Alpha
40 points The oldest and most basic genotype of the Verge and Bleed, the Alpha has been in practical use since the beginning of the Interplanetary period, if not slightly before and by virtue of being so old, the Alphas is also one of the best understood of the various genotypes, with countless minor variations and spin-offs. Roughly 60-65% of the population of the Verge and Bleed are alphas, a testament to the reliability and longevity for one of the oldest genotypes. Like all genetic upgrades it inspired, the alpha doesn't introduce any new genetic material; rather, it simply alters the genetic material that already exists from all donors, encouraging the manifesting of traits that naturally exist within the human genome to produce a human subtype that's attractive, long-lived, athletic, and with a predisposition to good health. Attribute Modifiers: DX +1 [20]; HT +1 [10]. Advantages: Attractive (humans only, -20%) [3]; Longevity [2]; Resistant to Disease (+8) [5]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $65,000. LC 4. Alpha Variants The Alpha has countless variants; most of these are not in regular use although a fair number of them still persist in some parts of the Verge and Bleed. However, most clinics and government-run hospitals have these on file, so any parent who wants one can easily access them. Ethnic Variants (-20 points): The Alpha kicked off a genetic arms race between various countries as they sought to produce an alpha genotype that represented the "best" of their nationality, starting with the Chinese who introduced the Han variant. Other surviving variants include the Japanese, Hindu, Tamil, and White/Russian variants. While their respective ethnicities will insist that they're different, the only thing different about them is the phenotype. Delete DX +1 [-20]. 20 points. $45,000. LC 4. Indus Omega (+27 points): A variant of the Alpha produced by the Indus Fomalhaut Civilization that is designed to be both beautiful and highly intelligent. Upgrade to Appearance (Handsome/Beautiful) [+7] and add IQ +1 [10]. Aquanaut
76 points The Aquanaut is a genotype variant of the Alpha that's often classified a pantropic parahuman, or a parahuman that's designed to operate inside of environments radically different from the ones found on Earth. The Basic aquanaut genetic chassis uses the Alpha but adds a number of transgenic features; augmented liver and muscle tissue store oxygen to extend operating periods underwater, while also adding an invisible second eyelid. Their skin is hairless save the hair on their heads and eyebrows and has a slightly rubbery feel to it, with webbed fingers and toes. Lastly, their eyes tend to have a reflective appearance to them, a result of tapetum lucidum, which helps improve night vision. Their lenses are also polarized. Collagen in the skin not only ensures it doesn't painfully wrinkle in the water but boosts muscle tissue and ligament strength, as well. The Aquanaut is not fully optimized for an underwater existence - they still need to breath, and they are amphibious biologically, but lack the trait, which reduces their movement speed underwater. Despite this, they are exceptionally popular on worlds where people spend a great deal of time working in and around the water, but don't necessarily have to live within it, and can pass for an Alpha save for a few minor changes detailed above. They are one of the oldest and best understood pantropic designs, originating from Earth during the mid-Interplanetary Period. Attribute Modifiers: ST +1 [10]; DX +1 [20]; HT +1 [10]. Secondary Characteristic Modifiers: Basic Move +2 (Accessibility, in water only, -50%) [5]. Advantages: Acute Vision +4 (Accessibility, only to reduce penalties from glare and fog, -50%) [4]; Acute Hearing +2 [4]; Attractive (Humans only, -20%) [3]; Doesn't Breathe (Oxygen Storage, x25, -50%) [10]; Longevity [2]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Pressure Support 1 [5]; Resistant to Disease (+8) [5]. Disadvantages: Unnatural Features 1 (see description) [-1]. Quirks: Slightly unusual biochemistry [-1]. Features: Taboo Traits (Genetic Defects, Mental Instability, Unattractiveness); Unaffected by SAD [0]. Availability: $126,000. LC 3. Aquanaut Variants Arctic Aquanaut. A variant of the aquanaut designed for colder temperatures and with more radical transgenic features; a layer of nanoblubber helps to insulate key organs and body parts, while the skin is fully replaced with cetacean-like skin, giving them a black, white, gray, or blue coloration similar in pattern and style to dolphins or orcas. They still retain hair on their heads, although many shave it off. The primary purpose of the skin alteration and nanoblubber is to provide insulation against extreme cold. Add Temperature Tolerance 5 [5] and upgrade to Unnatural Features 2 (see text) [-2]. 79 points. $129,000. LC 3. Selkie. An aquanaut variant that attempts to alter the skin and streamline the body, producing a form that's fully amphibious - capable of moving a full speed underwater and above water. The Selkie has a sleek, androgynous look, with males and females having roughly similar shapes; male genitalia is internal, similar to dolphins, and females lack mammaries completely. Similarly, their bodies are covered in thick, smooth skin similar to the arctic variant, but their shape is alerted slightly, and their hair is completely removed. Lastly, they have a layer of nanoblubber that provides insulation. Delete Basic Move [-5] and add Amphibious [10] and Temperature Tolerance 5 [5], and upgrade to Unnatural Features 3 (see text) [-3]. 88 points. $188,000. LC 3. Apsara
60 points The Apsara is a very radical design from the Indus-Fomalhaut Civilization during the height of the Utopian Period. Named after the celestial fairies from Hindu mythology, Apsara live up to their name by being striking beautiful individuals who are capable of surviving in the harshness of space unassisted - without so much as clothing, leave off a space suit - for hours at time. They feature a number of radical dermal and internal modifications that allow them to adapt to pressure changes and hard vacuums. They are not Bouncers (see below); they lack the prehensile feet and the brain and inner ear modifications to give them an edge in a world without verticals. Outwardly, they are shockingly beautiful individuals who have chameleonic skin; when in the vacuum or void, their skin changes to a dark blue-black automatically, but on the surface, it can be any color, with built in hyperspectral vision, a first for biological modifications. Their builds are slight and attractive, their ears tapered, and their eyes rounded, and their hairless skin is reinforced with collagen and chitin, making it quite tough, while laced with nerves to ensure it stays sensitive. However, a design this radical is not without flaws; the sensory integration didn't quite go as planned and as a result, they suffer from nearsightedness and motion sickness; the precise cause for the nearsightedness hasn't been determined yet, although they can fix it by wearing glass/specs. The Motion Sickness is mitigated through daily doses of 5-amorphopentalic acid, also called Pentatolin (Each dose is $0.25 and administered orally in pill form). However, there is no treatment for their Dyslexia other than an AI companion to read to them, and they are generally sleepwalkers as well, with a retiring disposition that may have been intention. Attribute Modifiers: ST -2 [-20]. Secondary Characteristics: HP +2 [4]. Advantages: Chameleon Skin 2 [10]; DR 4 (Tough Skin, -40%) [12]; Doesn't Breathe (Oxygen Storage x100, -30%) [14]; Extended Lifespan 1 [2]; Hyperspectral Vision [25]; Longevity [2]; Radiation Tolerance 5 [10]; Resistant to Disease (+8) [5]; Regeneration (Slow, Radiation Only, -40%) [4]; Temperature Tolerance 10 [10]; Vacuum Support [5]; Very Handsome/Beautiful (Humans only, -20%) [13]. Perks: Reproductive Control; Sanitized Metabolism [2]. Disadvantages: Dyslexia [-10]; Motion Sickness (Mitigator, Pentatolin, Common, -60%) [-4]; Shy (Mild) [-5]; Sleepwalker (6) [-10]; Unnatural Features 1 (see text) [-1]. Ariadne
