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Genetic

Enhancements
Game Designer: James Armstrong Publisher: CRISPR Monkey Studios
Graphic Design and Layout: James Armstrong and
Simeon Cogswell
Cover Art: William Liberto
Interior Art: Shai Daniel, William Liberto,
Enmanuel Martinez Lima, Sonnaz, Dean Spencer

GeneFunk
2090
Contents
Introduction..................................................... 3
Genetic Enhancement Table..............................6
Genetic Enhancement Descriptions.................... 7
A........................................................................... 7
B-C......................................................................... 8
D-E........................................................................ 9
H-N....................................................................... 11
P...........................................................................12
Q-R.......................................................................13
S...........................................................................15
T-V........................................................................16
W..........................................................................17
Open Gaming License..................................... 18
Introduction
his document contains descriptions of sixty five Relation to Challenge Rating
T different genetic enhancements that can be used
to augment any 5e game. It thematically fits best
with biopunk, cyberpunk, scifi, supers, and mutant
GMs that give their player characters genetic enhance-
ments should be aware that it will throw off encounter
difficulties if the standard rules for challenge rating are
themed games, but can be just as easily used for used. As a rough guide, every 2 genetic enhancements
fantasy settings as well. The enhancements described given to player characters should increase the CR of
here were originally designed for GeneFunk 2090. their encounters by 1. If players end up with amplified
enhancements or enhancements that work synergisti-
P ower Balance cally with each other, increasing the CR of encounters
Each genetic enhancement roughly maps on the the even more may be warrented. In the end, challenge
power level of a 5e feat, and they can be treated inter- rating is imprecise, and GMs are able to best suss their
changeably. GMs may allow their players to pick from groups encounter survivability and effectiveness after
the list of genetic enhancements whenever they could a few sessions of play.
select a feat through the Ability Score Increase feature,
or any other feature that would grant them a feat.
Genetic Enhancement Descriptions
his section contains rules and descriptions for

T sixty five genetic enhancements, as well as a


table for determining the acquisition of genetic
enhancements randomly.

Genetic Enhancement Table


This table summarizes all of the genetic enhance-
ments in this book, as well as a method for randomly
determining their acquisition based on a 1d100 roll.

Random Acquisition
GMs can have player characters acquire genetic
enhancements through choice, or randomly, de-
pending on the narrative being enacted. If deter-
mining the gentic enhancements randomly, roll
a 1d100 and consult the Genetic Enhancement
Table. It should be noted that random acqui-
sition is less powerful, as synergies are less
likely to occur.

Enhancement Amplification
If you roll (or select) the same enhancement
twice, you must roll again, unless the enhance-
ment can be amplified (noted in the table). If it
can be amplified, you gain an additional effect
when it is rolled again (and it counts as a total of
two enhancements). Rolling the same enhance-
ment for the third time, even if it can be amplified,
results in rerolling.
Enhacements marked with a "*" can be ampli-
fied, and enhancements marked with a "†" are only
availabed as amplifed, meaning they always cost two
enhancements to acquire.

Looking Strange or Inhuman


At the GM's discretion, some of these enhancements
will cause obvious changes to a character's appearence.
Below are some optional rules for how this may impact
social interactions.

Strange Appearance
While you appear human, you have certain features
that mark you as transgenic. While those features are
apparent, the following effects apply:
• You have disadvantage on Charisma checks involv-
ing disguising yourself (unless you are disguised as
someone with a similar strange appearance).
• You have either advantage or disadvantage on cer-
tain Charisma checks involving people with strong
feelings towards transgenic humans.

