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GURPS Biotech Ra System Article 1

GURPS Biotech for Cyberpunk 2020 Year of the Stainless Steel Rat

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100% found this document useful (1 vote)
314 views11 pages

GURPS Biotech Ra System Article 1

GURPS Biotech for Cyberpunk 2020 Year of the Stainless Steel Rat

Uploaded by

Lev Lafayette
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Shu City

A GURPS 4e Biotech Campaign


Karl David Brown
This article only requires the two books of the GURPS 4th Edition Basic Set (B) by Steve Jackson, Sean Punch,
and David Pulver (2004) and GURPS Biotech (BT) by David Morgan-Mar and David Pulver (Version 2, 2017)
for full use. The ideas discussed within could be applied to many game systems.
This article copyright Karl David Brown 2021.

Introduction
For hundreds of years colonists of various species from the Sol System have been terraforming the worlds
orbiting the star Ra and building their own nations and civilisation. Now billions of people inhabit 15
terraformed worlds, thousands of space habitats, and hundreds of bases on hostile worlds.
This article outlines a setting, the Ra System, that makes extensive use of GURPS Biotech and describes a city
within that setting. It contains enough detail for players to understand the setting in broad terms and create
characters. A new species template, uplifted ravens, and an example character are included.

A Reaction to Cyberpunk
I started working on this setting for three reasons.
1. 1. Every time I get a new game, I learn it by making a world that plays to the game’s strengths. I
purchased some GURPS 4e material. GURPS in any edition attempts to create rules that have realistic
outcomes. It is a simulation. For this reason, I’ve always favoured GURPS 3e for gritty hard science
fiction. GURPS 4e however has yet to develop versions of key supplements I use for my hard science
fiction projects (particularly Vehicles and Robots). However, GURPS 4e does have a larger more up-to-
date Biotech book than the previous edition and does an even better job of accommodating a great
variety of non-human PCs than previous editions.
2. 2. I’m a medical researcher who is excited about the future of biotechnology. I wanted to write a
setting where my players and I could explore the possibilities of biotechnology.
3. 3. Biotechnology is a feature of more recent cyberpunk fiction. Cyberpunk as a genre is good
fodder for RPG adventures. However, cyberpunk has several issues I wanted to avoid. Cyberpunk was
a product of the 70’s and 80’s. At the time it was a fresh take the future its technologies and people.
Cyberpunk authors tossed aside the tired old tropes of science fiction and looked at then current
emerging technologies as inspiration for their cautionary tales of a realistic future. However, over the
decades these fresh ideas have become the next generation of out-of-date tropes. To be fair there are
new transhumanism and biotech aspects to many recent stories within the cyberpunk genre.
Another issue with cyberpunk is that the stories usually occur in the near future and therefore end up dated.
Cyberpunk RPGs are especially vulnerable to getting out of date because an RPG setting needs more detail than
a novel and usually includes detailed timelines. Remember the first edition of the Cyberpunk game was set in
2013!

Solutions
In this section I explain why particular choices were made in developing the background and deciding which
GURPS rules are in use.
I wanted to create a biology focused hard science fiction. This includes not only the likely capabilities of far
future biotechnology, but also the current thinking by biologists about what alien life might be like. A biological
focus is in contrast to the early years of hard science fiction which focused on the physics and engineering. The
later cyberpunk genre tends to focus on computing. After the cyberpunk genre shook up hard science fiction, the
best novels also now talk about the effects of science and technology on culture and individuals to tell stories
that are both intellectually and emotionally engaging. I wanted to explore how biotechnology might affect
cultures and individuals.
I chose a distant solar system where humanity and uplifted animals arrived a thousand years ago and set about
terraforming 15 suitable worlds. The exact location of the star is left deliberately vague. Why did I make these
choices?
Being so far away in time and space prevents the setting from being overtaken by real events as would happen in
a near future biotech game on Earth. Having the colonies grow to populations of billions creates mature cultures
and urban environments.
A history of terraforming and building an economic base from nothing rationally explains an uneven
technological and economical development favouring biotech and infrastructure. Colony worlds and plenty of
time also creates a blank slate that enables the creation of cultures almost from scratch, enabling the exploration
of biotechnology’s effect on culture.
Having the population start again from a few thousand colonists explains why genetically engineered uplifted
animals and parahumans make up a large proportion of the system’s population. On Earth the existing
population of billions of wild-type humans would vastly outnumber any non-human persons. In our new solar
system there are regions, even worlds where the majority of people are uplifted animals.
I have included six Stone Age alien intelligent species so I can present players with plausible alien ecologies and
peoples. There are very few plausible aliens in popular culture. I have deliberately avoided speculation about life
within Earth’s solar system to avoid getting out of date soon.

