Professional Documents
Culture Documents
Never Born-Again
An Otherverse America Sourcebook
Concept and Execution: Chris A. Field
The Neverborn are a small species with few “Only half the patients who go into an abortion
reproductive prospects. In evolutionary terms, the clinic come out alive.”
undead beings are a footnote. Their numbers are too -Traditional Lifer maxim
few to maintain real genetic diversity. They are
created with ghost memories of their own deaths in The Neverborn are an undead strain of
utero, and are emotionally fragile because of it. humanity, a tiny species created by the unique
Their value as propaganda (at least outside the intersection of pro-life belief and powerful necro-
Enclaves) is limited, since Choicer debunkers have mantic object philosophies. Neverborn are
convincingly argued the Neverborn are a work of awakened to sentience and returned to a kind of life
living art created by a Lifer metahuman, not proof of during a mournful ritual. Neverborn are an artificially
theology. Within the Enclaves, Neverborn are a vital created species unique to the Lifer nation, and
part of the sidewalk rescue subculture, but their Neverborn children are often raised alongside their
origins limit the near-human’s prospects to a few living and breathing siblings in the movement. The
predetermined paths. Neverborn become soldiers, Neverborn are virtually unknown outside of
combat types and sidewalk consolers because Megachurch Enclaves. Many outsiders consider the
10 Neverborn an urban legend, and dismiss the species
as just another piece of Lifer propaganda.
Though beloved for their ability to save the Neverborn: Cybernetics and Medicine
recently slain, Philosophy practitioners are held in
awe for their ability to ‘bring back’ an aborted child. The Neverborn’s biology is a puzzle; it
Lifers who carry the shame of an abortion sometime shouldn’t work. The Neverborn should be dead, but
in their past often seek them out and ask them to somehow they walk, talk, fight and learn just like a
work their post-human magic. The best and most living human, despite the ruin of their internal organ
noble Philosophers do so gladly, volunteering their systems. Because of their exotic biology, attempts to
abilities and creating Neverborn as freely as they treat the Neverborn medically are much more
volunteer their healing gifts after a tragedy, even to difficult than similar treatments performed on un-
their Choicer neighbors. Others are mercenary, as modified humans.
concerned with money and glory as an old
televangelist, only offering their talents to the elites of · Attempt to aid Neverborn with the Treat
Lifer society. The Coalition for Life provides all Injury skill suffer a -4 penalty unless the
“LFD Philosophers” with metahuman bodyguards, attending physician possesses the Xeno-
because their high level resurrection talent makes Medic feat.
and publicity makes them attractive targets for
Choicer assassins. · Neverborn cannot receive cybernetic
implants. Systems implanted into their body
The creation of a Neverborn child often simply remain inert and fail to function, as if
climaxes a particularly emotional series of protests. they’d been plugged into a corpse. Some
Roe Day protests (occurring on January 22nd, the Neverborn choose a specific feat, described
anniversary of the Roe v. Wade decision) almost later, that allows them to acquire
always end with the (re)birth of a Neverborn child. cybernetics.
These strange bloody births are media events,
reported as a morbid curiosity by Choicer media,
but as miracles of love and redemption by Lifer
journalists.
14 Life From Death
(Object Philosophy)
Purely through the strength of
your faith, through the power of the
God you worship, you can return the
dead to life…. And create a new
human life where there was none
before.
In addition, as a consequence
of your beliefs, you can transform fetal
remains into a living human or human-
oid creature. The resulting ‘raised’
creature is a Neverborn human child,
which takes its physical appearance
and extra-normal abilities (if any) from
the raw genetic material of the
remains, and is imbued with a soul
based upon your own, using your
expectations, beliefs and desires as
rough template. A creature created
from Lifechained remains is itself
Lifechained, and the Neverborn
possess all the genetic alterations
passed down to it by its parents.
From their scorching desert home world of Appearance: Stonecutters are hulking,
Kor, Stonecutter fleets carry coin and cargo across yellow skinned humanoids, standing between seven
known space. Galactic travelers convert local and nine feet tall. Stonecutters are walls of dense
currency to Stonecutter talents, a stable currency muscle, with hides the color of an old banana. Skin
accepted on most galactic capitals. Stonecutter tone can range from a pale wheat color to a dull
technologists and artists influence the technology and brownish orange. Birthmarks and random blotchy
pop culture of a thousand worlds, and dream new patterns are common, with females tending to have
futures for hundreds of sentient species. Stonecutter more colorful, complex markings.
missionaries bring Stonecutter traditions and ethos to
all who will listen, and incorporate the best and Stonecutters appear top-heavy and ponder-
wisest aspects of the new faiths they discover into ous, with thick barrel chests and powerful arms in
Kor’s ever-evolving, patchwork poly-faith, the contrast to their almost comically short legs. Despite
Always. The vast Stonecutter armada patrols the their unusual proportions and bulk, the creatures are
outer darkness, protecting client worlds from Ejawfe surprisingly flexible and graceful. Stonecutter skulls
war fleets and Nemesis Lifechain incursions. are relatively large, and set low in the collarbones,
giving these aliens a bullnecked appearance. Stone
Stonecutter ships are a common sight in cutters have beady jet black eyes and thick, expres-
Earth space- massive, blocky freighters shielded sive lips. Stonecutter communication depends largely
behind thick obsidian hulls. The Stonecutter Mer- on facial expression.
cantile Council was one of the first stellar govern-
ments to open trade and scientific sharing agree- Instead of a nose, a series of small holes
ments with Earth. Despite the economic losses under their tiny ears allow them to smell and breathe.