52 points The Ariadne is a female-only parahuman design originally created by radical groups as a first step towards removing the need for men, but which has since become seen as something of an antique from a past age. They look like an attractive human, with many of the modifications under the hood, including an inability to give birth to male children and a predisposition towards lesbianism and bisexuality, with straight examples being incredibly rare. Despite, this, there is utility in the second generation, and a number of corporations sponsored colonies using this public-access genotype, many of which persist; there may still be colonies of Ariadne in the Verge and Bleed that nobody has discovered yet. Attribute Modifiers: IQ +1 [20]; HT +1 [10]. Advantages: Attractive (humans only, -20%) [3]; Combat Reflexes [15]; Longevity [2]; Resistant to Disease (+8) [5]. Perks: Reproductive Control; Sanitized Metabolism [2]. Disadvantages: Overconfidence (12) [-5]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $77,000. LC 3. Ariadne Variants Ariadne II. Add Early Maturation 1 [0], Extended Lifespan 1 [2], Parthenogenesis [0], and Versatile [5]. 59 points. $84,000. LC 3. Avatar
post cost varies; see below The Avatar was a response to the Ariadne; where the Ariadne sought to eliminate the need of on sex, the Avatar instead seeks to resolve conflicts between the sexes by emphasizing the perceived differences, ensuring that members of each sex are well-adapted for their "natural" roles. Male Avatars have a strong predisposition towards heterosexuality with bisexual and homosexual ones being extremely rare to the point of non-existing. Meanwhile, female Avatars appear to have a tendency to be at least bisexual, which caused many to look askance at what was already a questionable project. Despite this, it's popular in some areas of the Verge and Bleed with opinions that can generously be called retrograde. Avatar (Female) 64 points Attribute Modifiers: DX +1 [20]; HT + [20]. Advantages: Beautiful (Humans only, -20%) [10]; Resistant to Disease (+8) [5]; Voice [10]. Perks: Extreme Sexual Dimorphism 2 [2]. Disadvantages: Shyness (Mild) [-5]. Features: Taboo Traits (Aggressiveness, Genetic Defects, Mental Instability, Unattractiveness) [0]. Availability: $89,000. LC 3. Avatar (Male) 72 points Attribute Modifiers: ST+2 [20]; HT +2 [20]. Secondary Characteristic Modifiers: Per +2 [10]. Advantages: Handsome (Humans only, -20%) [10]; High Pain Threshold [10]; Resistant to Disease (+8) [5]. Perks: Extreme Sexual Dimorphism 2 [2]. Disadvantages: Overconfidence (12) [-5]. Quirks: Proud [-1]. Features: Taboo Traits (Genetic Defects, Mental Instability) [0]. Cost: $97,000. LC 3. Bouncer
45 points The single-most popular zero-G genotype ever invented, the Bouncer looks human in most ways, with much of the adaptations taking place biochemically and metabolically. While they can't live in microgravity conditions, their metabolisms adapt more efficiently to it, and they don't suffer the ill effects of it on their skeletal systems and muscles. Thus, while designed for Earth-normal gravity, they can function and survive in microgravity much better than a baseline or any other genotype that isn't fully optimized for microgravity can. The most immediately feature of the Bouncer, however, is the feet: their feet are "monkey feet," featuring prehensile tones that, while operating in microgravity, give them an extra set of hands to manipulate objects. Attribute Modifiers: ST -1 [-10]; DX +1 [20]; HT +1 [10]. Advantages: Attractive (Humans only, -20%) [3]; Extra Limbs (Two; Foot Manipulators, -30%; Short, -50%) [4]; Longevity [2]; Radiation Tolerance 2 [5]; Regeneration (Slow; Radiation Only, -60%) [4]; Resistance to Disease (+8) [5] Perks: No Degeneration in Zero-G [1]. Skill Bonuses: +2 to Free Fall [4]. Features: Taboo Traits (Genetic Defects, Mental Instability, Unattractiveness) [0]. Availability: $95,000. LC 3. Bouncer Variants Bouncer Variants are fairly common; they're also called "free fall" variants in some cases, because they, unlike the Bouncer, are optimized to live in microgravity. Anu. A "next generation" bouncer that has "ideal parahuman" features, and is rated to live in microgravity conditions without difficulty, as well a being optimized for it. Upgrade to Radiation Tolerance 5 [+5] and add 3D Spatial Sense [10], Less Sleep 1 [2], Rapid Healing [5], Reproductive Control [1], Thin Frame [-1], and increase height by up to 1' above the norm for the lowered ST but weight is 15 to 25% normal. Home gravity is 0 G. 67 points. $117,000. LC 3. Hyperbright. An unusual Bouncer variant that seeks to increase intelligence. It is functionally the Sigma template (see below) stacked on the Bouncer Template, with all of the disadvantages that entails. Without their weekly dose of their medication, Polydexelene-66N (Poly), they rapidly begin wandering off into very neurodiverse mindscapes. Each dose is $200. Add the Sigma Template [100] and -20 points of mental disadvantages with the Mitigator (Poly, Weekly, -65%). 145 points. $295,000. LC 2. Kumo. A radical development on the bouncer and a true attempt to create a zero-G developed human, this variant replaces the legs entirely with a second set of arms. Delete Extra Limbs [-4] and add Basic Move -2 [-10], 3D Spatial Sense [10], Extra Arms (Foot Manipulators, -30%) [14], and Thin Frame [-1]. Home gravity is 0 G. 54 points. $154,000. LC 3. Brownie
16 points An early type that is optimized for health and durability by redesigning the gross structure of the human body at the cost of an odd appearance. The Brownie's upper bodies, arms, and legs are covered in layers of fat, while their knees have been engineered to swing both ways, and their spine given a curve that provides them with a natural forward-leaning posture. A tracheal reconfiguration gives them a somewhat muffled and nasally voice. All of these modifications collectively ensure that the brownie, while aging just as fast as a normal human, will wear out more slowly, and they also provide the brownie with adaptations to survive in microgravity and zero-G environments more efficiently. Attribute Modifiers: ST -1 [-10]; HT +2 [20]. Secondary Characteristic Modifiers: Basic Move -1 [5]. Advantages: Acute Hearing 2 [4]; Acute Vision 1 [2]; Catfall [10]; Longevity [2]; Resistant to Disease (+8) [5] Perks: No Degeneration in Zero-G [1]. Disadvantages: Disturbing Voice [-10]; Unattractive (Non brownies only, -20%) [-3]. Features: Taboo Traits (Aggressiveness, Genetic Defects, Mental Instability, Unattractiveness) [0]. Availability: $89,000. LC 3. Chiropteran
