TEXT: First seen in the future SRD, gene therapy 
  templates are a way by which GMs and players 
  can quickly represent the effects of genetic 
  manipulation on a character’s body. Unfortunately, 
  the future SRD presents only a handful of gene 
  therapy templates; nowhere near enough for a 
  detailed, complex campaign setting. With that 
  in mind, I set about creating new gene therapy 
  templates so that a busy GM has, in his kit of 
  campaign tools, a larger number of options that 
  enable him to quickly and easily create new 
  genetically-modified characters. For ease of use, 
  the four gene therapy templates from the future 
  SRD have been included in this PDF (making a 
  total of 14 gene therapy templates appear in this 
  PDF, ten new templates and the four from the 
  future SRD). GMs may also use the gene therapy 
  templates in this PDF as inspiration for templates 
  of their own design.
  What’s RequiRed to use 
  this PdF?
  In order to use Future: 13 Gene Therapy 
  Templates you will need both the future and 
  modern SRDs, both of which are available free 
  online. No other Ronin Arts products are required 
  to use this book. 
  oPen Game Content
  All of the text of this PDF is presented as 
  open game content. While this means absolutely 
  nothing to your campaign it does give other 
  publishers permission to use this material as long 
  as they follow the open game license (see the 
  end of this PDF).
  about the authoR
  Philip Reed has been working professionally 
  in the roleplaying game industry since 1995. 
  In that time he has worked for such companies 
  as West End Games, Privateer Press, and Steve 
  Jackson Games. Today Philip spends his days at 
  home running Ronin Arts, writing and designing 
  new games, and reading whatever books interest 
  him at the time. To learn more about Philip Reed 
  – and Ronin Arts – please visit www.philipjreed.
  com and www.roninarts.com.
  13 Gene Therapy 
  Templates
  Copyright © 2006 Philip Reed. You may not distribute 
  this document without permission of the publisher. 
  Some portions of this document are presented as 
  open game content, see the Open Game License at 
  the end of this document for more information.  
  Ronin Arts and the Ronin Arts logo are trademarks of 
  Philip Reed and Christopher Shy. For more information 
  on Ronin Arts, and Ronin Arts’ sister company, Studio 
  Ronin, please visit www.roninarts.com and www.
  studioronin.com.
  
  
  Future: 13 Gene Therapy Templates
  aCe (temPlate)
  “Ace” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The ace template heavily transforms the 
  character’s reflexes and intelligence, transforming 
  a normal character into an elite pilot capable 
  of out-performing almost any experienced 
  pilot who ever lived. A character acquires the 
  ace template by undergoing a course of gene 
  therapy (see “More Human than Human” in the 
  Scientific Engineering section of the future SRD). 
  The regimen requires 35 successful Fortitude 
  saving throws (DC 20).
  Special Qualities: An ace retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Human Flight Computer (Ex): The ace, his brain 
  enhanced specifically for spatial awareness and 
  tactical thought, are able to respond and deal 
  with all situations that can occur during flight. 
  This increased mindpower grants the ace a +2 
  bonus to his Intelligence score. 
  Skills: Same as the character, with a +6 
  species bonus on Pilot checks, a +4 species bonus 
  on Computer Use checks, and a +2 species bonus 
  on all Pilot checks.
  Feats: An ace gains Alertness, Gearhead, 
  Lightning Reflexes, Spacer, and Vehicle Expert as 
  bonus feats.
  Advancement: By character class.
  aquan (temPlate)
  “Aquan” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The aquan template allows the character to 
  survive on both land and under water. A character 
  acquires the aquan template by undergoing a 
  course of gene therapy (see “More Human than 
  Human” in the Scientific Engineering section of the 
  future SRD). The regimen requires 25 successful 
  Fortitude saving throws (DC 20).
  Special Qualities: An aquan retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Amphibious (Ex): Aquans can breathe equally 
  well in air and water.
  Blindsight (Ex): Aquans have blindsight with a 
  range of 60 feet when under water only.
  Low-Light Vision (Ex): Aquans have low-light 
  vision with a range of 60 feet on land and in 
  water.
  Skills: Same as the character, with a +2 species 
  bonus on Listen checks while under water, a +2 
  species bonus on Move Silently checks while in 
  the water, a +2 species bonus on Navigate checks 
  while under water, and a +4 species bonus on all 
  Swim checks.
  Feats: An aquan gains Athletic as a bonus 
  feat.
  Advancement: By character class.
  Canine (temPlate)
  “Canine” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The canine template melds the character’s 
  genetic structure with that of a common dog, 
  creating a creature with its own base traits and the 
  Templates
  
