TRI-STAT TRANSHUMAN SPACE
by Anthony Jackson
BASICS
Point Level
The recommended point level for TriStat Transhuman is 30-50
points, of which no more than 20 may be spent on stats (if desired,
additional stat points may be taken at double cost). This restriction
may be relaxed for a particularly high powered game, but characters
in Transhuman Space are supposed to be distinguished by their
Transhumanity, not by simple high attributes.
Character Types
- Human
- Human characters are treated as human in almost all societies,
though they may have minor genetic alterations and may have minor
biomods and nanomods. In general, special attributes costing
more than 1 point are not appropriate to human characters.
- Parahuman and Bioroid
- Parahuman characters are significantly less human; in many
societies they should take levels of Owned, and/or the defect
Limited Rights.
- Ghost and SAI
- Ghosts and SAIs are much more complicated, because one can
rationally separate 'mind' and 'body', and more than one body
may be possessed; electronic intelligences usable as PCs should
have some sort of socially acceptable body.
Normal Attributes
As Transhuman Space isn't a particularly cinematic setting,
there are a few normal attributes that are inappropriate, as they
represent abilities that, while appropriate in many anime games,
are beyond human limits. These include:
- Extra Attacks
- Available as a Biopower, but not available otherwise.
- Focused/Massive Damage
- Super martial arts and killing tanks with pistols are not
a part of the setting. The combined effect of these two attributes
should be limited to +5 damage ranged, +10 damage melee.
- Gun Bunny/Kensai
- Certain abilities may be considered silly or inappropriate,
such as portable armory and katanaspace.
- Personal Gear
- As a rule of thumb, an item costing more than $10,000 or
with a legality class below 3 is a major item; an item costing
more than $2,000 or with a legality class below 5 is a minor
item. This may vary based on campaign location.
- Unique Attribute: Wealth
- The wealth attribute in the main BESM book is acceptable.
Characters in fifth wave nations effectively have wealth level
1, but the vast majority of it will be tied up in things that
are not relevant to adventuring.
Special Attributes
In general, any special attribute that you can come up with
a plausible explanation for is acceptable. The templates should
give ideas for what is appropriate.
Features
To simplify templates, I'm following the SAS rule of 2 features
per level, rather than a varying number of features based on the
actual level. If desired, most templates have the features split
out; you can compute the real number of features and then determine
the level required if you prefer. In general, a feature is a half-point
ability, corresponding to a limited version of a standard ability,
or some other minor effect. Some examples:
- Alcohol Tolerance
- as Special Defense(Alcohol)-1.
- Ambidextrous
- Both arms are equal. Free with extra arms.
- Bump of Direction
- You do not easily get lost, giving a -4 bonus to any Mind
rolls to avoid getting lost. Even without any information, you
can usually make a Mind roll to figure out something about your
location, though depending on the nature of your talent this
could be blocked.
- Comms
- You have one or more types of communicator, from the following
types: radio, IR, laser, ultrasound.
- Detect
- You can detect unusual effects. Unlike Sensors, this is normally
not usable for targeting, nor is it capable of analysis.
- Flesh Pockets
- You can store small objects inside of you.
- Fur
- Counts as 1 point of armor; also gives a -1 bonus to Body
tests vs cold, a +1 penalty to Body tests vs heat.
- Microgravity Biochemistry
- Your body doesn't break down due to extended exposure to
zero G.
- Night Vision
- You have a limited form of enhanced vision, granting a -4
bonus to vision, only usable to negate penalties for darkness.
- Prehensile Toes
- You can grip with your toes. This is not as useful as extra
limbs, since you cannot generally walk while doing this, and
legs are not good manipulators even with grippers at the end
of them.
- Reduced Sleep
- You don't need as much sleep as most people, and sleep easily.
- Sanitized Metabolism
- You have a very clean metabolism. Gives a -1 bonus to social
rolls where being clean would be particularly useful, and a +2
penalty to attempts to track you by smell.
- Sharp Teeth
- You have natural weapons and can bite for +2 damage, but
unlike the Bite natural weapon, you cannot latch on to the target
and keep biting.
New Unique Attributes
- Armor Variable
- Shorthand for whatever combination of Light and Heavy armor
gives the desired armor level.
- Biopower 1/level
- Gives 2.5 points (round down) in attributes, not including
any other ability that gives points in attributes, per level.
Activating biopower attributes costs 4 energy times the point
cost of the attribute, and lasts for one minute. Biopower is
mechanically equivalent to spending 1-6 points on magic/psionics,
and buying all magical abilities with still and silent; this
notation is primarily a shorthand.