67 points A design created in response to wildly optimistic terraforming projections for Mars that never really panned out, the design has since found a home on numerous other worlds with light gravity, and is sometimes confused for a neo-animal by those who see it for the first time. They feature a significant amount of bat-genes spliced into the genome, giving them radically non-human features, including wing membranes that enable them to fly given a combination of low gravity and earth-like atmosphere, as well as a body covered in fur and a bat-like face. Attribute Modifiers: ST -1 [-10]; DX +1 [20]. Advantages: 3D Spatial Sense [10]; Acute Hearing +2 [4]; Acute Taste and Smell +1 [2]; Claws (Sharp Claws) [5]; Doesn't Breathe (Oxygen Storage, x25, -50%) [10]; Extended Lifespan 1 [2]; Extra Arms 2 (Foot Manipulators, -30%) [14]; Flight (Requires Low Gravity, 0.3 G, -30%; Temporary Disadvantage, No Fine Manipulators, -30%; Winged, -25%) [8]; Resistant to Disease (+8) [5]; Longevity [2]; Radiation Tolerance 2 [5]; Scanning Sense (Sonar; Reduced Range, x1/2, -10%) [18]; Teeth (Sharp Teeth) [1]; Ultrahearing [5]. Perks: Fur; No Degeneration in Zero-G [2]. Disadvantages: Disturbing Voice [-10]; Unusual Biochemistry [-5]; Vulnerability (Crushing x2) [-30]. Quirks: Thin Frame [-1]. Features: Early Maturation 1; Taboo Traits (Genetic Defects) [0]. Availability: $167,000. LC 3. Cynallurus
132 points The Cynallurus one of the most radical genotypes engineered, perhaps ever. Using a combination of self-replicating nanomachines and something that resembles an early version of the proteus virus that's latent in the type's genome, individuals are born with all the materials needed, inherited from their mother, to shift their bodies from human to a something that resembles a large cat. Their posture changes to a horizontal quadruped posture, while their body is covered in fur and their face elongates slightly. They still weigh the same and occupy the same space, however. While transformed, they gain increased flexibility and better balance due to the subtle changes to the inner ear during the alteration of posture. When they shift back, they shift back into a human form. No know clothing can handle the shift, and their gear does not shift with them. For many in the Verge and Bleed, this genotype is a legend; few realize that it actually exists, albeit only on a single planet in the Monarchy. They all have the Indus phenotype - dark, black-blue skin with Southeast Asian facial features and dark colored eyes, with straight black hair. Attribute Modifiers: DX +1 [20]; HT +1 [10]. Advantages: Alternative Form (Cheetah) [42]; Combat Reflexes [15]; Discriminatory Smell [15]; Longevity [2]; Night Vision 5 [5]; Resistant to Disease (+8) [5]; Ultrahearing [10]; Very Handsome/Beautiful (Humans only, -20%) [13]. Disadvantages: Unusual Biochemistry [-5]. Features: Phenotype (Indus); Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $65,000. LC 4. Cheetah Template (120 points) This is the template for the Cheetah that the Cynallurus can transform into. Attribute Modifiers: DX +3 [60]; HT +2 [20]. Secondary Characteristic Modifiers: Per +2 [10] Basic Move +1 [5]. Advantages: Catfall [10]; Enhanced Move 1 (Ground) [20]; Flexibility [5]; Parabolic Hearing 2 [8]; Perfect Balance [15]; Teeth (Sharp) [1]. Perks: Fur [1]. Disadvantages: Quadruped [-35]. Dryad
47 points A radical design out of the Fifth Borealis Republic that blurs the line between parahuman and android. Dryads outwardly look like highly attractive human women - they use the Ishtar as the basis for their genotype - albeit with green skin and the faint smell of foliage about them. All dryads are women, and dryads are not born, they're made. A dryad beings life in two parts; the first is a printed human female body, designed without a brain. The second component is an alien pseudobacterial-fungus named Zelkova exatatum that engineers grow inside of a vat and splice with human brain tissue and vat-grown hybrid neurological matter. Like sponges on Earth, Z. exatatum is ideal for designing neural networks, and the original purpose of the project was to see if it was possible to design a completely biological brain capable of holding a consciousness that did not come with one. The experiment failed; any brain capable of holding a consciousness automatically developed one, as engineers found out. As a result, the Dryad is an Ishtar body with an alien fungus-bacteria hybrid brain; since they are biologically human, a Dryad can reproduce with any baseline or even some parahuman subtypes, producing a perfectly healthy female offspring without any of her mother's odds mental augmentations. Dryads are always female because of hormonal biochemistry; the excessive exposure to the male hormone causes rapid cell death in the alien fungus-bacteria, and with it, rapid brain death in the Dryad. Attribute Modifiers: ST -1 [-10]; DX +1 [20]; HT +1 [10]. Advantages: Beautiful (Humans only, -20%) [10]; Doesn't Breathe (Oxygen Absorption, -50%; Temporary Disadvantage, Sessile, -50%) [4]; Doesn't Eat or Drink [10]; Resistant to Disease (+8) [5]; Voice [10]. Perks: Alcohol Tolerance [1]. Disadvantages Dependency (Lie in fertile soil and sunbathe for at least 8 hours, very common, daily) [-15]; Unnatural Features 1 (Green skin and hair) [-1]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $58,000. LC 4. Drylander
34 points A parahuman design that is optimized for harsh, desert climates and xeric worlds. From a distance, they resemble humans, but up close, any resemblances vanish. They have large, cat-like eyes that allow them to see better during the night along with a thin covering of light scales over their skin to protect it from the heat. Their metabolism has been altered to handle wind-blown dust, and they feature spliced in genes from certain desert animals that reduce the need for food and slow the metabolism down slightly, improving efficiency in digestion. As a result, they are quite comfortable in cool desert nights, and many of them actually wind up adopting a nocturnal existence. Attribute Modifiers: ST -1 [-10]; DX +1 [20]. Advantages: Filter Lungs [5]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Reduced Consumption 1 [2]; Resistant to Poison (+3) [5]; Temperature Tolerance 5 [5]. Perks: Scales [1]. Features: Reflective Eyes; Taboo Traits (Genetic Defects; Mental Instability) [0]. Availability: $84,000. LC 3. Flyer