  3
  Future: 13 Gene Therapy Templates
  sense of smell and hearing of a dog. A character 
  acquires the canine template by undergoing a 
  course of gene therapy (see “More Human than 
  Human” in the Scientific Engineering section of the 
  future SRD). The regimen requires 20 successful 
  Fortitude saving throws (DC 15).
  Special Qualities: A canine retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Keen Scent (Ex): Canines, their senses 
  genetically enhanced and merged with those of 
  a dog, can notice characters in creatures by scent 
  in a 90-foot radius. 
  Skills: Same as the character, with a +6 species 
  bonus on Survival checks, a +4 species bonus on 
  Listen checks, and a +2 species bonus on Search 
  checks.
  Advancement: By character class.
  CRusheR (temPlate)
  “Crusher” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The crusher template bulks up a character, 
  changing him into a massive, hulking menace with 
  decreased intelligence coupled with an increase 
  in temper and violent tendencies. A character 
  acquires the crusher template by undergoing a 
  course of gene therapy (see “More Human than 
  Human” in the Scientific Engineering section of the 
  future SRD). The regimen requires 25 successful 
  Fortitude saving throws (DC 20).
  Special Qualities: A crusher retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Inhuman Strength (Ex): Their genetically 
  enhanced bodies grant crushers a +4 bonus to 
  their Strength score.
  Tough (Ex): Damage reduction 1/-, 2/-, and 3/-
  . 
  Feats: A crusher gains Combat Reflexes, 
  Endurance, Great Fortitude, Improved Damage 
  Threshold, and Toughness as bonus feats.
  Advancement: By character class.
  FlyeR (temPlate)
  “Flyer” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The flyer template adapts the character’s 
  body, force-growing bat-like wings with which 
  the character can glide and fly. Flyers are most 
  frequently created by military forces and for 
  mining and labor operations on worlds with low 
  gravity. A character acquires the flyer template by 
  undergoing a course of gene therapy (see “More 
  Human than Human” in the Scientific Engineering 
  section of the future SRD). The regimen requires 
  30 successful Fortitude saving throws (DC 20).
  Special Qualities: A flyer retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Flight (Ex): Through use of their wings, flyers 
  gain fly 40 ft. (good). 
  Lighter Frame (Ex): Genetically modified for 
  lightweight, flyers suffer a -2 penalty to their 
  Strength and Constitution scores and weigh 25% 
  less than others of their base race.
  Feats: A flyer gains Lightning Reflexes as a 
  bonus feat.
  Advancement: By character class.
  Goliath (temPlate)
  “Goliath” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The goliath template increases the character’s 
  physical size and strength, creating a larger, 
  more physically imposing specimen that is well 
  suited to labor or unskilled combat. A character 
  acquires the goliath template by undergoing a 
  course of gene therapy (see “More Human than 
  Human” in the Scientific Engineering section of the 
  future SRD). The regimen requires 30 successful 
  Fortitude saving throws (DC 20).
  Special Qualities: A goliath retains all the 
  special qualities of the character and gains the 
  