- Computer 1/level
- Allows a person or device to do a variety of normal computational
tasks. Gives +2 per level on Mind rolls for tasks where a computer
would help, such as number-crunching and data lookup. For TS
purposes, assume this corresponds to a complexity of (Computer
level)+4. Does not allow a vehicle to drive itself; buy AI instead
or as well. Does not include skill enhancement software, but
a computer bought as equipment may take Highly Skilled and have
skills.
- Cybershell 4/level
- Not technically a new attribute, this is just Own a Big Mecha
renamed. Cybershells generally have Reduced Capacity (-2) and
AI level 3 or higher. The GM should not allow socially acceptable
cybershells (such as bioshells or cyberdolls) to be bought with
this advantage, as players may then be tempted to send out their
incredibly powerful cyborgs out to do their work instead of risking
themselves. If the concept calls for remote control, either use
lesser shells (Buzzbots and Volksrobots won't be treated like
humans, but they won't make people call out the SWAT team either)
or take the Remote Control attribute.
- Enhanced Time Sense 2
- Grants a +4 bonus to sense rolls related to spotting short-duration
events, and allows perceiving events too fast for a normal person
to see at all. Also grants +1 defensive combat value.
- Micromanipulators 1/level
- Allows both sensing and working with very small objects;
each level reduces the smallest size object that can be examined
or manipulated by a factor of 10. Has no effect on distance perception.
Without this advantage, 100mm objects may be manipulated without
any roll, 10mm objects with a Body check, 1mm with a Body check
with a +4 penalty; objects of 1/100 that size may be seen.
- Remote Control 1/2
- Your normal body for civilian life is in fact a socially
acceptable remote controlled cybershell; your real body is stored
somewhere safe, or you may be a disembodied mind. Physical attributes
and defects are assumed to apply to your remote-controlled body,
not your natural body. At level 1, communications jamming results
in your body shutting down; at level 2, your body is assumed
to be running a level 4 AI which takes over in the event of jamming.
Destruction of the remote control body is annoying (and expensive)
but causes no actual harm.
- Special Movement: Zero-G 1
- You are not normally penalized in zero G; if a roll is required,
make the roll at a -4 bonus.
- Weapon Ability: Radiation +x
- Produces huge levels of radiation. Does the base weapon damage
immediately, ignoring armor, and again every day for 2d days.
Special defense (radiation) divides this by 5. Against electronic
devices, does instant but not continuing damage. Against other
inanimate objects, does no damage. Counts as 4 abilities, or
may do 1/5 damage as only 2 abilities. 1 point of damage is about
a hundred rads.
Character Templates
Human and Genetic Upgrade Templates
- Genefixed Human (0 points)
- Attributes: none
- Features: none
- Defects: none
- Notes: no stats should be below 3. No 'genetic' flaws.
- Floater (-2 points)
- Attributes(1): special movement (Zero-G)
- Features: none
- Defects(-3): Not So Strong 1(-1), Not So Tough 1(-1), Marked
1(-1)
- Alpha Upgrade (3 points)
- Attributes(3): Appearance 1(1), Special Defenses: Aging(1),
Disease(1)
- Features: none
- Defects: none
- Notes: Body should be at least 4.
- Ishtar Upgrade (6 points)
- Attributes(7): Appearance 3(3), Art of Distraction 1(1),
Special Defenses: Aging(1), Disease(1), Drugs/Poisons(1)
- Features: none
- Defects(-1): Not So Strong(-1)
- Notes: Body should be at least 4.
- Metanoia Upgrade (1 point)
- Attributes(2): Special Defenses: Aging(1), Disease(1).
- Features: none
- Defects(-1): Not So Strong(-1)
- Notes: Body should be at least 4. Linguistics is recommended.
Bioroid Templates
- Aquamorph (4 points)
- Attributes(5): Special Defenses: Disease(1), Pressure(1),
Respirocytes (see below;1), Water Speed 15 kph, Surface (2)
- Features: none
- Defects(-1): Marked(-1).
- Notes: Body should be at least 4.
- Felicia (8 points)
- Attributes(11): Appearance 1(1), Biopower 3 [Super-Strength
1, cost 12; Extra Attacks 1, cost 16](3), Combat Mastery 1(2),
Heightened Awareness 1(1), Natural Weapons: Claws(1), Special
Defense: Disease(1), Special Movement: Balance, Catfall (2)
- Features(2): Fur, Night Vision, Sharp Teeth, Microgravity
Biochemistry
- Defects(-5): Marked(-2), Not So Strong(-1), Not So Tough(-1),
Special Disadvantage: personality shift after using Biopower(-1).
- Notes: Body should be at least 5.
