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Genetics & Genetic Engineering
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awfulalex
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PostPosted: Tue Sep 04, 2007 4:01 am    Post subject: Genetics & Genetic Engineering Reply with quote

Howdee some questions / suggestions, etc

I am not too sure what the rules say on these two skills. And where I can read more on them. But here is my thoughts and you tell me Yes/No/Maybe

Genetics is a Basic KNOWLEDGE Skill
Why knowledge? Let me quote Page 91 ALIENS STATS
by Thiago S. Aranha -
Quote:
This skill covers the basic knowledge of genetics, genetic theory and evolution
So I feel that this msut be knowledge as it is theory and book learning, not practical.

Genetic Engineering is an Advanced TECHNICAL Skills. Once again I am quoting the same book as above -
Quote:
This skill is the knowledge of genetics and how to manipulate the genetic code of creatures to bring about desired traits. Characters with the skill can use natural substances, genetic code restructuring and a number of other techniques to create “designer creatures” or beings for specific tasks or qaulities.


Once again it states knowledge, but here I believe as it is an advance skill based on at least 6D genetics that I would override the "knowledge of genetics" as this is what you get from the Genetics skill.

Now personally I would require the following: 6D Medicine AND 6D Genetics before studying Genetic Engineering. In fact I would go so far as saying that if you want too Genetically manipulate a Species or Creature other than your own, you would also need Alien Species 6D.

Why Technical skill? Lets look at Rulebook 2nd Ed (R&E) describing TECH -
Quote:
Technical stands for "technical aptitude" and represents a character's innate knowledge of how to take apart, repair and modify things. A character with a high Technical attribute can take apart a droid to repair a malfunction, fix a busted drive system on a landspeeder, and modify a blaster to have a longer range. Technical also reflects a character's knowledge of healing and medicine, his skill at setting explosives, and his ability to figure out electronic security systems.
Characters with a low Technical have trouble changing a power pack on a blaster pistol.


So from the two highlighted things I would defnitely put genetic engineering in this category. And if you have no medicine skill how do you know how creatures work, etc and what the effects of various things are on their body? Also if you do not have Alien Species how iwll you know if a race will react in same way as another race to the genetic engineering?

FEEL FREE TO RIP MY ARGUMENTS APART
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Tupteq
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PostPosted: Tue Sep 04, 2007 8:56 am    Post subject: Reply with quote

IMO both genetics and genetic engineering should be knowledge skills. Manual work is marginal in genetics, most important are expertise and drawing of conclusions. It just doesn't match to TECH attribute.
Also - as far as I know all other "... engineering" skills are KNO based.
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awfulalex
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PostPosted: Tue Sep 04, 2007 12:33 pm    Post subject: Reply with quote

engineering as in designing new systems, but not actually doing anything practical like constructing it would be knowledge, but using it practically would be TECH.

Same Genetics is knowledge. Genetic engineering is applying that knowledge in a practical way to create or change existing creatures/dna. So that is why i said tech, also genetic engineering defnitely falls under medicine which is also technical.
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vong
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PostPosted: Tue Sep 04, 2007 3:04 pm    Post subject: Reply with quote

well, just one thing:

Why not just require a Specilization of alien species (eg Alien Species: Human) to manipulate that genetic structure. so if you have the base skill at 6D then you can modify any species.
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Gry Sarth
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PostPosted: Tue Sep 04, 2007 3:08 pm    Post subject: Reply with quote

I don't think it should be a specialization of Alien Species. That skill doesn't really delve very deep into the medicine aspect of it. It's more of a "know your species" thing.

I agree with awfulalex's first assesment. Genetics as KNW and Genetic Engineering is TECH. All applied science fits in TECH, so this shouldn't be different.
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vong
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PostPosted: Tue Sep 04, 2007 3:20 pm    Post subject: Reply with quote

fair enough, but i guess you dont need alien species at all. i guess genetics will encompass all the info that you need to engineer them
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awfulalex
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PostPosted: Wed Sep 05, 2007 3:22 am    Post subject: Reply with quote

WOOOOOOW I got a positive reply form Gry Sarth, maybe I am getting on right track then Laughing

Vong I think you would need a general understanding of various species as genetics on its own would mean you would need a very very very very very broad skill. So I would say basic 5 - 6 Dice of Species and 6D for genetics would be good enough to help you over thsoe small areas you might not understand. Those little things that are just so different between species. Other option is that each dice code in alien species reduces penalties by that much (ignore pips) when using genetic engineering (and maybe medicine) on non native species. ???
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vong
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PostPosted: Wed Sep 05, 2007 1:02 pm    Post subject: Reply with quote

well, to understand the genetic structure of a species, you do not need to know about them. for example - you dont need to know that humans have 1 heart, they live on earth, and are bi-pedal. you just need to know that we have a double helix, with x number of chromosomes. (i cant remember the number off the top of my head, 23 rings a bell Razz)
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Esoomian
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PostPosted: Wed Sep 05, 2007 5:52 pm    Post subject: Reply with quote

vong wrote:
well, to understand the genetic structure of a species, you do not need to know about them. for example - you dont need to know that humans have 1 heart, they live on earth, and are bi-pedal. you just need to know that we have a double helix, with x number of chromosomes. (i cant remember the number off the top of my head, 23 rings a bell Razz)


I think it's 24... checks. Nope wait it's 23 pairs so it's actually 46. I knew it was an even number
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Hellcat
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PostPosted: Wed Sep 05, 2007 8:36 pm    Post subject: Reply with quote

Well, Gry's Alien Stats PDF does lis Alien Encounters and Han Solo and the Corporate Sector sourcebooks as sources. Looking Lurrians up in the Alien Encounters sourcebook it says genetics is a Knowledge skill and (A)genetic engineering is a Technical skill that requires 6D in genetics. Makes sense that (A)genetic engineering is Technical since your manipulating DNA to alter a creature or being from it's original form or skill set. Or create an entirely new being or creature by combining DNA from different sources. And having genetics as a Knowledge skill makes sense since your using the skill to study and understand the genetics of a being, creature, or species.

But I disagree with the 6D in (A)medicine. (A)medicine is used for healing and curing a being after they've been injured, poisoned, or come down with a serious illness or disease. One really just needs an advanced understanding of genetics before they can start manipulating the DNA.
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vong
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PostPosted: Wed Sep 05, 2007 10:57 pm    Post subject: Reply with quote

what hellcat said. i agree with that completly.
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