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GENETIC MODIFICATIONS NAME

Adaptive Bone Marrow


AVAILABILITY
Extremely Rare
“We know the foundation of life consists in a stream of codes not so Adrenal Neurosympathy Very Rare
different from the successive frames of a watchvid. Why then cannot we
Bio-Electric Skin Rare
cut one code short here, and start another there? Is life so fragile that it
can withstand no tampering? Does the sacred brook no improvement?” Conficien Lungs Very Rare
– Genetor Vahlen Collumus Gills Rare

Due to superstition and the uneven availability of technology Draco-Tongue Scarce


across the Imperium, the sophistication and use of genetic Hyper-Kidney Very Rare
modifications varies widely, as does the reaction to those who
display them. Each different kind of genetic modification grants the Logan Gland Very Rare
user different benefits (and sometimes penalties) depending on Mimetic Skin Extremely Rare
craftsmanship (detailed below). Note that although Best
craftsmanship genetic modifications rarely provide additional Natural Armor Rare
benefits beyond those of Good craftsmanship, they are far more Natural Weapons Scarce
impressive in the construction and design. This can be reflected in
bonuses to Social tests, Influence, or Subtlety at the GM’s Neural Dampening Rare
discretion. The Availabilities listed in this document represent Raptor Eyes Scarce
Common genetic modifications.
Secondary Heart Very Rare
Unless otherwise specified, the effects of Genetic Modifications and Sonar Sense Rare
Cybernetic Augmentations do not stack and cannot both be
Tardigrade Skin Scarce
applied to the same part of the body. For example, if a character
has both vat-muscles and a bionic arm, they do not gain the Vat-Muscles Rare
Unnatural Strength benefit of vat-muscles for tests taken with the
Venom Glands Rare
bionic arm.
Vespertilio Ears Scarce
GM NOTE: Although Genetic Modifications are technically legal
Wings Rare
in the Imperium of Man, note that a character with some of the
more visible modifications (such as Collumus Gills or Wings)
could be easily mistaken for a mutant, especially when in more venerate information and understanding as the manifestation of
puritanical or ignorant company. divinity, and engage upon the Quest for Knowledge in much the
same way. The difference is that they are not so quick to judge
flesh and blood as inferior to steel and plasma, seeing living
CRAFTSMANSHIP creatures as extremely complex and adaptable machines. Where
Unless explicitly stated, Genetic Modifications are not improved by some are content to make this observation distantly, others embrace
Good or Best-craftsmanship variants. Poor-craftsmanship variants of it, seeking to improve their forms not with steel, but with better
Genetic Modifications function the same as Common- flesh and better blood. To an unknowing observer, they may
craftsmanship ones, however, they cease to function should the appear little different to any other Tech-Priest when swathed in
character become Heavily or Critically damaged until all damage is their robes. However, where most Tech-Priest's mass is derived
removed. from steel reinforcement and implanted armour plate, a genetor of
the Adeptus Biologis may have augmented themselves with vat-
THE ADEPTUS BIOLOGIS BACKGROUND muscle, toughened skin, and organic-reinforced bones instead.
A sub-division within the Adeptus Mechanicus, the Adeptus
At character creation, a player choosing the Adeptus Mechanicus
Biologis specializes in genetic science and the study of life. The
background can declare that their character is a member of the
genetors of the Adeptus Biologis commonly study biological
Adeptus Biologis. Should they do so, replace the Replace the Weak
systems; those of the xenos in order to defeat them, those of the
Flesh Background Bonus with the following:
human body in order to improve it. It is one of the few institutions
in the Imperium, alongside the Ordo Xenos, permitted to study
Enhance the Weak Flesh: The character counts the Availability of all
xenos and regularly examine alien species.
Genetic Modifications as two levels more available (Rare
modifications count as Average, Very Rare modifications count as
For the most part, those of the Adeptus Biologis differ little from
Scarce, etc.).
other Tech-Priests — they bear the same manner of implants,
making the human body far more resilient to the poisons of the
ADAPTIVE BONE MARROW treacherous. A character with Hyper-Kidneys can re-roll any failed
With the ministrations of a skilled Genetor, bone marrow can be Toughness tests to resist poisons and drugs, including weapons
recoded to produce stem cells at a much higher rate, significantly with the Toxic quality.
improving the body's efficiency at healing. When applying healing,
a character with Adaptive Bone Marrow is always considered
Lightly Damaged, and heals at an increased rate, removing two LOGAN GLAND
points of damage per day instead of one. Among the most ancient and ill-understood gene-crafting
techniques lie the secrets of rapid cellular regeneration. It is
through the Logan Gland that this miracle of medicae is possible,
ADRENAL NEUROSYMPATHY though the gland can only operate for short periods of time. A
Adrenal Neurosympathy grants a person far greater control over character with a Logan Gland gains the Regeneration (1) trait
their body's adrenal glands. Though it requires a fairly complex during combat encounters. The Good-craftsmanship variant grants
neurosurgical procedure, many warriors will happily go under the Regeneration (2). The Best-craftsmanship variant grants
knife for the advantages this allows them in life-or-death situations. Regeneration (3).
A character with Adrenal Neurosympathy can begin or snap out of
Frenzy at will, with no tests required.
MIMETIC SKIN
Gene-crafting mimetic skin is among the rarest and most difficult
BIO-ELECTRIC SKIN procedures known to the Adeptus Biologis, and for good reason. It
The nerves in the skin can be enhanced to produce an electric involves grafting a complex series of genes into the subjects DNA
shock, making physical contact potentially dangerous. If a character to allow them to consciously change the color of their skin to
has Bio-Electric Skin, their unarmed attacks have the Shocking match their surroundings. A character with Mimetic Skin can
quality so long as they're hitting the target with their bare skin. become chameleonic and blend in with their environment.
Additionally, once per round, a character with Bio-Electric Skin Changing their skin color is a half-action. Afterwards, they gain a
can force all characters who are in physical contact with their bare +30 to all Stealth tests, may attempt concealment as a Free Action
skin to take a +20 Toughness test. If the targets fail the Toughness instead of a Full Action, and may always attempt to do so, even if
test, they suffer 1 level of Fatigue and are Stunned for a number of being observed at the time. However, if the character Charges,
rounds equal to half of their degrees of failure (rounding up). Runs, or makes an Attack action, the effect immediately ends.