71 points An ultra-radical parahuman modification on the Ziusudra, the Flyer achieves a dream that humanity has had since it first looked up at the night sky: the dream of muscle-powered flight. Achieving this was not easy; designers were functionally taking a tetrapod and turning it into a hexapod. However, through manipulation of the homeobox genes, designers were able to eventually design a type of human that had limbs emerging from the shoulder blades and the muscle, nervous, circulatory, and skeletal changes needed to make them function like true limbs. They were altered using imported parrot genes, since simulations indicated that feathers would help humans fly more effectively, and the first Flyers were born shortly there after, during the height of the Utopian period. Flyers feature a number of radical alterations in addition to the extra limbs; their respiratory system has been improved and overhauled, and their vision has been altered, giving them polarized and ultraviolet vision, much like birds, while inner ear alterations improve awareness and directional capabilities. As a result, a flyer resembles a highly attractive human, but with large, black feathered wings (which to them, look rainbow colored) emerging from a radically altered back. While they can't fly under normal conditions, they can in microgravity and low gravity, resulting in a parahuman type that's at home in a wide range of different gravities. However, alterations to the sensory network impacted the overall IQ - while they aren't any stupider than an average human, they aren't as bright as a typical Ziusudra, and disadvantages such as Bad Back, Chronic Pain, and even issues resulting from poor proprioception due to wing integration (which are treated as Klutz or Total Klutz) are common even today. Attribute Modifiers: ST - 1 [-10]; DX +1 [20]; HT +1 [10]. Advantages: Acute Vision +4 (Accessibility, only to counteract glare and fog, -50%) [4]; Attractive (Humans only, -20%) [3]; Extended Lifespan 1 [2]; Flight (Requires low gravity, 0.2G, -40%; Winged, -25%) [14]; Less Sleep 1 [2]; Longevity [2]; Rapid Healing [5]; Resistance to Disease (+8) [5]; Ultravision [10]. Perks: Reproductive Control; Sanitized Metabolism [2]. Quirks: Thin Frame [-1]. Features: Early Maturation 1; No Appendix; Taboo Traits (Mental Instability, Unattractiveness) [0]. Availability: $171,000. LC 3. Glider
71 points An radical parahuman design modification on the Ziusudra, the Glider adds a gliding membrane to the Ziusudra, which allows them to soar through the air like giant human kites. This type is older then the Flyer (see above) and came first, with the Chiropteran (see above) arguably the first version. Gliders look like normal Ziusudras, but with a large membrane that connects their wrist to their ankles. When they aren't using it, they can fold the membrane around their bodies, but they need smart clothing if they want to wear anything at all. The original glider-type was engineered for Venus, but counteracting the acidic nature of the clouds proved to be too daunting a challenge, and so the design was used for an Earthlike world around Tau Ceti which had a thick nitrogen atmosphere but little CO2 or acid. The design was a success, and they're found all over the Verge and Bleed now, with several variations. They have a primitive thermal vision that allows them to detect heat and zero in on thermals so they can control their gliding borrowed from pit viper genes. Attribute Modifiers: ST -1 [-10]; DX +1 [20]; IQ +1 [20]; HT +1 [10]. Advantages: Attractive (Humans only, -20%) [3]; Detect (Heat; Vague, -50%) [5]; Extended Lifespan 1 [2]; Flight (Controlled Gliding, -45%; Winged, -25%) [12]; Less Sleep 1 [2]; Longevity [2]; Rapid Healing [5]; Resistance to Disease (+8) [5]. Perks: Reproductive Control; Sanitized Metabolism [2]. Features: Early Maturation 1; No Appendix; Taboo Traits (Genetic Defects, Mental Instability) [0]. Availability: $66,000. LC 3. Glider Variants Venusian. A Venusian style-glider, designed to survive in the upper cloud decks of the Venusian atmosphere. They import genes from extremophile bacteria to make them resistant to corrosive components. Add Sealed (Acid Resistant, +40%) [21]. 92 points. $187,000. LC 3. Halfling
18 points The Halfling is an early design type designed to try and answer problems regarding human travel in space. The issue with putting humans in space is that adult humans take up so much space; they require more food, more life support, and more delta-V as a consequence. However, through augmenting the growth hormones of humans, engineers were able to create a parahuman design that was roughly half the size of a normal, adult human when fully grown while still retaining adult proportions, dramatically reducing the amount of space, life support, and food required for a starship crew. This genotype variant was called the halfling, because they were half the size of a full-grown human. Halflings are otherwise a conventional Alpha genotype except for this alteration, and have become heavily associated with spacers and spacer culture, even if they still require Earth-normal gravity (which isn't a huge design challenge, since the rotation cylinder can be smaller, seeing as how they're smaller). They've under gone slight eugenic alterations to counteract the downward pressure of shrinking on their IQ and overall health, although their small size still makes them fairly weak compared to some of the more robust design types. Attribute Modifiers: ST -5 [-50]; DX +2 [40]; HT +1 [10]. Secondary Characteristic Modifiers: HP +2 [4]. Advantages: Attractive (humans only, -20%) [3]; Longevity [2]; Resistant to Disease (+8) [5]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $65,000. LC 4. Hamas (Beta)
47 points An experimental genetic upgrade produced by the Ummah, with an eye towards producing zealous defenders of Islam and the people of the book from a age of rampant secularism. The name of the genotype comes from the revolutionary group of the same name from 20th and 21st century Earth. It's seen as a way to make better citizens, but the Ummah will freely admit that it needs work, and the line isn't generally available to the public yet. Despite not being available, it and the Istislaam have already drawn criticism from many groups, including other Muslim groups; conservative groups criticize the use of germline engineering while liberal ones condemn the perception it creates. Attribute Modifiers: IQ +1 [20]; HT +1 [10]. Secondary Characteristic Modifiers: Per +1 [5]. Advantages: Combat Reflexes [15]; Longevity [2]; Resistant to Disease (+8) [5]; Single-Minded [5]. Disadvantages: Impulsiveness (12) [-10]; Overconfidence (12) [-5]. Features: Taboo Traits (Genetic Defects) [0]. Availability: $72,000. LC 3. Hazer 80 points
An ultra-radical variation on the Ziusudra produced by Yellowstone during the height of Le Bell Epoque, the Hazer makes use of extensive transgenic alterations, including a massive metabolic overhaul, which replaces almost all of the fat on the body with brown fat, instead. This brown fat coils itself around the body and, together with various glandular modifications that improve the tolerance of temperature, allow the Hazer to survive exceptionally cold temperatures with minimal protective gear. The brown fat also increases overall strength and ligament durability a well, while collagen implants ensure the skin retains healthy smooth appearance. Lastly, Hazers are designed with an almost eerily attractive appearance to them, often with features that push them towards the uncanny valley in the eyes of some. An unfortunate side effect of the extensive alteration is the increased need for food, which the body stores as brown fat, and the slightly unusual biochemistry that results. Attribute Modifiers: ST +1 [10]; DX +1 [20]; IQ +1 [20]; HT +1 [10]. Advantages: Attractive (Handsome/Beautiful, -20%) [10]; Extended Lifespan 1 [2]; Less Sleep 1 [2]; Longevity [2]; Rapid Healing [5]; Resistance to Disease (+8) [5]; Temperature Tolerance 10 [10]. Perks: Reproductive Control; Sanitized Metabolism [2]. Disadvantages: Increased Consumption 1 [-10]. Quirks: Slightly Unusual Biochemistry [-1]. Features: Early Maturation 1; No Appendix; Taboo Traits (Genetic Defects, Mental Instability) [0]. Availability: $180,000. LC 3. Helot (Beta)
