TEXT: 1
  
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  Expanded Occupations:
  Tube-Grown Super Heroes
  A Micro-Sourcebook for the
  Psi-Watch Campaign Setting
  Written by Chris A. Field
  Cover and Interior Art by John Picot
  All images are copyright their respective
  creators, and are used with permission.
  www.otherversegames.blogspot.com
  “Reality is that which, when you stop
  believing in it, doesn’t go away.”
  — Philip K. Dick
  Requires the Use of the
  D20 Modern Core Rulebook,
  Published by Wizards of the Coast
  More On The Tube-Grown
  Starting Occupation
  The Tube-Grown starting occupation owes a
  big debt to John Bryne’s Next Men, a comic which
  was contemporaneous with the Image Comics that
  formed the biggest part of Psi-Watch’s inspiration.
  Despite radical differences in tone, scope and art
  style, JBNM fits well as inspiration for the campaign.
  This micro-sourcebook dramatically expands
  the Tube-Grown starting occupation from Forging
  Heroes: The Starting Occupations of Otherverse
  Games. With just a little bit of work, you can turn a
  single starting occupation into the dramatic hook for
  an entire campaign.
  Tube-Grown
  Setting: Any Sci-Fi or Cyberpunk
  The character is a recently decanted clone
  soldier. He or she was grown to physical maturity and
  educated via memory implants, virtual reality and
  psionic methods while gestating. The character might
  only be a few days old when the campaign begins, but
  is as knowledgeable as any other teenager.
  Of course, no VR training program can be as
  comprehensive as real experience, so the Tube-
  Grown hero probably is missing a few pieces of
  information, which may be comic or tragic. Many
  Tube-Grown struggle with the strange memories
  implanted in them during their often surreal training
  scenarios.
  Starting Role: Any
  Prerequisites: Age 14+ (apparent physical age)
  Bonus Skills: Choose two (2) from: Climb,
  Computers, Demolitions, Disable Device, Drive,
  Knowledge (history, tactics), Hide, Move Silently,
  Pilot
  Bonus Feat: Choose one (1) from: Assault Clone,
  Combat Marital Arts, Combat Reflexes, Endurance,
  Power Attack, Run, Toughness. Alternatively, the
  character may select any Psionic Precursor he meets
  the prerequisites for.
  Weapon Proficiencies: Personal Firearms
  Proficiency and Advanced Firearms Proficiency
  Armor Proficiencies: Light and Medium Armor
  Proficiency
  
  3
  Wealth Bonus Increase: +0
  Reputation Bonus: -1
  If you’re playing a Tube-Grown
  hero, you might want to emphasize the
  strangeness of their origin, emphasizing
  the inhumanity
  of growing
  teenaged
  soldiers in
  some surreal,
  often hellish
  VR scenario,
  and the radical
  culture shock
  these heroes
  experience when interacting
  with the real world for the first
  time.
  Do you have Tube-
  Grown characters in your
  campaign, but haven’t really
  fleshed out who built their VR sim
  and why? A few random rolls will
  imply TONS about the Tube-
  Reality’s purpose and its builders,
  all by putting the focus squarely
  on the effects growing up in this
  simulated reality had on your
  heroes.
  Each Tube- Reality offers
  some benefits to the heroes, but
  also offers a few quirks and
  deficiencies- programming glitches
  or intentionally censored
  information that leave out
  important facts about the real
  world.
  Tube Growth Benefits
  The Tube-Grown hero receives 1d4+1 bonus
  ranks in one randomly selected skill on the starting
  occupation’s bonus skill list. These extra ranks can
  raise the skill above the usual level cap. Roll D10 to
  determine what skill is enhanced. Players from the
  same Tube-Reality might all receive the same bonus,
  or each player may roll randomly,
  implying that this bonus is some
  kind of pre-selected profession or
  caste, chosen for the player by the
  Tube-Reality’s programmer or
  controlling AI.
  1-Climb, 2-Computers, 3-
  Demolitions, 4-Disable Device, 5-
  Drive, 6-Knowledge (history), 7-
  Knowledge (tactics), 8-Hide, 9-
  Move Silently, 10-Pilot.
  Each Tube-Grown character
  gains a few bonus languages.
  Usually, once they emerge
  from their stasis/training
  pod, the character speaks
  and is literate in the most
  common language spoken
  in the campaign (usually English
  for campaigns set in America). In
  addition, they speak at least one ‘threat
  language’- the language of whatver culture
  their VR Sim was training them to fight. For
  older Tube-Realities, this is likely Russian (or
  even Vietnamese), but for newer Sims it might
  be Korean, Chinese, Farsi, Arabic, or an alien
  language. Supposedly, Puzzle Ops has a few
  Tube-Realities of its own, that turn out clone
  soldiers designed to hunt and kill Culture spies
  on Earth.
  Finally, the character likely speaks and
  is literate in a coined language (such as
  Paralee-Alpha and –Beta, Greek Bias VII,
  Commonvox, and many others) used only in
  their particular native reality. These languages
  have virtually no application outside the Tube.
