Fēixíng rénlèi (Flying Human in Chinese, sounds like "Fey-shing ren-LAY") are a bioroid/human genetic modification deployed during the most recent war with the TSA as an insurgency/special forces and cadre trainer. With the ability to be air-inserted without parachute, and with a radar cross section indistinguishable from a large bird, and the ability to subsist on very little food and almost no water, they excel in these roles. Preferred method of fighting is as a sniper, often assuming sniper perches by clinging to the undersides of overhangs or roofs and other unlikely spots. Despite their size, they are surprisingly effective grapplers (see Fēixíng rénlèi Kung Fu, following) and deadly knife fighters (often using their wing-arms to grapple while simultaneously stabbing with a knife held in their prehensile tail). Legends of Fēixíng rénlèi throttling opponents to death with just their tails are probably... wait for it... tall tales. Those Fēixíng rénlèi who have survived their service to China (or where created by other agencies, by 2100 the second generation however is just now being born) have found profitable work as aerospace pilots with Third and early Fourth Wave countries, as security forces on Mars, and as ship crew.
Fēixíng rénlèi look like 3' tall humans with large, anime eyes, 2 fingers and a thumb on their hands (the ring and pinky finger have been elongated and fold back to form the wings, which lie flat against the arm when furled. The first finger joint then bends with the elbow), monkey feet (which they do not like covering in conventional shoes, preferring fingerless gloves) on the end of unusually long and limber legs, and a long lightly furred tail.
Fēixíng rénlèi 304 points
Attributes: ST -1 [-10], HT +2 [20], DX +2 [40]
Secondary Attributes: Per +1 [5], Basic Speed +1.00 [20], HP -4 [-8]
Advantages: 3D Spacial Sense [10]; Acute Vision 5 [10]; Ambidexterity [5]; Catfall [10]; Clinging (Gecko) [20]; Doesnt Breath (Oxygen Storage, x200) [16]; Double-Jointed [15]; Enhanced Move (Air) x1.5 [10]; Extended Lifespan 1 [1]; Extra Attack 1 [25]; Filter Lungs [5]; Flight (Realistic Winged Flight -65%; Nuisance Effect - 2 less arms -20%) [8]; Hard to Kill 2 [4]; Less Sleep 4 [8]; Nictating Membrane 1 [1]; Night Vision 5 [5]; Perfect Balance [15]; Prehensile Tail (Extra-Flexible, Long SM +1) [25]; Prehensile Toes (Extra Arms 2 Foot Manipulators) [14]; Pressure Tolerant Lungs (Thin) [1]; Reduced Consumption (Food) 2 [2]; Reduced Consumption (Water) 3 [3]; Resistant to Acc +3 [1]; Resistant to Sickness +8 [7]; Telescopic Vision 2 [10]; Temperature Tolerance 2 (colder) [2]; Very Fit [15]
Perks: Sanitized Metabolism [1]; Fur [1]
Disadvantages: Light Sleeper [-5], Unusual Biochemistry [-5], Unnatural Features -5 [-5], Alcohol Intolerance [-1], Horrible Hangovers [-1], Social Stigma (Minority) [-10]
Features: Early Maturation 1 (9 years), Light Menses, No Appendix, SM -2, Taboo Trait (Fat or heavier, Genetic Defects, Mental Instability).
Date: 2073 to China, 2091 general availability. (For Transhuman Space)
Cost/Availability: $354,000 / LC 3 / TL 10
Racial Weight: Based on HP 4: 9.6 lbs. See Biotech p. 52
China is a mature Fourth Wave society overall, and has an extensive Fourth Wave army, making parahumans or biorioids like this attractive. Fēixíng rénlèi are built as 1/2 scale humans with extensive TL 10 modifications for Lifting/Striking ST and IQ, while also lightening weight by hollowing their bones. Health and durability upgrades where added to offset size and weight penalties. Additional modifications increase eye sight, lung capacity, oxygen storage for when altitude is so high there is no oxygen, and reflexes. Additional modifications improve disease resistance, resistance to things like altitude sickness, zero-g, bad food, etc. Major adjustments include prehensile toes and a strong, very long prehensile tail, in addition to the wing arms. The wings themselves are actually modeled after pterosaur wings, leaving two fingers and a thumb to form a hand about one third the way along the arm (which leaves the hand at about normal arm length). Wingspan is 8.5 feet and Fēixíng rénlèi count as SM +1 when flying. They have a light fur covering that helps with the cold at high altitudes. Unintended side effects include a biochemistry sufficiently outside the human norm to present problems, a generally bad reaction to alcohol, and problems sleeping. Despite being legally human, Fēixíng rénlèi look sufficiently different that they are often treated badly (or differently!) by less extreme parahumans and baseline humans, combining a somewhat animalistic look (in the United States, they are called "Flying Monkeys") with the problems most "little people" have (being treated as children, trouble with seats and controls placed to high up, etc).