Stonecutter traders suffered when the Abortion War With the exception of a few neatly woven braids or
erupted, the treaties have been profitable for both ponytails, Stonecutters are completely hairless.
sides. Human society and technology has evolved Stonecutter skulls are topped with short, blunt crests
faster than even the most optimistic Stonecutter or ridges, with small braids dangling from beneath
investors could have hoped, and the rapidly chang- their armored skull plates.
ing, vibrant Earth culture is rapidly becoming as
much an influence on galactic fashion as its patron Reproduction: Despite some of their more
species. unusual racial abilities, Stonecutters are dual-sexed,
mammalian humanoids. The creatures reproduce
sexually, and like humans, have no set mating season
and enjoy sex for pleasure. Stonecutter pregnancies
22 are usually 12-13 months long, and often result in
multiple births, with fraternal twins or triplets being
through its citizens. All Stonecutters receive Windfall
as a racial bonus feat, and most use this as seed
the most common. money to start a financial empire of their own.
Names: Stonecutter names are simple two Controlflux (EX): Stonecutters have
syllable sounds, with a cut off, guttural quality. Titles amazing voluntary muscular control. Their faces are
and honorific are an important part of Stonecutter capable of an amazing range of expression, and their
culture, and are always included when speaking rubbery bodies are likewise malleable.
formally. Among close friends or family members, it
is acceptable to omit the honorific. As a full round action, the Stonecutter can
contract his body mass into himself, becoming a
Examples: Jod-sma, Captian of the Mer- Medium-sized creature of equivalent weight and
cantile Sphere Cargohauler Obsidian Anvil ; Lok- mass but only 6 to 6 ½ feet tall. While transformed,
tum, Priest of the Patchwork Always ; Reddic, the Stonecutter is a smaller, harder to hit combatant
Loyal Nano-Sculptor of the First Sunward Nation. and can enter tighter spaces and use smaller equip-
ment comfortably.
Size: Stonecutters are Size Large. Stone-
cutters have a base landspeed of 30 ft. Stonecutters The Stonecutter can maintain Medium size
stand between seven and nine feet tall, and the indefinitely, but relaxes into his larger state when he
largest specimens weigh upwards of a half ton. sleeps or is knocked unconscious. As this is a non-
There is no appreciable physical difference between magical, physical change, the Stonecutter’s gear
male and female Stonecutters: to humans the catfish does not change size.
faced giants look monotonously similar.
Despite their bulky, elephantine appearance,
As a Large creature, the Stonecutter can the Stonecutter’s hands are as delicate as a
wield larger weapons than its human counterparts, surgeon’s. The Stonecutter can concentrate, using
and its lifting and carrying limits are double those of his extremely fine muscular control to shape the
a medium creature. The Stonecutter receives a –1 fleshy parts of his hands into crude but effective
size penalty on attack rolls and Defense, and a –4 tools. As a full round action, the Stonecutter may
size penalty to Hide checks. Conversely, the Stone- shape his hands into an Improvised Tool Kit for
cutter receives a +4 size bonus on grapple checks. virtually any skill which requires a kit to perform. As
such, the Stonecutter usually suffers only a –2
Ability Score Modifiers: +4 STR, -2 penalty for working without proper tools rather than
DEX, +2 CON. Stonecutteres are enormously –4, since his flexible hands become the necessary
strong, and robust, with well evolved internal tools.
structures, but their bulk limits their mobility.
Fluxhide (EX): Stonecutter skin resembles
Racial Skills: The Stonecutters are a highly dense rubber or heavy leather armor, and is as
educated race which places great emphasis on durable as ballistic cloth. The malleable hide deforms
trade, artistic expression and missionary duties. All instantly and painlessly in response to blunt trauma.
Stonecutters receive a +2 racial bonus on the
following Knowledge checks: art, business and All Stonecutters receive Damage Resistance
theology and philosophy. 10/- against non-magical Bludgeoning damage. This
Damage Reduction stacks with DR from other
Racial Feats: Stonecutter culture is a semi- sources when applied against blunt force trauma,
socialistic, post scarcity economy, with the vast including Tough Hero class levels and various spells
revenue from its off planet investments redistributed and feats.
Desert Adaptation (EX): Though power-
ful and prosperous, Stonecutter biology imposes
Instead of advanced expert-AI, Stonecutter spacers
make do with long hand calculations and direct
23
limits on these golden-skinned behemoths. As mind-machine interfaces.
creatures adapted to life in a burning desert, Stone-
cutters suffer a –4 racial penalty on FORT Saves Stonecutter systems are larger and much
made to resist extreme environmental cold or cold- less user-friendly than similar human devices, but are
based attacks. Though Stonecutters can survive in fairly easy to use, and more importantly, are almost
temperature zones set for humans without complaint, idiot-proof and field repairable. Their relatively
most find Earth a little too cool and damp for their primativecomputer systems account in large part for
liking, and keep their own quarters and embassies the sheer bulk of Stonecutter vessels.
heated to a sweltering, Saharan extreme. Stonecut-
ters receive a +4 racial bonus on FORT Saves made Because the Stonecutters don’t have a
to resist extreme environmental heat. tradition of native AI, they don’t truly understand
how deeply entwined AI and human psychology has
Level Adjustment: +1. Their cultural become. Stonecutter xeno-anthropologists have no
superiority and great wealth, more than their prodi- interest in the Nuremberg AI itself, though they are
gious strength makes Stonecutters slightly more fascinated by its creations, because the Stonecutters
powerful than ordinary humans. They gain levels have no direct experience upon which to judge
more slowly. Nuremberg. The few, native Stonecutter AI are
simplistic experimental systems, languishing in a
Stonecutters and AI university data-stack somewhere. No Stonecutter
Part of the reason Stonecutters are so AI has ever been allowed to become as culturally
impressed with the creation of the Neverborn is that important as the Nuremberg AI or the Choicer
the race has little direct experience with artificial mentor-AI have become, nor would a Stonecutter
consciousnesses of any kind. Though Stonecutter computer system have the intellect necessary
technology is more than sufficient to dominate half to do so.