  They are included mostly to give Tube-Grown
  characters a bit of flavor, and maybe give Tube-
  siblings a secret code that might occasionally give
  them an advantage, if they play smart.
  
  4
  Tube Growth Drawbacks
  The game master can roll 1d4 times on the
  following chart, to see what kind of information is
  missing from the Tube-Reality simulation. What will
  these high-tech child soldiers enter the real world not
  understanding? By looking at what information is left
  out of a particular Tube-Reality, the gamemaster can
  pick up some hints as to who programmed the reality.
  Some missing information may be comedic;
  other missing information may be tragic. If running an
  Out of the Tube campaign, the game master should
  include one or two NPC ‘siblings’ from the same
  Tube-Reality. The only purpose of these extra Tube-
  Grown characters is to get killed, horribly and messily,
  due to the bad information they got in VR. (Each
  drawback has a suggested ‘horrific death’ listing,
  suggesting how an associated NPC from one of these
  Tube-Realities might die due to ignorance or
  psychological trauma.)
  The player characters will blunder through
  their first interactions with reality, but they’ll probably
  survive. But a friend from the Tube-Reality, one dumb
  enough to volunteer to be killed so they can scout
  ahead as a ‘ghost’, not understanding that humans
  don’t ‘respawn’ in reality…. That’s the kind of loss
  that will give our Tube-Grown heroes the impetus to
  find out who put them into a stasis pod and get a
  measure of revenge.
  1. Anti-Historical
  2. Bodies Vanish
  3. Capped Effort
  4. Completely Technological
  5. False Honesty
  6. Missing Races
  7. No Bodily Needs
  8. No Permanent Death
  9. No Sex
  10. Phobic Triggers
  11. Simplified Machines
  12. Weapon Summoning
  Anti-Historical
  The Sim took place in a stylized world with its
  own history- likely written by the participants as they
  progressed through the training scenario- and
  geography unlike anything on Earth. Our world is an
  alien place to awakened Tube-Grown.
  Game Play Effect
  Until she gains 1d4+1 levels, the Tube-Grown
  character automatically fails Knowledge (history,
  popular culture, streetwise), and Navigate checks she
  is called upon to make, regardless of how many ranks
  she has in those skills.
  Horrible Death
  Not much direct chance of horrible death
  here, but there’s nothing saying the Tube-Grown
  won’t trust the wrong people for the wrong reason. A
  naïve Tube-Grown hero might ally herself with Al
  Queda or a drug cartel, not understanding what they
  really are, just that they’re nice to her.
  Bodies Vanish
  Combat is bloodless and sterile in your Tube-
  Reality, though genocidal wars were a daily
  occurrence. The virtual bodies of the slain vanish as
  soon as they fall, removed permanently from the
  program.
  Game Play Effect
  The Tube-Grown character is disturbed by the
  gore and horror of real world combat, and wonder
  why the dead don’t vanish like they should. Until the
  Tube-Grown character reaches 2nd level, she is
  considered nauseated any time she can perceive a
  corpse, and for 1 minute after the corpse is removed
  from her presence.
  Horrible Deaths
  Seeing the result of warfare for the first time,
  the newly awakened Tube-Grown NPC puts his gun
  to his head and pulls the trigger. Suddenly, there’s
  another body on the floor, stubbornly not vanishing.
  Capped Effort
  Your Tube-Reality’s body is incapable of
  adrenaline surges or extra effort- you could push it no
  farther than you could push a video game avatar. The
  
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  real world, with its sweat and hormone surges, is alien
  and wondrous to you.
  Game Play Effect
  You do not gain action points at first level, and
  cannot spend action points until you reach 2nd level.
  Horrible Death
  Rather than spending action points (pushing
  her body past its presumptive limits) to dodge out of
  the way of a speeding Humvee, the Tube-Grown hero
  becomes bloody roadkill. After all, she knows there’s
  no way she could move fast enough to dodge
  something like that….
  Completely Technological
  The Tube-Reality was a single endless mega-
  structure, a steel and plastic bunker the size of a small
  solar system. You never experienced grass, or blue
  sky, or the feel of a dog’s fur under your finger tips
  until you woke into reality.
  Game Play Effects
  Until the Tube-Grown character gains 1d4
  levels, she automatically fails all Handle Animal, Ride
  or Survival checks she is called upon to make,
  regardless of how many ranks she has in the skills.
  Horrible Death
  The newly awakened Tube-Grown hero might
  be mauled by a lion or pack of guard dogs, without
  even knowing what the hell they are. Alternatively, he
  might try to forage in the wild, not realizing the
  difference between poisonous and safe fruits, or might
  die painfully from a snake’s venom.
  False Honesty
  Deception is unknown in your Tube-Reality,
  and you have been programmed to unquestioningly
  trust authority figures.
  Game Play Effects
  Until the Tube-Grown character gains 1d6
  levels, she automatically fails all Sense Motive checks
  
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  she is called upon to make, regardless of how many
  ranks she has in the skill.
