TEXT: 1
  
  2
  Fursona III
  Modern Mutants and Engineered Anthros
  Written by Chris A. Field
  Cover Illustration By: Amanda Webb
  Interior Illustrations By: Amanda Webb, JS Diamond Stock Art,
  LPJD Image Portfolio, Ronin Arts Sci-Fi Clip Art Collection.
   All images are copyright their respective creators and are used with permission.
  Otherverse Games
  www.otherversegames.blogspot.com
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more
  information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
  information on the compatibility license.
  This sourcebook provides new ways to use the character creation system found in
  Fursona: The Definitive Guide to Creating Anthropomorphic Characters, released by
  Otherverse Games in 2011.
  It is not a standalone sourcebook.
  
  3
  In worlds where fully anthro creatures
  might be out of place, mutants, genetically
  engineered supersoldiers, and animalistic post-
  humans probably aren’t. This add on to the
  Fursona free-form character creation system allows
  you to ‘hack’ the character builder to create an
  assortment of superhumans, aliens and assorted
  genetic freaks that blend animal and human traits in
  unique new ways.
  New Orders
  These new orders offer sci-fi alternatives to
  the more fantasy based Orders found in Fursona.
  These orders differ from Fursona’s orders mostly
  in their flavor- rather than animal headed ‘furry’
  heroes, these new orders take a more diverse and
  slightly more ‘realistic’ array of forms. These
  orders are radiation-born mutants, genetically
  engineered super soldiers, and a wide variety of
  post humans. However, all these new orders take
  advantage of the unparalleled depth of the Fursona
  character-builder, allowing you to build the exact
  breed of super-mutant you’ve always wanted to
  play.
  Special attention is given to integrating
  Fursona with the Psi-Watch and Otherverse
  America campaign worlds. New templates let you
  transform any anthro character into a genetically
  engineered supersoldier, a cloned sex symbol, or
  even a blue collar Otherkin shapeshifter, for
  modern magic campaigns.
  ·
  Atlanteans (Waterdwelling isolationists)
  ·
  Mutants (Genetically twisted post-humans
  created by environmental pollution or
  mutagenic events)
  ·
  Patriot Supersoldier (Evolved infantry
  mutates created by the US government’s
  Patriot Medical gene-labs in Atlanta, GA)
  ·
  Radiation Freak (Dull-witted, superstrong
  radioactive giants)
  ·
  Sanger Post-Human (Descendants of
  superhuman slave stock created by Sanger
  Genomics before the mega-corp’s
  dissolution in 2053)
  ·
  Wild Psion (Highly intelligent, Psionic
  mutant)
  ·
  Xeno-Hybrid (Products of alien and
  human mating)
  Fursona Basics
  Though intended as an adjunct to Fursona,
  this sourcebook has enough options it could be a
  standalone character builder. The Furona free-form
  character creation system functions like this.
  1. Pick your creature’s order. Your order
  determines what kind of creature you are
  building, and what Major racial traits are
  favored for you. Unless specifically stated
  otherwise, all anthros are humanoids with
  the anthro subtype. They are usually either
  Small or Medium sized, at the creator’s
  option.
  2. Each anthro receives four (4) build points
  with which to purchase Major and Minor
  racial traits.
  3. If you purchase a Major Racial Trait that is
  Favored by your order, you receive a two
  (2) BP discount on the ability.
  4. If you wish, you can select Disadvantages
  to gain additional build points. Each
  Disadvantage chosen provides you with
  two (2) additional BP.
  5. Finally, if you wish, you can add one or
  more templates to further customize your
  anthro. After that, pick feats, skills,
  equipment and spells (if any), a starting
  occupation and first class level, just as you
  would for any other character.
  
  4
  Atlanteans
  Atlanteans are a race of magical creatures,
  who survived the great cataclysm that sunk
  Atlantis, adapting themselves to life beneath the
  waves. Despite the sinking of their capitol city,
  Atlanteans have lost none of the culture or their
  pride. In the intervening millennia, Atlantean
  society has become more insular. Most Atlantean
  teenagers are intensely curious about the world
  their ancestors left behind so long ago, the
  Altantean power structure is staunchly isolationist.
  In the Psi-Watch reality, Atlantis lies in the
  cold waters of the North Atlantic, several dozen
  miles off the coast of Greenland. The Altanteans
  have been secret allies to the Americans since the
  waning days of World War II, where the proud
  race served as U-boat hunters. The Atlanteans
  served not out of any sense of patriotism, but
  because Nazi relic hunters had grievously wounded
  the race- both tactically and in terms of pride. A
  sudden invasion of the undersea realms killed
  hundreds of Atlantis’ best young warriors, and
  robbed the nation of priceless pre-Cataclysm
  artifacts. Atlantean revenge against the Nazi’s
  Thule society was both excessive and prolonged,
  and eventually turned the tide of the war.
  Appearance: Atlanteans are uniformly agile and
  muscular, with lean swimmers physiques. Most
  Atlanteans have greenish, or blue complexions that
  offer camouflage in the deep ocean depths. A very
  few have humanlike skin tones, and even fewer
  have jet black or orca-like black and white skin.
  Their fingers and toes are webbed for greater sub-
  aqua speed, and some races of Atlantean have
  additional calf, spinal or thigh fins.
  Ability Score Modifiers: +2 STR, +2 DEX, -2
  CON. Atlanteans are strong and as fast as a
  barracuda, but they are more susceptible to poisons
  and environmental toxins than a human.
  Racial Skills: Atlanteans are natural swimmers
  who receive a +10 racial bonus on Swim checks,
  and a +4 racial bonus on Spot and Listen
  (Perception) checks made when completely
  submerged.
  Enhanced Senses: To see in the lightless depths of
  the ocean, Atlanteans possess Darkvision with an
  impressive 90 ft range.
  Free Racial Traits: Atlanteans receive the
  Amphibious and Expert Swimmer minor racial
  traits at no cost.
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Adrenal Surge, Attribute Excellence (STR),
  Blindsight, Breath Weapon (acid only), Fast
  Healing I, Hard Dying, Multiple Arms, Pincers,
  Squick, Toxin Immunity, Venom, Voltaic Skin,
  Water Mastery
  Mutant
  Mutants are the unwanted byproduct of the
  genetic revolution. The genetic triggers for
  mutancy are randomly distributed among the
  human population. It is virtually impossible to
  predict mutant births, though the children of two
  mutants are almost always mutants themselves.
  With powers and deformities that emerge during
  the hormonal surges of puberty, mutants are
  condemned to a life of violence and suspicion.
  In Otherverse America
  Mutants are fairly common in Otherverse
  America, and are often the descendents of
  engineered post-humans- the children or
  grandchildren of supersoldiers empowered by cut
  rate gene-tech. These badly coded, designer
  mutations held, did their job, for a single
  generation, but when the supersoldier became a
  parent, these gene-cuts were passed, in broken and
  random form to their offspring.
  Other mutants are the product of pollution
  or are the result of genetic damage caused by
  unchecked release of bio-war material. Genetic
  modification chemicals, Lifechained biological
  matter and other exotic pollutants have been
  seeping into the planet’s water table since the
  beginning of the Powered Age. In addition, during
  
  5
  the Abortion War, the Lifer
  nation used bio-chemical warfare
  against several cities, including
  Olympia, Washington in 2073.
  The survivors, and their
  descendants suffered crippling
  genetic damage, with some
  manifesting true post-human
  powers.
  Mutants in Otherverse America
  are treated no different, on the whole,
  than other post-humans. Though visibly
  non-human, and often plagued by birth
  defects, Mutants make powerful soldiers,
  and are often hotly recruited by the world’s
  competing militaries or mega-corps. Many
  Mutants willingly enlist with a faction that
  promises a cure for their genetic defects.
  The ‘meta-porn underground’, located
  largely in Choicer So-Cal, is home to a huge
  Mutant population. Many of these celebrity
  Mutants have completely rejected human standards
  of beauty, pushing their physical mutations to such
  an extent they are more alien than most xeno-
  immigrants, and their fanbase loves them for it.
  Glamorous, ostentatious and erotically grotesque,
  these Mutants are either truly proud of their
  twisted genome, or convincingly fake pride for the
  cameras.
  A similar ero-guro porn industry exists
  along side the magical porn-world of Black Tokyo.
  Where Otherverse America’s mutie-porn industry
  focuses on the thrill of sex with a creature that is
  human, but also somehow now, Black Tokyo’s
  mutants are filmed in less innocent, and far less
  consensual scenes. Rape, mutilation and
  destruction- either inflicted on beautifully freakish
  Mutant captives, or committed by oni-spawn
  Mutants themselves against unwary mortals.
  Appearance: Each Mutant is a species of one.
  Even closely related mutants could easily
  be mistaken for members of different species,
  depending on how their mutant genes express
  themselves. None of them can easily pass for
  human, and at least among mutie-porn starlets, few
  even bother to try. Some are as hideous as a
  nightmare and others are strangely alluring.
  
  6
  Fur and feathers, living glass skin, chrome
  scales, prehensile tails, centaur-like legs, glowing
  eyes, gill slits, insectoid wings like stained glass….
  Mutants may display any of these eye catching
  deformities, and a hundred more besides.
  Ability Score Modifiers:  +4 CON, -2 CHA.
  Beneath all their diverse crop of mutations,
  Mutants are phenomenally healthy and robust.
  Most mutants are athletic by human standards, and
  are virtually never ill. Unfortunately, even the most
  outwardly confident Mutant is often plagued by
  self doubt and more than occasional self-loathing.
  Racial Skills: Mutants are creatures of the street,
  unwelcome in polite society. They receive a +2
  racial bonus on Intimidate checks, as well as
  Knowledge (streetwise) or Knowledge (local)
  checks, as appropriate to the campaign type.
  Enhanced Senses: Mutants possess lowlight
  vision.
  Psionic (EX): Mutant characters have the
  Psionic subtype, and may freely select Psionic
  Precursors and Psionic Powers, described fully in
  the Psi-Watch Campaign Setting.
  Mutant Genome (EX): All Mutants have
  extraordinary physical abilities, with some
  developing even more impressive mental and
  Psionic gifts, but virtually all Mutants suffer
  corresponding deformities and genetic defects. All
  members of the Mutant order receives one
  gamemaster chosen Disadvantage, selected from
  those available in Fursona, Fursona II, and this
  sourcebook. Mutant characters receive no bonus
  build points for this mandatory Disadvantage.
  However, if the Mutant chooses to select
  additional Disadvantages, he or she receives three
  (3) build points per Disadvantage, not two (2) as is
  typical for other anthro characters.
  If you are using Fursona rules with the
  Accidents of Birth sourcebook (Otherverse Games,
  2011), Mutant and Radiation Freak anthros are
  considered “those who endure”. They are mutants
  who always randomly determine drawbacks, and
  choose their beneficial mutations.
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Attribute Excellence (STR), Acidic Blood,
  Blindsight, Breath Weapon, Chameleon Skin,
  Chemical Burn, Continual Evolution, Darts, Fast
  Healing I, Flexibility, Hood Stamp, Powerful Build,
  Powerful Kick, Size: Large, Strong Life Force,
  Squick, Sprint, Toxin Immunity, Voltaic Skin
  Patriot Supersoldier
  The Patriot Medical complex beneath
  Atlanta, GA is the center for Fed-Gov military
  genetic engineering. In addition to giving birth to
  the Courier- a race of military trained teleporters,
  Patriot Medical’s geneticists have created an
  assortment of superhuman subspecies, most of
  whom have seen duty with APEX over the years.
  Some of these species operate pubically, but
  others, like the secretive Patriot Zulu (an
  engineered species designed for anti-alien
  operations) have never seen the light of day. A few
  Patriot mutate-strains have been abandoned in
  favor of more modern, less physically mutated,
  tank-grown supersoldiers.
  The Patriot Alphabet
  The Patriot- cover-prefix has been assigned
  to a host of engineered post-humans created in the
  industrial scale womb-tanks beneath Atlanta. A few
  of these codenames have been revealed to the
  public, as of 2107. The ‘Patriot Alphabet’ is not yet
  complete, and offers lots of opportunities for local
  game masters to fill in gaps. Colored bars over an
  entry indicate that the species is fully described in
  another product; no bar means aside from the entry
  on this table, the species is left for the game master
  to define.
  