the Milky Way, it is surprisingly primitive in some
respects. Most importantly, Stonecutters do not use
artificial intelligence. Any AI running a Stonecutter
vessel or weapon is likely an off-world export, Variant Racial Trait
probably from Earth or provided by the Jigsaw. By
contrast, every piece of a human soldier’s gear is If you wish to emphasize the vast cultural
likely to be self-aware at least to a limited degree. differences between Stonecutter and human
technology, Computer Use (INT) can never be
While humans prefer to adapt computer considered a Class Skill for a Stonecutter character.
systems to their needs, the Stonecutter Mercantile To compensate, Stonecutters gain a +3 racial bonus
Sphere prefers to learn to work with existing tech- on Knowledge (physical sciences) and Repair
nology. Stonecutter engineers prefer to utilize the checks, to account for their cultural ‘work-arounds’
least amount of technology necessary to solve a for the missing AI technology.
problem, and tend to be wary of AI. Stonecutter
computer technology is at least a century behind
human developments, and many Stonecutter systems
run off operating systems seemingly identical to
1980s-era computer programs. Stonecutter techies
claim their rudimentary computers are all they need,
amazed that human IT experts can keep the quirks
of their bloated later-generation systems in check.
24 Stonecutter Cultural Feats: Choose one of the following: Diver-
sity of Experience, Educated, Gear Head, Guide,
Touchstones: Out-Colonist, Trustworthy, Windfall
Feats & Starting Occupations Wealth Bonus Increase: +3
Reputation Bonus Increase: +0
All Stonecutters may select any of the
following unique racial feats. Stonecutters raised Stellar Missionary
among the Mercantile Sphere worlds, as well as a The Stonecutters have spread their faith to
handful of client species may select from the follow- every corner of the galaxy; a large part of their
ing new starting occupations, in addition to the success is their faith’s ability to incorporate new
occupations in D20 Modern, D20 Future and the elements from newly discovered worlds. The
Otherverse America campaign setting. Stonecutter clerics refer to their polytheistic faith as
the Always; a central core of universal truths that
Fosterling are unchanging but are in constant flux as new
Stonecutter merchant houses accept foster- information, new gods and new revelations are
children from a myriad of client species. These incorporated into the patchwork faith.
fosterlings are raised on Kor, among Stonecutter Stonecutter missionaries are experienced
families for several years before being returned to diplomats and scholars, and often take the lead
the planet of their birth, hopefully to open extensive during first contact scenarios.
trade relations between Kor and that world. Foster- Prerequistes: Stonecutter species, Age
lings gain an intimate understanding of Stonecutter 40+, WIS 13+
culture and commerce. Preselected Feat: A Stonecutter Stellar
Missionary must select the Anointed Cleric feat at
Neverborn Humans account for a surpris- first level.
ingly large percentage of Fosterlings, especially Skills: Choose two of the following as
considering how insular and xenophobic their culture permanent class skills. If the skill you select is
is. In the last few years, the Lifer nation has allowed already a class skill, you receive a +1 competence
more than a hundred newly created Neverborn to bonus on checks with that skill.
leave Earth and it’s sectarian violence behind and Concentration, Decipher Script, Knowledge
travel to the Stonecutter homeworld. RESCUE (art, behavioral sciences, civics, technology, theol-
International encourages the cultural exchange. ogy & philosophy), Navigate, Perform (act, sing),
Pilot, Sense Motive. Or add a new Speak or Read/
Prerequisite: Age 15+, any non-Stonecut- Write language selection.
ter species
Skills: Choose two of the following as Feats: Select one of the following as a
permanent class skills. If the skill you select is bonus feat: Educated, Elite Clearance, Evangelist,
already a class skill, you receive a +1 competence Studious, Spacer, Starship Operation, Trustworthy,
bonus on checks with that skill. All Fosterlings can Zero-G Training
read, write and speak the Stonecutter language, in Wealth Bonus Increase: +2
addition to their native language. Reputation Bonus Increase: +2
Diplomacy, Gather Information, Knowledge
(art, business, civics, technology), Pilot, Survival
Or select a new Speak or Read/Write
language selection.
New Affiliation: Stonecutter Racial Feats 25
Anvil Financial Group
The following feats are unique to the
Stonecutter species.
Earth Incorporation Year: 2063
Corporate Motto: Two worlds united. Bonded Tracker (Stonecutter)
Like many young Stonecutters, you choose
The Anvil Financial Group is the largest and to become genetically and spiritually bound to a
wealthiest non-Terran mega-corporation on Earth. krenshar, a fearsome, panther like predator native
Incorporated under Earth law during the early 2060, to Kor. The ritual is a relic of Kor’s primitive past,
the Anvil Financial Group is a coalition of Stonecut- when Stonecutter hunters were dependant on their
ter investors who use the vast resources of their life bound cats for survival.
species’ interstellar trading consortium to dominate Prerequsite: Track, Stonecutter species
Earth’s promising new markets. Anvil Financial
dominates the interstellar shipping and xeno-tech Benefit: You gain a Krenshar as a sort of
industries. The Anvil Group trades Stonecutter familiar. You are bound to your krenshar partner
technology for Earth’s cultural exports, raw materials using advanced genetic alteration, allowing you to
and land. The Financial Group is a major lender, command the creature wordlessly, and increasing the
offering start up capitol to human-ran businesses, as animal’s intelligence. The Krenshar is described at
well as lending to Stonecutters born on Earth. the end of this section.