// GeneFunk 2090 // 5
Genetic Enhancement Table
Roll Enhancement Effect
1 Acute Olfaction Sense of smell is as keen as a bloodhound’s
2 Acute Senses You gain proficiency in the Perception skill, and low light vision
3 Adrenaline Surge Temporary boost to your output
4 Agile You gain bonuses to acrobatic maneuvers
5 Ambidexterity Expert with both hands
6 Aquatic Can breathe underwater and swim quickly
7-8 Blindsight* Gain blindsight with a range of 15 or 30 feet
9 Breath Weapon Discharge a cone of poison, chemical heat, or acid at your enemies
10 Canny Intuition* When you roll a 1 on an attack roll, ability check, or save, you can reroll
11 Chameleon You gain advantages to hiding
12 Charger You can ram into an enemy with a special shove attack
13-14 Cloaking* You can turn invisible as an action
15 Danger Sense You are alert to danger of any kind
16 Digitigrade Legs You can kick and jump well with these kangaroo-like legs
17 Efficient Respiration You are less affected by exhaustion
18 Electric Organ You can generate intense electrical shocks, like an electric eel
19 Endosymbionts † You can acquire the genetic enhancements of things you eat
20 Enchanting You gain expertise in Persuasion and can charm others
21-25 Enhanced Charisma* You gain a +2 bonus to Charisma
26-30 Enhanced Constitution* You gain a +2 bonus to Constitution
31-35 Enhanced Dexterity* You gain a +2 bonus to Dexterity
36-40 Enhanced Intelligence* You gain a +2 bonus to Intelligence
41-45 Enhanced Strength* You gain a +3 bonus to Strength
46-50 Enhanced Wisdom* You gain a +2 bonus to Wisdom
51 Extra Arms An extra pair of fully functional arms
52-53 Healing Factor* You regain 1 hit point every turn, and auto-stabilize
54 Insulated You gain resistance to corrosive and electrical damage
55 Inscrutable Brain Your weird brain is hard to hack, giving you advantage on saving throws
56-57 Large Frame Your maximum Strength score becomes 26
58 Menacing Maw* You can bite grappled enemies and can intimidate them with your teeth
59 Multitasker You can concentrate on one additional hack or upgrade
60 Natural Coder You have a natural affinity for hacking
61 Natural Empath You can read people like a book
62 Natural Leaper You jumping distances are tripled
63-64 Natural Weapon You gain a natural light finesse melee weapon that does 2d4 damage
65 Nocturnal You can easily live in the shadows
66 Noxious Spray Like a skunk, you can spray a horrible odor on your enemies
67 Pack Tactics † You gain advantage on attack rolls if an ally is adjacent to the enemy
68 Performance Artist You gain expertise in Performance, and can charm people
69 Pheromones You gain proficiency in Insight, Deception and Persuasion
70-71 Photosynthetic* The sun sustains you, and can even make you stronger
72 Physical Phenom You gain bonuses to athletic maneuvers
73 Pierce Jamming* You can ignore jamming effects through concentration
74 Poisonous Your blood is toxic, and you can obtain poison from it
75 Prehensile Tail Can function as another hand, and acts as a counterbalance
76-77 Quills* You are covered in sharp spines, spikes, or quills
78 Rampager You gain bonus movement and an attack when you down an enemy
79 Reactive Defense You can use your reaction to gain +2 AC until the start of your next turn
80-81 Regenerative Hemovore* You can consume blood to regain hp and can gain a leeching bite attack

6 // Genetic Enhancement Table //


Genetic Enhancement Table
Roll Enhancement Effect
82 Relentless When reduced to 0 hp, you can make a Con save to go to 1 hp instead
83 Robust You can avoid permanent injuries
84-85 Sclerotized Plates* Hard armored plates in key spots around your body protect you
86 Slippery Slime You spit out an ultra-slippery goo, causing your enemies to slip and fall
87 Social Chameleon You can mimic others to impersonate them
88 Spinnerets You can make your own silk!
89 Sturdy Frame Resistance to bludgeoning damage, and +2 damage to unarmed strikes.
90 Supple Limbs Your pliable limbs provide you bonuses to escaptes and grappling
91-92 Swift* Your speed increases by 10 feet and you can Dash as a bonus action
93 Thermal Tolerance You gain resistance to cold and heat damage
94 Tough as Nails You gain a hit point boost
95 Toxin Resilience Resistance to poison damage, and advantage on saving throws
96-97 Venomous* You can produce venom
98 Wall Crawler You can climb like a gecko or spider
99 Watchful You miss nothing and pick up on fine details
100 Wings* You don’t take damage from falling and you can glide
* The enhancement can be amplified
† The enhancement is only available amplified (it costs two enhancements to acquire)

Adrenaline Surge
Enhancement Descriptions Your adrenal system is amped through the roof and
A description of the genetic enhancements follows. floods your body with stimulants, dramatically increas-
ing your reflexes and speed. Once per long rest,you can
Acute Olfaction use a bonus action to activate this ability,which lasts
You have countless folds in your nose, which increas- for one minute.
es surface area. The result is that your olfaction is now While active, you gain a +2 bonus to AC, have ad-
even more acute than a bear’s. vantage on Dexterity saving throws, and you gain an
You can recognize people’s unique scent, track them additional action on each of your turns. That action
easily (as long as it hasn’t rained), and gain incredible de- can be used only to take the Attack (one weapon attack
tails about anything you might eat or drink. While track- only), Dash, Disengage, Hide, or Use an Object actions.
ing people, you also learn their exact number, their sizes, When the effect ends, you can’t move or take ac-
and how long ago they passed through the area. If you are tions until after your next turn, as the burst of speed
downwind of someone, it is impossible for them to hide leaves you exhausted.
from you, or keep themselves disguised without some
major alteration of their scent. Additionally, you have ad- Agile
vantage on Wisdom (Perception) checks that rely on smell. Your genetics grant you catlike agility, providing the
following benefits:
Acute Senses • You gain proficiency in the Acrobatics skill. If you
Your senses are especially sensitive, and you have a are already proficient in the skill, or later gain pro-
high functioning tapetum lucidum. You gain proficien- ficiency through other means, you add double your
cy in the Perception skill and you can see in dim light proficiency bonus to checks you make with it.
within 18 meters of you as if it were bright light, and in • Any time an effect would knock you prone, you can
darkness as if it were dim light. spend your reaction to stay on your feet.
If you are already proficient in Perception, or later • As a bonus action, you can make a DC 15 Dexterity
gain proficiency through other means, you add double (Acrobatics) check. If you succeed, you treat difficult
your proficiency bonus to checks you make with it. terrain as regular terrain until the end of your turn.

