08-21-2014, 12:34 PM | #21 | |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: [Basic] Skills of the week: Bioengineering and Biology
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http://dr-kromm.livejournal.com/67484.htmlThey were also instrumental in an elaborate faked death, the infamous "meat bomb": http://dr-kromm.livejournal.com/115956.htmlOff-screen, they proved useful for developing advanced surgical techniques to alter the PCs' appearance. All of this stuff is relevant more than in part because the PCs' only known backer is a Darmstadt-based bio-tech company, "Darmatech." At one point, they had three medics on the team!
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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08-21-2014, 12:39 PM | #22 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skills of the week: Bioengineering and Biology
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08-21-2014, 01:09 PM | #23 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Basic] Skills of the week: Bioengineering and Biology
One full lifespan is enough to make it obsolete. One does not waste a whole lifespan to test something only to throw it away.
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08-21-2014, 01:20 PM | #24 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skills of the week: Bioengineering and Biology
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08-21-2014, 01:22 PM | #25 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Skills of the week: Bioengineering and Biology
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The setting will determine what a "reasonable testing time" is; if the state controls the people, then it will be a matter of the state's actual policy towards the peoples' well-being, in addition to the collective competency of the state. In a relatively free society, it will depend on how shrewd the consumers are. If I did that right, I set up two opposites... that can justify either extreme for testing. A nanny state may keep upgrades in testing for a generation between a desire to ensure the welfare of the people and because of internal inefficiencies... or it may rush things into use because the people are expendable. In a free market setting, shrewd consumers may lead to extensive biomod testing because no one would accept it for free, let alone buy it, without such safety assurances. On the other hand, people may be incredibly foolish and as soon as a biomod is available, flock to it if it suits their fancy. Additionally, the better technology you have for producing biomods, likely the better tech you have for testing it. A true longitudinal study may be a mere formality.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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08-21-2014, 01:43 PM | #26 | |
Join Date: Jul 2008
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Re: [Basic] Skills of the week: Bioengineering and Biology
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08-21-2014, 01:51 PM | #27 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Skills of the week: Bioengineering and Biology
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08-21-2014, 04:40 PM | #28 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Skills of the week: Bioengineering and Biology
Quote:
So... was it really necessary? I have a tendency to need things to be spelled out and given definitive "boundaries" myself so I would really like to know.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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11-10-2014, 10:07 PM | #29 |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: [Basic] Skills of the week: Bioengineering and Biology
My Supers campaign has made heavy use of these skills, in tandem with Physician, since the PC is a gadgeteer medical researcher. This has included racing the clock on an engineered "metavirus," helping a teenage relative better control her powers, and trying to improve her bodyguard's cancer treatment.
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07-15-2015, 09:33 AM | #30 |
Join Date: Jul 2012
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Re: [Basic] Skills of the week: Bioengineering and Biology
Seems a bit strange that there are no defaults from Biology to any medical skills, given that is the core academic subject which all medics need.
I would think Biology gives some knowledge of the following (for an investigators campaign):- -human and animal anatomies -what does and doesn't occur in nature (eg. death, mutation, unusual species/traits/behaviours) -scientific method: keeping samples pure, handling apparatus, the process of investigation and deduction, extrapolation from results -knowledge of current theories, historical theories, current and past eminent Biologists -dealing with infection, disease control, all the 'World War Z' side of things... I'd be inclined to give defaults to Physiology and Surgery, albeit at quite severe levels (-5/-8). |
Tags |
basic, bioengineering, biology, skill, skill of the week |
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