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Biotech in Traveller

Jame

SOC-14 5K
What kinds of biotech, aside from those covered elsewhere on this board, are available in Traveller? Does anyone do bioroids?
 
I think that there isn't much in canon Traveller; partly because the Imperium isn't very keen on that kind of thing, and partly because Traveller originally came out in 1978(?) and biotech wasn't such a hot subject as it is now...

I guess that out of the Major Races, the Hivers would be the most likely to use biotech(?), although I don't really know much about them.

Sounds like you've read Transhuman Space, else I would have suggested that you could steal ideas from that!

cheers,

Mark
 
You're right, I have! Essentially, what I'm wondering is if bioroids could be considered Traveller canon - though IIRC (and as Mark B. pointed out) the 3I may not have liked it and it simply wasn't discussed by the authors otherwise.
 
Originally posted by Jame:
You're right, I have! Essentially, what I'm wondering is if bioroids could be considered Traveller canon - though IIRC (and as Mark B. pointed out) the 3I may not have liked it and it simply wasn't discussed by the authors otherwise.
I think there may be some hints that some of the Imperial Research Stations do this sort of stuff, and there may be an adventure that I dimly recall where Something Nasty (TM) has escaped on a lab ship, but that's all I can think of.

cheers,

Mark
 
I ran a TNE adventure that involved a research station that created a viral gene modifier that transformed beings into powerful killer soldiers. Unfortunately it also turned them into homicidal carriers of the disease. The virus increased strength and healing ability. Changed the victim's skin to a semi-metallic chitinous armor with goggle-like eye protection, and equipped them with powerful claws able to gouge metal. The transformed were able to fully function in a vacuum for up to 30 minutes without needing to breathe (requiring 5 minutes recharge time per minute of air used). They would only work cooperatively with each other, following the directions of the most powerful (the Alpha Leader). Anyone wounded by their claws would fall into a coma 20-120 minutes later, form a chrysalis and transform over a 7-12 hour period. 25% of the infected are resistant, and either recover after 18 hours untransformed (70%),die (29%), or transformed but non-carriers with no homicidal urges (1%). Once fully transformed the process was irreversible, until then an antidote will work, taking 3-8 hours to do so. The transformed keep their intelligence and skills, but are motivated by a powerful desire to spread the disease.

:cool:
 
Just to be thorough, I am looking for sources that cover bioware and cybernetics that are preferably already in a d20 format. I can pull a lot of ideas from something like Shadowrun, but I was hoping someone knows of something better.

Thanks.
 
The modern and sci-fi games based on the d20 system are still fairly new (except for Star Wars, and they don't really describe the Yuuzan Vong biogear in much detail).
I'm sure a supplement will be coming out soon with these options. Right now, I'm using Spacemaster cybergear and some biogear they have, and converting as I go.
 
There is already a d20 cyberware supplement out; it came out in November. It's called Digital Burn. It was designed to be used with d20 Modern, but could be used for Traveller as well.
 
question - just where is the farthest out Imperial Research station , are there any way far out there, Private research stations??? :confused:
 
in the traveller game that i am playing in not all worlds are the same in the imperium. If you are running a true imperium then most worlds are left to thier own.... even so far a slavery...as long as it isnt transfered between the planets.

now having said that we have found numerous rules integrating cybernetics and some bio and even one with a cool nanite system. It was done by Michael G. Harvey and i think we got it off the EN World message boards some where (lost the link) :(

now all you traveller luddites out there, just because its not in your little black books doesnt mean it does not exist. so take that and pu it in your jump drive and jump.
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The Imperium is a very big place with allot of different cultures and people. Cybernetics most likely exist wether you like it or not. Heck i think i even remember seeing some adventure snipit that had to do with "Gasp" a bionic laden noble with two alien henchmen in a mega traveller periodical. Also The Travellers Digest (approved for use with megatraveller) had several issues which delt with cybernetics and other medical advances. :D
 
yup there are TJ You aught to come out and see mine...it is the most awsome place in the imperium. Its even inside the imperium. TL16 Law level 0 System I even got funding from the Emperor himself cant tell you what we are doing though as then i would have to kill you :D actually the realy nice imperial marine gaurds wuold do that. Heck if you stop on by for a visit in the system and submit a resume i may take it into consideration as i could always use some one in marketing and also to drum up a little extra cash. (will fund grub stake for speculative trading too) :D

Just go to 2508 zalucha in the massilia sector and ask to speak to Countess Jilhear Ayesh Singh. Ive already talked to her about you. So just tell her i sent ya.
Originally posted by trader jim:
question - just where is the farthest out Imperial Research station , are there any way far out there, Private research stations??? :confused:
 
I haven't seen the d20 items, and I don't know enough about Shadowrun's biotech to say much. Apparently I'm thinking more about Gurps Biotech and Transhuman Space versions of bioengineering.