12 points Not to be outdone by the Ummah, StarMech is currently working on this genotype as away to produce humans and androids that are more pliable and that can fit more comfortably in crowded urban centers - as well as be more docile, conformist, and unquestioning. StarMech is currently working on this in conjunction with several authoritarian governments, with the aim towards creating a human species that, without sacrificing natural intelligence, lacks any rebelliousness, impulsiveness, and aggression, and is very good at following orders. They've met with arguably more success than the Ummah has, and the project has already drawn sharp criticism despite StarMech's assurances to the contrary that it's just an experiment and nothing will come of it. Attribute Modifiers: HT +1 [10]. Advantages: Resistant to Disease (+8) [5]. Quirks: Broad-Minded; Humble; Staid [-3]. Features: Taboo Traits (Aggressiveness; Genetic Defects; Mental Instability; Unattractiveness) [0]. Availability: $37,000. LC 3. Heavy-Worlder
47 points The heavy-worlder is a variant human that has a metabolism altered to survive on planets with a much higher gravity than Earth. This manifests as a human who has much more muscle, with thicker bones, both of which ensure that they can get around and not hurt themselves too badly in a fall, and a resilient circulatory system, which keeps them from suffering from heart failure due to the high gravity environment. They are usually found on high-G worlds, and to date, are among the only genotypes capable of surviving them. Attribute Modifiers: ST +3 [30]; HT +1 [10]. Advantages: Improved G-Tolerance (0.5 G) [10]. Disadvantages: Unattractive (Non heavy-worlders only, -20%) [-3]. Features: Designed for gravities between 1.5 and 2.0 G; reduce height by 1' for increased ST but increase weight by 15 to 25%. Availability: $72,000. LC 4. |
Herakles (Beta)
191 points The Herakles is a parahuman design that pushes the limits of available genetic engineering technology to limit, possibly too far. The design features highly optimized muscles, skeletons, and nervous systems, with an immune system and biochemistry overhaul so it provides virtual immunity to most poisons and viruses. Several changes to cell structure allow for dramatic increase in lifespan, while modifications to the brain allow for very little sleep. However, the design suffers from a number of drawbacks that engineers still have yet to work out, as well as a tendency to develop genetic defects that most other genotypes don't suffer from. Attribute Modifiers: ST +3 [30]; DX +4 [80]; IQ +2 [40]; HT+4 [40]. Advantages: Attractive (Humans only, -20%) [3]; Extended Lifespan 1 [2]; Less Sleep 4 [8]; Longevity [2]; Rapid Healing [5]; Resistant to Disease (+8) [5]; Resistant to Poison (+3) [5]. Perks: Reproductive Control; Sanitized Metabolism [2]. Disadvantages: Bad Temper (12) [-10]; Increased Consumption 1 [-10]; Overconfidence (12) [-5]; Unusual Biochemistry [-5]. Quirks: Proud [-1]. Features: Early Maturation 1; No Appendix [0]. Availability: $291,000. LC 3. Ishtar
33 points A variant human genotype that is designed to cater to the needs of parents and creche groups that want a child optimized for careers like vid star, dancer, model, singer, and so on; the designers selected for a light elf-build and and a facial bone structure that computer simulations indicated would produce highly attractive and highly distinctive looks. Engineers also selected for neuro-sequences that would increase ego and competitiveness, although many think that they were too successful in that regard. Attribute Modifiers: ST -1 [-10]; DX +1 [20]; HT +1 [10]. Advantages: Handsome/Beautiful (Humans only, -20%) [10]; Resistant to Disease (+8) [5]; Voice [10]. Perks: Alcohol Tolerance [1]. Disadvantages/Quirks: Overconfidence (12) [-5]; -10 points from among Imaginative [-1], Incompetence in any influence skill [-1], Odious Personal Habits (Attention Seeker; Competitive and Self-Obsessed) [-5], or some level of Jealousy [-10] or Selfish [-5*] or Proud [-1]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $58,000. LC 4. Ishtar Variants Isis. An Ishtar that features enhanced looks and modified intelligence, borrowing sequences from the Metanoia. They also have a tendency to experience the religious experiences like the Mahatma, although this wasn't intended. Upgrade Appearance to Very Handsome/Beautiful (Humans only, -20%) [+3]. Add IQ +1 [20], Autotrance [1], and one of Language Talent [10], Mathematical Ability 1 [10], or 10-points in any other talent. 67 points. $92,000. LC 3. Qetesh. An Ishtar variant that augments the skin so it functions like thick armor without reducing the ability to feel or mobility. They are also slightly tougher and stronger. Delete ST -1 [+10], Overconfidence [+5], and -10 points of disadvantages [+10] and replace with Unusual Biochemistry [-5]. Add DR 4 (Tough Skin, -40%) [12]. 65 points. $90,000. LC 3. Siduri. A second-generation Ishtar that is better balanced, neurochemically speaking. Delete disadvantages list and replace with Overconfidence (16) [-3] and Proud [-1]. 44 points. $69,000. LC 3 Istislaam (Beta)
43 points The second model genetic upgrade out of the Ummah, named the Istislaam, is intended to produce citizens that are both devoted and obedient. As with the Hamas (see above), the genetic upgrade is not generally available, although there are a number of test subjects within the Ummah. The extremely submissive behavior requires imprinting within the first three years of life and alteration to the brain chemistry; the test subjects were largely imprinted on by religious teachers. When they aren't in the presence of an alim, they are bright and calm, and when the alim appears, they are slavishly deferent. There is also widespread belief this design needs work, too, and just like the Hamas, this has drawn a number of criticisms from within and without the Ummah. The ultimate goal is to eventually make this design available to all members of the Ummah. Attribute Modifiers: IQ +2 [40]. Advantages: Fearlessness 3 [6]; Longevity [2]; Single-Minded [5]. Perks: Deep Sleeper [1]. Disadvantages: Slave Mentality (Only in the presence of an Alim, -70%) [-10]. Quirks: Mild Overconfidence [-1]. Features: Taboo Traits (Genetic Defects) [0]. Availability: $68,000. LC 3. Kouros
