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Old 06-29-2007, 11:41 AM   #51
Anthony
 
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 3

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Originally Posted by t@nya
What about lucid dreams? There are people who can control their dreams and practice skills when they're sleeping. Why can't the Dream Teacher incorporate its lesson material into this type of dream: the person becomes lucid and accesses the lesson. The person would, of course, need training on how to become lucid in his or her dreams.
The basic problem is that sleeping is not wasted time; we don't know exactly what sleep does for the brain, but it seems to be necessary. Using sleep time as learning would almost certainly interfere with its use as sleep time.
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Old 06-29-2007, 11:47 AM   #52
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 3

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Originally Posted by Anthony
The basic problem is that sleeping is not wasted time; we don't know exactly what sleep does for the brain, but it seems to be necessary. Using sleep time as learning would almost certainly interfere with its use as sleep time.
Also, dreaming is not synonomous with sleeping. R.E.M. is only a rather small subsection of sleep as a whole. I think far less than an hour of a normal night is spent in any dream like state.
Oddly enough the more primitive the brain, the more time spent in R.E.M. Reptiles usually spend 40% in that state.
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Old 07-11-2007, 02:19 PM   #53
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Default Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 8

Chapter Eight

And now we move onto "patching the PCs up after they've been playing with all the other toys". Given that the TS setting is wandering into TL11 in some areas of biotech (see the previous discussion of GURPS Bio-Tech), some of the more advanced stuff here may be appropriate - though as ever, I'd advise caution with that idea.

Biomedical Equipment

The basic stuff here - bandage sprays, disposable hypos, and so on - should be trivially compatible with TS, even if details and prices sometimes vary slightly. Bigger gear may require a little more checking. However, a lot of it may even have come direct from the TS core book, here being brought fully into line with 4e rules treatments; GMs can usefully cross-reference between the two books for some purposes.

* Emergency Support Unit: If the Suitcase ESU has all the capabilities of the full ESU, it's better technology at TL9 than the TS core book assumes. I'd probably allow it but say that it can't do everything, or at least not well; having hooked the patient up, any competent paramedic will insist on an immediate and rapid transfer to a hospital with the full bed-size unit.

* HyMRI Scanner: Likewise, the portable HyMRI is a new touch - though as it can only image the head, and most work there will be best undertaken under controlled hospital conditions, I can't seem it appearing much except as incidental furniture in a big ER Room scene.

* Pocket Medic: A logical idea for TS-style settings, but one which is likely to show up a lot in PCs' backpacks if allowed into games.

* Nanostasis: This book assumes that nanostasis gear includes the required tools to reverse the process, whereas the TS treatment assumed that an ESU was used for the job.

* Neural Inhibitor: Looks a wee bit skiffy/superscience to me, but might not do too much harm to the feel of a TS game. Likely to be reclassified as a kewl weapon by some PCs, though.

* Regeneration Tank: Replaces the "exowomb" used for Cell Regeneration in the TS version. Having a more specific machine for the purposes probably makes sense.

* Rejuvenation Tank: Likewise, a slightly variant treatment of what TS calls Cellular Rejuvenation (with more permanent Partial Amnesia for the failure cases).

* Suitcase Doc: See the comments on the Suitcase ESU and Pocket Medic above, only even more so.

* Nursebot: Such things might well exist as cybershells in TS. I'd represent them by taking the Humaniform or Cyberdoll cybershell templates from Changing Times and adding some of the medically useful features from this.

* Growth Tank: Basically equivalent to the TS "exowomb".

* Biofab: That which, in TS, is used to perform biogenesis.

* Drugs and Nano: Most of these probably makes sense in a TS context, though some of the TL10 items may be a bit superscience. Programmable Immune Machines, Respirocytes, and Aegis Nanobots can be regarded as some of the bits of TL11 biotechnology which have already appeared in the TS world; I'd probably advise classing them as TL10 in this setting, simply so ordinary doctors can use them without hideous skill penalties - although GMs who want to restrict them a bit could say
that they can only be handled by medics who've advanced to TL11.

Cybernetics and Uploading

A good set of generalised rules for various things that exist in the TS world, although some of them have been superseded by less obtrusive and inconvenient "pure" biotech in most places. Visible cybernetics might constitute an Unnatural Feature in TS games. How much is practically available to PCs who want to get a bit cyberpunk is up to the GM.

* Implant Video Comm: Could be used by people who don't want a full VII; if you're using the old TS costs for an Implant Communicator, the cash price will have to be increased a bit.