- Avatar Tenjin (4 points)
- Attributes(5): Appearance 1(1), Special Defenses: Aging(1),
Disease(1), Radiation(1), Special Movement: Zero-G(1)
- Features(1): Prehensile Toes, Microgravity Biochemistry
- Defects(-2): Marked(-1), Not So Strong(-1)
- Appearance 1(1), Extra Arm 1(1), Special Defenses: Aging(1),
Disease (1), Radiation(1), Special Movement: Zero-G (1), Marked
(-1), Not So Strong (-1)
- Tianyi (10 points)
- Attributes(9): Appearance 4(4), Art of Distraction 1(1),
Damn Healthy (1), Sixth Sense: Empathy(1), Special Defense: Disease(2)
- Features(2): Alcohol Tolerance, Reduced Sleep, Sanitized
Metabolism, Microgravity Biochemistry
- Defects: Marked(-1).
- Yousheng (2 points)
- Attributes(4): Life Support (1), Special Defenses: Aging(1),
Disease(1)
- Features: none
- Defects: Marked(-1), Not So Strong(-1)
- Notes: Body should be at least 4.
- Ziusudra (5 points)
- Attributes(4): Appearance 1(1), Special Defenses: Aging(1),
Disease(2)
- Features(1): Reduced Sleep, Sanitized Metabolism.
Uplifted Animals
- Astropus (8 points)
- Attributes(13): Extra Arms, 6 arms (3), Heightened Awareness
(1), Biopower 2[Darkness 1: 4 energy. Space Flight 1: 8 energy](2),
Natural Weapons: Beak, Tentacles (2), Stealth 2, Visual (2),
Water Movement: amphibious, 15 kph (3)
- Features(2): Peripheral Vision, No Neck, Sanitized Metabolism
- Defects(-7): Not So Strong (-2), Not So Tough (-2), Reduced
Sense: Vision (-1), Unique: Bad Grip (+2 on checks related to
holding things and using tools, including attack with weapons)
(-1), Unique: technical incompetence (+2 on Mind checks related
to math or creativity) (-1)
- Notes: Mind should not exceed 4.
- K-10A Postcanine (3 points)
- Attributes(7): Combat Mastery 1(2), Heightened Senses: Hearing,
Smell x2 (3), Natural Weapons: Bite (1), Speed x1.5 (1)
- Features(1): Fur, 4 legs (-2 bonus to certain body rolls)
- Defects(-4): No Arms (-2), Unique: sleeps a lot (-1), Unique:
technical incompetence (-1)
- Notes: Mind should not exceed 4.
SAIs and Ghosts
Player Character SAIs and Ghosts should usually have a socially
acceptable body, such as one of the forms below. If the socially
acceptable body is not the actual location of their brain, buy
the Remote Control attribute, and then take a cybershell for the
real location of your brain. Some standard SAI bodies are as follows:
- Bioshell (9 points)
- Attributes(8): Computer-3(3), Enhanced Time Sense(2), Resurrection(backups)-1(3)
- Features(1): Comms(radio)
- Notes: take in addition to any normal biological template.
Bioshells are immune to mind-affecting drugs and diseases, but
are vulnerable to effects that attack computers; these are considered
equivalent.
- Cyberdoll (15 points)
- Abilities(12): Appearance 2(2), Computer 3(3), Enhanced Time
Sense(2), Life Support (1), Resurrection-1(3), Special Defenses:
Disease(2), Poison(2)
- Features(1): Comms (radio, IR), Sanitized Metabolism
- Defects(-1): Unhealing, requires repairs (-1).
- Can be extensively upgraded. The Infiltration Android below
is one example.
- Disembodied Brain (8 points)
- Attributes(8): Computer-3(3), Enhanced Time Sense(2), Resurrection(backups)-1(3)
- Notes: you'll want to buy a small cybershell (typically a
Volksrobot) to handle social affairs.
- Infiltration Android (30 points)
- Abilities(29): Appearance 2(2), Armor 5p concealed (5), Combat
Mastery 1(2), Computer 3(3), Enhanced Time Sense(2), Heightened
Awareness (1), Life Support (2), Resurrection(3), Special Defenses:
Disease(2), Flare(1), Poison(2), Special Movement: Balance(1),
Super-Strength (3).
- Features(2): Comms(radio, IR), Flesh Pockets, Night Vision
- Defects(-1): Unhealing, requires repairs (-1).
Mods
Biomods
- Andraste 1 point
- Life Support 1
- Bio-Booster 2 points
- Bio-power 3 [Super-Strength, 12 energy; Extra Attacks, 16
energy](3). Special: must make a Body check or powers fail to
activate.
- Boosted Heart Feature
- Grants a -2 bonus to Body checks related to endurance or
cardiac stress.
- Flesh Pockets Feature
- Stores 1 kilogram or less; 1 point stores 5 kilograms.
- Liver Upgrade 1 point
- Special Defense: drugs and toxins 1 (50% effect, -3 to rolls)
- No-Shock Glands 1 point
- Grants a +4 on the soul check to avoid shock, but doing so
reduces Body and Mind by 1 each.
