TEXT: TM 
  
  SECTION 1: BIOWARE OVERVIEW - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  2 
  SECTION 2: GENE THERAPY - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  5 
  SECTION 3: GENETIC TEMPLATES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 11 
  SECTION 4: CLONING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 17 
  SECTION 5: SYMBIONTS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 20 
  SECTION 6: BIOWARE FEATS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 30 
  SECTION 7: HUMAN, CHIMERA (PANTHERA) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 31 
  SECTION 8: NEANDERTHAL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 33 
  SECTION 9: RHUKOON - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  35 
  APPENDIX 1: MELATONIN DEPLETION - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 37 
  APPENDIX 2: COSMETIC MUTATIONS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 38 
  APPENDIX 3: MINOR DEFORMITIES - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 39 
  Lead Designer: Jason Stroh 
  Author: Jason Stroh 
  Cover Artist: Trung Tin Shinji 
  Editorial Assistance: Holly Stroh 
  Interior Artists: galilaweslywayn (fiverr) 
  VP of HR and Marketing: Sean Carew 
  Special thanks: All the 1 star sci-fi movies and the 
  directors that make them! 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are 
  Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission. 
  Stroh Hammer, Gravity Age, and Gravity Age: Bioware Emporium are trademarks of Stroh Hammer and Jason Stroh. 
  Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See 
  http://paizo.com/starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee 
  compatibility, and does not endorse this product. 
  Starfinder is a registered trademark of Paizo Inc., and the Starfinder Roleplaying Game and the Starfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Inc., and are used under the Starfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/starfinder/compatibility for more information on the compatibility license. 
  Gravity Age: Bioware Emporium is published by Stroh Hammer under the Open Game License version 1.0a Copyright 2000 
  Wizards of the Coast, Inc.  
  © 2017 Stroh Hammer 
  
  Although bioware and biotech share many of the same 
  scientific fields they are implemented with much different 
  strategies.  Biotech creates an augmentation by exploiting 
  biological processes to develop technologies and products 
  outside the body for future implantation and integration. 
  Those products (often protocells, fully grown limbs, or 
  organs) are injected or attached to the host and then 
  programmed by a computer capable of delivering 
  instructions through plasmids.  Bioware, which is the focus 
  of this emporium, relies more on traditional genetic and 
  biomolecular engineering.  Bioware reprograms the host’s 
  DNA by employing a retrovirus or adenovirus; provoking a 
  specific mutation or set of mutations.  Bioware causes the 
  subject’s body to grow its own enhancements. 
  Crafting bioware and inducing a mutation requires the 
  services of a professional genetic engineer, or someone 
  with ranks in Life Science, Medicine, and Engineering equal 
  to the level of the bioware and a genetic engineering lab.  It 
  takes a gene therapist 1 hour per item level to create 
  enough bioware to successfully induce a mutation.  Once its 
  manufactured bioware has 100-year shelf life.    
  Gene therapy is typically delivered by a series of 
  injections.  The injections allow the bioware to spread 
  throughout the host as a controlled infection.  Once all the 
  cells in the host are infected the mutation is complete.  The 
  time it takes to induce a mutation is dependent on the type 
  of bioware. 
  RETROVIRUSES 
  Designer retroviruses play a pivotal role in gene therapy. 
  A retrovirus is a single-stranded RNA virus that infects a 
  host cell.  Once the virus infects a cell it uses its own reverse 
  transcriptase enzyme to produce DNA from its artificial RNA 
  genome.  Essentially, its RNA is a reverse copy of the virus 
  DNA it creates in the host cell.  The infected host cell then 
  treats the virus DNA as part of its own genome. An infected 
  cell translates and transcribes the virus genes along with its 
  own and while also producing more copies of the virus.  
  Eventually all actively replicating cells within the host are 
  infected and the mutation is complete. 
  All the retroviruses presented in this work are designer 
  and you won’t accidently contract one though a sneeze or 
  intimacy. Changes made by retroviruses to the character’s 
  genome and the mutations they induce are permanent. 
  Recipients of retroviruses do not pass their mutations on to 
  their offspring   
  Retroviruses work by targeting and replacing very 
  specific sections of the DNA strands. Unfortunately, 
  different retroviruses often overlap in the sections of DNA 
  they are replacing.  This is why most subjects cannot handle 
  more than retrovirus. Put simply, retroviruses are 
  incompatible with each other, and characters are limited to 
  one retrovirus unless; the retroviruses description states 
  otherwise, the character elects to take a drawback (see 
  Appendix 3: Minor Deformities), or the character takes a 
  feat which allows the character to use more than one 
  retrovirus.  
  It takes 1 day per level of the retrovirus to completely 
  infect a subject and induce mutation.  
  DNA SPLICING 
  DNA splicing is a special use case of a retrovirus where 
  one organism’s DNA is cut apart and the DNA from a 
  different organism is slipped into the gaps. DNA splicing 
  allows characteristics of two completely different creatures 
  to be shared.  DNA splicing follows the rules for retroviruses 
  in all respects.  However, DNA splicing often results in 
  obvious physical changes which are hard to hide.  In 
  societies, which are unfamiliar with a specific type of DNA 
  splicing, the subjects are often mistaken for and treated like 
  mutants. 
  ENDOGENOUS RETROVIRUS 
  An endogenous retrovirus is almost identical to a 
  designer retrovirus with one exception; the mutation 
  induced by the retrovirus is passed down to its offspring.  
  Some might think this is a good thing but there are some 
  very negative consequences to passing down a modified 
  genome.   
   If two adults with genomes modified by different 
  endogenous retrovirus have children, the results are almost 
  always tragic.  Most die shortly after birth due to genetic 
  defects, but the ones that live are always considered 
  mutants.  Their mutations are almost always wildly 
  different from their parents. 
  Children of parents who received identical endogenous 
  retroviruses always exhibit the mutation of their parents.  If 
  one parent has an endogenous retrovirus and the other 
  does not, there is a 50% chance the offspring gains the 
  mutation, and a 50% chance the endogenous retrovirus 
  becomes recessive trait.  Generations later parents might 
  unknowingly pass on the same endogenous retrovirus and 
  the child may inherit the same mutation as one of their 
  
  great great grandparent’s, or a set of incompatible genes 
  resulting in a mutant.   
  Endogenous retroviruses have been banned in many 
  systems and worlds, because of the chaos it can cause for 
  future generations, however, there are many unscrupulous 
  persons producing black market endogenous retroviruses 
  because they are 10% cheaper to produce than a typical 
  retrovirus.  It’s even traditional in some cultures to get gene 
  screened prior to marriage to ensure purity.   
  ADENOVIRUS 
  A designer adenovirus is a double stranded DNA virus 
  which is able to replicate in the nucleus of vertebrate cells 
  using the host’s own replication machinery.  Each type of 
  designer adenovirus was originally based on adenoviruses 
  which cause conjunctivitis, tonsillitis, an ear infection, or 
  croup.  The adenovirus was chosen because of its fast onset 
  time and the host’s ability to eradicate the virus from its 
  body systems without the need of an antiviral compound. 
  Thus, adenoviruses are temporary and require repeated 
  infections to continue functioning. The materials for 
  crafting adenoviruses are consequently less costly than 
  those of other bioware. 
  Unlike naturally occurring adenoviruses, their designer 
  cousins cannot be accidently spread to others. 
  Designer adenoviruses are extremely fast acting.  It takes 
  1 round per level of the bioware to produce its intended 
  effect or mutation.  After 2d6 hours, the subject reverts 
  back to its original genetic form unless another adenovirus 
  is administered.  
   Only one adenovirus can be active at a time.  If two or 
  more adenoviruses are active in a subject, the subject 
  automatically gains the sickened condition.   
  GENETIC TEMPLATES 
  The potential uses of gene therapy are not limited to 
  single special abilities. GMs can simulate just about any 
  combination modification by creating gene therapy 
  templates. Characters can acquire these templates by 
  purchasing 
  them 
  and 
  undergoing 
  endogenous 
  metamorphosis.  See Section 3, “Genetic Templates” for 
  additional information. 
  Although gene therapy templates are created by series 
  of endogenous retroviruses, in this case the induced 
  mutations are considered dominant traits.  The offspring of 
  anyone who has undergone endogenous metamorphosis 
  will always inherit the gene therapy template of the highest 
  level.  Any other endogenous retroviruses will be 
  superseded and overwritten by this template.  If the 
  character happens to have a retrovirus or an endogenous 
  retrovirus before they acquire a gene therapy template 
  these earlier retroviruses will be overwritten and nullified 
  by the “good” genes presented in the newly acquired 
  template. 
  Cloning is by far the most complex example of applied 
  genetic engineering and molecular biology in any futuristic 
  settings. A sample of one subject’s DNA is used to make an 
  exact physical duplicate of the subject. A clone is identical 
  to the original creature in every genetic way—blood type, 
  birth defects, fingerprints, and retinal pattern. However, 
  the clone does not have any scars, tattoos, or other 
  identifying marks gained during the course of the original 
  creature’s life. If, for example, the original creature was 
  born with only one kidney, the clone has only one kidney. 
  However, if the original creature has had a kidney removed, 
  any clone made from him will have two kidneys (as the 
  original subject did at birth). 
  Cloning is a very difficult and expensive process. Crafting 
  a clone requires the services of a professional molecular 
  biologist, genetic engineer, or someone with ranks in Life 
  Science, Medicine, and Engineering equal to the item level 
  of the bioware and a genetic engineering lab.  It takes a 
  molecular biologist 1 week per level of the bioware to 
  create a viable clone.  Clones are produced by bombarding 
  masses of protocells with a series of special retroviruses. 
  These retroviruses deliver the DNA from the subject being 
  cloned.  A clone has a shelf life of 50 years if kept in an 
  embryonic pod prior to its final retrovirus treatment.  
  One of the strangest, and in many cases horrifying, 
  branches of bioware delves into symbiosis between 
  organisms.  Symbionts are rather common in the natural 
  world.  Symbiosis requires long-term biological interaction 
  between different biologic organisms. Symbiosis between 
  organisms can be defined as mutualistic, commensalistic, or 
  parasitic.  In a mutualistic relationship both organisms 
  benefit from their biological interaction. Commensalistic 
  biological interaction allows one of the organisms to live off 
  another without causing harm to it.  This is not the case with 
  parasites which benefit from their biological interaction at 
  the other organism’s expense. Although many of the 
  symbionts presented later in this emporium began as 
  parasites, they have been genetically engineered to provide 
  a benefit to their host. 
  Symbionts are also classified by physical attachment.  
  When an organism lives on another organism like mistletoe 
  
  on a tree, it is called ectosymbiosis.  These symbionts are 
  often harder to hide.  The other classification of symbiont 
  includes organisms which live inside another organism, 
  otherwise known as endosymbiosis and is also much easier 
  to hide. 
  Symbionts come in a variety of shapes and sizes.  There 
  are extreme cases where both symbionts are derived from 
  a single race, whereas the male of the species is tiny and 
  after being selected for breeding lives inside of the female 
  for the rest of its life, depending on her for everything.  In 
  many cases though, symbionts are from completely 
  different species of varying levels of biological complexity. 
  A herbivore’s mutualistic biological interaction with gut 
  flora helps it digest plant matter, while the gut flora benefits 
  from never having a shortage of food or water. 
  Symbionts follow most the augmentation rules found in 
  The Starfinder Roleplaying Game. Symbionts latch onto a 
  specific biological system and provide consistent bonuses 
  as long as the symbiont resides in the host creature. 
  Symbionts are part of their host creature and cannot be 
  targeted, disarmed, or sundered.  A symbiont will die if the 
  host creature dies, but will also be revived if the host 
  creature is revived. 
  Crafting a symbiont and inducing it to a host requires the 
  services of a professional genetic engineer or someone with 
  ranks in Life Science, Medicine, and Engineering equal to 
  the level of the bioware, and a genetic engineering lab.  It 
  takes a genetic engineer 1 hour per item level to create a 
  clone of a symbiont.  Once the symbiont is cloned, it must 
  be introduced to its host immediately or stored in a 
  hermetically sealed stasis container.    If a genetic engineer 
  does not have an existing sample to clone crafting a new 
  symbiont will take 1 month per item level to create.  The 
  cost of implanting the symbiont is included in the price. 
  Removing a symbiont requires a Medicine skill check (DC 
  = 11 + item level of the symbiont), and a medical lab.  
  Surgery last 1 hour per item level of the symbiont.   If the 
  symbiont was responsible for any type of ability drain on 
  the character, their abilities scores will recover naturally 
  with rest.  If the person performing the Medicine skill check 
  fails their skill check, the ability damage is permanent. 
  Due to their genetic alterations, none of the symbionts 
  presented here can survive on their own or without a host.  
  Removing a symbiont effectively kills it. 
  Occasionally, a genetically modified race will breed true.  
  There are races which were created intentionally by long 
  forgotten ancient progeny races and there are also modern 
  examples of creatures with enough genetic variation to be 
  considered a separate race from their base creature.  
  Although, this genetic tailoring of a race is often by intent, 
  there are instances of lab experiments run amok which 
  have not only escaped but reproduced and prospered 
  under the right circumstances.  Three new races are 
  presented for the Starfinder Roleplaying Game at the end 
  of this emporium. 
  Chimera (Panthera): The chimera panthera is the first 
  successful attempt by humanity to improve themselves 
  through DNA splicing.  During the second cold war the 
  Earth’s super powers were interested in creating super 
  soldiers through genetic engineering.  Humans were 
  augmented by splicing animal DNA into the human genome 
  and the chimera was the first to breed true. 
  Neanderthal: Under the guise of altruism, scientist 
  brought back the Neanderthal from extinction. They 
  represent the pinnacle achievement of cloning and genetic 
  engineering. In truth, Neanderthals were brought back 
  because they are ideally suited to work in conditions many 
  humans would find uncomfortable. 
  Rhukoon: The rhukoon is the next evolutionary jump for 
  the common racoon.  Although their development was not 
  by design.  A cataclysmic attack on Earth paved the way for 
  their ascension.  Humans are often mistakenly credited with 
  their uplift, by other species and the rhukoons. 
  
  ANGEL HAIR 
  REJUVENATION 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  2 
  595 
  Angel hair is a common edible fungus native to the Alpha 
  Centauri system.  With this DNA splice the character gains 
  all the sustenance it requires from contact with moist 
  natural earth, but it must rejuvenate itself as often and for 
  as long as humans need sleep. As long as it is in contact with 
  moist natural earth, the character recovers Hit Points and 
  ability score damage (as well as recovers from poison 
  states) at three times the normal rate. The character can 
  engage in light activity during rejuvenation, but any 
  strenuous activity (like fighting, running, or casting a spell) 
  prevents it from regaining hit points for that day. Complete 
  bed rest doesn’t increase the amount of healing a character 
  gains from rejuvenation. 
  BAT’S ECHOLOCATION 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Minor 
  3 
  1,265 
  Standard 
  5 
  3,500 
  Major 
  7 
  7,200 
  By DNA splicing the common brown bat’s DNA with the 
  character’s, they gain the ability to use sound as a means of 
  detecting nearby enemies. A character with this spliced 
  attribute may use blindsense at a range of 20 feet. The 
  minor spliced attribute is limited to 10 feet, while the major 
  bat’s echolocation extends out to a range of 40 feet and 
  grants blindsight with a range of 10 feet. 
  BEAR’S STAMINA 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  3 
  1,250 
  Bear’s are known for their tough injury resistant hide and 
  with this DNA splice the character’s skin becomes unusually 
  thick and resilient. Any character with this spliced attribute 
  gains +1 Stamina Point per character class level. 
  BLUE-GREEN ALGAE 
  PHOTOSYNTHESIS 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  2 
  600 
  The character’s DNA has been spliced with blue-green 
  algae and they can sustain themselves for long periods of 
  time on sunshine and water.  A character with this splice 
  only needs an 8oz serving of water each day and to eat a 
  single day’s rations once a week.  This retrovirus is essential 
  on space stations, moons, and worlds where food is scarce 
  but sunlight is plentiful.   
  Recipients of this gene-splice require at least one hour of 
  solar exposure per day to gain its benefit.  Space stations, 
  and starships will often have designated “observation” 
  decks for their employees to sun themselves, but a tanning 
  bed or a UV light will work in a pinch. 
  CANINE SCENT 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  3,465 
   With this DNA spliced attribute, the character’s sense of 
  smell is enhanced to the point where it rivals that of a 
  bloodhound or German shepherd. The character gains the 
  ability to follow tracks by scent. The character gains a +4 
  racial bonus to Survival skill checks to follow tracks.  The 
  character also gains a +1 racial bonus to Perception checks 
  to avoid being surprised. 
  CHEETAH SPEED 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  7 
  6,205 
  A character with this attribute possesses enhanced 
  flexibility and muscles that allows the subject to propel 
  itself quickly over short distances.  The character’s base 
  move speed is increased to 40 feet. In addition, once per 
  hour, a character with this this spliced attribute can move 
  at 10 times its normal speed (500 feet) when it makes a 
  charge or in a straight line as a full-round action.  
  COSMETIC MUTATION 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  1 
  300 
  This retrovirus permanently changes a character’s 
  appearance.  Although it can be used to make a simple 
  change such as turning a character’s hair color from blond 
  to brunette its often used for more dramatic effects.  For a 
  complete list of Cosmetic Mutations see Appendix 1. 
  
