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Content-Type: text/x-zim-wiki Wiki-Format: zim 0.4 Creation-Date: 2013-08-02T06:10:26-04:00
Created Friday 02 August 2013
Genetically engineered mutants may be the result of government or corporate programs, or be the work a small group of rogue scientists. The mutations described in this section are arranged in templates—“packages” that tend to have a common theme based on either purpose, origin, or genetic material. Whether arising as the result of genetic engineering or through natural forces these mutant templates do not receive the extra feat and skill points that other humans receive. Mutants of any sort add the Mutant subtype to their type.
Able to survive on land but especially at home underwater, the aquan can be designed for any of a variety of reasons. Some are designed as aquatic soldiers, while others are engineered to colonize water worlds. All aquans share the following traits: Type: Humanoid (mutant) Size: Medium. Aquans receive no special bonuses or penalties due to size. Blindsight (Ex): Aquans have Blind-sight with a range of 60 feet underwater only. Mutations: Aquans have the following mutations: Fins, Gills, Unnatural Eyes, Webbed Digits. Low-Light Vision (Ex): Aquans have low-light vision. They can see twice as far as a human in starlight, moonlight, torchlight, or similar conditions. They retain the ability to distinguish color and detail under these conditions. Skills Bonuses: Aquans receive +2 species bonuses to the following skills while under water only: Listen, Move Silently, Navigation. Bonus Feat: Athletic Level Adjustment: +1
Bat Hybrids are a blend of human and brown bat. They tend to engineered as scouts and members of unconventional warfare units. Bat hybrids tend to be small and to have high-pitched voices. They are hairy but do not have true pelts. They can pass for normal humans with a Disguise check at –10. All Bat Hybrids share the following traits: Type: Humanoid (mutant) Size: Medium. Bat Hybrids receive no special bonuses or penalties due to size. Ability Modifiers: +2 Dexterity, -2 Constitution, - 2 Intelligence, +2 Wisdom. Bat Hybrids are agile and cunning, but fragile and not especially smart. Mutations: Bat hybrids have the following mutations: Light Sensitivity, Unnatural Eyes. Improved Echolocator (Ex): Bat hybrids have Blindsight out to a range of 120 feet as long as there is an atmosphere to carry sound. Low-Light Vision (Ex): Bat hybrids have low-light vision. They can see twice as far as normal humans in starlight, moonlight, torch-light or similar conditions. They retain the ability to distinguish color and detail under these conditions. Level Adjustment: +0
Bear hybrids are a blend of human and grizzly bear DNA. They are engineered as shock troops and riot police. Bear hybrids tend to be large and to have low-pitched, gravelly voices. They are hairy but do not have true pelts. They can pass for normal humans with a Disguise check at –10. All bear hybrids share the following traits: Type: Humanoid (mutant) Size: Medium. Bear hybrids have no special modifiers due to size. Ability Modifiers: +2 Strength, -2 Dexterity. Bear hybrids are strong but cumbersome. Claws (Ex): A bear hybrid has retractable claws that can be used in combat (extending or retracting is a free action). A bear hybrid can make one claw attack per combat round (or more if he has multiple attacks in a round). Each successful claw attack deals 1d6 points of lethal slashing damage plus the hybrid‘s Strength modifier. A bear hybrid making a claw attack is considered armed and provokes no attacks of opportunity. Low-Light Vision (Ex): Bear hybrids have low-light vision. They can see twice as far as normal humans in starlight, moonlight, torchlight or similar conditions. They retain the ability to distinguish color and detail un-der these conditions. (But see below) Poor Vision (Ex): Bear hybrids have poor eyesight. They take a –2 penalty to Spot checks and a –4 penalty to ranged attacks for each range increment (instead of the normal –2). Bonus Feat: Great Fortitude. Level Adjustment: +0
