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TM

Written by DAVID CHART


Edited by PHIL MASTERS
Editorial Assistance by JASON “PK” LEVINE
Illustrated by MATT KRESGE and DAN SMITH
Additional Material by ROGER BURTON WEST (spacecraft designs)
and PHIL MASTERS (new bioroid templates)
GURPS System Design ❚ STEVE JACKSON e23 Manager ❚ STEVEN MARSH
GURPS Line Editor ❚ SEAN PUNCH Marketing Director ❚ LEONARD BALSERA
Managing Editor ❚ PHILIP REED Director of Sales ❚ ROSS JEPSON
Assistant GURPS Line Editor ❚ JASON “PK” LEVINE Prepress Checker ❚ NIKKI VRTIS
Production Artist & Indexer ❚ NIKOLA VRTIS Page Design ❚ PHIL REED and JUSTIN DE WITT
Art Direction ❚ MONICA STEPHENS GURPS FAQ Maintainer ❚ VICKY “MOLOKH” KOLENKO

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An e23 Sourcebook for GURPS ®

STEVE JACKSON GAMES ®


Stock #37-6714 Version 1.0 – January 2014
CONTENTS
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . 3 Area of Operation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
About the Author. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Oversight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2. STRUCTURE AND RESOURCES . . . . . . . . . 7
1. BACKGROUND AND ROLE . . . . . . . . . . . . 4 ORGANIZATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
HISTORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Kyushutsu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Foundation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Kakuho . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Kenkyu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Jimu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The NKKC in Japanese Society . . . . . . . . . . . . . . . . . . . . . . . 5 The NKKC at a Glance. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
MISSION AND JURISDICTION . . . . . . . . . . . . . . . . . . . . . . . 6 Hodobu. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Purpose. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 STAFF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Political Support. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Manpower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Hierarchy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Uniforms and Insignia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Rewards and Punishments. . . . . . . . . . . . . . . . . . . . . . . . . . 9
LOCATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Morioka Honcho . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Tanegashima Shicho. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Fujimiya Shicho . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Tokyo Shicho . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Usaginokoya Shicho . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Hakenshitsu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Kana Syllables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

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

4. TOOLS OF THE TRADE . . . . . . . . . . . . . 18


Aibo (Partner) Rescue Suit. . . . . . . . . . . . . . . . . . . . . . . . . 18
Perk: Provides Own (Advantage) to Wearer . . . . . . . . . . . . 18
Kikko (Turtle Shell) Rescue Suit . . . . . . . . . . . . . . . . . . . . 19
Tenryu Rescue Cybershell . . . . . . . . . . . . . . . . . . . . . . . . . 20
Microbot Swarms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Drop Ships (TL10). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Hakenshitsu (TL10). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

5. CAMPAIGNS AND ADVENTURES . . . . . . . 23


Even One More . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Working With the NKKC . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The NKKC as a Problem . . . . . . . . . . . . . . . . . . . . . . . . . . 25

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.

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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.

BACKGROUND AND ROLE 4


nearly brought down the Syrian government, and
made a lot of governments nervous. Only the Syrians
The NKKC responded to actually withdrew permission for NKKC interven-
tion, but a number of other states considered it, and
an earthquake near the Syrian city the agency worked very hard to allay fears. One
result was that the agency is now very strict about
of Ar-Raqqah, and in the process the confidentiality of anything that operatives see
while rescuing people; leaking controversial or dam-
found workers literally chained aging information is grounds for discharge from the
service. Hodobu is working hard on getting the
to their stations in some factories. Syrians to allow the NKKC back in, ideally before
another disaster strikes and people die who could
have been saved.

The NKKC first accepted sapient infomorph and bioroid


operatives in 2071, officially treating them exactly the same TIMELINE
as human operatives. In practice, they were recruited even 2025 – NKKC founded by splitting units off from the JSDF.
more actively than humans, because they are often better at 2044 – Faced with a super-typhoon, the Taiwan Autonomous
rescue work, and the agency’s leadership saw them as essen- Region asks Japan for NKKC aid. The NKKC operates out-
tial to saving as many lives as possible. Nevertheless, num- side Japan for the first time.
bers were very low (bioroids were new technology in the 2049 – PRA members formally grant the NKKC permission to
2070s), and there was a significant amount of prejudice act in the event of a disaster in any country in the alliance.
against them, even within the ordinary ranks of the agency, 2051 – First orbital dispatch station becomes operational.
until the Great Seto Earthquake of 2081. In order to gain 2071 – First infomorph and bioroid operatives inducted.
increased acceptance for these valuable operatives, the heroic 2080 – Michiyo Motoyama is the first NKKC operative to
actions of bioroid and infomorph operatives in saving lives undergo destructive uploading. She takes leave for the pro-
there were widely publicized by Hodobu (the PR depart- cedure, and returns to work afterward. The agency allows
ment), particularly the rescue of over 100 children from a her to do so while it “clarifies her status.” This has yet to
partially collapsed school, a rescue carried out entirely by happen by 2100, by which time a number of ghosts are on
nonhuman operatives, and in which the majority of the active service.
agency’s nonhumans participated. This incident is also used 2081 – Great Seto Earthquake strikes western Japan. Hiroshima
as an example in memetics textbooks in Japan, and is is devastated, but the swift NKKC response keeps the death
believed to have contributed greatly to the transhumanist toll under 1,000. The PR department emphasizes the actions
trend in current Japanese society (see Fifth Wave, p. 68). of bioroid and infomorph operatives.
The constant link between operatives and the NKKC head- 2085 – Ar-Raqqah Incident. Responding to an earthquake in
quarters was known, but until the Ar-Raqqah Incident of the northern Syrian city, operatives discover a factory run-
2085, it was not a problem. The NKKC responded to an earth- ning on slave labor, including adults, children, and
quake near the Syrian city of Ar-Raqqah, and in the process bioroids. The feeds are released to the Web, causing a mas-
found workers literally chained to their stations in some fac- sive scandal that nearly brings down the Syrian govern-
tories. The footage of these slave-labor conditions was avail- ment. In response, it forbids the NKKC from operating in
able on the Web within hours of the end of the disaster Syria, and the NKKC strengthens its confidentiality rules.
response. The slaves were all freed, but the resulting scandal 2086 – The NKKC becomes active on Luna.

The NKKC in Japanese Society


Japan in 2100 is rather detached from the rest of the Second, some young Japanese aspire to an active life,
world, and relies heavily on bioroids and automation and the NKKC gives them something to do. But the NKKC
(Fifth Wave, p. 67); the NKKC is actively engaged with the cannot take all of the qualified, young, human Japanese
whole world and mainly employs humans. This is not a applicants it gets, an almost unique situation in the coun-
contradiction: The NKKC is exceptional within Japan. Sev- try. This is one factor in the human domination; the agency
eral scholars, most notably Tadayuki Momose in A Bridge is reluctant to turn any more away than it has to. Human
from Heaven, have formed a consensus regarding its role. resources staff occasionally have to be reminded that “even
First, the NKKC provides an entirely honorable way one more” does not apply to the hiring policy.
for those Japanese who want to get more involved in the Finally, a lot of the people the NKKC has to save are
world to do so, without getting Japan entangled in inter- from Third Wave societies, and are uncomfortable with
national politics. Isolationists oppose interventionism in sapient infomorphs or bioroids. Experience has shown
principle, but even many of them sincerely support this that rescues go much more smoothly if most of the opera-
particular version. tives on the scene at least look human.

BACKGROUND AND ROLE 5


The NKKC exists to save as many as lives as possible,
and says it will act anywhere it can get to.

