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TM
Written by PHIL MASTERS
Edited by ANDREW HACKARD
Illustrated by ANDY CLARKSON, NEIL COOK, PAUL DALY, JESSE D E GRAFF,
MATTHEW KRESGE, LOKARIAN, JEREMY M C HUGH, and RAMÓN PÉREZ
An e23 Sourcebook for GURPS ®
STEVE JACKSON GAMES
Stock #37-6702
®
Version 1.0 – December 7, 2007
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C ONTENTS
I NTRODUCTION . . . . . . . . . . . 3
About GURPS . . . . . . . . . . . . . . . . . 3
About Transhuman Space . . . . . . . 3
T HE C YBERSHELLS . . . . . . . . . 4
W EARABLES . . . . . . . . . . . . . . . . . . 4
Cybertool . . . . . . . . . . . . . . . . . . . . . 4
Reporter’s Vest . . . . . . . . . . . . . . . . . 6
D OMESTIC AND U TILITY D EVICES . . 6
Boatbot . . . . . . . . . . . . . . . . . . . . . . . 6
“C-Brown” Gardener Shell . . . . . . . 7
Ro-Ped . . . . . . . . . . . . . . . . . . . . . . . 8
Shakoosh . . . . . . . . . . . . . . . . . . . . . 9
Swarmdozer . . . . . . . . . . . . . . . . . . 10
D ATA C OLLECTION AND
E XPLORATION . . . . . . . . . . . . . 11
Beobachter Data
Collection Unit . . . . . . . . . . . . . 11
Idmon Explorer Aquabot . . . . . . . 11
Stormchaser . . . . . . . . . . . . . . . . . . 11
B IOMORPHIC S HELLS . . . . . . . . . . 12
Cyberdog. . . . . . . . . . . . . . . . . . . . . 12
Cyberdolphin . . . . . . . . . . . . . . . . . 13
High Arcadian Centaur . . . . . . . . . 13
Medusa . . . . . . . . . . . . . . . . . . . . . . 14
Mini-Snakebot . . . . . . . . . . . . . . . . 14
Safari Shell (Gazelle). . . . . . . . . . . 15
Safari Shell (Vulture) . . . . . . . . . . 15
Treeshell . . . . . . . . . . . . . . . . . . . . . 16
C OMBAT S YSTEMS . . . . . . . . . . . . . 16
Afrit . . . . . . . . . . . . . . . . . . . . . . . . . 17
Amphibious RATS . . . . . . . . . . . . . 17
Ghola. . . . . . . . . . . . . . . . . . . . . . . . 17
J-56 Ying
Transatmospheric UCAV . . . . . 18
Jump RATS . . . . . . . . . . . . . . . . . . 18
Jungle RATS . . . . . . . . . . . . . . . . . . 18
MCS-52 . . . . . . . . . . . . . . . . . . . . . . 19
MCS-64 . . . . . . . . . . . . . . . . . . . . . . 19
Medevac Shell . . . . . . . . . . . . . . . . 20
Mini Scout-RATS. . . . . . . . . . . . . . 20
Mini-UCAV . . . . . . . . . . . . . . . . . . . 21
Seeker Missile . . . . . . . . . . . . . . . . 21
Smart Torpedo . . . . . . . . . . . . . . . . 21
Wingbot . . . . . . . . . . . . . . . . . . . . . 22
S PACE AND E XOTIC
E NVIRONMENT M ODELS . . . . 23
Aerorover . . . . . . . . . . . . . . . . . . . . 23
Baikal Cryobot . . . . . . . . . . . . . . . . 23
Endymion Cybershell . . . . . . . . . . 23
Gas Giant Aerobot . . . . . . . . . . . . . 24
Herzberg Cybershell . . . . . . . . . . . 24
Microgravity RATS . . . . . . . . . . . . 24
Mining Worm. . . . . . . . . . . . . . . . . 25
Service Nanosat . . . . . . . . . . . . . . . 25
Tumbleweed . . . . . . . . . . . . . . . . . . 26
Venus-Capable Cybershell . . . . . . 26
Zero-G Stevedore. . . . . . . . . . . . . . 26
S PECIALIST B IOSHELLS . . . . . . . . . 27
Calamarine . . . . . . . . . . . . . . . . . . . 27
Cetapod. . . . . . . . . . . . . . . . . . . . . . 28
Crocshell . . . . . . . . . . . . . . . . . . . . . 28
Monitor Monitor . . . . . . . . . . . . . . 28
Sentient Snacks . . . . . . . . . . . . . . . 29
Spionfisch. . . . . . . . . . . . . . . . . . . . 30
Taniwha . . . . . . . . . . . . . . . . . . . . . 30
Warshark . . . . . . . . . . . . . . . . . . . . 30
GURPS System Design
STEVE JACKSON
Managing Editor
PHIL REED
Director of Sales
ROSS JEPSON
GURPS Line Editor
SEAN PUNCH
WILL SCHOONOVER
Production Artist
ANDY VETROMILE
GURPS FAQ MAINTAINER
PHIL REED and
JUSTIN DE WITT
ALEX FERNANDEZ
STÉPHANE THÉRIAULT
MONICA STEPHENS
Marketing Director
PAUL CHAPMAN
Playtesters: Kyle Bresin, Eric Funk, Kelly Pedersen, Bill Seney, William H. Stoddard, and Roger Burton West
GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Transhuman Space , Pyramid , Shell-Tech , e23, and the names
of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
Transhuman Space: Shell-Tech is copyright © 2007 by Steve Jackson Games Incorporated. All rights reserved.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal,
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C ONTENTS
2
Art Director
Errata Coordinator
Page Design
Indexer
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I NTRODUCTION
One of the unique features that makes Transhuman Space
an interesting RPG setting is the widespread use of cybershells .
