Professional Documents
Culture Documents
3. OPERATIVES . . . . . . . . . . . . . . . . . . . . 12
Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Desirable Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Prohibited Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
CHARACTER TEMPLATES . . . . . . . . . . . . . . . . . . . . . . . . 14
Ghost Kyushutsu Operative . . . . . . . . . . . . . . . . . . . . . . . . 14
Bioroid Kyushutsu Operative. . . . . . . . . . . . . . . . . . . . . . . 14
Rodosha Bioroid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Xenocop Bioroid. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Human Kyushutsu Operative. . . . . . . . . . . . . . . . . . . . . . . 16
Kenkyu Researcher . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Hodobu Memeticist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
CONTENTS 2
INTRODUCTION
Mitch ran toward his home through the ruined streets of NKKC operatives are sent out to save people from disasters,
Pearl Harbor, smoke rising from buildings in the December sun. and then return to base to wait for the next crisis, making the
Sirens both virtual and real screamed in his head, but he agency an excellent background for an episodic campaign, or for
ignored them. Weaving along the buckled road, he kept half an one-off adventures. In many ways, they are similar to special
eye on his implant’s status updates as it searched for a func- forces, except that they are unarmed and save lives rather than
tioning connection or any news from his family. The display ending them. Characters in an NKKC campaign could visit any-
flashed red as it changed. where on Earth, try to rescue people in LEO, or be stationed on
Katarina Mullins: Living. Medical attention required. No Luna. The NKKC’s memetics division is also very active, and
communication link. could drag the characters into occasional political adventures.
May Mullins: Living. Urgent medical atten-
tion required. No communication link.
Hope and fear both surged, and Mitch forced
an extra bit of speed out of his legs. He had to
get them out before the second wave hit. You put yourself in danger to
The sirens were drowned out by a roar, like
thunder, and Mitch’s AI was already opening an save people, and in return you get
emergency channel as he looked up into a sky sud-
denly full of drop ships and cybershells, the Rising the respect and admiration of most
Sun shining on their wings.
He almost cried with relief. of the world.
In 2100, the Nihon Kinkyu Kyushutsu Cho
(NKKC), Japan Emergency Rescue Agency, is
dedicated to rescuing people all over the
world from disasters. Known as the Wings of the Rising Sun,
they can reach any disaster on earth in minutes, and have
ABOUT THE AUTHOR
David Chart has lived in Japan since 2003, and currently
permission to intervene in almost any country. The agency’s lives just west of Tokyo. All that happened to him in the Great
budget is slightly larger than that of the Japan Self-Defense East Japan Earthquake of 2011 was that he had to walk for six
Forces (JSDF), and its operatives have access to the best tech- hours to get home, but the devastation in northeastern Japan
nology available. Nevertheless, disasters are chaotic, and not inspired this supplement. This is his first GURPS or
even the NKKC can save everyone. As their motto says, they do Transhuman Space supplement, but he is the Line Editor for
their best to save “even one more.” Ars Magica, from Atlas Games.
About GURPS
Steve Jackson Games is committed to full support of Internet. Visit us on the World Wide Web at
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We can also be reached by email: info@sjgames.com. Transhuman Space: Wings of the Rising Sun web page is
Resources include: transhuman.sjgames.com/wingsoftherisingsun.
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INTRODUCTION 3
CHAPTER ONE
BACKGROUND
AND ROLE
The Nihon Kinkyu Kyushutsu Cho (NKKC) is extraordi- range of its operations. The first thing to explain is how this
nary, even in the Transhuman Space setting, in its size and the came about.
HISTORY
The natural environment of Japan is not gentle. The coun- In 2023, Yuina Takahashi, a new member of one of the res-
try suffers more earthquakes than any other, has several active cue squads, refused to attend the firing range. She was brought
volcanoes, and faces over a dozen typhoons every year, while before a disciplinary tribunal, and refused to apologize. “Why
even in “normal” weather over 12” of rain can fall overnight. As should I waste my time learning to kill people?” she asked. “I
a result, natural disasters are an annual occurrence, and the joined to save lives.” She was dismissed from the SDF for
government has had plans and organizations in place to insubordination. However, a journalist had attended the hear-
respond for centuries. In the late 20th and early 21st century, ing, and Takahashi was a telegenic young woman; her dis-
the primary responsibility for first response lay with the fire missal turned into a major scandal, forcing the resignation of
service and Self-Defense Forces. the defense minister, and prompting the foundation of the
NKKC as a separate agency in 2025. Takahashi
immediately signed up again, and served honorably
for 50 years. The Defense Ministry held a grudge, but
as a politically weak and unpopular ministry, it
could do nothing against the NKKC.
DEVELOPMENT
At first, the agency operated entirely within
Japan, doing good work and building its reputa-
tion. In 2044, however, the Taiwan Autonomous
Region faced a super-typhoon, and asked Japan to
send NKKC resources to help evacuate people. The
NKKC was extremely effective, and the death toll
from the typhoon was zero, despite extensive flood-
ing and wind damage. In the press conference
afterward, the head of the agency said that Japan
was happy to extend assistance to any country that
asked for it, in a speech that is a now a standard
textbook example of memetic engineering, as it was
extremely successful.
