RPG Aid

HISTORY

It all started in 1996, the first sheep was cloned, from that point on, BioWorks was there, pushing the limits of biological engineering. In 2012, their first creation walked out of the lab, the ultimate warrior, part human, part tiger. Their creation went crazy and several reporters were killed, many more were injured. It has been eight years since that fateful day, and now they are ready to reintroduce to the world what improvements they have made. Creatures made-to-order, anything will be possible they say.

LEGALITIES

In 2013, the federal courts made a ruling that these creatures "being made and not part of nature have no rights offered to them except for those predetermined by previous laws accorded to the treatment of animals."

BUILDING THE PERFECT BEAST

All constructs begin life as a human "blank", a preprogrammed body grown from stem cells, that the animal's DNA building blocks are added to.

The process starts when the client orders a construct. An administrative engineer walks through the process with the client describing each option that is available for the construct. From that phase the construct is designed in a laboratory by splicing the DNA strands together, weaving the traits desired into the new creation.

When the construct starts out the blank is almost human. It's through the manipulation of the genes that the animal characteristics begin to appear.

Once the proper DNA cocktail has been mixed it is injected into the "blank", then the whole construct is placed in a large container called the "birthing vat" which is filled with amino acids, liquid proteins and other nutrients similar to those found in a mother's womb.

The entire process, once the details of the construct are ironed out, takes 5 days, however the construct doesn't reach maturity until a year later. After a month the construct can begin an accelerated training program, which will prepare it for its life outside of the lab. The resulting creatures end up with the abilities and instincts of the Animal, and the learning capabilities of the Human.

THE RULES

  1. Since they are not quite human to begin with, any cybernetics cost DOUBLE the H.L. (in other words, you are making an animal a human, then changing it into a machine)
  2. Since these Creatures reach maturity in just over a year, they will also grow old faster, figure 7 years per 1 human.
  3. If "Player Character" is not working for a Corp (or the person that purchased the PC), the background will have to reflect one of three things, escape, buy-out, or release of contract.
  4. Because of this, the background and starting equipment / Euro will be determined by the GM.
  5. Most of the animal types here (90%) will end up as SOLO material, usually ending up in some corporate war someplace. Other options include corporate espionage, assassination, scouting & security. (See "Education/Training (Roles)" below)
  6. Each construct costs around 30,000 with "extraordinary" beings (PCs) costing 2 to 3 times that much.
  7. EMP is the most important stat of the construct, it is also the hardest to come by. Starting Characters pay DOUBLE for their initial EMP stat (MAX of 5). This may be increased two ways: through therapy, they may increase it by +3. At the cost of BioPoints, the constructs EMP may be increased to a maximum of 10.
  8. All beings will be designed using BioPoints for game balance. Below are the costs associated with the various options available for vat grown beings: Each Character begins with 30 BioPoints.

SOME ASSEMBLY REQUIRED

[BIO cost is in Blue]

Natural Weapons

  • Claws: 2d6 damage, [3] 1d6 HL (Options: Retractable [felines only][1] 1d6 HL; AP [as per knife][2])
  • Hooves: Kick does 2d6 +2, [2] 1d6HL (Horses, Cattle, Moose, Deer, etc.) (NOTE: if used in conjunction with Digitgrade Legs, add +2 Damage)
  • Horns/Antlers: 2d6 damage, [3] 1d6+3 HL (Options: AP [as per knife, Bull and Buffalo types only][1]) [Note: see Reinforced Skull, Antler Shed]
  • Quills: 3d6 AP [as per knife], [2] 4d6 HL, Not practical for a humanoid, (Hedgehog, Porcupine)
  • Scent Pouch: Causes irritation, victims are -4 REF, and -4 COOL (Skunks, Opossums, Ferrets) [2] 2d6 HL
  • Teeth: 1d6 damage, [2] 1d6/2 HL (Options: AP [as per knife, Carnivores and Rodents only][2])
  • Tusks: 2d6 damage, [3] 2d6 HL (Options: AP [as per knife][1])