  Horrible Death
  The character isn’t at direct risk of death, but
  might not be savvy enough to see a mastermind’s lies
  for what they are. The NPC might end up a mass
  murdering villain, all because he trusted the wrong
  authority figure.
  Missing Races
  Your Tube Reality was racially exclusive; until
  you awakened into the real world, you had never seen
  a dark skinned human (or even worse, never saw a
  dark skinned human as anything beyond a viscous
  subhuman target). You view non-Caucasian humans
  with mingled curiosity and repulsion, at least until you
  realize the limits of your VR training.
  Game Play Effects
  Until the character gains 1d4 levels, he
  automatically fails Bluff and Diplomacy checks made
  against non-Caucasian humans. Alternatively, the
  player or GM could select some other race to be
  missing or demonized in the Tube-Reality.
  Horrible Death
  The NPC might open fire on a group of dark
  skinned civilians, not able to distinguish between
  ordinary people and threats, and get gunned down by
  law enforcement. Or, seeing ‘enemies’ everywhere,
  the NPC may suicide in the most violent way possible.
  No Bodily Needs
  Fed by a nutrient drip, with waste tubes
  suctioning off urine and feces, your sleeping body and
  VR-trained mind never experienced hunger, thirst or
  the need to eliminate waste. The character has no real
  idea what food is, why he needs to drink, and can’t
  recognize the signs of a full bladder anymore than an
  infant can. The results can be embarrassing or
  potentially fatal- not knowing their body needs water,
  the Tube-Grown hero could die of thirst or starvation
  if unsupervised.
  Game Play Effects
  Until you reach 2nd level, you are considered
  fatigued. Effects that would normally cause fatigue
  cause you to become exhausted instead.
  Horrible Death
  The character might die of thirst or
  malnutrition, with food and water within arms reach
  before her instincts kick in. The character may also
  develop eating disorders or psychosis after defecating
  for the first time, and never again feeling clean.
  No Permanent Death
  The Tube-Reality doesn’t allow ‘players’ to
  permanently die. If killed during a combat sim, the
  Tube-AI merely removes the player’s ability to affect
  the world, turning him or her into an invisible, silent,
  intangible ghost that ‘respawns’ without permanent
  harm when the scenario ends. The Tube-Grown
  character has no conception of his own mortality, nor
  any idea that killing an opponent has any lasting
  consequence beyond winning the current scenario.
  During their first hours out of the Tube-Reality, these
  characters are reckless and merciless, and might
  wrack up triple digit kill-counts before they realize that
  ordinary humans don’t respawn.
  Game Play Effect
  Tube-Grown heroes from this kind of sim
  quickly learn to protect themselves, but may die
  before they even understand that, in this world, they
  can die. The character fails the first 2d6 saving throws
  they are called upon to make- they don’t even attempt
  them. The character is considered flatfooted until all
  automatically failed saving throws are done with.
  Horrible Death
  The NPC might cheerfully sacrifice themselves
  to bypass some obstacle, confident they’ll respawn
  when the current mission is completed. The number of
  ways an NPC from this type of Sim can die is limited
  only by the game master’s imagination.
  No Sex
  Your simulation was kept ignorant of human
  sexuality and romance. If the children of your Tube-
  Reality discovered sex independently, it was in spite of
  your programmers, not because of them. As such,
  children of your Tube-Reality have difficultly
  understanding the link between sex and pregnancy.
  Game Play Effects
  Until the character gains 1d6 levels, any time
  he or she has sex, a pregnancy will result. If the other
  
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  partner is diseased, the Tube-Grown character
  doesn’t even get a FORT save to resist infection.
  Note that the other partner can take common sense
  precautions to prevent this. The character suffers a -4
  penalty on sexually oriented Bluff and Diplomacy
  checks for the same period.
  Horrible Death
  Not much chance for an immediately horrible
  death here, but an NPC might contract AIDS (or
  something worse) early in the campaign, or die in
  childbirth.
  Phobic Triggers
  In your programmed reality, common things
  hid unimaginable dangers. Due to a quirk of
  programming logic, a housecat could kill a dozen men,
  salt water burned like molecular acid, or deadly
  aircraft always appeared out of strom-tossed skies.
  Even once you wake to reality, you cannot shake your
  terror of seemingly harmless objects.
  Game Play Effects
  Until the character gains 2 levels, he is
  extremely phobic of a common object. Choose one
  fairly common stimulus (dogs, rain, vast open spaces,
  automobiles, ect). The character is shaken when
  within sight or hearing of the stimulus. If other events
  cause him to become shaken, he becomes panicked
  instead.
  Horrible Death
  Distracted by phantom fears, the NPC
  blunders into a real threat and gets cut to pieces.
  Simplified Machines
  The vehicles of your Tube-Reality had control
  surfaces laid out as simply as a video game, and had
  extremely low-resolution, forgiving physics. Real cars
  and planes are infinitely more complex and much more
  dangerous.
  Game Play Effects
  Until the character gains 1d4 levels, she
  automatically fails any Drive or Pilot check she is
  called upon to make, regardless of how many ranks
  she has in the skill.