  Table 2-1 Gene Therapy 
  NAME 
  LEVEL 
  PRICE 
  TYPE 
  Endogenous metamorphosis 
  varies 
  varies 
  Retrovirus 
  Evolution, type I 
  varies 
  varies 
  Retrovirus 
  Evolution, type II 
  varies 
  varies 
  Retrovirus 
  Retrograde retrovirus 
  varies 
  varies 
  Retrovirus 
  Cosmetic mutation 
  1 
  300 
  Retrovirus 
  Limited saving throw bonus 
  1 
  50 
  Adenovirus 
  Limited skill bonus 
  1 
  65 
  Adenovirus 
  Saving throw bonus, minor 
  1 
  350 
  Retrovirus 
  Angel hair rejuvenation 
  2 
  595 
  DNA splicing 
  Blue-green algae photosynthesis 
  2 
  600 
  DNA splicing 
  Eel’s jolt 
  2 
  650 
  DNA splicing 
  Feline leap 
  2 
  735 
  DNA splicing 
  Increased ability score, minor 
  2 
  465 
  Adenovirus 
  Limited zipper 
  2 
  200 
  Adenovirus 
  Temporary limited telepathy 
  2 
  225 
  Adenovirus 
  Webbed digits 
  2 
  500 
  Retrovirus 
  Bat’s echolocation, minor 
  3 
  1,265 
  DNA splicing 
  Bear’s stamina 
  3 
  1,250 
  DNA splicing 
  Fast healing, minor 
  3 
  500 
  Adenovirus 
  Personal upgrade, minor 
  3 
  1,400 
  Retrovirus 
  Skill bonus, minor 
  3 
  1,750 
  Retrovirus 
  Witches’ butter 
  3 
  1,125 
  DNA splicing 
  Wolverine’s rage 
  4 
  2,495 
  DNA splicing 
  Zipper 
  4 
  2,505 
  Retrovirus 
  Bat’s echolocation 
  5 
  3,500 
  DNA splicing 
  Canine scent 
  5 
  3,465 
  DNA splicing 
  Eagle eyes 
  5 
  2,700 
  DNA splicing 
  Limited telepathy 
  5 
  2,950 
  Retrovirus 
  Rhino hide, minor 
  5 
  2,700 
  DNA splicing 
  Fast healing, standard 
  6 
  1,000 
  Adenovirus 
  Increased ability score, standard 
  6 
  2,165 
  Adenovirus 
  Reed frog XXY 
  6 
  4,750 
  Retrovirus 
  Reptile’s blood 
  6 
  5,125 
  DNA splicing 
  Bat’s echolocation 
  7 
  7,200 
  DNA splicing 
  Cheetah speed 
  7 
  6,950 
  DNA splicing 
  Eel’s jolt, standard 
  7 
  5,550 
  DNA splicing 
  Personal upgrade, standard 
  7 
  6,500 
  Retrovirus 
  Rhino hide, standard 
  7 
  6,250 
  DNA splicing 
  Saving throw bonus 
  7 
  7,250 
  Retrovirus 
  
  Whale sonar 
  7 
  6,800 
  DNA splicing 
  Fast healing, major 
  8 
  2,500 
  Adenovirus 
  Gecko grip 
  8 
  8,650 
  DNA splicing 
  Mockingbird’s song 
  8 
  9.995 
  DNA splicing 
  Fox’s stealth 
  9 
  14,300 
  DNA splicing 
  Rhino hide, major 
  9 
  17,000 
  DNA splicing 
  Telepathy booster, minor 
  9 
  16,000 
  Retrovirus 
  Skill bonus, standard 
  11 
  25,000 
  Retrovirus 
  Eel’s jolt, major 
  13 
  45,550 
  DNA splicing 
  Increased ability score, major 
  13 
  25,000 
  Adenovirus 
  Telepathy booster, major 
  13 
  44,950 
  Retrovirus 
  Personal upgrade, major 
  14 
  75,000 
  Retrovirus 
  Saving throw bonus, major 
  14 
  72,500 
  Retrovirus 
  Starfish regeneration 
  14 
  78,000 
  DNA splicing 
  Spider reflexes 
  15 
  93,750 
  DNA splicing 
  Skill bonus, major 
  18 
  335,000 
  Retrovirus 
  EEL’S JOLT 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Minor 
  2 
  650 
  Standard 
  7 
  5,550 
  Major 
  13 
  45,550 
  Characters with this spliced ability may give off a short 
  electric discharge when coming into physical contact with 
  others. Any character possessing the minor ell’s jolt deals 
  1d6 points of electrical damage by making a successful 
  attack against the target the target’s EAC.  This ability may 
  also be used in conjunction with a combat maneuver, an 
  unarmed strike, or natural attack.  Adding the electrical 
  damage is a swift action.  This spliced ability gets recharged 
  each time the character meets the conditions to regain 
  Stamina Points. The standard eel’s jolt does 2d6 points of 
  electrical damage and the major version increases the 
  electrical damage to 3d6. 
  EAGLE EYES 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  2,700 
  Eagles have sight that is 4 to 8 times better than an 
  average human’s.  With this splice, the character’s sense of 
  sight improves dramatically.  The character gains a +2 bonus 
  on all Perception checks and doubles the range on any type 
  of vision their race might possess.  
  The character must have eyes to take advantage of this 
  splicing ability. 
  ENDOGENOUS 
  METAMORPHOSIS 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Varies 
  Varies 
  Varies 
  Endogenous metamorphosis is one of the most invasive 
  gene therapy procedures.  It is not just a chain of injections 
  to induce a single mutation, but a series of carefully planned 
  retroviruses causing multiple mutations.  Normally a 
  character is limited to one retrovirus before drawbacks 
  begin to occur.  This line of retroviruses was carefully 
  designed to prevent overlapping in areas of critical DNA for 
  each mutation.  This allows multiple retroviruses to coexist 
  without penalty.   
  The gene therapy regiment required for endogenous 
  metamorphosis and the speed of change is so intense the 
  first phase merely puts the character into a medically 
  induced coma and causes their body to produce a cocoon-
  like structure.  When the character emerges from the 
  cocoon days later, they will have gained one of the Gene 
  Therapy Templates. For additional information on gene 
  therapy templates see Section 4 Genetic Templates. 
  The level and price is determined by the Genetic 
  Template gained.  Although endogenous metamorphosis is 
  the product of several retrovirus applications, the Genetic 
  Template is treated as a single retrovirus in all respects. 
  
  EVOLUTION 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE1 
  Type I 
  Varies 
  Varies 
  Type II 
  Varies 
  Varies 
  Evolution is a gene therapy specifically designed to 
  improve the powers and abilities of a symbiont or mutant.  
  When a symbiont or mutant completes the type I treatment 
  they advance to the Evolution I stage in their development.  
  A symbiont or mutant cannot benefit from a type II 
  treatment unless they have already completed, the type 1 
  therapy or applied the Evolution feat to a mutation.  When 
  the type II treatment is completed the symbiont or mutant 
  gains access to the Evolution II stage of their development. 
  The item level and the price of evolution gene therapy is 
  determined by the type of symbiont or mutant ability being 
  advanced to its next stage in its development. 
  FAST HEALING 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Minor 
  3 
  500 
  Standard 
  6 
  1,000 
  Major 
  8 
  2,500 
  A character under the effect of the standard adenovirus 
  gains fast healing 2.  The minor adenovirus grants fast 
  healing 1 while the major adenovirus grants the character 
  fast healing 3. 
  FELINE LEAP 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  2 
  735 
  A character with this spliced attribute may bend their 
  spine like a jaguar and add spring to any leap, or reduce the 
  impact from any fall. By making any Athletics (Jump) check 
  as part of a move action, the character gains a +4 racial 
  bonus on that Jump check.  If the character is falling, they 
  can make an Acrobatics check (DC 15) as a reaction to land 
  on their feet and reduce the fall damage by 10 feet. 
  FOX’S STEALTH 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  9 
  14,300 
  Any character possessing this DNA splice gains the ability 
  to move as silently as a fox on winter snow. The character 
  gains a +3 racial bonus to all Stealth checks. 
  GECKO GRIP 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  8 
  8,650 
  Character’s possessing this spliced ability possess a 
  micro-texture on their hands and feet that grants them 
  extraordinary grip on even the smoothest of surfaces. As 
  long as the character’s hands and feet are uncovered this 
  spliced attribute provides a +6 racial bonus to all Athletics 
  (climb) checks and an additional +4 racial bonus to their KAC 
  to avoid disarm attempts.   
  INCREASED ABILITY SCORE 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  ABILITY 
  Minor 
  2 
  465 
  +2
  Standard 
  6 
  2,165 
  +4
  Major 
  13 
  25,000 
  +6
  The adenovirus infects the character’s cells, altering their 
  genetic structure, while inducing massive physical or 
  mental changes.  Any ability score can gain an enhancement 
  bonus of 2, 4, or 6 points according to the type of 
  adenovirus used.  These ability score increases are 
  temporary and do not count as personal upgrades. 
  LIMITED SAVING THROW 
  BONUS 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  1 
  50 
  A character under the effects of this adenovirus gains a 
  +2 racial bonus to a single type of saving throw (Fortitude,
  Reflex, or Will).
  LIMITED SKILL BONUS 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  1 
  65 
  A character under the effects of this adenovirus gains a 
  +2 racial bonus to a single skill.
  LIMITED TELEPATHY 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  2,950 
  A character enhanced by this retrovirus gains the racial 
  ability limited telepathy allowing them to communicate 
  telepathically with any creatures within 30 feet with whom 
  they share a language. Conversing telepathically with 
  multiple creatures simultaneously is just as difficult as 
  listening to multiple people speak.  This is a super natural 
  psionic ability. 
  
  LIMITED ZIPPER 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  2 
  200 
  This adenovirus causes the character’s blood to infuse 
  with extra platelets and coagulation proteins.  While the 
  infection lasts, the character is immune to bleed damage. 
  MOCKINGBIRD’S SONG 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  8 
  9,995 
  A character with this spliced attribute has an enhanced 
  voice box that can mimic the sounds created by other 
  creatures, including hard to pronounce languages. The 
  character gains a +4 racial bonus on all Bluff checks made 
  while mimicking sounds or voices. 
  PERSONAL UPGRADES 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  ABILITY 
  Minor 
  3 
  1,400 
  +2
  Standard 
  7 
  6,500 
  +4
  Major 
  14 
  75,000 
  +6
  The retrovirus infects the host cells, alters the genetic 
  structure, and influences massive physical and mental 
  changes in the infected character.  Retrovirus personal 
  upgrades use the Personal Upgrade rules and do not count 
  against the total number of retroviruses a character can 
  have, or cause a drawback.  For additional information on 
  personal upgrades, see the "Augmentations" section in 
  Chapter 7 of the Starfinder Core Rulebook.  
  REED FROG XXY 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  6 
  4,750 
  Reed Frog XXY is a retrovirus that changes the character’s 
  sex. It produces a chemical trigger that activates the sex 
  gene to disintegrate the female organs and develop the 
  male ones or disintegrate male organs and develop female 
  ones.  Recipients of this gene therapy are able to reproduce 
  normally. This retrovirus does not require a Resolve point 
  and can be combined with other retroviruses without 
  causing a Drawback. 
  REPTILE’S BLOOD 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  6 
  5,125 
  The character may cool their blood at will, allowing them 
  to bypass heat-sensing equipment and creatures with ease. 
  A character with this special ability may not be detected by 
  the heat given off by his body, either electronically or 
  through means that rely on body heat.   The character gains 
  a +10 circumstance bonus on Stealth skill checks against 
  creatures and systems which rely on heat detection. 
  RETROGRADE RETROVIRUS 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  Varies 
  Varies 
  This retrovirus simply reverses the effects of a previous 
  gene therapy retrovirus (including DNA splicing or a genetic 
  template), returning the character to their original genetic 
  state. Reversing the effects of gene therapy is incredibly 
  difficult since the original DNA of the host must be 
  reconstructed and reinserted to replace the DNA 
  introduced during gene therapy. The price and level of the 
  retrograde retrovirus are equivalent to the cost and level of 
  the retrovirus originally used to induce the mutation.  The 
  retrograde retrovirus can be used to target a single 
  retrovirus or remove all retroviruses the character 
  possesses.  When used in the latter case they must only pay 
  for the highest bioware item level being removed. 
  RHINO HIDE 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Minor 
  5 
  2,700 
  Standard 
  7 
  6,250 
  Major 
  9 
  17,000 
  This character’s skin becomes thick and leathery, 
  providing protection against many more damaging attacks. 
  The hero with this standard spliced attribute gains DR 2/—. 
  The minor spliced attribute provides DR 1/—, while the 
  major spliced attribute grants the character DR 3/—.  This 
  damage reduction does not stack with other items, abilities, 
  or augmentations that grant damage reduction. 
  SAVING THROW BONUS 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  BONUS 
  Minor 
  1 
  300 
  +1
  Standard 
  7 
  7,250 
  +2
  Major 
  14 
  72,500 
  +3
  A character who completes gene therapy with this 
  retrovirus, gains a racial bonus to a single saving throw 
  (Fortitude, Reflex, or Will).  The increase to the saving throw 
  is determined by the type of therapy used. 
  
  SKILL BONUS 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  BONUS 
  Minor 
  3 
  1,750 
  +1
  Standard 
  11 
  25,000 
  +3
  Major 
  18 
  335,000 
  +5
  A character who completes gene therapy with this 
  retrovirus gains a racial bonus to a single Skill.  The increase 
  to the Skill is determined by the type of therapy used. 
  SPIDER REFLEXES 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  15 
  93,750 
  A character with this spliced attribute gains the 
  preternatural ability to react to danger before it strikes. On 
  any surprise round where this character would normally not 
  be able to act, the character may spend 1 Resolve point to 
  act during the surprise round. 
  STARFISH REGENERATION 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  14 
  78,000 
  A character with this spliced ability can regenerate lost 
  limbs at a slow pace. Any time this hero loses an arm, leg, 
  other appendage, or a critical that would require surgery, it 
  regenerates slowly over the course of 3d6 days. The 
  character also heals Hit Point damage at double the normal 
  rate with rest. 
  TELEPATHY BOOSTER 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Minor 
  9 
  16,000 
  Major 
  13 
  44,950 
  This retrovirus can be used on any creature or character 
  who already possesses the limited telepathy racial ability 
  even if they gained the ability from a retrovirus or DNA-
  splice without penalty. 
  TEMPORARY LIMITED 
  TELEPATHY 
  TYPE 
  Adenovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  2 
  225 
  A character under the effects of this adenovirus can 
  communicate telepathically with any creatures within 30 
  feet with whom they share a language. Conversing 
  telepathically with multiple creatures simultaneously is just 
  as difficult as listening to multiple people speak. 
  WEBBED DIGITS 
  TYPE 
  Retrovirus 
  MODEL 
  LEVEL 
  PRICE 
  Standard 
  2 
  500 
  A character enhanced by this retrovirus gains webbed 
  fingers and toes allowing them to pass through the water 
  with grace and agility. This retrovirus grants the character a 
  swim speed of 30 ft. 
  WHALE SONAR 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  7 
  6,800 
  The character gains sonar similar to a dolphin or whale 
  depending on the source of the spliced DNA.  This splice 
  allows the character to determine the location of other 
  creatures and objects while underwater. The character 
  gains Blindsight up to a range of 200 feet while underwater. 
  WITCHES' BUTTER 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  3 
  1,125 
  An unusual but effective RNA splice from a jelly fungus, 
  improves a character’s resistance to radiation.  When a 
  character is exposed to radiation the severity is considered 
  one level lower when determining the DC to avoid radiation 
  sickness. 
  WOLVERINE’S RAGE 
  TYPE 
  DNA Splicing 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  4 
  2,495 
  A character with wolverine’s rage that takes damage in 
  combat flies into an uncontrolled rage on their next turn.  
  They fight wildly until either the character or their 
  opponent is dead. The character gains +4 to Strength, +4 to 
  Constitution, and –2 to their KAC while raged.  The 
  character can only end their rage voluntarily by spending 1 
  Resolve point. 
  ZIPPER 
  TYPE 
  Retrovirus 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  4 
  2,505 
  When a character completes gene therapy with this 
  retrovirus their blood is infused with extra platelets and 
  coagulation proteins.  The zipper retrovirus makes a 
  character permanently immune to bleed damage. 
  
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  12 
  38,000 
   “Alpha” is an acquired template that can be added to 
  any creature identifiable by the Life Science skill (referred 
  to hereafter as the character). Alphas are healthier, 
  smarter, and better-looking than typical members of their 
  species. The process used to create alphas is utilized 
  extensively by the wealthy to enhance their own blood 
  lines, and many alphas come from affluent families. 
  The alpha template is generally applied to a character 
  while he is still in the womb, though it may also be applied 
  to an unmodified subject as part of endogenous 
  metamorphosis. A first level character can begin play with 
  the alpha template by permanently spending 1 Resolve 
  point.  A character may acquire the alpha template later on 
  by 
  undergoing 
  endogenous 
  metamorphosis 
  and 
  permanently spending 1 Resolve Point. 
  ALPHA SPECIAL QUALITIES 
  An alpha retains all the special qualities of the character 
  and gains the additional special qualities listed below. 
  Long-lived (Ex): Once they reach maturity, alphas age 
  slowly, and can live to be twice as old as a typical member 
  of their race. When determining the effects of age on an 
  alpha, double the age range as given on Table 3-1: Vital 
  Statistics in the Starfinder Core Rulebook. 
  Toxin Resistance (Ex): Due to their hearty constitutions, 
  alphas are better able to shrug off the effects of poison and 
  disease. Alpha characters gain a +4 bonus to saves made to 
  resist the effects of diseases and poisons. 
  Unstable (Ex): The alpha process is not perfect and many 
  alphas pay the price for their increased longevity, health, 
  and intellect by being less mentally and emotionally stable. 
  Because of this, alpha characters suffer a –2 penalty to all 
  Will saves. 
  Ability Scores: An alpha gains a +2 racial bonus to their 
  Intelligence and Charisma scores. 
  Skills: Same as the character’s. 
  Feats: An alpha gains Great Fortitude and Skill Focus as a 
  bonus feats.  The Skill Focus can only be applied to an 
  Intelligence, Wisdom, or Charisma based skill. 
  Advancement: By character class 
  Level Adjustment: +0 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  10 
  18,000 
   “Amphibious” is an acquired template that can be added 
  to any creature identifiable by the Life Science skill (referred 
  to hereafter as the character). The amphibious template 
  allows the character to survive on both land and under 
  water.  
  A first level character can begin play with the amphibious 
  template by permanently spending 1 Resolve Point.  A 
  character may acquire the amphibious template later on by 
  undergoing endogenous metamorphosis and permanently 
  spending 1 Resolve Point. 
  AMPHIBIOUS SPECIAL QUALITIES 
  An amphibian retains all the special qualities of the 
  original character and gains the additional special qualities 
  listed below. 
  Amphibious (Ex) Amphibians can breathe equally as well 
  in air and water.  The character can choose between gills or 
  breathing through their skin.  Characters with gills will have 
  visible gill slits on their neck or torso.  Any character 
  choosing to breathe through their skin gains a colorful skin 
  pattern (salamander of choice).  No matter what the 
  character chooses they must soak an hour per day or take 1 
  point of Constitution damage, this damage can be healed 
  normally if and when the character meets their soaking 
  requirements. 
  Sonar (Ex) Amphibians use a form of echo location 
  granting them blindsight with a range of 120 feet while 
  under water only. The character will have an unusually large 
  forehead.  This ability does not work above water. 
  Low-Light Vision (Ex) Amphibians have low-light vision 
  with a range of 60 feet on land and in water.  The 
  character’s eyes are slightly larger than normal for their 
  species. 
  Swim Speed (Ex): Amphibians gain a swim speed of 30 
  feet. The character grows webbing between their digits. 
  Skills: Same as the character, with a +2 racial bonus on 
  Perception checks while under water, a +2 racial bonus on 
  Stealth checks while in the water, a +2 racial bonus on 
  Survival checks while under water, and a +4 racial bonus on 
  all Athletic (swim) skill checks.   The character suffers a -4 
  penalty on disguise checks to hide their differences from 
  normal members of their race. 
  Advancement By character class or creature type 
  Level Adjustment +0 
  
