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Old 07-31-2013, 10:40 AM   #17
Otaku
 
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Join Date: Nov 2011
Location: South Dakota, USA
Default Re: Using only GURPS Bio-Tech, how tough a critter can you create?

The TL 4 "in anything but Bio-tech" still seems asinine to me; like I said Bio-Tech is Ultra Tech; to produce Bio-Tech outside of selective breeding programs is going to require technology in excess of TL4. I'd think TL 7 at the lowest, but since I am going off the top of my head perhaps TL 6 has some as well.

That's why I suggested TL 9 v TL 9, especially with the realistic restriction. If you want to point out that only one side is willing to do major, body altering Bio-Tech (given how many things really are Bio-Tech without realizing it - got a purebred dog?) or vat growing soldiers or similar all out aspects... while the other side views cybernetics and advanced machinery in a similar light. I suppose we could have a hard-to-believe biotech society where all machinery has been replaced with biotech counterparts (e.g. "organic computers" and such) but that makes further biotech advancement harder to swallow (or at least starts to feel TL16-ish).

Limiting both sides to realistic TL 9 might actually give us something to work with.

Well, the rest of you something to work with, given that my current GURPS resources are scant. ^^'
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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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