// GeneFunk 2090 // 7
Ambidexterity Roll Breath Weapon Save
You can use both of your hands with equal fluency, 1-2 Fire Dex
gaining the following benefits:
3-4 Poison Con
• When you engage in two-weapon fighting, you
can add your ability modifier to the damage of the 5-6 Acid Con
second attack.
• You can draw or stow two one-handed weapons when Canny Intuition
you would normally be able to draw or stow only one. When you might otherwise disastrously flub, fail, or
stumble, your unconscious mind error-corrects at the
Aquatic last second. When you roll a 1 on an attack roll, ability
You are adapted to a marine environment, com- check, or saving throw, you can reroll the die and must
plete with webbed limbs and functional gills. You use the new roll.
gain a Swim speed of 30 feet and can breathe un- Amplify. You can reroll on a 1 or a 2.
derwater. When you surface, the lungful of water is
expelled through the mouth. This also gives you a Chameleon
strange appearance. Your genetic makeup has perfectly suited you for hid-
ing and you are an expert at slinking through shadows.
Blindsight You gain the following benefits:
You are able to sense through echolocation, electricity, • You gain proficiency in the Stealth skill. If you are
or other energies not related to visible light. You have already proficient in the skill, or later gain profi-
blindsight with a range of 15 feet. Within that range, ciency, you add double your proficiency bonus to
you can effectively see anything that isn't behind total checks you make with it.
cover, even if you're blinded or in darkness. Moreover, • You can attempt to hide even when you are only
you can see any character within that range, unless lightly obscured.
they successfully hide from you. • If you are hidden, you can move up to 3 meters in
Amplify. You have blindsight with a range of 30 feet. the open without revealing yourself if you end the
move in a position where you’re not clearly visible.
Breath Weapon
You have specialized organs that produce destructive
acid, poison, or intense heat. You can use your action
to exhale these chemicals in a 15-foot cone.
Heat. Like a bombardier beetle, you store two vol-
atile chemicals in separate glands that violently and
exothermically react when they mix in the air after you
expel them, burning anything caught within.
Poison. You produce and expel tissue de-
stroying venom.
Acid. You can spew forth a highly corrosive acid.
Roll a 1d6 to determine the type of breath weapon
you have (see the table below). When you use your
breath weapon, everything within the area of exhala-
tion must make a saving throw, the type of which is de-
termined by the type of breath. The DC for this saving
throw is 8 + your Constitution modifier + your profi-
ciency bonus. An affected target takes 2d10 damage on
a failed save, and half as much damage on a successful
one. The damage increases to 4d10 at 6th level, 6d10 at
11th level and 8d10 at 16th level.
After you use your breath weapon, you can’t use it
again until you complete a short or long rest.