  Table 3-1 Gene Therapy Templates 
  NAME 
  LEVEL 
  PRICE 
  TYPE 
  Uplift 
  varies 
  varies 
  Acquired or endogenous 
  Arctic 
  5 
  3,125 
  Acquired or endogenous 
  High-grav 
  5 
  3,200 
  Acquired or endogenous 
  Low-grav 
  5 
  3,200 
  Acquired or endogenous 
  Nocturnal 
  5 
  3,175 
  Acquired 
  Morphean 
  7 
  8,440 
  Acquired 
  Beta 
  8 
  9,850 
  Acquired 
  Climber 
  8 
  9,790 
  Acquired 
  Amphibious 
  10 
  16,750 
  Acquired 
  Alpha 
  12 
  40,125 
  Acquired 
  Paragon 
  14 
  87,950 
  Acquired 
  Healer 
  15 
  135,500 
  Acquired 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  3,125 
   “Arctic” is an acquired template that can be added to 
  any creature identifiable by the Life Science skill (referred 
  to hereafter as the character). Arctics are enhanced for 
  extreme cold weather survivability.   
  A first level character can begin play with the arctic 
  template.  A character may acquire the arctic template later 
  on by undergoing endogenous metamorphosis.  Characters 
  which begin play with the arctic template belong to family’s 
  which have resided on ice planets with largely arctic 
  biospheres for at least several generations 
  ARCTIC SPECIAL QUALITIES 
  An arctic retains all the special qualities of the character 
  and gains the additional special qualities listed below. 
  Snow shoes: Artic characters have slightly oversized feet 
  which spread out significantly while walking. They can 
  ignore the movement penalty for difficult terrain while 
  travelling through heavy snow or icy terrain. 
  Saves (Ex): Arctic characters take only half damage from 
  any cold damage dealt to them, and suffer a –2 penalty to 
  saving throws against fire damage and spells with the [fire] 
  descriptor. They gain a +5 bonus to Fortitude saves from 
  natural cold dangers, and they are always treated as if 
  wearing cold weather gear. Arctic creatures suffer a –2 
  penalty to all Fortitude saves against natural heat dangers. 
  Skills: Arctic character are generally pale with white hair 
  and light blue eyes. They receive a +4 bonus to Stealth and 
  Survival skill checks in snowy and icy conditions.   
  Advancement: By character class 
  Level Adjustment: +0 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  12 
  38,000 
   “BETA” is an acquired template that can be added to any 
  creature identifiable by the Life Science skill (referred to 
  hereafter as the character). Betas are healthier, stronger, 
  and possess greater Stamina than typical members of their 
  species. The process used to create betas is utilized 
  extensively by mega corporations on the edges of civilized 
  space, in mining colonies, and on hostile worlds to increase 
  the survivability and obedience of their workforce.   
  The beta template is generally applied to a subject while 
  it is still in the womb, though it may also be applied to an 
  unmodified subject as part of endogenous metamorphosis. 
  A first level character can begin play with the alpha 
  template by permanently spending 1 Resolve point.  A 
  character may acquire the alpha template later on by 
  undergoing endogenous metamorphosis and permanently 
  spending 1 Resolve Point. 
  BETA SPECIAL QUALITIES 
  A beta retains all the special qualities of the character 
  and gains the additional special qualities listed below. 
  
  Early Development (Ex): A beta reaches adult-hood at 12 
  years old, but otherwise ages normally. 
  Toxin Resistance (Ex): Due to their hearty constitutions, 
  betas are better able to shrug off the effects of poison and 
  disease. Beta characters gain a +4 bonus to saves made to 
  resist the effects of diseases and poisons. 
  Born Follower (Ex): Betas are born followers and do not 
  excel in positions of authority or in rolls which often require 
  life or death decisions.  A beta will not act until its leader 
  directs them into action. Even if a beta might succeed on its 
  Perception check to avoid surprise, it will wait until after its 
  leader’s first action to take its own.  If the leader is 
  surprised, the beta will continue waiting into the following 
  round forfeiting their action in the surprise round.   
  A beta must declare who their leader is and will only 
  follow the instructions of another if their leader instructs 
  them to or their leader is incapacitated.  If their leader is 
  incapacitated they will naturally follow the instructions of 
  the first friendly character to give them instructions and will 
  follow this character until their leader recovers.  If a beta’s 
  leader dies or is removed from play, a beta must declare a 
  new leader, although, this decision isn’t often left up to the 
  beta.  
  Ability Scores: An alpha gains a +2 racial bonus to their 
  Strength and Constitution scores, but must reduce one of 
  their mental scores (Intelligence, Wisdom, or Charisma) by 
  -2.
  Feats: Same as the character’s, but may not take
  improved initiative or any feat that improves their
  leadership abilities.
  Advancement: By character class or creature type 
  Level Adjustment: +0 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  8 
  9,500 
   “Climber” is an acquired template that can be added to 
  any creature identifiable by the Life Science skill (referred 
  to hereafter as the character). The climber template allows 
  a character to climb more adroitly, due in part to increased 
  upper body strength, pedextrous feet, and improved 
  equilibrium. Climbers are common in orbital facilities where 
  low gravity is common. 
  A first level character can begin play with the climber 
  template by permanently spending 1 Resolve Point.  A 
  character may acquire the climber template later on by 
  undergoing endogenous metamorphosis and permanently 
  spending 1 Resolve Point. 
  CLIMBER SPECIAL QUALITIES 
  A climber retains all the special qualities of the character 
  and gains the additional special qualities listed below. 
  Climb Speed (Ex) A climber gains a climb speed of 30 feet. 
  Because a climber’s hand-like feet are more suited to 
  climbing than to running, his base land speed is reduced by 
  10 feet.  Climbers are never considered flat-footed while 
  climbing. 
  Pedextrous Feet (Ex) A climber’s feet resemble 
  elongated hands, much like the feet of a primate. This extra 
  pair of hands provides a +4 racial bonus to Athletics (Climb) 
  skill checks. Though these feet can be used to hold objects 
  and aid in climbing, they lack the manual dexterity to wield 
  weapons as easily as normal hands. Any attempt to do so 
  incurs a –2 penalty on attack rolls. 
  Ability Scores: A climber gains a +2 racial bonus to their 
  Strength score. 
  Skills: Same as the character’s, with a +4 racial bonus on 
  Acrobatics skill checks. 
  Advancement: By character class or creature type 
  Level Adjustment: +0 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  15 
  110,000 
   “Healer” is an acquired template that can be added to 
  any creature identifiable by the Life Science skill (referred 
  to hereafter as the character).  The healer template allows 
  the character to heal wounds at an extraordinary rate.  
  A first level character can begin play with the healer 
  template by permanently spending 2 Resolve points.  A 
  character may acquire the amphibious template later on by 
  undergoing endogenous metamorphosis and permanently 
  spending 2 Resolve points. 
  HEALER SPECIAL QUALITIES 
  A healer retains all the special qualities of the character 
  and gains the additional special qualities listed below. 
  Fast Healing (Ex) A healer heals 1 hit point of damage 
  each round (beginning with Stamina damage first). Fast 
  healing stops working when the healer dies due to massive 
  damage or their Constitution score is reduced to 0. The 
  character can increase their fast healing by one point at 9th, 
  12th, 15th, 18th, and 20th level by permanently spending 1 
  Resolve point each time.  A character is not required to take 
  the increase each time they are eligible and may skip an 
  increase, but they cannot go back to an increase they have 
  previously skipped at a later date.  If a character undergoes 
  
  endogenous metamorphosis they must pay the Resolve 
  points for each stage of fast healing they are eligible for 
  when they gain the template.  (i.e. a 15th level character 
  who undergoes endogenous metamorphosis and pays 5 
  permanent Resolve points gains fast healing 4.) 
  Massive Damage Threshold (Ex) A healer can take more 
  damage before dying from massive damage. Normally, if a 
  character takes damage from a single attack equal to or 
  greater than their maximum Hit Points while at 0 current 
  HP, the character dies. Killing a healer requires the 
  character to take damage equal to or greater than their 
  maximum Hit Points, plus 1 hit point per character level 
  while at 0 current Hit Points. 
  Skills: Same as the character, with a +2 racial bonus on 
  any Medicine checks made to treat himself or herself. 
  Advancement: By character class or creature type 
  Level Adjustment: +0 
  TYPE 
  Template 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  3,200 
   “High-Grav” is an acquired template that can be added 
  to any creature identifiable by the Life Science skill (referred 
  to hereafter as the character).  The high-grav template 
  allows a character to withstand the physical strains caused 
  by high gravity environments.  
  A first level character can begin play with the high-grav 
  template.  A character may acquire the high-grav template 
  later on by undergoing endogenous metamorphosis.  
  Characters which begin play with the high-gravity template 
  belong to family’s which have resided on planets with high 
  gravity for at least several generations 
  HIGH-GRAV SPECIAL QUALITIES 
  A high-grav retains all the special qualities of the 
  character and gains the additional special qualities listed 
  below. 
  Short and Stout A high-grav is generally 10% shorter and 
  two hands wider than average members of their race while 
  their weight remains unchanged. 
  Ability Scores A high-grav’s ability scores change as 
  follows; +2 Strength, +2 Constitution, and -4 Dexterity 
  Endurance (Ex) A high-grav gains a +2 bonus on the 
  following checks and saves: Athletics (swim) checks made 
  to resist nonlethal damage from exhaustion; Constitution 
  checks made to continue running,  avoid nonlethal damage 
  from a forced march, to hold its breath, to avoid nonlethal 
  damage from starvation or thirst; Fortitude saves made to 
  avoid nonlethal damage from hot or cold environments, 
  and to resist damage from suffocation. 
  Clumsy A high-grav suffers a -2 racial penalty on 
  Acrobatics skill checks 
  Effects of Gravity A high-grav treats standard gravity, low 
  gravity, and zero gravity normally.  It doesn’t begin feeling 
  the effects of high gravity until it reaches four times as 
  strong as standard gravity, and begins feeling the effects of 
  extreme gravity at eight times the force of standard gravity. 
  Special A character born as a high-grav can undergo 
  endogenous metamorphosis for the low-grav template 
  which effectively removes the high-grav template. They 
  effectively become a standard member of their race.  
  Undergoing the procedure, a second or third time causes no 
  further change. 
  Advancement: By character class or creature type 
  Level Adjustment: +0 
  TYPE 
  Template 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  3,200 
   “Low-Grav” is an acquired template that can be added 
  to any creature identifiable by the Life Science skill (referred 
  to hereafter as the character).  Their muscular structure and 
  bone mass are less developed than those living on standard 
  gravity worlds, but they exhibit more precise control over 
  the muscles they do have. 
  A first level character can begin play with the low-grav 
  template.  A character may acquire the low-grav template 
  later on by undergoing endogenous metamorphosis.  
  Characters which begin play with the low-gravity template 
  belong to family’s which have been stationed on small 
  planets, moons, and asteroids for generation. 
  LOW-GRAV SPECIAL QUALITIES 
  A low-grav retains all the special qualities of the 
  character and gains the additional special qualities listed 
  below. 
  Tall and Lean A low-grav is generally 10% taller and 
  thinner than standard members of their race, but their 
  weight remains largely unchanged. 
  Ability Scores A low-grav’s ability scores change as 
  follows; -2 Strength, -2 Constitution, and +4 Dexterity. 
  Low Endurance (Ex) A low-grav suffers a -2 penalty on 
  the following checks and saves: Athletics (swim) checks 
  made to resist nonlethal damage from exhaustion; 
  Constitution checks made to continue running, to avoid 
  nonlethal damage from a forced march, to hold its breath, 
  
  to avoid nonlethal damage from starvation or thirst; 
  Fortitude saves made to avoid nonlethal damage from hot 
  or cold environments, and to resist damage from 
  suffocation. 
  Nimble A high-grav gains a +2 racial bonus on Acrobatics 
  skill checks 
  Effects of Gravity A low-grav treats standard gravity (up 
  to 1 G), low gravity, and zero gravity normally.  They begin 
  feeling the effects of high gravity when local gravity exceeds 
  1G, and they begin feeling the effects of extreme gravity at 
  only three times the force of standard gravity. 
  On Center A low-grav gains a + 4 bonus to any saving 
  throw to avoid gaining the off-kilter conditions or a +2 
  bonus to their KAC against any combat maneuver that 
  would result in the off kilter condition. 
  Special A character born as a low-grav can undergo 
  endogenous metamorphosis for the high-grav template.  
  This effectively removes the low-grav template and the 
  character becomes a standard member of their race. 
  Undergoing the procedure, a second or third time causes no 
  further change. 
  Advancement: By character class or creature type 
  Level Adjustment: +0 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  7 
  7,000 
   “Morphean” is an acquired template that can be added 
  to any creature identifiable by the Life Science skill (referred 
  to hereafter as the character). The morphean template 
  allows the character to go for long periods without sleep 
  and still function normally. It also allows the character to 
  enter into a sleeplike trance that lasts for many days 
  without suffering the effects of dehydration or starvation.  
  A first level character can begin play with the morphean 
  template by permanently spending 1 Resolve Point.  A 
  character may acquire the morphean template later on by 
  undergoing endogenous metamorphosis and permanently 
  spending 1 Resolve point. 
  MORPHEAN SPECIAL QUALITIES 
  A morphean retains all the special qualities of the 
  character and gains the additional special qualities listed 
  below. 
  Hibernate (Ex): A morphean can enter into a sleeplike 
  state that lasts for an extended period. While in this state, 
  the it does not suffer the effects of dehydration or 
  starvation. Hibernation can last up to a number of days 
  equal to twice the character’s Constitution. The morphean 
  decides how long the hibernation will last before entering 
  into the sleeplike state. If outside forces disturb or try to 
  awaken the character, the morphean must succeed at a Will 
  saving throw (DC 10 + number of days hibernation was 
  ended early) to end the hibernation prematurely without 
  penalty.  If the morphean fails the saving throw they are 
  staggered for 2d6 minutes. 
  Sleepless (Ex): The morphean does not suffer the 
  detrimental 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 sleep. However, morpheans 
  cannot go indefinitely without sleep. Once every 30 days, 
  the character must get 2 full days of uninterrupted sleep or 
  hibernation. If the morphean fails to meet this requirement 
  they gain the fatigued condition until the requirements are 
  met. 
  Saving Throws: A morphean gains a +2 racial bonus on all 
  Will saving throws. 
  Advancement: By character class or creature type 
  Level Adjustment: +0. 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  5 
  3,175 
   “Nocturnal” is an acquired template that can be added 
  to any creature identifiable by the Life Science skill (referred 
  to hereafter as the character).  The nocturnal template 
  allows the character to function in darkness the way normal 
  humans do in the light.  
  A first level character can begin play with the nocturnal 
  template by permanently spending 1 Resolve Point.  A 
  character may acquire the nocturnal template later on by 
  undergoing endogenous metamorphosis and permanently 
  spending 1 Resolve point. 
  NOCTURNAL SPECIAL QUALITIES 
  A nocturnal retains all the special qualities of the 
  character and gains the additional special qualities listed 
  below.  
  Darkvision (Ex): Nocturnals have darkvision with a range 
  of 60 feet. 
  Light Sensitivity (Ex): Nocturnals are blinded by sunlight, 
  flashlights, fluorescent lights, halogen lamps, and other 
  sources of bright illumination. They can counter the 
  blindness and see normally by wearing dark sunglasses or 
  tinted visors. 
  Skills: Same as the character, with a +2 racial bonus on 
  Perception and Stealth checks in dim light or darkness. 
  
  Feats: Nocturnals gain Blind-Fight as a bonus feat. 
  Advancement: By character class or creature type 
  Level Adjustment: +0. 
  TYPE 
  Acquired 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  14 
  87,950 
   “Paragon” is an acquired template that can be added to 
  any creature identifiable by the Life Science skill (referred 
  to hereafter as the character).  Paragons stand out as 
  almost a completely different race, yet they’re based in the 
  very gene pool that produces all members of their species. 
  Paragons are, on average, almost a foot taller than other 
  members of their race. They are stronger and more durable, 
  with the physiology of a seasoned and well-trained athlete. 
  Almost all paragons are in peak physical condition; their 
  bodies process food and liquids more efficiently. Paragons 
  also possess a more pronounced bone structure, giving 
  them a somewhat more angular look than others of their 
  kind.  
  A first level character can begin play with the paragon 
  template by permanently spending 2 Resolve Points.  A 
  character may acquire the paragon template later on by 
  undergoing endogenous metamorphosis and permanently 
  spending 2 Resolve points. 
  PARAGON SPECIAL QUALITIES 
  Base Speed Increase Paragon base speed is increased by 
  10 feet. 
  Resilient Paragons gain a +2 racial bonus to all Fortitude 
  saves due to their superior physiology. 
  Ability Scores A paragon’s ability scores change as 
  follows: +2 Strength, +2 Constitution 
  Advancement By character class or creature type. 
  Level Adjustment +0. 
  TYPE 
  Template 
  THERAPY 
  LEVEL 
  PRICE 
  Standard 
  varies 
  varies 
   Many ancient spacefaring cultures and a few modern 
  one’s practice uplift.  Some theoretical scientists suggest 
  that all sentient races once went through an uplift process.  
  Uplift recipients often turn to biotech, nanotech, and 
  cybernetics to further augment themselves. “Uplift” is an 
  acquired template that can be added to any animal, plant, 
  or vermin with an Intelligence score of 2 or a -4 Intelligence 
  ability modifier (referred to hereafter as the base creature). 
  It uses all the base creature’s statistics and special abilities 
  except as noted here. With your game master’s permission, 
  a player may choose an uplifted species as a character race.  
  Not enough can really be said about having apposable 
  thumbs. 
  The uplift template gives the base creature the gift of 
  sentience. The base creature can begin play with the uplift 
  template or acquire the uplifted template by undergoing 
  endogenous metamorphosis. The cost of uplift in Resolve 
  points varies by base species.  Any creature with a CR less 
  than one does not require a character to pay a Resolve 
  point, otherwise a character would pay 1 resolve point per 
  CR of the base creature.  Any creature selected by a player 
  for uplift must be approved by the GM.  
  When calculating the item level and price of Uplift, the 
  item level of uplift equals 10 + the target creatures CR.  
  Reference the Table: Uplift Pricing below for expenditures.  
  A player wishing to play an uplifted species as a character 
  race may have to pay a number of permanent Resolve 
  Points to qualify for the race. 
  Table 3-2 Uplift Pricing 
  ITEM LEVEL 
  PRICE 
  RESOLVE POINTS 
  10 
  19,995 
  0 
  11 
  24,995 
  0 
  12 
  35,995 
  1 
  13 
  49,995 
  2 
  14 
  71,995 
  3 
  15 
  124,995 
  4 
  UPLIFT SPECIAL QUALITIES 
  An uplifted retains all the special qualities of the base 
  creature and gains the additional special qualities listed 
  below.  
  Ability Scores Due to the almost limitless possibilities of 
  creatures available for uplift, it is assumed that endogenous 
  metamorphosis impairs some of the base creature’s 
  physical abilities while enhancing its intelligence. Unlike 
  most character races which have set bonuses and penalties 
  to ability scores uplifted creatures have variable bonuses 
  based on the base creature.  An uplifted creature receives a 
  +3 bonus to one ability score and a +2 bonus to a second
  ability score, but also receives a – 3 penalty to a single ability
  score.  Although in many cases this tempers the physical
  attributes of the base creature it provides game balance for
  their increased mental capacity.
  Player’s and GMs should attempt to assign the bonuses 
  and the penalty to the uplifted creature according to the 
  base creature’s strengths and weaknesses. 
  
