Download "Transhuman Space" from Warehouse 23! Excerpts. Preview of the PDF; There is a special edition of GURPS Lite for Transhuman Space. You can. G U R P S uses six-sided dice. To figure combat damage, the “dice+adds” system is also used. If a weapon does “7d+1” damage, this means “roll seven dice and. GURPS Transhuman Space - Ebook download as PDF File .pdf) or read book online.
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Dozens of transhuman character templates, from space-adapted GURPS, Warehouse 23, and the all-seeing pyramid are registered .. PDF version. Or, when. "Classic" PDF reprint available on e GURPS Transhuman Space · GURPS 3 . Nickname. PDF Electronic (PDF, DOC, eBook, HTML, etc.) Product Code. Transhuman Space: Bioroid Bazaar - Embrace Genetic Diversity! Steve Jackson Games. ADD TO WISHLIST >. PDF. $ relevant game templates from earlier Transhuman Space supplements to GURPS Fourth Edition.
China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes. Transhuman Space is cutting-edge science fiction adventure that begins where cyberpunk ends. Pulver and illustrated by Christopher Shy.
The core book, Transhuman Space , opens with close to a hundred pages of world and background material. The softback requires the Basic Set and Compendium I , but nothing else. Log In with Facebook. Log In I am new here. Remember me. Password forgotten? Click here. Bioroid Bazaar. Embrace Genetic Diversity! GURPS templates for over 20 human upgrades and parahumans. Over a dozen bioroid templates. Templates for six uplifted animals. Game insight into advantages and disadvantages, quirks and perks, features, and meta-traits of interest to biotechnological enthusiasts!
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Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. European Union , a loose but expanding confederation, is perhaps the most advanced.
The USA is still a force to be reckoned with, controlling helium mining on Saturn, but increasingly divided socially. It is a major concern in world politics, having fought a war with China in the s and triggered the formation of the PRA Pacific Rim Alliance as a counterbalance.
India also has the power to make itself heard, as does the Islamic Caliphate, a high-minded theocratic alliance. The Waves Engineering Computers in are powerful and cheap, though not superhuman; processors are embedded in almost every piece of technology. In the 21st century, most of the world experienced a Fourth Wave, based on genetic technology; now, it seems, a Fifth Wave is rising, based on a combination of nanotechnology, memetics, and artificial intelligence.
This time, I was meeting — whoever it was I was meeting — in a warehouse on the edge of the Anglo quarter of New Shanghai.
The choice of venue might have been his idea of a joke, but I try not to assume too much about the sense of humor of the man who runs the Triads in the capital of Rust China. He stood five meters away from me, and handed a package to one of his lesser flunkies. The man scurried over and handed it to me. Things were suddenly turning interesting. Our address is SJ Games, P. Box , Austin, TX Please include a self-addressed, stamped envelope SASE any time you write us!
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Page references that begin with B refer to that book, not this one. This supplement is designed to help you run games in the Transhuman Space setting. His website is at www.
A Transhuman Space campaign requires something more specific; a subset of the locations available in that system, some things for PCs to do, a guiding theme or idea. This chapter is about campaign design — about moving from the panoramic to the specific. Given all the possible directions of the game, the GM has to nail the basics down from the beginning.
See especially Fifth Wave, p. The wave which the PCs are riding will define their likely level of wealth and resources, as well as their comfort with the most advanced technology and its personal consequences — which in turn has a major effect on the feel and style of the campaign. But remember; the world is Fifth Wave, and the world is globalized. The future shocks from the Fourth and Third Waves are all decades in the past; now, only the economic distinctions really remain, and few people are shocked by anything but the Fifth Wave cutting edge.
A poorly-educated character from a backwards area might have a level or two of the Low TL disadvantage, but most people, even in such settings, can have picked up any TL10 skills and familiarities they need through Web access and use of cheap but adequate imported gadgets. While cybershells are a straightforward enough idea — Third Wavers know all about machines — true artificial intelligence is another extraordinary concept, and the idea of machines becoming superior to humanity in any way should worry most of them.
