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VATLINGS


Please forgive any glaring errors in the following text, as I'm doing this mostly off the top of my head and I'm not a doctor :-)

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
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.

Attribute Requirements: PE 11, to withstand the genetic revision process. O.C.C. Skills:
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.


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
Note: although these rules refer to Vatlings, the abilities described here are unique to Genesis Vatlings. Normal Freelancer Vatlings do not gain these abilities.

  1. Enhanced Healing. Vatlings regenerate 2d6 S.D.C. or Hit Points every 10 minutes. Although severed limbs cannot be regrown, if the original is secured against the stump the Vatling can reattach it in 1d4 hours.
  2. Chemoimmunity. Vatlings are immune to all known toxins, poisons, drugs and chemicals.
  3. System Enhancements. Vatlings have biological enhancements which bestow them with powers which are terrifying and bewildering to the unmodified. Select any one Vatling modification package.
  4. Fear. Vatlings have a HF of 12 and make normals acutely uncomfortable. This is innate and mysterious, but readily demonstrable.
  5. Psychic Independance. Vatlings are severely inhuman in their thought processes and cannot be affected by conventional psionics. Vatlings are considered to have a perpetual Mind Block in effect and are +9 to save vs Psionics.
  6. Humanity quotient. Genesis Vatlings may choose standard Vatling Enhancements up to a HQ of 15%. These improvements are part of their innate abilities. Genesis Vatlings begin the game with an HQ of 0% and can acquire further Enhancements normally.

Attribute Requirements: None. R.C.C. Skills:
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.





Realm of Hades
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