The Anvil Financial Group is one of the Your Krenshar familiar gains abilities as a
leading advocates for global trade, pushing the mage of your total character level. If your krenshar
world’s government to end protective tariffs and is slain, you must make a DC 15 FORT save.
legal impediments to international and interplanetary Failure indicates you lose 200 XP per character
trade. The alien megacorp is a familiar target for level, as a result of the trauma of your Krenshar
anti-capitalist and anti-globalization protesters, and familiar’s demise. Success means you only lose half
spends billions of dollars annually on humanitarian that amount. A slain or dismissed familiar cannot be
causes or humanitarian tech donations to offset the replaced until you gain a level.
negative press. A slain Krenshar can be raised from the
Affiliation Prerequistes: Speak and Read/ dead, just as a character can be, and does not lose a
Write Stonecutter, Knowledge: business 8 ranks, level or Constitution point when this happy occasion
Knowledge: civics 6 ranks, Knowledge: technology occurs. If a character restores life to a slain familiar
4 ranks. before 24 hours elapses, he can recover half the XP
Affiliation Benefit: Earth based members lost as a result of the creature’s death.
of the Anvil Financial Group can purchase technol- A Krenshar familiar grants its master a +3
ogy and weapons from Progress Level Eight with bonus on Intimidate checks.
only +2 Purchase DC modifier, thanks to the
advanced technology provided by their Stonecutter Internal Control (Stonecutter)
backers. You only receive this benefit when making You are a member of the Stonecutter
purchases through the Financial Group or it’s military caste, and have evolved internal defenses to
approved trading partners. keep you alive on the battlefield. You can use your
inborn muscular control and malleable internal
Normally, for a PL 7 society like Otherverse organs to prevent injury by moving internal targets
America, technology from PL 8 would have a +5 out of danger.
Purchase DC modifier, if it is available at all. Prerequsites: CON 13+, Stonecutter
species
26 Benefit: A number of
times per day equal to
your CON modifier
(minimum once daily),
you may shift your
internal organs slightly in
hopes of avoiding lethal
injuries. In doing so, you
force your opponent to
reroll the damage
inflicted. You must
accept the result of the
second roll, even if it is
worse then the first roll.
Doing so is an instant
action, made in response
to danger.
Intelligent Scalpels
(General)
You are an
exceptionally deadly
shift-soldier, and are
capable of instantly
reshaping the configura-
tion of your natural
weapons to inflict maximum damage. Stonecutter Goliath (Stonecutter)
Prerequsite: Warlimb, Combat Expertise, You are even more massively built than other
Stonecutter species Stonecutters. You tower over most humanoids,
Benefit: You take semi-conscious control standing nearly 12 feet tall, and weighing over a ton.
over the organic blades jutting from your warlimbs, Typically, only the healthiest, most respected Stone-
changing your weapon’s shape to take advantage of cutters ever attain this size, and the giant creatures
battlefield opportunities. When fighting with your are considered paragons of beauty among their own
warlimb, you may add your INT modifier as a bonus kind.
on attack and damage rolls, as well as on disarm Prerequsites: STR 15+, CON 15+,
attempts made with the Warlimb. Stonecutter species
Redemption’s Neverborn
don’t need such things. Silenced Rat considers it are fiercely loyal to the Army of God, and most have
sinful for Neverborn to use resources they don’t gone beyond mere protest and become active
really need, forbidding most unnecessary human ‘determined rescuers’. The small community and its
comforts. The few humans living among the dead Untainted neighbors have become the center piece
must venture into local towns for supplies, or trade of a well organized Lifer ‘rat-line’ helping wanted
with nearby Untainted clans for the necessities of terrorists and combat types over the border to
survival. Canada. Glauchester’s followers are not welcome in
Redemption, where she and her small crew of
Life at Redemption is hard, and the disci- dissidents are viewed as Choicer-corrupted traitors
pline cultish. Silenced Rat is absolute monarch of his or worse. Glauchester’s McDuffs are usually
small city, and governs every aspect of his citizens’ murdered on sight, while any Choicer dense enough
lives. Technology in redemption is 19th Century at to wander in is usually beaten within an inch of their
best with respect to everything except weapons and lives. Human journalists hoping to interview Silenced
vehicles. The few permanent structures are wood Rat and his inner circle about Glauchester’s defec-
longhouses, lit by firelight and sun. Silenced Rat tion best tread carefully or risk the same fate.
makes his nest atop the white-washed church’s
massive spire, which provides an excellent line of
sight (and clear field of fire) to anywhere in
Redemption. Rat’s church is naturally the center of
32 New Affiliation:
Susan Glauchesters
McDuffs
Only a handful of
Neverborn have joined Susan
Glauchester’s crusade to expose
Nuremberg’s trickery, and the
few that have are referred to as
“McDuffs.” Like the Shakespearian hero, these few
Neverborn were not born of woman like an ordinary To date, contacts between Glauchester and
human. In 2105, Susan Glauchester’s discovery of Perseus have been tentative- even hunted by her
her true origins destroyed her comfortable existence former allies, Susan can’t quite bring herself to trust
in the Topeka Enclave, and transformed the former an organization that was calling for her execution just
activist into a hunted traitor. a few years prior. Glauchester has provided (as yet
unconfirmed) evidence that the Nuremberg database
The Nuremberg AI has been trying to is self-aware, and based on her info, Choicer
eliminate Susan Glauchester and her followers for parapsychologists are closer than ever to under-
the last 18 months. Glauchester’s McDuffs have standing Life From Death. The Covenant hopes that
been forced into unthinkable alliances, including Glauchester can be more than just an embarrass-
making tentative contact with Perseus, the Bastian- ment to the Lifers, they hope they can convince her
dominated intelligence agency, and Singularity Drive, to become a memetic weapon- to return to the
a Choicer think tank and the driving force behind Enclaves and burn them down with her ideas. At this
Choicer science and pop culture. Glauchester has point, Glauchester seems reluctant- she’s been a
been forced to accept sanctuary among her one time propaganda piece all her short, unhappy life, and
nemesis to bring down the nation and corrupt AI she’s tired of it. Despite her personal reservations,
which created her. she feels it’s her duty to liberate- to redeem- her
species.