History
After the tumultuous 21st century, we slowly spread into the solar system, built massive amounts of
infrastructure, and became ever more prosperous. The riches of space grew the economy to staggering size, all
people were at least comfortable. The threats of disease were all but conquered by advanced medicine and over
a century of gene therapy (BT181) to eliminate genetic disease and promote health. Once a massive space
infrastructure was built throughout the Sol System, then terraforming several worlds became feasible. A
realization of this period that set off cultural shockwaves felt to this day was that they were not rebuilding the
natural ecosystems of Earth, but new designed ecosystems and that ‘Nature’ was something of Old Earth
(BT202). After centuries, the economy of the Sol System had grown to the point where launching interstellar
colony missions was affordable and the expertise to survive around new stars existed.
The crew of the slower-than-light fleet were mostly Spacers (BT71) and other species genetically engineered to
endure zero gravity and cosmic radiation. During the decades long journey extensive use was made of
hibernation chambers (BT147). Crew performing essential functions had their lives prolonged by mutation
repair (BT182). A technocratic social system where skill and talent are rewarded with both political power and
an extended lifespan soon displaced the hierarchy set up back in Sol. Some worlds of the Ra System still have
technocratic governments to this day.
The Ra System is the most distant interstellar colony from Earth by far, chosen for the large number of worlds
suitable for terraforming. After arrival the spacer crew gradually revived colonists as habitats with spin gravity,
planetary bases, and centuries later terraformed worlds provided living space. Given a head start, spacers and the
descendants of those revived early still wield political power in many places. Today, after centuries of effort,
there are 15 worlds terraformed worlds in the system with differing degrees of habitability. Over the centuries
various worlds and space stations, separated by the politics of their founders, slow communications and slower
travel, have diverged into their own cultures. The population has grown to number 23.5 billion system wide, still
small compared to the population of Old Sol. The economy too is still growing and much of society’s wealth is
poured into building habitats to sustain life and the space infrastructure that makes terraforming possible. In the
crowded cities and space stations life is often poor and hard.
Terraforming often started with bulk physical changes, such as crashing hundreds of comets into a world. Once
all the raw materials were in place, next came genetically engineered algae and bacteria. These do a variety of
tasks such as producing oxygen gas or sequestering gases from an atmosphere that is too thick (BT110). Many
old-timey colonial structures were built with engineered coral (BT94, 101) which was often hauled up unto the
land once growth was finished.
During the first century political divides between worlds began to grow. The chief political issue was the tension
between the need for communal effort to survive and terraform and the enthusiasm for the freedoms and
exploration a whole new solar system offered. Some of the fleet’s technocrats formed more authoritarian
regimes focused on the need for stability. Eventually, these became oligarchies divorced from the ideal of rule
by the skilled and were the beginning of today’s noble and royal families that rule over some worlds. More than
one totalitarian government took to genetic and neuro-modification of citizens to ensure compliance (BT179).
So called ‘hot shotting’ of workers so that they became happily addicted to their work was an especially
effective tool of control. Even more moderate governments treat criminals and other disruptive individuals with
emotional regulation (BT182). Partially as a reaction against this authoritarian trend other societies developed
democratic governments, especially in the far-flung corners of newly terraformed worlds and frontier space
stations. Some of these rebels have grown into powerful and prosperous nations. Democracy is spreading
because in the last few hundred years, when terraforming produced atmospheres of breathable air on some
worlds, controlling people leaving sealed station for empty worlds became increasingly difficult especially as
designer ecosystems including plains, forests, living reefs teaming with animals matured. The unifying goal of
terraforming is vanishing and with it the need for rigid societies focused on that goal.
These monarchies, technocracies, oligarchies, and democracies have clashed frequently over the centuries. Wars
were fought using sophisticated conventional and bioweapons (BT95) including plagues (BT102) of engineered
archaea, viruses, and anti-materiel bacteria (BT118). These weapons were designed to be airborne or have
vectors that ensured a high rate of contagion (BT115) including immune carrier-infiltrators. Those using these
weapons inoculated themselves against their own diseases by vaccines, phages, or other defences. Alternatively,
they targeted weaknesses they did not share with the enemy, easier when the enemy is a different species. Many
of the designer plagues did not kill but left victims disabled overwhelming enemy healthcare and crippling their
economy. The worst caused violence inducing brain damage resulting in wide-spread havoc. Bio-weapons also
targeted crops, livestock, ecosystems, or materiel. One long lasting effect of these wars is that many of the
explosives and plastics commonly used in the Sol system cannot be used on colony worlds because of lingering
anti-materiel bacteria spores.