Most Fēixíng rénlèi built or born in Chinese military service are given Bone Strengthening (+1 HP, no increase in weight) and Muscle Strengthening (Lifting/Striking ST +3, no increase in weight). Those born naturally can fly on Earth (just: BL 16 vs a 9.6lb average body weight) and Mars. Richer individuals might go for a Reinforced Skeleton (Ultra-Tech p. 214) which would allow another level of Muscle Strengthening. Outside of treatments such as this, characters should recalculate their base body weight using the formula on Biotech p. 52 if they increase ST, and should not be allowed to purchase Lifting/Striking ST. Arm ST is permissible, with unusual training (see below). These restrictions represent the fact that Fēixíng rénlèi are already at the limit of variance between muscle strength and bulk!
Flying Monkeys (TL 11) 443 points.
This TL 11 upgrade actually adds a full set of wings, rather than converting the upper arms into arm-wings. TL 11 also allows greater increases in ST, and thus a greater size. Increase SM to -1, weight to 18.75 lbs. ST +6 [60]; IQ+1 [20]; DX +3 [60]; HT+3 [30]; Basic Speed +2.00 [40]; HP -9 [-18]; Flight (Realistic Winged Flight -65%; Nuisance Effect: No Wing Strikers -6%) [12]; 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]. Cost $493,000 / LC 3 / TL 11. All else stays the same. At SM -1, these guys are 4.5 feet tall, and can benefit from up to Muscle Strengthening +4 with Bone Strengthening or +5 with Reinforced Skeleton.
Angels (TL 11) 609 points
This TL 11 parahuman variant adds full wings to a normal human frame, and as much extra strength as the frame can support. Angels look like stunning humans with feathery, functional wings sprouting from their shoulder blades and a chiseled musculature with no fat to be found.
Attributes: ST +15 [150]; IQ +3 [60]; DX +3 [60]; HT +3 [30]
Secondary Attributes: Basic Speed +2.00 [40]; Perception +2 [10]; HP -15 [-30]; Will +1 [5].
Advantages: 3D Spatial Sense [10]; Acute Vision +5 [10]; Ambidexterity [5]; Appearance (Very Handsome) [16] Catfall [10]; Combat Reflexes [15]; Doesn't Breathe (Oxygen Storage x300) [18]; Doesn't Sleep [20]; Enhanced Move (Air) 1 [10]; Enhanced Move (Air) (not while gliding -10%) 1 [12]; Extra Attack 2 [50]; Filter Lungs [5]; Flight (Realistic Winged Flight -65%; Nuisance Effect: No Wing Strikers -6%) [9]; 2x Strikers (Crushing; Long +100%; Cannot Parry -40%; Weak -50%; Limb -20%; Damaged on Parry by Weapon -30%) [6]; Hard to Kill 2 [4]; Nictating Membrane 1 [1]; Night Vision 5 [5]; Perfect Balance [15]; Pressure Tolerant Lungs (Thin) [1]; Reduced Consumption 3 [6]; Regeneration (Slow) [10]; Resistance to Sickness +8 [7]; Telescopic Vision 2 [10]; Temperature Tolerance 8 (colder) [8]; Ultravision [10]; Unaging [15].
Perks: Sanitized Metabolism [1].
Disadvantages: Unusual Biochemistry [-5].