  Horrible Death
  Guns jam and explode in the NPC’s hand, or
  a vehicle crash burns several NPCs beyond
  recognition. Or even worse, an NPC Tube-Grown
  character tries to defuse a bomb, realizing too late that
  real bombs are much more complex than the simple
  training devices back in the Sim.
  Weapon Summoning
  While in your military Tube-Sim, you could
  summon any weapon you needed just by thinking
  about it. Not so much in reality, where you are having
  to learn the intricacies of holsters, reloading and the
  problem of encumberance.
  Game Rule Information
  Until you gain 2 levels, it is always a full round
  action for you to draw or reload any weapon, due to
  your unfamiliarity. If you have the Quick Draw or
  Quick Reload feats, they are inactive during this time.
  Horrible Death
  The NPC tries to summon a rocket launcher
  to take out a group of enemies, bursting from cover to
  get a clear shot. He’s shocked when nothing happens,
  for all of two seconds, before the bad guys rake him
  with full autofire.
  American VR Simulations
  The infrastructure necessary to build and
  maintain a VR Sim is beyond the reach of most first
  world nations. However, first world nations (and
  global conspiracies more powerful than any single
  nation) still spend the billions necessary to program an
  entire world. The following are known American VR
  Sims.
  The Ant-Hill
  Location: Orbiting satellites. “Children of the Anthill”
  are deployed to random spots around the planet, using
  their stasis pod as an orbital drop-ship, once their VR
  training is nearly complete.
  The Ant-Hill is a glitchy, ancient VR Sim, run
  by a possibly insane AI. The program had its origin in
  a Korean War-era black project to build
  supersoldiers. Long forgotten by the government who
  claimed it, the AI sends robotic agents to kidnap
  newborn infants or seize genetic material with which to
  
  8
  force grow clones. It does it all to perpetuate a brutal
  VR war game which between the American-like Blue
  Forces and the USSR-like Red Force.
  Suggested Drawbacks: Anti-Historical, No
  Permanent Death, Simplified Machines, Weapon
  Summoning
  Grey Hammer
  Location: Several crèches have been found in the
  Appalachian Mountains, or buried in old fallout
  shelters.
  Grey Hammer is a small, extremely brutal VR
  Sim established during the late 1950s. Grey
  Hammer’s Tube-Grown children are exclusively white,
  and most of the surviving test subjects are clones or
  artificially inseminated descendants of the project’s
  original programmers. Grey Hammer troopers were
  intended for urban pacification- to march into the inner
  cities and crush the burgeoning civil rights movement
  by a combination of conventional military might and
  psi-powers. The program was discontinued, and its
  head researchers died in prison during the 1960s,
  though a few Grey Hammer crèches still cling
  tenaciously to life.
  Suggested Drawbacks: Missing Races, No Sex
  Hounds of Tindalos
  Location: Chicago, IL. Located in secret labs
  beneath the Sears Tower.
  The Hounds of Tindalos program is a VR
  training program intended only for Genehounds
  (Project: Genehound, Otherverse Games, 2012).
  Designed as a massive, crumbling, planet-covering
  cityscape, the dog mutates trained here endlessly hunt
  and kill America’s most wanted criminals and
  terrorists.
  Suggested Drawbacks: Completely Technological,
  No Permanent Death
  Patriot Global Version 7.2
  Location: Atlanta, GA. Located in the highly
  classified ‘Patriot Medical’ complex built deep
  beneath the city.
  The largest and best documented VR Sim,
  Patriot Global V7.2 is the official US military training
  program for cloned soldiers. Version 1.0 of Patriot
  Global was initiated in early 1985, and each
  succeeding version has been more realistic and
  complex. Using Patriot Global, the US military can
  force-grow a trained, disciplined supersoldier from
  conception to physical adulthood in just under 20
  months.
  The Patriot Global program is comprised
  exclusively of humans, Patriot Anvil, Patriot Boxer and
  Patriot Ivory mutates. Patriot Mechanics are not
  allowed into the VR Sim, because even as infants,
  they possess the capability to ‘hack’ the simulation;
  Patriot Switchblades see through the VR even as
  babies, and are even more sociopath and
  disassociative in the Sim than they are in reality.
  Suggested Drawbacks: Bodies Vanish, Capped
  Effort
  Scholarship Nursery
  Location: Clarke Island, VA. Hidden in the Puzzle
  Ops compound somewhere. A backup server and
  crèche is located on Deimos, one of the Martian
  moons.
  The sadistic techno-telepath known as MOI
  (Mother of Invention) personally oversees the
  Nursery. Promising, psi-capable infants and children
  are stolen from their parents and ensconced in this
  virtual reality, where they are force-grown to physical
  maturity in just over two years. Older children are
  allowed to become ‘overseers’, leading armies of
  brainwashed child soldiers in the endless wargames
  that comprise Nursery culture. Promising overseers
  are rewarded with love and attention from MOI, who
  uses a kind of incestuous sexuality to control her most
  powerful charges.