Actual encounters with such things will be rare and challenging. Third Wave PCs are stuck out on the margins, struggling to make their way in the world, even though they may have a secure place in their own local societies. The problem with this situation is that it downplays much that is interesting about Transhuman Space — it precludes playing any really exotic character types, traveling into space, or helping determine the course of human evolution.
The less-advanced regions of , and the way things tend to happen there, are discussed in detail in Broken Dreams. Remember that areas like these are poor and backward, and that there are usually reasons why places get in such a state.
Examples in include Armenia, Ghana, and Cameroon. In other cases, such as Kyrgyzstan, South Sudan, or Cambodia, development may be stymied, as political or cultural deadlocks prevent the area from advancing. Lastly, some Third Wave areas such as Haut-Zaire and Afghanistan are outright hell-holes, held back by the complete failure of civil order and social cohesion.
Scenarios in such a setting are likely to be military or paramilitary in nature; potentially exciting, but maybe rather nihilistic. They are unlikely to have infomorphs to perform the wide range of tasks routinely handled by software in Fifth Wave settings, although their computer resources can still be quite respectable.
They should, however, be familiar with advanced biotechnology, including bioroids. Fourth Wave locations can be quite prosperous. These incidents should be treated as interesting roleplaying opportunities, as the characters find that crucial assumptions are unreliable and the complexity of the transhumanist world is brought home to them. The game rules express this idea with TL penalties, but enthusiastic roleplayers can take the opportunity to play it as something more; a chance to respond honestly to the radical nature of the Transhuman Space world, as their characters suffer the same confusion that they might feel themselves.
The PCs might feel jealous of or inspired by the greater technological power of the advanced world, but they might also disapprove, seeing transhuman technologies as dehumanizing, new social models as amoral, and Fifth Wave people as smug and exploitative.
The lack of augmented reality or fast search tools may be frustrating and even confusing. Likewise, power and fuel supplies, ammunition, and so on, may be hard to obtain.
Some PCs visiting lower-Wave environments may be arrogant, some may be sympathetic, and some may take the opportunity to promote their own pet ideologies — to plant their personal memes in potentially fertile soil.
Aside from what it says about them as people, such behavior can have repercussions, especially if the PCs turn out to need local help later. The Technological Edge Alternatively, characters based in a lower-wave area can have personal access to higher-wave technology, giving them an advantage over less sophisticated or wealthy locals. A single tech level can make a big difference in technology.
Weapons have better range, accuracy, and hitting power, while armor is likewise improved. A high-Wave adventurer may also have infomorph or cybershell support that enables him to effectively handle several tasks at once, or to work from a safe position while his opponents are exposed to danger.
This sort of advantage can lead to arrogance or complacency. Still, advanced equipment used with ruthless subtlety can produce very scary results; see the description of Alma-Ata in Broken Dreams. They may be working to catch up, with a fair chance of doing so in the fairly near future, or the local culture may be relatively cautious, unwilling to accept the radical technologydriven changes that progression to the Fifth Wave demands.
They may also have to deal with the machinations of Fifth Wave agencies who see Fourth Wave nations as profitable targets for exploitation or manipulation — especially when something like the Olympus Project draws their attention to these areas.
But it can happen anyway. Many of these characters will have significant Patrons parents, employers, owners, etc. This gives GM a way to connect them to other events and factions, and a way of recovering the situation if the PCs get into trouble over their heads.
Make sure that not too many points go into the Patron advantage at the start, and then emphasize the limitations and restrictions. A Patron should be a help, but not a deus ex machina. On the other hand, such settings may feel like too much of a compromise, lacking the bleeding-edge excitement of the Fifth Wave and the street-level satisfaction-in-survival of the Third.
Fifth Wave Many game groups will want to play in the Fifth Wave, the state of the art of the Transhuman Space setting. Fifth Wave areas are wealthy, as stable as their own technological advance permits, and have well-established governments.