MISSION AND JURISDICTION


The NKKC exists to save as many as lives as possible, and provide medical care beyond first aid, nor to ensure supplies of
says it will act anywhere it can get to. Its leadership con- food and water, although they do aim to get people to a place
stantly lobbies for the resources and vehicles necessary to get where they can reasonably expect to receive those things.
to more places. There is no official definition of “person,” but in practice it
includes anything sapient. Biological sapients are prioritized
over infomorphs if a choice has to be made, because an info-
PURPOSE morph probably has a backup. However, as that is not certain,
Its operational guidelines define the NKKC’s purpose rather operatives do rescue infomorphs if they can.
precisely, as getting people to a situation where they are not in
imminent danger of death. Its operatives are not expected to
AREA OF OPERATION
The NKKC has to act before any government could give
formal permission, so it responds to disasters in countries
Political Support that have given permission in advance, and, if the disaster
is large enough, in countries that have not formally told it
The NKKC has a slightly larger budget than the JSDF.
to stay away. All members of the PRA have given advance
How is this sold to the Japanese people?
permission, as have a large number of other countries,
First, it is very difficult to publicly oppose saving lives.
including most of the TSA, and orbital entities. Notable
Now that the organization exists, abolishing it or forbid-
among the small number of countries that have told them
ding it to operate overseas would seem uncaring. Every
to stay away are Kazakhstan and Syria; Japan is quietly
time someone suggests raising the JSDF’s budget over that
lobbying Syria to lift the formal prohibition, imposed after
of the NKKC, someone else asks, publicly, “Why should we
the Ar-Raqqah incident. NKKC operatives can reach any
spend more money on killing people than on saving them?”
location on the surface of the earth within 30 minutes, the
Hodobu no longer even needs to organize this.
first wave often arriving significantly sooner, and are
Second, the primary responsibility of the agency is to
almost as fast on Luna. Response in LEO can be very fast
save lives in Japan, and it does so at least once a year.
if the relative positions are right (in 2098, an unmodified
Hodobu ensures that no-one forgets this. Indeed, no more
human was rescued after being blown into space with no
than half of the ready operatives are ever dispatched to a
vacc suit), but NKKC craft cannot reach HEO or GEO in a
disaster outside Japan, ensuring that the agency can always
reasonable time, and a significant volume of LEO is more
respond to a domestic crisis.
than an hour away from the nearest team at any one point.
Third, it is a very powerful memetic weapon in Japan’s
Now that the presence on Luna is established, full cover-
arsenal. One common meme is that “the NKKC has saved a
age of Earth orbit is the next priority.
thousand lives for every one the JSDF has ended”; this is
debatable, so it never appears in official publications, but it
reinforces the idea of Japan as peaceful and benevolent.
The fact that the NKKC has a slightly larger budget than the
OVERSIGHT
JSDF is also carefully publicized, for the same reason. The The NKKC is an independent office of the Japanese gov-
activities of the NKKC across the world also show that ernment, under the direct supervision of the Prime
Japan is not arrogantly isolationist. Many memetic text- Minister. It must justify its actions to the Prime Minister
books use the NKKC as their example of “costly signaling” and the Diet after the event, but the law governing it explic-
in memetics, where the resources required to create the itly says that it need not seek permission in advance for any-
meme guarantee that it is not a simple deception, and thus thing. Within Japan, it is allowed to break any law with
grant it additional force. impunity while responding to a disaster, and its operatives
Finally, the NKKC is supported by the lobbying power of have legal immunity within the PRA while on active service,
the Japanese humanitarian-industrial complex. Its budget a privilege extended de facto in most regions. The agency is
supports a lot of ancillary workers and businesses, as well well aware that these immunities would disappear if they
as the large staff, and many older Japanese draw an income were ever abused, and that complying with local regulations
from investments in companies that supply the NKKC. would make its job almost impossible. Any operative who
Suggestions to cut it back are a sure vote-loser in the Diet. strays from the mission is therefore subject to disciplinary
procedures, even if their actions were legal.

BACKGROUND AND ROLE 6


CHAPTER TWO

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.

STRUCTURE AND RESOURCES 7


Hodobu cooperates with media organizations, both news Recently, slinkies of NKKC rescue operations have
and entertainment. It is very easy for entertainment organiza- appeared on the black market. They all show the NKKC in a
tions to get permission to use real NKKC equipment and loca- good light, as the operatives risk their lives to save others, and
tions, and Hodobu does not demand any control over the they are exciting, with a significant following. Hodobu has
products. If the series reinforces the basic message, the pro- issued official statements deploring the illegal distribution of
ducers find it easy to get repeat permission. Notoriously, a the information, and pledging to find the source of the leak.
series of (officially unauthorized) pornographic slinkies featur- The slinkies are genuine, and from multiple operatives, but
ing the NKKC were made in the mid ’90s; they portrayed the that source is still, apparently, unknown.
operatives as absolutely upstanding, and actually led to a notice- Finally, Hodobu is very open about how it does its memetic
able boost in recruitment. (Some recent memetics textbooks use engineering, with the result that a lot of textbooks use its
this as an example of how to exploit the media without being activities as examples, so just about anyone who has studied
criticized for doing so.) However, children’s series featuring memetics has a positive view of the NKKC and its memeti-
the NKKC, usually based on a team featuring a couple of oper- cists. The authors of the textbooks know that this is just fur-
atives from the intended country of distribution, are far more ther memetic engineering by Hodobu, but the examples are
popular, with at least one in production every year. still too tempting.

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.

STRUCTURE AND RESOURCES 8


Kenkyu has another 300 infomorphs, and a similar number western style, and looks like a white military or police uniform,
of bioroids, but it is overwhelmingly human (about 4,400), with rank markings on the upper arm and the operative’s name
although about 200 of the non-Japanese work here. This has on the right breast. Dress uniform is Japanese style, with a
led to a noticeable bias in the equipment produced, a problem white kimono, hakama (trouser skirt), and haori (jacket). The
that the agency is trying to correct. haori bears the wearer’s rank marks five times: on each breast,
Jimu employs around 60,000 people, including about 600 in the upper center of the back, and on each sleeve. Dress uni-
sapient infomorphs and about 9,000 bioroids, most of whom are form does not carry the name. Uniforms are the same for men
in menial roles. Jimu makes extensive use of NAIs, and is the and women, apart from necessary differences in tailoring, and
main source of the pressure to allow the employment of LAIs. were originally based on men’s clothing.

HIERARCHY REWARDS AND PUNISHMENTS


The NKKC inherited its ranks from the JSDF, simply renam- Although the NKKC is not a military organization, it does
ing them to reflect the existence of a new branch of service. require a high level of discipline. Most punishments are formal
From lowest to highest, they are Kyushi, Kyuso, Kyui, Kyusa, warnings and reprimands, which can ruin chances of promo-
and Kyusho. Within each rank there are three grades, translated tion, but the agency also docks operatives’ pay, demotes them,
as First Class (the highest), Second Class, and Third Class, so or, in extreme cases, fires them. Dismissal only happens after
newly qualified recruits are Kyushi, Third Class, while the high- a formal hearing at the honcho in Morioka. The NKKC does
est leadership are Kyusho, First Class. The head of the agency not have its own prisons or brig, and lacks the authority to con-
has the unique rank of Kyubakuryo. The NKKC strongly discour- fine its operatives. Criminal operatives are handed over the
ages translation of the rank names, as the translations almost police, although the NKKC does make its own judgment as to
inevitably sound military. In Japanese, the “kyu” in every rank whether an offense is really that important.
name means “salvation,” reducing the military association. The Operatives who do particularly well, or act particularly
current Kyubakuryo is Sho Nakamura, a veteran of Kyushutsu. bravely, are rewarded. The basic level is a commendation,
Each of the four divisions is headed by a Kyusho, First which has no formal effect, but does remain on record. Promo-
Class, supported by other Kyusho as necessary. As a rule, an tion is, of course, based on consistent good service, and comes
operative’s superior has the next higher rank, rather than being with a pay rise. The agency also awards medals to recognize
a higher class in the same rank, and Kyuso command the small individual acts of heroism.
teams that go into the field. Kyui in Kyushutsu also save lives While an operative’s full record is considered when decid-
directly, but Kyusa and above are in supervisory roles. It is not ing on promotions, medals are awarded solely on the basis of
too unusual for an operative to refuse a promotion, and one action. Medals are presented in a formal ceremony in
enough have applied for a demotion for it to not be thought Morioka, and grant positive Reputations within the agency; the
strange, although it is still very uncommon. character points for this come free with the award. The NKKC
In Kyushutsu, operatives are grouped into teams of six, is a small group in the context of the Transhuman Space set-
kyutai, led by a Kyuso. Three teams make up a group, kyudan, ting; within the agency, a medal-holder will effectively be rec-
with six members of Kakuho, also led by a Kyuso, as support. ognized automatically, as medal insignia are always worn with
A group is led by a Kyui, for a total of 25 operatives. Although both undress and dress uniforms, and anyway, most operatives
the membership of teams and groups changes as people hear about these awards. However, the GM may occasionally
retire and join, it is extremely unusual for an operative to rule that a new operative or one from another part of the
transfer between groups, or even between teams. Relation- organization, who has never happened to see a character in
ships within the group become very strong, and members uniform, doesn’t know about that character’s medals.
learn to work together flawlessly. It is unusual for the agency The Sakura (cherry blossom) is a simple silver cherry blos-
to dispatch less than one kyudan, but the kyutai work inde- som on a white ribbon, awarded for saving a life at severe risk
pendently once they arrive at the disaster. to your own; most operatives with more than 10 years’ service
have at least one. Infomorphs only get this if they sur-
vived the rescue, so that the current operative remem-
UNIFORMS AND INSIGNIA bers doing it. The first award grants a +1 Reputation in
The colors of NKKC uniforms are reflective red the agency, worth 1 point. Further awards may improve
and white, and cybershells are painted in the same this at the GM’s discretion; a character with four or
way. The main uniform is white, and the Japanese ris- more awards should almost always have a +2 Reputa-
ing sun, with rays, appears in red as the badge of the tion, worth 3 points.
agency. Rank markings are also in red. The main rank mark- Tsubasa (wings) are awarded for acts of conspicuous brav-
ings are indicated by stylized cherry blossoms: Kyushi have ery. The medal is a pair of bird’s wings on a deep blue ribbon,
none, Kyuso one, Kyui two, arranged vertically, Kyusa three, and can be awarded posthumously. Holders of a Tsubasa have
arranged in a triangle pointing upwards, and Kyusho four, a +2 Reputation, worth 3 points.
arranged in a diamond pattern. Within each rank, Second The highest award is the Amenoukihashi, or Floating Bridge
Class is indicated by a horizontal bar below the cherry blos- of Heaven. It is awarded for the highest gallantry, with the
soms, while First Class adds a bar above them. Kyushi Sec- most significant results. In theory, it is a rainbow-colored sash,
ond and First Class just have the bars. The Kyubakuryo has but it has only been awarded three times, and only posthu-
the Kyusho’s four cherry blossoms enclosed in a red ring. mously, so the insignia has never been made. If it is awarded
Apart from the rescue suits and cybershells (see pp. 18- to a living character, it should come with a significant Reputa-
20), the NKKC has two styles of uniform. Undress uniform is tion, probably extending to the whole world.