  The facility on Deimos includes the most
  physically powerful Tube-Grown operatives in Puzzle
  Ops arsenal, including Shiftsteel Symbiont and even
  Lifechained children from a parallel reality. By
  contrast, most of the Tube-Grown children trained at
  Clarke Island are human or nearly so.
  Suggested Drawbacks: Anti-Historical, False
  Honesty, Phobic Triggers
  Testament
  Location: An active testing facility built into an
  abandoned coal mine somewhere in Kentucky
  The United States Air Force began the
  Testament VR Sim, working in conjunction with
  conservative Christian elements, sometime during the
  early 1980s. Though officially disavowed, the
  
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  Testament Sim continues to function today, drawing
  almost all its operating budget from private donations
  and funds siphoned from Southern mega-churches.
  The programs original intent was to create a
  generation of psi-capable, Bible-believing super
  warriors designed to take on the “Evil Empire” of the
  USSR. Over the years, the program’s goals mutated
  slightly, and in the wake of the 9-11 Assault and the
  Four Day War, its Tube-Grown children are tasked
  with hunting Muslim superhumans.
  The Testament Sim takes the form of a post-
  apocalyptic desert that incorporates cultural elements
  from the Old Testament-era Middle East. The Sim is a
  strange mix of late Bronze Age culture and advanced
  weapontry, and is designed to forge its Tube-Grown
  into indomitable, canny modern crusaders.
  Once decanted, Testament’s Tube-Grown are
  often assigned to combat platoons comprised of
  ‘siblings’ from the same training cadre. These ‘families’
  are often lead by a Lifer Refugee mercenary. The old
  televangelists and ex-Cold Warriors running Testament
  are fascinated by the directions their faith has taken, in
  the alternate future of Otherverse America. A few of
  these Tube-Grown are eventually shipped up the
  dimensional gap to fight on behalf of the Lifer nation-
  this is the price the Lifer Refugee drill sergeants have
  exacted for their service to Testament.
  Suggested Drawbacks: Anti-Historical, False
  Honesty, Phobic Triggers
  Foreign and Private
  Tube-Realities
  These are the best known non-American VR
  Sims.
  Brilliant Waters
  Location: The Sierra Nevada Mountains, New
  Mexico.
  Brilliant Waters is a confusing ‘holographic
  reality’ designed to train psi-capable killers for the
  Huxley Emergence. Children who survive this sadistic,
  trap-laden virtual archipelago quickly learn to trust no-
  one, not even their closest friends or mentors, and to
  never take anything at face value.
  Suggested Drawbacks: Anti-Historical, No Bodily
  Needs, Phobic Triggers
  Brilliant Sands
  Location: The Sierra Nevada Mountains, New
  Mexico
  Brilliant Sands is a companion to the Brilliant
  Waters reality. Where Waters is designed to produce
  paranoid, sociopathic psi-assassins, Sands is a virtual
  playground for the elite children of the Huxley
  Emergence. Only the most intelligent members of the
  conspiracy are allowed to breed; their offspring are
  surgically removed from their mothers’ wombs and
  installed in the VR Sim during the third trimester of
  pregnancy. Brilliant Sands is a beautiful crystal city
  somewhere in an endless desert.
  The Tube-Grown from this reality are arrogant
  nobility, tutored by AI guardians and taught that Psions
  are fundamentally, inescapably superior to the ‘herd’
  of baseline humanity. Soon before emerging from their
  stasis pod (at subjective 22 years of age), young
  officers are ‘installed’ in the Brilliant Waters reality,
  and allowed to take command of a small platoon of
  Tube-Grown soldiers to fight war games.
  Suggested Drawbacks: Capped Abilities, No
  Bodily Needs
  The Fields
  Location: Klaremount, the capital city of the Republic
  of Cebary.
  The Fields are a comprehensive training
  program for the genetically engineered Mutant slaves
  that keep Cebary’s economy running. This program
  takes the form of endless, pleasant farmland,
  stretching farther than the eye can see. Children are
  headquartered in huge communal barracks. During
  their ‘active periods’ they work the fields, learn
  specialized skills for their designated function and
  practice constant military drill. During ‘rest periods’
  slaves sleep within their barracks, as emotionless and
  uncomplaining as a machine with its power cut.
  Suggested Drawbacks: False Honesty, No Sex
  Redslick
  Location: Phung Muk, a major coastal city in the
  People’s Republic of Mung Thoy Tan
  Redslick takes the form of a hellish river-
  scape, an endless delta soaked in blood red water.
  
  10
  This crude, fairly low resolution VR Sim is
  based on outdated, 1980s-era tech, and is
  designed for only one things: to train
  killers. Mung Thoy Tan’s military decants
  Tube-Grown clones at subjective 15 years
  old, by which time they are already
  accomplished killers thanks to their training
  in Redslick.
  The Redslick Sim is designed to
  desensitize its candidates to violence and
  horror. Procedurally created villages are
  found throughout the Sim, with no purpose
  other than to serve as targets for the Tube-
  Grown thugs’ aggression. Redslick’s
  children earn ‘bonus points’, and thus
  prestige and additional combat skill
  downloading, for torture, rape and murder.