38 points Cultural struggles over "gender politics" have often bred extremism, giving rise to genotypes like the Ariadne and Avatar. One response, however, was to withdraw from the battlefield all together; several asexual movements during the turn of the Interstellar Era used biosculpting and other techniques to remove all sexual characteristics from their bodies entirely, expressing a total rejection of gender and sexuality itself. This short-lived ideology would eventually give rise to the Kouros, which is a true, functional hermaphrodite and is capable of playing any role, male or female, in reproduction, including the ability to reproduce alone. Their most distinctive feature is their appearance, which is neither not in any sense androgynous. Their facial features and body shape do not conform to either male or female norms, and as a result, the genotype is sometimes considered unattractive and is often disturbing to non-Kouros humans. The distinctive attempt at a non-feminine or masculine mindset resulted in one that was engineered to focus on creativity and communication, but unfortunately, the genotype has a distressing tendency to "freeze" during stressful situations. Attribute Modifiers: IQ +1 [20]; HT +1 [10]. Advantages: Hermaphromorph (Preparation Required, 1 minute, -20%) [4]; Language Talent [10]; Longevity [2]; Resistant to Disease (+8) [5]; Versatile [5]. Perks: Reproductive Control; Sanitized Metabolism [2]. Disadvantages: Combat Paralysis [-15]; Unattractive (non-Kouros only, -20%) [-3]; Unnatural Features 2 (Highly Distinctive asexual appearance) [-2]. Quirks: Attentive [-1]. Features: No Appendix; Taboo Traits (Aggressiveness; Genetic Defects; Mental Instability) [0]. Availability: $88,000. LC 3. Lepus 9 points
The Lepus are a late-stage animal-human splice developed by the PRC during the short-lived rush to establish exosolar colonies. The idea was to produce a human variant that was capable of quick reproduction rates to establish a colony, and then replace them with actual "humans" once the PRC could get a ship to the world. This didn't work, but as a result, there are dozens, if not hundreds, of different worlds that were settled by these "rabbitoids." Lepus look like humanoids rabbits - more human than rabbit, but with rabbit like ears and some minor rabbit like features. The big changes were mostly reproductive; they reproduce quickly, and produce large numbers of children at once, to help quickly establish a colony. The mature 1/3 more rapidly than baseline humans do (entering puberty around 8 or 9 years old, and are fully mature by 12 years old) but do not age anymore rapidly after that. Many Lepus colonies have gone on to become extremely productive and focused economies, even into the present. Owing to their heritage, they by default have an East Asian phenotype. Since they are clearly more human than rabbit, they are not confused with neo-animals. Attribute Modifiers: ST -1 [-10]; HT +1 [10]. Advantages: Acute Hearing +3 [6]; Acute Taste and Smell +2 [4]; Attractive (Humans only, -20%) [3]; Resistant to Disease (+8) [5]. Disadvantages: Lecherousness (9) (Accessibility, only during mating season, -80%) [-4]; Unnatural Features 1 (see description) [-1]; Unusual Biochemistry [-5]. Features: Early Maturation 1; Estrus; Increased Fecundity (75% of all births result in twins) [0]. Availability: $59,000. LC 3. Light-Worlder
10 points A variant human genotype with a metabolism optimized for low gravity, the Light-Worlder features a thin, tall willowy build with spidery fingers, although this varies from Light-Worlder to Light-Worlder. The one thing they all have in common is being optimized for lower gravity conditions, and a difficulty surviving in normal gravity conditions. Attribute Modifiers: ST -2 [-20]. Advantages: Long Arms [20]; Long Legs [10]. Features: Designed for gravities between 0.2 and 0.5 G; increase height by up to 2' above the norm for the ST but reduce weight by 15 to 25%. Availability: $35,000. LC 4. Mahatma
42 points One of the earliest upgrades to fulfill an idea, the Mahatma is anchored in the idea that religious experienced has a neurological basis, and as a result, this modification of the Alpha-series makes careful adjustments to the brain structure and neurochemistry, which makes them open to a kind of mystical insight. They are emotionally stable and good at tasks which require concentration, which make them popular for reasons beyond religious experience, although they are prone to altered states of consciousness, from simple, meditative clam to a deep identity-blurring trance. Attribute Modifiers: DX +1 [20]; HT +1 [10]. Advantages: Attractive [4]; Fearlessness 2 [4]; Resistant to Disease (+8) [5]. Perks: Autotrance [1]. Quirks: Attentive; Rarely Shows Excitement [-2]. Features: Taboo Traits (Genetic Defects) [0]. Availability: $67,000. LC 3. Mars-Adapt
39 points An early radical parahuman design that is optimized to survive on the surface of pre-terraformed mature Arean worlds with minimal technological support. They resemble tall, lanky humans with bodies covered in shaggy reddish brown fur; shaved, they look like Orca or dolphin people, with a rubbery, flexible hide that insulates their bodies. Even their faces are covered in thick fur, leading those familiar with the Star Wars mythology to refer to them as Wookies. Attribute Modifiers: HT +1 [10]. Secondary Characteristic Modifiers: HP +1 [2]; FP +2 [6]; Basic Move -1 [-5]. Advantages: DR 1 (Flexible, -20%) [4]; Filter Lungs (Filter CO2 Only, -70%; Temporary Disadvantage, Increased Consumption 1, -10%) [1]; Reduced Consumption (Air Only, +100%) [8]; Reduced Consumption (Water Only, -50%) [2]; Temperature Tolerance 4 [4]. Perks: Fur; Pressure Tolerance Lungs [2]. Features: Taboo Traits (Genetic Defects) [0]. Availability: $89,000. LC 3. Metanoia
51 points A variant human genotype-upgrade that, through applications of an advanced monoclonal antibody hunting technique, was able to identify the genes associated with memory retention and recall, self control, intellectual versatility, and other traits that are common associated with intelligence, allowing engineers to select for such traits during embryonic conception. Attribute Modifiers: IQ +1 [20]; HT +1 [10]. Advantages: Longevity [2]; Resistant to Disease (+8) [5]; Versatile [5]; and either Language Talent [10] or 10 points in any Talent. Quirks: Imaginative [-1]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $76,000. LC 4. Methuselah
20 points A genetic upgrade that's common in the Monarchy in places where genetic upgrades are allowed, the Methuselah is an early, early variant (developed in the Interplanetary period) with an eye towards substantially increasing lifespan. However, while it met with some success, it also met with some disastrous neurological side effects as well. Attribute Modifiers: ST +1 [10]; HT +3 [30]. Advantages: Extended Lifespan 1 [2]; Longevity [2]; Resistant to Disease (+8) [5]; Resistant to Poison (+3) [5] Disadvantages: Epilepsy [-30]; Extra Sleep 2 [-4]. Features: Early Maturation 1; No Appendix [0]. Availability: $55,000. LC 3. Misha
25 points The Misha is an "econiche" parahuman design that is adapted for cold, artic conditions in the same way that Drylanders are adapted to xeric environments. Misha borrow considerably for ursid genetics, leading some to classify them as a neo-animal, and they do blur the line between parahuman and neo-animal considerably. Their bodies are covered in thick fur, giving them a strong resistance to cold, and the ability to hibernate, with side effects being a more bear-like temperament and an increased need for sleep year round. They can survive in incredibly cold temperature (-75 degrees) without special equipment, but when the temperature hits -60 degrees they feel a strong urge to hibernation; this can be mitigated with drugs and treatments, but these often have undesirable effects (in addition to losing all ability to hibernate, the genotype gains 1d x -10 points of temporary disadvantages that last for 1d-1 days, minimum 1; each dose costs $250). Misha are usually found on cold, snowball Gaians. Attribute Modifiers: ST +1 [10]; HT +1 [10]. Secondary Characteristic Modifiers: Basic Move -1 [-5]. Advantages: DR 1 (Flexible, -20%) [4]; Metabolic Control 2 (Hibernation; Triggered by Extreme Cold, -60%) [4]; Resistant to Disease (+8) [5]; Resistant to Poison (+3) [5]; Temperature Tolerance 10 [10]. Perks: Fur [1]. Disadvantages: Bad Temper (12) [-10]; Sleepy (1/2 the time) [-8]. Quirks: Staid [-1]. Features: No Appendix; Taboo Traits (Genetic Defects) [0]. Availability: $75,000. LC 4. Nomad
