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Scientific Engineering

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

SCIENTIFIC ENGINEERING

 

GENETIC MANIPULATION

Genetic manipulation becomes possible at PL 5 when technology advances enough to create electron microscopes, computer-aided imagery, and the tools to delicately examine and manipulate the tiniest building block s of life—genes. At this point, scientists are able to experiment with DNA, gene splicing, and other activities that eventually lead to more advanced techniques.

 

PERFORMING EXPERIMENTS

Science is not a process that happens quickly, although key developments often happen accidentally, reshaping the knowledge base overnight. Performing basic experiments in genetic manipulation realistically would take a researcher months (and more likely years) of effort. 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 effects of performing a specific genetic modification, requires 3d10 days and a successful Research check. 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.

If the GM is running a more cinematic campaign where scientists develop theories and produce solutions in quick succession, she may opt to change the time required to 3d10 hours and the Research DC to a minimum of 15.

 

DESIGNER DISEASES

One of the most basic implementations of genetic manipulation is modifying existing microscopic organisms such as bacteria and viruses. At PL 5, 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 stage of PL 5, 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 a new cure is developed, it is not long before scientists discover one or more diseases that have natural immunity to it.

 

GENE THERAPY

It is possible in the closing stages of PL 5 for scientists to develop effective forms of gene therapy. These treatments can be used on mature creatures to replace defective genes, or genes that are linked to particular diseases, with a more benign gene. Usually this is done using modified retroviruses (viruses that can create DNA copies of their own RNA), however, several other methods exist, all of which are capable of targeting specific cells—lung or liver cells, for example—within a living organism. No gene therapy regimens are approved for use on humans in the U.S., but scientists are currently working toward that end.

 

GENE SCREENING

Using advanced PL 5 techniques, it is possible for scientists to learn a great deal about an organism even while it is gestating. By taking a sample of a developing creature’s DNA, they can tell what physical and mental qualities it is liable to possess, what diseases or conditions it is predisposed toward, and even what its emotional temperament is likely to be.

 

WHAT IF IT ESCAPES?

Specimens for use in laboratory experiments are generally bred to be short-lived, require specific temperatures and conditions to thrive, and often are sterilized. If a sample escapes or is accidentally released, it is nearly impossible for it to survive outside the laboratory, and even more unlikely that it would be able to reproduce. A virus that has a life cycle of 12 hours and can only live in a pH3 solution of 30% saline between 60°F and 70°F is extremely unlikely to survive long enough in the wild to affect anyone or anything.

When scientists are working with a hardier organism, they often genetically manipulate it so the creature has one of the

following flaws.

Dependent: The organism requires a particular item or condition to survive. For example, it may need to consume a particular chemical.

The frequency with which the organism requires its dependent condition varies widely.

Creature Size

Frequency

Fine

Once every round

Diminutive

Once every minute

Tiny

Once every hour

Small

Once every 4 hours

Medium-size

Once every 6 hours

Large

Once every 8 hours

Huge

Once every 12 hours

Gargantuan

Once every 24 hours

 

If the organism’s dependent need is not met, it suffers 1d4 points of Constitution damage each time the specified period passes.

Particular: The organism has an extreme preference (or an extreme dislike) for a certain condition. Examples include darkness or bright light, wetness, heat or cold.

When faced with the condition it is particular about, the organism must make a successful Will save (DC 20) to resist the urge to remain where it is (or flee, as appropriate).

Susceptible: The organism is damaged by a specific condition or material. Examples include environments above or below

a certain acidity or temperature, or the presence of a particular gas or liquid.

When the organism comes in contact with the substance or condition to which it is susceptible, it takes damage. The amount of damage is equal to the creature’s Hit Die plus it’s Constitution modifier, if the modifier is a positive number (having a low Constitution score does not allow the organism to lessen the damage rolled).

This damage is in addition to any other damage caused by the contact. If, for example, the organism was susceptible to steel and it was struck in melee by a steel weapon, the creature would take the normal melee damage plus the damage for being susceptible.

