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Posthuman: The Definitive D20 Guide to Human Augmentation
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<blockquote data-quote="The Black Kestrel" data-source="post: 2684906" data-attributes="member: 4903"><p><strong>Posthuman</strong></p><p><strong>Publisher:</strong> Adamant Entertainment</p><p><strong>Author:</strong> Malcolm Sheppard</p><p><strong>Graphics:</strong> Gareth-Michael Skarka</p><p><strong>Page Count:</strong> 29 (1 cover, 1 credit, 1 OGL, 1 Advertisement)</p><p><strong>OGL Content:</strong> 90%, the character examples are closed content</p><p><strong>Bookmarked:</strong> Yes</p><p></p><p><strong>Disclaimer:</strong> The art and layout of the books in the Terminal Identity line offends my sense of aesthetics. The art is photo-realistic and appears to be digitally retouched images. This style of artwork has never appealed to me and I feel it detracts from the book. The layout, while PDF friendly (including wider margins) has one oddity. The page number art interferes with the placement of text and images in some places and is rather jarring when you are reading.</p><p></p><p>Posthuman was one of the first supplements to be released dealing with the Cybernetic rules from d20 Future. It breaks down into five sections: Introduction, Posthuman Template Class, Biotech, Nanotech and Sample Characters.</p><p></p><p>The Introduction covers what Posthumans are (in this case cybernetic, genetic or nanotech enhanced humans), some of the questions the development of posthumans pose for society, a sidebar on Posthuman versus Transhuman and a section on using Posthumans in a modern-day setting.</p><p></p><p>Next the book presents the Posthuman Template Class (which is actually three classes covering cybernetics, biotech and nanotech). The author explains his reasoning behind using a template class, how the template class differs from other classes, what the Posthuman class is (an alternative to the rules presented in the Cybernetics section of the Modern SRD) and guidelines for using the Posthuman class with “regular” cyborgs.</p><p></p><p>The Posthuman class is geared towards a high-technology game and its abilities reflect this. The class has five levels, with a medium base attack progression, good Fortitude save, regular Reflex and Will saves, d8 hit points, a decent skill list and 5 skill points per level (4 for non-humans). </p><p></p><p>The Posthuman gains three special abilities at each level: Modification Points, Tolerance and Superior Upgrade. Modification Points allow the Posthuman to buy augmentations (cybernetic, biotech, nanotech or any combination) without making a Wealth check. Additionally the Posthuman can save any unspent Modification Points to use at his next level. Tolerance is essentially the Cybertaker feat, but covers all three types of augmentation. Superior Upgrade gives the Posthuman’s augmentations a special ability or eliminates a weakness from them. For example the Idiot Proof Superior Upgrade makes one type of the Posthuman’s augmentations easier to repair, (re)install or remove.</p><p></p><p>Following the Posthuman Class we get rules for Biotech. The Biotech rules cover Creation and Healing, Installation and Removal, and Benefits and Drawbacks. Two new feats are included in the Biotech section: Biotaker and Craft Biotechnology. The Biotech section includes a list of Biotech equivalents to existing Cybernetics along with 12 new biotech enhancements ranging from Antiagathic Therapy to Tectogenetic Engineering (an alternate way of gaining a gene-therapy template).</p><p></p><p>Following the Biotech section we come to Nanotech. The section starts out covering the standard areas of Creation, Installation and Removal, Benefits and Drawbacks. Two new feats are included in the Biotech section: Craft Nanotechnology and Nanotaker. Included is a sidebar covering what changes if any apply to the nanotechnology presented in the Modern SRD. There are also rules for modeling cybernetic and biotech augmentations as nanotech (increase the PL by 1 and purchase DC by 4). 13 new nano-augmentations are provided ranging from Assembler Cloud to the Shapeshifting Colony.</p><p></p><p>The final section presents three characters from three different Progress Levels that utilize the rules in the book. Yang Ping is a PL 6 cybernetic post-apocalyptic survivor of a nuclear war between Europe and China fighting to restore China to its former glory. Nanzi Janz is a PL 7 biotech revolutionary fighting against the repression of the Jovian Catholic Church and its cyborgs. Keshanth is a PL8 nanotech mad scientist who rules a portion of the galaxy with an iron fist conducting inscrutable experiments.</p><p></p><p><strong>Likes:</strong> The book expands on the material found in d20 Future and provides new rules and augmentations that allow players and game masters more variety in their games. The rules are well thought out and follow the d20 Modern conventions. Adding them to an ongoing campaign shouldn’t present and difficulties.</p><p></p><p><strong>Dislikes:</strong> I can’t really find much that I disliked when I read the book minus the disclaimer above. </p><p></p><p><strong>Note:</strong> Also posted on RPGNow</p></blockquote><p></p>
