rules. In my campaign, there are going to be colonies of Ultras who think they're the pinnacle of Humanity. Cyborgs are colloquially called Hivers or Networks. I'm thinking cybernetics will be available at some point to non-Cyborg characters, so it could get confusing, especially since someone could conceivably be heavily cybered up and not be a "Cyborg". I'm also giving them the ability to communicate with other Networked Humans cybertelepathically through their MMI (similar to the Message Cantrip) and restricting their Ability Score Increase to one of the "mental" abilities to balance out the cybertelepathy. In my campaign, there are going to be Network colonies (called Hives) although not all Networked Humans come from there (essentially they're like the Conjoiners from [URL="http://revelationspace.wikia.com/wiki/Conjoiners"]Revelation Space[/URL]). I'm keeping Spaceborn the same, although they're going to be noticeably tall and lanky in addition to having no body hair. I would imagine that, by 2299, there could be a lot of additional Human sub-races, but I didn't want to overlap too much with Bioroids. As for my races: Bioroids are going to have more extreme enhancements, such as gills and webbed digits, natural armor, unnatural size, etc. Basically, things that wouldn't allow them to pass for human. The idea is that they're biologically and genetically engineered, in the same way Synthetics are mechanically engineered, to serve their creators, so they're also engineered to be identified as non-human. They fill the role of being "created for a purpose" that the Tubeborn do in the core. They're not necessarily happy with that. Uplifts are going to be animals, such as pigs, canines, octopi, simians, corvids, cetaceans. It may be challenging to make some of the Uplifts PC races (uplifted dolphins are still going to be flippered and aquatic, for example, so pretty limited in mobility in a typical adventure, although I suppose they could use a telepresence rigged synthetic body). Not sure what their role will be in society. Synthetics will be available as PC races, but advanced AI will be out of the hands of the players. There's going to be a ban on advanced AI and nanotechnology after some kind of cataclysmic event (a la the Nanocaust, from [URL="http://www.goodreads.com/book/show/89192.Century_Rain"]Century Rain[/URL], and the Edicts from [URL="http://jovianchronicles.wikia.com/wiki/Mechanical_Cyclopedia"]Jovian Chronicles[/URL]). Advanced AI (called Archons) will exist on the fringes of the system, and their power is rumored to be godlike. [/QUOTE]
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