Technology
The setting is hard science fiction, in that the technology is realistic. There is no super-science technology; there
are no forced growth tanks, reactionless space drives, downloading of consciousness, or inertial dampeners. Real
physics places some limits on biotechnology; including degree of changes to an organism’s size (BT63-64) and
limiting some flying organisms to flight that requires low gravity (BT215), high pressure, or both.
The idea of recording your consciousness into a computer or downloading it into other bodies is a prominent
conceit of transhumanist tales. This idea can drive good stories but is simply not possible (see RPG Review
issue 33 for an article on this). Typically, this ability to ‘download’ is portrayed as an outgrowth of computer
technology, a continuation of cyberpunk’s obsession with computing. This technology is not part of this setting.
GURPS rules wise, most technology is TL9 with no superscience ‘^’. Some backwater worlds have fallen to
TL8 or even TL7. A few TL0 uplifted animal and indigenous alien cultures exist on preserves. There are a few
rare ancient non-biotech TL10 items. Though some TL10 was available in rich areas of the Sol System, the
original colony mission was built with a uniform, proven, and reliable TL9.
Two things set apart that technology of this setting is the size of the engineering and advanced biotechnology.
Kilometres long space stations, huge solar shades several Earth-diameters across, and smashing comets into
moons to terraform them over hundreds of years are all examples of very large infrastructure.
Biotechnology
The colonists have advanced biotech (TL10) incorporated into virtually every item, organism, and environment.
Most advanced biotech is essentially invisible to users. For example, most of the plastics produced are
biodegradable protein-plastics (BT76) but this makes no difference to the users of items made with those
plastics. Boats have coatings of anti-fouling bacteria on their hulls. The fruit a spacer eats for breakfast is
genetically engineered for longer shelf-life and grown in a hydroponics bay, it tastes like a normal orange. A
hypoallergenic cat is still a cat (BT88). All of the environments people live in, even the ‘wilderness’ has been
carefully designed, but someone walking through one of the three-hundred-year-old forests on a terraformed
world sees what looks like a natural environment.
The key to advanced biotechnology is annotated mapping of the genomes, proteomes, expressomes etc for tens
of thousands of cell types in thousands of species and from there building complex computational biology able
to predict what modification to genome would do to the cells and the organism as a whole. With this level of
control even complex traits like radically enhanced strength, matching a culture’s idea of beauty, or even gross
morphological changes like legless marine humans (BT51) can be achieved. Designs can even include
psychological tendencies and sleep patterns. However, the technology does have limits, for example you can’t
adapt a human to function in the vacuum of space without a suit. Also, sometimes with extreme designs there
are unintended disadvantages (BT61) such as low pain threshold or the stuttering of fast-thinking Pandoras
humans (BT69).
Another key technology, artificial wombs, are now common. In some cultures, they are a great force for
equality, in others they allow governments and other organisations to mass-produce workers engineered for
compliance. However, Easy Childbirth is still a common option (BT58) harking back to the early days when
artificial wombs were in short supply. Artificial wombs though do not speed up growth or implant memories,
offspring, including clones, emerge as babies. For this reason if workers or soldiers are needed quickly then
tissue engineered ‘bioroids’ (BT26) are built and trained in a few skills with deep learning (BT143).
The electronics and computing that is incorporated into most items is a mix of regular solid-state electronics,
living chips (BT109), fungal networks (BT82), sponge computers (BT29), and older vatbrain computers (BT28).
The mix of technology determined by the intended use. Another feature of electronics, biometrics, is used
everywhere and people accept it as normal. This creates surveillance states in most populous regions.
Personalised medicine (Pharmacogenomics BT160), genetic medicine, and other approaches prevent drug
allergies and other issues. Most citizens have treatments that make them immune to influenza and many other
diseases that have plagued humanity through the ages. Other treatments directly combat ageing (BT159).
Replacement organs and limbs (BT141-142) can be manufactured with tissue engineering (BT26). Brain
transplants (BT143) have been completed in laboratory animals but ethical issues have prevented the widespread
use of the technique, where do you get a matching body to prevent rejection?
Medicine shades into enhancement. Biomods are very common, particularly those that make a person’s work
safer or make them more attractive (altering mass, looks, voice, scent, and even sex). Soldiers, for example,
often have muscle grafts and adrenaline releasing ‘bio-boosters’.
Ecological engineering is essential to life off Earth. From the life support systems of a spaceship to the designed
biospheres of terraformed worlds all colonials are utterly dependent on designed ecosystems for survival.
Terraforming makes extensive use of pantropy, which is engineering organisms to survive the conditions on new
worlds (BT38). In tandem with massive engineering such as bombardment with comets, pantropic bacteria and
algae are typically used to convert hostile atmospheres into ones that can sustain complex life and dead dust into
soil. Once the worlds are given life each is given its own species, including species of humanity, adapted to the
imperfect Earth-like conditions. Common pantropic modifications include adaptions to different atmospheric
pressures (BT55) and higher or lower gravity.
It’s not just the people which have been engineered, its every organism whether domesticated or wild. Wild
animals are pantropic (BT85) and created to be part of a designed ecosystem. Domestic species are pantropic
and usually engineered for a squeezed sex ratio, more females than males (BT86). Some organisms are so
extremely modified that they are in effect living tools (BT96). There are even biological vehicles, such as
bioblimps (BT99), though these are most often used for economical slow cargo shipping because machine
vehicles are so much faster. The interior of cargo biovehicles is unpleasant (BT98). However, wholly biological
spaceships are impossible (BT99 they are TL11^ superscience).
Most species have had genetic defects removed (‘genefixing’ BT64), improving health, increasing intelligence,
extending lifespan, and other effects desired by parents or designers. All design, including genetic design, has
culturally defined goals. For example, the culture of the Avatars of planet Hathor has starkly defined gender
roles reflecting the extreme sexual dimorphism chosen by their conservative ancestors (BT69).
In many instances, designers had to go beyond selecting the best traits from those seen in the wild-type
organism. Designs with too many genes from other species or designer genes can no-longer breed with the wild-
type. This is often the case with peoples from differing worlds, two humans adapted to life on two different
worlds are often not inter-fertile creating biological barriers to multiculturalism.
Genetic engineering can ‘uplift’ smart animals to human-level intelligence (BT86). The original colonists were
of many species. A world’s cities might team with species of humans and uplifted gorillas (BT92) specific to
that world and the same world’s ocean might be home to uplifted dolphins (BT89) and sperm whales. These
species of people have existed for centuries and most worlds have integrated multi-species cultures. In some
cases, species are designed with hands and an upright posture to free up those hands (BT86-87). However, most
people think that as long as humans and robots have hands then other species of people don’t need them because
at TL9 most devices are voice controlled and highly automated. Furthermore, uplifted animals have different
psychologies, and often cultures, to the humans around them, making their bodies too human can cause
psychological issues.
In game terms TL is usually 9 but sometimes 8, 7 or 0. In all cases biotech TL is one point higher than general
TL. No superscience ‘^’.
Some exceptions follow.
• • Pheromone modifications (BT48) have such weak effects on humans and ravens as to be
ineffective. This means that designs using pheromones in the book are not available to humans (eg. the
Eros BT73, Pheromone glands BT176). To get this effect a villain can slip the victim Aphrozine
(BT158).
• • ‘Nanotechnology’ is assumed to be synthetic life built on the same principles as living cells
rather than tiny traditional machines. ‘Nanomachines’ resemble complex enzymes or microorganisms
but are built wholly or partially from elements and compounds not found in life from Earth.
• • Nanostasis unlike the core rule requires the person be left in the tank.
• • Medical and enhancement nano are limited by heat production. While two or more nanodrugs,
nanosymbiotes etc. are in effect then Nanofever applies (BT212). This is one reason why Panimmunity
(BT164) is not universal. Pore Cleaners (BT165) and Tooth Cleaners (BT165) are exempt from this
rule.