TJ, I wouldn't know about private research stations - so whatever you want goes.
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Originally posted by Trader (CJ) Scott:
in the traveller game that i am playing in not all worlds are the same in the imperium. If you are running a true imperium then most worlds are left to thier own.... even so far a slavery...as long as it isnt transfered between the planets.
Considering that the Imperium only controls Space and the commerce within it, it shouldn't even *CARE* how the planet's run, as long as it doesn't cause any problem to interstellar trade.

That's in Theory... In practice, Politics messes up things a bit.


now all you traveller luddites out there, just because its not in your little black books doesnt mean it does not exist. so take that and pu it in your jump drive and jump.
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:D
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There are some cybernetics/bionics in T20. There isn't much emphasis on it because cybernetics over the "limb/organ replacement" level is frowned upon and blatantly Bionic Boosts is near the Psionics in the Masses intolerance level.

The Imperium is a very big place with allot of different cultures and people. Cybernetics most likely exist wether you like it or not. Heck i think i even remember seeing some adventure snipit that had to do with "Gasp" a bionic laden noble with two alien henchmen in a mega traveller periodical. Also The Travellers Digest (approved for use with megatraveller) had several issues which delt with cybernetics and other medical advances. :D
Oh, it exists. But weather it's on the level of lost limb replacement or transforming into a Terminator is another question. Many other races don't have the problem with cybernetic enhancement that the 3I has with.

Just look at the Hivers. Taking hints from the Gurps Alien Race #3, Hiver society doesn't consider cybernetic/bionic as a stigma, in contrast of the 3I.

The whole discussion is "How much" cybernetics. Do the GM and his Player wants Cyborg being as common as anybody, or do they want them to be Ultra High-Tech/Secret/SpecialOp characters?
 
For those of you looking for somewhere to get your cybernetics done, may I suggest the following world from my campaign setting?

Shurkar (0917)
2S: C599255-9 Lo Ni 904 Non-Aligned (Human)
Shurkar holds a small colony that has long held out against becoming part of any interstellar state. The approximately 900 settlers all belong to the same religious cult, that promotes the use of cybernetic technology to extend sophont lifespans by replacing failing body parts with their cybernetic equivalents. The colonists have a number of functional spacecraft, and trade regularly for spare parts and raw materials on Lerigem. Good defensive installations, their small size and perhaps their strange customs have protected the colony from Vargr corsairs. Indeed some corsairs, having suffered the loss of a body part in battle, have been known to become believers in order to acquire access to replacement cybernetics. Believers in this sort of cult are known as heretechs.

There is the equivalent of a military base here.
Of course it's out in Kupid subsector of the Mendan sector, but hey, that's not that far really!
 
Falkayn, I like it (based on the brief skim I gave it), but it's still essentially a Traveller campaign, i.e. set within your version of the OTU. I'm not trying to knock what you've done - I do like it, and I'm going to go back to it (do you mind if I print it?), but I'm asking for settings that only use Traveller technology assumptions, and very little OTU themes.
 
Originally posted by Jame:
I'm not trying to knock what you've done - I do like it, and I'm going to go back to it (do you mind if I print it?), but I'm asking for settings that only use Traveller technology assumptions, and very little OTU themes.
Well ... that's not apparent from the posts above, I thought you were looking for biotech in the OTU, hence the reference above.

In terms of Traveller technology assumptions, there is little reference to biotech in most of the published material I'm aware of. Remember, most Traveller stuff is pre-Cyberpunk and the wave of man-machine hybridization that followed in literature, games, films, etc.

