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Super-people

travlar

SOC-12
Does anyone have any ideas for modifying humans? Preferably things other then UPP mods, I'm thinking something more like going longer without sleep, or some other type of modification. I don't really care how the modification is done, though I would rather not have to much in the way of mechanical enhancements.
 
Biomods should be easy enough by TL13+.

Gills, poison glands, reinforced fingernail claws, muscle modifications that double the effective End for number of combat blows, enhanced environmental tolerance (filter membranes etc.), heightened senses, etc.

GURPS Biotech has some excellent ideas...
 
The Anakundu are a near-human race that exists with less sleep. Starting with 6 hours as babies, and gradually lessens by 1 hour per 10 years until they suffer insanity and death a about 40-50 years.

The race is covered in GT:Interstellar Wars, I'm not sure if they a covered elsewhere.
 
How about:

Enhanced Stomach

Modelled after the stomach system of pigs and bears, allows the consumption of raw and spoiled food as well as some food-stuffs poisonous to un-augmented humans, opening additional food sources

Accellerated blood clogging

Reduces blood-loss after cuts and other wounds as well as the chance for an infection

Nictating membrans

A build-in sand-goggle. Based on some snakes and reptiles

Enhanced oxygen storage

Modelled after seal and whales, allows to operate without breathing for some minutes. Best coupled with closeable nose-openings (again from seals). Useful as a short-term sand or irritant protection

Accellerated reaction time

Slightly wider and/or faster reaction neurons. Based on observations of high-gravity adapted life forms

Re-Enforced Skeleton

A stronger (but possible less-flexible) skeleton with thicker bones, stronger disks against back-problems, stronger bands to prevent dislocation and possible a stronger rib-cage (a "rib-plate") for protection of heart and lungs. Maybe based on Homo Neanderthalensis

Cat's eyes

The reflective pigments of a cats eyes can give better nightsight.

B12 synthesis

Humans can not synthesise Vitamin B12 (or more exactly: We can but at that point we can not absorb it anymore) B12 is necessary so either allowing resorbtion in the lower bowls or synthetisation in higer regions will be useful

Accelerated Healing / Limited Regeneration

Based on the ability found in some reptiles. At the weak form this ensures healing without scaring, at a better form this allows re-generation of lost fingers etc.

Anti-Freez

Some animals can survive very low body-core temperatures. This genes could prevent frostbite and the frostbite-induced loss of toes/fingers/nose etc.
 
Why only limited regeneration, Suppose the characters can regenerate any part that has been destroyed except the brain. Maybe he has nanomeds running through his blood stream repairing any structures that are damaged. A person that could heal 1 lifeblood point per round and maybe 2 stamina points would really be super in a traveller campaign. It would take concerted fire to really destroy a character like that. There are somethings mentioned in Eric Drexler's book Engines of Creation that would make for some really super characters if used in Traveller.
 
Simple reasons:

a) Nanomeds are artificial maschines, no way to do this through genetics

b) Too unbalancing for any game IMHO. It's one thing to fight a guerilla war against the Citadell at the end of the Shangri-La Valley, it's another to fight Connor McLeod and his ilk.
 
How about reduced sensitivity to pain? The person could ignore flesh wounds and could use full muscle strength (like the apocryphal tales of lunatics or desparate mothers) without pain inhibition. (Might cause inadvertent injury to self, though).

Or bio-electric shock, like an electric eel, to create a Vulcan nerve-pinch effect. (Each use reduces Endurance).
 
Originally posted by Michael Brinkhues:
Simple reasons:

a) Nanomeds are artificial maschines, no way to do this through genetics

b) Too unbalancing for any game IMHO. It's one thing to fight a guerilla war against the Citadell at the end of the Shangri-La Valley, it's another to fight Connor McLeod and his ilk.
Well you did want them to be super, not merely improved. How is stomach-man going to fight the bad guys? Is he going to regurgitate stomach acid on them> Does he have an acid reflux spray that he can use as an attack? These are the superpowers one can have from having an improved stomach, it would be funny to see this in Traveller, wouldn't you think?
 
a) I am not the starter of this topic.

b) The topic starter wrote

Does anyone have any ideas for modifying humans? Preferably things other then UPP mods, I'm thinking something more like going longer without sleep, or some other type of modification. I don't really care how the modification is done, though I would rather not have to much in the way of mechanical enhancements
Nothing about superpowers. No need for f... powers to make a superior soldier after all, just add some capabilities and he'll storm Heaven.
 
Then perhaps the thread was mislabeled. I don't think anyone with an improved stomach is necessarily super. Maybe for instance he can munch on grass and receive nutrition from grazing the fields like a horse does, Doesn't do him any good when hes under fire by bad guys. I don't think DC comics or Marvel will start publishing comic books about the Amazing Stomach Man anytime soon, though perhaps Mad Magazine might do a comic strip about such a thing.
 
Originally posted by Laryssa:
Why only limited regeneration, Suppose the characters can regenerate any part that has been destroyed except the brain. Maybe he has nanomeds running through his blood stream repairing any structures that are damaged. A person that could heal 1 lifeblood point per round and maybe 2 stamina points would really be super in a traveller campaign. It would take concerted fire to really destroy a character like that.
That could be good, but I don't know enough about T20 to know how much a difference it would make.
 
Originally posted by Michael Brinkhues:
Simple reasons:

a) Nanomeds are artificial maschines, no way to do this through genetics
I just said I didn't want too much artificial modifications, and that was mostly because of problems of repairing.

Anyway, all the ideas so far are good.
 
I was coming in from the idea of an improved colonist (or soldier) that can survive without a support structure and possible breed / be bred without one. Generation ships or conquering a planet with only a heavy cruiser, such things.
 
Kind of makes them common and everyday rather than super. Generally I think of a superperson as a one of a kind individual with extraordinary powers, he is super compared to those around him. If you have a whole colony of such people they are not super compared to each other.
 
One more time and written slowly:

I am NOT trying to suggest/create Supers for Traveller. If I wanted capes, I would play Marvel (I'd rather get drunk on Burbon or similar low quality alcohol).

I am talking about enhancements to stock humans to increase their capabilities of survival and enhance their range of possible worlds.

So take your Supers, roll them up and ...
 
Let's call them übermenschen then.

The Sollies created genetic supermen prior to the Gene War. But how they differed from the standard genome we don't know, nor whether there was a standard superman or variants.

They also feature vaguely in the 1248 timeline.

I'm nicking some of these ideas so far. I also remember a Travellers' Digest that mentions an Imperial world in the Solomani Rim that is surreptitiously developing vacuum resistant humans. (TD13)
 
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