Genetic Modification

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Revision as of 13:45, 2 August 2023 by Zadammac (talk | contribs) (Created page with "{{Stub}} '''Genetic Modifications''' are passive traits selectable during character creation provided certain prerequisites are met and that the Facilitator grants they fit the campaign. For the most part, usually a player character as either no genetic modification or only one genetic modification passive trait, and sometimes the Facilitator may keep these a secret to be revealed until later, or simply not grant them at all. The practice of genetic modificatio...")
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Genetic Modifications are passive traits selectable during character creation provided certain prerequisites are met and that the Facilitator grants they fit the campaign. For the most part, usually a player character as either no genetic modification or only one genetic modification passive trait, and sometimes the Facilitator may keep these a secret to be revealed until later, or simply not grant them at all.

The practice of genetic modification became relatively commonplace in the leadup to and throughout the corporate wars but was almost always considered a cultural taboo. Unlike cybernetic augmentation which was viewed as a relatively accessible technology, Genetic Modification was seen as anywhere from an outright abomination to at least a waste of effort. Many "genemods" as they were known were either secret projects or the progeny of the borderline-aristocratic upper executive classes.

Genetics being what they are, most genetic modifications could occur naturally under special circumstances, and many were patented only after having been discovered in extent persons. An especially relevant, if publicly unknown example of this, was the discovery of High Compatibility Interferon Variance, which allowed for limited adoption of nano-augmentation.