Genetic Template Mechanics

Summary

The purpose of the base genetic template mechanic is simply to show how a species is designed for the sake of creating and balancing new pure species for play in The FARAD System, or characters which may be genetically engineered, prior to any potential hybridization of ancestors or mutation that may occur when creating a character.  It is an optional mechanic for a GM and their players to use when wishing to homebrew a new species, the aforementioned genetically engineered characters, or when creating a proposed species for possible inclusion in _ ( The FARAD System magazine, no idea on name for it yet ), future setting expansions or other supplements.

Genetic Base Format

All genetic bases for a specific pure species have 3 Dominant (D) and 2 Recessive (R) genes with a total of 30 max points spread between them for a person, 20 max points for a creature, and 40 for a terror.  All base species genes after their details have [Species] with which species it came from in order to help the player and GM keep track.

For a half-breed, there are 4 Dominant and 2 Recessive genes with a total of 32 max points spread between them for a person, 22 max points for a creature and 42 max points for a terror. 

For a mixed-breed, there are 4 Dominant and 3 Recessive genes with a total of 34 max points spread between them for a person, 24 max points for a creature and 44 max points for a terror. 

The dominance score is set by the remainder of the genetic trait points left after the genetic trait point evaluation, utilized to increase the dominance of a particular gene.  All genes start with at least a score of 3 on a pure species.  With each successive generation, genes which are further reinforced by the same type of gene may increase by 1 dominance point if not yet at max.  Those of a similar gene will remain at the same dominance point.  Those which are not further reinforced lose 1 dominance point and if at 0 dominance points or replaced by another genetic trait of higher score they will fall off. All genes, regardless of whether base or otherwise, should be denoted as [ species ] for the source. Genes reinforced by a similar gene but from a different source take the higher of the two scores and source, and rather than both reducing by 1 dominance point, the new one increases by 1 point if not already at a 10 dominance point score.

Species Prevalence Format

When making hybrids of any type, the total gene dominance scores from their sources are added together.

Any pure-breed in the mix gains 2 to prevalence.

Any half-breed in the mix gains 1 to prevalence to a species that is 2 or more ancestors in their grandparent ancestry.

When making family trees, this process continue per successive generation tracked until reaching the character in question. Then the top prevalence score gets the top racial and sex gene slot. The second prevalence score gets the middle racial and bottom sex gene slot. The third prevalence score gets the bottom racial gene slot.

Ethnicity Genetic Format

Even if a species does not have a differentiation between ethnicities in a particular setting, there are 3 ethnicity genes with a total of 12 max points spread between them. It is recommended to use all, as these do not have dominance scores.

When making a half-breed or mixed-breed, the top prevalence evaluated species gets the top gene slot, the next gets the middle and the third gets the bottom. Any species may have up to 10 races in total in a setting, though it is recommended to use fewer unless a particular setting has a significant variance in regions of the environment to have caused the broad range of ethnic differences.

All ethnic genes are listed as (E - evaluation score) details [Species].

Sex Gene Format

Even if a species does not have a differentiation between sexes in a particular setting, there are 2 sex genes with a total of 8 max points spread between them. It is recommended to use all, as these do not have dominance scores.

A player may choose whatever combination of sexes from the Ff, Mm, Nn they desire, but when making a half-breed or mixed-breed, the top prevalence evaluated species gets the top strong gene slot (F1, M1, or N1) and the next prevalent gets the weak gene slot (f2, m2, n2).

Any species may have a strong masculine (M1), weak masculine (m2), strong feminine (F1), weak feminine (f2), strong neuter (N1), and weak neuter (n2) gene created, and combinations allow for up to the 9 possible sexes, each with potentially different names based upon the primary gene's species source. Below are the combinations, in a table:

Sex Gene Combinations

M1m2 M1f2 M1n2
F1m2 F1f2 F1n2
N1m2 N1f2 N1n2

All Sex genes are listed as (S - evaluation score, sex gene type) details [Species]. For example (S-5, M1) Details [Species] for an evaluation of 5 on an M1 gene from the top slot in a particular species. This helps ensure a player and GM can see where the gene came from easily.

Mutation Gene Format

For those with mutations (M), a pure character may have 5 non-replacing mutations, a half-breed may have 4 non-replacing mutations, and a mixed-breed may have 3 non-replacing mutations, for a maximum of 10 genetic traits at one time before anything is replaced. Birth in certain locations or near certain entities in concentration may cause mutations, as may exposure to certain materials or energies while in the womb or after birth. After birth location is selected and affinities are rolled, the player may either have specific mutations already being applied, or if a player wishes to take them on despite not being forced, they may roll per the mutation chance to see if they may pick them up.

Regardless of means gained, per the type of mutation the GM (or player if the GM wishes to allow it) will roll per the appropriate type of mutation to see what they pick up, per 1d10 on the evaluation of the gene cost for range of genes within the assorted tables. Then the GM rolls 1d10/2 to see how dominant it is.

Any replacing mutations ( (MD) or (MR) depending on dominant or recessive ) attempted after ones are set first must have the GM roll for its dominance and if less dominant than the lowest dominant and lowest recessive, it will not occur. If its score is higher than the lowest recessive but not higher than the highest recessive, it will replace the lowest recessive gene at minimum. If it is higher than the highest recessive and lowest dominant, it will replace the lowest dominant gene at minimum.