  Suggested Drawbacks: Anti-Historical,
  Phobic Triggers
  Details of the
  Conspiracy
  The Tube-Grown’s virtual reality
  existence requires massive logistical
  support. The decisions about who
  provides this logistical support and how
  can shape the flavor of any campaign
  heavily focused on the Tube-Grown.
  Gamemasters wanting to flesh out these
  details can roll on a few random charts to
  generate some interesting details about the
  Tube-Reality and its creators.
  Finally, unless you’ve already got
  the villain of your Out of the Tube
  campaign mapped out, here are some
  suggested backers for the program. If you
  want, you can roll 2d20 and either
  combine the results or use the first result as
  the apparent mastermind, and the second
  as the TRUE face of the conspiracy.
  In addition, you can roll on this
  chart to determine the target of the Tube-
  Reality program. Who were these VR
  trained supersoldiers designed to destroy,
  infiltrate or otherwise screw over? Roll
  D20 and find out.
  0
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  13
  Campaign Model:
  Out of the Tube
  Low Level (Levels 1-6)
  Until just a few days ago, the world made
  perfect sense. You grew up with a cadre of trusted
  friends in an ideal world, a beautiful world, a world
  worth fighting for. Each day, enemy troops would
  assault your utopia, and each day, using the tactical
  instincts and training you received from enigmatic
  mentors, you fought back the attackers. Each day, the
  struggle got harder, but your skills kept pace.
  Then one day, everything went wrong. Reality
  broke apart like a jig-saw puzzle in front of your
  terrified eyes, and you woke up naked and sick in
  some kind of strange bio-mechanical coffin. Ripping
  the life support tubes, sensors and IV lines out of your
  body, you crawled to your feet, and saw some of your
  friends from utopia here with you. But things were
  different- you looked different, you felt different, and
  the utopia you grew up in was long gone. Over the
  next few days, you realized that the world you grew
  up in was a computer generated lie, and set about
  discovering the parameters of your new reality.
  Character Creation: All (or at least the
  majority of players) create first level heroes. All the
  characters have the Tube-Grown occupation, and are
  all members of the same species. They may be
  humans (the most likely option), or a nearly human
  species such as Patriot Mechanics or Patriot Ivories.
  Alternatively, they may be an exotic species, such as
  Blooded Ghosts, Neon or Culture, placed in a
  simulated reality by human scientists in cruel
  experiments designed to gain vital intelligence about
  these cultures.
  All the characters are from the same Tube
  Reality, and emerged from their tanks within minutes
  of one another. They are bound together by
  desperation; the group itself is the only familiar thing in
  a shockingly unfamiliar world.
  If the initial cadre of Tube-Grown heroes
  suffer casualties, the player may replace fallen Tube
  clones with other character concepts, provided their
  replacement characters have some connection to
  either the survivors or whatever conspiracy built the
  Tube Reality in the first place.
  Themes: reality versus illusion, the moral cost
  of child soldiers, children manipulated by their
  ‘parents’, parental censorship, discovering the truth
  despite all odds, conspiracies that constantly mutate
  and get even deeper
  Variant Character Creation:
  Clones and Niches
  This character creation method emphasizes
  that the Tube-Grown are cloned soldiers, production
  line models that, while highly specialized, may not be
  as dynamic as free-born human beings.
  When creating the Tube-Grown hero, all her
  ability scores start at 10. Apply racial ability score
  modifiers (if any) normally. The character receives five
  (5) points to distribute among her ability scores as
  desired. Since most game groups use dice rolling
  methods that result in two or more extraordinary
  ability scores, this variant character creation method
  produces slightly less physically powerful heroes, at
  least initially.
  All the players creating Tube-Grown are
  restricted to one of the six attribute based (Smart
  Hero, Tough Hero, ect) at first level. If there are less
  than six Tube-Grown player characters, each player
  character must choose a different Basic Class for
  themselves. This basic class becomes the character’s
  niche within the team. The character receives a +4
  ability score increase to the attribute keyed to their
  particular basic class. Thus, a Tube-Grown Strong
  Hero would receive +4 STR, while a Smart Hero
  would receive +4 INT, and so on.
  The players may multi-class freely at later
  levels, but no Tube-Grown hero may have more levels
  in a specific Basic Hero class than the Tube-Grown
  PC who has chosen that as his niche. Thus, if Jack-
  221 picks Strong Hero at first level, he should always
  have at least one more Strong Hero level than
  Bethany-Omega-Q, no matter how much she wants to
  expand into the role of the team’s ‘bruiser’.
  
  14
  Variant Character Creation:
  Programming Languages
  Requires the Use of Synthetic Heroes: The
  Definitive Guide to Robots and Androids,
  Otherverse Games, 2011
  In a slight twist on the Reality Hurts campaign
  model, noted above, the player characters are all
  Synthetic or robotic characters of various types. Their
  onboard AI consciousness were bootstrapped to
  maturity in a complex computerized training sim.
  Unlike many other Tube-Grown heroes, Tube-Grown
  androids are aware that their Sim is not real, merely a
  test bed for their consciousness before they are
  installed in an android frame.
