The pace of genetic technology has advanced at a considerable rate. The Human Genome Project, completed at length in 2004, led to the complete computer modelling of the DNA of a specific person, Doctor Arissa Fujiwara, in 2007.
Human genetics is based on understanding, and manipulation, of DNA. DNA is an acronym for Deoxyribonucleic Acid. A complex double-helix molecule, incredibly long (roughly 3 feet in humans) but only a few molecules thick, DNA is everything that we are. It is formed of sugars and nitrogenous bases, and contains four nucleotides. These are combined in sets of three to code for specific proteins. During DNA transcription, these codons instruct the cell in the production of these proteins to build various bodily structures.
DNA is at the heart of what we are; change it, and you change both the man and all descendants he might have. This has frightening and far-reaching implications; cybernetics aren't passed on to the child, but Vatling enhancements, as these genetic alterations have come to be known, are. Although this hasn't happened yet due to the relatively recent appearance of the technology, the fact that mankind is now tinkering with itself at will, and giving rise to entirely new races, has not been lost on the scientific and philosophical minds of the twenty first century.
Given the extreme nature of the improvements that can be made using
this technology, it was all but inevitable that it be turned to human
enhancement.
VATLING FREELANCER O.C.C.
The Vatling Freelancer began life as a normal human, but for whatever
reason they have opted for genetic reconstruction. Vatling redesign has
several advantages over cybernetic modification, namely that it can heal
itself and it is occasionally less obvious. However, there are inherent
problems, as well, including mental trauma, physical mutation, and
(doctors theorize) dramatically increased chances of developing cancer.
Special Abilities Attribute Requirements: PE 11, to withstand the genetic revision process.
O.C.C. Skills: GENESIS VATLING R.C.C.
They don't look human. They don't act human. Deep down, they're not human.
The Genesis Vatlings were born in tanks, grown from DNA so recombined
and spliced and merged and synthesized that its original human patterns are
almost lost. They don't think like us, and they make normals uncomfortable.
Someone once said an AI is close to being human than a tank-grown Vatling.
They might not be right, but it's hard to disagree when a Genesis is standing
next to you.
Special Rules Attribute Requirements: None.
R.C.C. Skills:
Select one of the Vatling enhancement body styles from
the list found here. General rules for Vatling enhancements can
be found
here. Don't forget to determine random insanities for your character,
and remember to keep track of Humanity Quotient. These enhancements and
Vatling body styles were written by Eric Graves.
City Navigation
Find Weapons & Contraband (+15%)
Firearms (+10%)
Prowl (+10%)
Athletics
Body Building
3 WP's of choice
HTH: Expert
Upgrade HTH Expert to Martial Arts for 2 Related skills
O.C.C. Related Skills:
Select 4 other skills, plus one additional at levels three, six,
nine, and twelve.
Communications: any (+5%)
Domestic: any
Electrical: none
Espionage: any (+15%)
Mechanical: any
Medical: None
Military: none
Physical: any
Pilot: any
Pilot Related: any
Rogue: any
Science: none
Technical: languages only
Weapon Proficiencies: any
Wilderness: none
Secondary Skills: Select four additional skills from the above in the usual
manner.
Standard Equipment: Select any two modern weapons and two ancient weapons.
Tends to rely on innate abilities when possible.
Money: Most of the character's resources went into funding the conversion.
1d6x1000 credits on hand.
Cybernetics: None to start. Tend t avoid them.
Note: although these rules refer to Vatlings, the abilities
described here are unique to Genesis Vatlings. Normal Freelancer Vatlings
do not gain these abilities.
City Navigation
Criminal Law
Corporate Law (+10%)
Firearms (+10%)
Prowl (+10%)
Athletics
Gymnastics
Body Building
2 WP's of choice
HTH: Assassin
O.C.C. Related Skills:
Select 5 other skills, plus two additional at levels four, eight
and twelve.
Communications: any (+5%)
Domestic: any
Electrical: none
Espionage: any
Mechanical: any
Medical: None
Military: none
Physical: any
Pilot: any
Pilot Related: any
Rogue: any
Science: none
Technical: Languages only
Weapon Proficiencies: any
Wilderness: none
Secondary Skills: Select five additional skills from the above in the usual
manner.
Standard Equipment: Select any two modern weapons and two ancient weapons.
Tends to rely on innate abilities when possible. Genesis Vatlings
are independent by nature and prefer to avoid technology if possible.
Money: The character begins with 3d6x100 credits.
Cybernetics: Genesis Vatlings do not start with cybernetic implants.
Implantation of cybernetics causes an immediate HQ of 30%. Once implants
are in place, subsequent Vatling mods cause HQ normally.