Balancing Uplifts and Genmods
kaladorn@xxxxxx
(22 Jul 2020 10:34 UTC)
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Re: [TML] Balancing Uplifts and Genmods
Thomas RUX
(22 Jul 2020 13:43 UTC)
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Re: [TML] Balancing Uplifts and Genmods
Thomas Jones-Low
(22 Jul 2020 15:25 UTC)
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Re: [TML] Balancing Uplifts and Genmods
kaladorn@xxxxxx
(22 Jul 2020 17:54 UTC)
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Re: [TML] Balancing Uplifts and Genmods
Thomas Jones-Low
(22 Jul 2020 18:48 UTC)
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Re: [TML] Balancing Uplifts and Genmods
Thomas RUX
(22 Jul 2020 21:59 UTC)
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Re: [TML] Balancing Uplifts and Genmods
kaladorn@xxxxxx
(23 Jul 2020 11:42 UTC)
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Re: [TML] Balancing Uplifts and Genmods Jeff Zeitlin (22 Jul 2020 15:39 UTC)
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Re: [TML] Balancing Uplifts and Genmods
kaladorn@xxxxxx
(22 Jul 2020 17:57 UTC)
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Re: [TML] Balancing Uplifts and Genmods
Jeffrey Schwartz
(22 Jul 2020 18:27 UTC)
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Have you looked at _Tree of Life: Altrants in Clement Sector_ and _Wondrous Menagerie: Uplifts in Clement Sector_? On Wed, 22 Jul 2020 06:34:05 -0400, xxxxxx@gmail.com wrote: >Genetic engineering in a somewhat transhuman setting could well include >animals with vastly modified capacities (or something like a human imbued >with some abilities much similar to what an animal might have). In the case >of animals raised to sentience, that would be uplifts. Genmods (Genetic >modifications) are the other side - humans enhance to have capabilities >that are improvements over normal human levels of performance. > >I've been thinking about how to balance such entities so as to make them >playable characters. > >In the enhancements column, such changed invididuals might have: >- ability to deal with higher/lower atmospheric pressures and/or partial >pressures of breathing gases >- ability to handle higher/lower gravities (including zero-G) >- better senses - sight, smell, taste, touch, hearing, kinesthetic sense, >others >- better physical attributes - strength, endurance, agility, speed, memory, >etc >- other abilities - pheremone emission, body alterations (claws, teeth, >wings, you name it) > >In the limitations category, we could have: >- weaknesses in one or two areas mentioned above >- intolerance and prejudice, limitations on advancement >- shorter life spans >- perhaps subject to certain degenerations or diseases, or don't heal as >fast >- if their path to maturity is shorter, perhaps they get fewer background >skills >- if they mature sooner, aging may arrive sooner and more harshly >- need specialized medical compared to bog standard homo sapiens sapiens > >The same sorts of logic might apply to cybermods. They give, but perhaps >there are prejudices or they overclock parts of your neural system and/or >impact your psychological wellbeing. They may also open you up to viruses >and so on that your fleshware would never have had on its own. It is >possible that the cost of most cybermods means the people likely to have >them are some military careers and some operative careers. Otherwise, only >the very rich and their mods may be more about looks or their enjoyment >than anything that really adds to their basic capacities. > >Any other thoughts on advantages or disadvantages for genmods, uplifts or >cybermoded characters? > >I think as with most things, the details would need to be experimented >with. That said, any interesting options I haven't thought of could be good >to look at, so if anyone has additional ideas, I'm glad to hear them. > >TomB ®Traveller is a registered trademark of Far Future Enterprises, 1977-2020. Use of the trademark in this notice and in the referenced materials is not intended to infringe or devalue the trademark. -- Jeff Zeitlin, Editor Freelance Traveller The Electronic Fan-Supported Traveller® Resource xxxxxx@freelancetraveller.com http://www.freelancetraveller.com Freelance Traveller extends its thanks to the following enterprises for hosting services: onCloud/CyberWeb Enterprises (http://www.oncloud.io) The Traveller Downport (http://www.downport.com)