02-17-2013, 08:55 PM | #1 |
Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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human variants for sci fi game setting,PEACH
I'm tinkering with some SF/GURPS Space notes.
I've begun to create some human variants for a TL9 or maybe 10 setting. I'm not interested in transhuman supermen. All of these variants should have inherent disadvantages to balance out their special advantages. My design goal is a varied set of 0 point packages. Some may be very minor tweaks, and others will represent bigger changes. Here is the first, in rough draft form:
Spoiler:
EDIT-- I haven't decided if I will use the guidelines in Biotech. If I do, I think this first variant may require biotech more advanced than what I want. Dunno for sure... Last edited by combatmedic; 02-18-2013 at 10:55 PM. |
02-17-2013, 09:45 PM | #2 | |
Join Date: Feb 2007
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Re: human variants for sci fi game setting,PEACH
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02-18-2013, 12:46 AM | #3 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: human variants for sci fi game setting,PEACH
I'm surprized at the strength of the disadvantage. -3 to all fine motor motor skills is an awful lot. how do they handle mechanic work?
I suppose it gets better if you keep normal humans on the planet to work indoors, but fine manual DX is one of the core things that seperates men from animals.
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02-18-2013, 02:05 AM | #4 |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: human variants for sci fi game setting,PEACH
The level of self-alteration available will certainly throw a monkey wrench into any attempts to prevent transhumanistic elements from showing up. In fact, pantropic modification is one of the big points of transhumanism.
OTOH, the thread fills me with fuzzy warm feelings similar to those related to VUASO. |
02-18-2013, 03:13 AM | #5 | |
Join Date: Dec 2007
Location: Shropshire, uk
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Re: human variants for sci fi game setting,PEACH
Quote:
Your current example is effectively crippled by the disadvantage. Personaly I would accept a modest positive total 20 points is not that spectacular based on a selection of published environmental tweeks which run from 5 points up to 46 for templates that basicly give more or less normal human capibilities plus the ability to function better in a specific environment. Alternatively I might try to swap out Numb for a less cripling unintended trait or traits culled from the list in bio-tech (page 62). Last edited by Frost; 02-18-2013 at 04:45 AM. |
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02-18-2013, 03:16 AM | #6 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: human variants for sci fi game setting,PEACH
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02-18-2013, 03:45 AM | #7 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: human variants for sci fi game setting,PEACH
Hmm. Makes me wonder about mitigator-gloves with a neural interface attached - for delicate work. Though probably too TH-ish.
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02-18-2013, 04:33 AM | #8 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: human variants for sci fi game setting,PEACH
you know what? I missed the "unless they take twice as long" If they can mitigate it with time, it won't be a terrible issue. And please don't start with neural interfaces, they cause more problems than they solve.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
02-18-2013, 04:39 AM | #9 |
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Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: human variants for sci fi game setting,PEACH
For the record, I wasn't planning enormous arbitrary bonuses. Just a way to downslink the data from the gloves to the brain. But yeah, double time should solve the issue too. Makes them characteristically less hasty.
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02-18-2013, 08:06 AM | #10 |
Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Re: human variants for sci fi game setting,PEACH
What about this:
• Filter Lungs 5 • Nictitating membrane 1 • DR 1 (tough skin) 3 • Disturbing Voice -8 (accessibility – 20%; most other human types, but not those with CF for this race or certain cosmopolitan traits) • Quirk: has trouble spotting minor injuries -1 The changes to the voice are an unavoidable side effect of the Filter Lungs/modified airway (a lot of the mods are upper airway). Dropped HPT and Numbness, the DR and a Quirk may do for a less extreme version of the effects I wanted. |
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