Remade SUB-RACE

Overview

The remade are not a true race, but rather a creation of the punishment factories of New Crobuzon.

The flesh of criminals and political offenders is reshaped to suit one of two purposes: eternal humiliation, or hard manual labor. In the city of New Crobuzon, almost all crimes are felonies, and almost all crimes carry the same punishment: remaking. Some individuals are sentenced to a remaking that supposedly holds some poetic justice, such as a thief receiving grotesquely mutilated hands. Other remakings are for the benefit of the state alone, such as melding an inmate with construction equipment for the purpose of hard manual labor. The victims of this process must often relearn basic activities like walking, speaking, and other simple physical acts in their new bodies.

Uncommonly, some remade come not from the punishment factories but from independent chirugeons who cater to gladiators, pit-fighters, bodyguards, and others who seek to enhance their natural gifts. Remade are almost always human, although some xenian remade are known to exist. These are rare and attract a certain amount of curiosity just by their appearance; some of these xenian remade support themselves by staging carnival sideshows and exhibition fights. Any remade character in New Crobuzon is at the bottom of the social order, a pariah who is both legally and politically oppressed. No upright citizen of the middle class loves a criminal, and the default assumption of most New Crobuzoners is that a remade is a political dissident, a violent criminal, and possibly a traitor to the city.

Even among the city’s less fortunate, the Remade are often viewed with suspicion. Outside of the city, small bands of fReemade have escaped from captivity and servitude in New Crobuzon and live as bandits, free from this stigma. Even there, the taboo against the remade means that few of the fReemade add to their remakings. Adding to one’s remaking requires the help of dissident fReemade or biothaumaturges, so adding to one’s remakings is very difficult and rare (and requires a Knowledge (local) and Gather Information checks just to make the right connections.) It is not an easy life, being Remade.

Potential Remakings

Biological

     

Minor Grafts

 
Antennae
PRICE 10,000 GP
GRAFT DC 15
A pair of long antennae sprout from the subject’s head. These complex sensory organs grant tremorsense out to 20 feet. Medium-sized and larger insects exist, but the antennae of a standard insect can be enlarged for this purpose. Donor Creature: Medium insect. Time: 2 days

Bioluminescence
PRICE 1,500 GP
GRAFT DC 13
The subject’s neck and forearms are implanted with patches of natural bioluminescence which are capable of providing light equivalent to a torch for 8 hours per day. The subject can suppress this ability. Donor Creature: Any naturally bioluminescent creature of Small size or larger. Time: 2 days

Blubber
PRICE 2,000 GP
GRAFT DC 13
The insertion of a visually noticeable layer of thick blubber under the skin makes it difficult for weapons to reach vital organs, giving the subject a damage reduction of 2/piercing, as well as a +4 circumstance bonus to Fortitude checks made to resist the effects of cold weather, although this also results in a -4 penalty to checks to resist the effects of hot weather. Donor Creature: Whale or manatee. Time: 1 day

Enlarged Kidneys
PRICE 2,000 GP
GRAFT DC 15
By increasing the bulk of the subject’s filtering organs, the subject gains a +4 circumstance bonus against the effects of poison. Donor Creature: N/A. Time: 3 days 48

Eyes, Darkvision
PRICE 10,000 GP
GRAFT DC 19
Eyes from a nocturnal beast replace the creature’s normal eyes. They grant the subject the darkvision ability with a range of 60-ft. Donor Creature: Any Medium creature with darkvision. Time: 2 days

Eyes, Fish
PRICE 2,000 GP
GRAFT DC 17
Fish eyes replace the creature’s normal eyes. They grant the subject a +4 circumstance bonus to Spot and Search checks while underwater. Donor Creature: Medium fish. Time: 2 days

Eyes, Hawk
PRICE 7,000 GP
GRAFT DC 17
Hawk eyes replace the creature’s normal eyes. They grant the subject a +4 circumstance bonus to Spot and Search checks, as well as a +2 circumstance bonus to ranged attack rolls. Donor Creature: Medium bird of prey. Time: 2 days

