OVERMAN 2335

Humanity


Biological Humans

All of biological humanity had been improved by decades of genetic enhancement before the Hounds attacked, and these improvements carry over into the present day.


They consist of :

+1 Dexterity (to 11)      2 pts (counting reduction for keeping Speed at 2)
+3 Constitution (to 13)   6 pts
+3 Intelligence (to 13)   3 pts
LS : Immune to Disease    3 pts
Acrobatics 8-             1 pt
                 Total : 15 pts

All Humanity also has the disadvantage :

Hunted (The Hounds, more powerful, 8-)  15 pts

In addition to the improvements mentioned above, all humans, whether superhuman or not, have been engineered so that their bones do not weaken due to prolonged periods in free fall, and so that they will slowly re-grow any lost limbs and organs without external aid. Genetic engineering has also increased the average human life-span to one hundred years and greatly reduced the effects of senility in old age which means that old people can continue to contribute to society.

There are also large numbers of superhumans, many genetically engineered, some of them natural-born. All genetically engineered superhumans in the UN are built on 150 pts plus up to 100 pts of disadvantages. However, they must spend 50 of those points on the following abilities :


LS : vs all but Ageing and Eating/Sleeping                          22 pts
Any two of :
IR Vision, UV Vision, LS : Doesn't Eat/Sleep                        10 pts
5 points Visual Flash Defence                                        5 pts
Mind Link to any 4 people, need them to have mind link as well      12 pts
Acrobatics 8-                                                        1 pt
                                                            Total : 50 pts

As part of the engineering process all superhumans can speak and hear in any sound-carrying medium without distortion, and are incapable of shedding tears. The superhumans life-support comes mainly from having a cold-fusion powered metabolism.


AI's

It is also possible for PC's to be AI's.

Like humans, all AI's have the disadvantage Hunted (The Hounds) and are built, like humans, on 150 points plus up to 100 points of disadvantages. All AI's in a mobile body (which can be anything from completely human to utterly non-humanoid) must have the following 56 points worth of abilities :


LS : Full                       30 pts
IR Vision                        5 pts
5 points Visual Flash Defence    5 pts
Eidetic Memory                  10 pts
Speed Reading                    3 pts
Lightening Calculator            3 pts
                        Total : 56 pts

and may have the Distinctive Features disadvantage if they wish, though they can also look totally human if they so desire. However, many AI's are quite proud of their heritage, and have bodies which appear obviously robotic. AI's may have the same powers as a human, including psionic powers, although the mechanisms may be slightly different. The LS : Immune to Disease which an AI has as part of its Full Life Support also renders the AI immune to computer viruses.

The artificially intelligent part of an AI is purely software dependant, but it must have hardware of sufficient complexity to allow the personality software to run. This means that AI's can switch their personalities between any compatible bodies relatively easily. Almost all AI's use analogue processing.

All careers which are open to humans are open to AI's; there have been, for example, several AI Cardinals in the Roman Catholic Church, and there are currently several AI Bishops.


Everyman Skills

All of Humanity has the following Everyman Skills, from their upbringing and education.

Acrobatics                  Deduction
Breakfall                   Paramedic
Climbing                    Shadowing
Concealment                 Stealth
Conversation                Tactics
Computer Programming
4 points in Native Language
AK : Home Settlement
KS : Space/Planetary Environments (8-)
PS : One Skill (8-)
TF : Small Space Vehicles

The Acrobatics, Breakfall and Knowledge skills all derive from the spread of Humanity through space and across all the worlds of the solar system. The Tactics skill comes from the necessity that, in 2335, everyone, even if not militarily trained, knows the rudiments of military thinking.


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