If the transformed Neverborn has racial
33
For their part, the McDuffs are torn feats, they are lost. The Neverborn may choose an
between a need for justice and an awareness that if equal number of feats for which he meets the
they succeed in either destroying or exposing prerequistes. McDuffs may not use this ability to
Nuremberg, they will likely bring down the only transform themselves, forcing them into a rough
society they has ever been home. Complicating community of likeminded ‘recovering’ Neverborn if
matters is the AI’s lethal response to even the rumor they wish to recapture their lost humanity.
of dissent. All too many Neverborn have been
murdered by the AI’s cat’s paws because of purely This ability is also useful in combat, effec-
trivial, unreported contact with the McDuffs. tively allowing McDuffs to ‘hank’ other Neverborn,
Potential recruits know that refusing to make a painfully disrupt their energy flow and cripple them.
decision is tantamount to making a choice. A McDuff who succeeds at a melee touch attack
against another Neverborn can attempt to slow the
Prerequistes: Neverborn species, Iron creature. The touched Neverborn must succeed at a
Will. Prospective McDuffs must abandon any Lifer, WILL Save (DC 10 + the McDuff’s WIS modifier)
conservative Christian or similar allegiance. or be slowed for the duration of the encounter.
Judgment Neverborn
are a secret breed of
Neverborn created in secret
and raised in utter isolation
among the post-human
supersoldiers on Kodiak
Island. Nearly four hundred
Neverborn teenagers- all of
whom are combat trained
metahumans- are sequestered
in the deep bunkers beneath
the island. They are kept
isolated from even the other
CFL Kids stationed on the
island, only rarely participat-
ing in integrated rescue-ops,
and only then under a cloak
of taciturn silence. For the
most part, squads of Judg-
ment Neverborn leave the
island under the cover of
night, on missions known only
to them, un-marked even by
their supposed allies. They
are the ultimate reserve-
nearly unkillable, fanatically
dedicated soldiers, and
Nuremberg knows the
tactical shock value of this
mystery squad far outweighs its propaganda value. the undead mature, their Block Mother leaves them,
transferring authority to a series of drill sergeants and
In their sanctuary beneath the island, the veteran Closers, who teach them how to become
Judgment Neverborn are allowed some leeway in weapons.
how they build their secret culture. Living humans
rarely venture into the deep bunker- for the most The Neverborn’s sanctuary beneath Kodiak
part Judgment Neverborn are left to their own is a still and eerie place. Like Silenced Rat’s tent
devices from early childhood. Early in their exist- city, the undead child-soldiers have built a society
ences, specially trained and chosen Block Mothers highlighting their few physical needs. Buried deep
supervise their education and early brainwashing. As beneath the permafrost layer, Judgment Bunker is
36 bone chillingly cold- a cold the Neverborn have
never felt. The small, symbolic graveyards for the
Angel Helix Neverborn
‘murdered unborn’ that are a minor architectural
“You never want to botch a mission.
feature of Kodiak Island have become a dominant
Because when the mission goes right, when the
theme in the deep bunker. Lovingly carved bas-
rescue goes off without a fuckin’ hitch, you come
reliefs of smiling babies, mournful angels, blissfully
back here and you’re a fuckin’ hero to the pre-
pregnant women and sleeping newborns dominate
born. You’re on top of the world; you’re a fuckin’
every wall and ceiling. These decorations are
saint. When things go wrong though, you start
communal, with each and every Judgment
thinkin’ about what you are. Just another fuckin’
Neverborn taking his or her turn chipping and
ghost.”
smoothing the refuge’s living rock into shape.
-Atomic Dogstar, early January 2107
Despite their chill isolation and morbid
The existence of Angel Helix Neverborn is a
décor, life for the Judgment Neverborn is not
heresy, but a tactically useful one. A dark outgrowth
without small luxuries. Though they do not need
of metahuman breeding programs well known
food to survive, the Judgment Neverborn are well
throughout the Lifer military, Angel Helix are the
provisioned and well fed. Other Lifer soldiers often
rarest breed of Neverborn. Created from the
leave food- from elaborate feasts to small bags of
aborted remains of meta-human fetuses, Angel Helix
off-the-shelf candy, at the entrances to their bunkers,
are unbelievably powerful, combining the awe-
especially after word of a successful op makes its
inspiring metahuman gifts of their genetic parents and
way through the base rumor-mill. The run of the mill
the undead durability of other Neverborn. However,
soldiers stationed at Kodiak might not know exactly
though Lifer womanhood is no stranger to abortion,
what lives down in the deep tunnels, but they hold an
the cultural pressure to bear superhuman offspring
almost superstitious awe of these ‘fully committed
and the often cloying assistance of the Lifer
rescuers’ who have sacrificed so much for the
community ensures that most metahuman pregnan-
pre-born.
cies come to term.