  Hands (Ex) Any creature with forelimbs that undergoes 
  uplift may select to have their feet, paws, or flippers 
  upgraded to hands.  This does not increase the number of 
  digits but simply elongates existing digits into figures and 
  positions a pair of opposable thumbs. To gain this special 
  quality the sponsor must pay an additional 5% of the base 
  cost.  Primates are not required to pay this cost. 
  Hips (Ex) Any creature with legs that undergoes uplift 
  may select to have their hips (or similar structures) 
  enhanced, allowing them to walk upright. Any creature that 
  walks upright gains a minimum land speed of 20ft. Any 
  uplifted quadruped or like creature attempting to walk 
  upright without hips has their base speed reduces by 15 ft. 
  (to a minimum of 10 ft.). To gain this special quality the 
  sponsor must pay an additional 5% of the base cost.   
  Humanoid (Ex) Most animals, plants, and vermin gain the 
  humanoid type if they select hands and hips.  This allows 
  the uplifted creature to wear armor and other equipment 
  common to humanoids of their size. 
  Racial Hit Points An uplifted creature begins play with 8 
  hit points multiplied by its CR value rounding down in the 
  case of a fraction.  Examples: A CR 1/3 creature would begin 
  play with 2 Hit Points (minimum of 2 Hit Points) or a CR 2 
  creature would begin play with 16 racial Hit Points. 
  Speech (Ex) The uplifted are also given the gift of speech 
  and can learn as many languages as their intelligence 
  allows.  Endogenous metamorphosis genetically alters the 
  base creature’s throat or creates one allowing the uplifted 
  creature the capability of speech.  
  Skills: Same class skills as the base creature 
  Feats: Same bonus feats as the base creature 
  Advancement: By character class 
  Level Adjustment: +0. 
  +3 Strength, +2 Dexterity, -3 Charisma | 24 HP
  Black bears are medium sized omnivores.  They are not
  nearly as aggressive as their brown and polar bear cousins 
  making them excellent candidates for uplift.  Although, they 
  are known as black bears their soft fur comes in a wide 
  variety of colors; black, brown, blond, and even dark blue.  
  Despite their fur an uplifted bear takes on an almost human 
  like form which is similar in weight and height to their 
  human counterparts. 
  Black bears tend to adopt cautious, opportunist 
  personalities after completing uplift. An uplifted black bear 
  won’t pass up the opportunity of a free meal or a new 
  experience, but they will often analyze the potential 
  dangers of these offerings before taking advantage of the 
  situation.  After all nothing in life is free, and there is always 
  a bigger bear looking for a free lunch. 
  In battle, uplifted black bears tend to be smart and savvy, 
  shrewd at observing situations and determining whether it 
  would be most advantageous to fight or run. Bears who 
  prefer combat to diplomacy tend to value speed and 
  stealth, thus making soldiers and operatives as natural 
  choices, yet the natural curiosity of many uplifted black 
  bears may also lead them to the study of cosmic forces and 
  mysticism, making the solarian and mystic ideal class 
  choices.  Uplifted black bear tend to gravitate towards the 
  bounty hunter, scholar, and themeless character themes. 
  Size and Type Black bears are medium humanoids with 
  the uplift subtype. 
  Speed 40 ft. 
  Skills The following are class skills for black bears; 
  Acrobatics, Athletics, Perception, Stealth. They gain a +4 
  racial modifier to Athletic (swim) skill checks. 
  Feats Skill Focus (Survival), Toughness 
  Diminished Resolve Uplifted black bears begin play with 
  fewer Resolve Points.  They suffer a permanent -2 penalty 
  to their Resolve Point total. 
  Hibernate (Ex) A black bear can enter into a sleeplike 
  state that lasts for an extended period. While in this state, 
  it does not suffer the effects of dehydration or starvation. 
  Hibernation can last up to a number of days equal to x4 its 
  Constitution score. The black bear decides how long the 
  hibernation will last before entering into the sleeplike state. 
  If outside forces disturb or try to awaken it, the black bear 
  must succeed at a Will saving throw (DC 10 + ½ the number 
  of days hibernation was ended early) to end the hibernation 
  prematurely without penalty.  If the black bear fails the 
  saving throw they are staggered for 2d6 rounds. 
  Low-light Vision Bears can see in dim light as if it were 
  normal light. 
  Natural attacks (Ex) claws (1d4), bite (1d4) 
  Scent (Ex) Black bears have blindsense 30 ft. For 
  additional information on blindsense, see “Senses”, in 
  Chapter 8 of the Starfinder Core Rulebook. 
  Reach Due to an orangutan’s extraordinarily long arms 
  they have a natural 10 ft. reach. 
  
  +3 Dexterity, +2 Wisdom, -3 Charisma | 8 HP
  Orangutans are medium sized omnivores.  Although they 
  often seem comical and relaxed, they are known to get 
  aggressive with little provocation.  Uplifted orangutans are 
  easily identified by their orange fur and long arms.  Uplift 
  does little to change their simian appearance.  
  Orangutans like other primates are perhaps the most 
  human in their perspectives, uplifted primates such as 
  orangutans tend to have a wide range of personalities. Most 
  are highly social and communicative.  Orangutans often 
  form intense attachments to their allies and tend to be over 
  protective of their companions, and exceptionally 
  aggressive when defending them.  Orangutans use their 
  cunning to manipulate others, and vie for dominance in 
  their social structure.  
  Perhaps 
  reflecting 
  their 
  impulsive 
  personalities, 
  orangutans generally pursue whatever paths seem 
  appropriate in any given moment, and are likely to 
  multiclass, training in almost any class.  Like smaller 
  primates used to traveling quickly through trees orangutans 
  are attracted to the ace pilots and spacefarer themes. They 
  are masters of small arms and seem to have an infatuation 
  with grenades. 
  Size and Type Orangutans are medium humanoids with 
  the uplift subtype. 
  Speed 30 ft., climb 30 ft. 
  Skills The following are class skills for animals; 
  Acrobatics, Climb, Fly, Perception, Stealth, and Swim. 
  Feats Great Fortitude, Skill Focus (Perception) 
  Low-light Vision Orangutans can see in dim light as if it 
  were normal light. 
  Natural attack (Ex) slam (1d4) 
  Scent (Ex) Orangutans have blindsense 30 ft. For 
  additional information on blindsense, see “Senses”, in 
  Chapter 8 of the Starfinder Core Rulebook. 
  Reach Due to an orangutan’s extraordinarily long arms 
  they have a natural 10 ft. reach. 
  +3 Dexterity, +2 Wisdom, -3 Strength | 2 HP
  Platypuses are tiny-sized semi-aquatic carnivores.  For 
  unknown reasons the uplift process seems to trigger a 
  growth hormone and in addition to gaining sentience an 
  uplifted platypus increase its size category to small.  Hips 
  and hands are both common options for platypus uplift. 
  Also as strange as it may seem, a humanoid platypus is 
  slightly less comical in appearance that its common cousin. 
  Genetic engineers at Ajax Genetics Corporation claim the 
  first platypus was uplifted to test the limits of endogenous 
  metamorphosis due to the unique genetic properties of all 
  monotremes (egg laying mammals).  Uplifting the platypus 
  was a great success. 
  In general, uplifted platypuses are great strategists and 
  planners.  While most sentient creatures are quick to 
  address the problem at hand uplifted platypuses are 
  thinking three to five steps into the future.  This ability to 
  predict the most effective plan of action over time allows 
  them to remain calm when facing overwhelming odds.  
  Platypuses are slow to anger and thoughtful of other 
  creatures no matter how bazaar their appearance or alien 
  their thought process. 
  It’s these thoughtful and calculating personality traits 
  that often propel an uplifted platypus into leadership roles.  
  Others choose to serve in science and engineering fields 
  where their ability to rationalize complex problems and 
  offer unique solutions is almost unparalleled. Platypuses 
  gravitate towards the Envoy and Mechanic classes.  The 
  Scholar, Spacefarer, and Xenoseeker are all common 
  themes.  Due to their small size and lack of physical prowess 
  most platypuses prefer ranged weapons. 
  Size and Type Patypuses are Small humanoids with the 
  uplift subtype. The platypus gains a +1 bonus on attack rolls 
  and EAC/KAC due to its size.   
  Speed 20 ft., swim 40 ft. 
  Skills The following are class skills for platypuses; 
  Acrobatics, Athletics, Perception, Stealth. They gain a +4 
  racial modifier to Perception skill checks under water. 
  Feats Weapon Finesse (spurs) 
  Low-light Vision Orangutans can see in dim light as if it 
  were normal light. 
  Natural attack (Ex) spur (1d4 S + poison) 
  Electrolocation (Ex) While underwater, platypuses can 
  sense the tiny electrical currents that are triggered muscle 
  movement. This allows them to locate living prey and to 
  distinguish it from inanimate objects. Treat electrolocation 
  as blindsense with a range of 30 ft., but it only functions 
  underwater. For additional information on blindsense, see 
  “Senses”, in Chapter 8 of the Starfinder Core Rulebook. 
  Poison (Ex) Spur—injury; Save Fort DC 10 + Constitution 
  modifier; Track Constitution; Frequency 1/round for 4 
  rounds; Effect progression track Healthy—Weakened—
  Impaired—Impaired; Cure 1 save.  
  
  Table 4-1 Cloning 
  NAME 
  LEVEL 
  PRICE 
  TYPE 
  Mini-Me, artificial womb 
  3 
  1,750 
  N/A 
  Mini-Me, accelerated gestation 
  5 
  3,000 
  N/A 
  Mnemonic transfer, flash 
  6 
  4,900 
  N/A 
  Replacement part, limb 
  8 
  10,000 
  N/A 
  Replacement part, organ 
  8 
  12,000 
  N/A 
  One of many, duplicate 
  10 
  19,500 
  N/A 
  Mnemonic transfer, new you 
  16 
  170,000 
  N/A 
  Cloning represents one of the pinnacle applications of 
  bioware.  Each clone is genetically identical to the subject 
  donating their genetic material to the cloning process.  
  Clones are almost identical in appearance to their genetic 
  donor, including their fingerprints and iris patterns.  A clone 
  can successfully navigate biometric security on computers 
  and other security devices. 
  Many species create clones for an assortment of reasons.  
  Cloning was vital on early colonization missions where it 
  was the only viable option to sustaining a colonies 
  population.  An individual might turn to cloning to cheat 
  death.   There are core planets where cloning is the only 
  culturally acceptable means of reproduction.  There are 
  even extreme cases were a species is so genetically 
  depleted that cloning is the only thing keeping extinction at 
  bay. 
  Clones are as common or rare as their necessity dictates 
  in a colony, core world, or mega-corporation.  Clones are 
  more common in societies that dislike robots and artificial 
  intelligence. 
  SELECTIVE HEREDITY 
  Occasionally, during the cloning process it is possible to 
  subtly alter the hereditary traits passed on to a clone by its 
  original body. For example, anything that varies from one 
  member of the species to another (such as hair or fur color, 
  eye color, skin pigmentation, etc.) can be altered by subtly 
  changing genetic data when creating the new clone. All such 
  hereditary traits of a trivial nature (i.e. that do not have any 
  in-game effect) may be altered.  Altering hereditary traits  
  increases the cost of the clone by 10% and increases its item 
  level by 1 when determining the minimum skill level 
  required to create the clone. 
  Only certain aspects of a creature may be altered in such 
  a manner. Height and general body type can be subtly 
  altered, but not enough to change size categories or 
  influence ability scores. Any coloration changes from 
  radically different colors, such as black skin, orange eyes, 
  and so on—may be made in this manner, but no changes to 
  any pigmentation may provide any bonuses to skills (such 
  as Stealth checks) under any circumstances. Such drastic 
  changes require additional mutations and do not fall under 
  selective heredity.  Selective heredity can be applied to any 
  of the cloning options. 
  ACCELERATED GESTATION 
  Cloning allows scientists to create genetically identical 
  embryos that age normally without accelerated gestation 
  therapy.  Clones develop and age at rates identical to their 
  donor’s.  Growing a twenty-two-year-old version of yourself 
  would take twenty-two years plus nine months of gestation. 
  Accelerated gestation allows the clone to mature at an 
  accelerated rate until it reaches the desired age and is a 
  replica of the donor at that age (minus scars, tattoos, and 
  other acquired physical modifications). 
  Most people that need a clone don’t have years to wait.  
  Clones grown with accelerated gestation are completed in 
  weeks rather than years.  It only takes one week to create a 
  baby or a week per year of the clone’s desired age.  A clone 
  identical to your twenty-two-year-old self only takes 
  twenty-two weeks.  Most clones but not all are created with 
  this method. 
  
  MEMORY IMPRINTING 
  Any clone that receives accelerated gestation therapy 
  and is created to perform a specific task under goes a 
  process called memory imprinting while it develops.  
  Memory imprinting gives the clone the life skills it needs to 
  survive and the professional skills it needs to fulfil its role.  
  Some conspiracy theorist even speculate clones can be 
  given hidden directives in their subconscious, which can be 
  triggered at a later date.  A clone with a soldier imprint 
  would begin its career as a 1st level Soldier.  Memory 
  imprints cannot take a clone past 1st level. 
  MINI-ME 
  TYPE 
  Clone 
  DEVELOPMENT 
  LEVEL 
  PRICE 
  Artificial womb 
  3 
  1,750 
  Accelerated gestation 
  5 
  3,000 
  The oldest form of cloning is the creation of a mini-me. 
  An embryo is created from a single genetic donor and 
  grown into a baby.  The baby is genetically identical to the 
  donor.  Although this can still be done the old-fashioned 
  way where the embryo is implanted in a surrogate mother, 
  it is most common to allow the baby to develop in an 
  artificial womb. An artificial womb is the safest and 
  cheapest way to produce a mini-me. 
  Each clone must still go through the same gestation 
  period and developmental processes as a child conceived 
  through ordinary procreation. In fact, without a detailed 
  genetic examination it is difficult (if not impossible) to tell 
  the difference between a naturally conceived baby and a 
  clone. 
  Provided the clone is given the same nutritional and 
  physical environment as the original donor, it physically 
  develops in exactly the same way as the donor. The two 
  may be completely different in terms of personality and 
  temperament, much the same way as any parent and 
  offspring. The clone may be a physical recreation of a 
  person, but it is not an emotional or intellectual duplicate. 
  MNEMONIC TRANSFER CLONE 
  TYPE 
  Clone 
  DEVELOPEMENT 
  LEVEL 
  PRICE 
  New you 
  14 
  70,000 
  Flash 
  6 
  4,900 
  The “New You” mnemonic transfer clone is soulless and 
  incapable of livening on its own.  It will not produce its first 
  synaptic pulse until an “identity” is transferred to it from 
  another living subject.  An identity cannot occupy two 
  bodies at the same time, so once an identity is transferred 
  to a New You clone its original body dies.  The New You can 
  virtually provide immortality for those who can afford it.  
  New You does not include the peruse price on the 
  mnemonic transfer pod. For additional information on 
  mnemonic transfer pods, see "Holistic Nanomedicine" in 
  Section 7 of the Gravity Age: Nanotech Emporium. 
  The latest in mnemonic transfer technology allows a 
  subject to transfer their consciousness into a temporary 
  “flash” clone.  Flash clones are pre-grown generic husks 
  which are not genetically identical to anyone, but readily 
  accept genetic imprints and an identity from anyone with 
  the same basic genome that it possesses.  It only takes 1 
  minute per level of the subject to transfer their identity to 
  a flash clone.  Unlike a normal mnemonic transfer the 
  subject doesn’t die after the transfer is complete, but 
  instead remains in an induced comma like state until its new 
  memories are transferred back, or 12 hours have passed. 
  Flash clones do not possess all the biological systems 
  necessary to live more than about 12 hours and they begin 
  deteriorating as soon they are activated.  This deterioration 
  is painless and unnoticeable to most observers until its final 
  hour.  The subjects genetic imprint allows the flash clone to 
  appear virtually identical to the subject, minus any scars, 
  tattoos, cybernetics, or nanotech.  Although, bionics and 
  bioware augmentations do get imprinted on the flash clone. 
  In order for the flash clone’s user to remember their 
  experiences, they must return to the mnemonic transfer 
  pod and have their new memories uploaded back to their 
  Edward Dorner (Order #12679684)
  
  real body.  This upload takes 2d6 rounds.  If the user is killed 
  or doesn’t make it back to the mnemonic transfer pod 
  before the flash clone expires then the memories are lost.  
  Flash clones allow a person to experience something light 
  years away from their location. They are used by mega-
  corporation executives to attend board meetings and make 
  surprise inspections of faraway facilities.  Politicians use 
  them to attend high risk events like negotiations with rebel 
  factions or to give a political speech in person on an 
  unfriendly fringe world.  Some celebrities even use them 
  while performing their own stunts for their latest holodeck 
  features. 
  When a character purchases the use of a flash clone it 
  includes a curtesy unitard, but they will have to buy any 
  equipment they might need for their mission. A flash clone 
  includes the cost of the nanites required to perform the 
  memory transfer. 
  ONE OF MANY 
  TYPE 
  Clone 
  DEVELOPEMENT 
  LEVEL 
  PRICE 
  Duplicate 
  10 
  19,500 
  “One of many” refers to a type of cloning where one 
  individual with desirable traits is cloned many times.  These 
  duplicates create a work force that might otherwise be 
  unavailable or unobtainable.  Although many of the clones 
  will share similar personalities they will begin to diverge 
  soon after being activated.  If a person is the sum of all their 
  experiences, a clone is no more the person whose genetic 
  structure they share than they are a photograph or 
  sculpture of that person.  Each clone’s personality will be 
  driven by their life experiences. 
  Duplicates are used as body doubles by personalities and 
  VIPs to take their places for brief public appearances, 
  dangerous situations, and other situations where they do 
  not have the inclination or time to appear themselves. In 
  societies where clones are not afforded the rights and 
  protections given those born through procreation, genetic 
  duplicates might be used as a disposable work force. Clones 
  could be sent into the most dangerous situations, used to 
  fill the ranks of the armed forces, and made to perform all 
  manner of unpleasant activities. Depending on where the 
  duplicates are created, this might be an accepted fact of life 
  or there could be a group or political party that opposes 
  clone repression. In societies that places a higher value on 
  clone life, the world’s rich and powerful might still create 
  cadres of clones. In this case, they would clone those people 
  who are especially good at a particular job or activity. They 
  could fill entire companies with people ideally suited for 
  their jobs and who work well together.  In this use case, the 
  clones are often memory imprinted with the memories of 
  the original individual. 
  REPLACEMENT PARTS 
  TYPE 
  Clone 
  DEVELOPEMENT 
  LEVEL 
  PRICE 
  Limb 
  8 
  10,000 
  Organ 
  8 
  12,000 
  Anyone with the appropriate levels in Life Science and 
  Medicine can clone living tissue given they have the time, 
  the credits, and a genetic engineering lab.  Characters can 
  have specific organs or limbs grown to replacing missing or 
  damaged parts.  Cloners are able to stimulate cells in the lab 
  so that they spontaneously develop into a liver, lung, or 
  kidney virtually eliminating the need for organ donors. 
  Cloned replacement organs can be grown whenever they 
  are needed and match the recipient exactly, down to the 
  last chromosome. There is no chance of a person rejecting 
  their own cloned organs. 
  Cloning replacement organs is a much faster process 
  than cloning an entire individual.  It takes one day per item 
  level to clone a limb or organ.  The price of a cloned limb or 
  organ includes implantation. 
  Clone: One of Many 
  
