DNA Splicing
Akin to cybernetics, but not reversible, in that you can get a clone body replacement part for the cybernetic piece. Gene splicing is the combination of different animal DNA with your own DNA. This has confirmed to work for all ancestries present in the known lands. Each injection takes a day to form the bonds in your body before they are ready, and causes Strain on the system like cybernetics. Exceeding your Strain Limit, but not your maximum Strain, means rolling on the Cybernetic Side Effect table, ignoring the result for 20: Internal Bleeding.
The DNA provides ancestry abilities or edges, and will list the book they came from.
Animal DNA Options
Alligator DNA: The hero is injected with alligator DNA, granting them an Armor of +2. See Armor Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works. Note: you can not exceed an armor rating of +10 from natural armor (DNA/Cybernetics) and Worn armor.
Bat DNA: The hero is injected with bat DNA, granting them the ability to echolocatation. See Echolocation Ancestry Ability (Fantasy Companion, pg. 9; Science Fiction Companion, pg. 7) for the rules on how this works.
Brown Bear DNA: The hero is injected with brown bear DNA, granting them the Brawler Edge. See Brawler Edge (Core Rule book, pg. 41) for the rules on how this works.
Buffalo DNA: The hero is injected with buffalo DNA, granting them the Hardy ability. See Hardy Ancestry Ability (Core Rule book, pg. 19) for the rules on how this works.
Camel DNA: The hero is injected with camel DNA, granting them the Environmental Resistance to Heat. See Environmental Resistance Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Canine DNA: The hero is injected with canine DNA, granting them low light vision. See Low Light Vision Ancestry Ability (Core Rule book, pg. 19) for the rules on how this works.
Cheetah DNA: The hero is injected with cheetah DNA, granting them an increase of +2 Pace and +die to Running. See Pace Ancestry Ability (Core Rule book, pg. 19) for the rules on how this works.
Crow DNA: The hero is injected with crow DNA, granting them an increase of +die to Smarts. See Attribute Increase Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Deer DNA: The hero is injected with deer DNA, granting them the Extraction Edge. See Extraction Edge (Core Rule book, pg. 41) for the rules on how this works.
Gorilla DNA: The hero is injected with gorilla DNA, granting them an increase of +die to Strength. See Attribute Increase Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Honey Badger DNA: The hero is injected with honey badger DNA, granting them the Iron Jaw Edge. See Iron Jaw Edge (Core Rule book, pg. 41) for the rules on how this works.
Leopard DNA: The hero is injected with leopard DNA, granting them an increase of +die to Agility. See Attribute Increase Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Lion DNA: The hero is injected with lion DNA, granting them an increase of +die to Vigor. See Attribute Increase Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Lizard DNA: The hero is injected with lizard DNA, granting them the Regeneration ability. See Regeneration Ancestry Ability (Core Rule book, pg. 19) for the rules on how this works.
Mongoose DNA: The hero is injected with mongoose DNA, granting them the First Strike Edge. See First Strike Edge (Core Rule book, pg. 42) for the rules on how this works.
Mudskipper Fish DNA: The hero is injected with mudskipper fish DNA, granting them the ability to breathe underwater and move through water at their normal pace. See Aquatic Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Polar Bear DNA: The hero is injected with polar bear DNA, granting them the Environmental Resistance to Cold. See Environmental Resistance Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Ram DNA: The hero is injected with ram DNA, growing horns and granting them a headbutt for Str+d4. See Horns Ancestry Ability (Core Rule book, pg. 19) for the rules on how this works.
Snake DNA: The hero is injected with snake DNA, granting them the ability to bite for Str+d4. See Bite Ancestry Ability (Fantasy Companion, pg. 8; Science Fiction Companion, pg. 6) for the rules on how this works.
Tiger DNA: The hero is injected with tiger DNA, granting them the ability to have retractable claws for Str+d4. See Claws Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Toad DNA: The hero is injected with toad DNA, granting them the ability to poison touch, it is a Mild Poison ability. See Poisonous Touch Ancestry Ability (Fantasy Companion, pg. 9; Science Fiction Companion, pg. 7) for the rules on how this works.
Wolf DNA: The hero is injected with wolf DNA, granting them an increase of +die to Spirit. See Attribute Increase Ancestry Ability (Core Rule book, pg. 18) for the rules on how this works.
Yak DNA: The hero is injected with yak DNA, granting them an increase of +2 to Toughness. See Toughness Ancestry Ability (Core Rule book, pg. 19) for the rules on how this works.
| DNA Type | Strain | Cost |
|---|---|---|
| Alligator DNA | 2 | 5,000 |
| Bat DNA | 1 | 2,500 |
| Brown Bear DNA | 2 | 5,000 |
| Buffalo DNA | 2 | 5,000 |
| Camel DNA | 1 | 2,500 |
| Canine DNA | 1 | 2,500 |
| Cheetah DNA | 2 | 5,000 |
| Crow DNA | 2 | 5,000 |
| Deer DNA | 2 | 5,000 |
| Gorilla DNA | 2 | 5,000 |
| Honey Badger DNA | 2 | 5,000 |
| Leopard DNA | 2 | 5,000 |
| Lion DNA | 2 | 5,000 |
| Lizard DNA | 2 | 5,000 |
| Mongoose DNA | 2 | 5,000 |
| Mudskipper Fish DNA | 2 | 5,000 |
| Polar Bear DNA | 1 | 2,500 |
| Ram DNA | 1 | 2,500 |
| Snake DNA | 1 | 2,500 |
| Tiger DNA | 2 | 5,000 |
| Toad DNA | 1 | 2,500 |
| Wolf DNA | 2 | 5,000 |
| Yak DNA | 2 | 5,000 |