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Bloody Spirits

Genetic Modification

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There are synthetic muscle grafts, and the ability to regrow limbs through biological means, but there are no specific rules for gene modifications. GIven the Imperium's fantastic racism against mutants, it's probable this is because people generally realise that piously devoted mobs of torch-wielding citizenry are less likely to understand the finer points between being an Emperor-damned heretic, and a bored/rich noble.

 

There is at least one indication that this must exist somewhere though. There is a "Genetor" Alternate Rank for an Explorator, which will allow that Explorator to purchase a Talent that provides him with a specific mutation that is very explicitly (suspiciously explicitly) said to not be a mutation, but rather controlled genetic modification. If it exists for the AdMech, then presumably somewhere you can find someone who you could pay to do it for you, and then pay a much larger fee later to have your DNA not degrade you into a pile of goo.

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The Radical's Handbook has rules for "transgenetic grafting" which essentially means putting xeno-parts in your body to gain unusual traits. It's difficult to perform and the subject and grafter both suffer insanity points. Ridiculously powerful if you get some handy traits out of it, however.

 

Unnatural stats, the Kroot's ability to hide in plain sight, psychic powers, natural armour and so on. The sky's the limit, you heretic you.

 

Enormous game-breaking potential, though.

Shadow070mni likes this

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Naw man, space marines just have Resistance (Poison).

 

Gland warrior goes: "When I said "deadly neurotoxin," the "deadly" was in massive sarcasm quotes. I could take a bath in this stuff. Put it on cereal, rub it right into my eyes. Honestly, it's not deadly at all... to *me*. You, on the other hand, are going to find its deadliness... a lot less funny."

 

Man, I wanna play a Gland Warrior now.

Drachdhar likes this

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Aaah, this once again reminds me of the sinister plan to turn the crew's Archmilitant into a Gland Warrior... and perform Transgenic Grafting of an eldar spleen at the same time, as well as a range of other implants I was going to attribute to the modification.

Good times.

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Another option is the Genator.  Depending on your GM you might be able to work out a deal with one to get your genetics tweaked by buying the 'Machine of Flesh' Talent as an Elite Advance.  As a GM I might allow it, although the player is going to have to work for it.

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I don't think gene modifications are as taboo in the Imperium as one might believe.

there are numerous instances of guardsmen volunteering for bio augmentation

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One of the PCs in my game obliviously drank beer laced with a mutagen compound devised by chaos cultists meant to generate super soldiers over multiple generations. As a result any time he has vat grown flesh to replace or improve any of his body parts or whenever he sires a child we roll a d10. On a one the result is a warp spawned freak or twisted pile of crap, on a d10 he gains some sort of benefit albeit at some possible penalty.

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While you can't necessarily use it, Fabius Bile didn't get monickers like "Chem Master" and "Clone Lord" by just being your average apothecary. He, and other crazy folks can modify their minions with genetic tampering. I wouldn't be surprised if there was some Inquisition cell devoted to it, too, to make Mankind better, in the face of some of the crazy aliens they must fight.

 

I also am working on a whole story focused partly around a Navigator family allied with some Genetors to try and tinker with their genetics, as Navigators can become crippled by their mutations, eventually. The small House has begun to have problems with accelerated debilitation, and Novator Volaris has spent much money, support, and time trying to stabilize, and even recess the degradation of his family's legacy. Promising results so far, if they aren't a one-off.

 

Again, the availability to players is chancy. Paying for the later rejuvenants some ancients need is pricy, so getting something so invasive, and potentially unnecessary, as genetic rewriting would be EXPENSIVE, and rare. What degree were you looking for?

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Hire a Dark Eldar Haemonculus and have him go to town on your poor carcass. Although that is very heretical... Or possibly even more heretical, scour the Expanse for a relocated Flesh Warper of Melancholia - those twisted puppies can possibly do things not even most Haemonculi can.

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Hire a Dark Eldar Haemonculus and have him go to town on your poor carcass. Although that is very heretical... Or possibly even more heretical, scour the Expanse for a relocated Flesh Warper of Melancholia - those twisted puppies can possibly do things not even most Haemonculi can.

 

"All right, so the plan is that you kill me, and then you'll bring me back to life better than I was before?"

"I can probably do most of that"

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Yeah and once again this is the problem with Dark Eldar, to the point where even more than the Ork I think they're best relegated to an all Dark Eldar party playing an all Dark Eldar game.

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Thinking of genetic modifications, what rules would you apply?

 

I think there should be a skill(Int) test for it (obviously) and another one, depending on method of augmentation.

 

1. Planting of a previously grown organ into character's body. - modifier's surgery(Agi) test. This may involve making Toughness tests to check if the character's body accepts the alien tissue when Int test was too poor to make it more familiar.

 

2. Gene therapy (switching character's DNA through taking drugs over time) - character's Toughness test once upon a time. Failure may lead to tumors, cancers or even chaos-like mutations.

 

1. should apply to replacement and addition of limbs and organs. These should give instant effect.

 

2. should apply to gaining resistance to certain chemicals, immunity to microbes, enhancing one's self-healing capabilities or psychic power.

Edited by Commediante

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That's vaguely similar to the existing rules in the Radical's Handbook, yes. IIRC there's a few other tests as well.

Edited by Errant

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Still those are grafts from other races...

Thou if your genetor is a specialist in human non chaos mutations...

 

Ok so we have rules for both chem and cyber improvements but not for a stable gene theraphy.

Yet I'm sure that there were few mentions of gene improvement in the books.

Somewhere in the Deathwatch, possibly in Achilus Assault they mention that Lords of Khazanat that lately formed The Stigmartus had access to gene therapy for their soldiers.

Did you find any other mentions of such a treatment?

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Yeah ... genetic grafts - it's splicing new genetic material into the subject, with the intent of giving the subject desired beneficial qualities of the source.

 

Just use the rules for transgenic grafting, except that once you have a successful treatment (ie, get the result you want), you don't need to keep experimenting, and can repeat the treatment on a new subject without needing to keep rolling for whether or not you get the result you want (or with a massive bonus for having successfully done it before), and if you fail, you get a stacking bonus on the next attempt.

That's if you're borrowing DNA from an extant creature with the qualities you want. If you're starting from scratch, ie no genetic source, you drop the part about the Xenos, and have to create your own sequences to create the desired effect ... which would be a quite lengthy process, and probably involve Medicae and bio-knowledge skill, and have an extremely good lab set up, in addition to extremely bad negative effects if you don't get it right. Drawing from other creatures is a lot faster and safer.

You may end up plowing through loads of test subjects before you get the entire set of augmentations you want right, but once you do, you can repeat it on the person(s) you want to not screw up.

 

 

 

Also, to be fair, the Stigmartus is Chaos.

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