Aliens
The colonists are not alone. Most worlds are sterile or have only simple single-celled life. However, two worlds
in the Ra System had complex multicellular life. There are six species of intelligent pre-industrial alien people,
the first encountered by humanity. These worlds were not terraformed or settled by the colonists. Even so
contact and the introduction of technology utterly changed life for these aliens. A chief political divide in the
early decades was whether to terraform worlds with native life. However, resolve weakened over the decades
and only worlds with advanced thriving multicellular life were preserved, others were bombarded during the
terraforming process into total mass extinction (BT202).
Alien life does not share human DNA or biochemistry. Though they are carbon based, they use different
molecules. They do have cells, but genetic information is propagated quite differently. Aliens can only eat food
from their own world and are incompatible with medicines and biotech designed for Earth-life. In game terms
they have Restricted Diet (BT212, B151) and Unusual Biochemistry (BT213, B160). The TL of biotechnology
for aliens varies by species but is 9 or lower.

Cultures
Biotechnology is unremarkable and accepted in most cultures. Genetic engineering is routine and accepted,
people treat clones just like other people (BT196), and only bigots hold hatred of uplifted animals or other
species of human. Similarly, with virtually all of the population, even the poorest, engineered for health, fitness,
and intelligence there is little discussion of the ethics of ‘designer babies’ (BT197). Where the technology exists
to alter people’s biology and create new intelligent species culture has an even greater influence. For example,
an authoritarian regime might eliminate aggressive tendencies in the population making those traits taboo for
someone from that nation. Even then opposing cultures are likely to focus on the evils of authoritarian rule with
virtually no discussion of the biotechnology that produced compliant subjects.
The first colonists created governments with an eye for stability and safety. There are usually many laws
protecting individuals but also laws protecting life supporting infrastructure. The governments of Old Earth that
were the most stable allowed personal freedoms, forestalling revolution, but not so much that they threatened
society. The colonists noted that nations of Old Earth with the highest rates of weapon ownership were the least
safe and most unstable in the long term. Besides, firing a gun in a space station could puncture the hull or
otherwise compromise life support. Weapons ownership is usually limited. In most con-urbanised areas the
sophistication of surveillance technology and the biotech available to forensic pathologists keeps crime rates
low. Criminals and genehackers are actually more likely to be found in frontier towns.
In game terms, CR is split (B507). CR is usually 2-4 depending on the culture, CR for weapons is +1 and CR for
non-weapon biotech is -1.