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  Appearance: Patriot Supersoldiers are large,
  imposing mutates designed for frontline military
  service. Though these supersoldiers have a wide
  array of phenotypes, most have humanlike faces
  designed to inspire trust in baseline human
  civilians. Most have non-human physical features
  and an assortment of cosmetic mutations that
  increase battlefield survivability- reptilian traits
  designed for use in the Iraqi desert, armored skin
  capable of shrugging off RPG rounds, and an
  assortment of biological weapon systems, ranging
  from talons to organic laser arrays.
  Ability Score Modifiers: +4 STR, +2 CON, -2
  INT, -2 WIS. Most Patriot Supersoldiers are
  strong and tough enough for urban warfare.
  However most of the genetech beneath Atlanta was
  formerly Sanger Genomics property, which means
  many military-grade supersoldiers share the same
  intellectual limits as Sanger’s white collar and
  meta-prostitute gene slaves.
  Racial Feats: Patriot Supersoldiers are educated
  by virtual reality mem-plants while in utero. They
  emerge from their womb tanks proficient with all
  Simple and Martial Melee Weapons and with
  Personal Firearms. They are proficient with light,
  medium and heavy armor.
  Racial Skills: Patriot Supersoldiers are trained in
  urban warfare techniques. They receive a +2 racial
  bonus on Drive, Spot (Perception) and Knowledge
  (tactics) checks.
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Acidic Blood, Adrenal Surge, Attribute
  Excellence (STR), Blindsight, Breath Weapon,
  Chameleon Skin, Darts, Discernment, Hard Dying,
  Lifefocus, Multiple Arms, Natural Armor, Pincers,
  Powerful Build, Powerful Kick, Size: Large,
  Sprint, Tireless
  
  8
   Radiation Freak
  These hideous, radioactive behemoths
  prowl the ruins of the World-That-Was, the last
  survivors of a planetary nuclear holocaust.
  Radiation Freaks are animalistic predators, who
  hunt mostly on instinct, but some half-remembered
  human instincts allow them to use tools and tactics
  to better slaughter the weak.
  In the Psi-Watch campaign, Radiation
  Freaks are created by more controlled nuclear
  exposure. Terrorist cells around the world use
  fissionable material too unstable for dirty bombs to
  create cadres of dull witted Radiation Freak thugs.
  These monsters are easy to control: give them a
  gun, a target and the privilege of  killing anything
  that annoys them, and a Rad Freak is happy. Others
  are spontaneously created by localized nuclear
  disasters: Chernobyl is home to a tribe of Freaks,
  as are the deserts of Utah and Nevada. What’s left
  of the Middle East is home to a motley assortment
  of Radiation Freaks- the survivors of the nuke
  strike or mercenaries and scavengers scarred by
  exposure to the glass-lined craters.
  In Otherverse America, Radiation Freaks
  are all but unknown. For the most part, the
  Abortion War never went full-nuclear. A few
  Radiation Freaks born in the ruins of Charleston,
  SC (2073) or Pensacola, FL (2068). Only limited
  tac nukes were used during these carpet-bombing
  campaigns, but the sheer weight of artillery used
  could unleash similar mutagenic effects.
  The Lifer Army of God maintains a secret
  strike base and weapons cache on Nova Zemloya,
  a tiny Russian island far into the Arctic Circle. This
  blighted ground has been used for storage of
  nuclear waste since the 1980s, and some of the
  unfortunate terrorist Powereds stationed there
  might give birth to Radiation Freak offspring.
  Appearance: Radiation Freaks are massive
  monstrosities, with even the tribe’s runts standing
  11-12 ft tall and weighing as much as a fully loaded
  Humvee. A hypertrophied musculature and
  gnarled, scarred skin like elephant hide, sheathes
  their thick bones. Most Radiation Freaks are ‘hot’
  enough to set Geiger counters screaming, and their
  twisted bones are visible beneath their blister-
  covered skin.
  Ability Score Modifiers: +6 STR, +2 CON, -2
  INT, -2 CHA. Radiation Freaks are inhumanly
  strong- they can rip the axel off a truck and use it
  as a mace if they really need to…not that most Rad
  Freaks need any help killing things. However, they
  are far less intelligent then even the dullest witted
  homo sapiens.
  Racial Feats: Radiation Freaks are violent and
  brutal in the extreme. They receive Power Attack
  and Brawl as racial bonus feats.
  Racial Skills: Radiation Freaks have a knack for
  finding food and potable water even in the most
  nuke-burned deserts. The behemoths receive a +2
  racial bonus on Survival checks.
  Enhanced Senses: Radiation Freaks receive
  Darkvision with a 60 ft range.
  Mutant Genome (EX): All Radiation
  Freaks have extraordinary physical abilities, with
  some developing even more impressive mental and
  Psionic gifts, but virtually all Mutants suffer
  corresponding deformities and genetic defects. All
  members of the Radiation Freak order must roll
  randomly to determine a Disadvantage, from those
  available in Fursona, Fursona II, and this
  sourcebook. Radiation Freak characters receive no
  bonus build points for this mandatory
  Disadvantage.
  However, if the Radiation Freak chooses to
  select additional Disadvantages, he or she receives
  three (3) build points per Disadvantage, not two
  (2) as is typical for other anthro characters.
  Radiation Immunity (EX): All Radiation
  Freaks are completely immune to the harmful
  effects of radiation.
  Size: Large (EX): All Radiation Freaks are
  Large monstrous humanoids.
  
  9
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Adrenal Surge, Attribute Excellence,
  Bacteria Colony, Bloodfeeder, Chemical Burn,
  Ferocity, Hard Dying, Multiple Arms, Natural
  Armors, Ovipositor, Pincers, Powerful Build,
  Toxin immunity, Turtling Defense
  Sanger Post-Human
  During the early 2020s, Sanger Genomics
  pioneered the science of genetic engineering, and
  rebranded the slave trade for the 21st Century. In
  addition to creating the Fluxminx and Softling
  species (described fully in The Species of
  Otherverse America, Otherverse Games,
  2011), Sanger’s cutting edge genelabs
  experimented with hundreds of different
  genomes. Before Sanger’s collapse
  during the early 2050s, the California
  based mega-corp had produced dozens
  of new post-human species, and a
  hundreds of intriguing ‘one-off’
  mutant species, deemed too
  costly, too impractical or too
  dangerous for large scale
  production.
  Sanger Post-Humans
  are the products of these
  abandoned gene lines, or else
  the children or grand-children
  of these custom grown post-
  humans. In the wake of their
  corporate parent’s demise, and
  the 2053 Supreme Court
  decision that freed Sanger’s
  creations, Sanger Post-
  Humans were left to find
  their own place in the
  world. A substantial
  majority drifted into
  the Lifer nation and
  when the Abortion
  War erupted, they
  repaid their debt to
  the Lifer
  abolitionists who
  freed them with
  courageous wartime service. Others found their
  way into the meta-porn industry, creating the
  uniquely colorful, visibly non-human ‘meta-mutie’
  neighborhoods So-Cal is famous for in the process.
  Appearance: Sanger gene-lines were modeled on
  AI workstations before entering production. The
  function and phenotypic expression of every DNA
  strand was measured and modeled before a single
  cell was forcegrown. Aside from a few ‘blue-sky’
  private projects, Sanger Post-Humans were bred
  for both utility and beauty. These post-humans
  were designed as visibly inhuman, to put their
  
  10
  buyers at ease by forcing the genetically modified
  beings out of the Uncanny Valley, and to allow
  easy identification of genetically modified post-
  humans.
  Sanger Post humans are more symterical
  and conventionally attractive than free-range
  Mutants. Their designers were, for the most part,
  sci-fi geeks and Powered fetishists, who designed
  new species with an eye towards glamour and
  seduction, especially on the part of engineered
  women. Most Sanger Post-Humans have unusually
  colored skin, bright, sleek hair and lithe bodies
  decorated with attractive new organ systems and
  bio-weapons arrays.
  Ability Score Modifiers: +2 DEX, -2 INT, +2
  CHA. Sanger Post-Humans were gene-cut to be
  attractive and graceful, to move like some anime
  super-spy born into reality thanks to cutting edge
  genetic tech. However, Sanger protocol
  intentionally limited their intelligence in hopes of
  making their post-humans more docile and easily
  controllable.
  Racial Skills: Sanger Post-Humans are familiar
  with the global mega-business underworld, and
  with the legal entanglements of the Great
  Liberation and the various reparation arrangements
  the dying mega-corp entered into. Sanger Post-
  Humans receive a +1 racial bonus on Knowledge
  (business) and Knowledge (civics) checks.
  Enhanced Senses: Sanger Post-Humans all have
  optic nerves upgraded from the human baseline
  which provide them with lowlight vision.
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Adrenal Surge, Blindsight, Chameleon
  Skin, Constructor Secretion, Continual Evolution,
  Darts, Disease Immunity, Flexibility, Lifefocus,
  Multiple Arms, Pheromone Negation, Pounce,
  Protective, Silver Tongued, Spinnarettes, Sprint,
  Tireless, Toxin Immunity, Tremorsense, Unaging,
  Venom
  Sanger’s Other Children
  The Fluxminx and Softling Healers (described
  in Species of the Otherverse, 2011), are the most
  numerous and most iconic of the many engineered
  species Sanger Genomic patented. If you wish to treat
  these two races as new Orders, only minimal
  conversion work is necessary.
  Order: Fluxminx
  Appearance: Fluxminx are shapeshifters, originally
  designed as high-dollar sexual playthings for the ultra-
  wealthy. In their natural state, they are amorphous
  humanoids whose bodies are composed of translucent
  and intensely colorful organic polymer. Their glasslike
  skins can be any color of the rainbow.
  Ability Score Modifiers: +2 DEX, -2 INT, +2 CHA
  Racial Skills: +8 Disguise, +3 Sense Motive (sexual or
  romance related), +2 Escape Artist
  Enhanced Senses: lowlight vision
  Free Racial Traits: Shapechanger
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Awakened Heritage, Bio-Ride Transformation,
  Blindsight, Constrict, Death Gaze, Fast Healing I,
  Improved Grab, Multiple Arms, Pheromone Negation,
  Sprint, Toxin Immunity, Unaging, Unflankable, Utility
  Bio-Machine
  Order: Softling Healers
  Appearance: Softling Healers were marketed at the
  Choicer bio-medical industry as living surgical suites.
  Gifted with phenomenal healing powers and Psionic
  potential, Softlings are a race of petite females with
  pale blue skin, exaggeratedly ‘elven’ ears, and luminous
  white organs barely visible beneath their thin flesh.
  Softlings are exclusively females, though males can
  carry the genome and pass it on to their daughters.
  Ability Score Modifiers: +2 WIS
  Racial Skills: +4 Treat Injury (Heal)
  Enhanced Senses: Scent
  Free Racial Traits: Single Gendered (female), Merciful
  Touch, Lifefocus (Treat Injury or Heal), Psionic
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Adrenal Surge, Awakened Heritage, Blindsight, Blood
  Burn, Chemical Burn, Death Gaze, Fast Healing I,
  Healing Aura, Multiple Arms, Powered Hero Synergy,
  Post-Human Messiah, Tireless, Toxin Immunity,
  Tremor Sense, Utility Bio-Machine
  