STRUCTURE AND RESOURCES 9


LOCATIONS
The NKKC has five main offices, the honcho (headquarters) after each orbital duty, taking the necessary medical checks,
in Morioka and four shicho (sub-offices). It also has a number but they live elsewhere. There are about 12,000 staff here,
of supply depots across Japan, and a large number of orbital 1,000 from Kakuho ready for dispatch, 1,000 from Kyushutsu
dispatch stations, from which Kyushutsu operatives travel to passing through, and about 10,000 from Jimu organizing all of
the sites of disasters. the supplies. It is headed by Kyusho Second Class Takahisa
Morimoto, a veteran of Jimu and a real stickler for the rules.
He has even established clear rules on which rules cease to
MORIOKA HONCHO apply in an emergency.
The honcho is in Morioka, the capitol of Iwate Prefecture in
northern Japan. Morioka is one of the few substantial Japanese
cities not threatened by tsunamis and, importantly, it is not in FUJIMIYA SHICHO
Tokyo, so the NKKC should be fully able to respond to a disas- Fujimiya Shicho is the agency’s main training center and sec-
ter in the Japanese capital. Although Morioka is the adminis- ondary dispatch center. It is in Fujimiya, in Shizuoka Prefecture,
trative center of the agency, very few members of Kyushutsu or just south of Mount Fuji. A popular story has it that Hodobu
Kakuho are based there. It does, however, house Kenkyu’s chose the location so that they could take lots of photographs of
main research facilities, and all the companies that supply the operatives training with Mt Fuji in the background. Hodobu cer-
agency have offices, at least, nearby, as this is where procure- tainly is responsible for maintaining the impressive number of
ment decisions are made. Morioka Honcho also has an airfield, cherry trees to the north of the base, and in cherry blossom sea-
spaceport, and warehouses, and can, in theory, resupply all of son it is a very popular picnic spot. However, the location was
the agency’s dispatch stations. In practice, however, the space- actually chosen because it is relatively central in Japan and close
port is too far north and too near a major city to see significant to Tokyo; some Kyushutsu operatives are stationed here ready to
use, and while it is kept operational, not even contingency leave by aircraft if there is a disaster in the most populated
plans rely on it. There are about 10,000 staff here, 3,000 from regions of Japan, which they can reach as quickly as the orbital
Kenkyu and almost all the rest from Jimu. drops, with more equipment.
Morioka Honcho is where new operatives are officially Fujimiya Shicho is the largest of the agency’s bases, with
inducted after completing their training, and where major about 15,000 operatives. It houses all trainees, the headquar-
award ceremonies and serious disciplinary hearings are held. ters of Hodobu, the larger dispatch center for Kakuho aircraft,
A Kyushutsu operative with a respectable, but not outstanding, and operatives taking further training or learning to use new
career might well never visit again after induction. However, equipment. It is also the site where new equipment is tested,
anyone can visit. The NKKC does not keep its operations and as a result it is closed to the public. Kyusho Second Class
secret, and visitors to Morioka Honcho cannot get in the way Samansa Debisu is in charge; she was born in Hawaii, and
of an emergency operation, so it is very open. Apart from the served in Kakuho for 10 years before transferring to Jimu, at
Visitors’ Center, which is very good and accessible in VR on the which point she took Japanese citizenship, and Japanized her
Web as well, it is also very boring. birth name (Samantha Davies).
Fujimiya Shicho sits in the shadow of an active volcano
(Mount Fuji), and the agency agreed in principle to move its
TANEGASHIMA SHICHO functions to a safer location in 2073. However, finding some-
Tanegashima Shicho is the operational heart of the agency, where has proved very difficult; few communities want an
occupying a large chunk of Tanegashima Spaceport in extra 15,000 people dropped on them, along with an active,
Kagoshima Prefecture. Under normal circumstances, all the and noisy, airport. The agency’s leadership is lobbying the gov-
orbital dispatch stations are supplied from here, so there is a ernment to force somewhere, probably in Nagano or Gifu
constant stream of spacecraft taking off and landing, and a Prefectures, to take them, but Hodobu is officially opposed,
similar flow of materiel and personnel in and out of the base. arguing that it would harm the agency’s image.
This is also one of the primary dispatch sites for Kakuho air-
craft. Civilians wandering around here certainly could get in
the way of an emergency response, so access is much more TOKYO SHICHO
restricted than at the honcho. The Visitors’ Center, however, is Tokyo Shicho is the smallest shicho, with only 500 opera-
recommended to travelers with a couple of hours to kill at the tives, almost all from Jimu. It is responsible for liaison with
spaceport; it has interesting displays, large windows overlook- the Japanese government, and 250 of its staff are officially
ing the spaceport and airstrips, and a very good, and reason- attached to Hodobu. The office, in Nagatacho, near the National
ably priced, cafeteria. For a lot of off-Earth visitors, the NKKC Diet Building, was designed to withstand a magnitude 9 earth-
represents their first impression of Japan, something Hodobu quake directly under Tokyo, and its astronomical cost was the
aims to maintain. subject of questions in the Diet. It is not clear what useful role
In addition to warehouses and hangars, the shicho has the building would serve if there were such an earthquake, and
manufacturing facilities and accommodation, as a significant the shicho has a persistent problem with mentally disturbed
number of Kakuho operatives are on active duty here at all people trying to live in the Visitors’ Center, as it is the safest
times. Kyushutsu operatives spend two days here before and place to be in Tokyo in a quake.

STRUCTURE AND RESOURCES 10


Hodobu hosts a number of public events in the display The number of days spent off duty is varied so that operatives
space and auditorium, and likes to get Kyushutsu operatives to serve with all other members of their gumi over time.
come to speak to the public. Some love the job; others apply for Each hakenshitsu is based around a 90’ cylinder, to which
transfer to Luna to get away. The office is led by Kyusho Third the drop ships (pp. 21-22) used to transport operatives to the
Class Yukimitsu Hatoyama, a Kyushutsu veteran with four ground are tethered, and where the transport ships dock. The
Japanese Prime Ministers in his family tree and excellent con- drop ships are winged and powered, so that they can execute
nections to the country’s political class. A lot of people expect an aerobraking reentry and choose exactly where to land, but
him to be the next Kyubakuryo. they are not capable of getting from Earth to orbit under their
own power. The cylinder also houses an impressive sensor
array, used to monitor for disasters.
USAGINOKOYA SHICHO At each end of the cylinder is a pair of spin capsules on the
This is the agency’s main base on Luna, and its name means end of arms with a 500’ radius, maintaining 1G. It is very impor-
“rabbit hutch.” Luna’s low gravity and small size mean that the tant that the operatives be used to Earth gravity at all times,
NKKC can operate from surface installations, and does not because there is no chance to readjust when dispatched. These
need orbital stations. Usaginokoya Shicho is a warren habitat capsules counter-rotate to avoid excessive gyroscopic effects, so
near Luna City, and has about 1,000 staff, including most of in theory the hakenshitsu could maneuver fairly easily, if it had
the Jimu staff on Luna. The NKKC only moved to Luna in an engine. This may become important when the beanstalk
2086, after the Luna City disaster. As a result, they have some- (High Frontier, p. 23) is built. Each spin capsule houses one
what tense relationships with the Lunar Rescue Force (High kyudan, and each kyudan comes up and goes down together, but
Frontier, p. 56) and the JSDF (High Frontier, p. 71). The NKKC the whole crew of the station socializes in the zero-gee cylinder
thinks that the JSDF should now be transferred back to Earth, or VR. One kyudan is ready to go at all times, and can leave
but the Defense Ministry is strongly opposed. within one minute of an alert, while the other crews can be ready
The LRF and NKKC are happy to work together in princi- within 10 minutes. Each kyudan is split between four drop
ple, and share information. However, Japanese corporations ships, three of which carry Kyushutsu kyutai, while the last car-
have reduced their funding for the LRF since the NKKC ries a Kakuho kyutai. The Kyui in command of the kyudan nor-
arrived, although other nationalities are less happy about mally travels with the Kakuho kyutai, but not always.
relying on the Japanese completely. The NKKC also has a
standing offer to recruit members of the LRF, and is far
better funded and equipped. As a result, quite a few mem-
bers of the LRF now feel under siege, and it is one of the Kana Syllables
very few organizations to engage in active memetic These are the kana syllables, in their traditional order.
attacks on the NKKC. These attacks are generally easy to
deflect, as the Hodobu office on Luna has a larger budget I Ro Ha Ni Ho He To Chi Ri Nu Ru Wo Wa Ka Yo Ta Re
than the LRF as a whole. So Tsu Ne Na Ra Mu U Wi No O Ku Ya Ma Ke Fu Ko E Te A
The agency’s presence on Luna is led by Kyusho First Sa Ki Yu Me Mi Shi We Hi Mo Se Su
Class Marena Tsukibora, who is still officially a member Wi and We haven’t been used in normal Japanese for over
of Kakuho. Her family name means “moon cave,” and she a century, but the NKKC still uses them for hakenshitsu.
claims her posting was fate.