26 points The Nomad is a variant parahuman designed as the ultimate survivor. The design borrows features from the Drylander but imports a number of extensive transgenic features of its own, such as boosting the over all health and cardiovascular system, overhauling the kidneys and digestive tract, and splicing in a number of genes from various xeric-animals, but especially from camels, with a focus both on gross morphological changes and metabolic and cellular biological changes. The nomad doesn't even look human from a distance; as soon as it can be resolved, the distinctions are apparent; it has a slightly larger nose and nostrils with a split upper lip, all of which help retain water. It also features thicker skin covered in a thin coat of tawny, tan, or beige colored fur, while the face is slightly elongated but the vision still binocular. The eyes are large and reflective, granting it superior night vision, while the feet are padded, two-toed feet, much like camels. Large eyelashes work with the rest of the metabolic adjustments to produce a type whose metabolism is adapted well to the harsh, wind-blown sands. These features make them impressive survivors, although they weren't fool proof; Nomads have a strong independent streak and tend to be stubborn, and they are also known for their sensitive stomachs. Attribute Modifiers: HT +1 [10]. Advantages: Filter Lungs [5]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2]; Reduced Consumption 1 (Water Only, -50%) [1] Resistant to Poison (+3) [5]; Temperature Tolerance 5 [5]; Terrain Adaptation (Sand) [5]. Perks: Fur [1]. Disadvantages: Stubborn [-5]; Unattractive (Non-Nomads only, -20%) [-3]; Unusual Biochemistry [-5]. Quirks: Nervous Stomach [-1]. Features: Radical Transgenic Features (see text); Reflective Eyes; Taboo Traits (Genetic Defects; Mental Instability) [0]. Availability: $76,000. LC 3. Nymph
61 points The Nymph is part of the same design line as the Dryad, and part of the same experiment to produce a biological brain complex enough to store a consciousness without it actually having a consciousness. The project failed the first time, and the Nymph, which came after the Dryad, was a confirmation of that failure. Nymphs use the same Ishtar genotype that Dryads do, but they use different somatic mods, which make them more like an aquanaut; their smooth, hairless skin is tough thanks to collagen and, along with webbed toes and fingers, improves their movement speed underwater, and their liver and red blood cells are augmented to store oxygen so they can function underwater. Like Dryads, they can give birth to normal human girls without any of their modifications (since the aquanaut modifications are all somatic), and like the Dryad, Nymphs are always female, a result of the hormonal biochemistry. However, Nymphs make use of a different pseudobacterial-fungus named Psakinium cerefolium, and the techniques behind producing their brain were alerted slightly, which gives them a radically different psychological profile, which manifests as a hard time understanding the motivations of others and is further compounded by a host of odd behaviors that range from a tendency to freeze in combat to a rejection of clothing and a desire to swim whenever possible. Attribute Modifiers: ST +1 [10]; DX +1 [20]; HT +1 [10]. Secondary Characteristic Modifiers: Basic Move +2 (Accessibility, in water only, -50%) [5]. Advantages: Beautiful (Humans only, -20%) [10]; Doesn't Breathe (Oxygen Storage, x25, -50%) [10]; Pressure Support 1 [5]; Resistant to Disease (+8) [5]; Voice [10]. Perks: Alcohol Tolerance [1]. Disadvantages: Oblivious [-5]; Unusual Biochemistry [-5]; -15 points chosen from among Absent-Mindedness [-15], Clueless [-10], Combat Paralysis [-15], Compulsive Behavior (Carousing, Nudism, Sunning, Swimming, or other behavior) [-5* to -10*], Confused [-10*], Dyslexia [-10], Lecherousness [-15*], Short Attention Span [-10], or Shyness [-5, -10, or -15]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $111,000. LC 3. Orion
69 points The Orion is a variant human that pushes eugenic and gengineering about as far as it can go without including transgenic alterations; these are "ideal specimen" humans, with a metabolism altered slightly to to burn away excess fat, enhance physical performance, and optimize the crisis response of individuals. Attribute Modifiers: ST +1 [10]; DX +1 [20]; HT +1 [10]. Advantages: Attractive (Humans only, -20%) [3]; Combat Reflexes [15]; Fearlessness 1 [2]; Fit [5]; High Pain Threshold [10]. Disadvantages: Overconfidence (12) [-5]. Features: Taboo Traits (Genetic Defects, Mental Instability, Unattractiveness) [0]. Availability: $94,000. LC 4. Pandora
64 points The Pandora parahuman was an attempt to engineer a parahuman subtype that wasn't just smarter, but was faster thinking, too. Modifications to the brain ensure that the signal transmission speed is increased, while modifications similar to the Metanoia encourage the development of traits associated with intelligence. Unfortunately, the design is less robust than hoped, and the speech portions of the brain didn't interface properly; while the design doesn't stutter, they have a hard time slowing their words down for those who lack their inherent perception of time, resulting in the same effect. Still, they are in high demand in fields where snap decisions are make the difference between a good and bad outcome. Attribute Modifiers: IQ +2 [40]; HT -1 [-10]. Advantages: Enhanced Time Sense [45]. Disadvantages: Overconfidence (15) [-2]; Stuttering (Accessibility, only when talking with someone without ETS, -10%) [-9]. Features: Taboo Traits (Genetic Defects, Unattractiveness) [0]. Availability: $114,000. LC 3. Pandora Variations Sigma. An extension of the Pandora project that has even more neurological improvements and alterations. Unfortunately, not only was the brain/speech problem never sorted, the changes lead to borderline mental instability. Change to Overconfidence (9) [-7] and add DX +1 [20]; Less Sleep 5 [10]. Lighting Calculator [2], Mathematical Ability 1 [10], and Attentive [-1]. 100 points. $200,000. LC 2. Purushjala
76 points An ultra-radical design that is very rare off water worlds and underwater habitats, this genotype is adapted to aquatic life to the extent that it lacks legs and instead features a fish like tail. The skin is froglike skin and the lower body has been reconstructed to resemble that of a cetacean in terms of overall anatomy, although the tail is covered in scales and looks fish like. Unlike the aquanaut, this parahuman is intended to live in water and is optimized to that exclusively. Advantages: Amphibious [10]; Doesn't Breathe (Oxygen Storage, x50, -40%) [12]; Enhanced Move 1.4 (Water) [30]; Resistance to Disease (+8) [5]; Nictitating Membrane 1[1]; Night Vision 5 [5]; Pressure Support 2 [10]; Temperature Tolerance 1 [1]. Disadvantages: No Legs (Semi-Aquatic) [0]; Unattractive (non-Purushjala only, -20%) [-3]. Features: Extreme Transgenic Features (see description); Unaffected by SAD [0]. Availability: $176,000. LC 3. Ranger