- Retinal Enhancement Feature or 1 point
- 1 point to remove Reduced Sense (vision); +2 to Sight rolls
is a feature.
Implants
- Implant Radio Feature
- Comms(Radio)
- Virtual Interface Implant 1-2 point s
- Computer/1 or Computer/2. Includes an Implant Jack
- Sensory Uplink Feature
- Or free for a passive uplink.
- Sensory Downlink Feature
Nanosymbiotes
- Artery Cleaners Feature
- Mostly a limited form of Special Defense(aging).
- Bacteriaphages 1 point
- Special Defense: Disease (2) -1 point 'Known Bacteria Only'
- Brain Booster 2 points
- Enhanced Time Sense
- Carcinophages Feature
- Mostly a weak form of Special Defense(aging).
- DNA Repair 1p
- Special Defense: Radiation(1)
- Guardians 1 point
- Special Defense: Nanomachines(1)
- Lung Cleaners Feature
- This is a very limited version of level 1 life support, only
helping against inhaled particulate matter.
- Immune Machines 1 point
- Special Defense: Diseases(1)
- Microgravity Biochemistry Feature
- You are immune to body degradation in zero-G
- Metabolic Regulators Feature
- Allows going into a trance state.
- Nerve Boosting 1 point
- Defensive Combat Mastery/1
- Pore Cleaners Free
- Respirocytes 1 point
- Life Support 2, special requirement: must intake air every
hour, doesn't work in vacuum
- Tooth Cleaners Free
- Virus Hunters 1 point
- Special Defense: Disease (2) -1 'Known Viruses Only'
Cybershells
A cybershell which isn't being used as a primary body should
probably take the indicated level of AI. A cybershell capable
of holding a SAI or Ghost (computer-3 or more) has Reduced Capacity
-1; otherwise it has Reduced Capacity -22. Most cybershells can
be upgraded to Computer-3 if desired. Cost is listed twice, without
an AI and with a typical AI.
- Bush Robot (20/30 points)
- Attributes(22): Armor 5p (2), Computer 4(4), Extra Arms (1),
Extra Endurance 3(3), Life Support(2), Micromanipulators 6(6),
Sensors 1 Indirect(1), Space Flight 1(limited endurance)(1)
- Features(1): Comms(Radio, Lasercomm)
- Defects(-1): Reduced Capacity (-1)
- Notes: Typically has a LAI(AI-5) brain, Body 7, Mind 7
- Buzzbot (1/7 points)
- Attributes(8): Computer 1(1), Flight 75 kph(4), Heightened
Vision 1(1), Life Support 1(1), Sensors 1(1)
- Features(2): GPS, Radio, Lasercomm (2)
- Defects(-9): Diminutive(-3), One Arm(-1), Reduced Endurance:
hour(-1), Reduced Sense: no smell/taste (-1), Reduced Capacity(-2),
Reduced Ground Move 1(-1).
- Notes: typically has an NAI brain, Body 7, Mind 3.
- Cryobot (27/35 points)
- Attributes(30): Armor 15p(6), Computer 2(2), Elasticity (torso)
(1), Extra Arms (1), Extra Endurance 2(2), Life Support(2), Micromanipulators
3(3), Sensors (underwater) 2 (2), Tunneling 2 (ice only) (2),
Water Speed 30 kph underwater (6), Special Defense: Radiation(2)
- Features(1): Lasercomm
- Defects(-4): Reduced Capacity (-2), Reduced Sense: Blind(-2)
- Notes: typically has a LAI(AI-4) brain, Body 8, Mind 4.
- Cyberdoc (15/25 points)
- Attributes(18): Computer 3(3), Extra Arms (2), Extra Capacity(1),
Healing 1(4), Life Support (2), Light Armor 1 (1), Heightened
Taste (1), Micromanipulators 3(3), Sensors 1(penetrating) (1)
- Features(1): Radio, Lasercomm (2)
- Defects(-4): Awkward Size(-1), Poor Manueverability(-2),
Reduced Capacity(-1)
- Notes: typically has a LAI(AI-4) brain, Body 6, Mind 6, with
Highly Skilled 2 (+6 with medicine)
- Mobile Helmet (9/15 points)
- Attributes(12): Computer 1(1), Light Armor 12p(5), Life Support(2),
Sensors (1), Space Flight (very short duration -1) (1), Special
Defenses: Flares (1), Radiation (1)
- Features(2): Ambidextrous, Comms: Radio, Night Vision, UV
vision
- Defects(-5): Diminutive (-3), Exposed Occupants (-2)
- Notes: typically has a NAI(AI-3) brain, with Body 6, Mind
4.