Characters.
All characters should have at least two templates. One for species and one for culture. There are no unmodified
humans. Most characters also have an optional pantropic template and/or a career template. Player characters are
built with 140 points, typical citizens with 90. This is because the average cost of the allowed human species
templates is 43.25 points, the citizens of the Ra System are more capable than late 2008 CE humans. Standard
starting wealth is $20000 lower than most TL9 civilizations because the civilisation’s wealth is mostly in
infrastructure to support life in hostile environments. Those from lower TL cultures use the same base income
but generally have lower levels of wealth (B25). Those from TL0 cultures typically have the new disadvantage
Stone Age Poverty (starting wealth of $0-250 player’s choice of amount, works to stay alive [-25]). All
characters should have an Area Knowledge skill for their home region and, unless TL0, Computer Operation
skill. No skill can be more than its controlling attribute +10.
Disadvantages are limited to -50 pt or less (B11). However, disadvantages that are part of your species,
pantropic, or culture templates, do not count toward this limit. Culture often limits available disadvantages by
genefixing (BT64).
Culture Templates
Players should pay careful attention to the culture their character was born into during character generation.
Every culture should have a template representing biological traits engineered into citizens. Culture templates
are biological, not learned, and not more than 10pt. Most include disadvantages that are not allowed. Pantropic
templates might be limited or even mandated by culture. Cultures have a TL (B511), CR (B506), and a
government type (B509). Status is also discussed. Most cultures are TL9, but a few are TL8, 7, or even 0. For all
characters biological TL is one step higher than general TL. CR is +1 for weapons and -1 for non-weapon
biotech. A single culture template is given in this article.
An example culture template is given at the end of this article.
Species Templates
Available species for player characters can be found BT66-74, BT89-92, the Raven at the end of this article, and
future articles in this series. Use only TL9-10 templates. Most of these are descendants of less bright TL9
uplifted species that were further improved at TL10. Substantial populations of TL9 breeds do remain. In most
cases a pantropic template should also be applied (see below). Species templates have a price and LC. Low LC
might ban characters entry to some nations, especially if customs officers decide you are a weapon. This could
be a frequent problem for a Jagrilla Hound PC (BT89). Price is rarely used except for parents who wish to
modify their off-spring or tank-grown workers and soldiers created by oppressive regimes for their own use.
Biologically female characters are assumed to have the Easy Childbirth zero-point feature (BT58).
Humans
ALL human characters should choose a gengineered human template (BT66-74) of TL10 or less. The
humans of the colony are descended from relatively small numbers of people all genetically engineered to give
the colony the best chance of survival. All of the TL10 or lower human templates are available but TL9
templates are much more common. There are no ‘wild-type’ unmodified humans in the new solar-system.
Perhaps the most numerous species of human is spacers descended from the original crew and terraforming
teams (BT71). Spacers unsurprisingly dominate the populations of the giant space zero gravity habitats that were
built during the long centuries of terraforming.
Great Diversity
As well as the species listed in the GURPS Biotech there are other species of people including uplifted ravens,
parrots, and sperm, humpback and orca whales. Some GMs might also allow artificial intelligence as characters;
even though these machines are not conscious and have no rights, they can have simulated personalities. A new
species template is given at the end of this article.
Pantropic Templates
No world is a perfect copy of the conditions on Earth. Therefore, worlds are inhabited by species designed for
that world. Rather than design hundreds of new species templates we use a combination of species from GURPS
Biotech and new pantropic templates. Pantropic templates are minor modifications (valued 10pt or less) that
can be added to any species. A pantropic template cannot alter limbs or the senses. Pantropic templates might be
limited or even mandated by culture. Only those hailing from the huge space stations spun-up to 1 G or some
individuals whose species template already includes pantropic features (eg. Heavy Worlder (BT66) and Spacer
(BT71) wouldn’t have a pantropic template.
To ensure compatibility with as many species as possible pantropic templates never includes attribute
adjustments, complex variable prices, or modifications to limbs or senses. However, clashes of home
gravity, advantages, or disadvantages which cannot co-exist in the rules can still occur. The player can choose
between the options at character generation. For example, the Spacer species has a home gravity of 0 G, if the
High G Pantropic template is added then the player can choose a home gravity of 0 G or one in the range of 1.5
to 2 G.
Though not strictly ‘pantropic’ Bioroid (TL10) and Chimera (TL8-9) (BT214) could also be used as templates.
The pantropic humans will give you some features you can use to create pantropic templates (BT66-67, 70-71).
Look up the components of the template in GURPS Biotech, if any have a ‘*’ indicating species modification
then the adding the pantropic template creates a new para[species] unable to breed with other similar species
templates. (e.g., applying the Station (Spacer) template to a K-10 (BT90) produces a unique species of 0 G
adapted paradog unable to breed with other dogs). Note the template creates para[species] by recording ‘*’ after
the TL. Example pantropic templates are given at the end of this article.
Modifications
As well as templates players may want to individualise their character with additional advantages and
disadvantages. Many people further modify themselves by surgery, transplantation, gene editing, nano-
symbiotes etc. These should be recorded separately under an ‘Modifications’ sub-heading. Record the
modification it’s TL and the advantages and/or disadvantages it grants. For example, “Jointwork TL9 Catfall
[10]”.
Career Templates
A biology focused game benefits from biology-focused characters. The career templates in GURPS Biotech are
recommended. If you take career template from another book, consider how the biotechnology of the setting
might be used in that role. For example, a soldier would be enhanced with biomods and trained to survive (or
use!) biological weapons.
Gear
Remember, biotech TL is one point higher than general TL of your culture. The CR of all weapons is +1 and the
CR of biotech is -1 (max. 4 excluding weapons). I allow illegal gear to be purchased during character
generation. Players are encouraged to purchase equipment from GURPS Biotech. Much of the equipment
therein grants Advantages limiting what a character can acquire at character generation and costs points not
money. This may mean that players may load up on TL10 drugs and nanotech that provides temporary boosts or
aids healing. While character’s being walking pharmacopoeia may seem odd, this is actually one of the effects
of advanced biotechnology and is a feature of the setting. Characters are supposed to engage with and use
biotechnology.
Alternatively, canny players may instead save starting funds to buy biomods and enhancing nanotech with
money during play. Again, this is entirely within the milieu of the setting and should be allowed. However,
surgical recovery times, LC/CR legality considerations, and other reasonable barriers must be overcome slowing
the rate of acquisition. There are options for handling this in the rules (B294). I allow characters to buy biomods
etc. that grant permanent advantages with cash, they also pay in inconvenience of surgical recovery etc.
However, the character also acquires a character point debt to pay off. You may like to allow players to have two
characters, but only ever one active during each session. This allows the player to keep adventuring while one of
their characters recovers from surgery. It also means that player has a back-up if their Jagrilla Hound (BT89) is
stopped at the border.