  Table 5-1 Symbionts 
  NAME 
  LEVEL 
  EGO 
  PRICE 
  TYPE 
  Energized ringworm 
  2 
  3 
  950 
  Arm 
  Gauntlet crab 
  2 
  3 
  400 
  Hand 
  Ocular larva 
  2 
  0 
  385 
  Eyes 
  Panacea protozoa 
  2 
  0 
  750 
  Heart 
  Progenitor leech 
  2 
  9 
  495 
  Torso 
  Wildwise 
  2 
  0 
  500 
  Throat 
  Needle spine larva 
  3 
  1 
  1,950 
  Arm 
  Personal upgrades, base 
  3 
  0 
  1,400 
  N/A 
  Trilobite armor, heavy 
  3 
  1 
  1,550 
  Armor 
  Trilobite armor, light 
  3 
  1 
  1,250 
  Armor 
  Limited telepathy ear slug 
  4 
  0 
  2,150 
  Ear 
  Mystic ringworm 
  4 
  4 
  2,200 
  Arm 
  Shadow leech, base 
  4 
  6 
  2,250 
  Spine 
  Cosmic force slug 
  5 
  8 
  2,875 
  Spine 
  Lung lichen 
  5 
  0 
  2,795 
  Lungs 
  Energized ringworm, evolution I 
  6 
  4 
  4,625 
  Arm 
  Gauntlet crab, evolution I 
  7 
  4 
  6,450 
  Hand 
  Morning glory 
  7 
  13 
  6,420 
  Brain 
  Personal upgrades, evolution I 
  7 
  0 
  6,500 
  N/A 
  Psychic terror 
  7 
  0 
  6,665 
  Throat 
  Trilobite armor, heavy evolution I 
  7 
  1 
  6,500 
  Armor 
  Trilobite armor, light evolution I 
  7 
  1 
  6,500 
  Armor 
  Vacuum fungi 
  7 
  0 
  8,800 
  Torso 
  Mystic ringworm, evolution I 
  8 
  6 
  12,500 
  Arm 
  Needle spine larva, evolution I 
  8 
  2 
  10,500 
  Arm 
  Shadow leech, evolution I 
  8 
  8 
  8,500 
  Spine 
  Limited telepathy ear slug 
  9 
  0 
  13,450 
  Ear 
  Love dart 
  9 
  9 
  13,500 
  Throat 
  Shirren brain worm 
  10 
  13 
  19,500 
  Spine 
  Energized ringworm, evolution II 
  12 
  5 
  40,000 
  Arm 
  Needle spine larva, evolution II 
  13 
  3 
  52,350 
  Arm 
  Limited telepathy ear slug 
  14 
  0 
  74,500 
  Ear 
  Personal upgrades, evolution II 
  14 
  0 
  75,000 
  N/A 
  Trilobite armor, heavy evolution II 
  14 
  1 
  75,000 
  Armor 
  Trilobite armor, light evolution II 
  14 
  1 
  75,000 
  Armor 
  Cyngi heart worm 
  15 
  1 
  99,000 
  Heart 
  Gauntlet crab, evolution II 
  15 
  5 
  100,000 
  Hand 
  Pollux puppeteer 
  15 
  11 
  110,150 
  Spine 
  Mystic ringworm, evolution II 
  16 
  8 
  185,000 
  Arm 
  Shadow leech, evolution II 
  16 
  10 
  175,000 
  Spine 
  
  Most symbionts have an EGO score and although many 
  would not be considered sentient, they do occasionally 
  attempt to influence their host.  A symbiont with an EGO 
  score will attempt to influence their host if there is an 
  attempt to remove the symbiont, or the host isn’t taking 
  advantage of the powers provided by the symbiont. 
  If the host attempts to remove a symbiont they must 
  make a Will save (DC = 10 + symbiont’s EGO score), or 
  choose not to go through with the medical procedure to 
  remove the symbiont.  If the host fails the save they can’t 
  muster up the courage to attempt removing the symbiont 
  again until they gain another level.  In the case of intelligent 
  symbionts they may try to influence the host’s actions if the 
  host attempts actions directly opposed to the symbiont’s 
  alignment.  
  COSMIC FORCE SLUG 
  SYSTEM 
  Spine 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  5 
  8 
  2,875 
  The cosmic force slug enhances a solarian’s connection 
  with their solar powers. The slug embeds in a solarian’s 
  spine between the shoulder blades and is only noticeable 
  by a slight bump when the solarian isn’t wearing armor or 
  clothing.  The cosmic force slug either grants the solarian +1 
  damage per die with their solar weapon or increases the 
  saving throw DC of their stellar revolutions by 1.  The 
  solarian must choose which power to enhance when they 
  purchase the symbiont.  The symbiont causes 1 point of 
  Charisma drain as long as it resides in the host. 
  CYGNI HEART WORM 
  SYSTEM 
  Heart 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  15 
  1 
  99,000 
  This complex symbiont adds several augmentations to 
  the host creature's heart and cardiovascular system. If the 
  host creature drops to 0 hit points, the symbiont 
  immediately releases a potent mix of endorphins and 
  adrenaline instantly healing 1 hit point of damage and 
  restoring the host’s Stamina Points. This symbiont 
  permanently drains 5 hit points from the host. 
  Once you’ve used the Cyngi heart worm’s ability, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points, though you can spend 1 Resolve 
  Point at any point to recharge it immediately. 
  ENERGIZED RINGWORM 
  SYSTEM 
  Arm 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  2 
  3 
  950 
  Evolution I 
  6 
  4 
  4,625 
  Evolution II 
  12 
  5 
  40,000 
  The energized ringworm stores electrical current 
  produced by the host’s own nervous system.   It attaches 
  itself beneath the skin on the underside of one of its host’s 
  arms near the wrist.  A spiral pattern beneath the skin, 2-3 
  inches in diameter makes it easy to identify the worm’s 
  location.  In addition, it glows slightly when fully charged. 
  While attached to the host an energized ringworm cost 
  the host 1 point of permanent Intelligence drain. However, 
  it does store three charges of electrical energy which can be 
  used to power the 0 level spell energy ray (electricity only) 
  three times per day. For additional information on the 
  energy ray spell, see “Spell Descriptions”, in Chapter 10 of 
  the Starfinder Core Rulebook. 
  Once you’ve used the stored electrical energy in the 
  energized ringworm, you can’t use it again until you’ve 
  rested for 10 minutes to regain Stamina Points, though you 
  can spend 1 Resolve Point at any point to recharge it 
  immediately.  Recharging the energized ringworm restores 
  all three charges.  The energy ray produced by the energetic 
  ringworm is considered a supernatural effect.  
  Evolution I increase the energetic ringworm’s storage 
  capacity to six charges and up to two rays can be fired 
  during a single attack action.  Evolution II increases the 
  mystic ringworm’s storage capacity to twelve charges and 
  up to three rays can be fired during a single attack action. 
  GAUNTLET CRAB 
  SYSTEM 
  Hand 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  2 
  3 
  495 
  Evolution I 
  7 
  4 
  6,450 
  Evolution II 
  15 
  5 
  100,000 
  One of the strangest symbionts ever discovered is the 
  gauntlet crab.  The crab appears similar to a horseshoe crab. 
  When it attaches to the wrist, two specialized claws with a 
  proboscis pincher pierce the underside of the wrist to 
  secure itself to the host and draw blood for nourishment.  
  The crab has an empathic bond with its host. 
  The gauntlet crab has two poisonous tail spikes which it 
  wraps down in between the host’s fingers when the host is 
  
  not threatened. However, if the gauntlet crab detects 
  adrenalin in the host’s blood the tail spikes become erect.  
  The gauntlet crab grants its host two natural attack modes.  
  It can be used as a slam (B) attack or it can be used as a claw 
  (slashing) attack.  Either attack does 1d6 points of damage, 
  and the claw attack can also be used to deliver gauntlet crab 
  poison as a swift action on a successful hit. 
  Type poison (injury); Save Fort DC 11 + ½ host’s level; 
  Frequency 1/round for 6 rounds; Track Intelligence; Cure 
  1 save 
  Gauntlet crabs can be further enhanced by the evolution 
  retrovirus.  Evolution I, increase the gauntlet crabs natural 
  attack damage to 3d6 and improves the base poison DC to 
  13. Evolution II, increases the gauntlet crabs natural attack
  damage to 5d6 and improves the base poison DC to 15.
  Once you’ve used the gauntlet crab poison, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points. You can spend 1 Resolve Point at any point to 
  recharge it immediately. 
  LIMITED TELEPATHY EAR SLUG 
  SYSTEM 
  Ear 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  4 
  0 
  2,150 
  Evolution I 
  9 
  0 
  13,450 
  Evolution II 
  14 
  0 
  74,500 
  This is one of the rare symbiont’s that doesn’t have a 
  negative side effect.  This symbiont is a small slug about the 
  size of a maggot is allowed to crawl into one of the host’s 
  ears where it burrows into the middle ear.   When it 
  attaches to the host’s cochlea the host gains limited 
  telepathy.   The host can communicate telepathically with 
  any creatures within 30 feet with whom they share a 
  language. Conversing telepathically with multiple creatures 
  simultaneously is just as difficult as listening to multiple 
  people speak.   
  LOVE DART 
  SYSTEM 
  Throat 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  9 
  9 
  13,500 
  This symbiont is commonly referred to as a love dart. 
  However, love dart technically refers to the venomous 
  harpoon like attack it provides the host.  The “love dart” is 
  a genetically engineered cone snail which embeds itself in 
  the underside of the host’s tongue. 
  The host suffers 1 point of permanent Constitution drain, 
  but gains the love dart natural attack.  The harpoon like love 
  dart has a reach of 5 ft. and does 1d3 points of piercing 
  damage.  On a successful hit, the harpoon injects cone snail 
  poison.  The love dart stores enough venom for three 
  injections.  The host can continue to use the love dart to 
  attack after the poison is depleted.  The host is not required 
  to inject poison on a successful hit. 
  Type poison (injury); Save Fort DC 10 + ½ host’s level + 
  host’s CON modifier; Frequency 1/round for 6 rounds; 
  Track Dexterity; Cure 2 consecutive saves. 
  Once you’ve used the love dart poison, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points.  You can spend 1 Resolve Point at any point to 
  recharge all the poison immediately. 
  LUNG LICHEN 
  SYSTEM 
  Brain 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  5 
  0 
  2,795 
  Lung lichen is one of the rare symbionts with limited side 
  effects.  The lung lichen attaches to your lungs, letting you 
  survive longer without having to breathe. Lung lichen 
  recovers oxygen from what would normally be exhaled as 
  CO2 and recycles it.  The host can remain active in an airless 
  environment up to 10 minutes per point of Constitution and 
  can refresh their air supply by spending 1 Resolve Point.  If 
  the host exhausts its air supply normal, suffocation rules 
  apply.   
  Lung lichen also filters the host’s air, granting a +2 bonus 
  to saving throws against inhaled poisons or other airborne 
  toxins. 
  Lung lichen does not provide any protection from 
  exposure to vacuum or decompression, but is often used in 
  combination with vacuum fungi. 
  OPTIONAL RULE:  
  RESOLVE POINT SUBSTITUTION 
  In the Gravity Age campaign, a character is 
  permitted to substitute one or more of the ability 
  drain modifiers associated with gaining a symbiont 
  by applying the drain to their Resolve instead.  If the 
  symbiont requires more than one point of ability 
  drain the character can choose to replace all of the 
  ability drain with Resolve drain or only part of the 
  ability drain.  When a character chooses to substitute 
  this ability drain they cannot lower their Resolve 
  Point pool to less than 3. A Resolve Point can also be 
  used to substitute up to 5 Hit Points or Stamina 
  Points.  A character could also elect to substitute a 
  Resolve Point for a Deformity with their GM’s 
  permission. 
  
  Symbiont: Morning Glory 
  MORNING GLORY 
  SYSTEM 
  Brain 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  7 
  13 
  6,420 
  The morning glory evolved from a parasitic plant 
  resembling the modern morning glory. It forms a physical 
  and psionic bond with a willing host that is medium sized or 
  larger. The morning glory attaches to its host head where 
  its nanotube like roots make direct connections with the 
  host’s circulatory and nervous systems. The host suffers a -
  2 penalty to its Strength, Constitution, and Charisma scores. 
  In exchange, the host gains the use of the morning glory’s 
  feats and psi-like abilities, using the higher of the morning 
  glory’s manifester level or its own. The morning glory is 
  carried by the host and has no ability to move or act on its 
  own, but can communicate telepathically with the host.  
  Morning glories are a psionic, symbiotic plant that feeds 
  on life force and psionic energy. They are quite friendly and 
  personable; they approach potential hosts openly, happily 
  explaining what they want (to feed on the host), and what 
  they offer in exchange (their psionic prowess).  They hope 
  to attract a large and physically intimidating host. These 
  hosts represent food, protection, and breeding for the 
  morning glory, which drops seeds at the host’s location 
  about once a week. 
  Though the presence of the morning glory is physically 
  and mentally uncomfortable, many creatures will accept a 
  morning glory on a temporary basis to get a particular task 
  done, but then decide to keep the symbiont on a long-term 
  basis when it proves to be useful and friendly. Morning 
  glories usually defer to their hosts and are quite happy to 
  not be agents in their own lives, so long as they’re fed and 
  content. 
  The morning glory is neutral good and has the following 
  ability scores; Intelligence 10, Wisdom 14, and Charisma 14.  
  The symbiont will remain relatively happy so long as its 
  powers are used. 
  The host of a morning glory gains the following psionic-
  like; 
  Expansion (Su) - This power causes instant growth, 
  doubling your height, length, and width and multiplying 
  your weight by 8. This increase changes your size category 
  to the next larger one. You gain a +2 size bonus to Strength, 
  a –2 size penalty to Dexterity (to a minimum of 1), a –1 size 
  penalty on attack rolls and AC due to your increased size.  If 
  your new size is Large or larger, you have a space of at least 
  10 feet and a natural reach of at least 10 feet. This power 
  does not change your speed. If insufficient room is available 
  for the desired growth, you attain the maximum possible 
  size and can make a Strength check (using your increased 
  Strength score) to burst through any enclosures in the 
  process. If you fail, you are constrained without harm by the 
  materials enclosing you—you cannot crush yourself to 
  death by increasing your size.  All your equipment, worn or 
  carried, is similarly expanded by this power. Melee and 
  projectile weapons deal more damage.  Other psionic or 
  magical properties are not affected by this power. Any 
  affected item that leaves your possession (including a 
  projectile or thrown weapon) instantly returns to its normal 
  size. This means that thrown weapons deal their normal 
  damage (projectiles deal damage based on the size of the 
  weapon that fired them). Multiple effects that increase size 
  do not stack, which means (among other things) that you 
  can’t use a second manifestation of this power to further 
  expand yourself.  This power has a duration of 50 minutes.  
  Using this power is a standard action.  
  Once you’ve used expansion, you can’t use it again until 
  you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge the expansion ability immediately. 
  Defensive precognition (Su) – The host’s awareness 
  extends a fraction of a second into the future, allowing it to 
  better evade an opponent’s blows.  The host gain a +1 
  insight bonus to AC and on all saving throws. If caught flat-
  footed or helpless, this bonus to AC and saving throws does 
  
  not apply.  This power is constantly in effect as long as the 
  host has Resolve points remaining. 
  Dimension slide (Su) – As a swift action, the host can 
  create a dimensional crack that it can step through to reach 
  another location. This ability is used as part of a move action 
  or withdraw action, allowing them to move up to 50 feet to 
  any location it can see.  The host can only use this ability 
  once per round. The host does not provoke attacks of 
  opportunity when moving in this way, but any other 
  movement it attempts as part of their move action 
  provokes as normal. 
  Once you’ve used a dimension slide, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge the dimension slide immediately. 
  Psionic Dodge (Su) - The host must have Resolve points 
  remaining to use this ability. The host receives a +1 dodge 
  bonus to it’s Armor Class. This bonus stacks with the bonus 
  from the Dodge feat. 
  Speed of Thought (Su) – When not wearing heavy armor 
  the host gains an insight bonus to its speed of 10 feet. This 
  power is constantly in effect as long as the host has Resolve 
  points remaining. 
  MYSTIC RINGWORM 
  SYSTEM 
  Arm 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  4 
  4 
  2,200 
  Evolution I 
  8 
  6 
  12,500 
  Evolution II 
  16 
  8 
  185,000 
  The mystic ringworm has one of the most unusual 
  properties of all symbionts.  It allows its host to store extra 
  spell energy.   It attaches itself beneath the skin on the 
  underside of one of its host’s arms near the wrist.  A spiral 
  pattern beneath the skin, 2-3 inches in diameter makes it 
  easy to identify the worm’s location.  In addition, it glows 
  slightly when storing spell energy.  
  While attached to the host, a mystic ringworm cost the 
  host 1 point of permanent Constitution drain. However, it 
  does allow the host to store one extra 1st level spell, which 
  may be reused under the following conditions.  Once you’ve 
  used the spell stored in the mystic ringworm, you can’t use 
  it again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge it immediately.   
  Evolution I increases the mystic ringworm’s storage 
  capacity to one 2nd level spell or two 1st level spells.  
  Evolution II increases the mystic ringworm’s storage 
  capacity to one 3rd level spell, or one 2nd level spell and 1st 
  level spell, or three 1st level spells.   
  NEEDLE SPINE LARVA 
  SYSTEM 
  Arm 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  3 
  1 
  1,950 
  Evolution I 
  8 
  2 
  10,500 
  Evolution II 
  13 
  3 
  52,350 
  The needle spine larva is the offspring of the needle spine 
  moth and has been genetically engineered to never mature 
  into adult form.   The larva burrows deep into the host’s arm 
  between the forearm bones.  The only sign left behind by 
  the symbiont is a quarter inch hole on the underside of the 
  arm about three inches up from the wrist. 
  While attached to the host a needle spine larva causes 1 
  point of permanent Wisdom drain. The larva stores three 
  “needles” in its abdomen which can be fired out from the 
  host’s wrists as natural ranged attacks.  The needles have a 
  30-ft. range increment and cause 1d4 piercing damage.  In
  addition to the piercing damage, the needle dissolves doing 
  an additional 1d6 points of acid damage on the following
  round during the host’s turn.  A needle can be removed with
  a successful Medicine (first aid) skill check.
  Once you’ve used the needles, you can’t use them again 
  until you’ve rested for 10 minutes to regain Stamina Points. 
  You can spend 1 Resolve Point at any point to recharge 
  them immediately.  Recharging the energized ringworm 
  restores all three needles.   
  Evolution I, the needle spine larva’s needle damage 
  increases to 2d4 piercing and do 2d6 points of acid damage 
  the following round. The needle spine larva’s needle 
  damage increases to 3d4 piercing and do 4d6 points of acid 
  damage the following round.   
  OCULAR LARVA 
  SYSTEM 
  Eyes 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  2 
  0 
  385 
  Although the idea of willingly allowing a colony of small 
  worms to inhabit your eye is repulsive to many, it’s a quick 
  solution for those who would otherwise be blind in a 
  lightless environment.   
  Ocular larva cause a noticeable worsening of the 
  character’s normal vision.  All penalties for ranged weapons 
  are doubled and they suffer a -1 penalty on visual 
  Perception checks.  However, the ocular larva do grant their 
  host low light and Darkvision out to 60 ft. 
  