The NKKC reminded countries that it would not
FOUNDATION normally have time to ask permission to intervene after a dis-
aster struck, and began lobbying for advance permission to
After the Great East Japan Earthquake of 2011, Japan help. In 2049, all members of the PRA formally granted that
began looking again at its disaster response plans, and over the permission, and other countries did the same over the follow-
next few years parts of the Self-Defense Forces were trained ing decades. Plans for orbital dispatch stations, to allow swift
more specifically in disaster response, and part of the self- response anywhere on Earth, had already been in hand, and
defense budget was devoted to procuring materiel specifically the first station became operational in 2051.
useful in rescue situations.
STRUCTURE
AND RESOURCES
The NKKC is an enormous agency, larger than the mili- on the front line have to be backed by logistics and technical
taries of many countries, and it has the resources, and bureau- specialists, and everyone needs bases and stations from which
cracy, to match. As with a military organization, the operatives to work.
ORGANIZATION
The NKKC has four main divisions: Kyushutsu (Rescue), schematics, but nothing has ever been proved, or even made
Kakuho (Stabilization), Kenkyu (Research), and Jimu into a major scandal.
(Administration).
JIMU
KYUSHUTSU The largest division, Jimu provides administrative and
The Kyushutsu division is responsible for rescuing people logistical support for the other three divisions. Most members
from natural disasters, and is the division that most people are human, although there are a handful of very important
think of when they think of the NKKC. Its activities are dis- infomorphs, including the division head, and a significant
cussed in detail later. number of bioroids in menial jobs.
KAKUHO
These operatives are responsible for the The NKKC at a Glance
second line of rescue. They make sure that Role: Disaster First Response.
the survivors of the disaster are in a stable Budget: $50 billion.
situation, and are responsible for keeping Staff: 95,456 (human: 71,630; bioroid: 20,806; infomorph: 3,020).
them alive until they can be handed over to Headquarters: Nihon Kinkyu Kyushutsu Cho Honcho (Morioka City,
local bodies. When Kyushutsu pull someone Iwate Prefecture, Japan).
out of a disaster, they take them to a Kakuho
reception center before going back to rescue
more people. About a third of Kakuho opera-
tives are on active duty at any time, with a small majority based
on Earth, and the rest in orbit. Kakuho crew the transonic and H ODOBU
transatmospheric transports that take heavy equipment where The Hodobu, or Public Relations Department, is a very
it is needed. important part of the NKKC. Formally part of Jimu, its offi-
cial role is to ensure that the NKKC has permission to act in
as many countries as possible, which it does by reinforcing
K ENKYU the meme that the NKKC is an altruistic organization dedi-
The smallest division, Kenkyu is responsible for develop- cated to saving lives. The fact that it is makes the job easier,
ing new technology to help the other divisions. They have a but not trivial, as any memeticist understands. Kyushutsu
larger budget than the military research departments of and Kakuho take anyone who can do the job, physically and
most countries, so the NKKC has the most advanced tech- psychologically, and then Hodobu goes through looking for
nology at its disposal. Kenkyu tries to license any technology operatives from any division who fit the memetic profile to
it feels may be useful, but as it demands the right to develop serve as faces of the agency. Their choices are often photo-
the technology on its own initiative, some companies are genic and articulate, but not always; their memeticists are
reluctant. There have been rumors of illegal acquisition of good, and the memes nuanced.
STAFF
The staff of the NKKC are called operatives in English, to some extent, and so cannot simply be treated as tools (as NAIs
kyutaiin in Japanese. Although the NKKC is a branch of the are, extensively). For years, LAIs were active in a very ambigu-
Japanese government, operatives do not need to be Japanese cit- ous capacity (the NKKC has an institutional tendency to avoid
izens. The agency not only employs many bioroids and sapient clarifying rules unless it has to), but in 2092 the rules were clar-
AIs, neither of which qualify for full citizenship, but also ified, and all associated LAIs were released from the agency,
employs foreign nationals. (Japanese society grants SAIs near- with pensions more than sufficient for an independent info-
human status in many ways – see Fifth Wave, p. 68 – but the law morph, and the assignment of their duties to themselves. Many
does not fully reflect this, and other PRA nations are signifi- are now under the guardianship of former operatives, particu-
cantly less benevolent toward them.) The NKKC has no problem larly ones who have set up their own rescue teams. However,
getting visas for foreigners it chooses to hire. There is no consis- many in the agency would like to see the rule clarified in the
tent discrimination in the NKKC, and the Kyusho First Class of other direction, so that LAIs could be operatives, albeit with lit-
Jimu is an SAI, Yuki Hikari. This does not prevent tensions at an tle chance of promotion.
individual level, of course.
MANPOWER
Around 95,000 sapients work for the NKKC. Around
21,000 are bioroids, and about 3,000 are infomorphs
(including 130 ghosts, who are full Japanese citizens).