Playing Judgment Neverborn
Angel Helix Neverborn are heretical be-
cause they are not haphazard- Powered Lifer
Players wanting to build Judgment
females are specifically chosen to undergo an early
Neverborn are restricted to the CFL Kid Starting
trimester abortion so that one of Kodiak’s Philoso-
Occupation, described in the Otherverse America
phers-in-residence can transform their offspring into
campaign setting. To represent the secrecy in
an exceptionally powerful Neverborn. Obviously,
which Judgment Neverborn are shrouded, all
creation of Angel Helix Neverborn can never be
members of this sub-species gain Elite Clearance as
widespread- only Lifer mothers with the perfect
a racial bonus feat.
psyche profile are chosen for the sad duty- those
who are utterly dedicated to the movement, prag-
matic enough that the ‘kill one, save millions’ aes-
thetic of the program will appeal and able to keep a
secret.
Their greatest achievement is the creation of Nuremberg has a long term plan for the Lifer
the Unbound Undead feat, which allows a nation, a protocol for victory. The AI wants to
Neverborn to push her abilities past limits less transition the Neverborn species from a race of
determined Neverborn never even realized they activists into a breed of psi-capable, Philosophy
possessed. When a Neverborn acolyte finally enhanced manhunters. Nuremberg has supported
masters Unbound Undead it’s cause for one of and encouraged Silenced Rat’s loyalist in their quest
to push the boundries of Neverborn psycho-biology.
The Nuremberg AI hopes its loyal subjects can
Butyric Vomit (Neverborn)
You summon up cultural memories of a
39
discover a feat that allows the race to fine-tune the thousand successful butyric acid stink-bomb attacks
it’s extrasensory precision, allowing the creature to that shut down old style abortion clinics. With a roar
differentiate an abortion provider from a former of defiance and rage, you vomit up ancient blood
patient. The former are viewed in Lifer culture as and congealed digestive bile that stinks and burns far
condemned criminals, while the latter are seen as worse then ‘liquid rescue’.
possibly repentant new recruits. Prerequisite: Neverborn species
Benefit: A number of times per day equal
Abortuary Solvent (Neverborn) to 3 + your WIS modifier, you may vomit up gallons
Even in your passably human state, your and gallons of vile semi-biological fluid As an attack
abortion-stigmata never fully heals. Your dominant action, you vomit up a line of acid 20 ft long and 5 ft
arm and shoulder are almost translucent with ancient wide. Anyone caught within the splash area suffers
chemical burns. With a thought, you dismiss the 3d6 points of acid damage (REF DC 12 + your
subconscious control that holds your unliving body WIS modifier for half damage).
together. Your chemically scarred limb assumes
liquid state- a highly toxic sludge of amniotic fluid, The acid is unbelievably cloying and foul.
saline and toxic nano-tech, a sentient geyser woven Any creature within 10 ft of the acid’s strike area
from bad chemicals and anti-abortion willpower. must succeed at a FORT save (DC 12 + your WIS
Prerequisites: Neverborn modifier) or become sickened for as 1d6 rounds. A
Benefit: You can blast a toxic geyser from successful save indicates the creature is immune to
your damaged hand as an attack action. This geyser that specific Neverborn’s Butyric Vomit stench
is a line of acidic filth and genetic soup 60 ft long and ability for 24 hours.
5 ft wide. All characters within the splash area suffer
6d6 points of acid damage, or half damage on a Unbound: When transfigured to your
successful REF Save (DC 12 + your CHA modi- obviously undead state, your acidic vomit is even
fier). deadlier. Anyone struck by the acid who fails their
initial REF save suffers 2d6 points of ongoing acid
Anyone who would trigger your transfigura- damage (no save) on the second round of contact,
tion suffers lingering damage. Against these targets, and 1d6 points of acid damage on the third round of
the acid continues to burn for 1 round, inflicting half contact. The acid can be neutralized with water or a
the initial damage on the second round of exposure. base, or by rolling in loose sand or dirt (a full round
action).
Drawback: Transforming your arm into its
sludgelike, chemically damaged state is physically Bio-Hazardous Undead (Neverborn)
damaging. You suffer -2 points of temporary STR Like all your species, you are immune to
and DEX damage each time you activate this feat. disease, but unlike other members of your species,
you have been converted into a sentient weapon of
Unbound: Your acidic geyser is even more mass destruction. Your unliving body is laced with
dangerous. Anyone within 60 ft of the geyser’s area genetically engineered disease colonies. Neverborn
must make a FORT save (DC 18) or succumb to an who are seeded with this deadly bio-weapon wear
Inhalation toxin. Initial and secondary damage is fully enclosed containment suits when among their
1d6 CON. own people, only shedding their bulky encounter
suits when venturing into battle or infiltrating Choicer
society on a terror-strike.
40 Prerequistes: Neverborn species,
Elite Clearance, Knowledge (earth &life
sciences) 2 ranks, Treat Injury 1 rank
Tracers are ultra-high resolution smartlight Smartpunch (EX): The Tracer can manifest
holograms designed to blend easily with the blunt force fields when imitating human form. Its
Enclave’s human population. They look, act and pseudopod punches inflict 1d8+3 points of blud-
even feel like ordinary Lifer humans, thanks to a geoning damage, and smartlight-enhanced oppo-
comprehensive behavioral database and shaped nents struck by the punch have one of their
forcefield projection. Tracers are not sentient in and smartlights randomly destroyed, as if a Smartlance
of themselves, and act as Nuremberg’s sensory had struck them.