  PANACEA PROTOZOA 
  SYSTEM 
  Heart 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  2 
  0 
  750 
  These 
  single 
  celled 
  organisms 
  were 
  genetically 
  engineered to work with a host’s natural immune system 
  and enhance their ability to fight off Afflictions. 
  These symbiont colonies grant the host a +1 racial bonus 
  to save against any type of affliction listed in the Starfinder 
  Core Rulebook.  
  PERSONAL UPGRADES 
  SYSTEM 
  N/A 
  DEV. 
  LEVEL 
  PRICE 
  EGO 
  ABILITY 
  Base 
  3 
  1,400 
  0 
  +2
  Evolution I 
  7 
  6,500 
  0 
  +4
  Evolution II 
  14 
  75,000 
  0 
  +6
  Synergizing symbiotes are tiny, biovat-grown, tadpole-
  like creatures that form a symbiotic relationship with other 
  creatures.  They attach to their host’s body and instinctively 
  begin maximizing efficiency in its biological systems.  
  Synergizing symbiotes grant additional ability points. These 
  symbionts count as a personal upgrade of the appropriate 
  model number. It takes an hour to implant a synergizing 
  symbiote, and once a character has benefited from it, it is 
  forever spent. 
  For additional information on Personal Upgrades, see the 
  "Augmentations" section in Chapter 7 of the Starfinder Core 
  Rulebook. 
  PROGENITOR LEECH 
  SYSTEM 
  Torso 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  2 
  9 
  495 
  The progenitor leech attaches near the stomach.  
  Although it is large enough to count as a torso augment, it 
  can remain attached under you armor.  This leech is still 
  slightly parasitic.  If a person were to become pregnant 
  while attached to a progenitor leech, it would release its 
  larva into the host’s blood stream which replaces the baby 
  with a swarm of progenitor leeches. The leech has an 
  empathic bond with its host who get urges to commit 
  unspeakable acts, although these aren’t often strong 
  enough to warrant a saving throw. 
  While the progenitor leech is attached, you take 1 point 
  of temporary Constitution damage as long as it is attached. 
  If the progenitor leech is removed, your ability damage can 
  be healed naturally.  You gain the following benefits while 
  the Pollux blood leech is attached; it provides the host a +2 
  circumstance bonus to Fortitude saves and once per day it 
  allows you to regain your Stamina points without spending 
  a Resolve Point. 
  PSYCHIC TERROR 
  SYSTEM 
  Throat 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  7 
  0 
  6,665 
  The larval form of the corpse beetle has been genetically 
  engineered in psionic bioweapon.  This symbiont allows the 
  host to emit a subconscious psychic howl. The attack claws 
  at the terror centers of the brain, throwing off their 
  enemies and making it easier to overcome their defenses. 
  Three time per day, creatures damaged by the host’s 
  unarmed strike or natural attack must succeed at a Will save 
  (DC = 10 + ½ host’s level + CHA modifier), or suffer a surge 
  of subconscious terror, which inflicts the shaken condition 
  on the subject for 2d6 rounds. This is a supernatural, mind-
  affecting, fear effect.  This symbiont drains the host of 1 
  Charisma point until it is removed.  
  Once you’ve depleted your uses of psychic terror you 
  can’t use them again until you’ve rested for 10 minutes to 
  regain Stamina Points, though you can spend 1 Resolve 
  Point at any point to recharge them immediately.  
  Recharging psychic terror restores all three charges.  The 
  terror unleashed by the larva is considered a supernatural 
  effect.  
  POLLUX PUPPETEER 
  SYSTEM 
  Torso 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  15 
  11 
  110,150 
  This small purple slug is surgically inserted in the host’s 
  gut. The symbiont extends tendrils throughout the host’s 
  body allowing it to further extent its tendrils through the 
  host’s skin.   
  The Pollux puppeteer permanently drains 5 points of 
  stamina from the host.  The host gains the following abilities 
  from the symbiont; 
  Empathic Connection (SU) The host reaches out with the 
  symbiont’s mind, finding the emotional strings that most 
  apply to its target. With delicate influences, the host twists 
  those emotional strings, making the target view the host as 
  a friend (treat the target’s attitude as friendly). Otherwise 
  the effect of this ability mimic the charm person spell, (CL 1, 
  DC = 10 + ½ host’s level). 
  Enthrall (Ex) Host possessing this symbiont often seek to 
  charm victims first and then “ask” their victim to come to 
  them.  If the host is in physical contact with a person it has 
  charmed by empathic connection (the symbiont establishes 
  a physical hold by means of slender infiltrating tendrils), the 
  subject acts as if dominated, per domination spell.  Once the 
  
  host makes contact with the victim there is no saving throw 
  against this domination, even if the victim is forced to take 
  actions that would normally be against their will.  The victim 
  still cannot be forced to take their own life.  
  Mental Barrier (SU) the symbiont produces a barrier of 
  mental energy granting the host a +2 to their EAC and KAC.  
  In addition, the host only takes half damage from mind 
  thrust attacks (reduced to one-quarter on a successful Will 
  save). 
  TRILOBITE ARMOR 
  SYSTEM 
  Armor 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Light 
  3 
  1 
  1,250 
  Heavy 
  3 
  1 
  1,550 
  Light, Evolution I 
  7 
  1 
  6,500 
  Heavy, Evolution I 
  7 
  1 
  6,500 
  Light, Evolution II 
  14 
  1 
  75,000 
  Heavy, Evolution II 
  14 
  1 
  75,000 
  The trilobite armor is a wonder of symbiont engineering.  
  Space trilobites are natural symbionts with many of the 
  colossal beasts which wander the depths of space, them 
  with the same benefits as trilobite armor.  Adapting the 
  space trilobite to accommodate a medium humanoid host 
  was one of the pinnacles of symbiont engineering. 
  Trilobite armor is available in two varieties of symbiont; 
  a light armor symbiont or a heavy armor symbiont.  Unlike 
  many symbionts, trilobite armor does not occupy a 
  biological system but instead occupies a character’s armor 
  slot and grants an armor bonus to EAC and KAC.  Wearing 
  trilobite armor causes 1 point of permanent Strength drain 
  while the symbiont is attached.  However, you gain a +2 
  enhancement bonus to your Constitution score, gain light 
  fortification (25% chance to avoid a critical hit), and the 
  symbiont can automatically stabilize its host once per day 
  without expending a Resolve Point.   
   The evolution retrovirus can be used to increase the 
  trilobite armors EAC and KAC.  In addition, trilobite armor 
  gains an upgrade slot with each evolution.  See Table 5-2 
  Trilobite Armor for additional details. 
  SHADOW LEECH 
  SYSTEM 
  Spine 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  4 
  6 
  2,250 
  Evolution I 
  8 
  8 
  8,500 
  Evolution II 
  16 
  10 
  175,000 
  The shadow leech is a one foot long black leech which 
  attaches to its host’s spine preferable between the 
  shoulder blades.  Its small enough to be hidden under armor 
  or common clothing. The leech is able to communicate with 
  its host through limited telepathy and may at times try to 
  prevent the host from doing something stupid that might 
  bring them both harm. 
  The shadow leech drains 1 point of Wisdom from the 
  host, which is permanent as long as the leech is attached to 
  the host.  However, this symbiont provides some unique 
  abilities to the host.  As a swift action a shadow leech can 
  be commanded to release a cloud of fine particles, cloaking 
  the host.  The host gains a +4 circumstance bonus to Stealth 
  skill checks based on sight.  This cloak last for 2d6 rounds 
  and moves with the host.  Each time the cloak is activated 
  the host gains a single 1st-level mind thrust spell attack (DC 
  = 10 + ½ character level + WIS bonus). 
  The shadow leech has neutral tendencies and the 
  following ability scores; Intelligence 12, Wisdom 12, and 
  Charisma 12.  The symbiont will remain relatively happy so 
  long as its powers are used. 
  Evolution I grants a +8 circumstance bonus to Stealth skill 
  checks and the single attack improves to a 2nd-level mind 
  thrust spell.  Evolution II grants a +12 circumstance bonus 
  to Stealth skill checks and the single attack improves to a 
  3rd-level mind thrust spell.   
  Once you’ve used the symbionts cloaking ability, you 
  can’t use it again until you’ve rested for 10 minutes to 
  regain Stamina Points. You can spend 1 Resolve Point at any 
  point to recharge it immediately. 
   SHIRREN BRAIN WORM 
  SYSTEM 
  Spine 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  10 
  13 
  19,500 
  For eons, the swarm used brain worms to infect 
  neighboring species.  Each brain worm be used to study 
  their host species strengths and weaknesses from within 
  and cause disorder within their host species ranks.  With 
  superior knowledge and numbers the swarm would then 
  assimilate or annihilate entire species.  The shirred brain 
  worm has been genetically engineered to lose its parasitic 
  tendencies and serve the host in defense against the 
  swarm. 
  The shirren brain worm burrows into the host thru the 
  mouth and grafts to the hosts upper spine.  It causes 2 
  points of Constitution drain to its host.  However, the host 
  gains the following psionic powers; 
  Dimension slide – As a swift action, the host can create a 
  dimensional crack that it can step through to reach another 
  location. This ability is used as part of a move action or 
  withdraw action, allowing them to move up to 50 feet to 
  any location it can see.  The host can only use this ability 
  once per round. The host does not provoke attacks of 
  
  opportunity when moving in this way, but any other 
  movement it attempts as part of their move action 
  provokes as normal. 
  Once you’ve used a dimension slide, you can’t use it 
  again until you’ve rested for 10 minutes to regain Stamina 
  Points, though you can spend 1 Resolve Point at any point 
  to recharge the dimension slide immediately. 
  Ego Whip – The host can use the symbiont’s psychic 
  power to overwhelm the target’s ego, leaving the target 
  feeling hopeless and unsure of itself. Choose Intelligence, 
  Wisdom, or Charisma, the target takes a –2 penalty to that 
  ability score for 2d6 rounds, and also gains the staggered 
  condition for the first round it’s affected. A successful Will 
  save (DC = 13 + ½ host’s level + host’s INT modifier) negates 
  the staggered effect and reduces the duration of the 
  penalty to 1 round.  This is a supernatural mind effecting 
  ability that can be used as long as the host retains at least 
  one Resolve Point. 
  Id Insinuation - By invading the mind of a creature with 
  the symbiont’s psychic presence, the  symbiont can isolate 
  parts of its mind, preventing the target from functioning in 
  a coherent manner. The target is confused as long as you 
  concentrate on it plus 1 additional round. A successful Will 
  save (DC = 12 + ½ host’s level + host’s INT modifier) negates 
  this effect.  The host can direct the symbiont to attack up to 
  five targets. This is a supernatural mind effecting attack. 
  Once you’ve used a id insinuation, you can’t use it again 
  until you’ve rested for 10 minutes to regain Stamina Points, 
  though you can spend 1 Resolve Point at any point to 
  recharge the dimension slide immediately. 
  VACUUM FUNGI 
  SYSTEM 
  Torso 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  7 
  0 
  8,800 
  This symbiont protects the host from exposure to the 
  vacuum of space.  Vacuum fungi was once a parasitic fungus 
  which would slowly spread through an organisms body until 
  its host was eventually paralyzed from rigidity. However, 
  the genetically modified variety simply reinforces the host’s 
  body against the forces of decompression.  The host is 
  immune to the bludgeoning damage caused by exposure to 
  a vacuum and does not suffer the effects of decompression. 
  The fungi reinforces the host’s biological systems but only 
  requires the torso slot for implantation. 
  Because the symbiont protects the host’s body by 
  creating a fibrous lattice though out, the host suffers 1 point 
  of permanent Dexterity damage.  This damage repairs 
  naturally if the symbiont is ever removed from the host. 
  This symbiont is often used in combination with lung 
  lichen. 
  WILDWISE 
  SYSTEM 
  Throat 
  DEVELOPEMENT 
  LEVEL 
  EGO 
  PRICE 
  Base 
  2 
  0 
  8,000 
  The soft purple fungus called wildwise attaches itself to 
  your vocal cords and extends fine filaments into portions of 
  your brain. It allows you to communicate in a general sense 
  with animals and with magical beasts with an Intelligence 
  score of 1 or 2. You can attempt Diplomacy checks to 
  influence such creatures as well as understand in very 
  vague terms information they try to convey to you. The 
  information they give you usually consists of simple 
  concepts such as “danger,” “food,” or “that way.” 
  Table 5-2 Trilobite Armor 
  NAME 
  LEVEL 
  PRICE 
  EAC 
  BONUS 
  KAC 
  BONUS 
  MAX  
  DEX 
  BONUS 
  ARMOR 
  CHECK 
  PENALTY 
  SPEED 
  ADJ. 
  UPGRADE 
  SLOTS 
  BULK 
  Light 
  3 
  1,250 
  3 
  4 
  5 
  - 
  - 
  1 
  L 
  Light, evolution I 
  7 
  6,500 
  7 
  8 
  5 
  - 
  - 
  2 
  L 
  Light, evolution II 
  14 
  75,000 
  17 
  19 
  4 
  - 
  - 
  3 
  L 
  Heavy 
  3 
  1,550 
  5 
  8 
  2 
  -2 
  -5 
  2 
  2 
  Heavy, evolution I 
  7 
  6,500 
  10 
  13 
  2 
  -3 
  -5 
  3 
  2 
  Heavy, evolution II 
  14 
  75,000 
  23 
  27 
  1 
  -4 
  -5 
  4 
  2 
  
  GENETIC ENGINEER 
  You are an experienced genetic engineer who can alter 
  the DNA or RNA of a character or creature with great 
  expertise. 
  Prerequisites: Life Sciences 5 ranks, Engineering 5 ranks, 
  and Medicine 5 ranks.  
  Benefit: You gain a +2 bonus on all skill checks dealing 
  with gene therapy, genetic templates, cloning, and 
  symbionts, plus you treat your class level as +1 higher for 
  crafting cybernetic and bionic augmentations. 
  GENE THERAPY ENTHUSIAST 
  You are a hotbed of retrovirus activity and you can host 
  more than one retrovirus. 
  Prerequisites: Any retrovirus, or gene therapy template 
  Benefit: You can have two retrovirus induced mutations 
  at once without gaining a Drawback. 
  IMPROVED GENE THERAPY ENTHUSIAST 
  You are a hotbed of retrovirus activity and can host 
  multiple retroviruses. 
  Prerequisites: Gene therapy enthusiast 
  Benefit: You can have three retroviruses induced 
  mutations at once without gaining a Drawback. 
  IMPROVED SYMBIONT EVOLUTION 
  You are accustomed to your symbiont and it has grown 
  in strength. 
  Prerequisite: Any Evolution I symbiont implant and 
  character level equal to the desired Evolution II item level. 
  Benefit: You can select any single Evolution I symbiont 
  augmentation and upgrade it to Evolution II free of charge. 
  INHERITED REDESIGN 
  You were born with a specific gene therapy template 
  already in place. This is either because you were gene 
  engineered in a test tube prior to implantation in your 
  mother’s womb, or because one or both of your parents 
  were also subject to a gene therapy template. 
  Benefit: You may choose any gene therapy template and 
  apply it to your character at 1st level. Any Resolve Point cost 
  is reduced by 1. 
  LOWERED IMMUNE SYSTEM 
  You have a surprisingly low immunity to the common 
  cold which often seems to drag on forever. 
  Benefit: Your difficulty in suppressing the common cold  
  doubles the effective duration of any adenovirus you are 
  treated with and shortens the onset time by half.  
  SYMBIONT EVOLUTION 
  You are accustomed to your symbiont and it has grown 
  in strength. 
  Prerequisite: Any symbiont implant and character level 
  equal to the desired Evolution I item level. 
  Benefit: 
  You 
  can 
  select 
  any 
  single 
  symbiont 
  augmentation and upgrade it to Evolution I free of charge. 
  
