"DNA contains the genetic information that allows all modern living things to function, grow and reproduce. However, it is unclear how long in the 4-billion-year history of life DNA has performed this function, as it has been proposed that the earliest forms of life may have used RNA as their genetic material.
RNA may have acted as the central part of early cell metabolism as it can both transmit genetic information and carryout catalysis as part of ribozymes. This ancient RNA world where nucleic acid would have been used for both catalysis and genetics may have influenced the evolution of the current genetic code based on four nucleotide bases. This would occur since the number of different bases in such an organism is a trade-off between a small number of bases increasing replication accuracy and a large number of bases increasing the catalytic efficiency of ribozymes.
Unfortunately, there is no direct evidence of ancient genetic systems, as recovery of DNA from most fossils is impossible. This is because DNA will survive in the environment for less than one million years and slowly degrades into short fragments in solution. Claims for older DNA have been made, most notably a report of the isolation of a viable bacterium from a salt crystal 250 million years old,but these claims are controversial." - Data
With the interaction of space faring species it is likely that interbreeding will occur. This creates an offspring with the genetics of both parent races and so grants the offspring some traits of both. However, when two races breed there are some characteristics of both that are lost as recessive traits are overwritten by dominant traits. Below is the template used to create a character that is a hybrid of two species.
Ability adjustments: Hybrids gain all of the abilities bonuses and penalties of the parent races divided by half, In the case of odd number they are rounded up in benefit to the Hybrid.
Hitpoints and chakra: Highest of both races usually, some exceptions apply.
The Primary Exception is Culture of your youth, inquire with DMs on how this could affect your hybrid.
Powers: Add the RP score of each race and divide by two rounding up. Then you buy the listed powers in each races page equal to the new race's RP score.
Elemental Affinity:
To get the elemental affinity of the hybrid look at both parent races affinities. The hybrid will have the common elemental affinity between both. For example. An andorian has the elemental affinities of water, wind, and lightning. When combined with a race with the affinities of earth, fire, and lighting the hybrid would have the base affinity of lightning.
This is just a base reference for creating hybrids. If you wish to create a hybrid race contact a GM to assist you with balancing your hybrid. All hybrids are subject to GM approval. It is important to note that hybrid characters usually level 5% to 10% slower than a standard race, this mechanic's purpose is to keep pureblood races a viable options, a world full of hybrids would likely die off rather quickly as most hybrids are sterile.
Asari cannot use the Hybrid rules, however they can use the hybrid's feats.
A hybrid that takes this feat at level one may choose one more racial power from either parent to keep. However, the ability may mutate in the process. (This is for balance purposes as well as realism.) The mutation is subject to GM discretion.
A hybrid that takes this feat at level one may remove an ability adjustment penalty up to -2. For Example a hybrid with a -2 ability modifier to charisma may remove the penalty at the cost of this feat. You may remove an additional negative ability adjustment at the cost of 3 skill points each to a max of 6 skill points for a removal of four penalties in all, Asari can buy positive Attributes from the most recent father race using Natural selection, the feat will provide +1 for free, the bonus can be increased to +2 for 3 skillpoints and additional 3 skillpoints per +1 after that up to +4 for 9 skillpoints and a featslot.