Eye, Rear
PRICE 5,000 GP
GRAFT DC 19
The subject receives a complex graft, installing an eye in the back of his head. A normal human brain is not equipped to receive complex visual stimuli from two separate sources, so the vision in this eye is not perfect, however, it does grant the subject a +2 circumstance bonus to Spot checks, and renders the subject immune from flanking by giving him allaround vision. No headgear can be worn for the eye to be able to see. Donor Creature: Any Medium creature with a standard eyeball. Time: 4 days

Fangs, Poisoned
PRICE 3,000 GP
GRAFT DC 15
These long, sharp fangs allow the subject to deliver poison (1d6 Con/1d6 Con, Fort DC 17 negates) with a bite. If the grafted subject did not possess a bite attack, it can only bite a grappled or helpless creature. Donor Creature: Any Medium or Large venomous reptile. Time: 2 days

Horns
PRICE 1,000 GP
GRAFT DC 13
The horns from a bull are grafted into the subject’s skull, giving it a gore attack. The gore deals 1d6 points of damage. This renders the subject unable to wear unmodified headgear. Donor Creature: Bull. Time: 1 day

Jaws, Predatory
PRICE 3,000 GP
GRAFT DC 15
The upper and lower jaws of the subject are replaced with the maw of a predatory animal, giving the subject a natural bite attack which deals 1d6 damage. This arrangement is not natural, and subjects can have difficulty speaking, resulting in a 10% spell failure chance for any spells with a somatic component. Donor Creature: Any Medium or Large predator with a suitable jaw, such as a wolf, big cat, or bear. Time: 3 days

Scent
PRICE 7,000 GP
GRAFT DC 17
The subject’s nose and nasal cavity are excavated and replaced with the donor’s, leaving the subject with a visibly different nose. The subject gains the Scent ability. Donor Creature: Any creature with the Scent ability. Time: 3 days

Tail, Monkey
PRICE 1,000 GP
GRAFT DC 13
The addition of a thick simian tail gives the subject a +2 circumstance bonus on Balance, Climb, and Tumble checks as long as the tail is not restricted. Donor Creature: Medium simian. Time: 2 days

Whiskers
PRICE 2,000 GP
GRAFT DC 15
The subject is grafted with the sensitive whiskers of a cat. These are not normal hairs, but instead are attached to especially sensitive nerves, allowing the individual to subconsciously perceive the air currents of his nearby surroundings. The subject receives a +2 circumstance bonus to Reflex saves. Donor Creature: Any Medium or Large predatory cat. Time: 2 days

Moderate Grafts

Arm, Mantis
PRICE 6,000 GP
GRAFT DC 17 One of the subject’s arms is replaced by the giant arm of a praying mantis. This grants the arm a naturalclaw attack which deals 1d8 piercing damage per claw. The subject also gains Improved Grab as an extraordinary ability. This arm obviously lacks a human hand. Donor Creature: Mantis. Time: 2 days

Arms, Meaty
PRICE 5,000 GP
GRAFT DC 19
The biceps and triceps of another creature are grafted to supplement the subject’s. This gives the arms of the subject a grotesque bulging appearance. The subject gains a permanent +2 Strength bonus. Donor Creature: Any Medium or Large vertebrate with arms. Time: 4 days

Eyes, Insect
PRICE 7,000 GP
GRAFT DC 19
This complex graft completely retools the subject’s skull, giving him the eyes of an insect. These unblinking, multifaceted eyes give the subject a wider field of view, resulting in a +2 circumstance bonus to Spot. In addition, they provide a +4 circumstance bonus against any gaze attacks. Donor Creature: Any Medium insect or enlarged insect. Time: 5 days

Foot, Clawed
PRICE 5,000 GP
GRAFT DC 17
Both of the subject’s feet are replaced by the splayed talons of a large bird. This grants the feet a natural claw attack which deals 1d6 damage per claw. The subject also gains a +2 circumstance bonus against bull rush and trip attempts, and a +2 circumstance bonus on Balance checks. The subject can no longer wear footwear. Donor Creature: Any Large bird. Time: 3 days

Hand, Clawed
PRICE 5,000 GP
GRAFT DC 17
One of the subject’s hands has wicked claws grafted onto the ends of his fingers. This grants the hand a natural claw attack which deals 1d6 damage. The subject takes a -4 penalty on any check involving fine manipulation. The subject can no longer wear unmodified hand-wear. Donor Creature: Any animal with a claw attack. Time: 3 days

