Question about genetics and bioengineering

By Naglareph, in Star Wars: Edge of the Empire RPG

Hello to all,

It's been quite a while since I came here. I hope you are all doing fine.

After two succesful long lengthed campaigns, a question came up from one of my players.

His new concept is pretty clear, he would like to play an Arkanian versed in genetics and bioengineering.

Nothing more, nothing less.

Thus my question, should I create a new skill? Or just use medecine with peculiar challenges?

Also, how is bioengineering and genetics seen in the SW universe?

I know cybernetics is sometime seen as a bit ..."borderline"... in the star wars universe.

But I realised I had very lttle knowledge on this aspect of the SW universe a part from the usual Kaminoans with cloning technologies and a unique Mandalorian clan.

What are your thoughts and suggestions on that peculiar matter?

And do you have any reading material to recommend on that matter, or any reference I could use?

Any thoughts are welcome :)

I'd make Biotechnology a different skill. I'd be tempted to build a new Technician Spec around it (Biotech), something like a gene-mod version of the Outlaw Tech.

Hello to all,

It's been quite a while since I came here. I hope you are all doing fine.

I can't speak for the rest of this hive of scum and villiany, but I'm doing well. Thank you for asking.

His new concept is pretty clear, he would like to play an Arkanian versed in genetics and bioengineering.

Nothing more, nothing less.

Thus my question, should I create a new skill? Or just use medecine with peculiar challenges?

I'd be tempted to making a new skill. If you were to keep it contained to the book skills, I'd think about doing it as a combination of existing skills. Perhaps, if the player wants to actually apply their knowledge in genetics and bioengineering then make them roll skill checks from all of the necessary skills to prove what they know. Medicine for the obvious medicine type knowledge. Education to show training and research in this field. Xenology for knowledge about different races, because I'd assume in a univerese with different races that bioengineering would involve splicing together ideas/concepts/genes from different races together. I'd think it would be a shortcut to take the desired trates from one race and plug them into another race.

Now, if you were going to actually implement any of the genetics and bioengineering, why not just copy the existing cybernetic rules? Someone could be bioengineered or cybernetic enhanced, but not both. Just copy the abilities and costs for cybernetics and give it a bioengineering spin. You want +1 brawn? We'll inject you with some Wookie genes. Your arms get a bigger and grow a bit more hair. It costs you X credits, where that cost is the same as cybernetic arms. This way you have a pre-built system for doing upgrades and already a cap to keep things from going crazy.

Edited to add: I'm sure you know thought about this but I thought I'd bring it up. "Well versed" in a skill could mean a few different things. How many skill points should that be? Can a starting character be "well versed" in anything? I think somewhere in the CRB is says that two skill ranks are similiar to a college level of training. So, a character with two ranks could be a recent college grad.

Interesting side thought here. As for builds, this could be a cool Colonist Scholar/Doctor build. Scholar for all of the research and training and education. Doctor for the application of the training. If you do make it a unique skill, and don't give it out for free, then the player could pick up the skill with Well Rounded.

Edited by Jamwes

One of my PCs is a bioengineer type character. So far I've made do with medicine and relevant knowledge skills. I've been thinking about adding a biotech or bioengineer skill, but so far I think a sort of synergy bonus - as in a boost die - works well. Whether it's ranks in a relevant knowledge skill assisting a medicine check, or the other way around.

She made her own knock-out-syringes sort of thing, like a stimpack to use in close combat (before she got pressure points), I let her use medicine to create that serum - and with 3 or more ranks in a relevant knowledge skill (the player needs convince me of why the skill would be beneficial) I'd probably have granted her a boost die or two.

This is a good question. I have a PC who is wanting to do the same.

I don't know why cybernetics would be seen as borderline. Luke had a bionic arm. Vader was a gaggle of cyborg stuff as well. Grievous was practically a droid, so plenty of cybernetics to go around I think.

Bioengineering as well. A whole army, grown in 10 years, trained from birth collectively. I'd say bioengineering is alive and well.

In regards to skill, you could make one, but with Col. Orange's suggestion of a tree I think creating a new skill without that tree is a lot of work with little return. I'd just use Medicine and a Knowledge skill if you aren't making a spec and call it done. Then craft your skill checks as you go.

Considering the appearance of

a cybernetics skill

in Beyond the Rim, a biotech skill of some sort could easily be made and rationalised. It all depends on how important it is that it's a separate skill, but it would be important to limit it - it shouldn't replace or do the same as medicine or any of the knowledge skills. Also keep in mind that it'd be a non-career skill everyone (unless picked up by one of those nifty well rounded talents).

Thank you all for your answers, I shall meditate on your answers and come up with something with the player himself.

Everything seems very interesting, but what appears to me from your advices, is that I really should create a seperate skill.

I'll come up with something later on and will post to keep you guys up to date and see what you may have to say.