HAKENSHITSU When a crew is ready to leave, the infomorphs are down-


The NKKC has 47 hakenshitsu (dispatch stations) in LEO. loaded to the Tenryu cybershells and connected to the station’s
Each is labeled with a single character from the Japanese kana digital network, and the humans and bioroids are wearing
syllabary, in imitation of the firefighters of Tokyo three cen- most of their rescue suits, although their helmets are on stands
turies earlier. Each station is run by an SAI from Jimu, with in the drop ship, also connected to the network. This gives the
the rank of Kyusa. The SAI is the most senior operative on the hakenshitsu an extra few seconds before the helmets are dis-
hakenshitsu, and is in command. All routine tasks are under connected, allowing the download of necessary linguistic and
the control of this SAI and its NAI agents, and the overworked geographical knowledge.
hakenshitsu AIs are the strongest lobbyists for the NKKC to The sapient infomorphs tend to stay in the cybershells even
start employing LAIs again. when not on alert, as they are still connected to the Web, but
There are 100 other operatives stationed on each haken- every hakenshitsu has half a dozen cyberdoll shells that sapient
shitsu, 76 from Kyushutsu and 24 from Kakuho. Each opera- infomorphs can borrow if they want to relax in meatspace with
tive serves 24 days in orbit, followed by an average of 48 days their colleagues. These cyberdolls have display panels built into
off. One kyudan (25 operatives) are rotated off each station their foreheads to display the infomorph’s name; this is not
every six days, so the NKKC makes eight trips to orbit every ideal, but no one has come up with a better idea yet. Humans
day. Operatives are assigned to a hakenshitsu when they are and bioroids do not wear their suits while off alert, but the NAIs
commissioned, and always serve on that station. The full group tend to stay in the helmets, and interact with them through the
of operatives attached to a hakenshitsu is called a “gumi,” with Web and the communication network that fills the hakenshitsu.
the same name as the hakenshitsu, so “a-gumi,” “ku-gumi,” or Only some of the hakenshitsu are in polar orbits, but all
“na-gumi,” for example. “Chi” (blood) and “shi” (death) gumis have the same radiation shielding, and in an emergency, they
are the subject of a lot of half-serious superstition, but statisti- can, in theory, house a couple of hundred refugees. This has
cally they are a little safer and more effective than the others. yet to be tested in practice, however.

STRUCTURE AND RESOURCES 11


CHAPTER THREE

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.

GHOST KYUSHUTSU Around 95,000 sapients –


OPERATIVE including bioroids,
500 points
You save lives, and because you have a backup on file at the infomorphs, and humans –
NKKC, you are willing to take great risks to do so. You are not
necessarily irrational about this, but the agency is not unhappy work for the NKKC in a
if you lose a copy, and a cybershell, trying to save someone.
Having practiced intensively, you can operate the radically variety of roles: search-and-
nonhumanoid Tenryu cybershell with full efficiency.
rescue personnel, medical
Attributes: ST 10 [0]; DX 11 [20]; IQ 11 [20]; HT 15 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 125 lbs.; HP support, researchers, and
10; Will 11 [0]; Per 12 [5]; FP N/A; Basic Speed 6.50 [0];
Basic Move 8 [0].
memeticists, along with other
Advantages: Administrative Rank 1 [5]; Ally (Kikko Rescue
Suit; Built on 50%; Constantly; Minion, +0%) [8]; Ghost
mundane yet important jobs.
Mind Emulation [86]; Legal Immunity [5]; Reputation +3
(Life-saver; Occasional) [5]; Tenryu Cybershell [318]. • 20
points from Allies (human friends) [Varies], Born Spacer
[5/level], Combat Reflexes [15], Contact Group [Varies],
Contacts [Varies], Courtesy Rank 1 or 2 (Class within Rank;
BIOROID KYUSHUTSU
see p. 12) [1 or 2], Daredevil [15], Fearlessness [2/level],
Healer [10/level], Indomitable [15], Intuition [15], Luck
OPERATIVE
[15], Patrons [Varies], Rank +1 [5], or Status [5/level]. 300 points
Disadvantages: Duty (NKKC Service; 15 or less) [-15]. You save lives, and people respect you for it. You are a full
• Either one of Charitable (12) [-15], Fanaticism (Humani- and valued member of the NKKC, but sometimes the people
tarianism) [-15], On the Edge (12) [-15], or Sense of Duty you save are less sure of you.
(All Humanity or All Infomorphs) [-15], or both Unluckiness Note: If the final character is built on 344 (or more) points,
[-10] and one of Enemy (Unfriendly immediate supervisor; the cost of the Aibo Rescue Suit Ally drops, because its propor-
Watcher; 12 or less) [-5], Oblivious [-5], Overconfidence tion of the character’s points becomes lower; see p. 19.
(12) [-5], or Selfless (12) [-5].
Primary Skills: Diagnosis/TL10 (Trauma Effects) (A) IQ+1 First, choose one of the following 195-point bioroid model
[4]-12; First Aid/TL10 (E) IQ+3 [8]-14; Free Fall (A) DX+1 packages. The Rodosha is the most common, but the NKKC
[3]-12*; Rescue Suit/TL10 (A) DX+2 [8]-13. does have a few catgirls.

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-

RESCUE SUIT tion/TL10 (E) IQ+3 [0]-13*; Diagnosis/TL10 (Trauma


Effects) (A) IQ+3 [12]-13; First Aid/TL10 (E) IQ+2 [4]-12;
258 Points Search (A) Per+1 [4]-16.
The standard-issue Aibo suit for humans, parahumans and * Included in NAI template.
bioroids is a wearable cybershell, running an NAI. The cyber-
shell and AI together are generally regarded as a unit; the first set The usual Modular Abilities loaded into the Aibo before dis-
of statistics here is that of the standard AI when installed in the patch are Area Knowledge (E) IQ+2 [4]-12, and Language
shell, representing a complete character, the second is the tem- (Accented) [4] for the area of the disaster.
plate for the cybershell itself. It looks like an armored space or
diving suit, and is white, with the Rising Sun in red on the chest Aibo Suit Cybershell
and back, and “NKKC” in red Latin letters below and Japanese
characters above. The operative’s name is written on the hel- 151 points
Attribute Modifiers: ST -10 [-100]; HT +5 [50].
met’s forehead and suit’s back in red Latin letters; it also appears
in Japanese on the upper arms, along with rank insignia. The Secondary Attributes: HP+7 [14]; Per +5 [25].
Advantages: Absolute Direction (Requires Signal; -20%) [4];
suit does not give a penalty to skills (and indeed, the AI is trained
to provide advice on common tasks, in a way that even highly Compartmentalized Mind 1 (Dedicated Controls) [10]; DR
skilled operatives generally find helpful), but operatives learn 10 (Can’t wear armor, -40%) [30]; Discriminatory Hearing
Rescue Suit skill (p. 13) in order to make full use of its capabili- [15]; Discriminatory Smell [15]; Doesn’t Breathe [20]; High
ties and their own abilities while wearing it. It weighs 20 lbs. Pain Threshold [10]; Infravision [10]; Machine [25]; Night
Among other features, the Aibo has fold-out swim fins on Vision 9 [9]; Peripheral Vision [15]; Pressure Support 1 [5];
hands and feet (an Accessory perk on the template). These can Reduced Consumption 2 (refuel/recharge once per day) [4];
be extended or folded away with a Ready maneuver. While Scanning Sense (Imaging Radar) [20]; Scanning Sense
extended, they give trained users +1 Water Move (but -2 Move (Sonar) [20]; Sealed [15]; Telecommunication (Radio;
on land). Secure, +20%; Sensie, +80%) [20]; Temperature Tolerance
5 [5]; Vacuum Support [5].
Attributes: ST 0 [0]; DX 10 [0]; IQ 10 [0]; HT 15 [0]. Perks: Accessories (Air Supply for wearer; First Aid Kit – basic
Secondary Characteristics: Damage 0; BL 0; HP 7 [0]; Will 10 equipment for First Aid/TL10; Retractable Swim Fins;
[0]; Per 15 [0]; FP N/A; Basic Speed 6.25 [0]; Basic Move 0 Searchlight; Small Computer); Provides own DR, Pressure
[0]; Dodge N/A. Support, Sealed, Temperature Tolerance, and Vac-
uum Support to wearer. [10]
Disadvantages: Cybershell Body [-15]; No
Legs (Portable) [-30]; No Manipulators [-50];
Perk: Provides Own (Advantage) to Wearer Restricted Diet (Very Common, power cells)
When a wearable cybershell (such as a rescue suit) provides one [-10].
of its advantages, such as DR or Pressure Support, to someone Features: Individuals of the same model closely
who is wearing it correctly, that is treated as a perk. Multiple resemble one another.
advantages require multiple perks! However, if a shell has internal
Payload space which is used by passengers, they gain the benefits Note: The Dedicated Controls advantage gives
of its DR, pressure sealing, etc., automatically; that’s part of the the wearer access to the suit’s sensors, and gives
Payload advantage. him the benefit of the suit’s Per bonus to all
senses other than taste, including the suit’s scan-
ning senses.