About 3,000 humans with non-Japanese nationality are
on the payroll. Kyushutsu – with 15,000 operatives – has
1,600 of the infomorphs and 8,000 of the bioroids, as
cybershells and specialized bioroids are simply better
at the job than humans. However, the psychological
importance of having humans involved in a rescue oper-
ation is well-established, and the proportion is unlikely
to fall further. Of the non-Japanese operatives, 800 are
in Kyushutsu as well.
Kakuho has another 4,000 bioroids, along with 500
infomorphs. However, most of the staff are human (about
11,000), as most sapients who have been rescued are
human, and respond better to human care. Around 2,000
non-Japanese work in Kakuho, many of them medical
personnel on short-term contracts. The NKKC has a
standing policy of employing newly qualified medics and
nurses from any country for two years, with the option to
sign up for a longer period. The pay is good, and the expe-
The NKKC seems to many outsiders to have a weird preju- rience highly respected in trauma medicine. It’s also a clear
dice against LAIs, and employs very few. The current leadership chance to do some good, and so the program always has far
seem to think that anything capable of making its own decisions more applicants than it can take. Those who do work with the
should be an operative, but that LAIs are not (quite) up to han- agency generally take positive opinions of it, and Japan, back to
dling this status. On the other hand, they are definitely sapient their home countries, another bit of memetic engineering.
OPERATIVES
NKKC operatives are elite, and receive a high level of train- This enables bioroid or AI operatives to work in areas where
ing. The Agency has the resources to pay for many problems to they are illegal or property without risking arrest, and allows the
be fixed if a potential operative is sufficiently talented, and is NKKC to disregard licensing and air traffic control laws and pol-
open-minded enough to look at any applicant. Although the lution regulations. It is unlikely to have much effect on the game,
“typical” kyutaiin is a Japanese human, almost any sapient and the GM should consider just giving characters an extra five
creature could join the Agency. points with which to buy the Advantage.
The activities of Kyushutsu operatives on active missions
are constantly monitored by control centers in Tanegashima, Rank
Fujimiya, Morioka, and Tokyo. All the information collected by
the rescue suits worn by all operatives is transmitted and mon- pp. B29-30
itored in real time (unless communications are cut off, of Rank in the NKKC is Administrative Rank, costing the
course – and in that case, the systems will attempt a fast update usual 5 points per level. Trainees have Rank 0, Kyushi have
data dump when possible), and recently the agency has been Rank 1, Kyuso Rank 2, Kyui Rank 3, Kyusa Rank 4, Kyusho
encouraging operatives to have upslinks installed, so that the Rank 5, and the Kyubakuryo is Rank 6. Within each rank, Sec-
operative’s full experience can be monitored. (The agency ond Class is represented by one level of Courtesy Rank, and
relies on its legal immunities in areas in which upslinks are First Class by two; these grades give only a very little actual
illegal.) The agency installs the upslink at no expense to the authority, but earn some respect (and slightly better pay), and
operative, so they are not uncommon, although far from uni- break ties in dealings between operatives of equal Rank.
versal. They are not supposed to be monitored unless the oper-
atives are actually on a mission, and the operatives can turn Reputation
them off, but some operatives still have privacy concerns.
pp. B26-28
The NKKC has an excellent reputation, which extends to its
ADVANTAGES members. Everyone in the Solar System has heard of the
NKKC, but most operatives are only recognized if they show
The NKKC particularly looks for operatives who are able to
up in uniform or are on active service. This Reputation gives a
operate independently under difficult conditions, while never
+3 reaction bonus, but operatives are, in effect, only recog-
forgetting that they are there to save people. Almost any sort of
nized occasionally, for a final cost of 5 points.
personal competence can help with that. The agency may even
Operatives who get picked up by Hodobu and made into
subsidize biomod or nanosymbiont treatments that make
the face of the agency may get a higher frequency of recogni-
agents more effective, such as metabolic enhancements or per-
tion. Also, agency medals grant Reputations within the
manent anti-radiation treatments.
NKKC; see p. 9.
Social and other advantages with no relevance when on
duty, notably Wealth, are obviously less useful in heavily mis-
sion-focused campaigns. The GM can point this out to players,
or even simply say that they aren’t part of the campaign.
DISADVANTAGES
The NKKC does not see a strong,
even obsessive, drive to help people
as a problem, so a number of psy-
Desirable Advantages chological disadvantages are appro-
priate to the agency. Anything that
Acute Senses, Combat Reflexes, Empathy, Fit or Very Fit, High Pain Thresh- might distract an operative during a
old, Improved G Tolerance, Perfect Balance. (Backroom personnel just need good rescue, however, is a reason to
IQ or relevant Talents.) refuse an application.
In heavily mission-focused cam-
paigns, the GM may choose to pro-
hibit social disadvantages with no
Legal Immunity relevance when on duty, such as reduced Wealth. If players
p. B65 seem to have deliberately chosen disadvantages which just
While NKKC operatives are not bound by local laws, either don’t disadvantage a serving NKKC operative, such as
by formal agreements or through courtesy, the agency’s rules are Pacifism, the GM can either prohibit them or find ways to
as strict as normal laws, for a basic Legal Immunity of 5 points. make them actually especially problematic during missions.