[QUOTE="The Black Kestrel, post: 2684906, member: 4903"] [B]Posthuman[/B] [B]Publisher:[/B] Adamant Entertainment [B]Author:[/B] Malcolm Sheppard [B]Graphics:[/B] Gareth-Michael Skarka [B]Page Count:[/B] 29 (1 cover, 1 credit, 1 OGL, 1 Advertisement) [B]OGL Content:[/B] 90%, the character examples are closed content [B]Bookmarked:[/B] Yes [B]Disclaimer:[/B] The art and layout of the books in the Terminal Identity line offends my sense of aesthetics. The art is photo-realistic and appears to be digitally retouched images. This style of artwork has never appealed to me and I feel it detracts from the book. The layout, while PDF friendly (including wider margins) has one oddity. The page number art interferes with the placement of text and images in some places and is rather jarring when you are reading. Posthuman was one of the first supplements to be released dealing with the Cybernetic rules from d20 Future. It breaks down into five sections: Introduction, Posthuman Template Class, Biotech, Nanotech and Sample Characters. The Introduction covers what Posthumans are (in this case cybernetic, genetic or nanotech enhanced humans), some of the questions the development of posthumans pose for society, a sidebar on Posthuman versus Transhuman and a section on using Posthumans in a modern-day setting. Next the book presents the Posthuman Template Class (which is actually three classes covering cybernetics, biotech and nanotech). The author explains his reasoning behind using a template class, how the template class differs from other classes, what the Posthuman class is (an alternative to the rules presented in the Cybernetics section of the Modern SRD) and guidelines for using the Posthuman class with “regular” cyborgs. The Posthuman class is geared towards a high-technology game and its abilities reflect this. The class has five levels, with a medium base attack progression, good Fortitude save, regular Reflex and Will saves, d8 hit points, a decent skill list and 5 skill points per level (4 for non-humans). The Posthuman gains three special abilities at each level: Modification Points, Tolerance and Superior Upgrade. Modification Points allow the Posthuman to buy augmentations (cybernetic, biotech, nanotech or any combination) without making a Wealth check. Additionally the Posthuman can save any unspent Modification Points to use at his next level. Tolerance is essentially the Cybertaker feat, but covers all three types of augmentation. Superior Upgrade gives the Posthuman’s augmentations a special ability or eliminates a weakness from them. For example the Idiot Proof Superior Upgrade makes one type of the Posthuman’s augmentations easier to repair, (re)install or remove. Following the Posthuman Class we get rules for Biotech. The Biotech rules cover Creation and Healing, Installation and Removal, and Benefits and Drawbacks. Two new feats are included in the Biotech section: Biotaker and Craft Biotechnology. The Biotech section includes a list of Biotech equivalents to existing Cybernetics along with 12 new biotech enhancements ranging from Antiagathic Therapy to Tectogenetic Engineering (an alternate way of gaining a gene-therapy template). Following the Biotech section we come to Nanotech. The section starts out covering the standard areas of Creation, Installation and Removal, Benefits and Drawbacks. Two new feats are included in the Biotech section: Craft Nanotechnology and Nanotaker. Included is a sidebar covering what changes if any apply to the nanotechnology presented in the Modern SRD. There are also rules for modeling cybernetic and biotech augmentations as nanotech (increase the PL by 1 and purchase DC by 4). 13 new nano-augmentations are provided ranging from Assembler Cloud to the Shapeshifting Colony. The final section presents three characters from three different Progress Levels that utilize the rules in the book. Yang Ping is a PL 6 cybernetic post-apocalyptic survivor of a nuclear war between Europe and China fighting to restore China to its former glory. Nanzi Janz is a PL 7 biotech revolutionary fighting against the repression of the Jovian Catholic Church and its cyborgs. Keshanth is a PL8 nanotech mad scientist who rules a portion of the galaxy with an iron fist conducting inscrutable experiments. [B]Likes:[/B] The book expands on the material found in d20 Future and provides new rules and augmentations that allow players and game masters more variety in their games. The rules are well thought out and follow the d20 Modern conventions. Adding them to an ongoing campaign shouldn’t present and difficulties. [B]Dislikes:[/B] I can’t really find much that I disliked when I read the book minus the disclaimer above. [B]Note:[/B] Also posted on RPGNow [/QUOTE]
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