TOOLS OF THE TRADE 18


The Aibo as an Ally cumbersome and prone to damage, so that is now a separate
piece of equipment. The suit weighs 40 lbs.
In a campaign consisting of rescue missions, operatives
Because the Tenryu and Kikko were designed together, it is
should take their Aibo as an Ally with Constantly as the Fre-
not immediately obvious that the Kikko comes off, and tools are
quency of Appearance and the +0% version of Minion (as its
needed to remove it, although a large hatch provides access to
controlling mind is an NAI, with Slave Mentality). Since its
the Tenryu’s internal medical support pod. The Kikko is always
character value is 258 points, it costs 20 points as an Ally for a
removed for maintenance, but not otherwise; infomorph opera-
258- to 343-point PC, 12 points for a 344- to 515-point PC, or 8
tives tend to use another cybershell entirely when off duty.
points for a 516- to 1031-point PC. Characters over 1,031
points would only have to pay 4 points, but that is a long way Attributes: ST 0 [0]; DX 10 [0]; IQ 10 [0]; HT 15 [0].
outside the normal range of NKKC operatives. This generally Secondary Characteristics: Damage 0; BL 0; HP 9 [0]; Will 10
gives a margin on the Aibo’s point value (42 points in a 300- [0]; Per 15 [0]; FP N/A; Basic Speed 6.25 [0]; Basic Move 0
point game); with GM permission, players may personalize [0]; Dodge N/A.
their Allies with a few more skills, or even small attribute Advantages: Computer Brain 2 (4, 4) (Limited Integration,
increases, reflecting the AIs’ unique experiences and training, -20%; Skills and Languages Only, -10%) [31]; Kikko Suit
provided of course that they remain within that margin. An Cybershell [148]; NAI-6 [69].
Aibo could even have a quirk or two, for extra points; even Disadvantages: Duty (NKKC Property; 15 or less) [-15].
NAIs can develop minor personal foibles. Skills: Computer Operation/TL10 (E) IQ+3 [0]-13*; Diagno-
If the focus of the campaign is not rescue missions, the Aibo sis/TL10 (Trauma Effects) (A) IQ+3 [12]-13; Search (A)
is basically never available, as operatives are not allowed to Per+1 [4]-16.
take them out on private jaunts. In such a case, it costs no
points; it counts as issued equipment for any odd occasions * Included in NAI template.
when the character is on a mission. Even if a character sneaks The usual Modular Abilities loaded into the Kikko before
his suit out for one private adventure, the trouble he will be in dispatch are Area Knowledge (E) IQ+2 [4]-12 and Language
covers the benefits for that one incident. (Accented) [4] for the area of the disaster.

Kikko Suit Cybershell


148 points
The Tenryu (heavenly Attribute Modifiers: ST -10 [-100]; HT +5 [50].
Secondary Attributes: HP +9 (Size, -10%) [17]; Per +5 [25];
dragon) cybershell actually SM +1.
Advantages: Absolute Direction (Requires Signal; -20%) [4];
looks more like a fat horse Compartmentalized Mind 1 (Dedicated Controls) [10]; DR
10 (Can’t Wear Armor, -40%) [30]; Discriminatory Hearing
than a dragon, with four [15]; Discriminatory Smell [15]; Doesn’t Breathe [20]; High
Pain Threshold [10]; Infravision [10]; Machine [25]; Night
slender legs that can carry Vision 9 [9]; Peripheral Vision [15]; Pressure Support 1 [5];
Reduced Consumption 2 (Refuel/recharge once per day) [4];
the body high off the ground, Scanning Sense (Imaging Radar) [20]; Scanning Sense
and four tentacle-like arms (Sonar) [20]; Sealed [15]; Telecommunication (Radio;
Secure, +20%; Sensie, +80%) [20]; Temperature Tolerance
mounted near the head. 5 [5]; Vacuum Support [5].
Perks: Accessories (First Aid Kit – basic equipment for First
Aid/TL10; Searchlight; Small Computer); Provides own DR
to wearer. [4]
Disadvantages: Cybershell Body [-15]; No Legs (Portable)
KIKKO (TURTLE SHELL) [-30]; No Manipulators [-50]; Restricted Diet (Very com-
mon, power cells) [-10].
RESCUE SUIT Features: Has stretcher and heat shield mounting points; Indi-
viduals of the same model closely resemble one another.
249 Points
The Kikko suit is designed for Tenryu-model cybershells, Note: As with the Aibo, the Dedicated Controls advantage
and shares the same sensor array and other features as the gives the wearer access to the suit’s sensors and Per bonus.
Aibo suit used by humans and bioroids. The controlling AI is
also similar, but usually not as well-trained; SAI or ghost oper- The Kikko as an Ally
atives are assumed to be able to handle some tasks themselves, For purposes of the Ally advantage, the Kikko is treated much
and should leave others to other team members. like the Aibo (see The Aibo as an Ally, above). It costs 8 points as
Like the Aibo, the Kikko is white, with the badge and name an Ally to a 500-point character, or 4 points to a rare 1,000-point
of the NKKC in red, and the operative’s name on all four character. It only has a 1-point margin for personalization as a
upper legs. Two standard NKKC stretchers can be attached to 500-point infomorph operative’s Ally, but feel free to add a quirk
external mounting points when required. A reentry heat shield or two and spend the points gained on extra skills.
was incorporated in early models, but it turned out to be

TOOLS OF THE TRADE 19


TENRYU RESCUE Tenryus decelerate out of orbit by latching to the sides of
drop ships, but let go to complete reentry. Drop ships can fly
CYBERSHELL within the atmosphere with Tenryus clinging to the side, but
they are not at all elegant when doing so.
318 points
The Tenryu (Heavenly Dragon) cybershell actually looks
more like a fat horse than a dragon, with four slender legs that
can carry the body high off the ground, and four tentacle-like
arms mounted near the head. The head itself is elongated and
mounted on a flexible neck; officially intended to resemble that
of a stylized oriental dragon, it actually looks very horse-like.
The articulation and design of the legs lets them transform into The NKKC’s motto:
efficient flippers for underwater operations.
The cybershell’s body contains a capsule that can hold an
“Hitori demo Ohku” (“Even One More”)
injured person, and medical systems (drug injectors, bandage
sprays, etc.) that operate inside the capsule, so that the cyber-
shell can take an injured victim inside and then begin basic MICROBOT SWARMS
treatment. A reentry heat shield can be fitted on the top of the The NKKC makes extensive use of microbot swarms,
shell when it is installed in its Kikko external casing (p. 19), because they can get into just about any collapsed structure to
and the whole assembly comes down from orbit lying on its find and help survivors inside. All swarms have the Illumina-
back, re-orienting near the earth’s surface. The bulky reentry tion package, primarily so that they are easy to spot, but also
shield is removed after landing. to provide additional illumination at night, and because if
Infomorph operatives only use the Tenryu while on duty, someone is trapped in the dark, light is a great psychological
normally having another shell (in some cases still technically help. The NKKC uses chassis that are designed to work in
owned by the NKKC) for off-duty activities. If the campaign badly damaged environments, so rubble and similar obstacles
will revolve entirely around rescue missions, this other shell do not obstruct the swarms at all. They can all use sonar or
can be left as background color, rather than being detailed and radio to communicate, so that they can function in water, and
paid for with points. have the standard three hours of operational life.
In addition to the specialized packages described below, the
Attribute Modifiers: HT +5 [50]. NKKC uses Devourer (Transhuman Space, p. 170) and Con-
Secondary Attribute Modifiers: Basic Move +2 [10]; SM +1. struction (Transhuman Space, p. 169) swarms to clear rubble
Advantages: Amphibious [10]; Doesn’t Breathe [20]; DR 3 [15]; and get access to victims. Their Devourer swarms are pro-
Enhanced Move 2 (Ground) [40]; Extra Arms 2 (Extra-Flex- grammed never to attack organic matter, but must be used
ible, also applied to base 2 arms, +50%) [40]; Extra Legs (4 carefully when the presence of infomorph victims is suspected.
legs) [5]; High Pain Threshold [10]; Lifting ST 15 (Size, They are also useless when victims are trapped in the remains
-10%) [41]; Machine [25]; Payload 20 [20]; Pressure Sup- of buildings made from bio-materials.
port 1 [5]; Reduced Consumption 2 (Refuel/recharge once
per day) [4]; Sealed [15]; Telecommunication (Radio;
Secure, +20%; Sensie, +80%) [20]; Temperature Tolerance Equipment Packages
5 [5]; Vacuum Support [5]. Victim Detector (Hisaisha Kenshutsu): This package is a
Perks: Accessories (First Aid Kit – basic equipment for First specialized version of Explorer (Transhuman Space, p. 170).
Aid/TL10, mounted internally to be used on patients in pay- The bots search for trace compounds given off by human and
load space; Small Computer); Can make a controlled land- bioroid bodies, and follow trails that they detect until they
ing after atmospheric reentry with heat shield. [3] find the source. If there is only one victim (living or dead)
Disadvantages: Cybershell Body [-15]; Restricted Diet (Very within 10 hexes, they find it automatically, unless it is within
Common, power cells) [-10]. a sealed container. If there are multiple victims, they auto-
Features: Individuals of the same model closely resemble one matically find one of them. Once they have found one victim,
another; Payload space is designed to carry an injured they notify the controller. They can be ordered to search again,
human. but must make a sense roll (Transhuman Space, p. 171) to
avoid returning to a victim they have already detected, unless
Notes: This cybershell cannot fly, or even glide, under normal that victim has been evacuated. Hence, these bots are very
circumstances. Like the space shuttle, it has the aerodynamics of useful, but can miss a lot of savable victims. The NKKC uses
a streamlined brick, with or without a Kikko external shell. It this equipment package with a Flyer or Swimmer chassis
can make a controlled aerobraking reentry when fitted with a (Transhuman Space, p. 168). $2,500.
heat shield, and decide exactly where, within a fairly broad tar- Detailed Survey (Senmitsu Chosa): These microbots build up
get area, it lands, but cannot decide to go to a wholly different a fully detailed picture of their three-dimensional environment,
area, or fly by jumping from anything lower than LEO. A Tenryu and share it with their controller. They cannot miss baseball-
does not need much space to land, but it lands in a very con- size or larger victims in the volume they cover, and although
trolled crash, so anything it lands on is likely to be badly dam- they cannot enter sealed rooms or voids, they do uncover and
aged; infomorph operatives try to avoid landing right next to report such spaces. The problem is that it takes a one-hex
survivors. Thus, the shell does not qualify for any version of the swarm one minute to scan one cubic yard, so it would take too
Flight advantage; its reentry ability is a perk. long for them to look for victims throughout a disaster area.

