Chapter 17 Science

Genetic manipulation is among one of the more ethically questionable professions among some of the empires of the universe. Outlawed in the Confederation, Forbidden by the Elves, and over looked by the Dracoties, genetic engineering is very evident and has exposed it's self time and time again historically.

Genetic Manipulation


Clones, mutant viruses, genetically bread super-creatures, cybertics, and dozen more tropes of the genre have their roots in gentic manipulation. This is the groundwork on which much of science is built.

Genetic manipulation becomes possible when technology advances enough to create electron microscopes, computer-aided imagery, and the tools to delicately examine and manipulate the tiniest building block of life-genes. At this point, scientists are able to experiment with DNA, gene splicing, and other activities that eventually lead to more advance techniques.

Performing Experiments


Science is not a process that happens quickly, although key developments often happen accidently, reshaping the knowledge base overinight. Performing basic experiments in gentic manipulation realistically would take researchers months (and more likely years) of efforts. However once the scientific groundwork is laid, tests and procedures can be attempted more rapidly.

In general, testing any single hypothesis about a procedure or discovering the efforts of performing a specific genetic modification, requires 3d10 days and a successful Science Check with in the appropriate field. The DC for this check should be no lower than 20 and can be as high as the GM prefers. Scientific research is painstaking and even experiments based on solid theories must often be attempted several times before providing a conclusive result.

Successful results might allow a character to stumble upon break through which can be transformed specific scientific engineering experimental plans and data.

Craft Diseases


One of the most basic implementations of genetic manipulation is modifying existing microscopic organisms such as bacteria and viruses. Scientists are able to alter existing diseases to be resistant to particular medicines and resilient enough to survive in conditions that would kill their naturally occurring relatives.

At a later stages researchers learn to splice together the DNA of two or more different diseases to create super viruses. At this point, they can tailor such characteristics as the disease's incubation period and primary, secondary and tertiary symptoms. They can even make it resistant to all known treatments and at the same time, create a wholly effective remedy- putting them in the position of being able to infect the entire world and only providing the cure to those they deem worthy.

The flip side of this, naturally, is that scientists are able to create synthetic medicines-antibiotics and other drugs- that combat diseases that were previously uncontrollable. Unfortunately, nature is at least as inventive and resourceful as science. whenever new cure is developed, it is not long before scientists discover one ore more disease that have natural immunity to it.

Genetic Therapy

The ultimate goal in genetic engineering is to safely affect the development of mortals. The complexity of DNA is such that merely learning to understand its design and most basic functions is a colossal undertaking. The start of Scientific research in the years past has reflected in the possibility for scientist to be able to alter DNA to prevent birth defects and genetically diseases. This has lead to a split in philosophy of crafting creatures the way parents wish them, and shopping for abilities to create the "perfect child". Scientist discover ways to not only replace abnormal or defective genes, but also to safely improve on other wise healthy gens. Even more importantly, they descover ways to create retroviruses that target all of an organism's cells, thus allowing them to change various aspects of a creature. IT becomes possible to upgrade a living being.

At first, these process only modify existing traits-increasing or decreasing one of the subjects innate abilities, or sharpening his or her senses. But as technology is perfected and scientists map and catalong the genetic structure of various other creatures ,it is possible to alter a subject so that he or she has traits that no other can ever possess.

Genetic manipulation can enbow a creature with any of the special qualities listed bellow. Developing the appropriate therapy is no different than any other gentic experiment. Once the therapy begins, the subject must make a fortitude save throws (DC varies) once per day until such time as he achieves a specific number of success linked to the genetic modification being attempted (at which point he permanently gains that special quality). Every time a save fails, the subject suffers 2 points of Constitution damage.

Type of Special Quality Fort Save DC Number of Success
+1 to Ability Score 15 10
Extraordinary Ability (Ex) 15 15
Super Natural Ability (Su) 20 25
Power (Pr)1 20 50

1.) At-Will Power (+5 DC, +10 Success), Encounter Power (Level + 10 DC, Level + 10 Success), Daily Power (Level +15, Level + 15 Success).

During therapy, the ability remains latent, so the patient receives no benefits from the intended manipulation. Immediately upon completing the required number of Fortitude saves, the ability activates and becomes a permanent special quality of the patient.

Alternatively, the GM may want to introduce treatments with short-term durations. (or even magical cures), A short-term treatment automatically takes effect in 1d4 minutes and lasts for 1d3 hours. At the end of that time, the character reverts to his normal state, is fatigued,and suffers 4 points of Constitution damage. A successful Fortiuded Save throw (DC 15) reduces this to only 2 points of damage.

Cloning


Another type of genetic engineering found among the stars is cloning. A sample of one creatures' DNA is used to make exact physical duplicate of the creature. A clone is identical to the original creature in every genetic way-. However the clone does not have any scars, tattoos, or other identify marks gained during the course of the original creature's life.

If, for example, the original creature was born with only one kidney, the clone has only one kidney, however if the orginal creature has had a kidney removed, any clone made of him will have two kidneys ( as the original creature did at birth).

Of course this causes a drastic level of ethical issues among civilizations that have saught these sort of science. Most advance civilizations have banned the study of clones as it causes to many civil issues then they care to deal with. A clone is subjected to questions of identity, role in life, and usages. So as a general rule they the Confederation and some of the other empires have outlawed the use. However this doesn't out rule the illegal research that maybe going on, or specific worlds who have legalized it despite there galactic government's feelings about it.

The advent of cloning allows scientist to create genetically identical embryos that age normally. Unless a clone is created during the first year or two of a person's life, such a significant age difference exits between the original person and the clone that they are more akin to parent and offspring than to identical siblings.

The next quantum leap in cloning technology comes when scientist develop the ability to artificially age the clone. Rather than wait for the embryo to age normally, this advance allows the clone to mature at an accelerate rate until it is an exact replica of the donor (minus, scars, tattoos,and other acquired physical modifications).

Artificial aging is an important part of cloning, and scientist have come up with various answers to the problem. Some have turned to the mysterious sciences of magic, while others apply technology to gene therapy.

To construct a clone a character would need for fill all the requirements mentioned in Chapter 10 - Experiments and typically would need a state-of-the art research laboratory (50,000 CR). The process takes 2d10+10 days. At which point a clone embryo is generated. Scientist then will have to apply there own method of speeding up the aging process through other experiments.

Brine Splicing


The conditioning of pysi-cosuses can unlock all kinds of secrets of the mind. Through splicing through specific membrane tissues Scientists can program a person much like a programmer programs a computer. This effect is often occurred in the more darker parts of science as this experiment is used to alter memory, install new skills, and even feats. The process of such takes several surgeries and membrane scaring. Successful results leaves you with behavioral programing.

Genetic Modifications

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