Any infomorph character can occupy and operate a wide vari-
ety of mechanical bodies, even moving between several in the
course of a single scenario. The variety and pervasiveness of
cybershells is extremely convenient. An infomorph in the right
shell can perform an immense variety of tasks.
A GM who wants to portray life in this setting in detail will
need information on a wide variety of cybershells. Previous
Transhuman Space supplements have included templates for
a goodly number. However, all but the most recent of those
books were for GURPS Third Edition . Changing Times
( www.sjgames.com/transhuman/changingtimes/ ) converted
Transhuman Space to GURPS Fourth Edition , but only had
room for templates drawn from the Transhuman Space core
book. Players and GMs can always use more.
Shell-Tech includes GURPS Fourth Edition templates for
every cybershell and bioshell found in every major
Transhuman Space supplement, as well as several brand-new
designs and variants. These shells cover every need, from
household maintenance to extraterrestrial exploration, and
can be useful in any Transhuman Space campaign. Each of
them has to be combined with an infomorph to make a com-
plete character. Changing Times includes a full set of info-
morph templates. Readers will also need to refer to Chapter 3
of Changing Times for a number of character features used in
these templates, including the meta-traits Bioroid Body and
Cybershell Body, Taboo Traits, Early Maturation, and No Legs
(Portable).
About GURPS
Steve Jackson Games is committed to full support
of GURPS players. Our address is SJ Games, P.O. Box
18957, Austin, TX 78760. Please include a self-
addressed, stamped envelope (SASE) any time you
write us! We can also be reached by e-mail:
info@sjgames.com . Resources include:
Pyramid ( www.sjgames.com/pyramid ). Our online
magazine includes new GURPS rules and articles. It
also covers the d20 system , Ars Magica, BESM, Call
of Cthulhu, and many more top games – and other
Steve Jackson Games releases like Illuminati, Car
Wars, Transhuman Space, and more. Pyramid sub-
scribers also get opportunities to playtest new GURPS
books!
New supplements and adventures. GURPS contin-
ues to grow, and we’ll be happy to let you know what’s
new. For a current catalog, send us a legal-sized SASE,
or just visit www.warehouse23.com .
e23. Our e-publishing division offers GURPS
adventures, play aids, and support not available any-
where else! Just head over to e23.sjgames.com .
Errata. Everyone makes mistakes, including us –
but we do our best to fix our errors. Up-to-date errata
sheets for all GURPS releases, including this book, are
available on our website – see below.
Internet. Visit us on the World Wide Web at
www.sjgames.com for errata, updates, Q&A, and
much more. To discuss GURPS with SJ Games staff
and fellow gamers, come to our forums at
forums.sjgames.com . The GURPS Transhuman
Space: Shell-Tech web page can be found at
www.sjgames.com/transhuman/shell-tech .
Bibliographies. Many of our books have extensive
bibliographies, and we’re putting them online – with
links to let you buy the books that interest you! Go to the
book’s web page and look for the “Bibliography” link.
About the Author
Phil Masters has been writing RPG material since 1980,
GURPS supplements since 1993, and Transhuman Space sup-
plements since 2002; among other things, he wrote Changing
Times . He’s in a campaign in which he plays an SAI with the
personality of a sarcastic English librarian, but that really isn’t
typecasting.