Features: Early Maturation (9 years); Light Menses; No Appendix; Reproductive Control; SM 0; Taboo Trait (Overweight+; Genetic Defects; Mental Instability)
Date: 2100 at the earliest.
Cost/Availability: $662,000 / LC 3 / TL 11
Racial Weight: Based off of HP 9: 109.35 lbs.
Weight was reduced by hollowing the bones out, HP where brought back up through other changes. As above, Angels are right at the limit for variance between HPs and ST. They can fly on Earth unmodified (BL 125), and can get Muscle Strengthening +6 with Bone Strengthening or +8 with Reinforced Skeleton.
Fēixíng rénlèi Style Kung-Fu
Cost: 9
Not actually based on any traditional form of Kung-Fu at all, its development via virtual reality prototyping was geared specifically to the unique bodymorphology of the Fēixíng rénlèi. Focus is on attacks from ambush, usually from above, with a grapple attack followed by a knife strike to the neck (all in one turn, thanks to Extra Attack) being a favorite. Punching, holds and locks are preferred over kicks. In fact, strikes with the surprisingly strong tail take the place of kicks in this style. Fēixíng rénlèi have significant advantages over most humanoids in low-G and free fall conditions, and techniques are taught to capitalize on that. Training with boomsticks and limpet mines and their dispensers for use against heavily armored foes is given as a last resort or from ambush. There are some legends about this style largely arising from the sneaky, ninja like methods of its practitioners. Drunken-Fighting is an exception, arising from how easily Flying Monkeys GET drunk but often do well in bar brawls (due to higher than average DX in reality).
Skills: Acrobatics; Aerobatics; Free-Fall; Karate; Knife; Shortsword; Stealth; Vacc Suit; Wrestling.
Techniques: Aggressive Parry (Karate); Arm Lock (Wrestling); Attack from Above (Wrestling); Choke Hold; Disarming (Karate); Head Butt; Head Lock; Neck Snap; Sweep (Wrestling); Targeted Attack (Knife Thrust/Neck);
Cinematic Skills: Invisibility Art
Cinematic Techniques: Binding; Roll with Blow.
Cinematic Perks: Drunken-Fighting.
Perks: Armor Familiarity (Karate); Improvised Weapons (Karate); Lower Arm Blindside (with the tail!); Neck Control (Karate); Skill Adaptation (Limpet Mine Attachment to Karate); Special Training (Wing and Tail Arm ST +1, up to three times); Suit Familiarity (Vacc Suit); Quick-Swap (Knife or Shortsword).
Optional Traits:
Advantages: Arm ST (with Special Training perk); Combat Reflexes; G-Experience.
Disadvantages: Bloodlust; Duty; Fanaticism (To a service or nation); Overconfidence; Sense of Duty (to a service or nation).
Skills: Beam Weapons (Pistol); Climbing; Fast Draw (Knife, Pistol, Grenade); Garrote; Guns (Pistol); Holdout; Jumping; Knot Tying; Smallsword.
Techniques: Close-Quarters Battle (any); Technique Mastery (Wrestling/Choke Hold); Retain Weapon (any).
A typical fight would have a practitioner descend from above and from hiding, using an all-out attack (determined) to fly at half move and then make a grapple to the neck, followed by an all-out attack (strong) Neck Snap, Choke Hold, or Knife Thrust to the Neck using the Extra Attack. Fēixíng rénlèi can add their foot arms (dont forget to average effective Arm ST if the Wing-arms and Tail are stronger!) and their tail to a grapple, for +2 effective ST per extra hand, and will generally grapple with all four main limbs (wing-arms and leg-arms, +4 ST above average Arm ST) while punching or stabbing with the tail (to take advantage of shock penalties). This will be countered by the usually -3 to pin or resist being pinned against SM 0 opponents (-6 due to SM -2, +3 usually for more arms). Against opponents adroit enough to prevent a choke hold or tough enough to survive the initial attack, practitioners will often abandon close combat and switch to powerful punches with the wing-arms or tail, often getting a surprise strike in with the tail in the opening stages of the fight.