TOOLS OF THE TRADE 20


Operatives set these swarms onto sites where they have good This enables it to de-orbit and land within 30 minutes, far
reason to suspect that there are multiple survivors present, gen- faster than almost anything else. The system is far from cheap,
erally because a Hisaisha Kenshutsu swarm has found a couple. however, and no-one else is thought to use it. Special forces
The NKKC uses this package with an Armored Crawler might be interested, but it is possibly the least stealthy means
chassis, but other organizations often use a simple crawler of reentry known.
(Transhuman Space, p. 168). The NKKC swarms can oper- Its propulsion system is a hybrid design; hydrogen-oxygen
ate under water, although they must crawl on surfaces rather rockets briefly provide up to 3G of thrust, while the jet engine
than swimming. $4,000. allows extended maneuvers in atmosphere. The rockets are
Lifesaver (Kyumei): Lifesaver swarms are a specialized used for de-orbiting and rapid vertical landings and take-offs;
and advanced version of the standard Paramedic package the pilot and control AIs make a point of preserving enough
(Transhuman Space, p. 170). Paramedic packages are far too fuel for both before the landing at the emergency scene,
slow for emergency use, but also try to do more than Kyushutsu though if the craft is less than fully laden it can get into the air
needs to do on-site. (Kakuho do use Paramedic swarms, how- on jet power alone.
ever.) Kyumei swarms determine whether any injuries are life- After a mission is complete, the drop ship will usually either
threatening, and try to patch up those that are; treat them as be at the disaster scene or parked near a convenient hospital or
having Diagnosis-12 for this purpose only, and as providing the evacuation center. It will then be refueled if necessary by tankers
equivalent of bandaging (p. B424), with First Aid-12 to stop and then flown back to Japan, often by stages (effective range
bleeding only. When they are used on people trapped under in atmosphere is about 2,000 miles), prior to refurbishment
rubble, they also determine where the pressure of debris is and a return to orbit with strap-on boosters and tanks or as
dangerous, and move between the victim and the debris, lock- cargo in an HLV.
ing together to support the weight of the debris and keep it off Contents of the cargo space vary with the mission, but
the victim. It takes a one-hex swarm 10 minutes to shield a vic- almost always include fold-out emergency seating that
tim this way, but multiple swarms speed it up; a two-hex enables the hold to be converted to carry evacuees. The pri-
swarm can do it in five minutes, a three-hex swarm in three mary skill to operate the craft is Piloting (Aerospace), but
minutes 20 seconds, and so on. Protecting a single victim NKKC pilots also train in Piloting (High-Performance Space-
under rubble normally consumes a single hex swarm, as that craft) to handle the occasional space rescue mission. A drop
many members remain in place to support the rubble. They do ship could float on water if necessary, but couldn’t take off
not need power to serve this function, and can be recovered from there, and so would have to be towed to land for exten-
after the rubble is removed. The NKKC uses this package with sive refurbishment (or abandoned); some pilots insist that a
an Armored Crawler chassis, and standard procedure is to rocket-powered take off from water would be perfectly possi-
send five swarms to help a single victim. $10,000. ble, but the risks of steam, spray, and being knocked side-
Oxygen Bearer (Unsanso): This swarm settles on a single ways by a wave at a critical moment mean that no-one has
victim, injecting temporary respirocyte nanosymbionts tried it yet. Maritime and sub-aquatic rescue missions with
(Transhuman Space, p. 165) and then supplying oxygen no land nearby traditionally involve rapid “drop deploy-
directly to the bloodstream. It is a variant of Hypo (Transhuman ments” from low-hovering drop ships. While teams are fully
Space, p. 170), but with additional monitoring capabilities to trained for this, even the NKKC’s leadership regards such
allow it to keep oxygen levels adequate. A swarm can keep necessities with trepidation.
someone alive under water or in vacuum for at least half an Drop ships have only very basic NAI pilots installed, so a
hour, and for longer in favorable conditions. The limiting fac- team member really has to learn to fly them. The NAI can de-
tor is that carbon dioxide starts to build up in the body; orbit the ship well enough, though, so the pilot-operative has a
Kenkyu is working on a version that can scrub it out, which few minutes to digest the mission briefing before having to
should be able to keep someone alive for a day or more. take the controls. If the NKKC decided to employ LAIs again,
$5,000 (including the nanosymbionts). this is probably the first place they would be used.
In terms of the rules in GURPS Spaceships and GURPS
Spaceships 8, drop ships have the following details.
DROP SHIPS (TL10) Front Hull System
A standard NKKC drop ship transports a single kyutai and
[1-2] Nanocomposite Armor (total dDR 14).
its equipment. Each carries a basic equipment package at all
[3] Soft Landing System.
times, and specialized packages are automatically swapped in
[4-5] Cargo Hold (10 tons).
while the operatives are getting to the ship. A drop ship can
[6] Passenger Seating (6 seats).
hold 30 people and two Tenryus and still take off from Earth
and maneuver, sluggishly. [core] Control Room (C8 computer, comm/sensor 5,
Drop ships are streamlined deltas, about 50’ long (SM+6). 2 control stations).
They are capable of VTOL and atmospheric flight, but cannot Central Hull System
achieve orbit by themselves, although they can de-orbit very [1] Nanocomposite Armor (dDR 7).
quickly under their own power. They are lightly armored in [2-5] Cargo Hold (20 tons).
addition to their heat shielding, but are not armed at all. If [6] External Clamp.
there are any sapient infomorphs in the team, their Tenryu Rear Hull System
cybershells rest clamped onto the drop ships, ready for launch. [1] Nanocomposite Armor (dDR 7).
A drop ship is constructed of advanced metallic laminates [2-3] Fuel Tanks (five tons hydrogen/oxygen
and equipped with a disposable ablative heat-shield, allowing providing 0.15 mps delta-V each).
an aerobraking reentry, often assisted by the ship’s rockets. [4] Cargo Hold (5 tons).

TOOLS OF THE TRADE 21


Rear Hull System Rear Hull System
[5] Smaller Systems (three at SM+5): Jet Engine [6] Chemical Rocket (3G acceleration).
(0.3G atmospheric acceleration), [core] Cargo Hold (5 tons).
Fuel Tank (1.5 tons jet fuel providing
A drop ship has a winged hull.
60 minutes endurance), Cargo Hold
(1.5 tons).

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.

HAKENSHITSU (TL10) Front Hull


[3-5]
System
Larger System (one at SM+8): Enhanced
See the description of the hakenshitsu on p. 11. They should Comm/Sensor Array (level 9).
be background color in most adventures, but the statistics may [6] Habitat (one establishment).
sometimes be important, and in terms of the rules in GURPS [core] Control Room (C8 computer, comm/sensor 6,
Spaceships and GURPS Spaceships 8, this is how they look. no control stations).
Because the spin capsules are essentially distinct compo- Central Hull System
nents, linked to the non-rotating core section, and provide [1] Light Alloy Armor (dDR 5).
much higher spin gravity than a spacecraft of this size could [2] External Clamp.
normally manage, they and the core are treated as two sepa- [3!] Factory (Robofac).
rate design units; External Clamp systems represent the link- [4] Solar Panel Array (one Power Point).
ages between them. Note that hakenshitsu are not currently [5-6] Habitat (two establishments).
equipped to maneuver; this will probably have to change as Rear Hull System
the beanstalk is built. [1] Light Alloy Armor (dDR 5).
[2] External Clamp.
Hakenshitsu Core [3-6, core] Habitat (one ops center)
Front Hull System
The design has total automation and exposed radiators.
[1] Light Alloy Armor (dDR 5).
[2] External Clamp.