  11
  Wild Psion
  Wild Psions are a
  breed of mutant, and by their
  own claims, are the superior
  breed. Where ordinary
  Mutants manifest a variety of
  physical gifts, each with a
  corresponding deformity,
  most Wild Psions can pass
  for human. Despite their
  outwardly human nature,
  these powerful creatures are
  living weapons, with a host
  of powers at their disposal,
  ranging from psionic mind-
  bullets to retractable, poison
  tipped talons.
  Appearance: Wild Psions
  can pass for human, but
  never an ordinary human.
  Wild Psions blend the traits
  of a variety of races, in
  combinations never seen
  before. A mahogany skinned
  African Wild Psion might
  have naturally straight blond
  hair or emerald eyes. Others
  have skin tones just unusual
  enough to be noteworthy-
  too dark, too pale, too
  golden, too crimson. As the
  Wild Psion uses his or her
  innate powers, their skin
  color might shift to the
  noticeably inhuman,
  becoming a deep magenta or
  cool cobalt for a few hours, before fading back to a
  human norm.
  Ability Score Modifiers: -2 STR, +2 DEX, +2
  INT. Wild Psions have over stimulated nervous
  systems, which give them both phenomenal
  reflexes and the ability to learn at a superhuman
  rate. They tend to be a bit spindly, too lean for their
  own good.
  Racial Feats: Wild Psions may select any single
  Psionic Precursor they meet the prerequisites for as
  a racial bonus feat. If this feat is limited in uses per
  day, the Wild Psion may use this ability an
  additional time per day per every five character
  levels.
  Racial Skills: Wild Psions are naturally perceptive,
  using unconscious empathic talents to manipulate
  conversations to their own ends. Wild Psions
  
  12
  receive a +4 racial bonus on Sense Motive checks,
  which increases to +6 at 10th level.
  Enhanced Senses: Wild Psions possess lowlight
  vision.
  Psionic (EX): Wild Psions have the Psionic
  subtype, and may freely select Psionic Precursors
  and Psionic Powers, described fully in the Psi-
  Watch Campaign Setting.
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Blindsight, Discernment, Fast Healing I,
  Jinx, Lifefocus, Pheromone Negation, Powered
  Hero Synergy, Post-Human Messiah, Silver
  Tongued, Sphinx’ Riddle, Tremorsense, Unaging,
  Voltaic Skin
  Xeno-Hybrid
  Several alien species are reproductively
  compatible with both baseline humans and other
  humanoid species. Some share a common genetic
  ancestor, while others have malleable, viral
  genomes capable of interfacing with gametes from
  a wide variety of species. Others, such as the long-
  extinct Grey race or the prosperous and influential
  Stonecutter Mercantile Sphere, are have
  reproductive-tech advanced enough to bridge the
  genetic gap between their people and lovers of
  other species.
  Appearance: A Xeno-Hybrid creature’s
  appearance can vary wildly, depending on the
  specific alien component of its DNA. Most tend to
  be powerfully built, especially in the case of
  Stonecutter hybrids, who are instantly recognizable
  thanks to their elephantine proportions and sand-
  colored skin. Xeno-Hybrids from other bloodlines
  might have different traits, but no matter how
  inhuman these powerful hybrids appear, their
  friends and lovers can always some small humanity
  hidden beneath layers of alien armor.
  Ability Score Modifiers: +2 CON. Xeno-Hybrids
  are physically healthy. Their hybrid genetics have
  made them more durable and evolutionarily fit than
  either of their parent species.
  Racial Skills: Most Xeno-Hybrids living on Earth
  are more familiar with galactic politics then
  baseline homo sapiens, as they need to be wary of
  their genetic parent’s racial allies and enemies.
  Xeno-Hybrids receive a +3 racial bonus on
  Knowledge (history) checks pertaining to galactic
  history.
  Enhanced Senses: Xeno-Hybrids have darkvision
  with a 60 ft range.
  Favored Racial Traits: The following major racial
  traits are favored by members of this order.
  Acidic Blood, Adrenal Surge, Blindsight,
  Fast Healing I, Lifefocus, Multiple Arms, Natural
  Armor, Ovipositor, Powerful Build, Size: Large,
  Unaging, Venom, Winged Flight
  Modern Templates
  The following mini-templates can be added to
  any of the Anthro Orders found in Fursona or Fursona
  II to better integrate them into a modern campaign.
  Both templates add roughly half a level to an
  appropriately built character’s Challenge Rating, or no
  CR adjustment to a character who is playing against
  type. If the gamemaster wishes, she can either allow
  modern anthro gamers to select one of these templates
  at no cost, or allow players to select one of the
  following templates either at the cost of one feat, or two
  (2) anthro build points, making them into slightly more
  complex Minor Racial Traits.
  ·
  Atavist (Feral, evolutionary throwback)
  ·
  Combat Anthro (An anthro servant,
  custom-grown for warfare)
  ·
  Extreme! Anthro (Teenaged mutant ninja
  anthros)
  ·
  Fashion Anthro (An anthro servant,
  custom-grown for sex appeal)
  ·
  Otherkin (Blue collar modern werewolves)
  ·
  Rural (Anthro farm and ranch workers who
  usually go unnoticed by ordinary humans)
  ·
  Totemistic Vigilante (A human crimefighter
  whose gadgets are inspired by animal
  powers)
  ·
  Underdweller (Sewer dwelling mutants and
  freaks)
  
  13
  Atavist
  Atavists are
  evolutionary throwbacks
  to an earlier, more primal
  draft of the human
  genome. Many avtists are
  the last surviving members
  of evolutionary dead-end
  species, evolved along
  different lines from
  baseline homo sapiens.
  Many of these powerful,
  instinctive hunters are
  evolved dog, feline or wolf
  creatures, who share a
  superficial humanoid
  appearance through
  parallel evolution. Others
  might have their own
  societies, far from ordinary
  human eyes: in the Psi-
  Watch campaign setting,
  the mythical Land of
  White Jaguars represents
  one of the few surviving
  examples of an all Atavist
  culture.
  Atavists can pass
  for human most of the
  time, especially in dim
  lighting or if they take care
  to hide their animal
  features. Most resemble
  fit, muscular humans of
  indeterminate racial origin.
  Many Atavists have wild
  hair worn long, and
  Atavists of both genders
  display extraordinary
  amounts of body hair- the
  last, fading genetic
  remnant of their ancestors’ pelts. Most have
  slightly pointed ears, sharp features, and fang-like
  canine teeth, and the majority of Atavists have
  strange, yellow, gold, orange or amber eyes.
  Acquiring the Template: This template may be
  added to any anthro character, from one of the
  following orders, in a sci-fi or modern campaign
  during character creation.
  Canis Major, Felis Major, Lycos, Mutant,
  Simian Major, Ursinis, Wild Psion
  
  14
  Ability Score Modifiers: +1 STR, +1 DEX, +1
  CON, -2 INT. Atavists are physically superior
  specimens, but their instinctual drives override
  their capability for civilized, rational thought.
  Template Skills: Atavists are more comfortable in
  the jungles and forests than in the stifling concrete
  confines of a mega-city. Atavists receive a +4 racial
  bonus on Survival checks and a +2 racial bonus on
  Climb checks.
  Template Feats: Atavists have incredibly keen
  reflexes, and hunt primarily by sight, leaping into
  action at the first flash of motion, seen out of the
  corner of their eyes. Atavists receive Improved
  Initiative as a racial bonus feat.
  Scent (EX): Atavists are feral hunters with
  keen senses, and possess the Scent special quality.
  Machine Fear (EX): Atavists are products
  of a primitive, pre-technological genome, and
  even the most civilized Atavists are
  uneasy around high technology. The
  Atavist is considered shaken while and for
  one minute after riding in a vehicle, in a large
  artificial structure (such as a skyscraper or space
  station), or using any firearm. Atavists suffer a -2
  penalty on WILL Saves against fear and level
  checks against Intimidation when confronted by
  someone brandishing a high tech weapon, such as a
  firearm or powered armor.
  Combat Anthro
  Combat Anthros are designed for military
  or police service. These anthros retain many of
  their animalistic traits, the better to intimidate their
  prey. Canis Major and Minor, Simian Major, Felis
  Major anthros of this type are especially common.
  Depending on their creator, these anthros might be
  passably human, or may be animal headed,
  obviously non-human anthros.
  In the Black Tokyo setting, American furry
  fetishists tend to prefer athletic and loyal dog- or
  pony-girls to the cute catgirls popular in Black
  Japan. Its also common for fully human cops to fall
  in love with their drug-sniffing Dog anthro
  partners.
  Acquiring the
  Template: This
  template may be
  added to any anthro
  character in a sci-fi or
  modern campaign
  during character
  creation.
  Ability Score
  Modifiers: +2 STR, -1
  INT, -1 CHA. Combat
  Anthros are physically fit but are trained to
  emphasize their physical gifts over their intellectual
  ones.
  Template Skills: Combat Anthros are well-trained
  urban warfare operatives. They receive a +2
  template bonus on Initiative checks, and a +2 racial
  bonus on Spot and Listen (Perception checks).
  
  15
  Template Feats: Combat Anthros are proficient
  with all Simple and Martial melee weapons and
  Personal Firearms. They are proficient with Light
  and Medium armor.
  Scent (EX): Combat Anthros are bred for
  keen senses, and possess the Scent special quality.
  Restricted Starting Occupations (EX):
  These anthros are trained exclusively for combat
  and police work, which dramatically limits their
  social training. Most know no life other than killing
  and tactical simulations. The character must select
  one of the following starting occupations:
  Criminal, Emergency Services, Law
  Enforcement, Military
  From Psi-Watch: Tubegrown
  From Otherverse America: Clinic Defender,
  CFL Kid
  Extreme!
  Extreme anthros are young, boisterous and
  flashy mutant athletes and heroes seemingly
  trapped in the early 1990s. They talk the slang, and
  bust radical moves on their neon surfboards,
  skateboards or roller blades. These teens anthros
  with attitude like nothing better than a pizza after
  using their mad surfing skills to fight mutant
  criminals.
  Extreme anthros are some of the most
  colorful of any anthro, and that’s saying a lot. Their
  feathers, fur and scales are an assortment of day-
  glo colors, wear neon purple Mohawks and sport
  huge gold chains and even bigger earrings or nose
  rings. Most seem to have a skateboard surgically
  grafted to their feet- sometimes even literally,
  depending on who and what created the anthro.
  Their clothing and armor are equally colorful and
  clashing. Few carry real weapons, but most might
  do some damage with an assortment of extreme
  sports gear used to bash skulls.
  Acquiring the Template: This template may be
  added to any anthro character in a modern
  campaign during character creation. The anthro
  must be in the Young Adult age category or
  younger.
  Ability Score Modifiers: +1 STR, +2 DEX, +1
  CON, -2 INT. Extreme! Anthros are healthy and
  fast on their feet, but nobody will ever call one of
  these super-tough teens a ‘deep thinker’, dude.
  Template Skills: Extreme! Anthros are all about
  the mad skillz. These radical anthros receive a +2
  racial bonus on Balance and Tumble (Athletics)
  checks. They also know the best places to hang,
  and receive a +2 racial bonus on Knowledge
  (streetwise) checks.
  Template Feats: Extreme! Anthros receive Dodge
  as a racial bonus feat.
  Voracious (EX): Extreme! Anthros put
  away a ton of food- they are hyper-sterotypical
  teenagers after all. These anthros receive the
  Voracious disadvantage, but receive no bonus build
  points for it.
  Fast Food Junkies (EX): Select a specific
  national fast food chain, one readily available in the
  campaign; this prepackaged, barely nutricious and
  delicious food is the Extreme! Anthro’s favorite.
  For an hour after eating a fast food meal (Purchase
  DC 2-3) from their favorite food joint, the
  Extreme! Anthro is at the top of his game, in a
  great mood and ready to take some really stupid
  risks. During this time, the anthro receives a
  temporary action point, which must be spent
  before the hour is up, or its lost without effect.
  Fashion Anthro
  Fashion Anthros are seductive, cute and
  sexually voracious (thanks to specially tailored
  hormonal levels) mutates sold as playthings for the
  ultra-rich. These glamorous animal/human hybrids
  are designed for great beauty, though their most
  obvious animal features are genetically suppressed.
  Most resemble human supermodels and athletes
  with noticeable but limited animal features, such as
  cat or canine ears, a thin pelt covering some of
  their body, or colorful plumage.
  Many Fashion Anthros are Sanger
  products, and like many of their genetic brothers
  