 

MORE HUMAN THAN HUMAN

Beginning early in PL 6, scientists discover ways to not only replace abnormal or defective genes, but also to safely improve on otherwise healthy genes. Even more importantly, they discover 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 processes only modify existing traits—increasing (or decreasing) one of the subject’s innate abilities, or sharpening his or her senses. But as the technology is perfected and scientists map and catalog the genetic structure of various other creatures, it is possible to alter a subject so that he or she has traits that humans have never possessed.

Genetic manipulation can endow a creature with any special quality. Developing the appropriate therapy is no different than any other genetic experiment (see Performing Experiments, above). Once the therapy begins, the subject must make a Fortitude saving throw (DC varies) once per day until such time as he achieves a specific number of successes 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 Successes

+1 to one ability score

15

10

Extraordinary ability (Ex)

15

15

Supernatural ability (Su)

20

25

Spell-like ability (Sp)

20

50

 

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, there may be treatments with short-term durations. (According to most scientific authorities, these are not realistically feasible, but they can be found in many places in fiction.) 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 Fortitude saving throw (DC 15) reduces this to only 2 points of Constitution damage.

The main idea to remember is that according to our best understanding of genetics, each gene tends to affect only a single trait (or a small set of closely linked traits). At PL 6 it is only possible to modify one gene at a time. To create more drastic changes, the patient must undergo several gene therapy treatments, each one requiring a separate set of Fortitude saving throws.

At PL 7 mastery of this process is such that multiple modifications may be combined into one treatment. Have the patient make Fortitude saves as if the regimen was for a single Supernatural special quality.

 

GENE THERAPY TEMPLATES

The potential uses of gene therapy are not limited to special abilities. GMs can simulate just about any simple modification by creating templates that characters can acquire by undergoing the proper program of gene therapy. This is identical to the process described above, except that the GM must set the value for the DC and the number of successful saves required. Use the table above as a guide.

Below are several example gene therapy templates.

 

AQUAN (TEMPLATE)

“Aquan” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character’s statistics and special abilities except as noted here.

The aquan template allows the character to survive on both land and under water. A character acquires the aquan template by undergoing a course of gene therapy (see More Human than Human). The regimen requires 25 successful Fortitude saving throws (DC 20).

Special Qualities: An aquan retains all the special qualities of the character and gains the additional special qualities listed

below.

Amphibious (Ex): Aquans can breathe equally well in air and water.

Blindsight (Ex): Aquans have blindsight with a range of 60 feet when under water only.

Low-Light Vision (Ex): Aquans have low-light vision with a range of 60 feet on land and in water.

Skills: Same as the character, with a +2 species bonus on Listen checks while under water, a +2 species bonus on Move Silently checks while in the water, a +2 species bonus on Navigate checks while under water, and a +4 species bonus on all Swim checks.

Feats: An aquan gains Athletic as a bonus feat.

Advancement: By character class.

 

HEALER (TEMPLATE)

“Healer” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character’s statistics and special abilities except as noted here.

The healer template allows the character to heal wounds more rapidly. A character acquires the healer template by undergoing a course of gene therapy (see More Human than Human).

The regimen requires 25 successful Fortitude saving throws (DC 30).

Special Qualities: A healer retains all the special qualities of the character and gains the additional special qualities listed below.

Fast Healing 3 (Ex): A healer heals 3 points of damage each round. Fast healing stops working when the healer is reduced to –10 hp or fewer.

Lowered Damage Threshold (Ex): A healer’s massive damage threshold is equal to Con –3.

Skills: Same as the character, with a +2 species bonus on any Treat Injury checks made to treat himself.

Advancement: By character class.

 

MORPHEAN (TEMPLATE)

“Morphean” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character’s statistics and special abilities except as noted here.

The morphean template allows the character to go for long periods without sleep and still function normally. It also allows the character to enter into a sleeplike trance that lasts for many days without suffering the effects of dehydration or starvation. A character acquires the morphean template by undergoing a course of gene therapy (see More Human than Human). The regimen requires 25 successful Fortitude saving throws (DC 20).

Special Qualities: A morphean retains all the special qualities of the character and gains the additional special qualities

listed below.