The K-11 series is the next generation of canine uplift, following the successful work of the K-10 and K-10A series. They are popular with border patrol, police, fire fighter, and military police around the world, and even as auxiliary combatants in Fourth Wave nations. They have been modified for greatly increased strength and endurance, and an incremental increase in intelligence. A final addition where greatly increased dominance pheromone production, to allow the K-11 to act as the leader of K-10/K-10a packs.
K-11 "Alpha Dog" 93 points
Attributes: ST +6 [36]; DX+3 [60]; IQ-3 [-60]; HT+2 [20]; Per+8 [40]; FP +3 [9]
Advantages: Acute Smell +3 [6]; Acute Hearing +3 [6]; Combat Reflexes [15]; Discriminatory Smell (Emotion Sense) [23]; Dominance Pheromones (Charisma +4; no effect on non-dogs -5%; Scent based -20%) [15]; Enhanced Move (Ground) 1 [20]; Teeth (Sharp Teeth) [1]; Ultrahearing [5]; Very Fit [15].
Perks: Fur [1];
Disadvantages: Chummy [-5]; Colorblindness [-10]; Dead Broke [-25]; Disturbing Voice [-10]; Quadruped [-35]; Sense of Duty (Master) [-2]; Short Arms [-10]; Social Stigma (Valuable Property) [-10]; Stress Atavism (12-, Mild) [-10]; Proud [-1]; Responsive [-1];
Features: Born Biter 1; Early Maturation 2 (4 years); SM 0.
Date: 2076
Cost/Availability: $143,000 / LC 4 / TL 10
K-11 adds ST, DX and another point of IQ to the basic K-10, as well as acute senses and a perception boost. Endurance and over all fitness was also increased, and as a side effect, lifespan also increased. Finally, the pheromones where added. All other advantages and disadvantages come from the large dog template. Only side effect of the increased intelligence and reduction of Hidebound, Innumerate and Sleepy was a slight worsening of the lines Stress Atavism. K-11's are fully sapient, this coupled with their longer lifespans is seen to offset their higher initial cost. K-11s in permissive or transhuman societies (such as the E.U. in Transhuman Space) would not have Dead Broke or Social Stigma (Valuable Property), likely replacing both with Social Stigma (Minority). This doesnt adjust dollar cost. K-11's very frequently insist on being the alpha of any pack, the equivalent of a Quirk level Bully vs other dogs. There ARE non-alpha K-11's though (usually beta's, very rarely omega's). Emancipated K-11's often invest in Finger Paws (Ultra Tech p. 218), while richer individuals might look into a Polykeratin graft version of Finger paws that would switch between paws (for running) and fingers (for manipulation). Replacing the teeth with cybernetic versions that count as superfine blades (+2 cut damage, add (2)) is probably too outre for most sponsors, but independent K-11s might consider it.
Voidsap 294 points
Based on the Giant Pacific Octopus, but adding modifications similar to those found in Void Dancer parahumans. Modifications to certain glands have decreased overall sex drive but vastly increased lifespan and size. The large size has allowed for greater intelligence modifications as well. Their intended purposes is as a non-citizen/property competitor to the full rights parahuman Void Dancers. Some effort was made (mostly by increasing strength) to make Voidsap useful construction workers even in gravity.
Attributes: ST +1 [10]; DX+3 [60]; IQ-2 [-40]; HT+2 [20]; Per+3 [15]; Will +2 [10]; Move (Ground) -4 [-20].
Advantages: 3D Spatial Sense [10]; Amphibious [10]; Chameleon 2 [20]; DR 1 (Tough Skin -40%) [3]; Constriction Attack [5]*; Doesn't Breathe (Gills -50% OR Oxygen Storage x300 -10%, -5%) [19]; Double-Jointed [15]; Extra Arms (6; Extra-Flexible, +50%; Foot Manipulators -30%; Nuisance Effect: Can only Crawl -5%) [69]; Original Arms (2; Extra Flexible +50%; Foot Manipulators -30%; Nuisance Effect: Can only Crawl -5%) [3]; Flight (Costs 1 FP -5%; Requires Low Gravity 0G or underwater, -50%) [18]; Improved G-Tolerance (1G) [15]; Lifting ST +9 [27]; No Neck [5]; Nictitating Membrane 1 [1]; Obscure 4 (Smell; Ink; Drifting +20%; Limited Use, 4 per day -20%; Link, Obscure Vision, +10%; Only in Water or Zero-G -30%; Persistent +40%) [10]; Obscure 10 (Vision; Ink; Drifting +20%; Limited Use, 4 per day, -20%; Link, Obscure Smell +10%; Only in Water or Zero-G -30%; Persistent +40%) [24]; Peripheral Vision [15]; Sealed [15]; Pressure Support 2 [10]; Sharp Beak [1]; Radiation Tolerance 10 [20]; Regeneration (Slow; Radiation Only, -60%) [4]; Regrowth (Arms Only -50%) [20]; Stretching 2 (Arms Only -80%) [3]; Temperature Tolerance 10 [10]; Vacuum Support [5].
