MORE HUMAN THAN HUMAN

Beginning early in PL 6, scientists discover ways to not only replace abnormal or defective genes, but also to safely improve on otherwise healthy genes. Even more importantly, they discover ways to create retroviruses that target all of an organism's cells, thus allowing them to change various aspects of a creature. It becomes possible to upgrade a living being.
At first, these processes only modify existing traits-increasing (or decreasing) one of the subject's innate abilities, or sharpening his or her senses. But as the technology is perfected and scientists map and catalog the genetic structure of various other creatures, it is possible to alter a subject so that he or she has traits that humans have never possessed.
Genetic manipulation can endow a creature with any special quality. Developing the appropriate therapy is no different than any other genetic experiment (see Performing Experiments, above). Once the therapy begins, the subject must make a Fortitude saving throw (DC varies) once per day until such time as he achieves a specific number of successes linked to the genetic modification being attempted (at which point he permanently gains that special quality). Every time a save fails, the subject suffers 2 points of Constitution damage.
Type of Special Quality
Fort Save DC
Number of Successes
+1 to one ability score
15
10
Extraordinary ability (Ex)
15
15
Supernatural ability (Su)
20
25
Spell-like ability (Sp)
20
50
During therapy, the ability remains latent, so the patient receives no benefits from the intended manipulation. Immediately upon completing the required number of Fortitude saves, the ability activates and becomes a permanent special quality of the patient. Alternatively, there may be treatments with short-term durations. (According to most scientific authorities, these are not realistically feasible, but they can be found in many places in fiction.) A short-term treatment automatically takes effect in 1d4 minutes and lasts for 1d3 hours. At the end of that time, the character reverts to his normal state, is fatigued, and suffers 4 points of Constitution damage. A successful Fortitude saving throw (DC 15) reduces this to only 2 points of Constitution damage.
The main idea to remember is that according to our best understanding of genetics, each gene tends to affect only a single trait (or a small set of closely linked traits). At PL 6 it is only possible to modify one gene at a time. To create more drastic changes, the patient must undergo several gene therapy treatments, each one requiring a separate set of Fortitude saving throws.
At PL 7 mastery of this process is such that multiple modifications may be combined into one treatment. Have the patient make Fortitude saves as if the regimen was for a single Supernatural special quality.

GENE THERAPY TEMPLATES

The potential uses of gene therapy are not limited to special abilities. GMs can simulate just about any simple modification by creating templates that characters can acquire by undergoing the proper program of gene therapy. This is identical to the process described above, except that the GM must set the value for the DC and the number of successful saves required. Use the table above as a guide.
Below are several example gene therapy templates.
AQUAN (TEMPLATE)
"Aquan" is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character's statistics and special abilities except as noted here.
The aquan template allows the character to survive on both land and under water. A character acquires the aquan template by undergoing a course of gene therapy (see More Human than Human). The regimen requires 25 successful Fortitude saving throws (DC 20).
Special Qualities: An aquan retains all the special qualities of the character and gains the additional special qualities listed
below.
Amphibious (Ex): Aquans can breathe equally well in air and water.
Blindsight (Ex): Aquans have blindsight with a range of 60 feet when under water only.
Low-Light Vision (Ex): Aquans have low-light vision with a range of 60 feet on land and in water.
Skills: Same as the character, with a +2 species bonus on Listen checks while under water, a +2 species bonus on Move Silently checks while in the water, a +2 species bonus on Navigate checks while under water, and a +4 species bonus on all Swim checks.
Feats: An aquan gains Athletic as a bonus feat.
Advancement: By character class.
HEALER (TEMPLATE)
"Healer" is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character's statistics and special abilities except as noted here.
The healer template allows the character to heal wounds more rapidly. A character acquires the healer template by undergoing a course of gene therapy (see More Human than Human).
The regimen requires 25 successful Fortitude saving throws (DC 30).
Special Qualities: A healer retains all the special qualities of the character and gains the additional special qualities listed below.
Fast Healing 3 (Ex): A healer heals 3 points of damage each round. Fast healing stops working when the healer is reduced to -10 hp or fewer.
Lowered Damage Threshold (Ex): A healer's massive damage threshold is equal to Con -3.
Skills: Same as the character, with a +2 species bonus on any Treat Injury checks made to treat himself.
Advancement: By character class.
MORPHEAN (TEMPLATE)
"Morphean" is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character's statistics and special abilities except as noted here.
The morphean template allows the character to go for long periods without sleep and still function normally. It also allows the character to enter into a sleeplike trance that lasts for many days without suffering the effects of dehydration or starvation. A character acquires the morphean template by undergoing a course of gene therapy (see More Human than Human). The regimen requires 25 successful Fortitude saving throws (DC 20).
Special Qualities: A morphean retains all the special qualities of the character and gains the additional special qualities
listed below.
Hibernate (Ex): A morphean can enter into a sleeplike state that lasts for an extended period. While in this state, the morphean does not suffer the effects of dehydration or starvation. Hibernation can last up to a number of days equal to twice the character's Constitution. The morphean decides how long the hibernation will last before entering into the sleeplike state. If outside forces disturb or try to awaken the character, the morphean must succeed at a Will saving throw (DC 15) to end the
hibernation prematurely.
Sleepless (Ex): The morphean does not suffer the detrimental effects of sleep deprivation. Once per day, the morphean can
spend 10 minutes meditating and receive all the benefits of a full 8 hours of sleep. However, morpheans cannot go indefinitely without sleep. Once every 30 days, the character must get 2 full days of uninterrupted sleep or hibernation. Failure to do so makes the morphean fatigued.
Saving Throws: A morphean gains a +2 species bonus on all Will saving throws.
Advancement: By character class.
NOCTURNAL (TEMPLATE)
"Nocturnal" is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character's statistics and special abilities except as noted here.
The nocturnal template allows the character to function in darkness the way normal humans do in the light. A character acquires the nocturnal template by undergoing a course of gene therapy (see More Human than Human). The regimen requires 25 successful Fortitude saving throws (DC 20).
Special Qualities: A nocturnal retains all the special qualities of the character and gains the additional special qualities listed below.
Darkvision (Ex): Nocturnals have darkvision with a range of 60 feet.
Light Sensitivity (Ex): Nocturnals are blinded by sunlight, flashlights, fluorescent lights, halogen lamps, and other sources of bright illumination. They can counter the blindness and see normally by wearing dark-tinted sunglasses or tinted visors.
Skills: Same as the character, with a +2 species bonus on Listen and Move Silently checks.
Feats: Nocturnals gain Blind-Fight as a bonus feat.
Advancement: By character class.