Techno-organic questions, and a D20 Future assassin

Do you think it's okay to use Repair to repair techno-organic material? How about Treat Injury? Would the rules for techno-organic cybergear be any different?

The first time I saw it in a game system was in Alternity, where no such special rules (one way or another existed), but in the Externals document, one of the alien races had the Techno-organic Science skill (instead of the Technical Science skill) which it used to create and repair techno-organic material.

The only other game system I've seen it in was a "mecha" game where all the mecha were huge biomechanical beasts. Apparently they could not be repaired, nor could they be healed by a doctor, but could only slowly heal over time.

Nova Station is located in the Tendril system, nearest to the Stellar Ring, and is primarily military in nature. It does have an expensive Drivesat system, however, one of only three (acknowledged) systems in the Verge, making it one of the most important sites there.

Diplomats leaving the Stellar Ring to come to the Verge usually go through Tendril and often carry private messages with them that they won't send via the Drivesat. They are allowed to use diplomatically secure areas of the station to do their business. Unfortunately, those areas weren't as secure as some people had hoped...

In the year 2500 Nova Station was attacked by a strange creature, which had killed two diplomats in the "secure" area. How it got in is not known. It hunted down and slew a third diplomat in another area of the station (no one was present, but it was caught on recorders) before getting into a firefight with security personnel. It killed many of them and since vanished, apparently without a trace.

In the recording of the attack on the third diplomat, it was seen to stun him repeatedly with a "dark energy" weapon then slowly take him apart with it's claws. It was wearing, on it's face, the skull of a previously murdered diplomat.

During the battle with the station guards it demonstrated amazing agility and the ability to run on vertical surfaces. However, it rarely used it's energy weapon (suggesting a long charge-up time), instead relying on claw and tail attacks. It did not seem to suffer pain and made no vocal noises.

Many scientists observing the recording thought it was a powerful alien, possibly genetically engineered and sadistic, but at least one dissenting opinion suggested that it is, in fact, a technologically-advanced robot.

Magus: CR 9?; Medium Construct; HD 8d10+10, hp 54, Mas -, Init +3, Spd 50 ft., climb 20 ft., Def 22 (+3 Dex, +9 natural), BAB +6, Grap +10, Atk 2 claws +10 melee (1d8+4) and tail +8 melee (1d6+2) or dark energy stream +9 ranged (3d8 nonlethal and stunning); SA dark energy stream, SQ construct immunities, techno-organic makeup; AL unknown; SV Fort +2, Ref +5, Will +4; AP 0, Rep +0; Str 18, Dex 16, Con --, Int 16, Wis 14, Cha 14.
Skills: Climb +14, Computer Use +5, Disable Device +5, Hide +7, Intimidate +6, Jump +8, Knowledge (behavioral science) +7, Knowledge (current events) +7, Knowledge (tactics) +7, Knowledge (tactics) +7, Listen +8, Move Silently +9, Sense Motive +3, Spot +8.
Languages: Unknown.
Feats: Multiattack, Personal Firearms Proficiency, Point Blank Shot.
Possessions: Unknown, but a "probe" was seen attached to it's side.

Dark Energy Stream (Ex): The dark energy stream weapon is intended to cause pain rather than damage it's targets. It inflicts nonlethal damage, and anyone taking damage from the weapon must succeed at a Fortitude save (DC 24) or be stunned for 3 rounds. The save DC is Constitution-based. The weapon can only be fired once per minute, and has a range increment of 60 feet.

Techno-organic Makeup (Ex): Like all techno-organic items, a magus heals at a rate of 1 hit point per hour and is vulnerable to diseases and poisons specifically designed to attack techno-organic material.

I'm converting this from Alternity; despite the "hype" in it's description it didn't amount to something amazingly powerful.
 
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Hmm.

Personally, I would think that biomachines, at least man-made ones, would fall under both Repair and Treat Injury - maybe, because of the exotic nature of the being, it requires both a successful Repair AND Treat Injury check against the DC. If one fails, the whole attempt fails. Just an idea.
 

My idea is that techno-organic cannot exist. I think that organic life and mechanical items are strictly incompatible and cannot be merged. You can add cybernetics, but that's not the same thing: the two coexist, but are not merged. Further, you could create some devices made of organic material genetically enginereed toperform various functions. Such devices could be grafted / implanted, like cybernetics, into a living creature, but would fit better because being organic and based on some DNA of the receiver, etc. That maybe could be called techno-organic, but would nonetheless be totally organic in nature, even if also totally artificial, and thus would be healed rather than repaired. Note that a machine entirely built with such organic material would be in fact a living creature.

On the other hand, technology can go a very long way to improve up to the state when it uses new kind of material and systems so a robot would have an organic-like appearance. I think that fully metallic robot ala Star-Wars are already obsolete (despite the fact I much like these kind of robots, and especially those seen in Matrix). I think such metallic robots hardly have a place in hard sci-fi setting. I envision robots built with material that superficially function like muscles for example, being supple, contracting if electrical energy is applied, etc. Now let me suggest this: I once did read in a scientific magazine trying to present future technologies, that there would be "soon" some material that can repair themselves almost automatically. I don't know how such a thing could exist, but if they said so in this magazine, it is probably less ludicrous than it appears? As such, robots could regenerate, and in terms of game mechanics get back hit-points as humans do. However, in any case such robots are always "repaired", never "healed".
 

One possible solution is to ditch the repair skill altogether and instead use the craft skills to allow repair checks with their different types of tech. That way adding a craft (biotek) could solve your problems. You'd have to adjust the class skill lists, but just taking away one skill and adding maybe one or two more shouldn't be a big deal.


Cheerio,

Ben
 

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