  Before the Great Exodus several of the Earth’s 21st 
  century super-powers were secretly working on creating 
  super soldiers by combining human DNA with the DNA from 
  other organisms with desirable traits.  The Chimera were 
  one of the first successful examples of DNA-splicing gene 
  replacement.  They were also the first capable of passing on 
  their genetic changes to their offspring.   
  Their genetic soup is a boon to some and a bane to 
  others.  The feline transgenes make chimeras physically 
  superior, but it lowers their willpower and ability to resist 
  certain afflictions. 
  SIZE AND TYPE 
  Chimera are Medium humanoids and have the human 
  subtype. 
  FAST SPEED 
  Chimeras have a base speed of 40 feet. 
  LOW-LIGHT VISION 
  Chimera can see in dim light as if it were normal light. For 
  more details, see chapter 8 of the Starfinder Core Rulebook. 
  KEEN SENSES 
  Chimeras receive a +2 racial bonus on Perception skill 
  checks. Due to reflective cells in their eyes, each chimera 
  has excellent night vision and can see twice as far as a 
  normal human.  Chimera audible range of frequencies is 
  usually 60 to 65,000 Hz, but like humans there is 
  considerable variation between individuals. Another feline 
  trait, each chimera has an olfactory organ in the roof of 
  their mouth making their sense of taste and smell three to 
  four times greater than that of a human.  Chimera gain a +1 
  bonus to any skill check used to determine if food is 
  poisoned or spoiled. 
  PHYSICAL SPECIMEN 
  Chimeras gain +2 to Acrobatics and Athletics skill checks. 
  MELATONIN DEPLETION 
  All chimeras suffer from a defect in the pituitary gland 
  that causes several negative effects, see Appendix 1: 
  Melatonin Depletion. 
  RADIATION VULNERABILITY 
  Chimeras receive a -2 penalty to Fortitude saves avoiding 
  radiation sickness 
  
  PHYSICAL DESCRIPTION 
  Chimeras are trans-genetic hybrid humans who were 
  engineered with feline DNA to be genetically superior 
  mentally and physically. Chimeras appear to be ordinary 
  humans. Female chimeras are slightly shorter than the 
  average human female while males are slightly taller. All 
  chimeras are fit and lean with well-toned muscles.  This is 
  likely the result as of their unique physiology and dietary 
  requirements, a high protein diet.  
  A side effect of their physiology is a defect in the 
  processing of tryptophan, which doesn’t allow the pituitary 
  gland to produce enough melatonin without gorging on 
  protein. Melatonin depletion causes mood disorders, 
  irregular sleep cycles, inability to control body temperature, 
  accelerates sexual maturity, susceptibility to radiation, 
  memory loss, delirium, headaches, and in extreme cases 
  seizures and death. In addition, melatonin depletion may 
  cause female chimeras to go into heat at irregular times.  
  Normally they are on a 4-month cycle. 
  Chimeras share the prolific and adventurous nature of 
  their human progenitors and share the same racial diversity 
  as the human species. Chimeras are tolerant of most other 
  species with a few exceptions.  
  HOME WORLD 
  Since the Genesis bomb and the cataclysm that followed 
  on Earth, chimeras have followed their human counterparts 
  into the stars.   
  SOCIETY AND ALIGNMENT 
  Chimeras are part of human society though there are a 
  few chimera support groups, and some borderline secret 
  societies. Chimeras were developed during the early 21st 
  century as part of a super soldier program. All chimeras 
  today are descendants of the Delta VI project. The success 
  and failure of Delta VI project was splicing mitochondrial 
  DNA strands to create the transgene. Before group Delta VI, 
  all chimeras were created in-vitro. The mitochondrial 
  transgene allowed the feline traits to be passed onto the 
  mother’s offspring, greatly reducing the cost of creating an 
  army. When the Delta VI program ended the Delta VI 
  chimeras were to be terminated, but the order was never 
  carried out and female chimeras continued to pass on their 
  gift and curse. 
  RELATIONS 
  Few chimeras openly reveal their nature not even to 
  loved ones. They are just as likely to receive the rock star 
  treatment as discrimination and both generally lead to 
  unwanted attention. Chimeras mature faster than normal 
  humans and reach adulthood around age 9. Chimeras and 
  their children move frequently to avoid suspicion in 
  intolerant regions. 
  ADVENTURERS 
  Many chimeras are born to nomadic families which 
  nurtures a natural wanderlust. Most become adventurers 
  simply to explore the verse and experience new things. 
  Chimeras are best suited to physically demanding character 
  classes such as the soldier or operative, but there are also a 
  few envoys. 
  NAMES 
  Like humans, chimera names can be totally new 
  inventions, local traditions, or words borrowed from alien 
  languages.  Borrowing names from mythical beings and 
  ancient cultures is also common.  Unlike “normal” humans, 
  chimera also pass down a secrete true name which is their 
  first mothers ID number.  It’s not unheard of for a chimera 
  that is proud of their past to include their true name after 
  their first name like; Tabby 6 or Bobby 128.  
  
  Neanderthals had been extinct for nearly 40 thousand 
  years when Ajax Genetics Corporation (“Ajax”) brought 
  them back from extinction.  Ajax claimed they brought the 
  Neanderthal back as a demonstration or pinnacle 
  achievement for their biodiversity program.  Ajax 
  genetically engineers new species or brings back extinct 
  species necessary to create a balanced biosphere on 
  terraformed planets.  In truth, they brought them back in 
  an attempt to create a cheap relatively disposable 
  workforce for cold low gravity environments.   
  The first generation of Neanderthals were conceived 
  from human surrogate mothers, but later generations were 
  cloned in attempts to speed up production.  Cloned 
  Neanderthals all begin their lives as indentured servants to 
  Ajax and they are leased out to other corporations.  Those 
  that complete 10 years of service are released of their 
  servitude although many tend to stay with the companies 
  that once leased them as free citizens.   
  SIZE AND TYPE 
  Neanderthals are Medium humanoids and have the 
  human subtype. 
  LOW-LIGHT VISION 
  Neanderthals can see twice as far as humans in 
  conditions of dim light. For more details, see chapter 8 of 
  the Starfinder Core Rulebook. 
  ATTUNED TO NATURE 
  Neanderthals have brain receptors which allow them to 
  identify beneficial substances.  They gain a +1 racial bonus 
  to Survival skill checks used to identify beneficial herbs and 
  minerals. 
  ENHANCED DIABETIC REACTION 
   Neanderthals were hunter-gatherers. They have a 
  diabetes gene which allows then to endure long fasts 
  punctuated by gluttonous binges.  This diabetic reaction 
  allows them to regulate this cycle.  A Neanderthal only 
  needs to eat three days’ worth of rations once every ten 
  days. 
  INSULATING SKIN 
  Neanderthal skin is more insulated and better adapted to 
  cold environments than a typical human’s.  Neanderthals 
  begin play with energy resistance 1/cold and can survive 
  unprotected in cold weather down to 20o F before they 
  potentially begin taking nonlethal cold damage, severe cold 
  begins at -20o F, and extreme cold at -40o F 
  RAPID BLOOD CLOTTING 
  Neanderthals benefit from a gene coded for rapid blood 
  clotting.  This gene grants them immunity to bleed damage. 
  
  PHYSICAL DESCRIPTION 
  Neanderthals are not quite the primitive, heavy browed 
  brutes most humans imagine when their name is invoked.  
  Neanderthals are a hand shorter and a hand thicker than a 
  typical human.  In general, Neanderthals maintain a 
  relatively fit muscular appearance.  They are easily 
  identifiable by their facial features which include a broad 
  nose, protruding brow, and rosy or flushed appearance.  
  They are fair skinned and prone to freckling with long term 
  exposure to sunlight.  Light brown and red hair are 
  common.   
  HOME WORLD 
  Genetically, Neanderthal’s hail from the planet Earth, but 
  none are known to have been born there since they were 
  brought back from extinction.  There are many small free 
  colonies of Neanderthals through human space, the largest 
  of which is on Mars.  For the most part, many integrate into 
  human society when they are released from their servitude. 
  SOCIETY AND ALIGNMENT 
  The majority of Neanderthal’s are clones and begin their 
  lives as indentured servants to the mega-corporation which 
  is leasing their service from Ajax.  Although there are 
  proponents to this system that equate it to little more than 
  justified slavery, the Neanderthal’s don’t seem to see their 
  servitude as an injustice.  A Neanderthal elder will tell you, 
  “Ten years of service is a small price to pay, for existence 
  itself is a blessing”.   
  Corporations leasing Neanderthal services treat them 
  well because they are too expensive to mistreat and they 
  represent an incredibly hardworking and loyal workforce.  
  Elders will often point out that the living conditions in a 
  Neanderthal workcamp on a remote mining colony will far 
  surpass the living conditions of those who volunteer for 
  such work.  There have been many documented cases 
  where free laborers grew to resent the privileged treatment 
  the Neanderthals seemed to receive, only to have a 
  Neanderthal elder speak on their behalf to improve living 
  conditions for the free workers.  In cases where an elders 
  demands were not or could not be met, they welcomed the 
  free workers into their settlements with open arms. 
  Neanderthals naturally organize themselves into clans 
  where the oldest members are referred to as elders and 
  treated with the highest levels of dignity and respect.  Clan 
  membership is determined though many different 
  methods, but typically it’s a lottery when the new clones 
  arrive. Children are automatically members of their 
  mother’s clan but they are rare.  Only 10% of Neanderthals 
  are freeborn or the product of natural reproduction due to 
  fertility issues.  If a Neanderthal marries into another clan, 
  the male joins the female’s clan. 
  RELATIONS 
  Overall, Neanderthals are peace loving and law abiding 
  members of the galactic community.  They appreciate the 
  uniqueness of their situation, and are welcomed almost 
  everywhere.  They have been around long enough that only 
  the rudest or most uneducated human would make 
  references to them being hulking brutes no better than a 
  cave man. Though even in this instance, a Neanderthal 
  would likely walk away from the situation than allow it to 
  escalate into something more. 
  When a Neanderthal completes their servitude they 
  often stick with the company that was leasing their services 
  as a free laborer.   However, others are overcome with 
  wanderlust and sign on with a starfinder group the first 
  chance that presents itself.  A Neanderthal treats members 
  of their starfinder like extended clan members and family.  
  It’s been said more than once by an elder to a younger clan 
  member, “You don’t have to like your brother, but you must 
  love him like one.” 
  ADVENTURERS 
  Neanderthal’s are well suited to fill the soldier, mechanic, 
  or mystic role in a starfinder.  It’s not in their nature to start 
  a fight, but when it comes to protecting their extended clan 
  members they are adept in finishing a fight.  They are all 
  highly religious and borderline superstitious.  They respect 
  the religious beliefs of all cultures and are quick to adopt 
  local dogma into their own. 
  NAMES 
  Neanderthals are only given a serial number when they 
  leave the cloning facility.  Most receive their name when 
  they are accepted into a clan.  Names of Scandinavian origin 
  are most common.  They will combine this name with the 
  first four and last four digits of their serial number ensuring 
  Addo 1031 2518 isn’t mistaken for Addo 0998 2518. 
  
  Although humans are given credit for uplifting the 
  raccoon species, it could be argued their current state was 
  just the next step in their evolution.  When terrorists 
  deployed the Genesis bomb on Earth, the racoons did a 
  million years’ worth of evolving over a few hundred years.  
  Most rhukoons are very religious and believe they 
  represent the meek, for they shall inherit the Earth.  
  However, the place is also overrun with non-evolved 
  common raccoons and most rhukoons jump at the first 
  opportunity to leave Earth.  It’s tough to control the vermin 
  population when you’re afraid they guy stealing your trash 
  might have been your uncle. 
  Since their discovery in the Ohio River valley rhukoons 
  have slowly hitched rides off New Earth and quickly 
  adopted human culture.  They relish the opportunity to 
  immerse themselves in the culture of their creators. 
  SIZE AND TYPE 
  Rhukoons are Small humanoids with the rhukoon 
  subtype. 
  CLIMBER (EX) 
  Rhukoons are natural climbers and have a base climb 
  speed of 20 feet. Rhukoons are never considered flat-
  footed while climbing.  This ability is lost if the Rhukoon is 
  wearing footwear. 
  LOW-LIGHT VISION (EX) 
  Rhukoon can see in dim light as if it were normal light. 
  For more details, see chapter 8 of the Starfinder Core 
  Rulebook.  
  FAST-HANDS (EX) 
  Rhukoon receive a +2 racial bonus on Sleight of Hand 
  checks 
  JACK OF ALL TRADES (EX) 
  A rhukoon can use any skill untrained, even those that 
  normally require training.  They also gain a +1 racial bonus 
  on skill they use untrained. 
  NEAR SIGHTED 
   One obstacle that was not overcome in their evolution 
  was their eyesight.  Rhukoons suffer double normal ranged 
  attack penalties  
  SCENT 
  Rhukoons possess a keen sense of smell and gain a +4 
  racial bonus to Survival (Track) skill checks.  In addition, a 
  rhukoon can make a Survival skill check to determine if 
  edible is poisoned, diseased, or spoiled, but it does not 
  allow them to identify any of the contaminants. 
  SLOW STARTER 
  Rhukoons begin play with less skills than members of 
  other races.  Rhukoons start with 4 less skill points than 
  indicated by their class at 1st level, minimum of 1 + their 
  intelligence bonus.  They gain skill points normally after 1st 
  level. 
  TACTILE DIFFERENTIATION 
  Rhukoons received a +2 racial bonus on Perception skill 
  checks when searching surfaces, and Engineering skill 
  checks to disarm traps. 
  
  PHYSICAL DESCRIPTION 
  The Rhukoon rapidly evolved over a few hundred years 
  from the common raccoon as a direct result of the Genesis 
  bomb which terraformed Earth.  With no history of their 
  own, the rhukoons quickly assimilated themselves into 
  human society.  Despite the compressed timeline, the rapid 
  mutation of the rhukoon genome has left them more 
  genetically diverse then humans.  Rhukoons share less DNA 
  markers with a common raccoon than a human does with 
  other primates.  
  Rhukoons are covered in short fur and maintain the 
  masked appearance of their raccoon ancestors.  The 
  common or black rhukoons have grey fur highlighted by 
  white and black accents.  White and red rhukoons also exist 
  and these traits are maternal. 
  HOME WORLD 
  Rhukoons are from Earth.  They will talk your ears off 
  about how the humans were kind enough to remake the 
  Earth into a paradise, preparing it for the rhukoons 
  ascension to sentience.  The rhukoons were not alone on 
  Earth however, most learned everything they know from 
  remote pockets of humanity that remained behind.   
  Over the past 100 years the Earth has stabilized, yet most 
  would not recognize it were it not for old text books.  The 
  rhukoons have established a city on the ruins of Cincinnati, 
  which they call New Cincinnati, and built a rather primate 
  space near the Mt Rumpke mines. 
  SOCIETY AND ALIGNMENT 
  Rhukoons are aware that they have come into existence 
  in the cosmic blink of an eye and what little culture of their 
  own they do have seems to be inherited by their unevolved 
  cousins. 
  Rhukoons are matriarchal and one’s lineage is traced 
  through maternal ancestry.  Rhukoons live with extended 
  family in large households; at the head of each is a 
  matriarch. Lineage is traced through the female side of the 
  family, and property is passed down along the same 
  maternal line.  Rhukoon women typically handle business 
  decisions and men handle politics. Children are raised in the 
  mother's households and take her name. 
  The Rhukoon have what's called “walking marriages." 
  There is no institution of marriage; rather, women choose 
  their partners by literally walking to the man’s home and 
  the couples never live together. Since children always 
  remain in the mother’s care, the father rarely plays a role in 
  the upbringing of children. In some cases, the father's 
  identity is not even known.   
  When rhukoon boys become sensitive to female 
  pheromones, around age 10, they are sent off to live in the 
  men’s quarter.  The boys learn practical skills under the 
  guidance of other men.  Some rhukoon men prefer to live 
  in relative solitude, while others live in frat house like 
  conditions their entire lives.   
  Few female rhukoons choose to leave earth, and if they 
  do it’s an entire clan.  Most rhukoons that jump the first ship 
  off the third rock are male’s.  They seem to have a natural 
  wanderlust. 
  RELATIONS 
  Rhukoon had built a society based on the remains of 
  surviving human technologies from the “Earth That Was” 
  and were more than ready to be discovered when first 
  contact was made.  There is a strange familiarity between 
  humans and rhukoons which neither race can explain.   
  Few rhukoon to date have any formal education but they 
  are fast learners.  Rhukoons are fascinated by technology, 
  self-augmentation, and new things, quickly learning their 
  uses through trial and error, often more quickly than 
  someone would by reading the manual. 
  Rhukoon enjoy the company of humans.  It is a rhukoon’s 
  place in the verse to lurk or act as sidekick to their creators.  
  Rhukoons get along well with races that don’t try to eat 
  them, mistake them for their less evolved cousins, or force 
  them to read manuals.  Ysoki are not trusted or well liked, 
  mostly because they tend to lurk around humans and they 
  believe only rhukoons should fill this niche.    
  ADVENTURERS 
  Rhukoons lack formal training but they are quick to learn 
  new skills once given the opportunity.  Rhukoons are well 
  suited to fill in the mechanic, operative, and mystic roles in 
  a starship crew, but are adaptable and usually willing to 
  take any role that gets them a spot at the “big boy’s table”.  
  Although, they are also happy to just be within lurking 
  distance if a spot at the table isn’t available.  
  NAMES 
  By rhukoon tradition kids aren’t named at birth.  
  Designations such as kid 2 of (litter) 4.  Eventually a rhukoon 
  will suffer some form of near death experience and will earn 
  a name by surviving that experience.  Names like 
  Firecracker, Torch, Jump, Bear, Spaced, Train, Laser Breath, 
  Bucket Head, Egg Beater, and Red Button are all potentially 
  common names. 
  
  Although any human and many other species can suffer 
  from a milder form of melatonin depletion this more serious 
  condition is specific to chimera humans when certain 
  conditions are met.  A chimera must eat at least two pounds 
  of protein, drink two gallons of whole milk, or meet the 
  same nutritional requirements through supplements every 
  day or progress into melatonin depletion.  A chimera can 
  also achieve their protein needs with Ambrosia. 
  Each day the chimera doesn’t meet their nutritional 
  requirements has a cumulative effect on their condition.  
  Once depleted, a chimera must literally eat and/or drink their 
  way out of a depleted state.  A chimera can gorge on up to 
  five times their normal requirement per day to catch up. 
  Stage One:  1-5 days behind 
  •
  Sleep requirement reduced to 4 hours
  •
  Moody, -1 on all Charisma based skill checks
  Stage Two:  6-10 days behind 
  •
  Sleep requirement reduced to 2 hours
  •
  Bad attitude, -2 on all Cha based skill checks
  •
  Distracted, -1 on all Intelligence based skill checks.
  •
  Hot flashes, the character will treat temperature as
  10 degrees warmer than actual temperature
  Stage Three: 11-15 days 
  •
  Can no longer sleep, or gain the benefits of sleep to
  regain Hit Points, but can still rest for 10 minutes to
  regain Stamina Points
  •
  Euphoric, -2 on all skills checks, attacks, and saving 
  throws
  •
  Hot flashes, the character will treat temperature as
  20 degrees warmer than actual temperature.  Failure 
  to adjust body temperature for more than 2 hours 
  causes fatigue
  •
  Hot and bothered, female chimera go into heat and 
  males suffer from a similar malady, both females and 
  males are considered fascinated at the beginning of
  all encounters
  Stage Four:  16+ days 
  •
  Can no longer sleep or gain the benefits of sleep but
  must spend 2 Resolve Points while resting to regain 
  Stamina Points
  •
  Euphoric/Delusional, -4 on all skills checks, attacks,
  and saving throws
  •
  Hot flashes, the character continues treat
  temperature as 20 degrees warmer than actual
  temperature. Failure to adjust body temperature for
  more than 1 hour causes fatigue
  •
  Hot and bothered, female chimera go into heat and 
  males suffer from a similar malady, both females and 
  males are considered fascinated at the beginning of
  all encounters
  •
  Fragile, any failed saving throw or critical failure 
  causes the chimera to have a seizure.  The seizure 
  will last 1d6 minutes, unless a successful Medicine 
  skill check (DC 20) is made to stabilize the chimera.
  At the end of the seizure the chimera must make a
  Fortitude save (DC 20) to regain consciousness.  A
  failure results in the character remaining 
  unconscious.  A critical failure results in the chimera’s
  death
  NEW ITEM: AMBROSIA 
  Ambrosia is a nutrient gel packet sold anywhere R2Es 
  are available for 5 credits each.  If you take ambrosia 
  orally each packet provides enough nutrition and water 
  for two days. 
  