8 // Genetic Enhancements //
Charger Enchanting
Your body is well suited for collisions, perhaps due to People naturally like you and tend to appreciate
solid shoulder bones, a hard head, or some other struc- your opinion. You gain the following benefits:
ture. Your unarmed strikes use a d4 for damage. In • You gain proficiency in the Persuasion skill. If you
addition, if you move at least 6 meters straight toward are already proficient in this skill or gain proficien-
a target and then hit it with a unarmed strike on the cy at a later time, you add double your proficiency
same turn, the target takes an extra 2d6 bludgeoning bonus to checks you make with it.
damage and you can make a free shove attack. • You can charm a person, simply by having a brief
conversation with them. After a conversation,
Cloaking make a Charisma (Persuasion) check contested by
You can reflexively match your skin perfectly with your the target’s Wisdom (Insight) check. If your check
surroundings, right down to textures. As an action, succeeds, the target is charmed by you for 1 minute.
you can become invisible until the end of your next This feature cannot be used in combat.
turn. In addition, your shifting skin texture gives you
advantage on Dexterity (Stealth) checks for as long as Endosymbionts
cloaking is active. You must be either naked or have Your cells benefit from transgenic organelles that
chromomorphic clothing on for this to work. grant a variety of enhancements that you can express,
Amplify. You can activate your cloaking as a bonus alternating as you wish between each long rest.
action instead. • Endosymbiotic Enhancements. When you first
gain this feature, select two genetic enhancements
Danger Sense from the Genetic Enhancement table. These be-
A mixture of excellent peripheral vision and other sen- come your endosymbiotic enhancements. You must
sory tweaks leaves you with an excellent sense for dan- express these enhancements to gain any benefit
ger. You gain the following benefits: from them, as described below.
• You gain a +5 bonus to initiative. • Endosymbiotic Expression. After a long rest
• You can’t be surprised while you are conscious. filled with fever dreams, sweat, and molting, you
• Other people don’t gain advantage on attack rolls can select one of your endosymbiotic enhancements.
against you as a result of being hidden from you. You gain the benefit of this enhancement until
you use this feature again to choose a different
Digitigrade Legs endosymbiotic enhancement. This pro-
Your legs are reminiscent of a cat, rab- cess leaves you starving from depleted
bit, or kangaroo. As an action, you can calories, and you must eat ten times as
make a special shove attack with much food as you typically would the
a kick. If the shove is successful, day you finish this process.
the target takes 2d8 bludgeoning • Kleptoplasmids. Your
damage in addition to the regu- endosymbionts can discern and
lar effects of the shove. In addi- slice desirable transgenes from
tion, you multiply the amount of organisms you devour, incor-
distance you can jump by 2, and porating them into their DNA.
you can fall 20 feet without tak- When you consume at least 2
ing damage (instead of 10 feet). pounds of an organism raw, you
This trait doesn’t stack with any acquire a new endosymbiotic
other ability that increases your enhancement. The enhancement
jumping distance. you acquire is determined by your
Amplify. You have advantage GM, and will reflect a defining trait
when you make your special shove of the creature you consume. You
attack. In addition, you multiply must take a short or long rest before
the amount of distance you can jump using this feature again.
by 4, and you can fall 40 feet without In addition, you must consume 2 pounds
taking damage. of fatty raw flesh every 24-hours or acquire
a level of exhaustion.

// GeneFunk 2090 // 9
Efficient Respiration Enhanced Constitution
Thanks to specialized metabolic pathways and oxygen You are a tough customer, with thick bones and robust
optimization in your physiology, you mobilize ener- stamina. Your Constitution score is increased by 2, and
gy from respiration in a much more streamlined way, your maximum Constitution score is increased to 22.
granting the following benefits: Amplify. Your Constitution score is increased by 4,
• You can add your proficiency bonus to any Constitu- and your maximum Constitution score is increased to 24.
tion checks related to tiring or holding your breath.
• You always count as having two fewer levels Enhanced Dexterity
of exhaustion. You have naturally good hand-eye-coordination and
agility. Your Dexterity score is increased by 2, and your
Electric Organ maximum Dexterity score is increased to 22.
Like an electric eel or ray, you possess a transgenic organ Amplify. Your Dexterity score is increased by 4, and
that can generate an electrical discharge. As an action, your maximum Dexterity score is increased to 24.
you can target anything within 5 feet with this ability.
The target takes 4d8 electrical damage, or half as much Enhanced Intelligence
damage on a successful Dex save. The DC for this saving The genes associated with G factor have been upregu-
throw is 8 + your Constitution modifier + your proficien- lated to promote keen intellect. Your Intelligence score
cy bonus. The damage increases to 4d8+20 at 6th level, is increased by 2, and your maximum Intelligence
4d8+40 at 11th level and 4d8+60 at 16th level. After using score is now 22.
this ability, you must take a short rest to regain its use. Amplify. Your Intelligence score is increased by 4,
and your maximum Intelligence score is increased to 24.
Enhanced Charisma
The power of your personality is apparent. Your Cha- Enhanced Strength
risma score is increased by 2, and your maximum Cha- You have reduced myostatin and increased musculo-
risma score is increased to 22. skeletal growth. Your Strength score is increased by 3,
Amplify. Your Charisma score is increased by 4, and and your maximum Strength score is increased to 24.
your maximum Charisma score is increased to 24. Amplify. Your Strength score is increased by 5, and
your maximum Strength score is increased to 26.

Enhanced Wisdom
Your prefrontal cortex and intuition centers are en-
hanced, your Wisdom score is increased by 2, and your
maximum Wisdom score is increased to 22.
Amplify. Your Wisdom score is increased by 4, and
your maximum Wisdom score is increased to 24.

Extra Arms
You have a fully functioning extra set of arms. You gain
the following benefits:
• Your Strength score is increased by 1.
• You add your proficiency bonus to any grapple
checks or Strength ability checks to climb or lift
things. This stacks with any bonuses you gain from
Athletics or Acrobatics proficiency.
• You are considered to have an extra pair of free
hands for holding weapons, grappling, or any other
purpose that required free hands.

These extra arms don’t provide additional attacks


each round, and give you an inhuman appearance.

