Genetic Modifications

The humans that live among the stars after the Blackout is different than the ones we know today. In the old human sphere, an empire of a thousand worlds, genetic engineering was as common as breathing. For hundreds of years humans ‘improved’ and changed themselves in almost all conceivable ways, from the most common genetic modifications to the most outlandish. Eventually, it became easy to alter entire genetic lines though modular ‘Gene Mods’.

Humans in Blackout are tougher, faster and stronger than anyone alive today. While the technology to create Gene Mods was lost after the blackout and most of those with the most extreme modifications died off, the most useful ones became so widespread that they became part of humanity as a whole. Everynow and then, however, some of the more extreme traits in someone’s genetic lineage will resurface after lying dormant for generations.


Getting Gene Mods

Certain traits and background features will give characters Gene-Mod points which can be used to purchase different Gene-Mods. Additionally, some Gene-Mods are entirely Cosmetic, meaning they do not provide any mechanical changes, simply roleplaying opportunities, and have a cost of 0. Minor Gene mods cost 1-point, regular GeneMods cost 2 and Major Gene Mods cost 3.

Any character can, if they so choose, select Cosmetic gene-mods even if they have no Genetic Modification trait, the cosmetic gene-mods presented here are simply examples. GMs are encouraged to come up with new Gene mods to offer their players, especially cosmetic ones.

Gene Mods and Implants

Most gene mods are global changes to a character, some, however, may be located within a specific body part. if a character were to lose one of said body parts or replace them with an implant, they would lose use of the gene mod on that specific part. If a character were to replace all of the body parts affected by a gene mod, they would lose the gene mod altogether.

Augmented Gene Mods

Aside from a feature/trait, characters may obtain further Gene Mod points through trainings. Gene Mod points obtained from training can only be spent to Augment your currently existing gene mods (at a rate of 1 point per augment).

The intent behind ‘Gene’ training options is to allow characters to enhance their gene mods, so you may only spend points on a new gene mod if you don't have any Gene Mods that could be augmented or if all available augments would give you bonuses you already have. Additionally, only characters that already have the Genetic Modifications trait may gain Gene Mod points from training options.


Cosmetic Gene Mods

Cost: 0


Lesser Gene Mods

Cost: 1


Standard Gene Mods

Cost: 2


Greater Gene Mods

Cost: 3