Natural Abilities

  • Accelerated Metabolism: +2 initiative and awareness notice, found in weasels, ferrets and other rodents. There two built in disadvantages with this ability, the construct is extremely hyper and it is always hungry, eating twice as much as a normal person. [3], 2d6HL
  • Advanced Healing: Construct can recover one additional point of damage extra per 6-hour period, found in felines (except tigers), (by purring) [1] 1d6/2HL
  • Camouflage: the constructs natural colorations allow them to hide in natural surroundings, giving it a +2 to hide/evade [1] 1HL
  • Climbing: Adds a +2 to climbing skill (Felines, Rodents, Bears) [1] 0HL
  • Digging: At the rate of BODY/2 in feet per minute, requires claws, dirt only [2] 0 HL (Canines, Moles, Badgers, etc.)
  • Digitgrade Legs: Basically the animal's "natural" legs, with tail +1 MA, without tail, -2 MA, -1 REF [5], 2d6 HL
  • Fear Factor: +2 to intimidate skill [1] 1d6/2 HL
  • Flight: Found ONLY in bats, large set of wings (Wingspan = 3.5Xs the height of the construct) is attached to the arms and the back. The construct will not be able to wear normal shirts [3] 1d6+3HL. Note: Because of the way the wings are built, nothing can be carried in the hands of the construct while flying. Other equipment must be kept to a minimum.
  • Frame, Large: Found in bears, horses, and other large animals (over 500 lbs), increase Body by 2, weight & height by 25% (min height 7') and Endurance by 2, decrease REF by 2 [3] 1d6+2HL
  • Frame, Small: Found in housecats, rodents and other small animals (under 75 lbs), decrease Body by 2, weight & height by 25% (max height 5'), increase REF by 2 and Hide/Evade by 2 [3] 1d6+2HL
  • Glide: A thin membrane stretches from the hands, down the side of the body down the legs to the feet. In order to use this ability the construct will have to wear a special body suit that connects over the shoulder and at the crotch as the sides cannot obstruct the membrane. Found in various "flying" animals like squirrels and lemurs. [2] 1d6HL. (See note under Flight)
  • Hold Breath: Ability to take in a large amount of air and hold it for an extended amount of time [COOL X 1 minute] (Otters, Beavers and other water dwelling mammals) [2] 1/2d6HL
  • Jumping: Doubles the normal jump stat (triple if used in conjunction with digitgrade legs) [2] 0 HL (Kangaroos, Rabbits, Squirrels, Felines, Deer, possibly others)
  • Lithe: The construct movements are very fluid and flexible. Found in smaller cats, and some rodents. +2 to Athletics, Acrobatics and Martial Arts, takes 1d6 less damage from falls [3] 1d6/2HL
  • Reinforced Skull: Adds +6SP armor in head, allows horns to be AP vs. Hard Armor if used in a ram attack, also adds 2 points of damage in ram attack (horned creatures only) [2] 1/2d6HL
  • Stalk: +2 to stealth based rolls, (Felines and other predators) [2] 0HL
  • Sprint: With this ability the Construct may run at a heightend rate of speed in a relatively straight path (i.e. no sharp turns) for a short amount of time. Double the Constructs Run Attribute for a duration equal to the characters endurance skill [1] 1d6/2 HL.
  • Tail: Will act as a counter balance on certain animal types, like Felines, Monkeys and Rodents, which will give a +2 on Athletics concerning balance [1] 1d6 HL (Options: Prehensile, use as partial hand [monkeys, opossums and some rodents][1]) (Note: Select either this option or the feral tail below, NOT both)
  • Toxin Resistance: The constructs body is resilient to most forms of toxins, giving them a +2 to resist poisons. Found in Rats, Opossums and Goats [1] 0HL * Note: See bestial disadvantage, Diet: Scavenger
  • Webbed Feet: Found in aquatic based constructs, the construct is able to manuever through water better than their human counterparts, adds +2 swimming [2] 1d6 HL
  • Whiskers: Detect vibrations, +2 Awareness / Notice [2] 1 HL, (Felines & Rodents only)
  • Enhanced Senses: (Note: NO Humanity Loss for these options)
    • Enhanced Hearing: [2] +2 Awareness/Notice using auditory clues.
    • Enhanced Smell: [2] +2 Awareness/Notice using smell, (Options: Tracking Smell +3 to Tracking skill [2])
    • Enhanced Touch: [1] +2 Awareness/Notice using touch.
    • Keen Sight: [2] +2 Awareness/Notice Rolls
    • Night Vision: [2] see in near total darkness
    • Ultrasonic hearing: [1] hear beyond the normal human range (Options: Echolocation, by emitting sounds the construct is able to navigate in total darkness. Found in Bats, Rats and Dolphins [2])
  • Enhanced STATS: (Max of +5 each) (Note: use common sense here, you wont be seeing a weasel with a +5 strength any more than you would see a Sloth with a + 5 speed)
    • Strength: +1BODY [3 per] 1d6/2 HL per
    • Speed: +1 MA [1 per] 1d6/2 HL per
    • Reflexes: +1 REF [3 per] 1d6/2 HL per
    • Humanity: +1 EMP [2 per] 0 HL
  • Natural Armor:
    • Fur: [1] 1d6 HL, SP 4 (like leather, most animals)
    • Light Natural Body Armor: [2] 1d6 HL, SP 9 (Rhinos, Elephants, Armadillos)

