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Ideals for Transhuman Space d20
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<blockquote data-quote="Achan hiArusa" data-source="post: 1740983" data-attributes="member: 2597"><p>I was just kicking around some ideas for running a d20 Transhuman Space game:</p><p></p><p>Bioroid</p><p>Not to be confused with the biodroid from Future d20, these are both grown and built humans. The start with 7 points of mutations (barring those that are clearly fantastic and not appropriate the genre) that they do not have to have defects to compensate. The GM can allow up to 10 points, but anything after 7 requires compensating flaws. The character should have </p><p>1-3 cosmetic mutations also (either chosen or rolled). </p><p> They are basically human but don't get a starting occupation, free feat, or skill points. A character who wants a bioroid character must come up with a model history and number produced. </p><p> Bioroids are legally minors (they start at 2 years of age) until they come of age (which can be from 14-21 depending on the country), minor Bioroids without guardians are considered rogues and may be hunted down. </p><p> The character is sterile. </p><p> Bioroids must make a Constitution check DC 15 when ingesting any drug not tailored to them (+5 Purchase DC), failure indicates the character suffers nausea for the next hour (on a roll of 1 or 20, the drug has no effect). </p><p> Bioroids are often subject to mistaken identity. There is a 75% chance that if the character makes a reputation check he is mistaken for another bioroid of the same model.</p><p> Anyone with treat injury suffers a -4 penalty to treat a bioroid. Also if a bioroid commits a crime, any investigator has a +4 bonus to identify the character's model type as a possible suspect.</p><p></p><p>Moreaus</p><p>As written. The character can genetically enhance them normally using the mutation rules, but the character must balance both mutations and defects. I also like to give them the same bonuses that the appropriate creature gets from the D&D book for the base creatures (skill bonuses, natural swimmer, scent, natural climber, etc). Just for story sake, Overts are uplifted animals, Coverts are engineered humans, and Moderates are built like bioroids.</p><p></p><p>Bioshells</p><p>The biodroid and bioreplicant are examples of bioshells. I would also use hardwired alliegeances (can't disobey alliegeances without a DC 30 will save) and the one (can't remember the name) that does not allow the character to pick up new class skills after 1st level from Gamma World d20 (hey, gotta get some use out of that book). I perfer to just give a biodroid a -2 to charisma, and a bioreplicant no modifier.</p><p></p><p>Cybershells</p><p>I use the ones out of Gamma World d20 (see not above about GWd20). The following details apply from the biodroid. Starting Occupation, Armor, Critical Systems, Cybernetic Incompatibility, Immunities, Rejuvenation Cycle, Repairable, Robot Resurrection, Feats, and Skills.</p><p></p><p>This should cover the basic character types from the Transhuman Space core book.</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 1740983, member: 2597"] I was just kicking around some ideas for running a d20 Transhuman Space game: Bioroid Not to be confused with the biodroid from Future d20, these are both grown and built humans. The start with 7 points of mutations (barring those that are clearly fantastic and not appropriate the genre) that they do not have to have defects to compensate. The GM can allow up to 10 points, but anything after 7 requires compensating flaws. The character should have 1-3 cosmetic mutations also (either chosen or rolled). They are basically human but don't get a starting occupation, free feat, or skill points. A character who wants a bioroid character must come up with a model history and number produced. Bioroids are legally minors (they start at 2 years of age) until they come of age (which can be from 14-21 depending on the country), minor Bioroids without guardians are considered rogues and may be hunted down. The character is sterile. Bioroids must make a Constitution check DC 15 when ingesting any drug not tailored to them (+5 Purchase DC), failure indicates the character suffers nausea for the next hour (on a roll of 1 or 20, the drug has no effect). Bioroids are often subject to mistaken identity. There is a 75% chance that if the character makes a reputation check he is mistaken for another bioroid of the same model. Anyone with treat injury suffers a -4 penalty to treat a bioroid. Also if a bioroid commits a crime, any investigator has a +4 bonus to identify the character's model type as a possible suspect. Moreaus As written. The character can genetically enhance them normally using the mutation rules, but the character must balance both mutations and defects. I also like to give them the same bonuses that the appropriate creature gets from the D&D book for the base creatures (skill bonuses, natural swimmer, scent, natural climber, etc). Just for story sake, Overts are uplifted animals, Coverts are engineered humans, and Moderates are built like bioroids. Bioshells The biodroid and bioreplicant are examples of bioshells. I would also use hardwired alliegeances (can't disobey alliegeances without a DC 30 will save) and the one (can't remember the name) that does not allow the character to pick up new class skills after 1st level from Gamma World d20 (hey, gotta get some use out of that book). I perfer to just give a biodroid a -2 to charisma, and a bioreplicant no modifier. Cybershells I use the ones out of Gamma World d20 (see not above about GWd20). The following details apply from the biodroid. Starting Occupation, Armor, Critical Systems, Cybernetic Incompatibility, Immunities, Rejuvenation Cycle, Repairable, Robot Resurrection, Feats, and Skills. This should cover the basic character types from the Transhuman Space core book. [/QUOTE]
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