I think what I was getting at in (possibly unwisely) raising the question of MLP-related biomods was whether there might reasonably be some sort of 'standard' list of biomods? Existing wiki entry:
http://www.fenspace.net/index.php5?title=Biomod
Obviously, every biomod has at least the potential to be be different, but the basic idea of biomods is one of the signature traits of Fenspace, and there are some common patterns. Then there are things which look like biomods, but aren't, biomods which are mixed-in with something else, and biomods which are so extreme that the person isn't biological anymore, or even becomes living handwavium.
It might be worth mentioning people going the other way, and becoming either more biological, or becoming legal persons when they weren't before. Then biomods of things which are neither persons before nor after, like animals or plants.
Seeing as Fenspace isn't a dystopian setting, saying something about what are the limits on a 'Joker' (a biomod that is (almost) all quirks), or even a 'Black Queen' (death or its equivalent) might be worthwhile. Also making it clear whether this is a limit on what handwavium will do, what stories it is desirable to tell in the Fenspace setting, or both. I think the terminology is inspired by the 'Wild Cards' braided novel/collective writing setting:
http://en.wikipedia.org/wiki/Wild_Cards
(apologies if this is mentioned somewhere obvious, but I've managed to miss it).
Each faction can have its own standard biomods (the Trekkie aliens are probably a good example), but some biomods cut across factions or might even become the origin of a faction. It would probably be worth a least noting imperceptible or unnoticed biomods, that might be the result of accident or medical intervention. Some theories to the logic behind biomod results would obviously be worth linking from here.
Then there's things like the legal status of biomods in various places on Earth, and when that changes in the timeline, whether or not involuntary biomodding might be used anywhere in Fenspace except as a final emergency medical treatment, possibly as a 'final chance' alternative to execution, and links to faction rituals to do with biomodding. And, whether any of that is considered too dystopian for the Fenspace setting.
Making sure that it's clear: some of the information is common knowledge in Fenspace, some is only known to small groups of people, and some is 'meta' and is there for use by writers. Also when in the timeline various things become known.
So, is this worth doing? Or, is there enough about biomods in other places in the wiki?
Or, none of the above? [grin]
--
"It is the business of the future to be dangerous" - Hawkwind
http://www.fenspace.net/index.php5?title=Biomod
Obviously, every biomod has at least the potential to be be different, but the basic idea of biomods is one of the signature traits of Fenspace, and there are some common patterns. Then there are things which look like biomods, but aren't, biomods which are mixed-in with something else, and biomods which are so extreme that the person isn't biological anymore, or even becomes living handwavium.
It might be worth mentioning people going the other way, and becoming either more biological, or becoming legal persons when they weren't before. Then biomods of things which are neither persons before nor after, like animals or plants.
Seeing as Fenspace isn't a dystopian setting, saying something about what are the limits on a 'Joker' (a biomod that is (almost) all quirks), or even a 'Black Queen' (death or its equivalent) might be worthwhile. Also making it clear whether this is a limit on what handwavium will do, what stories it is desirable to tell in the Fenspace setting, or both. I think the terminology is inspired by the 'Wild Cards' braided novel/collective writing setting:
http://en.wikipedia.org/wiki/Wild_Cards
(apologies if this is mentioned somewhere obvious, but I've managed to miss it).
Each faction can have its own standard biomods (the Trekkie aliens are probably a good example), but some biomods cut across factions or might even become the origin of a faction. It would probably be worth a least noting imperceptible or unnoticed biomods, that might be the result of accident or medical intervention. Some theories to the logic behind biomod results would obviously be worth linking from here.
Then there's things like the legal status of biomods in various places on Earth, and when that changes in the timeline, whether or not involuntary biomodding might be used anywhere in Fenspace except as a final emergency medical treatment, possibly as a 'final chance' alternative to execution, and links to faction rituals to do with biomodding. And, whether any of that is considered too dystopian for the Fenspace setting.
Making sure that it's clear: some of the information is common knowledge in Fenspace, some is only known to small groups of people, and some is 'meta' and is there for use by writers. Also when in the timeline various things become known.
So, is this worth doing? Or, is there enough about biomods in other places in the wiki?
Or, none of the above? [grin]
--
"It is the business of the future to be dangerous" - Hawkwind