Hibernate (Ex): A morphean can enter into a sleeplike state that lasts for an extended period. While in this state, the morphean does not suffer the effects of dehydration or starvation. Hibernation can last up to a number of days equal to twice the character’s Constitution. The morphean decides how long the hibernation will last before entering into the sleeplike state. If outside forces disturb or try to awaken the character, the morphean must succeed at a Will saving throw (DC 15) to end the

hibernation prematurely.

Sleepless (Ex): The morphean does not suffer the detrimental effects of sleep deprivation. Once per day, the morphean can

spend 10 minutes meditating and receive all the benefits of a full 8 hours of sleep. However, morpheans cannot go indefinitely without sleep. Once every 30 days, the character must get 2 full days of uninterrupted sleep or hibernation. Failure to do so makes the morphean fatigued.

Saving Throws: A morphean gains a +2 species bonus on all Will saving throws.

Advancement: By character class.

 

NOCTURNAL (TEMPLATE)

“Nocturnal” is an acquired template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the character). It uses all the character’s statistics and special abilities except as noted here.

The nocturnal template allows the character to function in darkness the way normal humans do in the light. A character acquires the nocturnal template by undergoing a course of gene therapy (see More Human than Human). The regimen requires 25 successful Fortitude saving throws (DC 20).

Special Qualities: A nocturnal retains all the special qualities of the character and gains the additional special qualities listed below.

Darkvision (Ex): Nocturnals have darkvision with a range of 60 feet.

Light Sensitivity (Ex): Nocturnals are blinded by sunlight, flashlights, fluorescent lights, halogen lamps, and other sources of bright illumination. They can counter the blindness and see normally by wearing dark-tinted sunglasses or tinted visors.

Skills: Same as the character, with a +2 species bonus on Listen and Move Silently checks.

Feats: Nocturnals gain Blind-Fight as a bonus feat.

Advancement: By character class.

 

UNNATURAL SELECTION

Gene therapy as practiced at PL 5—targeting specific cells for localized modification—affects only the patient directly receiving the treatment. She is unable to pass the modifications on to her offspring. However, once the technology reaches the point in PL 6 that it can imbue the subject with new special qualities, the subject has been changed at a basic genetic level and the traits may be passed along to children.

This process has the potential to create an entirely new race— winged humans, for example. And if the genetic manipulation is extensive enough that the subject’s DNA is no longer compatible with naturally occurring DNA—if she can no longer mate with normal m embers her own kind—the subject has actually been transformed into a new species. Such manipulation generally is not possible until PL 7.

The most common use for such extensive genetic manipulation is to create humans or other creatures who are capable of surviving in conditions that would normally be deadly.

 

CLONING

Another type of genetic engineering found in many futuristic settings is cloning. A sample of one creature’s DNA is used to make an exact physical duplicate of the creature. A clone is identical to the original creature in every genetic way—blood type, birth defects, fingerprints, and retinal pattern. However, the clone does not have any scars, tattoos, or other identifying 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 original creature has had a kidney removed, any clone made of him will have two kidneys (as the original creature did at birth).

Cloning is a very difficult process. Although the number of successful experiments has increased, creating and bringing a clone to full term is a high-risk endeavor and scientists generally have to make several attempts before an experiment reaches a satisfactory conclusion. Any single attempt to create a clone has roughly a 90% chance of failure. What’s more, clones tend to be prone to a host of developmental problems including accelerated decrepitude, unexplained organ failure, immune system failure, and a generally weak constitution.

 

MINI-ME

Some time toward the end of PL 5 or the beginning of PL 6, researchers find the solution for the developmental problems to which clones are prone. At this point, it is possible for scientists to successfully clone any living organism with an acceptably low failure ratio. (In most cases, a ratio equal to or lower than the general infant mortality rate is sufficient.)

Each clone, though, must still go through the same gestation period and developmental processes as a child conceived through ordinary procreation. In fact, without a detailed genetic examination, it is difficult (if not impossible) to tell the difference between a naturally conceived baby and a clone.