OPERATIVES 12
Duty and shared with the wearers, some operatives also learn Elec-
tronic Operations (Sensors) to operate sensor swarms and other
pp. B133-134 systems. Spacer is often useful on orbital missions, and also
All NKKC field operatives have a Duty. It is not Extremely allows the operative to help around the NKKC’s orbital stations.
Hazardous, because the environments are not, normally, delib- Dealing with panicked survivors is not easy, so Body
erately trying to kill the operatives, and they are equipped to Language, Diplomacy, Leadership, and Psychology (Applied)
deal with the hazards they face. However, it certainly isn’t Non- are very useful. (Ideally, operatives would know specialties of
Hazardous either. Psychology for AIs, humans, and bioroids, but most specialize
The frequency is a problem. If you are playing an NKKC in their own type.) Finally, Public Speaking is standard for
campaign, then the operative is almost always on duty (-15 Kakuho members, who have to calm people down in the evac-
points), because almost all sessions concern rescue missions. uation centers, and some Kyushutsu operatives also learn it.
As the Disadvantage would be compulsory for all characters, it
should not count toward any Disadvantage limit.
If you are not playing such a campaign, then the Duty Skills With Physiology Modifiers
would, by the numbers, come up Fairly Often, and would cost As explained on p. B181, characters are normally assumed to
-5 points. However, no non-NKKC characters would be able to learn certain skills, including Body Language, Diagnosis, and
participate in such adventures, and a Disadvantage that effec- First Aid, initially as they apply to members of their own species.
Then, when applying them to other species, the character must
tively means “cannot play in session on a role of 9 or less” is a
very bad idea. In such a campaign, treat the Duty as a 0-point either first roll successfully against another skill (usually the
Feature, with the understanding that the character is only on appropriate specialty of Physiology), or take a penalty.
duty when the player cannot participate, or in downtime. However, the NKKC teaches those three skills to many
of its operatives, including bioroids and infomorphs in
cybershells, and of necessity teaches them as applied to
humans; the vast majority of rescued disaster victims are
human, after all. Hence, any operative can use those skills
Prohibited Disadvantages without problems on human subjects, but may take a
Acceleration Weakness, Motion Sickness, Space Sickness, penalty with other “species” – even the operative’s own.
and any substantial physical impairment (at least for field The penalties this generates are rarely serious, though –
agents – backroom personnel may get more leeway). from -1 for some exotic parahumans to -3 for bioroids
designed for radically unusual environments. A few oper-
atives may be trained or experienced in dealing with
bioroids as well as humans, and take no penalty for either;
S KILLS treat
in
this as a perk. Buy the perk once for each skill; it has 1 point
Physiology (Bioroid) as a prerequisite.
NKKC operatives try to save lives under difficult circum-
stances, and they are well-trained. Their skills fall into sev-
eral groups.
All operatives work with a rescue suit, a specialized type of
environment suit, and so need Rescue Suit skill (below), along
with Free Fall and Swimming to enable them to handle condi-
tions commonly met on missions. (Infomorphs in their
Kyushutsu operatives
amphibious cybershells have less need for the last.) Operatives
need medical skills, as many victims are injured; First Aid is
are elite, and their
universal, as is Diagnosis, so that operatives do not aggravate
injuries while evacuating people. The NKKC teaches an point totals reflect this.
optional specialty of the latter, Diagnosis (Trauma Effects);
operatives know a lot about internal injuries, burns, drowning
effects, etc., but are not so knowledgeable about long-term
infections. Some operatives with advanced medical training
replace First Aid with Physician, and have the full version of Rescue Suit/TL
Diagnosis; this is particularly common in Kakuho. At least one DX/Average
member of each kyutai should be trained in Piloting, unless
Defaults: DX-5 and others.
they want to leave flying their drop ship to its NAI. (Very few
do.) Other skills are all optional, although a well-prepared kyu- This skill is a version of Environment Suit (p. B192), appro-
dan will have a good mix across its members. priate for NKKC suits designed for use in rescue situations.
Athletic skills are used to get to victims; Climbing, Jump- The NKKC suit is both a diving suit and a vacc suit, but it also
ing, Lifting, and Running are common. The aftermath of a comes with a built-in AI and a lot of fancy features, making it
disaster often contains man-made hazards; Hazardous Mate- significantly different from ordinary dedicated vacc or diving
rials is useful for understanding labeling and dealing with suits. Rescue Suit defaults to and from any other Environment
any leaks, while Architecture lets an operative judge how Suit skill at -4.
badly damaged a building is, and Forced Entry is often use- Note that, as operatives wear their rescue suits more or less
ful in getting into lightly damaged structures. Although the full time when on missions, any who take DX-based skills at
sensors built into the rescue suits are operated by their AIs high levels should also try to raise Rescue Suit to the same level.