d20 F 46 Type: Humanoid (mutant) Size: Medium. Ability Modifiers: +2 Strength, -2 Int, -2 Cha Low-Light Vision (Ex): Level Adjustment: +0
Canine hybrids are a cross of human and hound DNA. Most canines hybrids are engineered for military and paramilitary roles, frequently as snipers. Canine hybrids are lithe and well muscled with narrow elongated skulls. They are hairy but do not have true pelts. They can pass for normal humans with a Disguise check at –10. All canine hybrids share the following traits: Type: Humanoid (Mutant) Size: Medium. Canine hybrids receive no special bonuses or penalties due to size. Ability Score Modifiers: +2 Constitution, -2 Intelligence. Canine hybrids tend to be tough but not particularly bright. Low-Light Vision (Ex): Canine hybrids have low-light vision. They can see twice as far as normal humans in starlight, moonlight, torchlight or similar conditions. They retain the ability to distinguish color and detail under these conditions. Scent (Ex): Canine hybrids can detect approaching enemies, sniff out hidden foes, and track by sense of smell (+4 to Survival checks for tracking by scent). Bonus Feat: Track Level Adjustment: +0
d20F 46 Type: Humanoid (mutant) Size: Medium. Ability Modifiers: +2 Dexterity, -2 Intelligence, -2 Charisma. Low-Light Vision (Ex): Level Adjustment: +0
Desert crawlers are engineered to exist of hot, dry worlds. All Desert Crawlers share the following traits: Type: Humanoid (Mutant) Size: Medium. Desert Crawlers receive no special bonuses or penalties due to size. Mutations: Desert Crawlers gain the following mutations: Cold Susceptibility, Energy Diffusion (fire, sonic), Scaly Armor, Unnatural Eyes. Camelback (Ex): Desert Crawlers can go five times as long as normal humans without water. Aquatic Phobia (Ex): Swim is always considered a cross-class skill for Desert Crawlers. Bonus Feat: Planetary Adaptation (hot world) Level Adjustment: +1
Dolphin hybrids are a mix of human and common dolphin genetic material. They are most commonly created for unconventional warfare, particular with marine missions in mind. Dolphin hybrids tend to be athletically built with a gray-blue hue to their skin. They can pass for normal humans with a Disguise check at –10. All dolphin hybrids share the following traits: Type: Humanoid (Mutant) Size: Medium. Dolphin hybrids receive no special bonuses or penalties due to size. Ability Modifiers: +2 Strength, -2 Dexterity, +2 Intelligent, -2 Wisdom. Dolphin h-brids are strong and smart but neither very agile nor very subtle. Mutations: Dolphin hybrids have the following mutations: Echolocator, Unnatural Skin. Hold Breath (Ex): A dolphin hybrid can held his breath for a number of minutes equal to his Constitution score before suffocating. Skill Bonus: Dolphin hybrids receive a +4 species bonus to Swim checks. Level Adjustment: +0
d20F 46 Type: Humanoid (mutant) Size: Medium. Ability Modifiers: -2 Constitution, +2 Intelligence Level Adjustment: +0
Feline hybrids are a blend of human and leopard or panther DNA. They are generally engineered for intelligence and stealth functions. Feline hybrids tend to be graceful and quick, and many humans find them attractive. They usually pass for humans with a normal Disguise check. All feline hybrids share the following traits: Type: Humanoid (mutant) Size: Medium. Feline hybrids receive no special bonuses or penalties due to size. Ability Modifiers: +2 Dexterity, -2 Constitution, -2 Intelligence, +2 Charisma. Feline hybrids are nimble and attractive, but not very bright or tough. Claws (Ex): A feline hybrid has retractable claws that can be used in combat (extending or retracting is a free action). A feline hybrid can make one claw attack per combat round (or more if he has multiple attacks in a round). Each successful claw attack deals 1d4 points of lethal slashing damage plus the hybrid‘s Strength modifier. A feline hybrid making a claw attack is considered armed and provokes no attacks of opportunity. Low-Light Vision (Ex): Feline hybrids have low-light vision. They can see twice as far as normal humans in starlight, moonlight, torchlight or similar conditions. They retain the ability to distinguish color and detail under these conditions. Skill Bonuses: Feline hybrids gain +2 species bonuses to Balance and Climb checks. Level Adjustment: +0