Perks: Sanitized Metabolism [1]; No degeneration in zero-g [1]; G-Experience (1G) [1]
Disadvantages: Air Move -10 (Air Speed 2) [-20]; Bad Grip 1 [-5]; Bad Sight [-25]; Cold-Blooded [-5]; Dead Broke [-25]; Fearfulness 1 [-2]; Mute (Mitigated by computer interpreter -60%) [-10]; No Legs (Aquatic) [0]; No Skull DR [-3]; Social Stimga (Valuable Property) [-10]; Stress Atavism (Mild, 12) [-10]; Unusual Biochemistry [-5];
Quirks: Incompetence (Sex Appeal) [-1]. =-121
Features: SM 0; Early Maturation 5 (6 months); Temp range -10 deg to 150 deg; Native 0g.
Cost/Availability: $109,000 / LC 4 / TL 10
Notes: Even natural Octopuses can crawl on land, here represented by taking Amphibious and their arms as Foot Manipulators, then buying down Ground Move. This should be treated in all ways as if the Octopus, while on land, was in the crawling posture (a penalty to be hit by ranged attacks, penalty to defense for being lower than opponent in melee, etc). An Octopus can only crawl, lie prone (face up or face down), or sit on land, it cannot crouch, kneel, or stand.
Most of the "extra intelligence" shows up in buying off Hidebound, Incurious, and Innumerate, rather than a straight IQ bonus. Engineering added the ability to breath air (Gills -50% added to Oxygen Storage), Improved G Tolerance, Nictitating Membrane, Sealed, Radiation Tolerance, Regeneration (Radiation), Temperature Tolerance, and Vacuum Support, plus all the perks. Unusual Biochemistry is partly because its an octopus, and partly because of the void dancer modifications. Octopuses die when they mate, the reduction in sex drive occurred as a side effect of removing that. This greatly increases average lifespan. Everything else is basic to Octopuses.
I interpret Cold Blooded with Temperature Tolerance to mean that the "natural" temperature range for
the Cold Blooded is 50-90 (for -5 points). Temp Tolerance 10 then increasese that to -10 - 150, increases
the time till stiffening starts to 1 hour, and drops "threshold temperature" by 60 degs (-10 and -28 respectively).
Octopuses are "invertebrates" in the biological sense, but are not particularly weak, and so do NOT have Invertebrate [-20]. Instead, they have Double Jointed. Octopuses have 8 arm hit locations (struck at +0, plus modifiers for overall SM, determine which arm is hit randomly), a Torso hit location (with vitals, struck at -2, plus overall SM modifiers), and a Head hit location (with face, eyes, and brain) that is not protected by a skull. Octopus arms are long enough to be Long +2 SM, but to actually hold something and swing it, a considerable length of tentacle has to be wrapped around the weapon, reducing effective length to +1 SM. The two Doesn't Breath advantages/features represent the fact that octopuses breath water, but can hold their breath out of water for a considerable period of time. Voidsaps, on the other hand, can breath air, water, or hold their breath where neither is available. Voidsap (and natural octopuses) continue to grow all their lives, and their extended lifespan can produce very large specimens. Increase ST, body SM, and arm SM appropriately (the largest octopus ever thought to be seen was ST 17, SM +1, and had Long +3 SM on its arms!)
*Constriction Attack uses the alternate pricing structure from Technical Grappling, where it only costs 5 points if you have 2 (or more) extra flexible arms.