  
  Future: 13 Gene Therapy Templates
  additional special qualities listed below.
  Immense (Ex): Goliaths, their bodies genetically 
  enhanced for size and strength, increase by in 
  size by one category and gain a +4 bonus to their 
  Strength score.
  Feats: A goliath gains Combat Reflexes as a 
  bonus feat.
  Advancement: By character class.
  healeR (temPlate)
  “Healer” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The healer template allows the character to 
  heal wounds more rapidly. A character acquires 
  the healer template by undergoing a course of 
  gene therapy (see “More Human than Human” 
  in the Scientific Engineering section of the future 
  SRD). The regimen requires 25 successful Fortitude 
  saving throws (DC 30).
  Special Qualities: A healer retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Fast Healing 3 (Ex): A healer heals 3 points of 
  damage each round. Fast healing stops working 
  when the healer is reduced to –10 hp or fewer.
  Lowered Damage Threshold (Ex): A healer’s 
  massive damage threshold is equal to Con –3.
  Skills: Same as the character, with a +2 
  species bonus on any Treat Injury checks made to 
  treat himself.
  Advancement: By character class.
  inFiltRatoR (temPlate)
  “Infiltrator” is an acquired template that 
  can be added to any humanoid or monstrous 
  humanoid (referred to hereafter as the character). 
  It uses all the character’s statistics and special 
  abilities except as noted here.
  The infiltrator template was created by 
  espionage and military agencies in order to 
  genetically engineer Special Forces members and 
  spies capable of blending into their surroundings. 
  A character acquires the infiltrator template by 
  undergoing a course of gene therapy (see “More 
  Human than Human” in the Scientific Engineering 
  section of the future SRD). The regimen requires 
  15 successful Fortitude saving throws (DC 15).
  Special Qualities: An infiltrator retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Camouflage (Ex): By standing completely still, 
  an infiltrator can will his skin to change color and 
  texture, allowing it to blend into its surroundings. 
  A successful Spot check (DC 25) is required to 
  notice a motionless infiltrator.
  Darkvision (Ex): Infiltrators have darkvision 
  with a range of 60 feet.
  Skills: Same as the character, with a +4 species 
  bonus on Hide and Move Silently checks and a +2 
  species bonus on Disguise checks.
  Feats: An infiltrator gains Acrobatic, Athletic, 
  and Low Profile as bonus feats.
  Advancement: By character class.
  moRPhean (temPlate)
  “Morphean” is an acquired template that 
  can be added to any humanoid or monstrous 
  humanoid (referred to hereafter as the character). 
  It uses all the character’s statistics and special 
  abilities except as noted here.
  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 character acquires the morphean 
  template by undergoing a course of gene therapy 
  (see “More Human than Human” in the Scientific 
  Engineering section of the future SRD). The 
  regimen requires 25 successful Fortitude saving 
  throws (DC 20).
  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 morphean does not 
  suffer the effects of dehydration or starvation. 
  
  
  Future: 13 Gene Therapy Templates
  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 15) to end the hibernation 
  prematurely.
  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. Failure to do so makes the 
  morphean fatigued.
  Saving Throws: A morphean gains a +2 
  species bonus on all Will saving throws.
  Advancement: By character class.
  naviGatoR (temPlate)
  “Navigator” is an acquired template that 
  can be added to any humanoid or monstrous 
  humanoid (referred to hereafter as the character). 
  It uses all the character’s statistics and special 
  abilities except as noted here.
  The navigator template grants the character an 
  innate, unnatural understanding of navigational 
  sciences, allowing the character to function like 
  an organic, intelligent navigational computer. 
  A character acquires the navigator template by 
  undergoing a course of gene therapy (see “More 
  Human than Human” in the Scientific Engineering 
  section of the future SRD). The regimen requires 
  25 successful Fortitude saving throws (DC 20).
  Special Qualities: A navigator retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Super-Intelligent (Ex): Navigators, their brains 
  genetically enhanced far beyond normal, human 
  limits, are exceptionally intelligent and gain a +4 
  bonus to their Intelligence score. 
  Skills: Same as the character, with a +6 species 
  bonus on Navigate checks, a +4 species bonus on 
  Computer Use checks, and a +2 species bonus on 
  all Pilot checks.
  Feats: A navigator gains Guide and Spacer as 
  bonus feats.
  Advancement: By character class.
  noCtuRnal (temPlate)
  “Nocturnal” is an acquired template that 
  can be added to any humanoid or monstrous 
  humanoid (referred to hereafter as the character). 
  It uses all the character’s statistics and special 
  abilities except as noted here.
  The nocturnal template allows the character 
  to function in darkness the way normal humans 
  do in the light. A character acquires the nocturnal 
  template by undergoing a course of gene therapy 
  (see “More Human than Human” in the Scientific 
  Engineering section of the future SRD). The 
  regimen requires 25 successful Fortitude saving 
  throws (DC 20).
  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-tinted sunglasses or tinted 
  visors.
  Skills: Same as the character, with a +2 species 
  bonus on Listen and Move Silently checks.
  Feats: Nocturnals gain Blind-Fight as a bonus 
  feat.
  Advancement: By character class.
  subteRRanean (temPlate)
  “Subterranean” is an acquired template that 
  can be added to any humanoid or monstrous 
  humanoid (referred to hereafter as the character). 
  It uses all the character’s statistics and special 
  abilities except as noted here.
  The 
  subterranean 
  template 
  adapts 
  a 
  character’s body type to better function in deep, 
  cavernous locations. This template is commonly 
  used to create asteroid miners, specialized 
  colonists, or any other sort of character that needs 
  
