Gamma: The Breeding

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Welcome, Doctor Wise | ID 2256-728-9318-682

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Progenitor Project Database
Project: Gamma 223
Primary Goal: To explore the potential uses of lycanthropic DNA.
Secondary Goal: To determine means of exterminating lycanthropes.
Start Date: December 28, 1971
End Date: June 28, 2003
Facility: North Rim Laboratory, Arizona
Project Head: Dr. Grant Montgomery
Advanced Credentials in Biology and Dimensional Science
Accredited in Parapsychology
Staff: Dr. Gillian Grey
Advanced Credentials in Biology and Parapsychology
Dr. Ralph Anderson
Advanced Credentials in Dimensional Science
Accredited in Biology

Project History:

Doctors Montgomery and Grey presented a proposal to the Board of Directors suggesting that the DNA of certain extradimensional aliens, identified as lycanthropes, may have potent military applications. The proposal requested permission and funding to explore the potential of the shape-shifters. Having already apprehended a nest of mutant lycanthropes, with which the doctors could begin their experiments, the Board provided full funding and a support staff.

The initial test subjects displayed a wide array of defects, both mental and physical. Although pairings between the initial subjects always produced lycanthropic offspring, they were infertile. Experimentation with infusing the alien DNA into human test subjects engendered some initial successes, but the second generation bred from them ultimately proved as infertile as those of the base stock.

Abandoning hope at creating a self replicating species of weapons and shock troops, the focus of Project Gamma-223 changed to augmenting the speed with which troops could be grown, and ensuring that they remained sterile and controllable. By first infusing wolf embryos with the lycanthropic DNA, and then ensuring that the embryos possessed only a single X chromosome, genderless warriors were produced that reached full physiological maturity within only two years.

In September of 1982, it was suggested that the next generation of Gamma shock troops might benefit from an infusion of DNA sampled from the ichor of the deviations identified as vampires. The resulting creatures were superior physical specimens, but more prone to insane rampages then the others and took nearly twice as long to mature as the previous generations.

In March of 1999 advanced genetic techniques, coupled with improvements in the vats used to grow clones - which increased the speed with which subjects could be grown - allowed massive genome manipulations to be conducted upon a new generation of subjects, and then tested out in a matter of weeks. Formerly it had taken at least five years to thoroughly measure even the most subtle of changes to the Gamma genome.

By returning to the original base materials from both the vampiric and lycanthropic donors, doctors Montgomery and Grey resolved to gengineer warriors capable of defeating and capturing lycanthropes. The most significant advancement from this phase of experimentation was provided by Dr. Montgomery who discovered a way to induce the creatures' bones to utilize silver (a metal which has adverse reactions with lycanthropic physiology) rather than calcium in their development.

Although effective combatants against the lycanthropes, they suffered heavy casualties. Prompting Dr. Grey to introduce an insectile carapace, grown from the same silver as their bones, which covered their entire body in sturdy plates that even bullets had difficulty penetrating. After some refinement the carapace was enhanced to allow the subjects to retain their original mobility. It was during this process that the eyes were deemed to common a vulnerability and removed from the Gamma genome and replaced with the echolocation traits that had been a common mutation in the initial lycanthropic test subjects.

Final development involved the intentional selection of certain mental and physical defects possessed by the base group which were deemed advantageous in soldiers. These included a barbed and venomous tail, and certain traits designed to induce loyalty. The final generation were named the Gamma-12s.

Although it was determined that the silver exo and endo-skeletons would prevent the Gamma-12s from developing the psychic abilities displayed by the lycanthropes, they did display similar abilities, including the lycanthropic ability to enter a parallel reality, although testing indicates that they do not pass into the same reality as the 'pure' lycanthropes. Further experiments have revealed that the Gamma-12s can only replenish their psychic energies through killing.

After being successfully used in several strikes against reality deviants, an abnormality was discovered. The deceased targets of the Gamma-12 strikes were vanishing, leaving only husks. New World Order agents in the field discovered that in all cases, a creature similar to the Gamma-12 seemed to gestate within the corpse and then tear itself free. The agents were destroyed by the rogue Gammas before any could be captured for observation.