  Build an assortment of robots and androids
  using the Synthetic Heroes rules. The VR Sim the
  heroes were trained in likely has at least one of the
  following drawbacks: Anti-Historical, Capped
  Abilities, Completely Technological.
  This VR Sim takes the form of an endless,
  computer generated mega-city that extends in three
  dimensions, infinitely. Rivers of electricity and data zip
  past, forming a VR Sim visually similar to the classic
  cyber-scape imagined by such fictional sources as
  Tron or the neon ‘Net’ of 80s cyberpunk.
  Variant Character Creation:
  Reality Hurts
  Requires the Use of Fursona: The Definitive Guide
  to Creating Anthropomorphic Characters,
  Otherverse Games, 2011
  In a Reality Hurts campaign, players all create
  human characters, at least initially. They are familiar
  and comfortable in human forms; their VR Sim was
  entirely humanocentric. However, once out of the
  stasis tubes, the Tube-Grown heroes bodies begin
  changing in unprecedented and painful ways.
  At first level, build a human character, but do
  not assign the usual human ability score bonus (+2 to
  any one ability). Go ahead and give the character the
  
  15
  human bonus skills and feat, because they’ll need them
  later. However, once the character’s transformation is
  complete, they no longer receive additional bonus skill
  points at each level for being human.
  At 2nd level, choose an Anthro Order from
  Fursona I-III, subject to game master approval. Your
  transformation to this order begins at 2nd level; you
  immediately gain the ability score modifiers and
  enhanced senses of your Order. Your features begin
  shifting, becoming more animalistic as you gain levels.
  When this transformation begins, a Wolf Anthro might
  look like a feral, sharp featured human; by the time it
  ends, she looks like a stereotypical werewolf.
  At 2nd level, and again at 3rd-5th level, the
  character gains one (1) Build Point with which to
  purchase Anthro abilities. The player can spend this
  point immediately upon leveling up, or save up some
  or all of their points until the transformation is
  complete at 5th level. Starting at 2nd level, the Tube-
  Grown anthro can begin selecting disadvantages, or
  choose starting talents or feats to get more building
  points, exactly as a first level Anthro hero normally
  could.
  Alternatively, instead of an Anthro Order, the
  Tube-Grown hero chooses one of the non-human
  races found in Psi-Watch. At 2nd level, the character’s
  race changes from human to this other species. This is
  a shorter, much simpler transformation, but should be
  no less traumatic for the character.
  Plot Twist: End of the Beginning
  Shortly after the Tube-Grown heroes reach 4th
  level, the same ‘symptoms’ they experienced before
  their Tube-Reality recur. The game suddenly gets
  surreal; the player characters face down threats far
  above their power level, killing world threatening
  enemies with shocking ease. Friends they’ve trusted
  suddenly betray them, and the landscape shifts. At a
  climactic moment, when the players either win big or
  die spectacularly, reality breaks again.
  All of a sudden, the players’ origin repeats
  itself. The characters (even replacement characters)
  find themselves naked, wet and exhausted in a VR
  womb-tank. As they crawl out of the second and final
  stage of their VR training, they are met by their worst
  enemy from the first four levels of the campaign. This
  nemesis reveals a more benevolent side, and
  announces the heroes have finally, completed their VR
  training. Gradually earning their trust, their nemesis/
  new mentor accompanies them on a few missions and
  shows the players some new tricks.
  Allow all the player characters to select any
  feat (including Precursors and Psionic Feats) they
  meet the prerequisites for as a bonus feat. Run enough
  missions for the player characters to reach 5th or 6th
  level, before the team’s new mentor reveals the true
  reason the unit was assembled. Whatever NPC the
  players became closest to during levels 1-4 is, in
  reality, a massively dangerous terrorist threat. The
  players must take him or her down hard, and the
  psychological insight they gained about their target
  during levels 1-4 should prove useful.
  Two questions, though…. Is the unit in
  ‘reality’ now or are they back in a VR sim? And is
  their latest mentor telling them the truth, or is it another
  villainous plan to destroy the unit by subverting its
  mission?
  Plot Twist: Lost Child
  Tube-Grown heroes can be grown to physical
  adulthood in 2 or 3 years. If one of the players has an
  infant or preteen child, the Tube-Grown starting
  occupation can become a way to handwave away
  years of development, and have the child turn up again
  as a teenager. An enemy could kidnap a child, stick
  them in a hellish VR world for a few years, and then
  unleash the cybernetically augmented hunter-killer
  upon his father. Can the parent find their missing child
  before the growth enhancement drugs and VR
  brainwashing turn them into something
  unrecognizable? Or if the transformation is complete,
  and their brainwashed son or daughter returns as a
  Tube-Grown assassin, bent on their destruction, can
  they undo the damage and be a family again?
  
  16
  Starting Talents for
  Tube-Grown Heroes
  The following talents are exclusive to the
  Tube-Grown starting occupation. By choosing one or
  more of these talents, the player defines the VR world
  they were born into, not just their own capabilities.