  A character can truly get their freak on with cosmetic 
  mutations.  Since these mutations only target one or two 
  genes, in most cases there is no chance of incurring a 
  drawback.  Cosmetic mutation do not count against the 
  total number of retroviruses a character can have. 
  BIOLUMINESCENT EYES (EX) 
  Your eyes generate a faint luminesce, green, violet, and 
  blue are most common.  Your eyes glow, but do not create 
  usable illumination. As a swift action, you may deactivate 
  this mutation so as not to interfere with Stealth checks.  You 
  incur a -2 penalty to Stealth checks while eyes are glowing. 
  EXTRA DIGITS 
  You gain an extra digit on each hand and foot. The extra 
  fingers or toes, although fully functional, do not confer any 
  special benefit, nor do they hinder you in any way.  
  FINS 
  Your body sprouts fishlike fins. A fin might begin on the 
  top of your head and go all the way down your spine. Others 
  might appear on your forearms or calves, or they might 
  sprout from your shoulders or ears. The fins confer no 
  special abilities. 
  FORKED TONGUE 
  You gain a forked tongue like that of a snake. Your new 
  tongue might be a different color and longer than your old 
  one. 
  HORNS 
  Two or more tiny horns sprout from your head, 
  shoulders, or arms. These blunt-tipped nubs are too small 
  to serve any use in combat. 
  MISSING DIGITS 
  You lose a digit on each hand and foot. The lost fingers or 
  toes, do not confer any special benefit, nor do they hinder 
  you in any way.  
  SCALY SKIN 
  Your flesh becomes thicker and less porous, giving rise to 
  a thin layer of scales covering your flesh. The scales are 
  typically smooth and dry, like those of a snake, and can vary 
  in color and pattern. The scales may not cover your entire 
  body, instead appearing in patches on your face, neck, 
  torso, and limbs. 
  A creature with natural armor cannot take this mutation. 
  THIN FUR COAT 
  You grow a thin coat of brown or golden-brown fur, 
  similar to that of a small mammal. 
  A creature with natural armor cannot take this mutation. 
  UNNATURAL EYES 
  The color of your eyes changes drastically. The color, 
  whatever it may be, is unnatural and atypical of your 
  species. Perhaps your eyes turn dead black, maybe they 
  change color to suit your mood, or perhaps they glow faintly 
  in the dark. 
  UNNATURAL HAIR 
  Your hair or fur color changes drastically to a shade that 
  is uncommon for your species. You may have fur or hair that 
  is 
  multicolored, 
  streaked, 
  splotched, 
  or 
  slightly 
  luminescent. Your hair or fur may also change color with 
  your mood. 
  UNNATURAL SKIN 
  The color of your skin or exoskeleton changes drastically, 
  assuming a hue or texture that is both unnatural and 
  atypical of your species. Your skin might be a single color, 
  splotched, or patterned in some freakishly unnatural way. 
  Your skin might gain dynamic pigments that change color 
  based on outside stimuli, such as exposure to ultraviolet 
  light. 
  UNNATURAL VOICE 
  Your voice changes in some marked fashion. It might 
  change pitch or become more lyrical, raspy, whispery, or 
  guttural. 
  
  Under normal circumstances only mutants and the very 
  unfortunate 
  gain 
  deformities. 
   
  However, 
  anyone 
  attempting to apply multiple retroviruses is likely to gain a 
  deformity.  Occasionally, the subject might not even be 
  aware they already have a retrovirus, particularly in the 
  case of children born to endogen parents. 
  Characters are limited to two deformities and cannot 
  take a deformity if it doesn’t impair one of their abilities (i.e. 
  a blind character cannot take the diminished sight 
  deformity). A player must seek the GM’s approval to take a 
  deformity to offset the benefits of additional retroviruses. 
  The [x] represents the number of deformity points each 
  deformity is worth.  In this accessory deformities are mostly 
  limited to 1 point.  Deformities with greater impact and 
  point values will be presented in the future Gravity Age: 
  Mutants accessory.  
  ANXIOUS [1] 
  Your mutation causes you to be overly cautious with your 
  words.  You take a –2 penalty on Diplomacy checks and 
  must speak slowly due to the concentration required. 
  Unless stated otherwise, you are assumed to not be 
  speaking at a volume above a whisper.  Your inner voice is 
  diminished as well, even when using telepathy. 
  AVARICE [1] 
  Your mutation causes a deep, compulsive greed that 
  gnaws at you. Whenever the spoils of war are divided, you 
  must end up with a greater share of that wealth than your 
  companions or you’re wracked with feelings of jealousy and 
  ill will. When treasure is divided, if you do not end up with 
  at least 10% more treasure than any other individual 
  companion does, you have a hard time being helpful to your 
  allies. You become irritable, and can’t take the aid another 
  action for ten days. 
  BIZARRE APPEARANCE [1] 
  This mutation can take a number of forms. Your hair, eye, 
  skin color (or any combination) can be a color not normally 
  found amongst your race. Odd hair colors might be light 
  red, unusually fair blond, white, platinum, or silvery gray. 
  Skin hues might include extensive freckling, melanin 
  blotches, irregularly livid tones, etc. Eye colors could be red, 
  pink, white, unusual flecked combinations etc. Other 
  mutations are possible, such as scales instead of skin, 
  general cosmetic deformity, or general animal-like 
  deformity. Whatever the abnormal condition, it is clear they 
  are not typical of your species. 
  BRITTLE BONES [1] 
  Your bones weaken such that you can no longer 
  withstand hard or sudden impacts.  Your massive damage 
  threshold is decreases by 3. In addition, you take an 
  additional 1 point of damage per die from falling. 
  You cannot take this drawback if you have the Skeletal 
  Reinforcement mutation. 
  CHEMICAL DEPENDENCY [1] 
  Your mutation has caused a physical dependency to a 
  drug or chemical which you must ingest to function 
  normally.  When you are deprived of the drug or chemical 
  to which you are dependent, you must make a Fortitude 
  save (DC 15 + number of days without drug or chemical), or 
  lose 1d4 Constitution each day. Healing the Constitution 
  damage requires ingesting the drug or chemical of your 
  dependence.  Once the drug or chemical is consumed, your 
  Constitution damage heals at a rate of 1 Con per minute. 
  You are dependent on a commonly-available chemical 
  such as nicotine, caffeine, or alcohol.  A month’s worth of 
  doses has a cost of 120 credits. 
  COMBAT FEAR [1] 
  Due to a chemical imbalance in your brain, you are 
  gripped by an inexplicable fear whenever you face a 
  dangerous or frightening situation.  After initiative is rolled 
  but before you take your first action in combat, you must 
  make a Will saving throw (DC 15), or you gain the shaken 
  condition for the rest of the encounter, taking a –2 penalty 
  on attack rolls, saving throws, and skill checks. If the save 
  succeeds, you overcome your moment of fear and negate 
  the ill effects. 
  CYBERNETIC DEPENDENCY [2] 
  Radiation exposure causes your body tissues to 
  degenerate and you cannot heal Hit Points naturally, but 
  can regain Stamina Points normally. 
  To heal normally you rely on a cybernetic augmentation 
  like body repair weave to boost your natural healing 
  processes. For you, the body repair weave does not confer 
  its usual benefit (improved natural healing), but it does 
  allow you to heal at a normal rate with rest. If the implant 
  is destroyed, you cannot heal damage naturally until it is 
  replaced or repaired. For additional information on body 
  repair weave, see "Augmentations" in Section 4 of the 
  Gravity Age: Cybernetics Emporium. 
  
  CYBERNETIC REJECTION [1] 
  Due to their unique genetic makeup, the character is 
  effectively incompatible with cybernetic augmentations. 
  DIMINISHED HEARING [1] 
  You suffer from hearing loss.  You can only hear 
  conversations within 10 feet and loud noises within 30 feet.  
  You are -4 on all hearing based Perception checks. 
  DIMINISHED OLFACTORY [1] 
  Your sense of smell has difficult making out even the 
  most pungent odors.  You suffer a -4 penalty on all saving 
  throws and skill checks which require a sense of smell (i.e. 
  odor of gas, rancid decaying flesh). 
  This drawback does provide an advantage; you receive +2 
  to saving throws to avoid scent based sickened or 
  nauseated conditions.  
  DIMINISHED SIGHT [1] 
  You suffer from near sightedness. You can only see 
  clearly for 60 feet and have a hard time distinguishing 
  anything other than motion beyond that range.  You are -4 
  on all sight based Perception checks beyond 60 feet, and all 
  weapon range increments are cut in half. 
  DIMINISHED TASTE [1] 
  You have no sense of taste.  You suffer a -4 penalty on all 
  skill checks or saving throws relying on a sense of taste (i.e. 
  ingested poisons, toxins, spoiled food).  
  DIMINISHED TOUCH [1] 
  You have suffered nerve damage and have almost no 
  sense of touch.  It’s difficult for you to feel heat, cold, pain, 
  wet, or dry.  You suffer a -4 penalty on all skill checks 
  requiring a precision sense of touch.  You also have difficulty 
  determining how wounded you are without a successful 
  Medicine check. 
  ENERGY VULNERABILITY [1] 
  You are vulnerable to one energy type. If the rest of your 
  race has innate resistance or immunity to that energy type, 
  you lose those abilities. 
  EPIDERMAL SUSCEPTIBILITY [1] 
  Your epidermis (skin or exoskeleton) has become 
  defective in some way, causing 1d6 Hit Points of damage for 
  coming into contact each round with usually harmless 
  substances (such as water). 
  FESTERING SORES [1] 
  Your skin is covered with painful, festering sores. The 
  festering sores are more aggravating than harmful, but they 
  make it especially hard to wear armor. When you wear any 
  type of armor, decrease the armor’s maximum Dexterity 
  bonus by –2 and increase its armor penalty by +4. 
  FRAGILE (EX) [1] 
  When you fail, a Fortitude save, you are staggered for 1 
  round. 
  FRACTURED MIND (EX) [1] 
  When you fail, a Will save, you are confused for 1 round. 
  HEAT/COLD SUSCEPTIBILITY [1] 
  Your body does not react well to particularly hot or cold 
  temperatures.  You take double damage from prolonged 
  exposure to extreme heat or cold. 
  HIDEOUS VISAGE [1] 
  Your body has become so scarred and deformed by 
  mutation that you are absolutely hideous to behold.  You 
  suffer a -4 penalty on all Charisma based skill checks against 
  targets that can see you. If an opponent cannot see you, 
  such as is the case over radio transmission or telephone, 
  this penalty does not apply. 
  INCREASED CALORIC NEEDS [1] 
  You eat twice the normal amount of food daily. You can 
  go without eating food for only 1 day before you begin 
  starving. After this time, you must succeed at a Constitution 
  check (DC = 10 + 2 per previous check) each day or take 1d6 
  nonlethal damage.   
  LETHARGY [1] 
  Thanks to slow electrical impulses along your central 
  nervous system, you have trouble reacting quickly to 
  danger.  You take a –2 penalty on all Reflex saves. 
  You cannot take this mutation if you have the Lightning 
  Reflexes feat. 
  LIGHT SENSITIVITY [1] 
  Your deformity causes Light Sensitivity (Ex) and you gain 
  the dazzled condition in bright sunlight or daylight. This 
  deformity can’t be taken in conjunction with the blind 
  deformity. 
  MINDSLAVE [1] 
  You have certain mental deficiencies that make it harder 
  to resist mind-influencing effects. You take a –2 penalty on 
  all Will saves. 
  You cannot take this deformity if you have the Iron Will 
  feat. 
  
  MISSHAPEN [1] 
  You can’t wear armor fashioned for humanoid creatures. 
  You must have your armor custom made and it costs twice 
  as much. Only humanoid mutants can take this deformity. 
  MONOCULAR VISION [1] 
  You have only one working eye and poor depth 
  perception. All range penalties are doubled (including those 
  for Perception checks). 
  MUTANT SPASMS [1] 
  When you fail a Reflex save, you are considered flat-
  footed and cannot make any reactions, or swift actions for 
  one round. 
  MUTE [1] 
  You have a speech disorder and lack the ability to speak.  
  You may communicate by other means via sign language, 
  telepathy, writing, etc. if you have the physical or mental 
  capacity. 
  OBLIVIOUS [1] 
  Your mutation has made you an avid daydreamer, you 
  pay little attention to your surroundings and other people.  
  You take a –2 penalty on Sense Motive and Perception 
  checks. 
  PARANOID [1] 
  Your mutation causes you to believe that someone or 
  something is always out to get you, so you have a hard time 
  truly trusting anyone.  Anyone who attempts an aid another 
  action of any type to assist you must succeed at a DC 15 
  check instead of the normal DC 10 check. 
  POISON SUSCEPTIBILITY [1] 
  This mutation makes all poisons much more dangerous 
  to the character. All saving throws versus poison are made 
  with a penalty of -4. 
  PREY SCENT [1] 
  Your body sends out waves of scent that attract 
  predators. The GM may increase the occurrence of 
  wandering monsters, at their discretion.  Certain creatures 
  may also target you over other characters. 
  RAPID AGING [1] 
  You age at an increased rate due to the strain your 
  mutations place on your cells. You appear many years older 
  than your actual age. Double your actual age to get your 
  effective age. Your effective age determines your ability 
  score penalties. You do not gain any of the benefits of aging 
  (increased mental ability scores). 
  REDUCED SPEED [1] 
  You are unable to move as quickly as normal due to 
  various mutations and deformities.  Reduce your speed by 
  5 feet. This speed decrease also applies to any natural 
  burrow, climb, fly, or swim speed you might have. 
  You may take this drawback multiple times. Its effects 
  stack. 
  SHADOW-SCARRED [1] 
  During your mutation you were touched by terrible 
  horrors that live in the darkness just outside this dimension 
  and feel your life-force ebb away ever so slightly whenever 
  you return to the shadows.  Whenever you are in an area of 
  dim light or darkness, you take a –1 penalty on saving 
  throws. 
  SIMIAN DEFORMITY [1] 
  A mutant who suffers from this mutation has an altered 
  appearance that mimics that of the great apes (such as 
  gorillas and chimpanzees) - shorter legs, quadrupedal, and 
  elongated arms that permit the knuckles to touch the 
  ground and aid in movement. Your shortened legs reduce 
  your base speed to 20 ft. normal. However, if all 4 limbs are 
  used to move (arms and legs), you speed adjusts back to 
  normal. While using your arms to assist movement you 
  cannot be wielding a weapon or carrying items in your 
  hands. 
  SPACE SICKNESS [1] 
  Your body does not react well to artificial gravity, low 
  gravity or zero-g situations and prolonged exposure causes 
  illness.  While exposed to zero-g or low gravity you gain the 
  sickened condition. 
  VULNERABLE MIND [1] 
  Your mutation has left your mind particularly vulnerable 
  to psionic tampering.  You suffer a -2 penalty to all saves 
  made to resist mind-affecting attacks. 
  WEAK IMMUNE SYSTEM [1] 
  Your body has a difficult time preventing infections from 
  entering its system, and thus it is prone to sickness and 
  disease.  You take a –2 penalty on all Fortitude saves against 
  poison, disease, and radiation sickness. 
  You cannot combine this deformity with any feat that 
  improves Fortitude saving throws. 
  
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  provision shall be reformed only to the extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
  Starfinder Roleplaying Game Core Rulebook. Copyright 2017, Paizo Inc.; Authors: 
  Alexander Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda 
  Hamon Kunz, Jason Keeley, Rob McCreary, Stephen Radney-MacFarland, Amber E. 
  Scott, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David 
  Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on 
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Future Player’s Companion: Tomorrows’ Foundation, Copyright 2005 The Game 
  Mechanics, Inc.; Authors: Gary Astleford, Rodney Thompson, & JD Wiker  
  Future Player’s Companion: Tomorrows’ Hero, Copyright 2005 The Game 
  Mechanics, Inc.; Authors: Gary Astleford, Neil Spicer, Rodney Thompson, & JD Wiker 
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor. 
  Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and Chris 
  Davis. 
  Mutant FutureTM Copyright 2008-2010, Daniel Proctor and Ryan Denison. 
  Authors Daniel Proctor and Ryan Denison. 
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert 
  Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric 
  Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason 
  Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David 
  N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter,
  and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor. 
  Psionics Expanded: Advanced Psionics Guide. Copyright 2011, Dreamscarred 
  Press; Authors: Jeremy Smith and Andreas Rönnqvist. 
  The Genius Guide To: Ice Magic. Copyright 2010, Super Genius Games. Author: 
  Owen K.C. Stephens 
  Gravity Age: Cybernetics Emporium, © 2017 STROH HAMMER; Jason Stroh  
  Gravity Age: Nanotech Emporium, © 2017 STROH HAMMER; Jason Stroh 
  Gravity Age: Bioware Emporium, © 2017 STROH HAMMER; Jason Stroh 
  
   
  Get your freak on! Genetic enhancements allow character races to transcend beyond their 
  imperfect forms.  If messing around with your own genetic code sounds troubling, don’t worry 
  you can always enhance yourself with a genetically modified symbiotic leech, fungi, plant, or 
  worm! This accessory contains new material covering: 
  •
  50+ retroviruses to perfect your genome
  •
  10+ genetic templates to assist your survival in harsh environments
  •
  20+ symbiont augmentations, many of which have the ability to evolve
  •
  3 new playable races
  •
  New rules for cloning
  •
  A few new feats to assist in your genetic superiority
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Stroh Hammer/Stroh Hammer - Gravity Age - Bioware Emporium.pdf