If its score is higher than other genes in its section, it will move to the bottom slot for that score rating, pushing all others below downward, including pushing the lowest one off entirely. Any replacing mutations will still follow the same rules of point cap and reduction of gene dominance score.

Note: A GM may allow the player to roll an additional 1d10/2 in order to increase their chances of picking up a particular non-replacing or replacing mutation for story purposes if suitable, or alternatively, may simply decide to allow it regardless for story purposes. It is cautioned not to do the latter unless all players are given one mutation of choice of a particular evaluation in order to be fair to all players in their campaign.

Legacy Gene Format

Those with lineages from Adecrea Hosts (LA), Numina (LN) or Pragur (LP) Hosts have 1 respective gene per grandparent of said lineage, with a maximum of 2 legacy genes, each evaluated at a maximum of 1d10 rolled by the GM if the character does not know about it yet, and it is considered locked until story purposes unlock it as revealed by the GM.

If a character knows their legacy already, the maximum is 1d10/2 evaluation. At that point, or when it is revealed by the GM if not previously known, after the details [Originator of Legacy] should be listed to help the player and GM keep track more easily.

These genes have a maximum 2 dominance if their parent was an Adecrea Host, Numina or Pragur Host, and after three generations it will entirely fall off.

Genetic Trait Point Evaluation

Per category of genes:

1 Turn Phase Bonus = 3 points per daily Turn Phase Bonus. (The maximum Turn Phase Bonus is 3 total for 9 points. Maximum in any individual, pure or otherwise, is 6 for 18 points.)

1 Stat Boost = 2 points (The maximum Stat Boost is 4 total for 8 points. Maximum in any individual, pure or otherwise, is 8 for 16 points.)

1 Situational Stat Boost = 1 point for one specific usage and purpose of the one situational stat benefit. (The maximum Situational Stat Boost is 4 total for 4 points. Maximum in any individual, pure or otherwise, is 8 for 8 points.)

1 Skill Check Boost (to a Skill Check of a sole Sub-Attribute or a Skill Check of two Sub-Attributes merged by its function) = 1 point (The maximum singular Check Boost is 4 total for 4 points. Maximum in any individual, pure or otherwise, is 12 for 12 points.)

1 Daily 1d10/2 Advantage = 1 point (The maximum Daily Advantages is 4 total for 4 points.)

1 Daily 1d10/2 Source Absorption = 2 points (The maximum Daily Source Absorptions is 4 total for 8 points.) This grants a use for abilities or item abilities which require a particular source to be absorbed for a conditional to be met.

1 Daily 1d10/2 Domain Absorption = 1 point (The maximum Daily Domain Absorptions is 4 total for 4 points.) This grants a use for abilities or item abilities which require a particular domain to be absorbed for a conditional to be met.

1 Domain Adaption = 1 point (The maximum Domain Adaption is 4 total for 4 points.) This grants +1 point of resistance to the domain's effect, and +1 stability, and +1 damage dealt when using it, all per instance of the domain in an ability.

1 Source Adaption = 2 points (The maximum Source Adaptions is 4 total for 8 points.) This grants +1 point of resistance to the source's effect, and +1 stability, and +1 damage dealt when using the source in an ability.

1 Ability = 1 point per 2 Ability Cost and 1 point per Ability Cost on ranking it up after rank 1 (2 abilities maximum.)

1 Survival-Driven Environmental Adaption = 1 point per quality.

1 Sensory Adaption = 1 point per quality.

1 Movement Bonus = 1 point per quality.

Quality being:
Weak = -2, and -2 situational from Standard.
Slow = -1, no situational from Standard.
Moderate = Standard, -1 situational from Standard.
Normal = Standard.
Steady = Standard, +1 situational from Standard.
Swift = +1, no situational from Standard.
Strong = +2, and +2 situational from Standard.

Per + or - from Standard, so long as it does not exceed the maximum limits per that category, the trait may enable:

A full Stat Boost or Reduction.
A Sub-Attribute or Combined Skill Check Boost or Reduction.
Another genetic trait option that is not an ability or quality-driven adaption or bonus.

For the Standard itself, it enables one with the trait to do one of the following, as per how the trait itself is designed:

Utilize one Untyped Attribute or Sub-Attribute Damage or Effect as a domain or other type Damage or Effect.
Utilize an unused point of a statistic (such as FP) as a 1d10/2 bonus to a skill check.
Utilize an unused point of a statistic (such as FP) as a 1d10/2 bonus to a stat.
Utilize an unused point of a statistic (such as HP) to alter themselves into another equally pointed form or size.
Utilize a movement type or sensory check type as if it were equal to another more common one (such as breathing air or water equally).

If a person designing a species has spare points left at the end of base genetic trait evaluation, they up the dominance of a particular gene to make it pass on more often than not.  Typically this becomes 1 point to the highest current evaluated Dominant genetic trait, then 1 point to the highest current evaluated Recessive genetic trait, then the next highest evaluated Dominant genetic trait, and so forth until all remaining points have been spent.  If one solely stacks points into evaluation, they will find that their species may be powerful, but even half-breeds of their species may quickly lose most if not all genetic traits, so it is recommended at least one Dominant genetic trait has a dominance score of 6 or higher.

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