I might refer, later, to an aspect of Natasha's story that I don't think the movies have mentioned (and Marvel may never use it in the cinematic universe).
This next idea follows on in a way, without being directly related. I might call it polyphyletic. Despite appearances, they're neither Thuldan nor Radiant (above) in origin, but a side branch of a couple of other developments that I want to describe .. carefully.
These beings get an all too brief mention in "The Dead Lady of Clown Town", from which they crop up in several places in Mindjammer:
the Darradine Rim world of Zhaffrane III, one of the pre-generated characters for Dominion
(from a dissimilar background) and the "Avian/Reptilian" option for Mindjammer Traveller
, an upcoming book that looks to extend both the original setting and the converted game system in interesting ways. From these various descriptions, Enhanced Smell/Taste seems to be a standard trait with Scaled Skin (to the point that it gives an armour value) and IR Vision as more optional enhancements.
I need a term here for a group of engineered organisms that don't share biological descent, but were created by the same entity. Maybe a non-specific biological grouping could be a phylete, or my particular concept could be a marque or oeuvre. The latter even sounds as if it might have something to do with eggs, though Wiktionary disagrees.S-Persons
Encountered in scattered parts of Concord Sagittarius since the middle years of GW II, these engineered mutants, often regarded locally as hybrids or part-humans, sometimes become stereotyped as emotionally cold, ruthless, predatory (and partly in response, have adopted stoic and militaristic values comparable to several Earth human societies) and as having scaly green skin, which is in fact quite variable between individuals.
Concord reunification researchers hypothesise that the s-person's snake-like features are basal to its genetic code and that bipedalism, fore- and hind-limbs and the ability to hear and speak human languages are superficial forms - a type of manipulation well beyond Sothvec adaptations and to some, not properly termed "engineering" at all, but interestingly similar to Thuldan biotechnology that produced the warbeast.
Their biological advantages include an advanced metabolism enhanced for positive control in alternate metabolic states, improved tri-fibre musculature with a smooth response curve for fine control and great power, and enhanced mid-brain functions of rational problem-solving and interpretation of perceptions. Defects in these somewhat finely tuned mechanisms can result in musculo-skeletal and neural problems, episodes of erratic metabolic response, or malfunctions in hearing.
S-persons are carnivorous, often subsisting as herders. Names starting with the sounds S-, Bo-, Po- and Ko- seem to be regarded as antique and traditional among them and may be used as parts of surnames in modern times, which otherwise are rather complex, in two to four parts, following a short and plain-sounding personal name and sometimes a middle name.S-Person Game Data
STR -- 6-15
DEX -- 4-15
CON -- 4-15
INT -- 4-14
WIL -- 4-15
PER -- 4-12Species AbilitiesEnhanced Smell/Taste
should largely work as I've described for canoids
An s-person who is a unique engineered mutant may acquire the Dermal Armour or Thermal Vision mutant advantages as Ordinary mutations.Typical Drawbacks:
An s-person who is a unique engineered mutant may choose these drawbacks to count as one step more severe than listed, or any s-person may select one such drawback to act as a Flaw granting 3 Skill Points per mutation point it would normally give: Temporary Weakness (DEX, CON, INT or WIL), Susceptible to Damage (Low Impact), Thermal Intolerance, Inefficient Metabolism, Slow Reflexes or Sound Sensitivity.
(Note that their ability score minimums for DEX, CON, INT and WIL above also represent possible genetic defects, as described earlier, in place of Reduced Ability Score drawbacks.) This post has been edited by uncle_jimbo on Dec 28 2016, 01:50