All this is one reason why, as for the past two or three centuries, the most advanced nations have been prone to resolving their differences with proxy wars in less wealthy regions.
On the other hand, PCs prepared to use the memetics rules as freely as the combat system, to track faction wars and political subtleties, and to exploit the full range of Fifth Wave resources — and to respond when their opponents do the same — should find that a Fifth Wave campaign is a unique experience.
Off Earth Life off Earth has challenges of its own. The technology and resources are necessarily quite advanced, but much of it is dedicated simply to keeping everyone alive. The Web is more diffuse, and — away from Earth orbit — slightly less comprehensive. Even a small spacecraft will have vast quantities of data available for casual reference, but very obscure or recent information may be absent. Augmented reality, while commonplace, serves practical purposes, such as assisting spacecraft maintenance; tags may have a distinctly businesslike look.
PCs in near-planetary space can access wider information sources, but may be disconcerted to notice a significant signal delay, and all spacers are dependent on the goodwill of whoever or whatever is running the local networks. Signal lag and communication bottlenecks also prevent space travelers from using teleoperation of rented or borrowed cybershells as heavily as many ground-dwellers, and restrict access to the countless live slogs and other real-time interactive sources that define Fifth Wave society.
The ground-dweller is a participant; the space traveler is limited to being, at best, a watcher.
In deep space, such interactions are strictly local. Transhuman Space assumes that Fourth and Fifth Wave technologies can adapt equipment and, when necessary, people to extreme environments. While there are many large bases, and multiple stations are in close communication in some areas, some groups may be millions of miles from anywhere, isolated from broader society and from the instantaneous information flows of the Web, and everyone on the same small ship really has to get along with everyone else.
When things do go wrong, they go wrong dramatically. Life on Mars is slightly different, at least in the larger settlements. While the natural environment is hostile, most people live in substantial quasi-urban communities. Rather, it supports at least as many types of game as present day Earth. As a GM, you can pick any story that interests you in the present-day, then move it forward a century and see how it changes.
Investigations Investigation plots can work very well. They encourage the players to pit their wits against complex puzzles and meet all sorts of unusual people. Pursuing a mystery through different parts of a society and multiple locations can provide a broad introduction to the setting as a whole, providing all sorts of important details in a digestible form while giving the audience every reason to pay attention to these facts.
The PCs may be cops, private investigators, spies, news reporters, or indeed interested amateurs of some sort. See the next chapter for organizations that might want to employ skilled investigators.
They may also be memeticists, analyzing communities and whole nations to monitor for memetic manipulation and if necessary to stop it.
Transhuman Space investigative campaigns may be episodic, with a different mystery each week, or there may be some grand overall puzzle to be solved in bite-sized pieces, with the big answer coming as a climax which ends the campaign or sends it off in a completely new direction.
However, the complexity and novelty of the setting can make them challenging to run; the GM will have to plan fairly carefully so as to be able to respond to any given PC action. All of the formats discussed on pp. Thrillers are always popular, while hard-boiled stories can be set, not only on the mean streets of numerous Earth cities, but on shabby L5 space stations or at the foot of the Mars space elevator. Procedural stories are more work, as the GM and players will have to determine what procedures and techniques are possible in the setting.
Likewise, puzzle stories may be hard to set up in the face of TL10 technology. Lastly, McGuffin plots are an option, especially if the McGuffin is some new computer design, biotech sample, unique nanotech creation, or rampant meme. Combat Combat situations are common in , and fairly dangerous.
Their adversaries may be enemy soldiers, terrorists, violent criminals, rogue infomorphs, or the bearers of radically divergent memes in some lightly-policed area such as the Martian outback or the Belt. Both sides can use a wide range of technologies — not just powerful guns and exotic ammunition, though those are diverse enough, but also cybershells, cyberswarms, and insidious nanotech.
This means that, in all but the most marginal conflicts, combatants must be technicians as well as warriors.