Hybrid Diplomat

Perhaps the biggest obstacle facing inter-species relationships is understanding, or rather, the lack thereof. It’s usually easier for humans to trust a hostile community of other humans than a friendly community of non-human mutants, because at least the know what the antagonistic humans are like. Trust and understanding require someone who can interact with both species, who can truly comprehend both species and work to bring them together. Thanks to the miracle of biotech, such a being can exist: a human being who becomes, if only partially, a member of another species.   A Hybrid Diplomat is a human so determined to bring his people into alliance with another species that he changes who he is in the process. Being a hybrid is more than just a state of mind. It requires surgery. Any human with a biotech implant can become a Hybrid; the process requires the insertion of genetic material from a non-human species into his implant, a procedure any competent biotechnician can accomplish. The implant absorbs the genetic material and slowly meld it with the Hybrid’s own human DNA, irrevocably changing him into a being that has something of the appearance, abilities, and even mindset of both species.  
IMPLANT SURGERY
The process of adding non-human genetic material to a biotech implant is a fairly simple one. First, a DC 10 Treat Injury check is required to extract the necessary genetic material from a non-human donor. Then a DC 15 Knowledge (earth and life sciences) check is required to insert the sample into the biotech matrix of the implant. If the device has yet to be implanted in a human host, this process takes about 1 hour. If the implant is already active in a human body, surgery is needed to access it, which requires an additional hour of work, the Surgery feat, and a DC 15 Treat Injury check for the surgery.  
REQUIREMENTS
Genotype: Stock human or mutant human.   Skills: Diplomacy 2 ranks, ability to speak the language of the chosen species.   Feats: Trustworthy.   Special: The character must choose one specific aberration or mutant humanoid species to join, referred to as the “chosen species”. The character must have at least 1 functioning biotech implant, which must have been surgically modified to include a DNA sample from the chosen species (see above).  
CLASS INFORMATION
Hit Die: d6.   Action Points: 6 + one half character level (rounded down) per level.   Class Skills: Concentration (Con), Diplomacy (Cha), Investigate (Int), Knowledge (behaviour sciences, gossip, politics, streetwise, theology and philosophy) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Treat Injury (Wis).   Skill Ranks Per Level: 4 + Intelligence modifier.  
Table: The Hybrid Diplomat
 

CLASS FEATURES

Citizen of Two Worlds: At 1st level, the Hybrid gains an increased understanding of the chosen species, and can communicate with them much more effectively. The Hybrid gains a +2 competence bonus on Bluff, Diplomacy, Intimidate, Investigate, Knowledge, Perform, Sense Motive, and Treat Injury checks made against members of the chosen species. This bonus increases to +4 at 6th level and +6 at 10th level.   Genetic Modification: At 2nd, 5th, and 8th level, the Hybrid gains a mutant power or special quality possessed by the chosen species. The player selects 1 quality from those available to a typical member of the chosen species.   If the player cannot select a special quality (due to the species having less than 3 species advantages), the Hybrid gains a synergistic mutation, an unpredictable side effect of the continuing changes in his DNA. The player selects 1 minor positive mutation. This is in addition to any mutation the character may gain just from increasing in level.   Whether a species or genetic power is gained, the Hybrid’s appearance alters, gaining a feature typical of the chosen species; for instance, he may gain a bony carapace or claws, greyish skin, or featureless blue-black eyes. This can adversely affect the attitude of human NPCs towards the Hybrid, at the GM’s discretion.   Bonus Feats: At 3rd, 6th, and 9th level, the Hybrid gets a bonus feat. The bonus feat must be selected from the following list, and the Hybrid must meet all the prerequisites of the feat to select it.   Confident, Deceptive, Educated, Frightful Presence, Heroic Focus, Heroic Surge, Improved Damage Threshold, Improved Initiative, Medical Expert, Renown, Systems Familiarity, Tech Familiarity: Advanced, Toughness.   Altered Anatomy: At 4th level, the Hybrid’s anatomical structure is sufficiently different from both human’s and the chosen species’ that both species suffer a disadvantage with the character in combat, striking at areas that are no longer vulnerable to the same stresses and pains. The Hybrid gains a +1 dodge bonus to Defence when attacked by members of either species, and a +3 species bonus to massive damage checks caused by members of either species.   Synergistic Networking: At 7th level, the Hybrid understands the chosen species’ culture and mindset so well that he can see the best way for them to do business with a particular human community. By spending 1 action point, he grants a +1 bonus to the Wealth ratings of the human and non-human communities (see Gamma World Player’s Handbook Chapter Four: Home Sector and Beyond, “The Community”). This bonus lasts as long as the Hybrid works to maintain a trade or cultural alliance between the communities. Each action point spent increases the Wealth rating by +1, up to a maximum of the character’s class level.   Extensive Transformation: At 10th level, the genetic alterations the Hybrid has undergone are complete, and he has become something unique in the Gamma Age—a being of two species, indebted to neither, with his own genetic structure and powers. He gains a major positive mutation (of the player’s choice), a +2 species bonus on saving throws against poison and disease, and his Charisma increases by +1.


Cover image: Trash Planet by nkabuto