BESTIAL DISADVANTAGES

There is a way to acquire more BioPoints to build your construct, which is by adding in bestial disadvantages. These disdavantages are traded off one-for-one with BioPoints. They can be physical and/or psychological but there is usually a price to be paid for these disadvantages however in terms of Humanity Loss. Abilities minus disadvantages cannot total more the 30 points.

[BioPoints gained is in Red]

Bestial Looks & Physical Quirks:

  • Animal Appearance: Construct looks like a humanoid version of the creature it was modeled after [2] 1d6+2HL (* This option is available w/ no bonus points and with no humanity loss if player desires, especially in a cyberpunk world with body sculpting)
  • Antler Shed: Found in deer & elk. In the late winter the constructs antlers fall off, they start to re-grow in the spring. [1] 0HL
  • Bestial Speech: The vocal chords were not developed and the character suffers from speaking with growling, barking, meowing, or whatever is appropriate for the originating species. Character will suffer a -2 on all social skills. [2] 1d6+3HL
  • Colorblind: Character only sees in shades of Grey, -2 to awareness notice in situations where color is important. "Press the RED button!" [1] 1d6/2HL
  • Feral Tail: (NOTE: Acts as a tail above) The character's tail is not under its conscious control. When not concentrating on its movement, the tail seems to have a mind of its own, getting in the way and wagging or twitching, and knocking things over [1] 1d6HL (NOTE: Select either this option or the tail above, NOT both)
  • Paws/No opposable thumbs: The constructs original paws were not modified; will have difficulty grasping anything that would normally require hands. Normally reserved for creations that will use their own natural weaponry. [4] 2d6HL (* cannot be combined with No Fine manipulation)
  • No Fine manipulation: Construct has fingers and an opposable thumb, but because of the physical makeup of his hands intricate work is not possible, usually used in conjunction with claws [2] 1d6HL (* cannot be combined with Paws/No opposable thumbs)
  • No Speech: Construct can only communicate via growls, barks, whimpers or whatever is appropriate for the originating species. Character will suffer a -4 on all social skills and on all communication skills. [4] 2d6HL
  • Quadruped/Not Bipedal: The construct cannot function well on two feet; MA is divided by 4, and REF divided by 2 when character attempts to move while relying solely on his hind feet. [4] 2d6HL
  • Scent Dependant: One sense overpowers the rest. The Creature uses one above the rest (Either Scent or Hearing, as opposed to the Human tendency to use sight). Character is -2 Awareness/Notice using "other senses" [1] 1d6/2HL

Bestial Behavior & Mental Quirks:

  • Alpha Mentality: You ALWAYS follow the chain of command. [1] 1d6/2HL
  • Animal Socialism: You can't figure out those Human Styles. You lick faces instead of kissing, etc. -2 on social skills. [1] 1d6HL
  • Bloodlust: In a combat situation, the character's primal instinct comes to bear and the character will not stop fighting his opponent till it is dead or is pulled off [2] 1d6HL
  • Call of the Wild: The jungle/forest calls to you. If you ever leave the concrete jungle, it's hard to get away from the wide-open spaces of your genetic forefathers! [1] 1d6/2HL
  • Diet:
    • Carnivore: Character will only eat meat, and requires it to remain healthy. Found in felines and canines [1] 1d6HL
    • Herbivore: Like above, but will only eat fruits and vegetables, meat products will make character ill. Found in cattle and deer [1] 1d6/2HL
    • Insectivore: Eats bugs... Lots and lots of bugs. 'Least your friends won't have Cockroach problems any longer. Commonly found in rodents. [1] 1d6+1
    • Scavenger: Have no qualms about eating carrion and road kill. Commonly found in opossums and most rodents [1] 1d6+1
  • Gun-shy: Loud noises scare you. This can be anything from a gunshot & firecrackers to thunder [1] 1/2d6
  • Hunter: The predator's instincts come into play here, the character is not happy unless he is tracking something down. [1] 1d6HL
  • Nocturnal: "Work all night, sleep all day". Besides the obvious scheduling problems, the character is -2 awareness notice/initiative during the day [1] 1d6/2HL
  • Pack Mentality: Works best in a group, if found alone in a situation character will become disoriented, -2 to all skills, usually found in canine or herd animals [1] 1d6HL
  • Prey Species: You're always worried about being hunted. In firefights you must make a cool check or try and find the safest place possible and won't take positions unless they are under cover [2] 1d6/2