A BOUT T RANSHUMAN S PACE
The Transhuman Space series presents a unique hard-sci-
ence and high-biotech universe for roleplaying. Set in the Solar
System in the year 2100, it is a setting rich in adventure, mys-
tery, and ideological conflict. The core book is Transhuman
Space , which presents an overview of the setting with game
mechanics for GURPS Third Edition ; other books in the line
expand on specific aspects of the setting. Changing Times is a
GM’s guide and Fourth Edition update for the line.
Page References
Rules and statistics in this book are specifically for
the GURPS Basic Set , Fourth Edition . Page references
that begin with B refer to that book, not this one.
I NTRODUCTION
3
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T HE C YBERSHELLS
“And . . . done!” Morag announced with a flourish as the
cybertool on her left arm withdrew its miniature hands from the
machine in front of her. She snapped a cover down, heard it
latch, smiled, and ran a cable from her implant to the battered
old cybershell’s socket as it powered up.
“Fine. Will it work?” Felipe didn’t take his eyes away from the
enclosed dock’s open window as he spoke.
“Of course it will. I’m already getting nominal readings here.”
She tapped her right temple. “Well, fairly nominal. It says it’s
happy. All aboard!”
Instead of answering, Felipe snapped off a burst from his
assault pod. Something outside exploded, and a feathered wing
fragment came through the window as Felipe ducked back.
“Fake,” he snarled. “I recognized the model. Don’t think that’s
even a local species here.”
He began backing towards Morag, still watching the trees as
he came. Morag began talking to the idiot AI in the machine, and
a ceramic motor hummed into life. Felipe turned around for just
long enough to help her push the thing down the slipway and
into the water, where it turned of its own volition toward the sea.
Morag quickly attached a towed platform to its hitch.
“They’re coming!” yelled Felipe, firing off another burst.
“So move!” yelled Morag, as the boatbot began to churn the
water with its thrusters. The two agents jumped onto the towed
platform and hunkered down as the boatbot moved out of the
dock, quickly picking up speed. Morag risked a glance back and
saw that a pair of the Colombians’ flashy new Hacha war-shells
had emerged from the distant trees and were coming on at a run.
Felipe snapped off a homing missile, but Morag didn’t even
watch to see if it hit. She was too busy arguing with the boatbot’s
AI, which was throwing up far too many amber flags in her
vision – but at least it wasn’t slowing down.
With a howl of exhilaration, Morag told it to head for the open
sea.
W EARABLES
There are always uses for wearable or hand-portable equip-
ment. In 2100, much of this gear has some degree of process-
ing capacity – often enough to enable it to think for itself. Most
wearable cybershells can be treated as a Wearable Virtual
Interface (see Changing Times , p. 58), perhaps with a built-in
tool purchased as a perk, or one or two sensory enhancements,
but others merit complete templates of their own.
extend a pair of multi-jointed hands that can work on anything
in the vicinity of the wearer’s own hand. Along with built-in
cutting blades, a miniature “penlight,” and the ability to act as
a power drill/screwdriver with a variety of heads, cybertools
have micromanipulation capability and carry miniature cam-
eras so that the controlling AI can see what they’re doing.
Images are frequently passed on to another wearable or VII, so
that the wearer can monitor operations. Normally, the wearer
tells the AI what to do verbally, but someone with a linked VII,
or a wearable interface and VR gloves or suit, can receive tac-
tile feedback and learn to operate the micromanipulators
directly, in effect acquiring miniature hands. (Teleoperation
software isn’t needed for this; it’s an innate feature of the
device, which can be used even while the shell’s AI is running,
with no teleoperation penalty.) Alternatively, a skilled wearer
C YBERTOOL
129 points
This is a type of device used by professional and hobbyist
craftsmen and mechanics who aren’t too proud to employ not
only the best tools, but also a little AI support in using them.
The cybershell is a pod-like device, worn on the forearm. It can
Nevertheless he can use Tools, can devise Tools: with these the granite mountain
melts into light dust before him; he kneads glowing iron, as if it were soft paste;
seas are his smooth highway, winds and fire his unwearying steeds. Nowhere do
you find him without tools; without Tools he is nothing, with Tools he is all.
Sartor Resartus , Thomas Carlyle (1831)
T HE C YBERSHELLS
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and a well-trained NAI can become a very effective
team, each performing part of a task in close coor-
dination with minimal verbal interplay. Installed
AIs are often optimized for tool use, and may pro-
vide features such as Ambidexterity.
This template represents a professional-grade
cybertool, robust enough to function in a wide
range of environments. Use of such an item counts
as at least improvised equipment for most tasks
using skills such as Mechanic or Repair, and often
qualifies as basic equipment at least equal to a
mini-toolkit. For some tasks, especially when very
small-scale work is involved, it’s better than that,
granting a bonus or even permitting attempts at
things that would otherwise be impossible. The
GM determines how useful it is for any given pur-
pose. 1.5 lbs., 5” long.