Hands, Gecko
PRICE 7,000 GP
GRAFT DC 17
Both of the hands are replaced by the sticky grasping hands of an amphibian. These grant the subject a climb speed of 15 feet. Donor Creature: Any Medium gecko, newt, or frog. Time: 3 days

Hands, Webbed
PRICE 5,000 GP
GRAFT DC 17
The subject gains a webbing between the digits of his hands, granting him a +4 circumstance bonus on Swim checks. He becomes unable to wear traditional gloves. Donor Creature: Any Small or larger creature with skin. Time: 1 days

Gills
PRICE 12,000 GP
GRAFT DC 23
The subject is grafted with gills on each side of his neck, a complex procedure which requires integration with the subject’s natural respiratory system. The subject becomes amphibious. Donor Creature: Any Medium or Large creature with gills. Time: 5 days

Ink sack
PRICE 10,000 GP
GRAFT DC 21 Normally placed inside the subject’s abdomen, with openings above the hips, an ink sack can be utilized once per day. While in the water, released ink can obscure all sight, including darkvision; creatures within have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). The range of the cloud is twice the subject’s natural reach, and its duration is one minute. Donor Creature: Any Medium or Large squid. Time: 2 days

Legs, Meaty
PRICE 5,000 GP
GRAFT DC 19
The quadriceps of another creature are grafted to supplement the subject’s. This gives the legs of the subject a grotesque bulging appearance. The subject’s land speed is increased by 10 feet, they gain a +2 circumstance bonus to Jump checks, and their carrying capacity is increased as if the creature had a +2 Strength bonus. Donor Creature: Any Medium or Large vertebrate with legs. Time: 4 days

Tail, Crocodile
PRICE 6,000 GP
GRAFT DC 21
A crocodile tail grants the subject a swim speed of 20 feet and bestows the typical abilities of having a swim speed, or increases the subject’s swim speed by 20 feet if it already has such a speed and does not already possess a tail. Creatures not born with such an appendage suffer a -5 foot penalty to their land speed, as the musculature required for such an appendage interferes with normal movement. Donor Creature: Medium or Large Crocodile. Time: 4 days

Tail, Scorpion
PRICE 10,000 GP
GRAFT DC 23
A large segmented scorpion’s tail is grafted to the lower back of the subject, granting him the scorpion’s sting and poison attack. The sting deals 1d6 damage and the poison is the same as the donating creature’s. Medium-sized and larger scorpions exist, but the tail of a standard scorpion can be enlarged for this purpose. Donor Creature: Scorpion. Time: 4 days

Tendon Extension
PRICE 8,000 GP
GRAFT DC 23
A comprehensive operation to extend or replace the subject’s major skeletal tendons results in a permanent +2 Dexterity bonus. Donor Creature: Any with tendons. Time: 5 days

Tentacle
PRICE 5,000 GP
GRAFT DC 21
A tentacle typically replaces an arm or a forelimb, in which case the creature gains a +4 circumstance bonus on grapple checks. This now-handless limb loses the finemanipulation skills of a human hand. Donor Creature: Octopus or squid. Time: 4 days
 

Major Grafts

  Arm, Serpent
PRICE 10,000 GP
GRAFT DC 25
The subject’s arm is replaced by a long-flexible snake, head included. The grafted creature can make a bite attack with his arm, dealing 1d4 points of damage plus poison 1d6 Con/1d6 Con, Fort DC 17 negates). The subject takes a -5 penalty on any check involving fine manipulation. The subject can no longer wear unmodified hand-wear. Donor Creature: Medium venomous snake. Time: 5 days

Arms, Extra
PRICE 25,000 GP
GRAFT DC 32
The dream of every combatant is to possess another set of arms. This is no easy task: spinal connections, socket joints, and the required musculature involve very complex manipulations. A creature can only possess one extra set of limbs, and even that is pushing it. Two-armed bipeds have no instincts or experience regarding the use of these limbs, therefore extra willpower is required for their effective use. In a situation involving fine motor control (such as a skill check,) or a stressful or demanding situation (such as combat,) the subject must make a Will save (DC 19) for each action, or suffer a –6 penalty on all attack rolls, saves, skill checks, and ability checks until the action passes. Use of a shield using one of these arms in combat requires the same check, and failure results in the negation of the shield’s AC value. Use of a spell with somatic components using one of these arms requires the same check, failure results in the failure of the spell. Donor Creature: Same race as subject. Time: 10 days