  Allied and Aligned (EX)
  Prerequisite: Tube-Grown starting occupation
  You were subconsciously programmed to like,
  trust, and work well with a specific faction. Choose a
  single, very specific faction common to the campaign
  (the Free Cebary Militia, the NYPD, Seal Team 6,
  and so on). You are at your best when working
  alongside a member of this favored group. You receive
  a +1 morale bonus on all skills that the member of the
  favored group has 5 or more ranks in, as long as you
  remain within 30 ft of the ally.
  As this programming is subconscious, you do
  not need to select the favored group as one of your
  allegiances, though most Tube-Grown characters with
  this talent do so anyway.
  Building a Life (Metagame)
  Prerequisite: Tube-Grown starting occupation
  In the Sim, you were a warrior, nothing more
  or less. Now, even though the world is far from what
  you expect, you have a chance to build a life for
  yourself. You’re still trying to decide what shape your
  life will take, you’ve definitely decided you won’t
  merely be a warrior.
  Ordinary things give you inordinate pleasure.
  At each level until 5th, the game master (and/or your
  fellow players) presents you with a list of 10-15
  ‘bonus objectives’ to be completed in game. These
  bonus objectives are fairly ordinary things, even trivial
  things: receive your first piece of junk mail, fall in love,
  watch a horror movie, eat sushi. Each time you
  complete one of these objectives, you receive 2d6x20
  bonus XP. This starting talent automatically terminates
  after 5th level.
  Crèche Map (EX)
  Prerequisite: Tube-Grown starting occupation
  You flash-memorized a map of other ‘crèches’
  holding other Tube-Grown characters from your Sim
  before emerging into reality. You can sense the
  distance to and direction of the nearest operational
  crèche running your Sim, automatically, like a homing
  pigeon sensing the path home.
  How’d I Do That? (EX)
  Prerequisite: Tube-Grown starting occupation
  Nobody, not even you, is really sure what
  your creators programmed you with. Your head’s a
  black box, filled with god only knows what kind of
  data, pre-programmed instincts and strange talents.
  Once per day, when rolling any skill check
  you may roll 2d20 and take the better of two results.
  You must declare the use of this ability before making
  the check.
  Lab Rat (EX)
  Prerequisite: Tube-Grown starting occupation, INT
  13+
  Your Tube-Reality was a scientific or
  behavioral experiment, and by interacting with the
  scientists and medics who occasionally visited the VR
  Sim (albeit in virtual form), you learned quite about
  science and experimental protocol yourself. You
  receive a +1 trait bonus on Knowledge (behavioral
  sciences, earth and life sciences) and Treat Injury
  checks.
  Lethal Prodigy (EX)
  Prerequisite: Tube Grown starting occupation, Base
  Attack Bonus +1
  You were programmed for decisive, shocking
  bursts of speed and violence. Once per day, before
  making any melee attack, you can declare you are
  using this ability. For the purpose of this one attack,
  you are considered to have 10 ft reach (as you leap
  and contort with deadly grace) and may roll 2d20 and
  take the better of two die rolls. You must declare the
  use of this ability prior to making the attack roll.
  Programmed to Take the Shot (EX)
  Prerequisite: Tube-Grown starting occupation, Base
  Attack Bonus +1
  
  17
  Your Tube-Reality was intensely combat
  focused; it’s prime goal was to create a generation of
  remorseless hunter-killers. Once per day, when you
  score a critical hit with a firearm, in addition to the
  normal effects of the critical hit, you can make an
  immediate second attack as a free action. This free
  attack is made at a -10 penalty, and uses the same
  modifiers as the initial attack, using the same weapon
  or power.
  Reality Isn’t Real (Metagame)
  Prerequisite: Tube-Grown starting occupation
  You remain convinced that your Tube-Reality
  is actual reality, and that your current experiences are
  some kind of surreal dream. Once per day, your
  denial of reality can prove helpful. As a free action,
  you can deny reality, providing one of two effects.
  Either you can receive a +5 luck bonus on a single
  saving throw of your choice, or gain Damage
  Reduction 5/- against a single attack. You must
  declare which use of the power you are using before
  the attack roll or saving throw is made.
  However, for 1 hour after using this power,
  your disbelief in reality works to your detriment. You
  automatically fail any Spot or Listen (Perception)
  checks you are called to make, regardless of how
  many ranks you have in these skills. You are a strange
  combination of exhilarated, despondent and
  distracted.
  Survival Plugs (EX)
  Prerequisite: Tube-Grown starting occupation
  You were implanted with medical stents and
  other life support equipment soon after you were born
  and placed into your VR ‘training coffin’. The medical
  augmentations you received make it easier for medics
  to treat you.
  Reduce the DC of all Treat Injury checks
  made to aid you by -2.
  
  18
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  System Reference Document. Copyright 2000, Wizards of the Coast,
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  Psi-Watch Unlimited Edition & Forging Heroes. Copyright
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  Expanded Occupations: Tube-Grown Superheroes. Copyright
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Otherverse Games/Expanded Occupations - Tube-Grown Super Heroes.pdf