Mutant Template

Genetic Engineering:

Methods have been developed to purify DNA from organisms, such as phenol-chloroform extraction and manipulate it in the laboratory, such as restriction digests and the polymerase chain reaction. Modern biology and biochemistry make intensive use of these techniques in recombinant DNA technology.

Recombinant DNA is a man-made DNA sequence that has been assembled from other DNA sequences. They can betransformed into organisms in the form of plasmids or in the appropriate format, by using a viral vector.The genetically modified organisms produced can be used to produce products such as recombinant proteins, used in medical research,or be grown in agriculture.

Engineered Mutant:

Engineered Mutants are the result of genetic engineering and experimentation. These manipulations could have had many purposes from creating super soldiers to developing new medical treatments. These mutations may have desired outcomes while others may not have been desirable.

Engineered Mutant is a template that can be added to any base race.

  • Engineered Mutants can resolve around multiple elements (aka buying abilities multiple times but for different energy types

  • Engineered Mutants may resolve around multiple themes (aka Psionics and Fire User)

Mutations:
In order to determine the Mutant's Benefit Points and Defect Points.

Benefit Points:
Roll 6d4 to get the Mutants beneficial mutation points. Potential Maximum of 24. Minimum of 6. Add half the total of what you rolled for Defect Points to the total benefits. (IE: 6d4+1/2 Defect Points = Benefits)

Defect Points:
Roll 3d4 to get the Mutant's mutant Defect points. Maximum of 12. Minimum of 3

Engineered Mutant:
Roll 5d20-33+Con Score = Percent of mutation points under the player's control be it defect and or benefits.

Natural Mutant:

Natural Mutants are creatures that have branched off into a new evolutionary tree, gaining beneficial or detrimental mutations along the way. Natural mutant is a template that can be added to any base race.

  • Natural Mutants will only resolve around a single theme in general

  • Natural Mutants will only resolve around a single element theme (Fire, Ice etc)

      • Element Access also requires Magic Training Unlock for balancing.

Mutations:
In order to determine the Mutant's Benefit Points and Defect Points.

Benefit Points:
Roll 5d4 to get the Mutant's beneficial mutation points. Potential max of 20. Minimum of 5.
Add what you rolled to the total you benefits. (IE: 5d4+Defect points=Benefit Points)

Defect Points:
Roll 4d4 to get the Mutant's mutant Defect points. Potential max of 16. Minimum of 4

Natural Mutant:
Player and staff will work out which positive and negative mutations make sense and compliment natural evolution. The player chooses Theme and Defects. Staff buy the Abilities.

Cultural Backlash:

A mutant that has physical mutations that dramatically alter his appearance (e.g. extra limbs, scales, etc.)

Suffers the charisma penalty for interacting with alien lifeforms as if they were a new life form instead of the original base creature.

Genetic Repairs:

Quests provided by The K'hara leader of the bene gesserit faction or Abathur from the zerg faction, can provide a serum to remove defects, this serum can be used X times, where X is equal to the user's constitution Modifier.

This Quest can work on all Mutant rule templates (like the zerg mutation template, and the Iconian Herald Genetic Engineering Template)

A character will always have a minimum of one Defect per template, even if they possess the necessary constitution modifier to remove them all, but since not all defects are true defects this shouldn't be a problem.