10 // Genetic Enhancements //
Healing Factor Menacing Maw
You regain 1 hit point at the start of each turn, and you Your mouth is large and filled with razor-sharp and
automatically stabilize when knocked unconscious at powerful teeth. Your mouth is large and filled with
0 hit points. You need consume a large meal (many cal- razor-sharp and powerful teeth. Your bite attack is a
ories) after a combat where it is used, or it won’t func- simple melee weapon with the armor-piercing proper-
tion in the next combat. ty that does 2d6 piercing damage (plus Strength mod-
Amplify. You regain 2 hit point at the start of each ifier), but it can only target enemies you are grappling.
turn and you regain all of your hit points whenever you At level 6, your bite damage increases to 2d8, at level 11
take a short rest. it increases to 2d10, and at level 17 it increases to 2d12.
Amplify. You can make Strength (Intimidation) abil-
Inscrutable Brain ity checks instead of Charisma (Intimidation) checks
The pathways in your brain are wired a bit different- against targets within 6 meters. If you are grappling a
ly. As a result, mind hackers have a hard time crack- target, you gain advantage on Strength (Intimidation)
ing in. You gain advantage when making saving checks against them.
throws against any mind hacks or mind affecting
spells or effects. Multitasker
Your brain is especially suited to multitasking, and you
Insulated can run an additional hack or upgrade that requires
Your skin and tissue contain neutralizing buffers and concentration (you may concentrate on one more ef-
mechanisms to dissipate electricity, granting you resis- fect than normal).
tance to corrosive and electrical damage.
Natural Coder
Large Frame Coding is second nature for you. You learn four 1st-lev-
Your body has been swimming in all sorts of natural- el software hacks of your choice. Without hack slots,
ly produced growth hormones since before birth, so they must be run using the taking your time feature.
you now stand well over 2 meters tall. Your Strength The rules for this are fully described in the GeneFunk
score increases by 1, your maximum Strength score is 2090 Core Rulebook.
increased to 28, and you have a strange appearance.
Natural Empath
You are able to read people like a book, knowing what
they are thinking and feeling before even they do. You
gain the following benefits:
• Your passive Wisdom (Insight) score increases by +5.
• You gain proficiency in the Insight skill. If you are
already proficient in the skill or gain it at a later
time, you add double your proficiency bonus to
checks you make with it.
• You can use your action to get an emotional read on
one person you can see. Make a Wisdom (Insight)
check contested by the target’s Charisma (De-
ception) check. If your check succeeds, you have
advantage on attack rolls and ability checks against
the target until the end of your next turn.

// GeneFunk 2090 // 11
Natural Leaper Each creature that is in the area of effect must make
You multiply the amount of distance you can jump a Constitution saving throw against poison. On a failed
by 3, and you can fall 30 meters without taking dam- save, the creature spends its action that turn retching
age (instead of 10). Jumping distance is still limited and reeling, and must repeat the saving throw on each
by your speed. of their turns until they succeed. The DC for this saving
throw is 8 + your Constitution modifier + your profi-
Strength Long High ciency bonus. Creatures that don’t need to breathe or
(Athletics) Jump Distance Jump Distance
are immune to poison automatically succeed on this
5 15 feet 0 feet saving throw.
10 30 feet 5 feet Additionally, even if the target succeeds on the sav-
15 45 feet 10 feet ing throw, they are covered in the obnoxious odor, and
any attempts made to track them or spot them via smell
20 60 feet 15 feet
are made with advantage, and they suffer disadvan-
25 75 feet 20 feet tage on any Charisma ability checks where the stink is
30 90 feet 25 feet a factor. Two hours of dedicated scrubbing and clean-
ing with soap and water is required to remove the stink.
After you use your noxious spray, you can’t use it
Natural Weapon again until you complete a short or long rest.
You have incredibly sharp and strong natural weapons,
be it huge bone spikes, claws, or some other feature. Pack Tactics
They are a light, finesse, simple melee weapon that Tactical empathy comes naturally to you. You gain ad-
does 2d4 piercing or slashing, armor-piercing damage. vantage on attack rolls against a target if at least one
Being a natural extension of your body, your fluen- of your allies is within 5 feet of the target and that ally
cy with this weapon increases as you level up. At level 6 isn’t incapacitated.
your natural weapon damage increases to 2d6, at level
11 it increases to 2d8, and at level 17 scores critical hits
on a roll of 18-20.
This natural weapon gives you a strange appearance.

Nocturnal
You have been bred for the night, giving you advantag-
es in shadows. You gain the following benefits:
• You can try to hide when you are lightly obscured
from the person or thing from which you are hiding.
• When you are hidden from someone or something,
and miss it with a ranged weapon attack, making
the attack doesn’t reveal your position.
• Dim light doesn’t impose disadvantage on your
Wisdom (Perception) checks relying on sight.

Noxious Spray
Like a skunk, you can spray a 20-foot cone of noxious
and irritating stinky chemicals at your enemies. When
you first get this enhancement, you decide which body
part if comes from, but it can’t function if it’s cov-
ered by clothing.