Examples
Shu City (example culture) 0pt.
Since this is a cyberpunk issue Shu City is an example culture with a cyberpunk feel. It also provides a home for
a highly diverse group of PCs. There is enough happening in Shu City that a whole campaign could be set there.
Shu is a gas giant named after an ancient Egyptian god of the air. Shu City is a massive space colony in orbit
around the gas giant. The city is a cylinder 4 km long with a diameter of 1 km. The cylinder spins to provide
gravity. Five hundred years ago when the station was a new home for the rich the inner surface was dotted with
open spaces and homes all at 1 g. A 200 m diameter central core provided light and the illusion of a strip of sky
over a high river valley. The citizens of Shu City enjoyed conditions much like the pre-industrial Earth with
gravity, clean air, open spaces, and a retreat from the laws and taxes of governments.
Then fortunes changed and Shu City had to stop being a playground and build industries of its own. As the
population grew, mostly through poorly regulated worker immigration, buildings rose up into the ‘sky’. Today,
the cylinder is a massive city nearly filled with built spaces and cramped multi-level streets. The old forests and
parks are gone replaced by tanks of algae, fungi, and bacteria. The simulated sky is all but covered in
microgravity slums and industry leaving citizens to provide their own light. The air is stale and clean water
limited. The rich of Shu City dwell on the lower ‘Downtown’ levels at 1 g. The mansions of the richest have
open sky all the way to the ceiling. However, most residences and high-class shopping districts of ‘Downtown’
are protected by a fortified ceiling with the buildings of ‘Uptown built on it. The lowest level of Uptown are
inhabited by a small middle class, many of them crime lords. As you ascend poverty grows and gravity fades.
The upmost levels are filled with hanging favelas of low gravity or ‘zero-g’ pantropes and poor 1 G types who
develop health issues from the low gravity. At all levels the streets of Shu City bustle with a great assortment of
species from all over the Ra System that have now been in Shu City for generations.
Fewer regulations make Shu City a tax haven, entertainment capital, place to do questionable research, and a
home for exploitation. The divide between the rich and the poor is great. The rich live in comfortable 1G
mansions with their own private security and life support while the poor breathe stale air in dark rickety low
gravity high favelas.
Regardless of wealth, typical Shus value freedom from interference, are extremely competative, and have little
regard for those beyond their personal inner circle. Willingness to do violence is seen as sometimes necessary to
get things done or survive. Visitors to Shu are advised to stay within tourist facilities protected by private
security.
TL9/10, CR2/3/1, Athenian Democracy with citizenship limited to the founding ‘Old Families’ of Omega
Humans. Common languages: Aisee-ish is the official language but K’rrarkoar (a raven language) is frequently
heard. Almost any language can be heard on the city’s streets. Status for most of the population is determined as
for Classless Meritocracies (B28) however members of the Old Families also have status up to 5 by birthright
that always applies in addition to any status from wealth. Regardless of source status is capped at 5.
Advantages and Disadvantages. None. 0pt. Unlike most cultures of Ra, Shu’s weak government does not
enforce any biological standards on citizens. There are not even mandated vaccines, genefixing, or legal
protection for near-sapients (BT86). No environments to marine, aquatic, or gas giant species. Shu has a history
of immigration from all over the system. The Old Families neglectfully ruling Shu City are Omega humans
(BT66 no pantropic template). There is a sizeable low G raven population.
Pantropic Templates. Any. Shu City has a history of immigration from all over the system. The nature of low-
cost housing makes the Station and Low G templates common among the poor.
Raven (new species) TL9 -11pt
Unmodified wild ravens were smaller, cheaper, and had a shorter generation cycle than other candidate uplift
species making them better laboratory animals and therefore one of the earliest uplifted species. They were tool-
users with a proto-language more sophisticated than apes that enabled them to communicate about items in the
past at a distance. They could also mimic human speech and had well-developed empathy evolved from sharing
kills with wolves and other predators. Unmodified wild ravens are extinct, outcompeted on Old Earth by their
uplifted brethren.
Although the average modified raven is a little dim by human standards their short generation time and
adaptability has seen their populations grow rapidly, so much so that it is suspected that ravens actually
outnumber humanity in the colonies. Suspected, because many ravens live as their wild ancestors once did in the
cities and wild places of Old Earth.
This template assumes wild-type ravens were IQ6 as indicated by real research into corvids. Ravens are tool
users, so I assume wild ravens have Bad Grip 3, rather than No Fine Manipulators. While technically not having
a Horizontal posture, their hands are also feet producing the same restrictions on use. The enhancements made
are +1IQ and removed a level of Bad Grip and the Wild Animal meta-trait.
Attribute Modifiers: IQ -3 [-60], ST -7 [-70], HT +1 [+10], DX +1 [+20]
Advantages: Acute Hearing +2 [4] Acute Vision +2 [4], Animal Empathy [5], Teeth: Sharp Beak [1], Reduced
consumption 2: Cast Iron Stomach [2], Empathy [15], Mimicry [10], Perception +3 [15], Peripheral Vision [15],
Sharp Claws [5], Ultrahearing [5], Flight (winged, cannot hover and +4 flying Move) [28], Both wings are
strikers [10].
Perks: Fur (actually feathers) [1], Penetrating Voice [1]
Disadvantages: Bad Grip 2 [-10], Horizontal () [-10], No Smell/Taste [-5], Reduced Move 1 water and land [-
10], Sleepy ½ of the time [-8].
Quirks: Careful [-1].
Features: Ravens are considered adults at age 5 (rather than about 18) but ageing thresholds (B20) are also
reduced by 13 years to 37, 57, and 77 and ageing checks are made at the same frequency as humans. Ravens are
typically just over 2’ tall with wingspans exceeding 4’ (1.5 - 4.4 lbs.). SM is -2 or -1 if flying or wings open.
Sexual dimorphism is very low; even accurate biometrics (BT24) only identifies a raven’s sex about 90% of the
time. Even ravens often don’t know each other’s sex unless they observe courtship behaviours (use of the Sex
Appeal skill). Handsome (Beautiful) ravens always have the Androgenous option (B21). Ravens can
comfortably speak at yelling volume for hours because of this coupled with their acute hearing they typically
conduct conversations tens of meters apart.
TL10 variant: A rarer upgraded raven genome exists and is rapidly spreading through raven populations. Raise
IQ to -2 [-40] and Bad Grip 1 [5], but reduce sensory bonuses as follows: Acute Hearing to +1 [2], Acute Vision
to +1 [2], Perception to +2 [10]. Total changed to [5] and $30000
Common Options: Ravens frequently speak a human language and a raven language. Young ravens are usually
Curious [-5] but older ones develop can Phobia (Neophobia [-10* but see below], usually in mature ravens).
Neophobia: New things make you nervous. When you encounter anything of a kind you have not seen before
including objects, environments, noises, species of people etc. the phobia is triggered. Neophobia is usually
worth -10* points but for well-travelled character might be worth only -5* and for characters from lower TL or
isolated places neophobia might be worth -15* points.
*Modified for self-control roll.
Most ravens have at least one of the following: Sense of Duty to Spouse, Ally Spouse, Allied Group Flock,
Greed, Kleptomania, low wealth, and in some cultures, low social status (only worth points if the campaign has
many adventures in that culture), and survival skill.
Availability: $25000, LC4
Apnoea (example pantropic) (TL10*) 10pt
This template represents species adapted to either water worlds or those with poisonous atmospheres. It does not
let someone survive indefinitely in those environments but being able to store enough oxygen in your tissues to
hold your breath for 16x longer provides a good safety margin. This template does not change the appearance at
all.
Advantages: Breath hold 4 [8], Nictating Membrane 2 [2]
Availability: $60000, LC4