- Polypede (22/30 points)
- Attributes(25): Armor 7p(2), Computer 2(2), Elasticity (1),
Extra Endurance +2(2), Ground Speed 50 kph, Life Support (2),
Super Strength 2(6), Toughness (4), Tunneling 1 KPH (5)
- Features(1): GPS, Radio
- Defects(-4): Awkward Size(-1), Reduced Capacity(-2), Special
Requirement: transformation required for Ground Speed and Tunnel(-1)
This takes one round, and results in no hands (ground speed)
or one hand(tunnel).
- Notes: typically has a LAI(AI-4) brain, with Body 6, Mind
6.
- RATS (37/50 points)
- Attributes(38): Armor 25p(10), Computer 1(1), Extra Endurance
+2(2), Ground Move 50 kph (2), Natural Weapons: Claws, Spines
(2), Sensors(IR)-1 (1), Special Defenses: Flare(1), Radiation(1),
Stealth 4 vs hearing, sensors, vision(6), Tunnel 1 kph(6), Weapon
Attack 1 (15p, penetrating(armor), limited shots 6)(4) Secondary
WA 1 (15p, stunning, reduced penetratione) (2),
- Features(2): Absolute Direction, Radio, Lasercomm, 'Faz Sense'
(equivalent to Sensors with a 10 meter range; stealth vs hearing
works, stealth vs sensors does not).
- Defects(-3): Reduced Capacity (-2), Special Requirement:
can only tunnel through dirt and other softer materials (-1)
- Notes: usually AI-4 (Body 8, Mind 4), with Combat Mastery
+2(=6) and Highly Skilled +1 (+2 Guns).
- Snakebot (17 points)
- Attributes(15): Armor 5p(2), Computer 2(2), Elasticity(1),
Ground Speed 50 kph(1), Life Support(2), Sensors(IR)-1(1), Tunnel
1 kph (6)
- Features(2): absolute direction, radio, lasercomm
- Defects(-3): One Arm(-1), Reduced Capacity (-2), Special
Requirement: cannot tunnel in rock (-1)
- Notes: usually AI-4 (Body 6, Mind 6)
- UCAV (60/75 points)
- Attributes(63): Armor 30p(12), Computer 3(3), Flight, Supersonic
(20), Heightened Vision (1), Life Support(2), Sensors 3 with
Analysis (4), Special Defense: radiation (1), Stealth 6 vs Sensors,
Vision (7), Weapon Attack 3 (30p, autofire, long range, fixed)
(12), Weapon Attack 2 (45p, long range, penetrating(armor), fixed,
limited shots 6, stoppable)(1)
- Features(3): GPS, radio, lasercomm, 360 degree vision
- Defects(-5): Awkward Size(-1), No Arms (-2), Reduced Capacity(-1),
Reduced Sense: Smell(-1)
- Notes: Likely to have AI-6 (Body 10, Int 4, Spirit 4) with
Combat Mastery +1(=7) and +10 points in skills.
- Volkspider (1/7 points)
- Attributes(5): Computer 1(1), Life Support(2), Sensors (1),
Special Movement: Clinging(1)
- Features(1): Radio, IRcomm
- Defects(-5): Reduced Capacity(-2), Reduced Sense: Smell (-1),
Not So Tough 2 (-2)
- Notes: Normally has AI-3(Body 6, Mind 4). Available as a
minor item.
- Wearable VIG (3-11 points)
- Attributes(7-15): AI 3-6(6-12), Computer 1-3 (1-3), Life
Support(2)
- Features(2): Night Vision, GPS, Comms: Radio, Infrared
- Defects(-6): Diminutive (-3), Exposed Occupants (-2), No
Independent Movement (-1)
- Notes: a minimal (AI3, Computer 1) VIG is a minor item. A
modest (AI4, Computer 2) VIG is a major item.
Equipment
Unless noted, all items are merely details; their presence
or absence is background detail, and should be specified in a
way fitting the character's wealth.
Computers
Any complexity 5 or less computer or program, unless illegal
or an AI, is a standard item. Any complexity 6 computer or program,
unless illegal or an AI, is a minor item. Any complexity 7 computer
or program is is a major item. This doesn't apply to computers
built into cybershells or vehicles.
Consumer Goods
A properly designed varicloth suit gives Stealth 1(visible).
Diamond nanogel gives Sharp Teeth (+2 damage bite, cannot lock
hold). Both are considered minor.
Communications and Information Equipment
Data Networks: a secure data haven is a minor
item. A quantum encryption system is a minor item.
Communications: A long-range lasercomm is
a minor item.
Virtual Reality Gear: a Deluxe VR suit is
minor. Sensor gloves are minor.
Sensors
Optics: Anti-Glare is Special Defense (Flare).
Infrared is Sensors 1. Low-Light is Night Vision. Teleview is
a feature, increasing vision range by a factor of 10. Any combination
of these is a minor item.