OPERATIVES 13
CHARACTER TEMPLATES
These character templates cover a wide range of point val- Secondary Skills: Choose five from Forced Entry or Jumping,
ues. One reason is that Kyushutsu operatives are elite, and both (E) DX+1 [2]-12; Piloting/TL10 (Aerospace or High-
their point totals reflect this. Another is that infomorphs in Performance Spacecraft) (A) DX [2]-11; Architecture/TL9 or
cybershells are high-point characters. If you want to run a TL10, Electronics Operation/TL10 (Sensors), or Hazardous
mixed infomorph and biological team, then it is easier to Materials/TL10 (any), all (A) IQ [2]-11; Diplomacy or Psy-
have the infomorph be a ghost (as in the templates), as the chology (Applied; AI, Bioroid, or Human), both (H) IQ-1
SAI template is very expensive. Even so, the biological opera- [2]-10; Swimming (E) HT+1 [2]-16; or Body Language (A)
tives will have a lot of points if you try to keep point totals Per [2]-12.
matched, so it may be better to run a mutable point totals Background Skills: Choose five from Piloting/TL10 (Aero-
campaign (see Changing Times, p. 17), and not worry about space or High-Performance Spacecraft) (A) DX-1 [1]-10;
infomorphs having more points on paper. Area Knowledge (any), Current Affairs/TL10 (any), or
The bioroid and human templates each give three options Spacer/TL10, all (E) IQ [1]-11; Architecture/TL9 or TL10,
for the type of bioroid or human. The features of those tem- Electronics Operation/TL10 (Sensors), or Hazardous
plates have already been calculated into the template statistics, Materials/TL10 (any), all (A) IQ-1 [1]-10; Diplomacy or
so you can just write the numbers down. You should look up Psychology (Applied; AI, Bioroid, or Human), both (H)
the details of the advantages and disadvantages possessed by IQ-2 [1]-9; Swimming (E) HT [1]-15; Body Language (A)
the bioroid or human type, however. Per-1 [1]-11. Do not choose anything you chose as a Sec-
The templates given are only examples; as noted above, the ondary Skill.
NKKC could employ just about any sapient. These templates
* Bought up from HT-based default.
could be changed substantially and still make good operatives,
if the skill set remained appropriate.
OPERATIVES 14
Felicia II [Varies], or Patrons [Varies]. • 40 points from Acute Senses
(any) [2/level], Breath-Holding [2/level], Daredevil [15],
Attributes: ST 10 [10]; DX 14 [20]; IQ 11 [20]; HT 13 [20].
Eidetic Memory [5], Fearlessness [2/level], High Pain Thresh-
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
old [10], Improved G Tolerance [5 or 10], Perfect Balance
10 [0]; Will 10 [-5]; Per 11 [0]; FP 13 [0]; Basic Speed 7.00
[15], or Unfazeable [15].
[5]; Basic Move 7 [0].
Disadvantages: Duty (NKKC Service; 15 or less) [-15]; Social
Advantages: Felicia II (Transhuman Space, p. 117, and
Stigma (Minority Group) [-10]. • Either one of Charitable
Changing Times, p. 49) [125].
(12) [-15], Gullibility (9) [-15], or Sense of Duty (All Human-
ity) [-15], or both Clueless [-10] and Hidebound [-5].
Rodosha Primary Skills: Diagnosis/TL10 (Trauma Effects) (A) IQ
Attributes: ST 13 [30]; DX 14 [60]; IQ 11 [20]; HT 13 [20]. [2]-11; First Aid/TL10 (E) IQ+2 [4]-13; Free Fall (A) DX
Secondary Characteristics: Damage 1d/2d-1; BL 45 lbs.; HP [2]-14; Rescue Suit/TL10 (A) DX+2 [8]-16; Spacer/TL10 (E)
17 [4]; Will 13 [10]; Per 13 [0]; FP 15 [0]; Basic Speed 6.50 IQ [1]-11; Swimming (E) HT+1 [2]-14 or 12*.
[0]; Basic Move 6 [0]. Secondary Skills: Choose three from Forced Entry or Jumping,
Advantages: Rodosha (below) [51]. both (E) DX+1 [2]-15; Piloting/TL10 (Aerospace or High-
Performance Spacecraft) (A) DX [2]-14; Architecture/TL10,
Xenocop Electronics Operation/TL10 (Sensors), or Hazardous Mate-
rials/TL10 (any), all (A) IQ [2]-11; Diplomacy or Psychology
Attributes: ST 11 [10]; DX 14 [60]; IQ 11 [0]; HT 11 [10]. (Applied; Bioroid or Human), both (H) IQ-1 [2]-10; Lifting
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP or Running, both (A) HT [2]-13 or 11*; or Body Language
11 [0]; Will 11 [0]; Per 13 [0]; FP 15 [3]; Basic Speed 7.25 (A) Per [2]-11 or 13*.