COLLUMUS GILLS GM Note: Because this genetic modification affects the character's
Skilled genetors can craft gills to the sides of human neck, allowing skin, it will only have a minimal effect if they're covered in clothing
the bearer to breathe underwater as well as on dry land. A or armor.
character with Collumus Gills gains the Amphibious trait.
NATURAL ARMOR
CONFICIEN LUNGS For the paranoid, the genetors of the Adeptus Biologis gene-craft
Crafted from the finest gene-stock, Conficien Lungs are far more sub-dermal bone armor, allowing their clients to rest easier
effective than their natural counterparts. A character with Conficien knowing they always have at least a modicum of protection. A
Lungs gains a +30 to all Toughness-based tests to resist gases and character with Natural Armor gains the Natural Armor (1) trait.
the Sprint talent. In addition, the character can re-roll failed The Good-craftsmanship variant grants Natural Armor (2). The
Toughness tests when suffering from gases, drowning, or Best-craftsmanship variant grants Natural Armor (3).
asphyxiation.
NATURAL WEAPONS
DRACO-TONGUE Grafting sharp teeth and wicked claws onto the human body is a
Commonly acquired by nobles both to better enjoy their luxurious simple matter for most genetors. A character with Natural Weapons
food and avoid the poisons of their enemies, a Draco-Tongue gains the Natural Weapons trait. If they get the Good-craftsmanship
nearly quadruples a human body's meager sense of taste. A variant, they instead gain the Deadly Natural Weapons trait. If the
character with a Draco-Tongue gains +10 to all Perception tests character also has the Unarmed Specialist Talent, their unarmed
based on taste and smell, and can detect toxins and poisons by attacks add 2 to their Pen and gain the Razor Sharp quality.
taste with an Awareness test.
NEURAL DAMPENING
HYPER-KIDNEYS Dampening the pain centers of the brain makes the human body
Another favorite of the nobility on certain worlds, Hyper-Kidneys far more resilient when under intense pressure. A character with
exponentially increase the amount of blood the kidneys can filter, Neural Dampening gains a +10 bonus on all tests to resist Fear,
as well as enhancing their ability to detect and filter out toxins, Pinning, Interrogation, and mind-affecting Psychic powers.
RAPTOR EYES VESPERTILIO EARS
A favorite among assassins and bounty hunters, Raptor Eyes Commonly found among hive city bounty hunters, Vespertilio Ears
drastically increase the range of human vision, making it almost are significantly more sensitive than their human counterparts,
impossible to hide from someone with this enhancement. A allowing for greater auditory perception. A character with
character with Raptor Eyes gains a +10 bonus to all vision-based Vespertilio Ears gains a +10 bonus to all Perception tests based on
Perception tests as well as the Dark Sight trait. The Good- hearing. The Good-craftsmanship variant allows the character to
craftsmanship variant allows the character to perceive thermal detect sounds that are outside the normal range of human hearing
images, granting them an additional +10 bonus to vision-based (such as dog whistles).
Perception tests at night.
WINGS
SECONDARY HEART From the earliest days of humanity, people have dreamed of
An additional heart makes the human body significantly more soaring through the skies. The genetors of the Adeptus Biologis
durable. A character with a Secondary Heart gains the Unnatural are more than willing to grant this primal wish, though this often
Toughness (1) trait. The Good-craftsmanship variant grants leads to trouble with the authorities due to apparent mutation. A
Unnatural Toughness (2). The Best-craftsmanship variant grants character with Wings gains the Flyer (AgB) trait. The Good-
Unnatural Toughness (3). craftsmanship variant grants Flyer (AgB x 2). The Best-
craftsmanship variant grants Flyer (AgB x 3). The appearance of
the wings is up to the character, though the most common variants
SONAR SENSE are covered with feathers or thin, skin-like membranes.
By gene-crafting the human body to emit and receive high-pitched
tones, a subject can detect their surroundings with flawless
precision, even in complete darkness. A character with Sonar Sense
gains the Sonar Sense trait.