APPERANCE

There are three basic "forms" a construct can take: Animal, Beast-Man, and Human.

  • Animal is just like it sounds, every feature of the animal remains as it did in its natural form. Obviously they may be designed bigger faster and smarter, but outside appearances appear normal.
  • Beast-Man, not human and not animal, but somewhere in-between, this can be anywhere to a human body with a wolf head and large claws to something milder like a construct that looks almost human with a raccoon mask.
  • Human, with the possible exception of claws there is very little to differentiate, physically, between these characters and a normal human.

Even if the construct has no apparent physical differences from its human counterparts, like claws or horns, certain genetic traits common with the base animal will still show through.

  • Bovine: soft eyes, rounded facial features
  • Canine: large chest (If appropriate for the breed), very expressive eyes
  • Felines: sharp cheekbones, light brown or green eyes, slightly pointed ears
  • Rodent: sharp features, large eyes

EDUCATION & TRAINING (ROLES)

Because of their corporate origins, most BioWorks creations are be built to benefit the corporation that ordered it in some major capacity. Listed below is a list of Roles that offer the best fit in a corperate atmosphere.

Security/Front Line Espionage Deep Space/Hard Labor Playbeings/Entertainment
Solo
Body Guard
Corporate Operative
Assassin
Sniper
Information Runner
Prowler
Recon/Scout
Smuggler
Salver
Jockey
Highrider
Workganger
Dancer/Prostitute
Pit Fighter
Stripper

EXAMPLE CONSTRUCTS

Canine, Wolf:

Natural Weapons:
   - Claws: 2d6 damage, [3] 1d6 HL
   - Teeth: 1d6 damage, [2] 1d6/2 HL

Natural Abilities:
   - Digitgrade Legs: Basically the animal's "natural" legs, with tail +1 MA [5], 2d6 HL
   - Enhanced Hearing: [2] +2 Awareness/Notice using auditory clues.
   - Enhanced Smell: [2] +2 Awareness/Notice using smell, (Options: Tracking Smell +3 to Tracking skill [2])
   - Night Vision: [2] see in near total darkness, including nighttime
   - Ultrasonic hearing: [1] hear beyond the normal human range
   - Fur: [1] 1d6 HL, SP 4 (like leather, most animals)
   - Enhanced STATS:
         +3 EMP [6]
         +2 BODY [6]
         +3 MA [3]

Beastial Disadvantages:
   - Colorblind: Character only sees in shades of Grey, -2 to awareness notice in situations where color is important. "Press the RED button!" [1] 1d6/2HL
   - Feral Tail: The character's tail is not under its conscious control. When not concentrating on its movement, the tail seems to have a mind of its own, getting in the way and wagging or twitching, and knocking things over [1] 1d6HL
   - Diet, Carnivore: Character will only eat meat, and requires it to remain healthy. [1] 1d6HL
   - Hunter: The predator's instincts come into play here, the character is not happy unless he is tracking something down. [1] 1d6HL
   - Pack Mentality: Works best in a group, if found alone in a situation character will become disoriented, -2 to all skills [1] 1d6HL

BioPoint cost: 35-5=30 | Humanity Loss: 36.5 (average)
Final stat adjustment: MA: +4, Body +2, EMP +4
Rodent, Ferret:

Natural Weapons
   - Teeth: 1d6 damage, [2] 1d6/2 HL (Options: AP [as per knife, Carnivores and Rodents only][2])