Subsequent laboratory observations have uncovered a number of variables in the reproductive cycle of the Gamma-12. Reproduction can occur only when a Gamma-12 kills a humanoid opponent (human, lycanthrope, vampire, etc...). The gestation time takes approximately one hour, accounting for environmental factors. It has been determined that no embryonic entity is injected, instead the toxic blood of the Gamma-12s reconstructs the DNA of surviving cells developing the beast from the victims own tissues.

Observations of the Gamma's breeding cycle conducted in the laboratory by Dr. Anderson revealed that the gestating Gamma seeks nourishment from the dimensional energy field (prosaically known as the soul) of the deceased host organism. This process was observed to prevent the formation of the dimensional echo (known as a ghost) which usually occurs when a humanoid suffers a particularly violent death.

New born Gamma-13s vary depending upon both the body from which they gestated, and the amount of neurological damage sustained by that body. Gamma-13s are typically one-half the height of the gestating body; and in all cases Gamma-13s don't posses silver-laced bones at birth, instead possessing claws, teeth, and tail stinger of normal bone, and a skeletal structure composed entirely of cartilage. Those gestated within vampiric and lycanthropic hosts display a number of the psychic phenomena common to those groups. Vampiricly gestated Gamma-13s also display sensitivity to sunlight. In cases where the deceased sustained only minor neurological damage, the Gamma-13 has been shown to possess rudiments of the individual's memories and skills.

As they begin to mature Gamma-13s are compelled to seek out and consume larg quantities of silver, in addition to a diet consisting of raw meat and anything a human can consume. By the end of their first year most Gamma-13s have generated a silver endo and exo-skeletal structure identical to that of a Gamma-12.

Born from lycanthropes, the Gamma-13L loses the residual psychic abilities of its host when its skeletal system is just over half finished. The 13L reaches an average adult height of 12 feet, and exhibits a greater vulnerability to damage from aggravated sources (i.e. fire). The Gamma-13L has been observed to possess a greater versatility of destination when traveling dimensionally; able to travel both to the same dimension as the lycanthropes, and to that accessed by their Gamma brethren.

Born from vampires, the Gamma-13V retains both its sensitivity to sunlight, and psychic abilities for its entire life. Though blind, like all members of the Gamma series, the 13V reacts to sunlight as though in pain, and the regenerative abilities of their lycanthropic ancestors cease functioning while the 13V is in direct sunlight. The 13V reaches an average adult height of only 6 feet.

The Gamma-13H, born from a human (enlightened or otherwise), holds closest to the genetic template of the Gamma-12. Like the Gamma-12, the 13H reaches an average adult height of 9 feet.

Gamma-13s are able to continue propagating the species. A Gamma-14 produced by a 13V killing a vampire or human will be essentially identical to a 13V. The same holds for a 13L killing a human or lycanthrope, thus producing 14Ls and 14Vs. 14Ls and Vs can also be produced when a lycanthrope or vampire is infected by a 13H. 13Ls and 13Vs have demonstrated an inability to breed with the opposite of their parent species.

Controlled reproduction to the Gamma-16 level suggests that future iterations of the species will continue to adhere to this pattern. Although the current number of 'wild' Gamma's remains unknown, a standing order to completely dismember all targets has reduced the occurrence of new 'wild' Gammas to approximately zero.

Current Status: Project Completed, Succesful

Future Research:

The former Gamma 223 research team is currently seeking exceptional individuals of both lycanthropic and vampiric heritage to contribute genetic material to the development of a new, Delta, model. (See project file DELTA867.)

End

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Character Creation

Breed

Vampiric: Born from a vampire, you suffer damage from sunlight, taking one level of lethal damage per round of exposure. Damage from sunlight ignores your Carapace, but can be regenerated normally. On the bright side, you possess sufficient remnants of the Curse of Caine to learn those Disciplines that used to be in-clan for you at out-of-clan costs. You may also select the Basic level of those Disciplines in place of your starting Talents.

Homid: You were born from a human. Average height for Homid Gammas is nine feet.

Lycanthropic: The bodies of lycanthropic Gammas don't take well to the silver with which they are infused, and so do not gain the benefits of Resilience, but due to their abnormally large size (twelve feet tall on average) they receive three additional health levels; one each of healthy, bruised, and wounded. Lycanthropic Gammas possess a residual connection to the spirit world, and so may attempt a Moira test versus the Gauntlet to step into the Umbra. Closest of all Gamma to their bestial side, lycanthropic Gammas are two traits down to resist Frenzy.