  16
  and sisters, have huge Mesh-porn followings.
  Others can parley their post-human fame and
  enticingly inhuman appearance to become
  mainstream celebrities. The current darling of the
  Choicer movie scene, Maria “Outfox” Starsis is a
  vulpine mutate who lives and works in Foxjoy
  Circle, one of the largest Anthro neighborhoods in
  Otherverse America.
  Acquiring the Template: This template may be
  added to any anthro character in a sci-fi or modern
  campaign during character creation.
  Ability Score Modifiers: -1 STR, -1 CON, +2
  CHA. Fashion anthros are attractively packaged
  engineered beings, but their strength and vigor has
  been limited by the same physical mutations that
  ensure their slender proportions and great beauty.
  Template Skills: Fashion Anthros receive a +2
  racial bonus on any two Perform checks of choice;
  talent in these particular areas are genetically
  encoded.
  Template Feats: Fashion Anthros receive Renown
  and Windfall as racial bonus feats. These beautiful
  anthros are pampered sex symbols.
  Restricted Starting Occupations (EX):
  These anthros are trained exclusively for the stage
  or the bedroom. Their early years are spent
  learning stage presence, etiquette and the erotic
  arts. The character must select one of the following
  starting occupations:
  Celebrity, Creative, Dilettante
  From Psi-Watch: Tubegrown
  From Otherverse America: Horae,
  Narcissican Clone, Porn-Blogger
  Otherkin
  Otherkin are magical beings that are half
  man, half animal. Known as werewolves,
  skinchangers and lycanthropes, these beings often
  hide their magical nature from the world at large.
  For most of the day, Otherkin resemble
  humans, but usually not ordinary ones. Most
  Otherkin have a vitality and strength that is
  obvious even in human form. In contrast to the
  aristocratic pretensions of vampires, magic users
  and other modern wonders, Otherkin prefer a
  rugged blue collar occupation. They aren’t much
  for grand schemes or complicated plots. As a
  whole, skinchangers work hard, enjoy the simple
  pleasures of life in both bipedal and quadrapedal
  form, and usually only become heroes and
  adventurers to protect the mortals they care about,
  or to defend their own packs. Otherkin are
  unfailingly loyal, especially to mortal friends, but
  are intensely competitive among their own kind.
  Acquiring the Template: This template may be
  added to any anthro character from one of the
  following Orders in a modern magic campaign
  during character creation.
  Canis Minor, Canis Major, Felis Major,
  Lycos, Rodentia, Ursinis
  Ability Score Modifiers: +2 CON, -1 INT, -1
  CHA. Otherkin are tough, hardworking and
  honest. However, most prefer to use their brawn
  rather then their brains and most tend to be a little
  rough around the edges, socially.
  Template Skills: Otherkin receive a +2 template
  bonus on Profession (blue collar) and Knowledge
  (streetwise) checks, and on any one of the
  following additional skills: Craft (mechanical,
  structural) or Repair. These blue collar werewolves
  are common sights in construction gangs, day labor
  job sites and low-end but trustworthy garages.
  Wyld Shape (SU): All Otherkin anthros
  receive the Wyld Shape major racial traits at no
  cost during character creation. Depending on the
  order the Otherkin hails from, the creature’s wyld
  shape may be any mid- to large-sized canine, fox,
  coyote or wolf breed. Bear, lion and tiger Otherkin
  are slightly less common and tend to be especially
  arrogant, considering themselves the rightful alphas
  of any Otherkin packs they run with. Rat Otherkin,
  by contrast, are usually the lowest members of any
  Otherkin pack, but are fiercely loyal to their own
  kind.
  Moon’s Distraction (SU): All Otherkin
  anthros receive the Moon’s Distraction
  
  17
  disadvantage (described later in this sourcebook).
  They do not receive bonus build points for this
  mandatory disadvantage.
  Rural
  Rural anthros are pragmatic and
  hardworking animal folks, especially common on
  the farms and fields outside the big human cities.
  These simple and honest near-humans can
  interact peaceably with
  most ordinary
  humans-
  somehow
  ordinary city-
  livin’ homo
  sapiens never
  seem to realize
  the hulking
  tractor-driving rancher is
  himself a bovine-human hybrid, not just another
  redneck. Rural anthros are big, hardworking and
  tough critters. They dress in simple styles that
  wouldn’t be out of place in small town, Southern
  or Midwestern America.
  Rural anthros are especially common in the
  Black Tokyo campaign setting. The American
  Midwest is home to seemingly thousands of
  branded cattle-girls who live and love in dorm-like
  farm houses. Some are milkers, tending ordinary
  cattle and providing the world with a far greater
  percentage of milk than it realizes. Others are
  disposable cattle-girls slated for butchering and
  shipped as frozen steaks to the wealthy and
  magical elite across the world. Most anthro meat-
  girls have the Half Willing Prey template in
  addition to the Rural template.
  Acquiring the Template: This template may be
  added to any anthro character from the following
  orders in a modern campaign during character
  creation.
  Canis Major, Capricornis, Equis, Porca,
  Taurus.
  Ability Score Modifiers: +2 CON, -1 INT, -1
  CHA. Rural anthros are able to put in an 18 hour
  day on the farm without much sweat, but they’re
  not very imaginative and have little time for gossip.
  Template Skills: Rural anthros make great farmers
  and ranchers. They receive a +2 racial bonus on
  
  18
  Handle Animal and Ride checks, and on Profession
  (farmer or similar) checks.
  Size Large: Rural anthros are size Large.
  Unnoticed Strangeness (EX): Though
  they are obviously anthros, and tend to weigh more
  than a pick-up truck, ordinary humans tend to
  respond to Rural anthros as if they were equally
  normal. Unless the Rural anthro calls attention to
  his animal nature, unimportant NPCs will respond
  to the creature as if he were a baseline human.
  Restricted Starting Occupations: Rural anthros
  must choose from the following list of restricted
  starting occupations.
  D20 Modern: Blue Collar, Colonist, Rural
  Otherverse America: Untainted
  Totemistic Vigilante
  Of all the templates in this sourcebook,
  the Totemistic Vigilante deviates farthest
  from the original intent of the Fursona
  character builder. Instead of
  building an anthro, alien or mutant
  with inherent animal traits, this
  template ‘hacks’ the character
  builder to create a human
  adventurer, who has assumed a
  secret identity as an animal inspired
  vigilante.
  Totemisitc Vigilantes are
  baseline humans who have
  designed a unique costumed
  identity. Their superheroic uniform
  is equipped with a host of clever,
  cutting edge gadgets that imitate
  their totem animal: adhesive
  grappling lines that let them web-
  sling like a spider, micro-suction
  gloves inspired by gecko anatomy,
  nightvision goggles hidden within
  cat-frame lenses, retractable talons
  in the gloves and boots, and many
  more. Extraordinary training as a
  crimefighter, detective and martial artist round out
  the Totemistic Vigilante’s suite of abilities.
  Finally, though designed with modern
  superheroes in mind, this template can be imported
  to a Pathfinder Roleplaying Game campaign as a
  unique breed of monk who practices a particular
  brand of animal-styled kung fu, or a barbarian hero
  which so closely identifies with
  his tribes animal-god that she
  becomes more like her
  chosen totem with every
  passing day.
  Acquiring the Template: This template may be
  added to any anthro character in a modern
  
  19
  campaign during character creation. This template
  isn’t meant to be applied to the new Orders in this
  sourcebook; instead it’s intended to be added to
  the animalistic Orders found in Fursona and
  Fursona II.
  Race: Instead of being a humanoid with the anthro
  subtype, Totemistic Vigilantes are humans. These
  characters do not receive the bonus feat or
  additional skill points common to ordinary humans
  however. Instead, their human flexibility and battle
  savvy is channeled into acquiring imitated animal
  traits.
  Ability Score Modifiers: As the base order.
  However, these ability score modifiers only apply
  to the character when he or she is in costume.
  While out of costume, the character receives no
  ability score modifiers. Assuming an animalistic
  mantle provides strength and renewed
  determination, but implies some psychological
  limitations when ‘suited up’.
  Template Skills: Totemistic Vigilantes are skilled
  crimefighters. They receive a +2 racial bonus on
  Investigate and Knowledge (Streetwise) checks.
  Template Feats: Totemistic Vigiliantes are skillful
  martial artists, who receive Improved Unarmed
  Strike and one of the following feats as a racial
  bonus feat which reflects their primary fighting
  style: Brawl, Combat Martial Arts, Defensive
  Martial Arts. Totemistic Vigilantes are proficient
  with Simple and Martial weapons.
  Gadgets and Gear (EX): Almost all of the
  converted anthro’s major and minor racial traits
  become Extraordinary abilities. These abilities take
  the form of crimefighting gadgets built into the
  Totemistic Vigilante’s costume, or carried into
  battle by the Vigilante. Player and gamemaster
  alike should work together to determine what form
  each of the converted racial abilities take: winged
  flight might become a set of artificial wings or anti-
  grav device, natural weapons might become knives
  or built in claws, gill slits are transformed into a
  pocket-sized rebreather device, and so on.
  These racial traits are not usable out of
  costume. The Totemistic Vigilante has multiple
  copies of most of his crimefighting gear stored in a
  home base, or in weapons caches secreted around
  his regular area of operations, regardless of his
  baseline Wealth. Losing a costume or having a
  piece of gear destroyed doesn’t negate the
  Totemistic Vigilante’s powers permanently, but
  prevents some or all of the Totemistic Vigilante’s
  powers from being used until the character has a
  chance to resupply.
  In most cases, racial skills and racial feats
  are considered innate to the character and not to
  his gear. Racial skills and feats can usually be
  accessed out of costume. The exception are feats
  (such as Multiweapon Fighting) that require a
  specific piece of anthro anatomy to function. Those
  are useless unless the anthro anatomy ‘stored’ in
  the Totemistic Vigilante’s costume is accessible.
  Underdweller
  Underdwellers are the unwanted and the
  accidentally created, who have developed their
  own rudimentary societies deep beneath the
  world’s greatest cities. Carving out settlements
  amid abandoned subway tunnels, disused sewer
  lines, and other forgotten tunnels, Underdwellers
  survive by theft and scavenging.
  Effectively homeless, Underdwellers wrap
  their mutant frames in multiple layers of scavenged
  clothes and jury-rigged body armor. They carry
  whatever weapons they can afford, usually trading
  up to guns after stolen kitchen knives help them
  kill their first gang banger. Underdwellers are both
  paranoid and pragmatic, doing whatever it takes to
  survive.
  Acquiring the Template: This template may be
  added to any anthro character from one of the
  following Orders in a modern magic campaign
  during character creation.
  Annelida, Arachnae, Arthropoda, Canis
  Minor, Crocodila, Durabilis, Felis Minor, Mutant,
  Orphidia, Radiation Freak, Reptilia, Rodentia,
  Xenomorphia
  
  20
  Ability Score Modifiers: -1 STR, +3 CON, -1
  CHA. Underdwellers prize survival and endurance
  over raw strength, but tend to be a little abrupt and
  hostile.
  Template Skills: Underdwellers receive a +2 racial
  bonus on Hide and Move Silently (Stealth) and
  Climb checks made in subterranean structures.
  They are creatures of the urban underground.
  Scavenger (EX): Accustomed to making
  do with society’s discards, Underdwellers are adept
  scavengers and scroungers. Underdwellers treat
  the armor bonus to defense of any impromptu
  armor or improvised shield as if were +2 better.
  They do not suffer a penalty for using an
  improvised weapon.
  Carrion Scavenger (EX): Underdwellers
  receive the Carrion Scavenger minor racial trait at
  no cost.
  Restricted Starting Occupations: If
  Underdwellers are educated at all, most are self
  taught, and few have the freedom and opportunity
  of human children. Underdweller characters are
  restricted to the following starting occupations.
  Blue Collar, Criminal, Gladiator
  From Psi-Watch: Feral Mutant, Meta-
  Ganger, Time Crosser
  From Otherverse America: Termite,
  Untainted
  Minor Racial Traits
  The following minor racial traits provide a
  minor advantage to Anthro characters.
  Acidic Bite (EX)
  2 Points
  Your saliva is highly acidic. You inflict an
  additional +1d4 points of acid damage with any
  successful bite attack.
  Requires: Bite
  Advanced Culture (EX)
  2 Points
  The anthro is an alien being who comes
  from a culture with technology far more advanced
  then the campaign’s baseline. The alien’s home
  culture is one Progress Level ahead of the baseline
  