High G (example pantropic) (TL10) 10pt


There were no high gravity environments for people to live in around old Sol. The High G pantropic was
developed after arriving in the new star system. High-Gs have stronger hearts and generally improved
cardiovascular systems. This allows them to stay healthy in high gravity environments, but they lack the
augmented physical strength that is convenient under high gravity. A more extensively modified heavy worlder
human species also exists (BT66).
Advantages: Improved G tolerance +0.5G (10pt).
Features: Choose a home gravity of 1.5 to 2G. Tends to be shorter and muscular but not so much so that there is
a point value.
Availability: $35000, LC4
Low G (example pantropic) (TL9) 0pt
Features: Choose a home gravity from 0.2 to 0.7 G. Tends to be taller and lighter but not so much so that there
is a point value.
Availability: $25000, LC4
Station (example pantropic) (TL9*) 1pt
The original colony fleet and the first small space stations in the new system did not have spin gravity. Your
people were designed at that time and today thrive on spaceships, asteroid bases, and small stations.
Advantages: Radiation Tolerance 2 [5]
Perks: No Degeneration in zero-G [1]
Disadvantages: Skinny [-5]
Features: home gravity 0 G; increased height by up to 30% over the norm for ST, but weight is 50% of normal.
Availability: Availability: $26000, LC4