Mucus Sheathe
PRICE 10,000 GP
GRAFT DC 25
A mucus sheathe actually involves extensive skin grafts, resulting in the subject being constantly coated in a thin layer of mucus. This layer adds 10 feet to the creature’s swim speed and gives it a +10 circumstance bonus on Escape Artist checks. It also reduces the subject’s ability to gain traction, and thus imposes a -6 penalty on grapple checks and a -1 penalty to melee weapon attacks, as the subject must work harder not to lose his grip on what he holds. Donor Creature: A dozen slugs, snails, or mudfish. Time: 6 days

Pain Reduction
PRICE 12,000 GP
GRAFT DC 27
It would be folly to remove one’s sense of pain, but it can be useful to lessen the sensation. By carefully manipulating the subject’s nerves, he becomes slightly resistant to debilitating pain, resulting in a +2 circumstance bonus to Fortitude checks. Donor Creature: N/A. Time: 7 days

Scent, Superior
PRICE 20,000 GP
GRAFT DC 30
The subject’s nose and nasal cavity are excavated and replaced with the donor’s, leaving the subject with a visibly different nose. Furthermore, the olfactory portion of the brain is artificially enlarged, to the point of giving the skull a distended appearance, and the nostrils are similarly enlarged and exaggerated. The subject gains the Scent ability, but with a normal range of half a mile, as opposed to 30 feet. Any stench attack or similar scent-dependent action affects the subject fourfold. Donor Creature: Any creature with the Scent ability. Time: 7 days

Skeletal Reinforcement
PRICE 15,000 GP
GRAFT DC 27
A thorough procedure adds mass and density to the subject’s skeleton, resulting in a permanent +2 Constitution bonus, as well as adding 10lb to his weight. Donor Creature: Bones from any Large creature, or two Medium creatures. Time: 8 days

Skin, Amphibious
PRICE 14,000 GP
GRAFT DC 25 This extensive and invasive graft replaces the subject’s skin with an amphibious membrane, allowing the subject to breathe both air and water, gaining the amphibious subtype. Donor Creature: One Medium amphibian or 30 normal frogs. Time: 6 days

Skin, Bone-Plated
PRICE 11,000 GP
GRAFT DC 23
A gruesome procedure inserts flat bone fragments or plates beneath a subject’s skin. The plates grant the subject a +5 natural armor bonus. If the subject had natural armor already due to a hard shell or some other kind of physical covering, this replaces that bonus. This lumpy insertion interferes with the subject’s ability to wear normal armor and is apparent unless clothing is very baggy or padded. The subject also suffers a -1 penalty to Dexterity. Donor Creature: Bones from any Large creature, or two Medium creatures. Time: 4 days

Skin, Darkwood
PRICE 18,000 GP
GRAFT DC 27
The subject’s flesh is infused with a thin layer of hardy darkwood. Whenever the subject is successfully hit with a critical hit or sneak attack, it has a 25% chance of negating the extra damage. Due to the inflexible nature of darkwood, the subject suffers a permanent -2 penalty to Dexterity. Donor Creature: One full-grown darkwood tree. Time: 6 days

Skin, Small-Plated
PRICE 15,000 GP
GRAFT DC 25
A complex procedure to entirely replace a subject’s skin, this graft inserts small armored plates onto the surface of the body. The plates grant the subject a +2 natural armor bonus. If the subject had natural armor already due to a hard shell or some other kind of physical covering, this replaces that bonus. This does not interfere with the subject’s ability to wear clothing or armor. Donor Creature: Four pangolins. Time: 7 days

Skin, Spiked
PRICE 10,000 GP
GRAFT DC 23
The skin of the subject is implanted with small, spiky protuberances. These enable the subject to deal 1d4 lethal damage in a grapple, as opposed to nonlethal. These interfere with clothing, and the maximum Dexterity of any worn armor receives a -2 penalty. Donor Creature: Any Medium spiky plant or vine, Medium porcupine, a hotchi, or a cactacae. Time: 5 days

