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GURPS Bio-Tech

Author: David Pulver
Category: game
Company/Publisher: Steve Jacksson Games
Line: GURPS
Cost: $20.95
Page count: 144
ISBN: 1-55634-336-1
SKU: 6524
Capsule Review by Ulf Andersson on 11/13/99.
Genre tags: Science_fiction Modern_day
GURPS Bio-Tech makes a strong opening statement on the SJG site: "Introducing the technology of the next century: biotech! Upgrade your old body..." and so on.

The subject of the book is focused on genetics, both in present day and in the future (even though the former has a diminished position to say the least), and is a great tool for introducing the concept of genetic engineering in your GURPS campaign. Actually, the background stuff is so good that you can use this book with any system, not just GURPS.

The first chapter of the book gives the reader an overview of the history and theory of genetics. I doesn't end with the present day though, but it also hints at future breaktroughs, discoveries and problems. Apart from the mentioning of different TL (Tech Levels) this chapter is almost completely free from rules or system specific details.

Instead, these start to occur in the second chapter. This chapter deals with how humans may be genetically engineered and gives hints, comments and guidelines how to do this. Of course here is a few tables with advantages/ disadvantages that can be gained via genetic engineering. Finaly, the chapter concludes with rules for how to do the engineering in gaming terms (that is, if you have a character that wants to do some engineering himself)

While chapter 2 dealt with how to engineer the genetic mass of an embryo or an egg, chapter 3 deals with modifying your body after you are born. This can be done with surgery, inplants, chemical enhancements or even nanoviruses. Once again you can find a lot of background material usable in any system.

Chapter 4 leaves the controversy of engineering on humans and gives a lot of examples of what you can do with genetically engineered animals and plants. From fuel producing microbes and insect bioweapons to warrior dolphins and bio-gadgets, plants or animals that has been modified to work like a gadget or tool, from flashlights to bio-ships.

The next chapter is the important one for all you filthy rich industrial giants out there. This is where you can buy immortality and cheat death. The chapter begins with rules for suspended animation and cryonics, but the main part of the chapter is about braintaping (the technology of storing an individuals personality, memory and knowledge on computer) and related technologies.

The last chapter has some character types for a campaign centered around the technology of the body, new skills, advantages and disadvantages not found elsewhere in the book and finally some example bio-tech businesses.

All in all this is a solid book, a typical GURPS book. Well researched, well written and with a lot of inspirational sidebars and ideas. Even for a GURPS book, it is cramped with information, none of wich feels out of place or unnecessary. I can recommend it, even for those who doesn't use the GURPS system.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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