The interesting question about biotech (before you even work out the stats/rules for it) is the affect that biotech has on society. Here are three examples:

1. Revolution
Biotech fundamentally alters what it means to be Human. The most basic core assumptions about our humanity are put to the test. In a sense many of the cyberpunk books took us to this sort of place. It's not really very nice, and the PCs may not be relateable, but it gives your universe a very interesting twist on reality.

2. Acceptance
Biotech is accepted as a useful tool, no more, no less. Some forms of medical problem are solved using biotech, some weird uses are made of it for military/espionage purposes, but by and large it does not much alter people's daily lives. This means you handwave away many of today's medical problems, maybe give the PCs an easy way to recover from 'accidents', but the biotech does not really colour your universe very much.

3. Rejection
Humanity rejects biotech as something heretical and makes as little use of it as possible (the OTU is a variation on this). Biotech of all sorts may exist, but it is either never seen, used or referred to - or much time is spent preventing it from being seen, used or referred to.

The way people react to biotech will determine the way you want biotech to fit in the rules. Revolution (cyberpunk?) games typically wanted to illustrate the inhumanity of biotech and so often had rules for negative reactions to too much of it, acceptance games simply made use of it where it was convenient and ignored it elsewhere. Rejection games typically make it something the bad guys have and use, something to be despised and fought against by the players (like the latest Star Wars stuff).

So, if you're not basing your ideas on the OTU, what are you thinking of? One of the three attitudes above, or something else?
 
I'm referring to your campaign setting, since I was sort of thinking with the post in the MTU forum. Biotech specifically, I was thinking of both OTU and YTU.
 
From canon, what I can recall regarding biotech:

HIVERS: According to Aliens of the Rim (the New Era supplement), Hivers simply loathe genetic engineering, at least for themselves. As to their subject races... there are rumours that some races have been 'tweaked' a little.

SOLOMANI: They just *love* biotech, according to the (MegaTraveller) Digest Group supplement "Solomani and Aslan: the Coreward Races". They have various specialised human races - top live in a ton of environments, and uplifted all sorts of lifeforms to sentinence (including Dolphins, Whales, and various primates).

I suspect that they feel that this is part of their job, as the Natural Rulers of the Galaxy: to bring intelligence and variety to the universe, under the wise guidance of the Master Race. More like old-school British Imperial thought, rather than Nazi "kill them all" style.

VILANI: Traditionally, they always have had inferior genetic technology, as they simply never needed to worry about the various diseases Terran humans had. Vland's biosphere is only barely compatable to human life: even eating there in primitive days required careful preparation of all food, to the extent that cooks had the social standing we give to doctors.

There was a good side-benefit, though: very few (or even NONE) of the local bugs and microorganisms caused the Vilani any problems. But the Vilani lost a major driver to encourage them to research genetics.

So in summary, the Vilani are poor contenders, when it comes to biotech.

IMPERIAL: Many Imperial societies loathe robotics and cybernetics: I recall one Duchess ruling that "a man with more than 60% of his body replaced with cybernetic equipment is no longer to be considered sentinent." Based on this, I would have guessed that the Imperial reaction to (human) biotech would be very negative, which not only makes larger changes to people than cybertech, but undermines genetic identity in a culture where genetic identity is crucial. (Footnote One)

After all, to both the general populance (ie: the various races of humaniti) and to the Nobility (ie: how to identify family members), who your ancestors are is quite important, and you can't prove that if everyone is altering their genes.

BUT, both Archduke Norris and the Emperor had clones made of themselves, and these clones had full legal rights, including rights of inheritance (See the New Era Regency Sourcebook, MegaTraveller's "Arrival Vengeance"). Other Emperors hard said to have killed off their clones as they pleased. (I *think* that this is an Imperial Encyclopedia reading.) During the final stages of the Rebellion, Duchess Margaret gave birth to a boy, who, if I recall, was actually sired with stored sperm from Emperor Strephon: the boy was used as a way for the Duchess to claim the Irridium Throne. ( See the legendary TNE Sourcebook "Survival Margin", with a complete history of the Rebelliona nd it's aftermath)

Also, the Imperium has created human minor races - there is a canon minor race in the Marches, created by the Imperium, to reside in desert regions. (I don't have the source document's ID, sorry!)