TARDIGRADE SKIN
Extracted from a microscopic life-form found across the galaxy,
Tardigrade Skin enables the human body to resist almost any
environmental extremes. A character with Tardigrade Skin can re-
roll any failed Toughness tests from environmental extremes, such
as extreme heat, vacuum, or extreme cold.

VAT-MUSLCES
A favorite of elite warriors as well as nobles wishing for a more
intimidating appearance, Vat-Muscles are larger and more powerful
than their natural counterparts. A character with Vat-Muscles gains
the Unnatural Strength (1) trait. The Good-craftsmanship variant
grants Unnatural Strength (2). The Best-craftsmanship variant
grants Unnatural Strength (3). This genetic modification cannot be
taken with Synthetic Muscle Grafts.

VENOM GLANDS
A favorite of assassins, Venom Glands make the human body
significantly more lethal. If a character has Venom Glands, their
unarmed attacks gain the Toxic (1) trait. Additionally, the character
can spit venom from special glands in their mouth with the
following profile:
Range: 3m; Damage: 1d5; Toxic (1); If you hit your target by 3 or
more degrees of success, you blind them for 1d5 rounds.
The Good-craftsmanship variant grants the Toxic (2) trait to
both unarmed attacks and the spit attack. The Best-craftsmanship
variant grants the Toxic (3) trait to both unarmed attacks and the
spit attack.

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