[0]; Basic Move 8 [5]. Background Skills: Choose five from Piloting/TL10 (Aero-
Advantages: Xenocop (p. 16) [107]. space or High-Performance Spacecraft) (A) DX-1 [1]-13;
Then add other details as below for all types of bioroid: Area Knowledge (any) (E) IQ [1]-11; Architecture/TL9 or
TL10, Electronics Operation/TL10 (Sensors), or Hazardous
Advantages: Administrative Rank 1 [5]; Ally (Aibo Rescue Suit; Materials/TL10 (any), all (A) IQ-1 [1]-10; Diplomacy or Psy-
Built on 100%; Constantly; Minion, +0%) [20]; Legal Immu- chology (Applied; AI, Bioroid, or Human), both (H) IQ-2
nity [5]; Reputation +3 (Life-saver; Occasional) [5]. • 40 [1]-9; Lifting or Running, both (A) HT-1 [1]-12 or 10*; or
points from Allies (human or bioroid friends and/or AIs, Body Language (A) Per-1 [1]-10 or 12*. Do not choose any-
especially implants or wearables) [Varies], Biomods thing you chose as a Secondary Skill.
(Changing Times, p. 64) [Varies], Communications Implants
(Changing Times, p. 61) [Varies], Contact Group [Varies], * Level depends on bioroid model.
Contacts [Varies], Nanosymbionts (Changing Times, p. 66)
Rodosha Bioroid
Many bioroid types are designed for combat, or for they are designed never to be confused with humanity.
dubious purposes such as use as sex toys. The Rodosha is Their fingers are long and almost delicate, but not freak-
an exception; it is designed to help compensate for Japan’s ishly so, and their movements are usually slow and steady.
shortage of human workers in mundane roles. When the Most are male, with oriental-style features.
NKKC decides that a bioroid could fill some staff require-
ment, this model is often close at hand. These operatives Rodosha
tend to become rather more self-willed than most
Rodosha, who tend to be highly psychologically dependent 51 points
on their managers and implant AIs, and often suffer from Attribute Modifiers: DX+1 [20]; HT+1 [10].
the Low Self-Image disadvantage, which is permitted as an Secondary Characteristic Modifiers: HP+2 [4]; Per+2
exception to their Taboo Traits feature. [10]; FP+2 [6]; Basic Speed-0.25 [-5].
Rodosha are designed to be robust, deft, alert, and Advantages: High Manual Dexterity 2 [10]; Lifting ST 2
good team members (and not too expensive). Their excep- [6]; Night Vision 2 [2]; Resistant to Disease (+3) [3];
tional low-frequency hearing was almost accidental, but Subsonic Hearing [5].
turned out to have uses in industrial environments. Perks: Deep Sleeper. [1]
Rodosha are also designed to be methodical and highly Disadvantages: Bioroid Body [-4]; Gregarious [-10];
sociable; the areas of their brains which process social Workaholic [-5].
interaction are deliberately “cross-wired” to the pleas- Quirks: Attentive; Humble. [-2]
ure/reward centers. Features: Bald with Blue-Tinged Skin; Closely Resembles
Rodosha look like husky humans with bland expres- Others of the Same “Model”; Taboo Traits (Mental
sions and non-threatening body language, except that Instability).
they are all bald, and their skins have a strong blue tinge; Date: 2075. Cost: $100,000.
OPERATIVES 15
Ziusudra Parahuman
Xenocop Bioroid Attributes: ST 10 [0]; DX 13 [40]; IQ 12 [20]; HT 12 [10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP
The Xenocop is described in Fifth Wave (p. 120). In 10 [0]; Will 12 [0]; Per 12 [0]; FP 13 [3]; Basic Speed 6.25
brief, it is an American design, intended for use in law [0]; Basic Move 6 [0].
enforcement and security work and built to be fast and Advantages: Ziusudra (Transhuman Space, p. 118, and
capable, and to inspire trust among humans. A number Changing Times, p. 49) [77].
of Xenocops have been constructed under license in
Japan, although the use of bioroids for police work Then add other details as below for all types:
hasn’t generally proved popular there; one or two have Advantages: Administrative Rank 1 [5]; Ally (Aibo Rescue Suit;
ended up in the NKKC. Built on 100%; Constantly; Minion, +0%) [20]; Legal Immu-
nity [5]; Reputation +3 (Life-saver; Occasional) [5]. • 75
Xenocop points from Allies (human friends and/or AIs, especially
implants or wearables) [Varies], Biomods (Changing Times,
107 points p. 64) [Varies], Communications Implants (Changing Times,
Attribute Modifiers: DX+1 [20]; IQ+1 [20]. p. 61) [Varies], Contact Group [Varies], Contacts [Varies],
Secondary Characteristic Modifiers: Per+2 [10]; FP+3 Courtesy Rank 1 or 2 (Class within Rank; see p. 12) [1 or 2],
[9]; Basic Speed+1.00 [20]. Nanosymbionts (Changing Times, p. 66) [Varies], Patrons
Advantages: Appearance (Attractive) [4]; Combat [Varies], Rank +1 [5], or Status [5/level]. • 40 points from
Reflexes [15]; Fit [5]; Hard to Kill 2 [4]; Voice [10]. Acute Senses (any) [2/level], Born Spacer [5/level], Charisma
Disadvantages: Bioroid Body [-4]; Selfless (12) [-5]. [5/level], Combat Reflexes [15], Daredevil [15], Fearlessness
Quirks: Attentive. [-1] [2/level], Fit [5] or Very Fit [15], Healer [10/level], High Pain
Features: Taboo Traits (Mental Instability, Unattrac- Threshold [10], Improved G Tolerance [5], Indomitable [15],
tiveness). Intuition [15], Luck [15]. Sensitive [5] or Empathy [15].