  21
  PL for the campaign, and the alien can acquire gear
  from its own culture fairly easily. You can select
  this racial trait multiple times; its effects stack.
  Cultural Adaptability (EX)
  1 Point
  You may select racial feats from any race
  common to the campaign, not just from Anthro
  racial feats. Such feats are considered Anthro racial
  feats when chosen by you. You may also select
  racial traits (PFRPG) from races other than your
  own.
  Cyber-Receptor (EX)
  2 Points
  Your body is uniquely adapted to the
  demands of cyber-implantation. You can withstand
  an unlimited number of cybernetic implants (or
  withstand unlimited points of Drain) without
  gaining negative levels.
  Darkfur (EX)
  2 Points
  Your pelt or feathers are a dark, matte
  black or deep indigo that seems to disappear into
  the shadows. You receive a +4 bonus on Hide
  (Stealth) checks when viewed by observers using
  lowlight vision or darkvision, including mechanical
  equivalents such as nightvision goggles or cyber-
  optics.
  Exotic Celebrity
  2 Points
  An extremely common trait among the first
  generation of Sanger Post-Humans, who (along
  with their creators) had more than 15 minutes of
  fame  as living bio-tech wonders, and among
  today’s meta-porn superhumans. The anthro’s
  Reputation and Wealth scores are both raised by
  +2. This stacks with increases from class levels or
  the Renown or Windfall features.
  Genetic Completion (General)
  1 Point
  Your body adapts well to genetic
  engineering. Each time you gain a permanent
  Utility or Military genemod (described fully in
  Sexually Transmitted Future, 2011) you receive a
  bonus Hit Point.
  Ground Fighter (EX)
  2 Points
  Your unique anatomy allows you to engage
  in combat from a prone position without penalty.
  Hover (EX)
  1 Point
  With minimal effort, you can use your
  wings to hover without losing altitude or needing
  to succeed at a Fly check to stay aloft.
  Requires: Winged Flight
  Lifespawn (EX)
  1 Point
  The mutate is a member of the star-
  spanning Lifechained eco-system. It gains the
  Lifechained subtype, and may select the Awakened
  Heritage feat at any point in its career, not just at
  first level.
  The Lifechained subtype is fully described
  in Guide to the Known Galaxy (Otherverse Games,
  2009 and the revised edition hitting sometime in
  2012).
  Military Durability (EX)
  1 Point
  The mutate was initially designed for
  frontline combat service. The mutate receives one
  bonus hit point each time they gain a level in any of
  the following combat-focused advanced classes:
  Soldier, Field Officer, Helix Warrior, Combat Type
  or Frontliner.
  Pleasurable Touch (EX)
  2 Points
  This mutation, common to many
  engineered meta-porn starlets and Fashion
  Anthros, alters the anthro’s sweat glands to secrete
  an intensely pleasurable chemical. As a melee touch
  action which must make skin-to-skin contact, the
  anthro can induce a powerful orgasm. The target is
  considered shaken for 1d4 rounds from intense
  pleasure.
  Requires: Attractive Pheromones
  
  22
  Radiation Immunity (EX)
  2 Points
  The character is completely immune to the
  harmful effects of radiation.
  Selective Breeding (EX)
  2 Points
  Generations of selective breeding has made
  the Anthro superior to humanity, but has also made
  the creature more uniform and genetically
  predictable. The anthro is built with the following
  elite ability score array rather than random roll or
  point-buy ability score assignment, which may be
  arranged as desired.
  Elite Ability Score Array:
  17, 15, 14, 14, 12, 11
  Sense Subtype (SU)
  2 Points
  The antro is specifically bred, and perhaps
  divinely sanctioned, to hunt a particular breed of
  creature. Select one subtype commonly
  encountered in the campaign (such as goblinoid,
  good, evil, Psionic, Lifechained, ect). The anthro
  senses when a creature with the designated subtype
  approaches within 30 ft. The anthro receives a +4
  racial bonus on Spot (Perception) and Sense
  Motive checks against creatures with the chosen
  subtype. You may select this racial trait more than
  once, applying it to a different subtype each time.
  Sexual Conditioning (EX)
  2 Points
  Common among many Sanger Genomics
  creations, this beneficial mutation alters the social
  and pleasure/reward centers of the creature’s brain.
  If the anthro has a consensual encounter with a
  living, sentient creature, the anthro gains XP as if
  he or she defeated that creature in combat.
  Slave Suit (EX)
  1 Point
  Common to the custom-built, publically
  traded Mutant slaves that made the Nation of
  Cebary such an economic powerhouse, this
  intensely colorful vinyl second skin instantly marks
  the creature as property. The nanotech-based Slave
  Suit covers all of the creature’s body except for the
  face and the palms of their hands.
  The Slave Suit recycles bodily waste and
  prevents slave mutants from breeding or enjoying
  sexual pleasure. Creatures fitted with a slave suit
  only require half the food and water of a similarly
  sized humanoid, and receive Endurance as a racial
  bonus feat, thanks to their metabolic efficiency.
  In Otherverse America, Slave Suit nano-
  tech is an anachronism, only used sporadically
  among the first generation of commercial mutates.
  By 2030, Sanger Genomics had stopped offering
  commercial post-humans with this trait….
  Especially as they prepared to roll out the sensual,
  attractive Fluxminx species.
  Sleepless (EX)
  1 Point
  The anthro does not need sleep, and
  becomes immune to magical and mundane sleep
  effects.
  Species Allure (EX)
  1 Point
  You are an especially desirable mate for
  one side of your species heritage. When you select
  this racial talent, choose either characters with the
  Anthro subtype or non-anthro humanoids. The
  bonus provided by your Attractive Pheromones
  increases by +4 when used against creatures of
  your chosen type.
  Requires: Attractive Pheromones
  Species Psi-Link (SU)
  1 Point
  You can communicate via telepathy with
  any other creature from your Order, regardless of
  whether you share a common language, as long as
  you are within 100 ft of one another.
  Surrogate (EX)
  1 Point
  The anthro is designed for use as
  reproductive bio-tech. By making skin to skin
  contact with a fertilized or pregnant humanoid,
  monstrous humanoid or giant female for at least 5
  minutes, the anthro’s body can absorb the fetus.
  
  23
  This allows the anthro to carry the pregnancy to
  term normally, without harm to the original mother.
  The surrogate anthro can also suspend the
  pregnancy at any point before birth, and hold the
  pregnancy in bio-stasis, similar to a ‘cold birth’
  fetal storage system, indefinitely.
  In Otherverse America
  This unique form of bio-tech was common
  among the “Sanger Motherling” variant breed of
  Softling Healers and Sanger Post-Humans
  introduced during the late 2030s. Though this
  gene-line is no longer in service, several freeborn
  Softling and Sanger Post-Humans still display this
  beneficial mutation as a result of genetic
  experimentation performed on their ancestors.
  Several Lifer aligned Softlings use this ability as an
  alternative to abortion; these traveling activists
  make passionate sidewalk consolers, and are
  almost perpetually pregnant, carrying multiple
  pregnancies simultaneously. However, this gene-
  tech is considered an outdated (and somewhat
  distasteful) precursor to the fetal cryo-storage tech
  in common use circa 2107 CE.
  Techno-Sense (EX)
  1 Point
  This anthro has a natural homing instinct
  that allows her to home-in on metal and electronic
  power sources. As a full round action, the anthro
  can sense the direction and distance to any creature
  or object wearing, carrying or made out of more
  than 10 lbs of ferrous metal, or to any electrical
  power supply of greater intensity than a standard
  battery, such as a car’s battery, laser pistol’s power
  cell, an android’s onboard energy matrix, or a
  starship’s reactor.
  This ability has an effective radius of 100 ft.
  It can be blocked by 3 ft of loosely packed earth or
  sand, a 1 ft stone, metal or plastic wall, or a thin
  sheet of lead or non-ferrous metal.
  Urban Blessing (SU)
  2 Points
  The world’s alpha cities watch and protect
  their favorite children, the evolved anthros and
  mutants who call them home. As long as the anthro
  remains in a major urban center with a population
  of at least one million, anytime she rolls an action
  dice, the character rolls an additional action dice
  and may take the better of the two results.
  Urban Hunter (EX)
  1 Point
  The anthro’s grey, black and white pelt is
  drab and perfectly designed for urban stealth. In
  urban areas, any enemies attempting to attack you
  with ranged weapons suffer a 25% miss chance.
  Urban Metabolism (SU)
  2 Points
  Pollution and smog shrouded air heals and
  nourishes the mutant. As long as the mutant
  remains in a major urban center with a population
  of at least one million, he does not need food or
  water to survive, and becomes immune to all
  poisons and disease.
  Wild Empathy (EX)
  2 Points
  The anthro has an innate understanding of
  animal behavior and psychology, and a keen
  hunter’s instinct. It can improve the attitude of any
  animal (or at the game master’s discretion
  extremely animal-like creatures of another type,
  such as a Krenshar). This ability functions just like
  a Diplomacy check to improve the attitude of a
  person.
  The anthro rolls 1d20 and adds ½ his or her
  total character level and CHA bonus to determine
  the wild empathy check result. The typical
  domestic animal has a starting attitude of
  indifferent, while wild animals are usually
  unfriendly.
  To use wild empathy, the anthro and the
  animal must be able to study each other, which
  means that they must be within 30 feet of one
  another under normal visibility conditions.
  Generally, influencing an animal in this way takes 1
  minute, but, as with influencing people, it might
  take more or less time.
  
  24
  Major Racial Traits
  The following major racial traits provide a
  powerful advantage to Anthro characters.
  Awakened Heritage (SU)
  4 Points
  You are a product of the star-spanning
  Lifechain eco-system. You receive the Awakened
  Heritage Lifechained feat as a racial bonus feat.
  This feat is described fully in Guide to the Known
  Galaxy.
  This racial trait (expressed as Awakened
  Heritage: Senators or Gazelle) is especially
  common among worlds seeded by the ancient and
  long extinct servants of the Second Universe’s
  great (and fallen) galactic Senate. The species
  known today only as Gazelles were bio-mechanical
  warriors with an vaguely deer-like anatomy. These
  brave warriors served as well disciplined infantry
  phalanxes to their Senator masters, failing the
  Senate only once in billions of years of service: in
  the final great battle that destroyed the Second
  Universe and began the Third and current
  Universal Iteration.
  Several Mutant sub-species can trace their
  origins to the Lifechain. The release of Lifechained
  blood during a battle, even trace amounts, can
  cause massive ecological impact. Several of 2107’s
  Mutants owe their altered genetics to the shed
  blood of Commander Roe Athene, or to less
  famous Lifechains fighting and bleeding on either
  side of the abortion line. When the star goddess
  Artemis fell at Boston in 2091, an entire new
  generation of Mutants (with Awakened Heritage:
  Genesis) was born in the wake of her spectacular
  demise, as a result of the fluids and exotic energies
  released at the moment of her death.
  Favored By: Artiodactyla, Arthropoda,
  Aves Major, Draconis, Equis, Mutant,
  Xenomorphia, Xeno-Hybrid
  Battle Hardened (EX)
  4 Points
  When exposed to a debilitating effect or
  status effect that reduces your effectiveness, such
  as effects that cause the sickened, nauseated,
  panicked or other conditions, the duration of the
  effect is reduced by half. Thus, if you are targeted
  by any condition that would normally daze you for
  two rounds, you are only dazed for a single round.
  Favored By: Arthropoda, Dinosauria
  Draconis, Durabilis, Piscia (any) Patriot
  Supersoldier, Radiation Freak
  Bio-Ride Transformation (SU)
  4 Ponts
  The Bio-Ride ability suite can best be
  thought of a 22nd Century version of pony-play, a
  submissive bondage style made possible by ultra-
  technology that presents a few useful tactical
  possibilities. Sanger Genomics’ genelabs never
  intended their creations to manifest Bio-Ride
  abilities. Instead, Bio-Ride is a revolutionary hack
  of the encoded Utility Bio-Machine genome
  inserted into the bloodline of later batches of
  Fluxminx, Softlings and other Sanger Post-
  Humans. Using this talent, a humanoid can become
  a machine.
  The Bio-Ride technique is less than a
  decade old, a product of post-War experimentation
  among bored post-humans. For most of Sanger
  Genomics’s descendants, the technique is a strange
  post-human hobby, a way to push their engineered
  bodies to the limit and the same time submit
  completely to a single trusted rider. The Best
  Chance Brigade has regularly races outside Nevada
  and even unaffiliated metahumans with a talent for
  Bio-Ride can make big money as a mount for rich
  superhuman drivers.
  Once per day per three character levels,
  you may undergo a painfully orgasmic
  transformation: your body first shifts to plastic and
  metal, and then rips itself apart. Within seconds,
  your bones and internal structures become bio-
  mechanical engine components, and your
  humanoid form gives way to a stripped, sleek
  vehicle form. Transformation is a full round action
  which provokes attacks of opportunity.
  