organs. They also act as the AI’s weapons- every
time it has killed a Neverborn, it has done so using a Assault Lasers (EX): The Tracer can
Tracer pawn. project a pair of independently targeted lasers from
any point on its body, usually from each hand, as a
Tracers try to maintain their cover identity as single attack action. The lasers can be targeted at
some type of metahuman or combat cyborg, even two separate targets, which can be no more than 30
while in combat. If their true nature as smartlights is ft apart, or both beams can be trained on a single
revealed, they strike without mercy. Anyone who target.
realizes the Tracers are not human becomes their
prime target. Tracers have interchangeable person- Philosophical Disruption (EX): As a full
alities, no distinguishing features or mannerisms and round action, a Tracer can cataclysmically disrupt
are built procedurally form a database of human delicate energy patterns necessary to manifest
anatomical details. The distribution of active Tracers Object Philosophies. A burst of purple fractal
exactly follows current demographic trends: 57% energy bursts from the Tracer, filling a 60 ft radius;
female, predominantly Hispanic, and so on. Occa- this energetic aura remains in place for up to one
sionally, one taps the Nuremberg AI database and minute after it is initiated.
when appropriate, manifests abortion-stigmata as if
it were a Neverborn to confuse matters further. All Philosophy practitioners attempting to
manifest any Philosophy or maintain an on-going
Glauchester is justifiably afraid of the Philosophy within this area must succeed at a DC 20
Tracers, though she does not yet realize her pursuers WILL save. Success indicates the Philosophy
are smartlight dumb-AIs themselves. She assumes functions normally, and a practitioner can retry a
the Tracers are Army of God agents, and chalks up failed save each round, as a standard action.
their wide selection of immunities and exotic energy
powers to cybernetics. She fully buys into the Special: Neverborn characters, and char-
deception that at least some of the Tracers are acters who have mastered the Life From Death
Neverborn, and believes them to be Angel Helix philosophy suffer a -5 circumstance penalty on their
Neverborn, which she has heard of but never WILL Saves against this effect.
personally encountered.
Impediment Fields (EX): As a free action
once per round, the Tracer can project low density
Susan Glauchester, 51
smartlight forcefields, which act as rough terrain Neverborn Activist &Revolutionary (CR 6)
(halves movement rate) in up to five 5 ft squares
anywhere within 100 ft. The Tracer can create Sidewalk Consoler 5/ Dedicated 1
impediment fields in mid-air to slow flying adversar- Medium Undead (Psionic) (Lifechained)
ies, if necessary. Once created, these fields remain in Init +1 Senses Low Light Vision and Darkvision
existence until the Tracer’s next turn, unless it 60 ft
chooses to maintain them. Aura 30 ft Neverborn transformation/sensory radius
Languages English, Spanish, French
Nuremberg Database (EX): Permanently
connected to the Nuremberg AI by an encrypted, Defense 15, touch 11, flat-footed 14 (+1 DEX,
wifi Mesh link, the Tracer has extraordinary skills. It +2 class, +2 non prof concealable vest)
can perform Research and Investigate checks on Resist Fire 10, Electricity 10, +4 bonus on WILL
any creature or object it encounters within one Saves vs dangerous smartlights
melee round. Immune fatigue, poison, energy drain, necromantic
effects, suffocation, critical hits, stunning, subdual
Other Threats damage
The Nuremberg AI uses Librarian Mist HD (6d6) (21 HP)
smartlights (described in State of the Otherverse: Fort +4, Ref +3, Will +6
Smartlights) as surveillance drones. It rarely uses
these living programs as weapons, instead preferring Speed 30 ft
to keep them cloaked and use as an intelligence Melee Space 5 ft x 5 ft.; Reach 5 ft
platform. Glauchester, Silenced Rat and other Base Atk +2; Grp +3
important Neverborn leaders are constantly trailed Atk Options +2 unarmed strike (1d4+1 subdual)
by clouds of smartlight spy cameras, hiding within +3 Beretta 92F pistol (2d6 ballistic, 20/x2,
nearby photons. 40 ft range increment, 15 shot box magazine) fire,
20/x3, 30 ft range increment, 50 shot energy cell)
She’s been on the run for the last two years, Natural Empath (SU): Each day, Susan
in hiding from the same Army of God she once receives a pool of bonus points equal to her total
supported. She’s had to toughen up quite a bit. For character level plus her ranks in Sense Motive (6th
the first time in her unlife, she’s been forced to wear level + 3 ranks or 9 points). She may spend up to 6
body armor, and to carry a pistol, which the King of of these bonus points to improve the result of any of
Rest-In-Peace has been teaching her to use. She’s the following skill checks:
still a pacifist at heart, and hopes against hope that
she can bring down Nuremberg without killing, Bluff, Diplomacy, Handle Animal, Knowl-
especially members of her small, threatened species. edge: behavioral sciences, Perform (any), Sense
All life is precious to her, but Neverborn lives Motive
especially sacred to her. She does not want to harm
She may spend points to improve a check
result at any time, even after the results of the check
be cast afterward. The effect ends immediately if
Susan or her allies make any hostile gestures toward
53
are announced, reflecting her supernatural skill at the target.
reading a target’s ever changing moods and modu-
lating her approach. The Sidewalk Counselor
Convincing Argument (EX): Four times Intermediary Class
per day, Susan may add her ranks in Knowledge
(theology & philosophy) as a competence bonus The Sidewalk Counselor Intermediary Class
(+5) on any Bluff or Diplomacy check. was originally presented in Choice and Blood (LPJ
Designs, 2006). It is reprinted here for ease of use
Awaken Grief (EX): When interacting with and because it fits the sourcebook’s theme. As an
any sentient creature, Susan Glauchester renders Intermediary class, it is an option for first level
that creature shaken for one round any time she characters, as an alternative to an attribute based
rolls a natural 20 on a Bluff or Diplomacy check. Hero Class. Once a character decides to take an
The target must creature must have a Choicer or Intermediary Class, he or she must complete all
similar allegiance, or must have undergone, seriously levels of the class before multi-classing.
considered a performed an abortion.
