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10-05-2019, 11:49 PM | #1 |
Join Date: Mar 2006
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GURPS books that are good for biotech/biomagic/biopunk?
So what are some good books for doing a wide variety of bio-whatever settings?
From high minded biotech, to gritty biopunk stuff, to making the bug eyed monsters that use 'biology is an excuse for anything!' like the zerg or tyranids, to magical biological stuff like in geneforge, to organic spaceships of various types of space opera, to supers which have biomancy of one sort or another, to designing giant biological monsters (kaiju?), to the sort of 'ki/life-force' side of things, etc. etc. This is a LOT of different themes, and my question is... where are the various different versions of these themes hidden? |
10-06-2019, 01:44 AM | #2 |
Join Date: Aug 2004
Location: Olathe, KS
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Re: GURPS books that are good for biotech/biomagic/biopunk?
I'd say the GURPS Biotech might be the best place to start. http://www.sjgames.com/gurps/books/Bio-Tech/
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10-06-2019, 03:53 AM | #3 |
Join Date: Aug 2004
Location: U.K.
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Re: GURPS books that are good for biotech/biomagic/biopunk?
Transhuman Space: Bioroid Bazaar and Transhuman Space: Bio-Tech cover the use of bio-tech in a specific setting in some detail.
http://www.warehouse23.com/products/SJG37-6715 http://www.warehouse23.com/products/SJG37-6716
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10-06-2019, 06:31 AM | #4 |
Join Date: Jun 2013
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Re: GURPS books that are good for biotech/biomagic/biopunk?
Bio-Tech is, of course, the first go-to here. For making alien races, Space, or possibly Template Toolkits 2: Races (don't have that, so can't comment, but sounds appropriate), could be useful. For some of the crazier biological powers, Powers (and Powers: Enhanced Senses) and probably Supers would be indispensable; some of the mutations from After the End 1: Wastelanders may also be of use. The Spaceships series - particularly SS7 - would be useful for creating bioships, and incorporating SS4 (while ignoring the SM limits on Robot Legs) may be of use designing kaiju, although I suspect Powers/Supers/AtE may be of greater use there. Ki/life force abilities are primarily a Powers/Supers thing, although Martial Arts handles some and you can find a handful in various Dungeon Fantasy materials (as Martial Artist power-ups). Also Powers: Chinese Elemental Powers, if those fit for your concept.
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10-06-2019, 08:24 AM | #5 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: GURPS books that are good for biotech/biomagic/biopunk?
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10-06-2019, 08:26 AM | #6 |
Join Date: Mar 2006
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Re: GURPS books that are good for biotech/biomagic/biopunk?
Where do I find bits and pieces of how to make a race of telepathic (or radiotelepathy, whatever) bug bio-monsters, with a bunch of inherent biological powers, and how they can function with a full mobilization command economy, (how do you get the worker castes to be able to do what they have to be able to do without making them intelligent?) and how they actually go about functioning in a way that doesn't completely break verisimilitude?
I mean like Starcraft's Zerg, or 40k's Tyranids, or Starship Trooper's Bugs, or other various examples of this? Yes, using 'instinctive' magical powers/superpowers would be fine for this, but I don't know which ones would be necessary to do what TVTropes calls 'Horde of Alien Locusts'? I'm also very very interested in figuring out how to simulate the societies, items, magics, and processes in the Geneforge series, for a more magical take on the concept of artificial life with lots of biopowers. Last edited by Gavinfoxx; 10-06-2019 at 08:39 AM. |
10-06-2019, 08:59 AM | #7 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: GURPS books that are good for biotech/biomagic/biopunk?
Gurps Psionics is a nice supplement for good plug and play type leveled psychic powers.
In Gurps Zombies, Horde Intelligence acts to allow relatively mindless drones to operate in groups as if they were smarter.
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10-06-2019, 11:41 AM | #8 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: GURPS books that are good for biotech/biomagic/biopunk?
All the books recommended so far are good, but it sounds like Powers is your best approach for what your looking for. Template Toolkit Races is another strong recommendation in my mind.
/for drones I would go with slave mentality if they have no initiative, reprogramable if they follow a set of orders. Leaders would get Mind Control with limitations like drones only. Telecommunication or Signals to communicate.
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10-06-2019, 03:38 PM | #9 |
Join Date: Mar 2006
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Re: GURPS books that are good for biotech/biomagic/biopunk?
What I'm trying to get at is...
If you're using GURPS as a way to simulate a setting, or at least describe average entities within a setting, what would it look like? Like, what abilities would the 'civilian/industrial' side of an aggressive biological hegemonizing swarm? How would they mine minerals, to obtain what they need? Process them? Take over a biosphere? Build buildings? Maintain group cohesion and control? Take over a planet? Launch to the next one? Integrate useful genetics via some sort of lego genetics? How would they specifically get and keep hegemony, and usefully have the means to expand and exploit everything they come in contact with? What powers or abilities would HAVE to be in the worker and overseer castes? |
10-06-2019, 10:07 PM | #10 | |
Join Date: Jun 2013
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Re: GURPS books that are good for biotech/biomagic/biopunk?
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Most of the above isn't going to be in the form of actual abilities, but rather the fact that, say, a zerg hydralisk can morph into a lurker by consuming sufficient quantities of reprogrammable matter is a Feature (or maybe a Perk, if the GM feels it represents an exception to Cannot Learn and the hydralisk has said trait). If the hydralisk were a player character, the player would need to pay the difference in cost between the hydralisk and lurker templates. Much of the rest is going to be in the form of Cannot Learn, Reprogrammable, Slave Mentality, Susceptible (Psionics), etc. Hive minds (note the Overmind and his Cerebrate lieutenants were singular entities with powerful psionics to control large numbers of zerg) are, as previously mentioned, covered in Zombies. They basically work out to having an IQ bonus with a sufficiently-large swarm. As for gene-theft, this typically takes the form of "Mega Man"-ing (kill something, get its special power; zerg, particularly the primordials, often take this up a notch by eating what they kill). I think a decent basis for that is actually Reawakened, which lets you readily learn skills, advantages, etc with the justification they're things you knew in a past life. This variant would let you do the same thing, but limit it to the abilities of those you've "Mega Man"-ed, which may be worth a discount. Note you still have to pay for the abilities with character points! In many settings, the effects of gene-thievery don't come into play for the actual thieves, but rather allow the next generation to have new abilities - this doesn't really need any trait, just a note that later generations can have additional abilities as part of their templates.
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