Greenhouse Dwellers have been adapted to life on extremely hot planets. They are capable of withstanding the intense, smothering heat of a thick atmosphere rich with green-house gases and can process airborne toxins like normal humans process air. All Greenhouse Dwellers share the following traits: Type: Humanoid (mutant) Size: Medium. Greenhouse Dwellers receive no special bonuses or penalties due to size. Mutations: Greenhouse Dwellers gain the following mutations: Energy Diffusion (acid, fire), Pheromone Repulsion, Poisonous Blood, Ultra Immune System, Unnatural Voice. Cold Vulnerability (Ex): A Greenhouse Dweller suffers +50% from cold, regardless of whether or not a save is allowed and wheth-er or not the save is successful. Lung Filters (Ex): Greenhouse Dwellers are immune to inhaled poisons, toxins, and diseases. Bonus Feat: Great Fortitude Level Adjustment: +1
Healers are almost always engineered with a military application in mind. All healers share the following traits: Type: Humanoid (mutant) Size: Medium. Healers receive no special bonuses or penalties due to size. Fast Healing 3 (Ex): A healer heals 3 points of damage each round. Fast healing stops working if the healer is reduced to his Death threshold. Reduced Damage Threshold: A healer’s massive damage threshold is equal to Con –3. Skill Bonus: A healer receives a +2 species bonus to all Treat Injury checks made to treat himself. Level Adjustment: +2
d20F 46 Type: Humanoid (mutant) Size: Medium. Ability Modifiers: +2 Charisma, -2 Wisdom. Level Adjustment: +0
Morpheans can be engineered to serve a number of purposes that require long periods of wakefulness or suspended animation. All morpheans share the following traits: Type: Humanoid (mutant) Size: Medium. Morpheans receive no special bonuses or penalties due to size. Hibernate (Ex): A morphean can enter into a sleeplike state that lasts for an extended period. While in this state, the morphean does not suffer the effects of dehydration or starvation. Hibernation can last up to a number of days equal to twice the hero’s Constitution. The morphean decides how long the hibernation will last before entering the sleeplike state. If outside forces disturb or try to awaken the character, the morphean must make a Will save (DC 15) to try to end the hibernation prematurely. Sleeplessness (Ex): The morphean does not suffer the effects of sleep deprivation. Once per day, the morphean can spend 10 minutes meditating and receive all the benefits of a full 8 hours of uninterrupted sleep. However, morpheans cannot go indefinitely without sleep. Once every 30 days, the character must get 2 full days of uninterrupted sleep or hibernation. Failure to do so makes the morphean fatigued. Saving Throws: A morphean gets a +2 species bonus to all Will saves. Level Adjustment: +1
d20F 46 Type: Humanoid (mutant) Size: Medium. Ability Modifiers: +4 Con, -2 Int, -2 Cha. Level Adjustment: +0
d20F 46 Type: Humanoid (mutant) Size: Medium. Ability Modifiers: -2 Charisma, +2 Wisdom. Low-Light Vision (Ex): Level Adjustment: +0
Submortals are bred for life beneath the sur-face of otherwise uninhabitable worlds. All Submortals share the following traits: Type: Humanoid (mutant) Size: Medium. Submortals receive no special bonuses or penalties due to size. Mutations: Submortals have the following mutations: Darkvision, Echolocator, Light Sensitivity, Unnatural Eyes, Unnatural Skin. Cave Sense (Ex): The Submortal gains a +4 insight bonus to all Navigation and Survival checks made while underground. Earthbound (Ex): Submortals may not take the following feats at first level: Aircraft Operations, Spacer, Starship Operation. Bonus Feat: Planetary Adaptation (dark world) Level Adjustment: +1