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

Hakenshitsu Spin Capsule Rear Hull System


[6] External Clamp.
Front Hull System [core] Habitat (1 cabin).
[1] Metallic Laminate Armor (dDR 5).
[2-6] Habitat (5 cabins). The design has total automation and exposed radiators.
Central Hull System
[1] Metallic Laminate Armor (dDR 5).
[2] Cargo Hold (5 tons).
[3-6, core] Habitat (5 cabins)
Rear Hull System
[1] Metallic Laminate Armor (dDR 5).
[2-3] Cargo Hold (10 tons).
[4-5] Habitat (2 cabins). Nihon Kinkyu Kyushutsu Cho
TL Spacecraft dST/HP Hnd/SR HT Move LWt. Load SM Occ dDR Range Cost

SPACER/TL10
10 Hakenshitsu Capsule 30 – 12 – 100 17.6 +6 26ASV 5 0 $1.61M

TOOLS OF THE TRADE 22


CHAPTER FIVE

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.

the disaster area . . . Earthquakes


The NKKC always reacts quickly, but even so the main
shaking will be over before they arrive to respond to an earth-
quake. Aftershocks are very likely, though. Small ones are
background color. Moderate aftershocks make liquids spill and
EVEN ONE MORE may knock things over. Weakened structures may collapse,
and all actions take a penalty of -2 or -3. Characters must make
The motto of the NKKC is “Hitori demo Ohku,” which trans-
lates as “Even one more,” and means “If we can save even one a roll vs. DX+2 or fall, and falling debris typically inflicts 1d of
more life, we should.” The main type of campaign involving the damage. Strong aftershocks cause 2d of damage from new
NKKC is one in which the PCs are members of Kyushutsu, sent debris, and characters must roll vs DX or fall. All actions take
out to save lives in a new disaster every adventure. There will be a penalty of -4. Damaged buildings often collapse, and rubble
plenty of action and peril, but very little combat. settles in new ways.
In such a campaign, the hakenshitsu and agency bases are If the first earthquake was actually a foreshock, the opera-
background color, because all of the adventures take place tives may find themselves in the middle of a really severe earth-
elsewhere. The characters should normally be assigned to quake. All actions take a penalty of -12, and debris can inflict 6d
one of the orbital hakenshitsu, so that they can be sent any- of damage. Characters must roll against DX-2 or fall down, and
where on earth, or even to orbit. When an emergency is must repeat this roll every time they move. Even Fifth Wave
detected, the AI alerts operatives. High-speed tracks take structures that were previously undamaged may collapse.
them to the central cylinder, where they board the drop ships Most rescue work after an earthquake involves getting
through hatches that are automatically sealed behind them. people out of collapsed buildings. Finding people uses the
The station AI is already downloading a briefing to their sys- sensors in the rescue suit, or Computer Operation at a
tems, and continues updating this as they re-enter the atmos- penalty of at least -3 to get information from systems in the
phere. This briefing is always incomplete, as it is being area. Getting people out uses ST, DX, and equipment. Diag-
revised on the fly, and the GM should provide it, to set up the nosis skill is also important, as injuries may not be obvious,
adventure. The action starts within minutes, as the drop ship and may limit the ways a person can be removed without
and cybershells reach the disaster area and the operatives killing them. Fires very often follow earthquakes, and auto-
must decide, based on what they know, where to act first. matic fire suppression systems may have been broken. Live
Since one group of operatives can normally only address one power cables are another danger, as are gas leaks in Third
crisis, the choice should normally be obvious, to make sure Wave areas. In a building with relatively light damage, a secu-
that they go for the problem the GM has prepared. rity system that is either confused or run by an NAI can be a
Operatives receive little support during a rescue. Informa- significant obstacle. Indeed, in Fifth Wave areas, calming
tion is patchy and unreliable, and there are rarely other people building AIs down with Psychology (Applied; AI) can be a
available to help. However, the agency does try to supply any vital component of rescue work. Damage to research centers
useful information it has, which justifies GM hints if players could result in almost any hazard. Undersea earthquakes
are getting stuck or dithering. Information such as floor plans cause tsunamis, covered under Floods (p. 24).

CAMPAIGNS AND ADVENTURES 23


Fires normally makes all this no direct threat, although large items
caught in the flood may cause more damage if a Swimming or
A fire by itself almost never calls for intervention by the
Dodge roll to avoid them fails, and the experience of being
NKKC; building systems and local authorities can handle
thrown around can cause serious disorientation.
them. However, other disasters often cause fires, which then
Once the flood has hit, operatives can look for survivors
complicate rescue work. These fires are almost always ordi-
with the shared senses of the rescue suit (the suits are equipped
nary intensity (p. B433), and standard NKKC equipment (see
with sonar), and possibly use Swimming to reach them and
pp. 18-22) provides enough DR to protect operatives. Fire,
pull them out. Debris in the water often poses hazards, and
therefore, mostly adds urgency to the search for trapped
operatives often face tough choices over whom to save.
survivors. Fires impose a penalty of -1 to -4, depending on
strength and extent, to any Rescue Suit or Electronics Opera-
tion roll to find survivors; heat, chemicals, and particles added Hull Failures
to the air confuse many sensors. Hull failures can occur on space stations or undersea
habitats. They are among the very few disasters that can
happen too quickly for the NKKC to do anything; a cata-
strophic hull failure on an undersea habitat can kill every-
one inside in seconds. Even then, however, infomorphs
may survive the initial damage, and well-designed habitats
can delay complete hull failure long enough for evacua-
tion and rescue. All NKKC teams are equipped to function
at up to 15 atm of pressure, down to about 450’ in Earth’s
oceans (actually slightly better than the strict definition of
the Pressure Support 1 advantage implies, but this can be
treated as a special effect). Thus, they can respond to dis-
asters at Elandra (Transhuman Space, p. 33, and Under
Pressure, pp. 32-38) – a full member of the PRA – and
most other undersea habitats. Kuratani (Under Pressure,
p. 40), however, is on its own. Standard NKKC suits can
also function in vacuum, as, obviously, can the drop ships
and cybershells.
In these cases, the problem is finding people and getting
them out before they run out of air. Depending on the cause
of the hull failure, some people may also be trapped by
structural damage. In general, a hull failure in space does
not hinder operatives. Underwater, except for the shallow-
est habitats, sections fail catastrophically when they fail, so
Floods there is either no effect, or the whole area is filled with water.
The NKKC does not respond to slow floods, when rivers rise In both cases, leaks should be treated as setting a time limit for
steadily in response to heavy rain. These can be devastating, but game purposes. If the habitat is at high internal pressure, like
most people can easily stay ahead of them. However, sudden much of Elandra, hull failure is not a risk, but this can still be
floods are within the agency’s remit. This includes tsunamis, a challenging environment for other kinds of disaster.
floods from burst dams, and very severe flash floods. One of the challenges of underwater disasters is that water
Operatives can often reach an area downstream of a burst cuts off the operatives’ link to the agency, and to each other.
dam before the flood water does, or beat a tsunami to the Simple signals can be sent using sonar, and suits and cybershells
coast. In such cases, the goal is to get people to high ground. have systems to allow full communication if two operatives are
This might involve picking people up and carrying them, par- in direct contact, but radio communication is impossible, and
ticularly those who can’t walk, but giving directions and sim- cables tethered to transmitters on the surface are completely
ply getting people moving are equally important. NKKC drop impractical. Kenkyu is working on a communication system
ships can move about 30 people at once, if they stand and that can transmit directly from the sea floor to a satellite, but so
squeeze in, or about a dozen who cannot stand. There are nor- far physics is not cooperating.
mally far more people than the operatives can move in the few
minutes remaining, so the decisions on whom to prioritize are Industrial Accidents
an important part of the adventure. An industrial accident has to be really bad to get the NKKC
A large tsunami, such as the one after the Great East Japan involved, especially as most Fifth Wave industrial sites are
Earthquake of 2011, can be over 100’ high, traveling at over 20 largely teleoperated. In Third Wave areas, however, operatives
miles an hour, and can sweep houses away. Such floods do not do try to rescue workers when things go very wrong. The haz-
need game statistics; anyone struck is swept away automati- ards can be almost anything, from intense fires to out-of-con-
cally, taking 1d damage every second from drowning or colli- trol microbot swarms, and operatives are even more reliant on
sions with debris. A successful Swimming roll buys 10 seconds their own initiative than normal. A further issue is that the
without damage; if the roll succeeds by at least 5, or is a criti- owners of the industrial site often do not want the NKKC to see
cal success, the swimmer gets to the surface, and has a +2 what was going on; this is one of the few types of disaster at
bonus to further rolls. Again, operatives’ standard equipment which NKKC operatives are sometimes deliberately attacked.