Search Radar: Either version is a minor item;
they are Sensors 1 and 2.
Specialized Sensors: Scanlocks are standard
items; all others are minor items.
Survival Gear
Expedition Gear: items over $1,000 are minor.
Life Support: appropriate life support gear
is included in vacc suits.
Space Equipment: A personal re-entry kit is
technically major, but should usually only appear as a plot device.
A thruster pack is minor, and gives space flight 1.
Tools and Industrial Equipment
Tools: one pound of is 30 damage, area effect,
melee range, limited shots (1), slow; it is a minor item.
3D Universal Printer: Counts as an Item of
Power (level 1), or, if built into a vehicle, Special Equipment
(level 4 if small, level 5 if large). An optimized printer counts
as a major item or level 2 special equipment.
Modular Robofac: beyond the scale of a normal
game. Roughly equivalent to a 3D printer stacked on top of level
6 wealth.
Biofac: counts as a major item. Unclear what
it's actually used for.
Security, Surveillance, and Counter-Ops
Burglary Tools: An electronic lockpick is
a minor item.
Laser Listening Device: minor item.
Nanobug: as a minor item, you have 10 on hand
and can acquire more between adventures.
Smart Blindfold: minor item.
Weapons
Personal Weapons
- Anti-Material Rifle: Major
- 20 damage, two-handed.
- Arsenal Rifle: Major
- Rifle: 10 damage, autofire, two-handed
- Missile: 15 damage, Accurate, Penetrating(armor), Two-handed,
Limited Shots(3) , plus does the same damage with Low Penetration
in a 3 meter radius.
- Assault Pod Major
- SMG: 5 damage, autofire
- Missile: 10 damage, Accurate, Penetrating(armor), Limited
Shots(3), plus does the same damage with Low Penetration in a
2 meter radius.
- Electrolaser Pistol Minor
- 10 damage, Stunning, Short Range, Low Penetration
- Electrolaser Rifle Minor
- 15 damage, Stunning, Low Penetration, Two Hands
- Grenades: Minor
- 15 damage, Penetrating(armor), Limited Shots(3), plus does
the same damage with Low Penetration in a 2 meter radius.
- Micro-Missile Launcher Minor
- 10 damage, Accurate, Penetrating(armor), Limited Shots(6),
plus does the same damage with Low Penetration in a 2 meter radius.
- Mini-Missile Launcher Major
- 15 damage, Accurate, Penetrating(armor), Limited Shots(3),
plus does the same damage with Low Penetration in a 3 meter radius.
- Pistol or PDW Minor
- 5 damage, Concealable, Short Range.
- Police Armgun Minor
- As Electrolaser Pistol plus Micro-Missile Launcher
- Recoilless Rifle, 60mm Major
- 30 damage, Penetrating(armor), Limited Shots(1), plus does
the same damage with Low Penetration in a 6 meter radius.
- Shock Glove: Standard
- 10 damage, Stun, Melee range, Reduced Penetration
Heavy Weapons
- EMag Cannon, 15mm: Vehicular, WA 4
- 30p, autofire, long range
- Coilgun: Vehicular, WA 3
- 60p, Long Range, Penetrating (armor), Limited Shots (1).
Also produces a 60 pt area blast, but this is not normally relevant,
as it can't be targeted.
- Light Laser: Vehicular, WA 5 + WA 4
- 45p, long range x2. By taking 10 turns, gains Penetrating(armor)
- Heavy Laser: Vehicular, WA 6 + WA 5
- 60p, long range x2. By taking 10 turns, gains Penetrating(armor)
- Particle Beam: Vehicular, WA 4-6
- 0/15/30p, Area, Long Range x2, Radiation, Fixed, Slow (2)
or 1/5 damage
- Microwave Area Denial: Vehicular, WA 2
- Area (10M), Irritant(+2 penalty), No Dmage, Toxic
Weapon Features
A laser sight gives Accurate (+1) within Short range, but also
gives targets with Sensors +1 defense. It is a standard item.
Weapon Options
Gyrostabilized Weapon Harness: gives the equivalent
of the gun bunny ability Steady Hand. Minor. All other items are
features, and not worth points.
Ammo Options
- AP/Semi-AP Default
- This is the standard ammo type.
- APS Major
- Penetrating(armor).
- Drug Varies
- Usually free. Depends on the drug, but standard knockout
drugs are Incapacitating (Body at +4 bonus), No Damage, Stopped
by 5+ points of armor, Doesn't work on machines.
- Hollow-Point Free
- +5 damage, Reduced Penetration
- Homing/Laser Homing Minor
- Adds Accurate. For homing ammo, you must also have Stabilized.
- Plastic Free
- Stun, Reduced Penetration
- Stabilized Minor
- Removes Short Range, or adds Long Range
Warheads
- Hemp or Sefop Default
- This is the standard option listed for the weapons above.