Moira

Moira is the power that fuels the psychic Talents of the Gammas. It represents the spiritual connection between the Gamma and the dead.

Moira traits are not described with adjectives. You simply have permanent Moira - your normal limit of Moira Traits - and temporary Moira, your expendable traits.

Expending a Moira Trait, allows for one of any number of effects. In addition most Talents require the expenditure of one or more Moira Traits to activate.

Regaining Moira: There is only one way to regain Moira. Whenever a Gamma kills something, it regains one point of Moira for each remaining Willpower Trait possessed by the newly deceased at the moment of death. Temporary Moira cannot exceed permanent Moira, and any excess traits are lost.


Common Qualities

Bred soldiers, all Gammas have certain abilities in common.

Blind: Gamma's lack eyes, but instead detect their environment through a well developed sense of echolocation. Within the area of Silence of Death or a similar sound muting power they are essentially blind, but are only two Traits down when subjected to Shroud.

Breed: Any humanoid killed by a Gamma (except in the case of a vampire killed by a lycanthropic or vice versa), becomes a Gamma within 1 hour. The only way to stop this, is to completely destroy the corpse before gestation is complete.

Carapace: When you suffer lethal or bashing damage, you may make a Simple Test immediately to avoid some of the damage. If you succeed, you remove one level of damage from the amount suffered. Before making the test, you may choose to expend a stamina-related Physical Trait, allowing you avoid a level of damage on a win or a tie. Otherwise, you must win the test outright. Use of Carapace is reflexive; it does not count as an action, and may be applied to damage already reduced through Resilience.

Damage: Gamma claws deal 1 level of aggravated damage. The bite of Gamma deals 2 levels of aggravated damage.

Delirium: Normal Human who see a Gamma react to them as though they were seeing a Garou in Crinos, and had one less Willpower Trait then they actually do.

Frenzy: Like both Vampires and Werewolves, Gammas can enter into a nearly uncontrollable killing rage. To resist the Gamma must succeed in a Willpower test versus a number of traits determined by the inciting factor. A single Willpower Trait may be spent to retest this. Engineered to be fearless, there is no equivalent to Rotshrek or Fox Frenzy.

Regeneration: Gammas regenerate one level of either lethal or bashing damage per round (with all bashing healing before any lethal is healed), and one level of aggravated damage per day.

Resilience: When you suffer aggravated damage you may immediately make a Simple Test to try to reduce the severity of the damage. If you succeed you reduce all damage from the injury to lethal damage. Before making the test, you may choose to expend a stamina-related Physical Trait, allowing you to reduce injury on a win or a tie. Otherwise, you must win the test outright. Use of Resilience is reflexive; it does not count as an action.

Speed: Engineered to combat the swift moving Garou, Gammas may take up to six steps on each action, but suffer a 1 Trait penalty on subsequent actions if they take four or five steps. This penalty rises to 2 Traits if the full six steps are taken.

Stepping Sideways: As creatures born of death, Gamma's have the capacity to cross the Shroud into the Shadowlands. Crossing the Shroud requires a static Moira test versus the local Shroud rating.

Tail: Gammas receive an extra attack at the end of the round (equivalent to an offhand action) to strike with their tail. The tail strike of a Gamma, coated in their acidic blood, deals 2 levels of aggravated damage (or only 1 if the victim is somehow immune to acid).

Trait Maximums: Gammas have a maximum of 12 Traits each in Physical (not counting their bonus physicals), Social, and Mental. Further, they have a maximum of 5 Traits each in abilities and threads; and a maximum of 10 permanent Traits each in Willpower and Moira.

Venom Blood: Gamma blood is deep-green, acidic bile that poisons all who come in contact with it. Anyone who comes in contact with your blood suffers a level of aggravated damage.


Talents

Psychic Talents are arrayed along threads; all previous levels of the thread must be taken before a new level may be purchased (like Disciplines). Moira is expended in place of blood, Gnosis, or Rage in all cases. Threads marked as (Wild) are only possessed by wild Gammas, never by those under Progenitor control.


Samples