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Genetic Modification Ideas

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wolf4life13

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PostPosted: Wed Jun 01, 2011 6:29 pm


Okay, before getting to the list, let me just say it would help to have a form to fill out so I know what information would be useful. Instead I will place each mod in a quote box with just name and a brief overview of the idea. If there are any questions about specific mods I can elaborate on them or even try to work out an example of it.

Note: In some cases I think it would be prudent to require a quest or defeating a specific monster or bloodline RPC to gain this. Though in the case of RPC's if people donate material for it I suppose it would be fine.

Genetic Modifications.


Quote:

Mod name:
Overview:


Quote:

Mod name:Regeneration
Overview: Allows for faster healing or energy recovery. One or the other not both. This could possibly be used in place of a cleric for add on's from mechanists or as passive skills to regain health or energy while inactive.


Quote:

Mod name: Energy Boost
Overview: Increases base energy by 50 per rank.


Quote:

Mod name: Strength/ Speed enhance
Overview:+1 to a stat or +2 to one stat and -1 to the other may only be applied once.


Quote:

Mod name: Sensory increase
Overview: Can enhance a sense but the sense is always on and can't be tuned out normally.


Quote:

Mod name: Neutralize Skill/ Talent/ Ability
Overview: Allows a person to remove a learned skill, talent, or racial ability. (So if someone screws up on learning something they can get a gene mod to fix their character instead of having to start over or beg for it to not count.)


Quote:

Mod name: Water breathing, increased lung capacity, etc.
Overview: Allows for travel underwater or in other situations like poisonous areas depending on the mod.


Quote:

Mod name: Strengthen Bloodline
Overview: Increases rank of bloodline skills by 1 making them stronger or effect wider areas by paying more energy for it. This is an active mod so a werewolf or vampire could regenerate faster by using it or a arachnoid could make a stronger razor wire but it would cost energy equal to the rank it's being raised to.


Quote:

Mod name:Enhance Element
Overview: Elemental skills can be used at +1 rank by paying extra energy. This means what would normally be a D rank attack can be made C by paying the energy for C.


Quote:

Mod name: Elemental Change
Overview: This changes the subjects element permanently. May only be used once and can not be undone.


Quote:

Mod name: Change bloodline
Overview: This is a passive gene that turns someone into a feral. It strips them of their bloodline and replaces it with Feral.


Quote:

Mod name:Alter body parts
Overview: Allows body parts to be grown or altered such as making arms stretch, joints flexible, or even grow a tail, ears, or wings. Functionality may vary and is posted when the mod is taken.


Quote:

Mod name:Poison or parasite resistance
Overview:Subject becomes resistant to toxins and parasites making them able to withstand or reject either for five posts at a time. 10 post cool down.


Quote:

Mod name: Elemental resistance
Overview: Makes user take half damage from specific element. May only be taken once.


Quote:

Mod name: Alter personality
Overview:A radical reworking of a person's personality that can make a sociable person anti social or a flirty person a prude.


Quote:

Mod name: Memory block
Overview:This allows for a person's memories to be blocked but not altered or erased. They are just forgotten until unblocked.


Quote:

Mod name: Alter biochemistry
Overview:This can make a person's blood toxic or acidic or make them produce slight electric shocks naturally or even have a low or high body temperature.


Quote:

Mod name: Mind enhance
Overview:Makes a subject smarter and able to learn things faster. -1 post to skills at their rank or below.


Quote:

Mod name: Living hair
Overview: Allows a person to control and move their hair with their mind. However it does not make their hair stronger or longer.


Quote:

Mod name: Charisma enhance
Overview:Makes a person more likable making taming a summon easier by 1 post or seduction easier (in theory).


Quote:

Mod name:Gene swap
Overview: Can swap one gene mod for another or one racial skill for another. (In the case of racial skills it must be traded between 2 RPC's.) This mod can only be used once and never removed. May not be used on bloodline or elemental change.


Quote:

Mod name: Tough skin
Overview: Physical attacks on a target are treated as 1 rank lower than they actually are.


Quote:

Mod name: Tramsplant bloodline
Overview:A person may give up their bloodline and skills to gain a different one. (limited to guild rules and must kill a subject of the bloodline in question before the transplant.)


Quote:

Mod name: Plant/ animal swap
Overview: Alters the cells of a plant into those of an animal and vice versa. This means more resistance to ice and less to fire or vice versa.


Quote:

Mod name: Poison glands
Overview:Can install poison glands into a person making for a poisonous bite, nails, touch, etc.


Quote:

Mod name: Enhanced bones
Overview: Makes it harder to have bones broken and reduces damage of blunt attacks by 1 rank.


