Appropriate skills to cover Biology and Abhumans and B.O.N.E.

By SmokedHalibut, in Rogue Trader Gamemasters

My Explorers have discovered a world in the Koronus Expanse which has a sizable native population of Ogryn which I'm sure they will want to exploit. However I'm having trouble with the lack of an obvious Scholastic, Forbidden, Common or Trade skill which would give them knowledge of biology, the origins of abhumans, how to test abhumans qualities and the stability of their gene pool, their culture and expected traits and so on. Obviously they'd all be aware of Ogryn and may even have seen them around if they've been near enough Imperial Guard but I don't want to reveal too much about them without them really having a reason to know it.

I'm also going to have to contend with the inevitable quest to equip these new recruits. Certainly the Explorator will be able to make Ripper Guns for them but what about B.O.N.E. enhancement. It's not so obvious how a tech-priest would acquire the knowledge to do that and what skills he'd need. Is it common knowledge within the ad-mech, does it require specialists, should he have to find a tutor and which skills does he need?

Does anyone have any helpful suggestions?

The only ones I could think of are:

Scholastic Lore (Biology/Genetics*) - We know this exists since there are AdMech Priests (Genetors) who study it.

Forbidden Lore (Mutants) - Covers stable mutations.

Trade (Biologis/Genetor) - Magos Biologis and Magos Genetor

*I am sure there is a more "flavor"ful way of writing Biology and Genetics but I can't think of a good one off the top of my head.

It seems like Chemistry/Biology are covered by the "Chymistry" term, from the description of it. Therefore, Scholastic Lore (Chymistry) and Trade (Chymist) would be two of the main skills. Forbidden Lore (Mutants/Beasts/Xenos) would supplement them.

This comes from the Genetor alternate rank for Explorators that is in "Into the Storm".

MILLANDSON said:

It seems like Chemistry/Biology are covered by the "Chymistry" term, from the description of it. Therefore, Scholastic Lore (Chymistry) and Trade (Chymist) would be two of the main skills. Forbidden Lore (Mutants/Beasts/Xenos) would supplement them.

This comes from the Genetor alternate rank for Explorators that is in "Into the Storm".

Thanks Mill. All I had to work with was the main RT book and the Chymistry Description didn't seem to cover bio. I wish ItS would come out already.

Well it is out, technically, as it was sold at Gencon. It's just taking it's sweet time getting from the distributors to stores.

Ok great so the consensus is the new Genetor skills would be appropriate, probably Chymistry too and Mutant lore. Sounds fair enough to me. Anyone got any suggestions on the B.O.N.E. upgrades that they give to Ogryns to improve their brain power?

No idea, sorry. Installing bionics is normally a Medicae test with various modifiers for equipment, etc, so I'd probably just say Medicae. Those bionics aren't going to be common though.

Knowing that they actually are Ogryns would be common knowledge(difficult maybe) Imperium, imperial guards, etc. otherwise they would probably just think they are giant muties.