Certain things have NOT been done in the Offical Universe : my explanination is "political/religious/cultural restrictions"

For example, the Imperium has not cloned the Answerin ( a 'naturally occuring' human minor race who made superb soldiers during the First Imperium) to fill their military ranks, probably for political reasons. Same thing for turning the Nobility to superhumans: they could do that, but they never have. My explaination: the political backlash would be Bad.


+++++++++++++++++++++++++++++++++++++++

Footnote One: Yes, Virginia, the Imperium is a "race conscious" culture:
* certainly not much as the Solomani "Master Race"
* not as much as the Vargar (with their 'racial pride' beliefs),
* a bit less than the K'kree (carnivores are killed outright, omnivores are way down the social scale - but are allowed to live, so long as they stick to their greens - but even herbivores are kept beneath the K'kree culturally)
* but the importance of race in the Imperium is about the same level as the Hivers (we are all equal, but some are more equal than others)
* and more than the Zhos (who are quite generous with minor races in their domain - probably stemming from their earlier, beneficial relationships with the Droyne.)
 
Hey - it seems that I forgot a few races...

VARGR - of course, this is the only major race which originated as an Uplift project, when Grandfather took various wolves from Terra and reengineered them.

According to Vilani and Vargr, some Vargr - in the Julian Protectorate and near Antares - were selectively bred by Vargr-hostile humans to be more friendly, and with more 'clild-like' faces, than regular Vargr. Besides this, there are various subraces within the Vargr species: some (a dwarf psionic varient) were despised by other Vargr, and have become extinct over time.

There is no canon record of Vargr engaging in gentically altering themselves - attitudes to this is probably as varied as Vargr attitudes to anything. On the other hand, though, there is a racial pride aspect to Vargr psychology, so they probably are against bioengineering themselves, overall.

ZHODANI - there is no canon I can recall on Zho attitudes on bioengineering. Personally, considering the conservative social climate for that race, I doubt that biotech would be common at all. More evidence against it is the very need for the Psionic Games: if the Zhodani could just 'breed psions', why go through the great expense of them?

Incidental note: TNE clearly states that psionics is non-hereditary.

K'KREE - this race of herbrivores is both comparatively low-tech (GURPS Traveller claims that most worlds are GTL 9, about TTL 9-A if memory serves) and VERY conservative. Implicit evidence that they DON'T have widespread/cheap biotech is that they haven't "fixed" all sentinents in their empire to have a strictly vegan diet. Omnivores (including native humans) still have the physical/genetic ability to eat meat.

ASLAN: I can recall nothing on the biotech abilities of this species. The nature of the Aslan Honor Codes and their strong sexual division of labour suggests - but does not prove - that biotech use is limited.

DROYNE: There is no cannon evidence that the Droyne ever used biotech at all. I can't even find evidence that Grandfather - who, in canon, is defined as a Droyne genetic mutation - altered the basic genetic code for the species.
 
It boils down to what the GM wants to do. Besides, the tendencies of a species rarely defines the species as a whole. There almost have to be Megacorps and governments out there researching Biotech and testing the applications. Yeah, it isn't wide spread, neither is cloning, but it is being done by someone, somewhere.

If they were to come up with biotech method that freezes aging without constant and expensive anagothic treatments, tell me it wouldn't become the hottest commodity on the market and I would laugh. especially since it wouldn't require the acquisition of "rare" ingredients. After all, immortality is possible, just ask Grandfather. He also genetically manipulated hundreds of his children to be nearly identical to him, at least intelectually. Whether he did that through science or psionics, I don't know. But since they bioengineered the Vargyr and Aslan races from Terran base stock, biotech was definitely something done in Grandfathers time.

Basically, Biotech is like any other scientific advance, there has to be enough advantage for enough people for it to become accepted in a given society. Look at airplanes, organ replacement, computers, cloning, and use of T-cells. Even cancer treatments and bioengineered food have gone and are going through periods of rejection and eventual acceptance. Cloning is becoming more accepted just by virtue of the fact that more and more labs are doing it.

I think a society that knows that there are thousands of other life containing worlds with many other species out there, would have to have a tendency of being more open minded about new things. It just depends on how the new item is marketed to the masses. Get this new bioenhancement that will make you the equal of any Aslan in running, get this new bioenhancement that augments your natural strength to be equal to any (insert alien species).

Biotech, the great genetic equalizer.

Yeah, with good marketing,it would, and will happen. Just like it does in reality.
 
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