
I have been happily sitting surrounded by GURPS rulebooks figuring out what skill levels Toshiko would need to have any chance of figuring out alien technology (massive), how that is best achieved (highest IQ plus many many hours of skills), and what rule sets they would be used with. I found in the campaigns book the rules for poking alien technology, and the rules for poking weird technology, which have a few more things in common with the rules for poking unknown magic objects. Fun!
To figure out characters for GURPS Torchwood I have to decide if Torchwood is more a realistic or a cinematic setting.
... yes, I know, but I should at least pretend to think about it.
Realistic GURPS rules involve skills where Engineering comes in a dozen different specialities, most with no default at lower tech levels, many requiring prerequisite skills like Chemistry and Physics. Engineering outside your speciality is at a penalty or not at all. Tosh would have to have several different specialities, plus many different skills to use the things she can build, plus basic science and math skills, and a lot of different computer use skills. She would need to be the oldest on the team simply to have had enough hours in her life to have the slightest hint of a chance of having the skills to figure out alien technology. Even with added time taken to do things slow and steady. And then, quite often, things would go pffft, or take chunks out of nearby people.
Cinematic GURPS would give Tosh a skill like Science! (and it has to have the !), and an advantage like Gadgeteer, and she could not only reverse engineer alien tech at many levels, she could invent at multiple tech levels ahead of her society. She'd only need the one skill, albeit learned at triple Very Hard levels. No need to specialise, or indeed know the difference between biology and physics. Just the one Science! and everything can be known at heroic levels.
She wouldn't have Quick Gadgeteer because that's the Doctor's best trick. He can invent new and interesting science out of the contents of his pockets or whatever scraps of low tech he has to hand. The Doctor only even *vaguely* works with the full on cinematic rules, and even then he has character points of ridiculously godlike proportions. Which, you know, Lonely God, makes sense.
Toshiko though... can she invent new and shiny gadgets out of her amazing brain? Or does she 'just' figure out what aliens left behind?
Figuring out GURPS rules for Owen... the basic characters rulebook just says that Physiology has to specialise by species, and if there are any defaults between different species it's up to the GM to figure them out. I haven't poked the Campaigns book for more details yet. Of course if the relevant skill was something like Medicine! then things get immensely easier... sort of...
... wonder if the Space rulebook covers this sort of thing? Or for that matter Bio-Tech...