Quote:

Mod name: Alter organ location
Overview:Organs can be put in different locations making vital strikes less likely to work unless a person already knows about the change.


Quote:

Mod name: Skill gain
Overview: Gain 1 skill of your rank or lower from a monster in the codex that has been killed or captured. Must still RP learning the skill based on it's rank.


Quote:

Mod name: Speed <->Strength
Overview: Allows a person with the mod to convert their speed to strength or strength to speed twice a fight.


Quote:

Mod name:Imbue element
Overview:Allows a person or creature without an element to be given one.
PostPosted: Fri Jun 03, 2011 2:37 pm


I like a lot of them, I saw a few that would make Eriel a force to be reckoned with!

Demonxman

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wolf4life13

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PostPosted: Fri Jun 10, 2011 6:05 pm


Bump
PostPosted: Wed Jun 22, 2011 10:13 pm


Just curious if any mods have looked at this yet.

Main question is:
Are any of these suitable? I was hoping to actually be able to use gene mods a bit in the near future.

wolf4life13

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PostPosted: Wed Jun 22, 2011 10:18 pm


So I'm a bit confused how can you get these Genetic Modifications?
PostPosted: Wed Jun 22, 2011 10:23 pm


It's one of the biochemist's skills.

Quote:
Genetic Modification
Rank: B
Limits: 3 Genetic Modifications per person/animal/plant/creature.
Description: The ability allows the RPC to modify the DNA of a living creature to suit their needs, or give certain advantages. If a person would like to give a mouse gills, then it can be done. If they want someone to grow a second nose on their rear, then that too can be done. A less whimsical example of the skill is modifying someone genetics to have more resistance to bacteria, or to be more enduring. It's uses are both good and bad, it just depends on the user. The skill can be used on all LIVING creatures. (Plants, birds, reptiles, germs, bacteria, humans, creatures ETC) Skeletons, Ferals, the undead in general cannot be modified, as there is nothing to modify.


I'm assuming a biochemist would either operate on a person, or use potions/ magic to rewrite a person's DNA like a retrovirus.

wolf4life13

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PostPosted: Wed Jun 22, 2011 10:29 pm


wolf4life13
It's one of the biochemist's skills.

Quote:
Genetic Modification
Rank: B
Limits: 3 Genetic Modifications per person/animal/plant/creature.
Description: The ability allows the RPC to modify the DNA of a living creature to suit their needs, or give certain advantages. If a person would like to give a mouse gills, then it can be done. If they want someone to grow a second nose on their rear, then that too can be done. A less whimsical example of the skill is modifying someone genetics to have more resistance to bacteria, or to be more enduring. It's uses are both good and bad, it just depends on the user. The skill can be used on all LIVING creatures. (Plants, birds, reptiles, germs, bacteria, humans, creatures ETC) Skeletons, Ferals, the undead in general cannot be modified, as there is nothing to modify.


I'm assuming a biochemist would either operate on a person, or use potions/ magic to rewrite a person's DNA like a retrovirus.

Oh right, I was so stump from that skill.

I do like your list of the Modification, an excellent idea. But, with these fine boost, do you think people will use this on themselves and do more than once to them, gain as much of those stuff as possible? :/
PostPosted: Wed Jun 22, 2011 10:34 pm


Because it's actually altering genes for results it should be impossible to use most of them more than once. The only thing I could see being used more than once is Sensory increase (since it's one sense per mod someone might get one for sight and one for hearing), Neutralize skill/ talent/ ability (I don't see this being too bad since it takes one of the mod spots for them to loose something), Alter body parts (a person may want a tail, then wings, then gills, each would be separate), poison glands (maybe to get a bite and claws), and maybe skill gain (which might need to just be dropped or restricted).

In all these cases each mod would target something different, but if a person tried to do the stat boosting mod twice the second would take up a mod slot but just replace the first. You only have so many genes so anything that has one effect and isn't variable would use the same gene meaning you may be able to swap it but not have it repeatedly.

wolf4life13

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wolf4life13

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PostPosted: Mon Jul 04, 2011 12:07 am


Just giving this a small bump.
PostPosted: Wed Jul 06, 2011 10:53 pm


Prods again, if this is being discussed just let me know and I'll stop bumping it.

wolf4life13

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wolf4life13

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PostPosted: Sat Jul 30, 2011 8:25 pm


I'm hoping to return tomorrow or next weekend and I was wondering if there was any progress on this?
PostPosted: Sat Sep 17, 2011 1:41 pm


Reviving this to see what the deal is. I would like to use the ability to do gene mods as a sort of resume builder of sorts for my character's next phase but I need to know what I can and can't do with it or if I should submit gene mods like custom skills.

wolf4life13

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