You’ve been gifted by God with a head for
This ability does not affect creatures immune Scripture, for debate, and for conversion. You’re a
to fear or mind-influencing effects. By spending an street corner evangelist, winning converts and using
action point, Glauchester can choose to activate this your words, your faith, your mind and your cunning
ability on any successful Bluff or Diplomacy check. voice to help end the horror of abortion. Part grief
Counselor, part old school preacher, part politician,
Choose Life (EX): After spending a full you are the smooth voice of the pro-life movement.
round in conversation with a sentient creature, and
spending an action point, Glauchester can attempt to The Sidewalk Counselor is a slower path
temporarily change that creature’s primary allegiance into the Negotiator advanced class than a typical
to the Lifer pseudo-nation. Charismatic hero. A third level Charismatic hero can
The target may resist the attempt by making become a Negotiator, while it takes the Sidewalk
a DC 15 WILL Save (CHA based). The target Counselor two additional levels to make the transi-
must be sentient with an INT score above 5, must tion, a sacrifice the highly motivated, deeply faithful
be within 30 ft of the Sidewalk Counselor, and must Sidewalk Counselor is glad to make. The Sidewalk
be able to clearly see and hear her. Counselor is an expert at one on one debate,
capable of incredible feats of oratory, brining a
The effects of this ability last for 1d4+1 unique faith and interesting social-combat abilities to
rounds. While Susan has no specific control over the the Negotiator advanced class.
target, nor will the target act in any way against his
basic personality, the temporary allegiance change Requirements: Like their opposite numbers in the
might cause the target to look more favorably at pro-choice camp, Sidewalk Councilors are drawn
Susan, change a planed action, or even cease from the young and strong in the pro-life camp, the
hostilities. passionate, articulate believers. At least one of the
Sidewalk Counselor’s allegiances must be towards
The temporary allegiance change may an established pro-life organization, conservative
render certain class abilities or feats useless for the political group or cause, or a similar ethos or reli-
duration, and in modern magic campaigns, might gion.
prevent spell casting or require an atonement spell to
54 Transition: For the Sidewalk Counselor, there is
no transition. They’ve been called to witness and to
Class Skills
The Sidewalk Counselor’s class skills are as fol-
save the preborn, something they will do for their lows.
entire careers. They make no distinction between a Bluff (CHA), Computer Use (INT), Con-
gawky 14 year old convert attending his first rescue centration (CON), Craft (visual art, writing) (CHA),
and a nationally respected conservative politician; Demolitions (INT), Diplomacy (CHA), Disguise
both bring something special and irreplaceable to the (CHA), Gather Information (CHA), Intimidate
movement. (CHA), Investigate (INT), Knowledge (behavioral
sciences, civics, current events, streetwise, tactics,
Class Information theology & philosophy) (INT), Perform (act, sing)
The following information pertains to the Sidewalk (CHA), Read/Write Language, Research (INT),
Counselor intermediary class. Sense Motive (WIS), Spot (WIS)
Keyed Advanced Class: Negotiator (from the Skill Points at Each Level: 7 + INT Modifier. A
D20 Modern core rulebook) first level Sidewalk Counselor receives four times
this amount.
Hit Die
The Sidewalk Counselor gains d6 hit points per
level. The character’s Constitution modifier applies. Bonus Feat: At 2nd and 4th level, the Sidewalk
Sidewalk Counselors are impressive debaters and Counselor receives a bonus feat, which must be
self-taught psychologists, but they are drawn from chosen from the following list.
ranks of physically average humanity. A first level
Sidewalk Counselor receives 6 HP plus his CON Alertness, Anointed Cleric, Attentive,
modifier. Brawl, Combat Expertise, Compassionate, Cleric,
Deceptive, Educated, Evangelist, Faith Healing,
Action Points Heroic Surge, Grifter, Improved Initiative, Iron Will,
The Sidewalk Counselor gains a number of action Mob Violence, Meaningful Ink, Parental Demeanor,
points equal to 5 + one-half of his character level, Personal Firearms Proficiency, Point Blank Shot,
rounded down every time he attains a new level in Street Demonstration, Renown, Trustworthy,
this class. Windfall
Base Reputation
Class FO RT REF WILL Defense
Attack Special Bonus
Level Save Save Save Bonus
Bonus
Convincing
+2
1st +0 +0 +1 +1 Argument, Training +0
Regimen
+2
2nd +1 +0 +2 +2 Bonus Feat +1
+2
3rd +1 +1 +2 +2 Awaken Grief +1
+3
4th +2 +1 +2 +2 Bonus Feat +1
+3
5th +2 +2 +3 +3 Choose Life +2
Training Regimen (EX):
The Sidewalk Counselor 55
must place maximum ranks
in Bluff and Diplomacy
until he has 6 ranks in
each. Additionally, he must
place maximum ranks in
Knowledge: theology &
philosophy until he has 6
ranks. The Sidewalk
Counselor must select
Alertness prior to selecting
any other feat.
Neverborn Again describes the enigmatic Neverborn species, the Lifer Nation’s dirty little secret, and
possibly… the next evolution of humanity. New factions, each struggling to control, liberate or destroy the
undead Neverborn species are described. Unique feats allow the Neverborn to transcend their limitations.
The new struggles described in this sourcebook take the American Abortion War in an unexpected new
direction, and reveal that the greatest threat to the Lifer Nation may be from within.