Date: 2089. Cost: $138,000. Disadvantages: Duty (NKKC Service; 15 or less) [-15].
• Either Charitable (12) [15] or Sense of Duty (All human-
ity), or both Unluckiness [-10] and one of Enemy
(Unfriendly immediate supervisor; Watcher; 12 or less)
[-5], Oblivious [-5], Overconfidence (12) [-5], or Selfless
HUMAN KYUSHUTSU (12) [-5].
Primary Skills: Diagnosis/TL10 (Trauma Effects) (A) IQ
OPERATIVE [2]-12; First Aid/TL10 (E) IQ+2 [4]-14; Free Fall (A) DX
300 points [2]-13; Rescue Suit/TL10 (A) DX+2 [8]-15; Swimming (E)
HT+1 [2]*.
You are part of the majority of Kyushutsu, human or maybe
Secondary Skills: Choose three from Forced Entry or Jumping,
a bit better than that. You put yourself in danger to save peo-
both (E) DX+1 [2]-14; Piloting/TL10 (Aerospace or High-
ple, and in return you get the respect and admiration of most
Performance Spacecraft) (A) DX [2]-13; Spacer/TL10 (E)
of the world.
IQ+1 [2]-13; Architecture/TL9 or TL10, Electronics Opera-
Notes: If the final character is built on 344 (or more) points, tion/TL10 (Sensors), or Hazardous Materials/TL10 (any), all
the cost of the Aibo Rescue Suit Ally drops, because its propor- (A) IQ [2]-12; Diplomacy or Psychology (Applied; AI,
tion of the character’s points becomes lower; see p. 19. Bioroid, or Human), both (H) IQ-1 [2]-11; or Body Lan-
guage (A) Per [2]-12.
First, choose one of the following 150-point genotype Background Skills: Choose six from Piloting/TL10 (Aerospace
packages: or High-Performance Spacecraft) (A) DX-1 [1]-12; Area
Knowledge (any), Current Affairs/TL10 (any), or
Genefixed Human Spacer/TL10, all (E) IQ [1]-12; Architecture/TL9 or TL10,
Attributes: ST 11 [10]; DX 13 [60]; IQ 12 [40]; HT 14 [40]. Electronics Operation/TL10 (Sensors), Hazardous Materi-
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP als/TL10 (any), or Public Speaking, all (A) IQ-1 [1]-11;
11 [0]; Will 12 [0]; Per 12 [0]; FP 14 [0]; Basic Speed 7.00 Diplomacy or Psychology (Applied; AI, Bioroid, or Human),
[5]; Basic Move 6 [-5]. both (H) IQ-2 [1]-10; Running (A) HT-1 [1]*; or Body Lan-
Advantages: Genefixed Human (Transhuman Space, p. 115, guage (A) Per-1 [1]-11. Do not choose anything you chose as
and Changing Times, p. 48) [0]. a Secondary Skill.
* Level depends on genotype option.
Alpha Upgrade
Attributes: ST 10 [0]; DX 13 [40]; IQ 12 [40]; HT 13 [20].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP KENKYU RESEARCHER
10 [0]; Will 12 [0]; Per 12 [0]; FP 16 [9]; Basic Speed 6.50 100 points
[0]; Basic Move 6 [0]. You are an in-house researcher at the NKKC, tasked with
Advantages: Alpha Upgrade (Transhuman Space, p. 115, and developing new technology to save even more people’s lives. It’s
Changing Times, p. 48) [41]. easy to talk about what you do, but the actual research is as
hard as in any other laboratory.
OPERATIVES 16
Hodobu is very open about how it does its memetic
engineering, with the result that a lot of textbooks use its
activities as examples, so just about anyone who has studied
memetics has a positive view of the NKKC and its memeticists.
Note: Researchers are not sent to rescue people from disas- * Modified for self-control number; see p. B120.
ters, so they do not have a Duty, just a job. The NKKC’s repu- † Assumes Computer Hacking is available. If not, take Com-
tation does still rub off on them, however. puter Wizard 4 [20]; this raises all associated skills by two lev-
els. See Changing Times (p. 40) for relevant information.
Attributes: ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
‡ Includes +2 for Talent.
Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP
§ Becomes IQ+1 [2]-14 if you have Mathematical Ability.
9 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5.00 [0];
Basic Move 5 [0].
Advantages: Administrative Rank 1 [5]; Reputation +3 (Life-
saver; Occasional) [5]. • One of Artificer 2 [20], Com-
HODOBU MEMETICIST
puter Wizard 2 [20]†, or Mathematical Ability 2 [20]. • 15 100 points
points chosen from Allies (AI implants or wearables) You are part of the NKKC’s PR department. In some ways,
[Varies], Biomods (Changing Times, p. 64) [Varies], Com- this is the easiest job in the world, so you are expected to take
munications Implants (Changing Times, p. 61) [Varies], on difficult tasks, like getting Kazakhstan to grant the NKKC
Courtesy Rank (Class within Rank; see p. 12) [1 or 2], permission to intervene in disasters.