They are not interestingly different.
- MBC: Nanoburn Major
- Causes damage equal to the listed weapon damage, with Area,
Penetrating Armor (twice) and Toxic, and a limitation that it
only does 1/5 damage to targets who are not put in shock. MBC
primarily works by inflicting critical damage.
- Tangle: Minor
- Covers the same area listed for the secondary blast, with
an Incapacitating (not Entangle) effect. Resist with Body (-4
bonus for 15mm, -3 for 30mm, -2 for 60mm).
Suits and Personal Armor
Generally counts as a vehicle with Reciprocal Damage (-2).
Reduced manueverability counts against any body tests for balance,
as well as DCV.
- Arachnoweave Armor Usually Free
- Vest: armor 2p concealable. Suit: armor 5p.
- Nanoweave Armor Minor for Medium or Heavy.
- Light: armor 5p, or 2p concealable.
- Medium: armor 10p, or 4p concealable.
- Heavy: armor 15p, Reduced Manueverability -1
- Nanoweave Vacc Suit Free or Minor.
- Light: armor 7p, life support(2). Free in a space game, otherwise
minor.
- Medium: armor 10p, life support(2), Reduced Manueverability
-1
- Heavy: armor 15p, life support(2), Reduced Manueverability
-2
- In addition to Not So Quick, all give -1 to fine manipulation.
- Clamshell Cuirass Usually Minor
- May be layered over arachnoweave or nanoweave.
- Light: Armor 7p, Weak Point,
- Medium: Armor 10p, Reduced Manuever -1, Weak Point
- Heavy: Armor 12p, Reduced Manuever -2, Weak Point
- Light Infantry Helmet None
- Included in a clamshell cuirass. No special effects.
- Full Helmet None, but usually has minor
features.
- Usually has built-in optics and communicators.
- Smartsuit: Vehicle
- As a nanoweave vacc suit, plus mecha regeneration 1 and no
reduced manuevering. 7 MP for light, 8 for medium, 10 for heavy.
- Battlesuit Vehicle, 13p
- Attributes(15): Armor 25p(10), Life Support(2), Heightened
Vision(1), Sensors-1(1), Special Defense: Flares(1)
- Features(1): radio, lasercomm
- Defects(-3): Reduced Capacity (-1), Reciprocal Damage (-2)
- Notes: Various upgrades are possible, 2 points in Stealth
(either -1 vs both Sensors and Sight, or -2 vs one) is the most
common.
Medical Care
Almost all of these are plot points or covered in the rules
given above. A diagnosis table or ESU is a major item or level
1 special equipment.
Microbot Swarms
Microbot swarms are basic vehicles, with base statistics as
follows.
- Base Cyberswarm (10 points)
- Attributes(12): AI 3(6), Life Support(2), Micromanipulators
2(2), Swarm 2(4).
- Defects(-4): Not So Strong (-2), Special: Unswitchable Swarm
(-2)
- Notes: use for Crawler and Hopper. 80 bodies, damage 8, attack
6.
- Aerostat Chassis (+0 points)
- Attributes(4): Flight 1(4)
- Defects(-4): Very Slow (5 kph; -2), No Ground Movement (-2)
- Armored Crawler (+1 points)
- Attributes(2): Special Defense: Pressure (2)
- Defects (-1): Very Slow (5 kph; -1)
- Dust (+3 points)
- Attributes(5): Stealth 4, visual and sensors
- Defects(-2): Immobile (-2)
- Flyer (+2 points)
- Attributes(4): Flight 1(4)
- Defects (-2): Slow, Ground Move 5 kph, air move 25 kph.
- Space (+1 points)
- Attributes(2): Space Flight 1
- Defects(-1): Slow, Ground Move 5 kph.
- Swimmer (+0 points)
- Attributes(2): Water Move 15 kph
- Defects(-2): No Ground Move
- Disguise (+2 points)
- Attributes: Special Equipment
- Gastrobot (+0 points)
- Defined as a living vehicle.
- RTG (+4 points)
- Attributes: Extra Endurance 4
- Solar Cell (+2 points)
- Attributes: Special Equipment 1 (solar recharger)
- Generic Equipment Package (-1 points)
- Features: special abilities indicated by the swarm type (1)
- Defects: Inept Combat -2
- Devourer (+4 points)
- Attributes(4): special attack (15p), Unique: usable as swarm,
Unique: destroys 1 armor per round vs targets with less than
armor 30, melee range.
- Hypo (+9 points)
- Attributes(9): Metamorphosis-1 (varies), Special Attack (Spirit,
+2 penalty), Linked (metamorphosis), Unique: usable as swarm,
Venom, Melee Range. A drugged stinger is instead WA 2, Incapacitating
(Body at -3 bonus), Usable as Swarm, Venom, Melee.