Skin, Spore-Filled
PRICE 10,000 GP
GRAFT DC 27
The skin of the subject is imbued with that of a greenblue fungus, giving the subject the appearance of some terrible disease. Once per day, the subject can release a cloud of poisonous spores which affect all living creatures within a 10-foot radius. They must make a Fortitude save (DC 10 + ½ your HD + your Con modifier) or become fatigued. Donor Creature: Bag of poisonous mushrooms. Time: 6days

Tail, Replacement
PRICE 13,000 GP
GRAFT DC 25
This tail replaces the subject’s legs or rear limbs. The subject’s land speed is reduced by 10 feet, but it can climb or swim at half of its original land speed. The subject can constrict creatures of an equal size or smaller; with a successful grapple check, it deals 1d6 points of bludgeoning damage plus 1-1/2 times the subject’s strength modifier. Obviously, it can no longer use footwear. Donor Creature: Large or Huge snake. Time: 8 days

Mechanical

   

Lesser Grafts

    Armored Integument 
PRICE Varies
GRAFT DC Varies
Sheets of armored plating are inserted under the skin, giving the subject a natural armor bonus. This additional material is bulky and immediately noticeable on the subject. If the subject already has a natural armor bonus, this value stacks with the previous. This plating adds 10 pounds to the subject’s weight. Subjects which receive Mk. IV or Mk. V armor are so bulky that they suffer a -2 Dexterity penalty. 
Mk. I +1 2 days 22 4,000 Mk. II +2 4 days 24 16,000 Mk. III +3 6 days 26 36,000 Mk. IV +4 8 days 28 64,000 Mk. V +5 10 days 30 100,000

Hand, Clawed
PRICE Varies
GRAFT DC Varies
One of the subject’s hands is replaced with mechanical claws. This grants the hand a natural claw attack. The subject takes a -4 penalty on any check involving fine manipulation. The subject can no longer wear unmodified hand-wear. If the subject is not of Medium size, adjust the damage up or down by the appropriate step.
1d4 2 days 20 4,000 1d6 3 days 21 6,000 1d8 4 days 22 10,000

Implanted Weaponry 
PRICE 10,000*
GRAFT DC 24
TIME: 2 days
A single light melee weapon or one-handed firearm can be implanted into the arm of the subject. Melee weapons extend or retract as a swift action via a spring-based clockwork mechanism. The weapon in question must be physically capable of being inside the subject’s forearm. Ranged weapons fire through a port on the palm or back of the wrist. Either type of weapon has statistics identical to its normal form. Firearms reload through a breach in the arm, increasing the reloading time of the weapon to a full-round action, or doubling the reload time if it already takes a full- round. Detecting an implanted weapon takes a Search or Spot check of DC 25. Implanted weaponry can be damaged or destroyed but cannot be disarmed. The price and weight of the weapon to be implanted are added to the mechanism’s cost and weight (1 pound.) 

Spring-Loaded 
PRICE 5,000
GRAFT DC 17
TIME: 3 days
Mechanical enhancements are added to the subject’s existing legs, granting the subject a +4 circumstance bonus on any Balance or Jump checks.   

Greater Grafts

  Internal Compartment
PRICE 5,000
GRAFT DC 20 
TIME:2 days
The organs of a subject are rearranged to create an internal sealed cavity capable of concealing and smuggling small items in the torso. The cavity is capable of holding items up to the size of a dagger. A Search of DC 22 or a Spot of 18 (without clothing) is required to notice the compartment.

Meta-Clockwork
PRICE 15,000
GRAFT DC 24
 TIME: 4 days
The subject receives a specialized meta-clockwork component that performs a single thaumaturgic function three times per day. Choose three 0-level spells which the enhancement can replicate. Each function can be used multiple times per day, but each use counts against the daily limit.    Musculature Augments
PRICE Varies
GRAFT DC Varies Not-so-subtle clockwork mechanisms are inserted into the arms and legs of the subject, augmenting the subject’s strength. These devices must be wound once per day in order to function, a task which the subject himself is capable of. The augments add 10 pounds to the weight of the subject.
Mk. I +2 Str 2 days 22 8,000 Mk. II +4 Str 4 days 28 32,000 Mk. III +6 Str 8 days 34 72,000
Type
Magical