Example Character: Smif Kwai a Shu City High G Spacer Democracy Activist 140 points
Born Broan Jon, Kwai grew up off the grid in the hanging favelas of Shu City. His unusual genetic heritage,
courtesy of some forgotten great ancestor, made young Kwai useful to a boss in the local democracy movement.
Starting as a child messenger he grew up indoctrinated into the cause and learned the skillset of a rebel.
Recently, the police identified him. Jon was a wanted man. Fortunately, there are those in the business
community who would like to see a change of government including the owner of a biomod clinic. Jon got a
new name and a new face, one designed to be forgettable, and modifications to prepare him for his new role as a
spy for the movement.
Height 6’2”, Weight 100 lbs, Age 20, right-handed.
Appearance: A typical spacer, tall and lean with grasping toes dressed in threadbare street clothes. Kwai’s face
is average in a harmless and forgettable way, though witnesses will disagree about whether the slim individual
was a man, woman, or androgyne. If asked, he identifies as hetro-male. His skin is the most common brown
same with the eyes and hair. Kwai carries a web-gun, but many people do when travelling through Uptown.
Attributes: ST10 DX13 IQ12 HT13 [130] (Note maximum HT allowed for Skinny is 14)
Secondary Attributes: Damage 1d-2/1d, BL20 HP12 WILL12 PER12 (15 for vision), FP14 [0] Basic Speed
6.26, Dodge 9, Basic Move 6, SM0. [0]
Languages: Aisee-ish (native), K’rrarkoar (spoken only accented) [2]
Advantages: Ally (Kror’kahh 105pt low G raven activist NPC* almost all the time) [9], Contact Marma Lao
Democracy Movement figure (Current Affairs Shu City effective skill 12, fairly often) [1], Improved G
tolerance +0.5G [10], Prehensile Toes (BT51) [4], Radiation Tolerance 2 [5], Zeroed [10]. Subtotal [36]
*The referee should prepare this NPC.
Modifications: Disguised Altered Appearance TL9 Androgenous [0] and Honest Face (B101) [1] and
acquaintances from before play require IQ roll to recognise (BT169) [0], Jointwork TL9 Catfall [10], Eye
upgrade TL10 Acute Vision +3 [6]. Subtotal [17]],
Perks: No Degeneration in zero-G [1].
Disadvantages: Fanaticism (for democratic movement) [-15], Skinny [-5] Poor [-15], Status -2 [-10],
Overconfidence (resist almost all the time 15) [-2.5], Selfless (resist almost all the time 15) [-2.5]. Subtotal [-
50].
Quirks: Dislikes police officers [-1], never gives his name unless asked [-1].
Features: Home gravity 0 G
Skills: Area Knowledge Shu City (E) IQ [1]-12, Propaganda (A) IQ [2]-12, Stealth (A) DX [2]-1 13. Acting (A)
IQ-1 [1]-11, Computer Operation (E) IQ [1]-12, Fast-Talk (A) IQ-1 [1]-11, Lockpicking (A) IQ-1 [1]-11,
Photography (A) IQ-1 [1]-11, Observation (A) Per-1 [1]-11 (14 for vision), Climbing (A) DX [1]-12, First Aid
(E) IQ [1]-11, Politics (A) IQ [1]-11, Public Speaking (A) IQ [1]-11, Scrounging (E) Per [1] 12. Subtotal [15]
Equipment: loose fitting ordinary street clothes, small backpack, cell phone, nanobug (B289), night vision
goggles (B289, often left at home in case searched), Nihydrin (to detect fingerprints BT25), modified silk
ballistic vest street jacket (TL10 Torso DR 16/4 B284 BT28), biomimetic hardwood ‘brass’ knuckles (B271
BT28), web gun with belt holster (BT227), bloodrose seed (BT80), bioluminescent fungi flashlight (heavy BT81
B288), diagnostic smart bandage (BT124), spray on plastiskin (bandages B289), neural inhibitor (BT136).
Drugs: 1 dose Analgene (BT149), 10 doses Painaway (BT149), 1 dose Genercillin (BT150), dose
Hypercoagulin (BT151) 1 dose Ascepaline (BT152), 10 doses Superstim (BT152), 1 dose Wideawake (BT152),
1 dose Basic (a weak combat drug BT156), 1 dose Tempo (BT156), 10 doses Gravanol (BT157), 10 doses
Aware (BT157), 1 month supply male contraceptive pills (BT158), 10 doses sobriety pills (BT158), 1 dose
Focus (BT162).
Money: $11 in Shu City cash

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