Bio-Tech: Cosmetic and Minor Transgenic Modifications

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Cosmetic and Minor Transgenic Modifications

Eye color can be specified quite easily, as this is a simple multigenic trait. Hair color, as well as skin pigment (melanin) and other traits that make someone racially black, Caucasian, and so on, are somewhat more complex, but all can be selected at TL9+ to give whatever eye, hair, skin color, or other ethnic features are desired, or to deliberately blend several type

Good or bad looks can be selected by choosing a particular bone structure and metabolic factors that encourage a specific type of build, while working against acquiring blemishes, acne, and so on. Left unspecified, a person's looks are whatever is randomly inherited from the original genetic material used, i.e., it depends on the parents, and it's up to the player or GM. Other traits, such as a tendency toward a particular build, are also possible.

Species engineering can create designer genes for distinctive exotic features like green hair, blue skin, or gold-flecked eyes.

Genetic Tattoos: These are images or symbols formed from skin pigmentation, bumps or ridges. They might be artistic, or show clan or company affiliation – a slave race might even have a tiny company logo and trademark symbol on their body.

Intron Messages: Introns can be modified to "spell out" specific messages when someone sequences the gengineered DNA.

Skin, Hair, and Body Coverings

The skin itself is the body's largest organ, designed to protect softer internal tissues from harm and (through sweat glands) keep it cool. The outer skin, or epidermis, is composed of a surface of hard, dead tissue (keratin) atop a basal layer of live skin cells that are constantly multiplying, growing, filling up with keratin, dying, and flaking off; the cycle takes about four weeks. Below the epidermis is the dermis, a thicker layer formed from the protein collagen, that also contains blood vessels, nerves, sweat glands, and hair roots. Modifications may change the way skin cells grow, alter pigments, or cause the growth of a thicker hide, fur, or even scales.

Chameleon Skin: Natural chameleons such as the cuttlefish have layers of dermal chromatophore cells. These consist of a pigment sac (there are usually three different pigments) encased in muscle and nerve tissue. By contracting these muscles, the colored cell is flattened into a wide disk, increasing its visibility; by relaxing the muscles, it contracts to a dot. By relaxing chromatophores containing one pigment and constricting those containing others, a wide range of colors and patterns can be generated. Chameleon could also be extended to cover Infravision through pigments that absorb infrared radiation, or its masking via thick fur.

Fur, Scales, Spines, etc. These are usually intended for aesthetic effect, but can serve more practical purposes, such as protecting colonists engineered for harsh climates. They may also be effects of blending human and animal genes in search of other advantages like xenosenses. Thick fur may also provide DR 1-3 and Temperature Tolerance 1-2. Scales or a thick leathery hide may provide DR 1-4; a tortoise-like shell, DR 4-5.

Other Transgenic Traits

Amphibious: This requires gengineering for webbed fingers and toes, and is often associated with a sleek coat of fur like a seal, or very light scales.

Bioelectric Organ: An exotic modification that uses modified plates formed from muscle tissue, derived from electric eel genes. It can deliver a localized but powerful electrical shock: Burning Attack 1d (Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, Stunning, +50%; Surge, +20%; Takes Recharge, 5 seconds, -10%; Variable, +5%) [7]. The Variable enhancement allows it to be used at a lower power level, e.g., to act as an emergency defibrillator.

Clinging: This may be achieved via tree-frog suckers or gecko hairs on hands and feet.

Claws, Talons, etc: Claws, hooves, teeth, etc. are based on animal models. They all may be given the Switchable (+10%) enhancement to represent retractable features. Weak Bite could represent changes in jaw structure, or softening or removal of the teeth – possibly a deliberate modification in a pet or pleasure bioroid; this may limit available food choices, but is not severe enough to count as Restricted Diet.

Payload: This represents natural pouches, like those of marsupials, which may be useful for carrying tools or concealing weapons, as well as holding babies.

Nictitating Membranes: These reptilian "second eyelids" are designed to protect the eyes. This modification may be common in pantropic parahumans designed for worlds with hostile atmospheres or perpetual dust storms, or for vacuum.

Prehensile Tongue: This is a long (sometimes forked) retractable tongue. Acute Taste +1 [2]; Racial Skill Bonus: Erotic Art +1 [2]; Extra Arms (Third Arm; Extra-Flexible +50%; Short, -50%; Switchable, +10%; Weak, 1/4 ST, -50%) [6]. 10 points.

Temperature Tolerance: This may be combined with fur, but could also represent a sub-dermal layer of adipose or blubber, or special insulating glands.

Cosmetic and Minor Transgenic Modifications Table

Trait Cost TL
Appearance Levels Variable 9
Distinctive Features -1 9
Genetic Tattoos 0 9*
Intron Messages 0 10*
Pitiable 5 10

Other Transgenic Traits
Trait Cost TL
Amphibious 10 9*
Chameleon 1-2 5/level 10*
Chameleon 3-4 5/level 11*
Clinging 20 10*
Damage Resistance 1-3 5/level 9*
Damage Resistance4-6 5/level 10*
Fur 1 9*
Long Spines 3 10*
Nictitating Membrane 1-5 1/level 9*
Payload 1-5 1/level 9*
Prehensile Tongue 10 10*
Short Spines 1 10*
Temperature Tolerance 1 1/level 9
Temperature Tolerance 2-5 1/level 9*
Temperature Tolerance 6-10 1/level 10*
Temperature Tolerance 11-20 1/level 11*
Unnatural Features 1-5 -1/level 9*

Transgenic Natural Weapons
Trait Cost TL
Bioelectric Organ 7 10*
Claws
Blunt Claws 3 9*
Hooves 3 9*
Long Talons 11 10*
Sharp Claws 5 9*
Talons 8 10*
Teeth
Fangs 2 9*
Sharp Beak 1 10*
Sharp Teeth 1 9*
Weak Bite -2 9*

* Species modification. In some cases, these may qualify as Distinctive or Unnatural Features, depending on how common parahuman species are.
† Any level except Horrific or Transcendent is possible; these may optionally be possible with TL11+ biotech. Appearance may be engineered with the Androgynous or Impressive options, and the -50% limitation Off-the-Shelf Looks is appropriate for templates that involve mass cloning or identically-manufactured bioroids.