Eidetic Memory [5], Intuitive Mathematician [5], Nano- Note: Members of Hodobu are not sent to rescue people
symbionts (Changing Times, p. 66) [Varies], Photo- from disasters, so they do not have a Duty, just a job. The
graphic Memory [10], or Versatile [5]. NKKC’s reputation does still rub off on them, however.
Disadvantages: -10 points chosen from Clueless [-10], Curious Attributes: ST 9 [-10]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
[-5*], Loner [-5*], No Sense of Humor [-10], Oblivious [-5], Secondary Characteristics: Damage 1d-2/1d-1; BL 16 lbs.; HP
Odious Personal Habit [-5], Shyness [-5 or -10], or Truthful- 9 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5.00 [0];
ness [-5*]. Basic Move 5 [0].
Primary Skill: One of Computer Programming/TL10, Com- Advantages: Administrative Rank 1 [5]; Memetics Talent 2 [20];
puter Programming/TL10 (AI), or Engineer/TL10 (any), all Reputation +3 (Life-saver; Occasional) [5]. • 15 points cho-
(H) IQ+2 [4]-15‡. Choose Computer Programming if your sen from Allies (AI implants or wearables) [Varies], Appear-
chosen Talent is Computer Wizard, Engineer otherwise. ance (Attractive or Handsome) [4 or 12], Charisma 1 or 2 [5
Secondary Skills: Mathematics/TL10 (Applied) (H) IQ-1 or 10], Communications Implants (Changing Times, p. 61)
[2]-12§. • Three skills for which your Talent gives a bonus; [Varies], Contacts [Varies], Courtesy Rank (Class within
each is either (E) IQ+3 [2]-16‡, (A) IQ+2 [2]-15‡, (H) IQ+1 Rank; see p. 12) [1 or 2], Cultural Familiarity [1/culture],
[2]-14‡, or (VH) IQ [2]-13‡. Empathy or Sensitive [15 or 5], Languages (any) [Varies],
Background Skills: Administration (A) IQ-1 [1]-12; Language Talent [10], Nanosymbionts (Changing Times,
Research/TL10 (A) IQ [2]-13. p. 66) [Varies], extra Rank [5/level], Status [5/level], or
Voice [10].
Disadvantages: -10 points chosen from Chummy or
Gregarious [-5 or -10], Easy to Read [-10], Honesty
[-10*], Loner [-5*], Overconfidence [-5*], Selfish [-5*],
Selfless [-5*], or Sense of Duty (The NKKC) [-10].
Primary Skill: Expert Skill (Memetics) (H) IQ+1†
[2]-14.
Secondary Skills: Select five from Politics, Propa-
ganda/TL10, or Teaching, all (A) IQ+2 [2]-15†;
Diplomacy, Psychology (Applied; AI, Bioroid, or
Human), or Sociology, all (H) IQ+1 [2]-14†; or
Intelligence Analysis/TL10 (H) IQ-1 [2]-12.
Background Skills: Administration (A) IQ-1 [1]-12;
Current Affairs/TL10 (two different specialties),
both (E) IQ [1]-13.
* Modified for self-control number; see p. B120.
† Includes +2 for Memetics Talent.
OPERATIVES 17
CHAPTER FOUR
TOOLS OF
THE TRADE
The following equipment is (more or less) unique to the Advantages: Aibo Suit Cybershell [151]; Computer Brain 2 (4,
NKKC. 4) (Limited Integration, -20%; Skills and Languages Only,
-10%) [31]; NAI-6 [69].
Disadvantages: Duty (NKKC Property; 15 or less) [-15].
AIBO (PARTNER) Skills: Administration (A) IQ [2]-10; Computer Opera-
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
PILOTING/TL10 (Aerospace)
10 Drop Ship 30 0/4 12 3G/0.3 mps 100 42.3 +6 2+6SV 14/7/7 0 $3.41M
Air performance is Hnd/SR +4/5. Top air speed is 1,400 mph with jet engines or 4,500 mph (briefly) with jet engines and chem-
ical rocket.
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost
SPACER/TL10
10 Hakenshitsu Core 50 – 13 – 300 0 +7 0ASV 5 0 $36.89M
SPACER/TL10
10 Hakenshitsu Capsule 30 – 12 – 100 17.6 +6 26ASV 5 0 $1.61M
CAMPAIGNS AND
ADVENTURES
A lot of different campaigns could involve NKKC opera- may be available, but only for the situation before the disaster.
tives. The following are some possibilities that focus on them. The constant link to the agency means that operatives do not
need to ask for information or support, and if they encounter
something strange, the agency tries to find out what it is and
advise on how to deal with it. However, operatives almost
The action starts within always have to act before such information arrives.
It is best not to try to accurately simulate a disaster; there is
minutes, as the drop ship so much going on, and so much chaos, that almost any plausi-
ble situation can realistically happen somewhere in the area.
and cybershells reach Instead, design situations for dramatic impact.
INDEX 26
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