  
  Future: 13 Gene Therapy Templates
  to function underground for extended periods 
  of time. A character acquires the subterranean 
  template by undergoing a course of gene therapy 
  (see “More Human than Human” in the Scientific 
  Engineering section of the future SRD). The 
  regimen requires 20 successful Fortitude saving 
  throws (DC 15).
  Special Qualities: A subterranean retains all 
  the special qualities of the character and gains 
  the additional special qualities listed below.
  Blindsight (Ex): Subterraneans have blindsight 
  with a range of 60 feet.
  Low-Light Vision (Ex): Subterraneans have low-
  light vision with a range of 60 feet.
  Light Sensitivity (Ex): Subterraneans are 
  extremely sensitive to light and suffer a –1 penalty 
  on attack rolls in sunlight or in brightly lit areas.
  Skills: Same as the character, with a +4 species 
  bonus on Survival checks when underground.
  Advancement: By character class.
  tRaCkeR (temPlate)
  “Tracker” is an acquired template that can be 
  added to any humanoid or monstrous humanoid 
  (referred to hereafter as the character). It uses 
  all the character’s statistics and special abilities 
  except as noted here.
  The tracker template turns the character into 
  a “human bloodhound,” granting the character 
  an innate understanding of the skill of tracking as 
  well as an enhanced sense of smell. A character 
  acquires the tracker template by undergoing a 
  course of gene therapy (see “More Human than 
  Human” in the Scientific Engineering section of the 
  future SRD). The regimen requires 25 successful 
  Fortitude saving throws (DC 20).
  Special Qualities: A tracker retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Keen Scent (Ex): Trackers, their noses genetically 
  enhanced, can notice characters in creatures by 
  scent in a 180-foot radius. 
  Skills: Same as the character, with a +6 species 
  bonus on Search and Survival checks.
  Feats: A tracker gains Guide and Track as 
  bonus feats.
  Advancement: By character class.
  ZeRo-Gee (temPlate)
  “Zero-Gee” is an acquired template that 
  can be added to any humanoid or monstrous 
  humanoid (referred to hereafter as the character). 
  It uses all the character’s statistics and special 
  abilities except as noted here.
  The zero-gee template hardwires enhanced 
  reflexes and artificially inserts knowledge and 
  experience of operations in zero gravity into 
  the character’s genetic makeup. A character 
  acquires the zero-gee template by undergoing a 
  course of gene therapy (see “More Human than 
  Human” in the Scientific Engineering section of the 
  future SRD). The regimen requires 25 successful 
  Fortitude saving throws (DC 20).
  Special Qualities: A zero-gee retains all the 
  special qualities of the character and gains the 
  additional special qualities listed below.
  Feats: A zero-gee gains Spacer and Zero-G 
  Training as bonus feats.
  Advancement: By character class.
  
  
  Future: 13 Gene Therapy Templates
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  15 COPYRIGHT NOTICE
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  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 
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  Future: 13 Gene Therapy Templates, Copyright 2006 Philip Reed. Published by Ronin Arts www.roninarts.com.
  
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