* Braintap, Neural Interface Implant, Sensie Transceiver Implant: The TS "upslink" and full "slinkie", of course. TS arguably places all these at TL10 - at least, slinkies are a relatively recent invention in 2100. Mind you, Ultra-Tech is a bit confused on this subject - at least, it doesn't explain properly how the TL9 Neural Interface is inferior to the TL10 Sensie Transceiver, and in stated rules-mechanics terms, it's actually superior. The TL9 thing perhaps needs a limitation to reflect the idea that it can't handle as full a range of sensory data as the TL10 model.

* Computer Implant: TS tends to treat these as distinct characters with a cybershell template. Still, someone using a distinctly non-AI computer after being trained to use it as an extension of his/her own brain could take the "buy it as an advantage" approach discussed here.

* Chip Slots: Not part of the TS paradigm - a bit too cyberpunk, really. Of course, a VII can use Modular Abilities of a slightly different kind.

* Total Cyborg Brain Transplants: Possible as an occasional feature of the TS world. A bit 2050 really dahlink, but could have possibilities.

* Uploading: 4e rules for this feature of the TS setting. Pretty close to the standard TS version, actually, I think, though with changes to (e.g.) ghost compiler/editor software complexity. The one thing I disagree about strongly is that the complexity of the ghost itself depends on the IQ attribute of the subject. I don't much mind Joe Schmoe (IQ 10) now becoming a complexity 10 program - the old TS idea that ghosts are complexity 7 was more a game convenience than a plausible extrapolation - but how come Leonard Einstein (IQ 15) has to be complexity 12? Remember, that makes the Leonard program one hundred times bigger and more complex than Joe. Human brains simply do not vary that much - and in any case, Joe can have Per 18, DX 15, five levels of a 15-point talent, and a lifetime of experience, without apparently changing his complexity one iota. I'd base complexity off racial baseline/template IQ, making all ghosted humans complexity 10 (or whatever the GM chooses for a TS game). Maybe even mix template DX into the equation.
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Old 07-11-2007, 03:22 PM   #54
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Default Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 9

Chapter Nine

A last useful chapter - simply having handy basic stats for a range of vehicles is always good for a GM. The numbers here don't align perfectly with those in Changing Times and the 3e TS books - GMs might have to choose one or the other if their players are too picky - but are mostly close enough that there's no obvious clash of assumptions.

* Slidewalks: Not a common feature of TS, but doubtless present in some arcologies and larger space stations.

* Super Airships: As In the Well points out, it is actually logically possible to operate these in thinner-than-standard atmospheres. (Whether it's worth the effort may be an open question.) On the other hand, Ultra-Tech maybe doesn't acknowledge all the problems with using them anywhere.

* Transcontinental Tunnels: Not a feature of the TS world. Presumably the engineering issues (and maybe the politics) proved too serious.

* Exo-Spider: Should be possible in TS, although only likely to appear in specialist applications.

Personal Vehicles

* Air Car: Quite a bit more expensive here than in TS; if you want a handwave to justify keeping the old cost, assume that the price drops radically with a +1 TL advance.

Tilt-Rotor Transport

Okay, so the Osprey project just has to wait for TL9 to start being useful. These things aren't a common sight in the TS world that I recall, but I guess they could appear - at least as old tech.

Utility Vertol

Why do I keep thinking that a cargo helicopter would be better? Oh well - if TS can include the aircar, it can include this as the truck-equivalent.

Microplanes

(These and other things below appear to be categorised under "Grav Bikes and Platforms", but I think that's just a layout error.) The two dragonflies could feature in TS games, and would doubtless appeal to PCs.

Flight Packs

The helipack might also be feasible in TS, though I imagine it'd be legally controlled and looked a bit askance at by many people. Better to send a buzzbot on these sorts of missions, mostly.

Drop Capsules

Feasible technology for the TS setting, but maybe unlikely to be common. Earth and Mars orbit are busy enough that anyone evacuating a station or ship can probably look for rescue without having to hit the atmosphere in a lifepod, while military applications are limited by the lack of real stealth options.
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Old 07-11-2007, 05:13 PM   #55
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 8

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Originally Posted by Phil Masters
* Chip Slots: Not part of the TS paradigm - a bit too cyberpunk, really. Of course, a VII can use Modular Abilities of a slightly different kind.
Also briefly mentioned in this Omniscient Eye article (search for 'chip'). A real pity about skill chips, too, because they'd be really good for helping the formerly unemployed with new job skills. Skill savanting may be an emergent possibility in TS. There's a setting in Ex Machina called IOSHI (p.247) where people have these practical superpowers based on neural enhancement.