12 // Genetic Enhancements //
Performance Artist Photosynthetic
Be it dance, storytelling, painting, or some other art- You have the ability to synthesize food from sunlight,
form, your natural mastery of performance allows you using adapted chloroplasts. You must still drink water,
to command the attention of others. You gain the fol- but you can live without tangible food for months be-
lowing benefits: fore starving.
• You gain a +1 bonus to your Charisma score. Amplify. After you’ve been soaking in sunlight
• You gain proficiency in the Performance skill. If you for an hour or more your Strength score increases by
are already proficient in the skill or acquire it later, 3, and you gain advantage on Strength checks. This
you add double your proficiency bonus to checks boosted strength dissipates after being outside of the
you make with it. sun for 30 minutes or more, and it won’t activate if it’s a
• You can use performance to occupy a target’s cloudy day or if you’ve covered most of your body with
attention, distracting them. Make a Charisma (Per- opaque clothes. Artificial sunlight from certain suntan
formance) check contested by the target’s Wisdom beds or other technologies will count as sunlight.
(Insight) check. If your check succeeds, the target
makes Dexterity, Intelligence, and Wisdom ability Physical Phenom
checks with disadvantage as long as they are per- Your genes have been tweaked for optimal athletic ex-
ceiving your performance. pression, and you gain the following benefits:
• Increase your Strength score by 1.
Pheromones • Climbing doesn’t cost you extra movement.
You produce scents that make people trust you implic- • You can make a running long jump or a running
itly. Whenever you make a Wisdom (Insight), Charisma high jump after moving only 5 feet, rather than 10.
(Deception), Charisma (Persuasion), or Charisma (Per- • When you are prone, standing up only uses 5 feet of
formance) ability check, you can roll with advantage as your movement.
long as the target is within 6 meters and can smell you.
Pierce Jamming
You are uniquely adapted to pierce jamming signals.
You can spend a bonus action to be unaffected by jam-
ming until the start of your next turn. You must con-
centrate on this effect and can maintain concentration
through multiple turns as long as you are always using
your bonus action to activate it.
Amplify. You can spend a bonus action to be unaf-
fected by jamming for 1 minute. You must concentrate
on this effect.

Poisonous
Your blood is filled with toxins that you are perfectly
capable of metabolizing, but that are a nightmare for
anyone consuming your blood. You can use your own
blood as a poison. People subjected to this poison must
make a DC 16 Constitution saving throw. The subject
takes 14 (4d6) poison damage and is poisoned for 1
hour on a failed save, or half as much damage and no
poisoned effect on a successful save. You can use inury
or ingestion as a vector for this poison. You can gain a
dose of this poison by inflicting 5 hp damage on your-
self, with either a syringe or a blade.

// GeneFunk 2090 // 13
Prehensile Tail Regenerative Hemovore
Be it smooth, scaly, or furry, you have a strong and nim- Consuming blood floods your brain with dopamine
ble prehensile tail, and you gain a strange appearance and is intensely pleasurable. In addition, if you spend
and the following benefits: an action or bonus action to consume blood, you re-
• You gain proficiency in the Acrobatics skill. If you gain 2d6 hit points as specialized nanobots burn the
are already proficient in the skill, you add double calories to repair damaged tissue. The amount of hp
your proficiency bonus to checks you make with it. healed increases to 3d6 at level 6, 4d6 at level 11, and
• You gain advantage on any ability checks related to 5d6 at level 17. You must consume at least 500 ml of
climbing or Sleight of Hand. blood to gain the healing benefit.
• You can use your tail to use or hold objects that Amplify. You have fangs that contain narrow chan-
weigh less than 20 kg. nels for sucking up blood like hypodermic needles,
• You can perform the Use an Object action with your tail. though you can drink blood normally as well. You
• For weapons with the light feature, you can use it to can bite targets that you are grappling and feed from
wield weapons as though it was your off-hand. them. The bite attack is as a simple melee weapon with
the armor-piercing property that does 1d4 piercing
Quills damage (plus Strength modifier). You can consume
You are covered in sharp quills, spines, or spikes. You blood as a bonus action after a successful bite attack
gain an inhuman appearance and the following benefits: on something that has blood, inflicting a level of ex-
• The quills are considered light, finesse, sim- haustion on the target and allowing you to regain hp
ple melee weapons that do 1d6 armor-piercing, as described above.
piercing damage.
• You can make an opportunity attack with your Relentless
quills whenever someone makes a melee at- Your physiology gives you incredible tenacity in the
tack against you. face of physical trauma. If damage reduces you to 0
• Anyone grappling you automatically takes 1d6 hit points, you can make a Constitution saving throw
plus your Strength or Dexterity modifier piercing with a DC of 5 + the damage taken, unless the damage
damage when the grapple is first initiated, and is from a critical hit. On a success, you drop to 1 hit
then again at the start of their turns they are grap- point instead.
pling with you.
The damage (for both attack and grapple) increases to
1d8 at level 6, 1d10 at level 11, and 1d12 at level 16.
Amplify. The quills damage increases to 1d8 at lev-
el 1, 1d10 at level 6, 1d12 at level 11, and 3d4 at level 17.
Your quills also gain the thrown (range 6/12) property.