  25
  Your vehicle form is statistically identical to
  any non-military motorcycle or hovercycle
  available in your campaign and is considered to
  have the Techno-Organic Makeup gadget. Once
  your choice is made, you always manifest an
  identical vehicle form.
  When in vehicle mode, you retain full
  awareness of your surroundings and normal
  sensory capabilities. However, you cannot move or
  act, except to return to your humanoid form unless
  manipulated by a rider. Your rider does not need to
  make Drive checks to steer you, perform stunts or
  retain control. If you choose, you can refuse to
  activate or move if you do not wish to be operated
  by a particular driver.
  You gain the Hit Points and Hardness of
  your vehicle form and its physical capabilities. You
  retain your mental abilities, and may take purely
  mental actions while transformed. Your gear melds
  into your body and becomes useless when you
  transform. You may remain in vehicle form
  indefinitely, or until you choose to return to
  humanoid form. You do not require fuel or routine
  maintenance, and heal at the same rate as you do in
  humanoid form while in vehicle mode.
  Requires: Shapechanger
  Favored By: Sanger Post-Humans, Wild
  Psion
  Bone Weapons (EX)
  3 Points
  Your body produces needle-like bone
  daggers and throwing knives that erupt through
  your skin and may be used in combat. As a free
  action or as part of an attack action, you can draw
  a bone weapon from virtually any point of your
  body. You choose when drawing the weapon
  whether the bone weapon will take the form of a
  masterwork quality dagger or a masterwork quality
  shuriken.
  
  26
  Your body produces effectively limitless
  bone weapons, however you do not have enough
  internal calcium stores to produce bone weapons if
  you are suffering the effects of dehydration or
  starvation.
  Requires: Natural Weapons
  Favored By: Capricornis, Dinosauria,
  Equis, Radiation Freak, Reptilia, Mutant
  Burn Blood (EX)
  3 Points
  You can produce natural enzymes that
  attack the blood stream through open wounds. By
  spending an action point, you can cause the iron-
  rich blood of any corporeal, living creature you
  have damaged during the current encounter with
  your Natural Weapons to combust. Doing so
  causes all qualifying creatures within a 30 ft burst
  to suffer 1d6 points of fire damage per four
  character levels.
  Requires: Natural Weapons
  Favored By: Lovecraftia, Medusazoa,
  Mutant, Patriot Supersoldier, Wild Psion
  Bullet Proof Skin (EX)
  4 Points
  Your leathery hide is dense enough to
  withstand even large caliber gunshot wounds. The
  worst gunfire does to you is briefly deform your
  skin. You gain Damage Reduction 10/- against
  ballistic damage, which stacks with more general
  Damage Reduction when protecting against
  gunfire.
  Requires: Natural Armor
  Favored By: Arthropoda, Cetaca,
  Crocodila, Lovecraftia, Mutant, Pachyaderma,
  Patriot Supersoldier, Piscia Major, Radiation
  Freak, Taurus
  Death Gaze (SU)
  4 Points
  Your strange black eyes can snuff out the
  lifeforce of other creatures with only a glance.
  Once per day per four character levels, you can
  make a Death Gaze as a special attack against any
  sighted creature within 60 ft. The creature must
  succeed at a FORT Save (DC 8+ ½ your total
  character level + your CHA modifier) or die
  instantly. Even if the target successfully saves, it
  still suffers 1d6 points of damage per two character
  levels. This damage may kill even a creature that
  has successfully saved.
  This ability will only function against
  creatures with Hit Dice equal to your total
  character level +3, or weaker creatures.
  In Otherverse America
  In Otherverse America, this racial trait is
  termed a “Medusa Mode” mutation. Why and how
  Sanger Genomics encoded the “Medusa Mode”
  geneline into their last generation of slave
  humanoids remains unknown. All records
  pertaining to the project were destroyed prior to
  the company’s collapse.
  Only a handful of mutates have ever been
  able to access their Medusa Modes, and since the
  appearance of these talents cannot even be
  predicted along familial lines, some geneticists
  speculate the Medusa Mode is a spontaneous
  evolution, not a directed mutation. Other
  geneticists and historians disagree, and theorize
  that Medusa Mode super soldiers were to be
  traded to the Lifer Army of God in exchange for an
  end to Lifer protests and lawsuits against the
  mega-corp.
  Whatever the purpose of Medusa Mode
  post-humans, they never reached the market. Like
  the broader Utility Bio-Machine program, the
  company’s Medusa Mode tests were lost and
  forgotten after its bankruptcy.
  Favored By: Atlantean, Aves Carrion,
  Lovecraftia, Sanger Post-Human, Xenomorphia,
  Wild Psion
  External Digesters (EX)
  4 Points
  Your digestive systems have externalized
  from your body, becoming independent symbiotic
  organs. A number of times per day equal to 3 +
  your CON score, you may externalize your
  digestive symbiotes as a full round action. Doing
  so summons 1d4 strange, worm-like monstrosities
  statistically identical to a Medium sized Crocodile
  
  27
  (CR 2). Beginning at 10th level, you instead
  summon 2d4 creatures.
   Your external digesters can remain outside
  your body for up to one hour per summoning. If
  not re-absorbed by your body, the external
  digesters die at the end of the hour’s period. Your
  external digesters cannot range more than 100 ft
  from you: if they do, they enter an inert state and
  become motionless until you move back into range.
  If all your external digesters are slain, you
  become unable to use this power, and become
  nauseated for 3d6 days. If at least one digester is
  reabsorbed though its ‘siblings’ are slain, you are
  merely sickened for 1 day. During this time, the
  organs slowly regenerate.
  Favored By: Annelidia, Dinosauria,
  Medusazoa, Mutant, Radiation Freak,
  Xenomorphia
  Healing Aura (SU)
  4 Points
  The mutate has incredible natural healing
  gifts and was likely engineered for large scale
  emergency service. The creature radiates an almost
  tangible aura of positive, healing energy. All dying
  creatures within 60 ft of the creature are
  automatically stabilized, including creatures hostile
  to the anthro.
  The mutant, as well as anyone who spends
  at least 8 hours a day in the mutant’s company,
  recovers from Hit Point damage and ability score
  damage at double the normal rate.
  Requires: Merciful Touch
  Favored By: Atlantean, Aves (any), Canis
  Minor, Cetaca, Gisellis, Lagendelphis, Lymantria,
  Micromonstria, Sanger Post-Human, Wild Psion
  Nanofeast (EX)
  4 Points
  Mutates with the Nanofeaster adaptation
  have a unique, predatory metabolism, which is
  designed to feed upon ingested nanotechnology.
  An anthro who destroys any external cybernetic
  implant based on nanotechnology using a natural
  weapon or unarmed strike against a foe enhanced
  by a nano-colony completely consumes that
  nanotech. The anthro’s body quickly breaks down
  the nanotechnology, and uses the bio-tech to
  enhance the anthro’s own physical capabilities.
  Each destroyed nano-cybernetic provides
  the anthro with 2d4 temporary Hit Points, and a +2
  bonus to their STR score. These bonuses stack
  with themselves, and fade an hour after a
  nanocolony is consumed. An anthro can receive a
  maximum of 10d4 temporary HP or +10 STR.
  Favored By: Mutant, Patriot Supersoldier,
  Radiation Freak, Xenomorphia
  Nine Lives (SU)
  3 Points
  As a feline anthro, you have nine lives to
  waste as you see fit, just like the legends. If you
  are slain, you will return to life in 1d6 minutes in
  the nearest safe square from the place of your
  death. You will return to life automatically, and
  have full Hit Points even if your body is completely
  destroyed by an effect like disintegrate, though in
  which case, this power generates a new body to
  inhabit.
  You return to life with any genemods or
  cybernetics you have acquired, even if your
  original body is completely destroyed. You do not
  lose a level for returning from the dead in this way.
  This power will function nine times; your tenth
  demise is permanent.
  Favored By: Felis Major, Felis Minor
  Special: In Otherverse America,
  worshippers of Bast from the following Orders
  also consider this ability favored: Mutant, Patriot
  Supersoldier, Sanger Post-Human, Wild Psion.
  Powered Hero Synergy (EX)
  4 Points
  Your mutant physiology easily accepts the
  genetic alterations imposed by Powered Hero
  conversion. For every anthro disadvantage you
  select, in addition to gaining two (two) build
  points, you also may select an additional Powered
  Hero talent that you meet the prerequisites for.
  This racial trait requires the use of the
  Powered Hero basic class, from the PDF of the
  same name (Otherverse Games, 2011).
  