Speaking of which, I'm surprised you didn't mention Cognitive Enhancement, there's a transhuman technology.

Speaking of brain tweaks, perhaps Dream Teacher (p.59) technology would be possible after some neural modification.
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Old 07-12-2007, 08:11 AM   #56
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 8

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A real pity about skill chips, too, because they'd be really good for helping the formerly unemployed with new job skills.
I think it's pretty much canonical in TS that a lot of ordinary Fifth Wave workers are basically botbosses. You take a cheap NAI, train it or interface it with a decent skill set, and then get it doing routine work while its human supervisor takes any serious decisions that are required. And the supervisor may not have to have the skill at any great level.

Quote:
Originally Posted by DryaUnda
Speaking of which, I'm surprised you didn't mention Cognitive Enhancement, there's a transhuman technology.
Not really canonical in TS, though maybe available as an experimental bleeding-edge technology. Mostly, though, people would get that sort of thing by using a VII or a Wearable with which they've trained extensively, and then leaning on its capabilities when required.

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Originally Posted by DryaUnda
Speaking of brain tweaks, perhaps Dream Teacher (p.59) technology would be possible after some neural modification.
That probably means completely rewiring the brain, in order to change the nature of sleep. Which may not be something for which many people would volunteer. Easier to use nanomods to simply reduce the need for sleep, I'd guess.
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Old 07-12-2007, 12:06 PM   #57
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 8

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Originally Posted by Phil Masters
That probably means completely rewiring the brain, in order to change the nature of sleep. Which may not be something for which many people would volunteer. Easier to use nanomods to simply reduce the need for sleep, I'd guess.
I'm not convinced that that is possible without massive species modification. We are among the least sleep requiring primates.
...
After reading an interesting paper on the Subgenual Cingulate Cortex's increased activity in sleep and other states of diminished arousal, I changed my view a little.
Manipulation of said area might be able to compress the non-R.E.M. sleep state into a more efficient time usage. But that quickly approaches the 25% of normal human's sleep, or about 2 hours, needed for R.E.M. which, I believe, is still a big unknown.
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Old 07-12-2016, 05:20 PM   #58
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 8

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Biofab: That which, in TS, is used to perform biogenesis.
The listed Biofac in the base Transhuman Space is fairly cheap at $50,000, but heavy at 500 lbs. It's also more than large enough for an adult, at 100 cubic feet, but there is no specification of any limitation by weight.

The Biofabs in Ultra-Tech and Bio-Tech, on the other hand, are $20,000 and 5 lbs. for each pound of capacity.

There is quite a big price difference, obviously. Which pricing should a Transhuman Space campaign use, in your opinion?

A related question, how small and how cheap can Biofabs in the Transhuman Space setting be without upsetting any assumptions made by the designers?

If possible, a Comfortable street doc/splicer/genehacker in our upcoming campaign would want one sized for replacement organs. If that proves out of his budget, he'd at least want one that he could use to grow spare parts and weird stuff for microbioengineering projects.

His budget is around $10,000 for it, after leaving 80% of his Wealth in a basic apartment/lab.
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Old 07-13-2016, 02:42 AM   #59
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 8

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Originally Posted by Icelander View Post
The listed Biofac in the base Transhuman Space is fairly cheap at $50,000, but heavy at 500 lbs. It's also more than large enough for an adult, at 100 cubic feet, but there is no specification of any limitation by weight.

The Biofabs in Ultra-Tech and Bio-Tech, on the other hand, are $20,000 and 5 lbs. for each pound of capacity.

There is quite a big price difference, obviously. Which pricing should a Transhuman Space campaign use, in your opinion?

A related question, how small and how cheap can Biofabs in the Transhuman Space setting be without upsetting any assumptions made by the designers?

If possible, a Comfortable street doc/splicer/genehacker in our upcoming campaign would want one sized for replacement organs. If that proves out of his budget, he'd at least want one that he could use to grow spare parts and weird stuff for microbioengineering projects.

His budget is around $10,000 for it, after leaving 80% of his Wealth in a basic apartment/lab.
Biotech Euphrates started out operating from a tanker, so I think it should be compact and probably not-too-expensive.
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Old 07-13-2016, 03:10 AM   #60
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Default Re: Notes on Using GURPS Ultra-Tech (4e) in TS: Chapter 1

There's always the economical irony of reducing the price due to mass production. Every medical facility needs one after all. Though I can see specialized hospital type versions that require heavy post factory modifications to allow more generic bio-fabrication ability.
But that's what your resident hacker copyright breaker is for.
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