67 points Like the Misha and Drylander, the Ranger is an "econiche" parahuman, designed for survival in the wilderness with minimal assistance. They feature a massive overhaul of the human sensorium, along with alterations to the digestive tract and a strong, self-reliant attitude. Attribute Modifiers: ST +1 [10]; DX +1 [20]; HT +1 [10]. Advantages: Absolute Direction [5]; Acute Hearing +2 [4]; Acute Taste and Smell +3 [6]; Discriminatory Smell [15]; Reduced Consumption 2 (Cast Iron Stomach, -50%) [2]; Resistant to Disease (+8) [5]; Resistant to Poison (+3) [5]. Disadvantages: Bad Temper (15) [-5]; Light Sleeper [-5]; Overconfidence (12) [-5]. Features: No Appendix; Taboo Traits (Genetic Defects; Mental Instability) Availability: $117,000. LC 3. Ruster
30 points The most reliable low-pressure genotype and an off-shoot of the Zhiminde, the Ruster is a highly attractive genotype that is altered to so they can survive on low atmosphere and normal atmosphere worlds all the same, featuring many of the same adaptations of the Zhiminde. They also have polarized vision and a nictitating membrane, both of which protect the eyes and vision from the harsh conditions of such worlds. They also feature a tapetum lucidum, which improves night vision but makes their eyes reflective when light is shone directly into them. Attribute Modifiers: ST -1 [-10]; HT +1 [10]. Secondary Characteristic Modifiers: HP +1 [2]. Advantages: Acute Vision 4 (Accessibility, only to counteract glare and fog, -50%) [4]; Attractive (Humans only, -20%) [3]; Filter Lungs (Filter CO2 Only, -70%; Temporary Disadvantage, Increased Consumption 1, -10%) [1]; Nictitating Membrane 1 [1]; Night Vision 5 [5]; Reduced Consumption (Air Only, +100%) [8]; Resistant to Disease (+8) [5]. Perks: Pressure-Tolerant Lungs [1]. Features: Taboo Traits (Genetic Defects; Mental Instability; Unattractiveness) [0]. Availability: $80,000. LC 3. Ruster Variants Alpiner. A variant produced in the Indus-Fomalhaut Civilization, the Alpiner is highly attractive and has a predisposition towards athleticism. Upgrade to Handsome/Beautiful (Humans only, -20%) [10] and add DX +1 [20]. 60 points. $110,000. LC 3. Voyageur. The most recent variation from Skinthetic, the Voyageur is a highly attractive version of the Ruster designed for handling rough terrain and surviving in the wild, after which it can look good in a lingerie photoshoot. The genotype features all the improvements of the Ruster, plus enhanced good looks, improved ST over all, and a disposition towards athleticism. Lastly, they are comfortable in a wide range of temperatures, with ultraviolent vision genes and the ability to detect magnetic fields imported from birds. This makes them expert navigators. Upgrade to Handsome/Beautiful (Humans only, -20%) [10], delete ST -1 [+10] and add DX+1 [20]; Absolute Direction [5], and Detect (Magnetic Fields, vague) [5]. 80 points. $180,000. LC 3. Salud
67 points An upgraded parahuman project launched by the Society for Human Improvement (a branch of the Australis Union) prior to the Verge Consortium Civil War, optimized for survival in hostile, toxic environments, with radical changes that push the limits for what genetic engineering is capable of accomplishing. It's unclear if any of this type survived the Civil War following the destruction of the orbital facility that was engineering them. Attribute Modifiers: HT +3 [30]. Advantages: Immunity to Known Diseases and Viruses [10]; Immunity to Known Poisons [15]; Longevity [2] Radiation Tolerance 5 [10]; Rapid Healing [5]. Disadvantages: Increased Consumption 1 [-10]. Availability: $167,000. LC 1. Tek-Rat -41 points
Another variant that blurs the lines between parahuman and neo-animal, the tek-rat is made using a mix of human, possum, raccoon, and hamster genes. They are roughly 2-3' tall and have a very rodent like appearance, with a prehensile tail and a marsupial-like pouch that they can use to carry around their young or snacks. Their bodies are covered in fur, and many often describe them as looking like humanoid hamsters. They have undergone some modification to counteract the downward pressure that shrinking in size puts on ST and IQ, and cardiovascular modifications result in an extra HP. They are common among spacers owing to their small size. Attribute Modifiers: ST -6 [-60]; DX +1 [20]; IQ -1 [-20]. Secondary Characteristic Modifiers: HP +1 [2]; SM-2. Advantages: 3D Spatial Sense [10]; Acute Hearing +1 [2]; Acute Taste and Smell +1 [2]; Extra-Arm (Extra-Flexible, +50%; No Physical Attack, -50%) [10]; Payload 2 [2]; Teeth (Sharp) [1]. Perks: Fur [1]. Disadvantages: Increased Consumption 1 [-10]. Features: Radical Transgenic Appearance (See text). Availability: $50,000. LC 1. Zhiminde
17 points The Zhiminde is an early Mars-optimized parahuman that has long since been superseded by more advanced designs. Despite this, the genotype is still found in many databanks, and the various adaptations that it possesses are useful on a wide variety of worlds, even if the genotype is not particularly popular. Attribute Modifiers: ST -1 [-10]; HT +1 [10]. Secondary Characteristic Modifiers: HP +1 [2]. Advantages: Filter Lungs (Filter CO2 Only, -70%; Temporary Disadvantage, Increased Consumption 1, -10%) [1]; Reduced Consumption (Air Only, +100%) [8]; Resistant to Disease (+8) [5]. Perks: Pressure-Tolerant Lungs [1]. Features: Altered Sex Ratio (2:1 female-male births); Taboo Traits (Genetic Defects; Mental Instability; Unattractiveness) [0]. Availability: $67,000. LC 3. Zhiminde Variants Yousheng. The variant that succeeded the Zhiminde, one of the last models pioneered by the PRC. Add DX +1 [20], Longevity [2], and the 0-point features Fecundity (75% of births are twins) and Sexual Orientation (Heterosexual). 39 points. $89,000. LC 3. Viking. The USA's variant of the Zhinmnde, still found in a number of genetic archives. Delete all features except Taboo Traits (Genetic Defects). The cost is unchanged. $67,000. LC 3. Ziusudra
64 points The Ziusudra is the first true successful parahuman genotype, launched during the Interstellar period. This genotype has been a mainstay ever since, with designers using it as the basis for other parahuman types; it isn't wrong to refer to it as the Alpha of parahuman designs, since it truly does seem to serve that function. It features traits optimized for a high intelligence and lengthened lifespan, with extensive eugenic and transgenic alterations to the heart, arteries, spleen, and gastrointestinal tract, as well as alterations to the cell structure that reduce cumulative copying errors. Attribute Modifiers: DX +1 [20]; IQ +1 [20]; HT +1 [10]. Advantages: Attractive (Humans only, -20%) [3]; Extended Lifespan 1 [2]; Less Sleep 1 [2]; Longevity [2]; Rapid Healing [5]; Resistance to Disease (+8) [5]. Perks: Reproductive Control; Sanitized Metabolism [2]. Features: Early Maturation 1; No Appendix; Taboo Traits (Genetic Defects, Mental Instability) [0]. Availability: $114,000. LC 3. |