Rampager
Blood lust fills you with energy when you down an en-
emy. When you reduce a target to 0 hit points on your
turn, you can take a bonus action to move up to half
your speed and make a another attack.

Reactive Defense
Portions of your body are extremely sturdy and can be
used for blocking, or perhaps your excellent peripheral
vision allows especially effective dodging. When you
are targeted with an attack, you can use your reaction
to increase your Armor Class by 2 until the start of
your next turn.

14 // Genetic Enhancements //
Robust Slippery Slime
Your body is well constructed and you are resistant to You can spew forth a blast of slippery slime, causing
catastrophic injury. When you would normally receive those caught within to lose their footing. When you
a permanent injury, you can negate it. You must take a first get this enhancement, you can choose where the
long rest before you can use this feature again. slime comes from (typically the mouth, but work with
your GM for other body parts). As an action, you can
Sclerotized Plates spew the slime up to 60 feet, and the frictionless goo
Your body’s vulnerable areas are protected by hard ar- covers the ground in a 15-foot radius and turns it into
mor plates. The exact appearance of these plates is up difficult terrain for the 10 minutes.
to you and your GM they could be shiny and black like When the slime spreads, everything standing in
a beetle’s, white and bony, or tough scales like a pango- its area must succeed on a Dexterity saving throw or
lin. In any case, you have an inhuman appearance. Your fall prone. Anyone that enters the area or ends its turn
AC can’t be less than 16 and your DR versus slashing / there must also succeed on a Dexterity saving throw or
piercing / bludgeoning can’t be less than 2, regardless fall prone. The DC for this saving throw is 8 + your Con-
of what kind of armor you are (or aren’t) wearing. stitution modifier + your proficiency bonus.
The minimum AC increases by 1 at levels 3, 6, 9, After you use your slippery slime, you can’t use it
12, 15, and 17, and the minimum DR increases by 2 at again until you complete a short or long rest.
levels 7 and 15.
Amplify. Your DR and minimum AC increase by Social Chameleon
2, but you suffer from disadvantage on Dexterity You gain a +1 bonus to your Charisma score. In addi-
(Stealth) checks. Additionally, you can’t add your Dex- tion, you are skilled at impressions and mimicry, you
terity modifier to your Armor Class, but it also doesn’t have advantage on Charisma (Deception) and Charis-
penalize you for having a negative Dexterity modifier. ma (Performance) checks when trying to pass yourself
off as a different person. You are excellent at impres-
sions, and can easily mimic speech patterns and tone.
After studying someone’s speech for a few minutes,
you are able to mimic it. Listeners must make a suc-
cessful Wisdom (Insight) check contested by your Cha-
risma (Deception) to see through the impression.

Spinnerets
You can spin incredibly strong silk from your spinner-
ets. When you first get this enhancement, pick a body
part for these organs to be located. The spinnerets can
be used in the following ways:
• You can produce up to 30 feet of 1 mm thick silk
each turn. This silk threads have 2 hp and can be
burst by a Strength check, with a DC of 8 + your
Constitution modifier + your proficiency bonus.
• Multiple layers of silk can be spun around a willing
subject or someone who has otherwise been inca-
pacitated. If this is done, any attempts to break free
are made at disadvantage, and cutting someone free
requires 15 hp of slashing damage.
• You can make an end of this silk adhesive, anchor-
ing it to any surface, and can descend up to 30 feet
downward each turn while still attached to the silk.

// GeneFunk 2090 // 15
• You can shoot gobs of silk at a target up to 30 feet Toxin Resilience
away that is large or smaller. The target must make Your immune system works overtime, and your liver
a Dexterity save with a DC of 8 + your Constitution can metabolize almost anything. You have advantage
modifier + your proficiency bonus, or become re- on saving throws against poison, and you have resis-
strained. The restrained target can release itself by tance against poison damage.
using its action to attempt a Strength save against
the same DC, being freed on a success. After you Venomous
use this feature, you can’t use it again until you You have a natural venom producing organ. When you
complete a short or long rest. get this feature, roll a 1d6. On a 1-3 you produce neu-
rovenom and on a 4-6 you produce hemovenom.
Sturdy Frame • Hemovenom. This blood-cell destroying poison
Your entire skeleton is unusually strong, you gain resis- must be harvested from a snake or spiders. A person
tance to bludgeoning damage, and add the hard-knuck- subjected to this poison must succeed on a DC 11 Con-
le property to your unarmed strikes (+2 damage). stitution saving throw, taking 10 (3d6) poison damage
on a failed save and becoming poisoned for 1 hour,
Swift or half as much damage and no poison effect on a
It’s in your DNA to be fleet of foot, and nimble. You successful one
gain the following benefits: • Neurovenom. This neurotoxic venom is harvested
• Your speed increases by 10 feet. from snakes and spiders. A person subjected to this
• You can use the Dash action as a bonus action.
This poison must succeed on a DC 13 Constitution saving
enhancement doesn’t stack with the sprint boost throw, becoming poisoned for 1 hour on a failed save.
upgrade. If the save is failed by 5 or more, the subject becomes
Amplify. Your speed increases by an additional 20 unconscious. If they fail by 10 or more, they die.
feet (for a total 0f 30 feet).