Provided the clone is given the same nutritional and physical environment the original person had, he develops physically in exactly the same way as the original person. The two may be completely different in terms of personality and temperament, much the same way as any parent and offspring. The clone may be a physical recreation of a person, but it is not an emotional or intellectual duplicate.

A good deal of debate centers around potential medical uses for this technology—creating clones but not allowing them to come to full gestation so that research and experimentation can be performed on the fetuses. In most settings, cloning is illegal for any reason other than reproduction.

This fact changes only when scientists discover a way to create viable organs without first creating a viable life form.

 

REPLACEMENT PARTS

If the scientific community is allowed to work through the technical problems of viability and the moral issues surrounding the creation of living tissues, it eventually (usually late in PL 6) becomes possible for them to use cloning technology to grow specific organs without first creating a viable embryo. They are able to stimulate cells in the lab so that they spontaneously develop into a liver, lung, or kidney. This eliminates the need for organ donation and make possible huge advances in the science of organ transplantation.

In the modern world, people whose major organs are dysfunctional must wait in hopes that an appropriate donor (one with the right blood type and other specific traits) can be found. With advances in science, cloned replacement organs are available whenever they are needed and match the recipient exactly, down to the last chromosome. (This has the added bonus of practically eliminating the chance of the body rejecting the new organ.) Cloning can also replace much of the need for blood banks, since doctors can clone as much replacement blood as necessary. Some stores of donated blood remains necessary, though, for use in times of emergency.

At PL 6, cloning a replacement organ requires a state-of-the-art research laboratory and a successful Wealth check (purchase DC 31). The process takes 2d10+10 days. Cloning blood is a much easier process, requiring only a standard hospital or university laboratory, 1d3 hours, and a Wealth check (purchase DC 10) to create 1d6 pints.

At PL 7, improvements make these processes quicker and cheaper to perform. All experiments can be performed in any hospital or university laboratory, and some may even be successfully accomplished in well-stocked home labs. Cloning a replacement organ takes 1 d6+4 days and requires a Wealth check ( purchase DC 18). Cloning blood takes 1 hour and a Wealth check (purchase DC 7) to produce 1d6 pints.

At PL 8, cloning a replacement organ takes 1d4+4 hours and a Wealth check (purchase DC 10). Cloning blood can be done in the operating room and does not have a significant cost associated with the process.

 

MY, HOW YOU’VE GROWN

The advent of cloning allows scientists 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 exists 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 scientists 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 accelerated 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 clone fiction, but it is such a hypothetical process that it is difficult to place it at a particular Progress Level. Perhaps this ability would be linked to developments in battling the aging process. Or there might be a relatively simple way to stimulate embryonic clone cells so they continue to grow at the same advanced rate even after the fetus becomes a viable infant. This allows the clone to grow to full maturity in a matter of weeks or perhaps even days.

In a setting where the GM wishes to be as scientifically realistic as possible, artificial aging is not developed until PL 9. However, in campaigns where individuals are able to have a cadre of clones to serve as organ donors, replacement bodies, and heirs, the GM may rule that artificial aging is developed at PL 6, at the same time that cloning technology overcomes the viability problem.

 

AN ARMY OF ONE

In a setting where cloning and artificial aging are commonplace, it is possible for an individual to have dozens of replicas of herself at any one time. Of course, if a new clone can be grown and artificially aged within a matter of days or hours, the question arises as to why one would need to keep active clones at all.

Body Double: In the modern world, celebrities and VIPs often hire look-alike actors to take their places for brief public appearances, dangerous situations, and other situations where they do not have the inclination or time to appear themselves. The illusion is complete if the look-alike actor is a clone whose purpose in life is to stand in for her genetic original from time to time.

Disposable Workers: In societies where clones are not afforded the rights and protections given those born through procreation, genetic duplicates might be used as a disposable work force. Clones could be sent into the most dangerous situations, used to fill the ranks of the armed forces, and made to perform all manner of unpleasant activities. Depending on the setting, this might be an accepted fact of life or there could be a group or political party that opposes clone repression. (See the Clones’ Rights sidebar for further discussion.)

Workload Efficiency: In a society that places a higher value on clone life, the world’s rich and powerful might...

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