  28
  Favored By: Draconis, Lovecraftia,
  Mutant, Micromonstria, Wild Psion, Xenomorphia
  Post-Human Messiah (SU)
  4 Points
  Your birth was long prophesied by evolved
  and mutated post-
  humans with strange and
  non-linear perceptions of
  time. You were born to
  lead and protect your
  people from human
  prejudice and ignorance,
  and to lead them to a
  new age of mutant and
  anthro supremacy!
  All characters
  with the anthro subtype
  receive a +1 luck bonus
  on all skill checks, attack
  rolls and saving throws
  when within 60 ft of you,
  and able to clearly see
  and hear you. When any
  character within 60 ft of
  you, with the anthro
  subtype spends an action
  point for any reason, you
  gain a cumulative +1
  deflection bonus to
  Defense (Armor Class)
  and a +1 insight bonus
  on critical confirmation
  rolls. The maximum
  bonus possible is +5, and
  the bonus remains in
  place for one round.
  Favored By:
  Aves Major, Canis
  Major, Dinosauria, Draconis, Felis Major, Gisellis,
  Lycos, Mutant, Simian Major, Wild Psion
  Radiation Burst (EX)
  3 Points
  The creature can tap into internal
  radioactive stores. As a move equivalent action, a
  number of times per day equal to 3 + the creature’s
  CON modifier, the anthro can unleash a burst of
  radiation with a short halflife. All creatures within
  the burst are exposed to an intensely radioactive
  area for one round.
  Favored By: Draconis, Lovecraftia,
  Micromonstria, Reptilia, Radiation Freak
  Sensory Evolution Package (EX)
  3 Points
  This anthro’s primary purpose and major
  defense is its amazing sensory gifts. The anthro
  perceives the world in ways less evolved
  humanoids can’t even imagine. Select any four (4)
  of  sensory racial traits for your anthro, or sensory
  racial traits described in future supplements. You
  
  29
  receive these traits at a substantial build point
  ‘discount’.
  Alchemical Scent (requires Scent), Anthro
  Stalker, Blindsight,  Darkvision, Discernment,
  Homing Instinct, Lowlight Vision, Pheromone
  Message (requires Scent), Psionic, Scent, Sense
  Subtype, Species Psi-Link, Stonecutting (modified
  if desired), Techno-Sense, Tremorsense
  Favored By: None. Offering this already
  discounted ‘package’ of impressive abilities at an
  additional racial discount to certain orders would
  be pretty game-breaking.
  Shapechanger (EX)
  4 Points
  As a full round action, the Shapechanger
  can reshape his or her body at will, similar to a
  magic user casting change self. The shapechanger
  can transform itself into any similarly sized
  humanoid creature of either gender. It can alter it’s
  height and weight by up to 20% when changing
  shape. This is an actual physical transformation,
  not an illusory effect. The shapechanger can
  become pregnant in female gender, and cannot shift
  gender while pregnant.
  The shapeshifter can also alter its physical
  features in less obvious ways, such as instantly
  changing hair or eye color, growing or retracting
  your hair, or similar feats. The Shapechanger can
  change the tone, pitch, timbre and accent of your
  voice by altering your vocal cords.
  If the character uses this ability to craft a
  disguise, it receives a +10 bonus on the Disguise
  check. The character can attempt to duplicate
  another humanoids retina patterns, fingerprints or
  other biometric data by succeeding at a DC 40
  Disguise check.
  The shapechhanger maintain its altered
  physique indefinitely, and return to natural shape
  when knocked unconscious, or killed, and while
  sleeping. The shapechanger’s body physically
  changes, though clothes, equipment and carried
  items are not affected. The creature gains the
  Shapechanger subtype.
  Special: This counts as Shapechanger I for
  the purpose of selecting Powered Hero talents.
  Favored By: Draconis, Lovecraftia,
  Micromonstria, Patriot Supersoldier, Sanger Post-
  Human, Wild Psion, Xeno-Hybrid
  Unflankable (EX)
  3 Points
  Your quick reflexes and excellent peripheral
  vision prevents you from being flanked. You can
  respond to attacks from any direction with the
  same ease you defend against frontal assaults.
  Favored By: Atlantean, Aves (any), Fleis
  Minor, Felis Major, Equis, Lagendelphis, Lycos,
  Mutant Micromonstria, Patriot Supersoldier,
  Reptilia, Rodentia, Wild Psion
  Utility Bio-Machine (SU)
  4 Points
  Towards the end of its existence, Sanger
  Genomics apparently attempted to transition its
  slave species out of the erotic toy market and
  began marketing them as utility devices. 2054’s
  cancelled advertising campaign would have touted
  the wonders of living Fluxminx computers and
  sentient Softling gene-labs. Though the plan never
  came to fruition, useful ‘utility genomes’ lie
  dormant within several later generation birth-
  batches.
  You can merge with any communications
  device by making skin contact with it. When you
  do so, it links to your altered neural tissue to
  secure the signal. Communications sent from or
  received by a linked device cannot be intercepted,
  copied or decrypted.
  You can display real-time high resolution
  video images on your skin and hair.
  Finally, you may attempt to duplicate the
  function of any electronic device of size Medium
  or smaller, growing the device as a new organ.
  Doing so requires physical contact with a working
  example of the device to be duplicated, and
  requires you to succeed at a WILL Save equal to
  the item’s Purchase DC and restriction rating, if
  any. Growing a machine organ requires 2d4
  
  30
  minutes, you are considered shaken during this
  time.
  You may duplicate and retain a number of
  duplicated device-organs
  equal to your INT modifier;
  if you want to duplicate
  additional devices you must
  first allow your body to
  digest a previously
  duplicated tool. Doing so
  requires a full round action,
  which provokes attacks of
  opportunity. You are
  considered nauseated for
  one minute after digesting a
  duplicated techno-organ.
  Favored By:
  Micromonstria, Sanger
  Post-Human, Patriot Supersoldier,
  Wild Psion
  Disadvantages
  Each disadvantage chosen provides teh anthro with
  an additional two (2) build points.
  Capped Saving Throws (EX)
  The anthro has been medically limited,
  designed never to be as durable or hard to kill as a
  free-born creature. This disadvantage is common
  to slave anthros and military anthros designed for
  short term use as disposable shock troops or
  suicide bombers. No matter how many levels the
  anthro gains, its base saving throws (FORT, REF,
  WILL) cannot rise above +5 in any category.
  Easy Target (EX)
  In a crowd of less durable creatures, you
  somehow stand out as the best possible target.
  Anytime you are adjacent to an ally who is struck
  by a ranged attack, there is a 10% chance that your
  bad luck means that in addition to the normal effect
  of the attack on the intended target, you suffer half
  damage from the attack. This does not apply to
  area effect attacks.
  Feral (D20 Modern only) (EX)
  Your early years were spent living wild, on
  the streets or in the sewers, or deep in the jungle,
  far from humanoid civilization. As a result of your
  feral origins, you may not select any starting
  occupation.
  Infectious Pheromones (EX)
  The anthro’s body releases deadly
  chemicals that sickens those who spend the most
  time in your presence, opening them up to
  opportunistic infections. All allies suffer a -4
  penalty on all FORT saves when within 60 ft of
  you.
  
  31
  Moon’s Distraction (SU)
  The anthro is descended from werewolves
  of some stripe, and the moon still exerts a powerful
  pull on his consciousness. The anthro suffers a -2
  racial penalty on WILL Saves against illusion and
  enchantment effects at night when the moon is
  visible. During nights of the full moon, the anthro
  suffers a -4 penalty on all WILL Saves. Finally, on
  nights of the new moon, the anthro cannot use her
  Wyld Shape racial trait, if that trait is chosen.
  Murderous Feeding (SU)
  In addition to normal humanoid metabolic
  needs, the anthro must absorb some of the fading
  lifeforce of creatures it kills in order to survive.
  Each week, the anthro must kill a sentient creature
  of the humanoid, monstrous humanoid or giant
  type with at least 4 Hit Die and feed on the life
  energy of the creature. To feed, the anthro must
  touch the dead or dying creature’s remains within
  one minute of its demise. This process requires
  about a minute of concentration, as the anthro
  absorbs psionic and necromantic energy from the
  corpse.
  If the anthro cannot feed in this manner, it
  suffers 1d4 points of CON damage per day beyond
  seven it goes without feeding. This damage is
  restored within 3d6 minutes of feeding, but cannot
  be healed in any manner while the anthro abstains
  from feeding.
  Non-Violent Conditioning (EX)
  The engineered creature has been
  genetically hardwired against violence. The anthro
  receives only half XP for physically defeating or
  killing an opponent.
  Palm Blades (EX)
  During your creation, the genes for human-
  like hands were lost, replaced with impressive but
  non-functional natural blades. Powereds
  manifesting this disability are all but helpless
  outside of combat; this flaw was especially
  common among the earliest post-humans and some
  street level Mutants.
  The character’s hands are replaced with
  huge blades that inflict 1d8 + STR modifier points
  of slashing damage. The character cannot carry
  objects, use normal weapons or manipulate tools.
  The character can perform skill checks using their
  two blades as pinchers, or attempting to use their
  feet or teeth, but doing so imposes a -5 penalty on
  all such attempts and requires at least three times
  as long as normal.
  Persona Grafting (SU)
  Your consciousness can be overridden by
  the personality of those you touch. Any touch
  against a sentient humanoid, monstrous humanoid
  or giant lasting longer than a second or two causes
  your personality to change dramatically, as you
  ‘absorb’ attributes of the creature you’ve touched.
  Connecting with a punch or kick will not trigger
  this disadvantage, but a kiss, a prolonged
  handshake or other contact will.
  For 1d6 minutes after the contact, the
  anthro’s personality goals and alignment
  (affiliations) change to match those of the touched
  creature. This may render certain abilities
  inoperable, and may require an atonement spell
  after the effect wears off, depending on the antho’s
  behavior while her personality was overridden. The
  anthro remains fully conscious and remembers
  events that occurred during this period. If the
  contact that caused the persona graft lasts longer
  than one round, the persona graft lasts for 1d6
  minutes per round the contact is maintained. The
  creature touched suffers no real ill effect from the
  contact.
  Programmed Personality (EX)
  During your VR training, before you were
  decanted from the cloning tanks, you were
  programmed with comprehensive personality
  modifications, making you a perfectly trained living
  weapon. You were implanted with a variety of
  subconscious commands which can be triggered by
  hearing or reading a short nonsense sentence.
  When one of these commands are triggered, your
  allegiance changes to a pre-programmed allegiance
  decided by your creator, and you are assigned to
  carry out a fairly complex and often dangerous
  course of action: assassinate a specific political
  leader, kill all known members of a specific group,
  
  32
  serve as a body guard for a designated character,
  courier something to a specific location, and so on.
  You carry out the task to the best of your
  ability, but may choose what tactics you use to
  carry out the task. You may attempt a DC 30
  WILL Save to fight off the command when it is
  triggered. Once a command is triggered, you may
  only be affected by that particular command once,
  whether or not you successfully save against it. If
  the pre-programmed task requires more than one
  day to complete, you may attempt a new WILL
  Save each day until the task is ether complete,
  becomes impossible to complete or you break free.
  At character creation, you are implanted
  with 4d4 specific commands. Discovering a trigger
  phrase and its associated task requires a DC
  28+1d4 Research check and access to classified
  databases, usually military or mega-corporate.
  Requires: Military or Tubeborn starting
  occupation
  Special: If the random roll indicates you
  are subject to 12 commands or greater, the
  Programmed Personality Disadvantage becomes
  worth four (4) build points.
  Radioactive (EX)
  The energy producing organelles that
  provide fuel for the post-human’s natural gifts are
  badly shielded. The post-human produces constant
  low levels of radiation. The creature emits
  radiation. All squares adjacent to the creature are
  considered lightly irradiated terrain. Any area the
  creature stays in, or any object he wears or handles
  for one hour or more is considered moderately
  irradiated for 1d6 hours after the creature leaves
  the area.
  Sexually Competitive (EX)
  Your animal instincts compel you to display
  sexual dominance- by stealing the mates of those in
  your circle. You are compelled to attempt to
  seduce (or in the case of evil or violent characters,
  rape or harm) the lovers and romantic partners of
  your family members, friends, comrades and close
  allies. You will take enormous personal risks to
  begin and maintain relationships with these
  potential lovers. You are romantically and sexually
  uninterested in long-term relationships that do not
  display your dominance.
  Silver Bane (SU)
  Like a mythic werewolf, silver blades and
  bullets are especially deadly to you. You suffer
  double damage from any weapon with the Silver
  quality. If you have Damage Reduction from any
  source, it can always be overcome by Silver
  weapons, in addition to any other means of
  overcoming it.
  Sociopathic Directness (EX)
  The antho’s mind is primitive and seemingly
  unable to comprehend plans or tactics that don’t
  require ultra-violence. When confronted by a
  problem, however mundane, the anthro must
  succeed at a WILL Save (DC 10 + the number of
  previous successful saves). If the save is successful,
  the anthro can act as it desires. On a failure, the
  anthro must solve the problem with violence, no
  matter how out of place or dangerous such a
  course of action would be. This violence could be
  expressed by disemboweling a police officer rather
  than answering routine questions, murdering a rude
  shopkeeper, or ripping apart a damaged vehicle
  rather than repairing it.
  Techno-Primitive (EX)
  The anthro is a product of a culture
  signifigantly less advanced then the mainline for
  your campaign. The anthro might be an alien from
  a pre-spaceflight civilization, exposed to the wider
  galaxy by chance or bondage, a member of a
  hidden race or a product of a primitive, tribal
  society barely surviving far below street level.
  The anthro’s home culture is two Progress
  Levels lower than the campaign’s baseline. The
  anthro suffers a -4 penalty on skill checks related
  to technology from a higher progress level than its
  own. This penalty decreases to -2 at 10th level,
  after the anthro has gained familiarity with
  advanced technology.
  Too Beautiful (EX)
  Requires: CHA 15+
  The anthro’s hybrid nature- part human,
  part animal, makes them disturbingly perfect. Their
  