Supple Limbs
You have remarkable flexibility and can easily dislo-
cate and relocate your bones. You gain a +1 bonus to
your Dexterity score. In addition, you gain advantage
on all checks related to grappling or escaping bonds.
speed is reduced by 3 until the end of their next turn.
Magazines for this weapon cost シ2,000 each.
reaction to make an unarmed strike against an enemy
that moves within 1.5 meters of you.

Thermal Tolerance
Your cells and tissues have a very high buffering ability
for thermal homeostasis, possessing functions for pro-
ducing heat or venting it off where necessary. You gain
resistance to heat and cold damage, and you can sur-
vive in temperatures ranging from -40 to +60 degrees
Celsius without suffering from environmental damage.

Tough as Nails
At first level, and whenever you gain a level, your hit
point maximum increases by an additional 2 hit points.
If you gain this enhancement at higher levels, the in-
crease is retroactive.

16 // Genetic Enhancements //
Wings
You can activate this ability as a free action and You have a pair of enormous wings coming out of your
must take a short rest before using it again. You can back. They can be feathered, or leathery, their appear-
dispense the venom through any of the following ways. ance is up to you. They don’t allow you to take off from
Nematocysts. An area of your hand, or even your the ground, but they give you a strange appearance and
tongue, is laden with stinging cells that send thou- provide the following benefits:
sands of envenomed barbs into your enemy’s skin. If it • When falling, you can slow your descent down to 60
is on your hand, it can be triggered while grappling or feet per round. You take no falling damage and can
making unarmed strikes. land on your feet when you fall at this speed.
Venom Sac. Your venom is manufactured and stored • While falling, you can glide up to 60 feet hori-
in a pouch on your body, often in your mouth. This can zontally in a straight line on your turn. Changing
be used to administer a “kiss of death” or ooze poi- directions by 45 degrees requires a DC 15 Dexterity
son onto a weapon. If applied to a weapon, the poison (Acrobatics) check.
washes off after one successful hit. • You can double your jumping distances. This trait
Natural Weapon. If you have the natural weapon doesn’t stack with any other ability that increases
enhancement, you may have your venom be directly your jumping distance.
linked to it, allowing the venom to be delivered on suc-
cessful attacks. Amplify Your body becomes optimized for flight,
making you about ½ your normal weight due to more
Amplify. You can choose to secrete necrovenom in- porous bones. You gain a flying speed of 50 feet, but
stead, and you can use this feature twice before having you can’t be wearing medium or heavy armor, and your
to take a short rest to recharge it. hit point maximum decreases by an amount equal to
• Necrovenom. This tissue-destroying venom is your level when you gain this feat. Whenever you gain
harvested from snakes and spiders. A person a level thereafter, your hit point maximum increases
subjected to this poison must succeed on a DC 11 by 1 less than normal.
Constitution saving throw, taking 21 (6d6) poison
damage on a failed save, or half as much damage on
a successful one.

Wall Crawler
Swathes of skin on your hands, feet, legs, and arms can
shift into microscopic fractalling, allowing you to ex-
ploit Van der Waals forces to cling to walls like a gecko.
You can cause this effect to manifest as a free action,
and you gain a climbing speed equal to your regular
speed. Additionally, you can climb sheer surfaces with-
out requiring a Strength (Athletics) check.

Watchful
You are mindful, present, and take in every detail.
• While you are conscious, you can’t be surprised.
• You can lipread. Distances greater than 12 meters
may require a Wisdom (Perception) or Intelligence
(Investigation) ability check at the GM’s discretion.
• You have a +5 bonus to your passive Perception score.

// GeneFunk 2090 // 17
This printing of GeneFunk 2090 is done under version 1.0 of the 6. Notice of License Copyright: You must update the COPY-
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such a notice to any Open Game Content that you Use. No terms 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
may be added to or subtracted from this License except as de- 2000, Wizards of the Coast, LLC. System Reference Document 5.1
scribed by the License itself. No other terms or conditions may be Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls,
applied to any Open Game Content distributed using this License. Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
3. Offer and Acceptance: By Using the Open Game Content You Steve Townshend, based on original material by E. Gary Gygax
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4. Grant and Consideration: In consideration for agreeing to use Chase rules adapted under the OGL from https://geek-related.com/
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18 // Appendices //

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