Attribute Modifiers: ST-5 [-50]; HT+2 [20].
Secondary Characteristic Modifiers: HP-1 [-2];
SM-5.
Advantages: Absolute Direction (Requires Signal,
-20%) [4]; Claws (Sharp Claws) [5];
Compartmentalized Mind (Controls) 1 [25];
DR 7 (Can’t Wear Armor, -40%) [21]; Doesn’t
Breathe [20]; Extra-Flexible Short Arms [0];
High Manual Dexterity 4 [20]; Machine [25];
Microscopic Vision 3 [15]; Night Vision 7
[7]; Pressure Support 2 [10]; Protected Sense
(Vision) [5]; Reduced Consumption 2
(Recharge/refuel once a day) [4]; Sealed [15];
Sensitive Touch [10]; Telecommunication
(Cable Jack; Sensie, +80%) [9]; Telecom-
munication (Radio; Sensie, +80%; Reduced
Range, 1/10, -30%) [15]; Temperature Tolerance
4 [4]; Vacuum Support [5].
Perks: Accessories (Built-in tool system with
penlight, Micromanipulation Tools, Tiny
Computer). [3]
Disadvantages: Cybershell Body [-15]; No Legs
(Portable) [-30]; No Sense of Smell/Taste [-5];
Restricted Diet (Very Common, power cells)
[-10].
Quirks: Cannot Float. [-1]
Features: Individuals of the same model closely
resemble each other.
Date: 2058. Cost: $1,500 + computer.
Notes: The Compartmentalized Mind
(Controls) advantage represents the user’s easy
access to the cybertool’s senses, radio, built-in
toolkit, and manipulators; this requires a VII or
equivalent to be used to full effect.
Variants
Specialist cybertools have been developed for a
number of purposes; most of these just add anoth-
er Accessory perk or two. A few advanced models
have Extra Arms; these may require specially
designed AI software.
Special Advantages,
Disadvantages,
and Modifiers
A number of special features appear on several of these templates:
Arm Modifications
Cybershells often have special features incorporated in the design
of their arms, which are evaluated by applying the special enhance-
ments and limitations normally applied to Extra Arms to a base of
10 points per arm; see Modifying Beings With One or Two Arms ,
p. B53. This produces advantages and disadvantages such as “Extra-
Flexible Short Arms [0]” or “Weak Arms (Half Body ST) [-5].”
Extra Wheels
A number of these cybershells have the No Legs (Wheeled) disad-
vantage and also an Extra Wheels advantage. The latter is exactly the
same as Extra Legs (p. B54), but applies to wheeled characters.
Sealed (Acid-Resistant)
Acid-Resistant is a new special enhancement for the Sealed
advantage. It means that your impermeable layer is chemically high-
ly resistant to acids. As a result, you are immune to the specific cor-
rosive effects of acids, including the hostile atmosphere of planets
such as Venus. This negates the DR-destroying effects of Innate
Attacks with the Corrosion type which are defined as using acids,
although they may still do regular damage if they penetrate the tar-
get’s DR. +40%.
Short Legs
Some legged beings – all quadrupeds in this book – can’t kick very
far, either because they have short legs in proportion to their bodies,
or because they are simply too small. (Note that even SM-1 or small-
er creatures can nominally kick at Reach 1.) To reflect this, apply the
Short limitation for Extra Arms (p. B53) to their Extra Legs advan-
tage, meaning that they can only kick (or otherwise reach out with
their feet) to Reach C. This gives them -2 points, which is treated as
a disadvantage (Short Legs) in these templates for convenience.
Super Jump (Bouncing Only)
The Bouncing enhancement to Super Jump first appeared in
GURPS Powers ; this limited version appears in GURPS Supers .
Figure your jumping distance as usual for the level of Super Jump –
but you can’t actually jump using this! Instead, whenever you expe-
rience any fall or collision (deliberate or not), you get a roll against
the best of your DX, Acrobatics, or Jumping, at -5 per multiple of
your enhanced jumping Move, or fraction thereof, by which the
impact velocity exceeds your jumping Move. On a success, you take
no damage, but rebound with 90% of the impact velocity. -50%.
Telecommunication (Sonar Comm)
Telecommunication (Sonar Comm) is a new variant of this
advantage (introduced in GURPS Powers ) which uses modulated
sonar. The transmission is omnidirectional; base range is 3 miles
underwater, 50 yards multiplied by air pressure in atm when in air;
base cost is 10 points.
T HE C YBERSHELLS
5
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