- Gremlin, Pesticide, Stinger, Sentry (+0
points)
- No features. Does 8 points damage with an ACV of 6.
- Terminator (+4 points)
- Attributes (4): Special Attack (15p), Penetrating Armor 2,
Usable as Swarm, Melee, Venom
Spacecraft
There's a lot of information about spacecraft design in appendix
A. For the most part, it isn't useful. In practice, I don't recommend
trying to use spacecraft as anything other than plot devices.
The recommended design method is taking one of the sample vehicles
below and adjusting slightly. Most normally have a level 5 AI
for +10 points or level 6 for +12 points.
- Kagoshima-Class OTV (40)
- Attributes(49): Armor 30p(12), Computer 4(4), Extra Capacity
4 (4), Extra Endurance 1 (1), Life Support(2), Sensors 4 with
analysis option and two sensor types (6), Space Flight 1 (2),
Special Equipment: long-range comms (2), Toughness 4 (16)
- Defects (-9): Awkward Size 4, No Arms, No Ground Move, Poor
Manueverability 1
- Meizi-Class PSV (89)
- Attributes(100): Armor 40p(16), Computer 5(5), Extra Capacity
5 (5), Extra Endurance 4 (4), Life Support(2), Sensors 4 with
analysis option and two sensor types (6), Space Flight 2 (4),
Special Equipment: long-range comms (2), Special Equipment: minifac
(8), Toughness 5 (20), Weapon Attack: light laser (21), Weapon
Attack with Different Gunner (7)
- Defects (-11): Awkward Size 5, No Arms, No Ground Move, Poor
Manueverability 2
- Pegasus-Class TAV (53)
- Attributes(61): Armor 15p (6), Computer 5(5), Extra Capacity
5(5), Flight 6, Cannot Hover (18), Life Support(2), Sensors 4
with analysis and 2 sensor types (6), Space Flight 1(2), Special
Equipment: long-range comms (2), Toughness 4(16)
- Defects (-8): Awkward Size 4, No Arms, No Ground Move
- Predator-Class AKV (67)
- Attributes(74): Armor 60p (24), +30p Optimized Frontal (6),
Computer 5(5), Life Support (2), Sensors 4 with analysis and
2 sensor types (6), Space Flight 1 (2), Special Equipment: Long-Range
Comms (2), Toughness 3 (12), Weapon Attack 4: Coilgun (60p, Autofire,
Penetrating, Long Range, Limited Uses(1)) (16)
- Defects(-7): Awkward Size 3, No Arms, No Ground Move
- SDV-90 (140)
- Attributes(150): Armor 60p (24), +30p Optimized Frontal (6),
Computer 6(6), Extra Capacity 4(4), Extra Endurance 4 (4), Life
Support (2), Sensors 5 with analysis and 2 sensor types (7),
Space Flight 1 (2), Special Defense: Radiation (1), Special Equipment:
Long-Range Comms (2), Special Equipment: Minifac (8), Toughness
6 (24), WA 6 (particle beam) (24), 4 heavy laser arrays (at long
range, treat as Autofire) with Alternate Gunners (36)
- Defects(-10): Awkward Size 5, No Arms, No Ground Move, Poor
Manueverability 1
- Sudbury-class USV (82)
- Attributes(93): Armor 40p(16), Computer 4(4), Extra Capacity
5 (5), Extra Endurance 4 (4), Life Support(2), Sensors 4 with
analysis option and two sensor types (6), Space Flight 2 (4),
Special Defense: Radiation (1), Special Equipment: long-range
comms (2), Special Equipment: Minifac (8), Toughness 5 (20),
Weapon Attack: light laser (21)
- Defects (-11): Awkward Size 5, No Arms, No Ground Move, Poor
Manueverability 2
Non-Spacecraft
- Air Car (18)
- Attributes(21): Armor 5 (2), Computer 1(1), Extra Capacity
2 (2), Flight 600 kph (12), Toughness 1 (4)
- Features(1): Radio
- Defects(-4): Awkward Size 1, No Arms, Poor Manueverability
1
- Note: usually has a level 3 AI pilot, for total cost 24.
- Ground Car (10)
- Attributes(15): Armor 5(2), Computer 1(1), Extra Capacity
2 (2), Ground Speed 200 kph (6), Toughness 1 (4).
- Features(1): Radio
- Defects(-6): Awkward Size 1, No Arms, Poor Manueverability,
Limited Ground Move(wheels)
- Note: despite the cost, usually available as a minor item.
With an AI pilot, a major item.
Disclaimer:
GURPS and GURPS
Transhuman Space are trademark Steve
Jackson Games.
Big
Eyes, Small Mouth is trademark Guardians
of Order.
This material is not official or endorsed by either company.