alex_greene
Guest
In contrast, a transhuman need only be born. The rest is background.
Here's another example: the "weirding" modules and "hyperspace" spice in Dune (Frank Herbert)Iron Warrior. said:Some games manage to do transhumans and baselines in the same setting quite well. I can't see why traveller can't.
Also, as to balancing things out, a human in batteldress is in many ways equal to a genetically modified cyborg in combat.
Another edge might be that baseline humans are still a majority and the trasnhumans are in many ways a distrusted minority.
The limiting factor for cybernetics, is the Cost!
Cybernetic enhancements from Supplement 8 are expensive.
Several billion credits would seem a good start. As would not being susceptible to assorted anti-tech handwavium fields.Unless, as said, you give the humans an edge which the transhumans have somehow lost
I never used cyborgs beyond advanced prosthetics, I doubt that the concept really makes a lot of sense, because in my view the number of people willing to replace functioning body parts with technical replacements will be very small, and these technical replacements have at least as many disadvantages as ad-vantages. An important example is the lack of the ability to maintain and repair itself.
Just take a look at the price difference between a small device which producesjustacaveman said:And what is the real difference between a Robot's arm and a Cybernetic Arm? The bio-interface and more customization is all, yet a Robot Arm with STR 12 and DEX 10 only costs 2000 credits, so I don't see why a Cybernetic Arm with STR 9 and no DEX bonus should cost 500 times as much.
While I have no problem with cloning, the recording and uploading of memoriesalex_greene said:What about electronic uploading and recording of memories, cloning tissues and entire replacement bodies, and the natural evolution of members of the species into a virtually immortal form?
Which would eliminate transhumans of this kind as a roleplaying concept, sinceFreeTrav said:But transhumans - or transsophonts of any stripe - are, by definition, beyond us, and at such a fundamental level that attempting to understand them, or even imagine them, is an exercise in futility. They may be derived from what-we-know-as-humans, but they are not human, in that sense, any more than we are apes, except taxonomically.
rust said:Which would eliminate transhumans of this kind as a roleplaying concept, sinceFreeTrav said:But transhumans - or transsophonts of any stripe - are, by definition, beyond us, and at such a fundamental level that attempting to understand them, or even imagine them, is an exercise in futility. They may be derived from what-we-know-as-humans, but they are not human, in that sense, any more than we are apes, except taxonomically.
playing a character which cannot be understood by the player could not work.
justacaveman said:Artificially inflating costs for BS reasons such as Game Balance is wrong, it's up to the GM to control the game.
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Not at all, transhumanism is an important genre of modern science fiction, andGamerDude said:So I must honestly ask, is all this talk just about recreating a GURPS setting for play with the Traveller game mechanics?