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Posthuman Societies for TTRPGs (version 0.2)

Posthuman Societies for TTRPGs

Human-centric science fiction doesn't mean everyone is the same. Posthuman societies can be just as weird and diverse as the classic aliens of Star Trek, Star Wars, and Babylon 5. Here are some information sheets for building characters for posthuman societies from various science fiction stories. I've included notes on the source material that inspired some of these. This is intended to be the start of homebrew rulemaking rather than a comprehensive sourcebook.

Aquatics

Aquatic humans have adapted to live on sea worlds with minimal contact with dry land. They've used advanced biotechnology to modify themselves and their environment to a delicate balance. They live on rafts of aquatic vegetation that serve as farms for fish, crustaceans, and plants. Their culture prioritizes long-term environmental stewardship and they actively resist changes that threaten that balance. Key modifications include symbiotic bacteria to store oxygen, reduced hair, webbed fingers and toes, and increased body fat.

Adaptations

Appearance

Webbed fingers and toes, no or minimal hair, variable blue-gray skin color, additional body fat.

Clothing

No clothing, swimming clothes, easily-removed clothing.

Ethos

Radical environmentalism

Names

Familiar names plus an epithet describing an emotional trait. Aquatics often choose names that are reminders of traits they want to improve: Bernin the Hungry, Golwa the Impatient, Wolg the Difficult.

Character Questions

Notes

Book cover image from A Door into Ocean: A bald female figure with grey skin sits on the floor with knees up and facing the viewer.

Image from Tor re-release edition via Slonczewski's study guide for the book

Clone Families

Clone families are groups that have been cloned from a single or a few individuals. Variations in development and experience give each member unique personalities and abilities. Motives for establishing a clone family can vary but many have a shared family identity surrounding a particular profession or set of skills. They may have a familial language of inside jokes and gestures. Clone families may include others by birth, adoption, or marriage. The existence of clone families may or may not be illegal in different parts of the galaxy.

In spite of being a "family," each member is unique with differences in behavior, mannerisms, apparent age, sexuality, gender, and beliefs.

Adaptations

Appearance

Clothing

Ethos

Names

Notes

Probably the most popular example are the clone troopers from Star Wars: The Clone Wars and Star Wars: The Bad Batch. Other sources:

Still image from

Still from Lucasfilm/Disney The Bad Batch.

Character Questions

Engineered Caste Societies

Caste societies use genetic engineering to create specialized castes. Some of these roles may include:

While a stratified society may be the designed intent of this posthuman culture, individuals may not act or identify according to their engineered roles. Individuals who try to escape the system or don't fit into it may be punished to different degrees.

Adaptations

Appearance

Clothing

Ethos

Authoritarian, revolutionary.

Character Questions

Notes

Primary inspiration comes from A Closed and Common Orbit by Becky Chambers. Pepper is a woman who escapes slave labor as a child. Other examples include Cetaganda by Lois Bujold. Caste system plotlines should be discussed during the lines and veils negotiation of a TTRPG session.

Military Zombies and Weapons

Zombies are soldiers who have had their free will, higher cognitive functions, and moral conscience temporarily or permanently disabled through the use of neurosurgery and other interventions. Compared to unmodified humans, they have higher reflexes and react without hesitation or restraint in combat situations. Tactical and strategic thinking are usually handled by other soldiers.

Weapons have been modified to think as part of a weapon system. A pilot might be modified to consider the aircraft to be part of their body, and a ground soldier modified to consider a rifle to be an extension of their arm. Humans with these mods get improved skill and reflexes without the cognitive cost of zombification. Weapons may experience bodily dysphoria when not operating as part of their weapon system.

Adaptations

Appearance

Visible modifications, cybernetics, military stance

Clothing

Clothing to accommodate hidden implants, ordinary clothing, military clothing

Character Questions

Notes

Peter Watts has discussed zombies in multiple stories including Echopraxia. Zombies are just one example of militarized neuroscience in his works. The ancillaries of Ancillary Justice by Ann Leckie and Murphy from Robocop are related works.

A primary source for weapons here is The Helicopter Story by Isobel Fall. In this story, militarized neuroscience manipulates gender dysphoria to create better helicopter pilots. Another story is "A Stick of Clay in the Hands of God is Infinite Potential" by Neon Yang centered on a mecha pilot.

Illustration showing female mech pilot with mech in background

Illustration from girl frame ttrpg.

Tech Democracy

Tech consensus societies use ubiquitous information technology implants to facilitate direct democracy and/or consensus. Implanted individuals vote on dozens of small decisions each day, and choices are fed directly into algorithms to generate the next iteration of entertainment and consumer products. Prices for most goods are determined via consensus algorithms in real time.

Advantages

Appearance

Clothing

Ethos

Character Questions

Notes

This is largely based on the Demarchists of Chasm City by Alistair Reynolds.

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