  33
  beauty is off-putting and slips the creature deep
  into the Uncanny Valley. The anthro may not apply
  its CHA bonus to CHA-based skill checks made
  against non-anthro characters.
  Traceable (EX)
  The anthro’s creation was
  registered with various Fed-Gov
  agencies, and an exhaustive
  amount of forensic data about
  their abilities has been
  compiled. Nanotransmitters
  woven throughout the
  anthro’s cellular structure
  keeps Fed-Gov agencies
  apprized of their location.
  This defect is common to
  military grade Mutants, clone
  troopers and combat anthros who are
  designed for extreme lethality. Many APEX and
  Patriot Supersoldier post-humans have this
  disadvantage.
  The character is fitted with a real-time
  transmitter system that transmits their location,
  accurate within about 30 ft, to state and federal
  law enforcement agencies. This locator signal is
  constantly recorded, providing a complete record
  of the anthro’s movements usable in a court of law.
  Forensic databases on the anthro’s abilities provide
  investigators with a  +10 bonus on Investigate
  checks made to link the character to a particular
  crime scene.
  Urban Lifebond (EX)
  Each day the urban adapted creature is
  away from a large urban area for more than 8
  hours, or stays in any city with a population less
  than 100,000 he must succeed at a FORT Save
  (DC 10 + the number of previous saves) or suffer
  1d4 points of temporary CON and WIS drain. The
  creature cannot begin recovering the drain until he
  returns to a city with a population of at least
  500,000 people.
  Finally, this bond with the urban infra-
  structure causes the creature great pain. If any city
  with a population of at least 100,000 suffers
  catastrophic damage (such as a nuclear detonation
  or
  major natural disaster) and the creature is within
  1,000 miles, she must succeed at a DC 20 FORT
  Save or fall into a coma for 1d6 hours. Success
  means the creature remains conscious but is
  considered shaken for 1d6 hours.
  Requires: At least one racial trait with the
  Urban prefix
  
  34
  Unmodifiable
  The anthro’s anatomy cannot be changed.
  The anthro cannot receive cybernetic implants, nor
  can the character undergo genetic engineering.
  This prevents the character from gaining Powered
  Hero Basic Class levels.
  Adding Anthros to
  Otherverse America
  Adding full-on Anthro characters to the
  Otherverse America campaign isn’t too difficult.
  Every faction in the setting has access to cutting
  edge gene-tech, and fields armies of superhuman
  soldiers by default. Deciding that some of these
  soldiers take the from of animal/human hybrids
  isn’t a major modification; simply change the way
  you are describing the world and its inhabitants. A
  few suggested ‘spots’ to insert Anthro characters
  are described below. Inserting Anthros into one of
  these spots doesn’t break the flavor of the setting
  too badly. Of course, you could easily transform
  Otherverse America into an all-Anthro setting,
  giving all the characters, heroes and villains alike,
  animal features.
  Among the Bastians
  Many Bastian believers have learned to
  manifest the Bastian Metaform power, a psychic
  talent that transforms them into pro-choice jaguar-
  headed warriors. One of North America’s most
  famous Bastians is New York City’s hardline
  Choicer mayor, Isis “Tammany” Gonzalez, has not
  powered down her Bastian Metaform in more than
  a decade. She rules her city as a partially feline
  activist-queen, and quite a  few of NYC’s Bastian
  population has followed her lead. In addition to the
  respected Psionic warriors who have learned to
  manifest Bastian Metaform, young Choicers might
  use gene-tech to permanently transform themselves
  into Felis Major anthos.
  The Bastians are 22nd century worshippers
  of the Egyptian gods, and it would be thematically
  appropriate to include other Anthros in Bastian
  strike-teams, especially those from Orders
  representing the classical pantheon. Bastian
  soldiers tend to be a bit superstitious, and going
  into battle among a jackal-headed Powered Hero
  drawing mental strength from the Anubis myth is a
  morale boost for any Bastian squad. The following
  Orders are best suited to Bastian characters.
  Aves Carrion (vulture), Aves Minor (stork),
  Canis Major (jackal, dog), Crocodila, Felis Minor
  (Egyptian housecat breeds), Felis Major (jaguar,
  panther, cheetah, evolved Ubasti), Orphidia
  (cobra), Simian Minor (baboon)
  With the exception of their youngest
  rookies, most Bastian anthros have the Pharonic
  Template added, with most also displaying the
  Combat Anthro template.
  
  35
  Aradia’s Isle: San Fransisco, CA
  Some of the elite bodyguards and
  protective officers assigned to defend the Choicer
  capitol city might be Anthros. These beautiful and
  assured Anthros have a calm beauty and have keen
  senses and protective instincts, reinforced by the
  gleaming golden bionics that mark them all as
  senior Covenguards.
  Aradia’s Anthros are professional soldiers.
  The Combat Anthro template and the Sensory
  Expansion Package major racial trait are all but
  mandatory. Anthros from the following orders are
  most common, due to their keen senses and the
  long standing bonds of trust and partnerships
  between unmodified members of these Orders and
  humanity.
  Aves Major, Canis Major, Felis (any),
  Lycos
  Elite ‘Killdevil’ protective details stationed
  in Boston might have a similar composition. The
  Lifer Nation protects its headquarters in the same
  way its Choicer rivals do, by engineering highly
  trained Anthro guardians for its leaders.
  APEX’s Snake Squad
  Based out of Kelly AFB, in San Antonio,
  Texas, APEX’s “Snake Squad” is an elite anti-
  terrorist squad that’s proven itself in battle against
  Lifer threats time and again. By default, Snake
  Squad got its nickname from its silent and decisive
  tactics, not to mention the reptile-based genetic
  modifications its super soldiers received.
  Transforming Snake Squad into a fully Anthro
  squad is a fairly natural modification.
  Snake Squad anthros proudly display their
  animalistic natures as a badge of honor, a symbol
  of their superiority over even APEX’s elite
  soldiers. Finding a squad of these arrogant reptiles
  holding up an Enlisted Club bar and silently daring
  every non-Anthro soldier in the bar to start some
  trouble is pretty common.
  Snake Squad anthros are exclusively cold-
  blooded, though occasionally a warm-blooded
  squaddie might survive the grueling initiation
  process and become a junior member, the squad’s
  “old reptiles” inevitably refer to such members
  simply as ‘bait’.
  Crocodila (usually assigned as heavy
  infantry), Dinosaura (heavy infantry, gunners and
  melee combat experts), Draconis (officer only,
  usually with Powered Hero levels), Orphidia (the
  most common Order), Retpilia (gecko, iguana,
  chameleon, desert tortoise- usually assigned as
  scouts)
  The Patriot Medical Complex:
  Atlanta, GA
  Located deep beneath Atlanta’s streets, this
  advanced genetics laboratory has produced
  superhuman soldiers for the America’s military
  since the earliest days of the Powered Age. In
  addition to producing Patriot Courier and various
  Patriot Supersoldier post-humans, Patriot
  Medical’s gene labs have produced multiple
  experimental species, few of which will be
  approved for mass production. As such, the Patriot
  Medical complex makes a great origin for any kind
  of unique character.
  Any Order of Anthro superhero can emerge
  from Patriot Medical’s vast fields of womb tanks,
  usually with the Combat Anthro template applied.
  Most have the Powered Hero Synergy major racial
  trait, and are designed for frontline combat.
  Kodiak Island, AK
  The military heart of the Lifer nation has
  genetic engineering capabilities nearly as extensive
  as the government gene-tanks in Atlanta. Kodiak
  Island is home to a new generation of powerful
  Lifer child-soldier. Hidden since shortly after War’s
  End, these next generation soldiers are kept in
  reserve, and will be the first line of assault, when
  the Lifer Nation finally decides the time is right to
  re-ignite the Abortion War.
  The young supersoliders born on the Island
  have never left its confines, except on strike
  missions. The geneticists who have created these
  powerful Lifer warriors have been instructed to
  
  36
  breed for increased physical power, but also to
  introduce cosmetic mutations into the genome that
  isolate the Lifer Nation’s newest soldiers from
  ordinary humanity, to increase their psychological
  dependence on their trainers within the Lifer Army.
  Lifer Anthros come in two flavors: females
  are often engineered with fast, frail Anthro orders,
  given healer abilities and increased fertility. Males
  are hulking war-beasts, most with the Combat
  Anthro template applied. Anthros of both genders
  have the Powered Hero Synergy racial trait, as well
  as the Nano-Feast racial trait for use against
  Choicer cyborgs and Midwives.
  Female Lifer Anthros are most commonly:
  Aves Minor, Aves Melodia, Cetaca, Canis Minor,
  Piscia, Rodentia (especially rats, mice and rabbits)
  Male Lifer Anthros are most commonly:
  Canis Major, Capricornis (sheep and rams),
  Crocodilia (often with the Nano-Feast trait added),
  Lagendelphis, Lycos, Pachyaderma, Taurus, Ursinis
  Felis Anthros of any kind are rare: the Lifer
  nation has abandoned the Felis order entirely to the
  Bastians. There’s a prejudice that Felis anthros are
  inherently pagan, and are thus mistrusted. Because
  the Lifer Nation was instrumental in freeing
  Sanger’s engineered slave races, many Softlings
  and Sanger Post-Humans have joined the Lifer
  nation, both as believing citizens and as combat
  troops utterly committed to ‘direct action rescue’.
  The Termites
  The organized and professional Lifer Army
  of God is supported by a nation-wide cadre of
  comitted kids: pranksters, Mesh vigilantes and self
  taught espionage experts called Termites. These
  kids are the spiritual descendants of the early 21st
  Century’s Anonymous protesters and the equally
  faceless pranksters who tossed butyric acid stink
  bombs into abortion clinics or posted blackmail
  files on early abortion docs online.
  Termites might trade gene-mod ‘recipies’
  on-Mesh, offering cooking tips for post-human
  enhancement protocols. Working out of basement
  labs, Termite-generation kids might become more
  animal than human. Many Termites eventually
  multiclass into the Insect Enhancile advanced class
  (Otherverse Games, 2011).
  The most common Orders among self-
  mutated Termite Anthros include:
  Annelida, Arachnae, Arthropoda, Rodentia.
  These Anthros tend to be poor, angry and
  streetsmart. Most have the Underdweller template
  applied.
  Deep Space and the Lifechain
  Virtually any breed of Anthro can represent
  an alien immigrant to Earthspace. The ‘Big Black’
  of deep space is astoundingly bio-diverse, with
  sentient life evolving on thousands, possibly
  millions of worlds. Many sentient species have a
  connection the Lifechain, a galactic ecosystem that
  ties lesser life forms to the star gods who created
  the Universe.
  Closer to home, Choicer colonists have
  established new homes on a dozen habitable,
  Earth-like planets. The Choicer’s Eleusinian faction
  (believers in the myth of Demeter and Kore) are
  especially active in the colonization and
  terraforming industries. As the horse and pig are
  sacred in their faith, horses to Demeter, and pigs to
  her daughter Kore, anthros of the Equis and Porca
  Orders are especially common on Eleusinian
  worlds.
  Gazelle anthros from the Equis Order,
  especially those with the Lifechained subtype are
  likely the descendents of a long-extinct species of
  cybernetic warriors who served the Second
  Universe’s galactic Senate, prior to that universe’s
  destruction. The legends of these mythic, resolute
  warriors have found their way into the mythology
  of thousands of sentient cultures. Equis Anthro
  star-spawn are going viewed as heroes, saviors and
  defenders of the weak wherever they go, regardless
  of whether the specific creature deserves such an
  exalted reputation.
  
  37
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