Natural Abilities:
   - Accelerated Metabolism: +2 initiative and awareness notice, There two built in disadvantages with this ability, the construct is extremely hyper and it is always hungry, eating twice as much as a normal person. [3], 2d6HL
   - Climbing: Adds a +2 to climbing skill [1] 0HL
   - Frame, Small: decrease Body by 2, weight & height by 50%, increase DEX by 2 [3] 1d6+2HL
   - Lithe: The construct movements are very fluid and flexible. Found in smaller cats, and some rodents. +2 to Athletics, Acrobatics and Martial Arts, takes 1d6 less damage from falls [3] 1d6/2HL
   - Tail: Will act as a counter balance, +2 on Athletics concerning balance [1] 1d6 HL
   - Whiskers: Detect vibrations, +2 Awareness / Notice [2] 1 HL, (Felines & Rodents only)
   - Enhanced Hearing: [2] +2 Awareness/Notice using auditory clues.
   - Enhanced Smell: [2] +2 Awareness/Notice using smell
   - Night Vision: [2] see in near total darkness, including nighttime
   - Enhanced STATS:
         +2 EMP [4]
         +3 REF [9]
         +2 MA [2]

Beastial Disadvantages:
   - Animal Appearance: Construct looks like a humanoid version of the creature it was modeled after [2] 1d6+2HL
   - Quadruped/Not Bipedal: The construct cannot function well on two feet; MA is divided by 4, and REF divided by 2 when character attempts to move while relying solely on his hind feet. [4] 2d6HL
   - Gun-shy: Loud noises scare you. This can be anything from a gunshot & firecrackers to thunder [1] 1/2d6
   - Nocturnal: "Work all night, sleep all day". Besides the obvious scheduling problems, the character is -2 awareness notice/initiative during the day [1] 1d6/2HL

BioPoint cost: 38-8=30 | Humanity Loss: 29 (average)
Final stat adjustment: DEX +5 , Body -2, EMP +2
Feline, Domestic Housecat (Complete human looks):

Natural Weapons
   - None

Natural Abilities
   - Advanced Healing: Construct can recover one additional point of damage extra per 6-hour period [1] 1d6/2HL
   - Climbing: Adds a +2 to climbing skill [1] 0HL
   - Lithe: The construct movements are very fluid and flexible. +2 to Athletics, Acrobatics and Martial Arts, takes 1d6 less damage from falls [3] 1d6/2HL
   - Stalk: +2 to stealth based rolls, [2] 0HL
   - Enhanced Hearing: [2] +2 Awareness/Notice using auditory clues.
   - Night Vision: [2] see in near total darkness
   - Enhanced STATS:
         +2 MA [2]
         +5 REF [15]
         +2 EMP [4]

Beastial Disadvantages:
   - Hunter: The predator's instincts come into play here, the character is not happy unless he is tracking something down. [1] 1d6HL
   - Nocturnal: "Work all night, sleep all day". Besides the obvious scheduling problems, the character is -2 awareness notice/initiative during the day [1] 1d6/2HL

BioPoint cost: 32-2=30 | Humanity Loss: 28 (average)
Final stat adjustment: DEX +5 , MA +2, EMP +2
Bovine (Bull):

Natural Weapons
   - Hooves: Kick does 2d6 +2, [2] 1d6HL (NOTE: if used in conjunction with Digitgrade Legs, add +2 Damage)
   - Horns: 2d6 damage, [3] 1d6+3 HL (Options: AP [as per knife, Bull and Buffalo types only][1]) [Note: see Reinforced Skull]

Natural Abilities
   - Digitgrade Legs: Basically the animal's "natural" legs, with tail +1 MA, without tail, -2 MA, -1 REF [5], 2d6 HL
   - Frame, Large: increase Body by 2, weight & height by 50%, decrease REF by 2 [3] 1d6+2HL
   - Reinforced Skull: Adds +6sp armor in head, allows horns to be AP vs. Hard Armor if used in a ram attack, also adds 2 points of damage in ram attack (horned creatures only) [2] 1/2d6HL
   - Enhanced STATS:
         +5 BODY [15]
         +3 MA [3]
   - Fur: [1] SP 4

Beastial Disadvantages:
   - Herbivore: will only eat fruits and vegetables, meat products will make character ill. [1] 1d6/2HL
   - No Fine manipulation: Construct has fingers and an opposable thumb, but because of the physical makeup of his hands intricate work is not possible, [2] 1d6HL
   - Feral Tail: The character's tail is not under its conscious control. When not concentrating on its movement, the tail seems to have a mind of its own, getting in the way and wagging or twitching, and knocking things over [1] 1d6HL

BioPoint cost: 34-4=30 | Humanity Loss: 51 (average)
Final stat adjustment: BODY +7 , DEX -2, MA +3

Note: This character has no humanity left, his base instincts have taken over.