CAMPAIGNS AND ADVENTURES 24


As they are not armed, this badly disrupts the rescue. However, circumstances, they do not have access to rescue suits or
operatives are still expected to try to rescue as many people as Tenryu cybershells, or to any other NKKC equipment, but they
possible; the NKKC does not withdraw in the face of danger. are still well-trained individuals. Friends and acquaintances
sometimes expect them to be able to solve problems, as long as
Terrorist Attacks the problems don’t involve violence. This is a good opportunity
for “everyday adventures,” in which the PCs get to see the
As with industrial accidents, a terrorist attack has to be very
world of Transhuman Space when it is not in crisis.
large scale to draw NKKC involvement. They do not respond to
attacks by armed groups, as the military is better equipped for
that, but they do respond to the aftermath of large bombings
and similar. In such cases, they rescue people from the rubble,
WORKING WITH THE NKKC
The NKKC can also be involved in campaigns that do not
much like after an earthquake. Terrorists may plan follow-up
revolve around rescues.
attacks to target rescuers.
Hodobu would, in a military organization, be the memetic
warfare unit. While the nature of the agency gives them a very
Transport Disasters strong starting point, it is essential that the NKKC is seen as hon-
Transport disasters are almost always best handled by local est, effective, and impartial, even though it can never save every-
authorities, although if a plane crashes in a remote area or a one in a disaster. A whole memetics campaign could be based in
large transport breaks up in LEO the NKKC scrambles to look Hodobu; also, since Hodobu often draft other operatives in to
for survivors. Simulations suggest that, in theory, four first- help with memetic management, memetic adventures can be
response drop ships could actually catch a crashing TAV, evac- dropped into a rescue campaign for a change of pace. See Toxic
uate all the passengers, and push the TAV to crash somewhere Memes, Chapter 7, and Changing Times, p. 47, for rules.
unpopulated. Many operatives would love to try this. If Kenkyu really does use illegal means to get hold of useful
technology, they certainly use deniable outside operatives to
Typhoons and Tornadoes steal information, and try to keep them from working out who
has hired them. This would make an interesting twist for an
The NKKC does not often respond to typhoons, as they can
industrial espionage campaign in which the players do not
be tracked well in advance. However, the chaotic development
start off knowing who is employing their characters.
of large weather systems means that sometimes a typhoon
Since the Ar-Raqqah incident the agency has taken a very
causes unexpected damage, most often serious flooding, and in
hard line with operatives who reveal what they have seen. Some-
those cases the NKKC does act. Response to a typhoon is nor-
times, however, it is impossible to ignore what you uncover. In
mally similar to a flood response, with complications created
such cases, the operatives might contact people they can trust to
by the strong winds. Drop ships and cybershells can land in a
handle the problem without suggesting that any information
typhoon, but the winds impose a penalty of up to -5 on all
came out of the NKKC. They couldn’t help much beyond the ini-
actions, and can topple trees and damage buildings, as well as
tial information, but for the right group, that would be enough.
throwing smaller items through the air.
Tornadoes can also be tracked in advance to some extent,
but they can hit more strongly, or in a different area, than
anticipated. Not even the NKKC can land during a tornado, so
THE NKKC AS A PROBLEM
The NKKC has no enemies, not even in the countries that
operatives generally try to get survivors out of the ruins. The
forbid it entry. There is nothing to be gained by trying to sab-
procedure is much the same as for earthquakes, only without
otage it, and the backlash if a group were caught doing so
the risk of aftershocks. If another tornado strikes, however, the
would be devastating. The LRF feels threatened by it, but even
operatives may have little time to rescue people.
they go no further than arguing that it is unwise to rely solely
on the NKKC. There are two ways in which the NKKC can be
Volcanoes used as opposition, however.
Volcanic eruptions are hard to handle, and so it is a good First, if the PCs have a secret facility in an area struck by a
thing that, in 2100, they can normally be predicted far enough in disaster, they must prevent its details being captured by the
advance to allow evacuation. However, sometimes they are operatives’ links and transmitted to the NKKC. As operatives
unexpected. In the face of lava or pyroclastic flows, operatives routinely ignore warning signs and instructions, and violence
can sometimes arrive soon enough to get people out of the way, would be a tremendous memetic own-goal, drawing a huge
so treat these as a flood, with the difference that no-one can sur- amount of attention, this requires creativity. One obvious
vive when the lava arrives. The agency also tries to rescue peo- option is evacuating the secret things before the NKKC get
ple from areas affected by associated earthquakes or cut off there, a complex task under difficult conditions with a very
by lava, or blocked by ash falls. However, even at some distance tight deadline.
lava creates intense heat (p. B434), putting a tight time limit on Second, NKKC operatives are not all saints, but they look
rescue efforts. Ash falls impose a -5 penalty on most actions, after their own. Investigators who suspect serious wrongdo-
including getting the drop ship back out of the area. ing by an operative will find their inquiries blocked and hin-
dered until they can get enough evidence to convince the
Off-Duty NKKC itself to investigate. If the crime was committed dur-
ing an operation, the perpetrator may be formally immune,
Kyushutsu teams spend two-thirds of their time off duty,
forcing characters to operate outside the law to see justice.
and they often spend much of that time together. They might
Hodobu may choose to cover up serious crimes, actively
be training at Fujimiya Shicho, or genuinely off-duty. In such
working against the investigators.

CAMPAIGNS AND ADVENTURES 25


INDEX
Advantages, 12; desirable, 12. Kyui, 9. Partner rescue suit, 18.
Adventures, earthquakes, 23; fires, 24; Kyumei equipment package, 21. Perk, new, 18.
floods, 24; hull failures, 24; industrial Kyusa, 9. Provides Own (Advantage) to Wearer
accidents, 24; off-duty, 25; terrorist Kyushi, 9. perk, 18.
attacks, 24; tornadoes, 25; transport Kyusho, 9. Rank advantage, 12.
disasters, 24; typhoons, 25; volcanoes, Kyushutsu, 7; operatives, 8, 9. Reputation advantage, 9, 12.
25; see also Campaigns. Kyuso, 9. Rescue Suit/TL skill, 13.
Aibo rescue suit, 18. Kyutai, 9. Rescue, cybershells, 18-20; suits, 18-19.
AIs, see Infomorphs. Kyutaiin, see Operatives. Researcher template, 16.
Allies advantage, 19. LAIs, as operatives, 8. Rodosha bioroid, 15; package, 15;
Alpha upgrade package, 16. Legal Immunity advantage, 12. template, 15.
Amenoukihashi medal, 9. Lifesaver equipment package, 21. Sakura medal, 9.
Ar-Raqqah Incident, 5. Luna, 6, 11. Self-Defense Force, 4, 6.
Bioroid Kyushutsu operative template, Medals, 9. Senmitsu chosa equipment package,
14-15. Memeticist template, 17. 20-21.
Bioroids, as operatives, 5, 8, 9; templates, Memetics, 5, 7-8. Shicho, 10-11.
14-15. Microbot swarms, 20-21. Skills, 13; with physiology modifiers, 13.
Campaigns, as NKKC operatives, 23-25; Morioka Honcho, 10. Syria, 5.
NKKC as a problem, 25; working with Motoyama, Michiyo, 5. Takahashi, Yuina, 4.
the NKKC, 25. Nakamura, Sho, 9. Tanegashima Shicho, 10.
Character creation, templates, 14-17; traits, NKKC (Nihon Kinkyu Kyushutsu Cho), Templates, 14-17.
12-13. area of operation, 6; awards, 9; Tenryu rescue cybershell, 20.
Detailed survey equipment package, development, 4-5; dispatch stations, 11; Tokyo Shicho, 10-11.
20-21. divisions, 7-8; foundation, 4; Transhuman Space, 4, 9, 15, 16, 20, 21,
Disadvantages, 12-13; prohibited, 13. headquarters, 7, 10; hierarchy, 9; 24, 25; Changing Times, 14-17, 25;
Dispatch stations, 11; stats, 22. history, 4, 5; insignia, 9; Japanese Fifth Wave, 5, 8, 16; High Frontier, 11;
Drop ships, 21-22. society and, 5; jurisdiction, 6; mission, Toxic Memes, 25; Under Pressure, 24;
Duty disadvantage, 13. 6; motto, 23; offices, 10-11; see also GURPS.
Environment Suit skill, 13. organization, 7-8; oversight, 6; overview, Tsubasa medal, 9.
Equipment, special, 18-22. 7; political support, 6; punishments, 9; Turtle Shell rescue suit, 19.
Felicia II package, 15. purpose, 6; rewards, 9; staff overview, 8- Unsanso equipment package, 21.
Foreigners, as operatives, 8. 9; uniforms, 9; use of memetics, 5, 7-8; Upslink installation, 12.
Fujimiya Shicho, 10. see also Operatives. Usaginokoya Shicho, 11.
Genefixed human package, 16. Operatives, character traits, 12-13; Victim detector equipment package, 20.
Ghost Kyushutsu operative template, 14. overview, 8-9; teams, 9; templates, Xenocop bioroid, 16; package, 15;
Great Seto Earthquake, 5. 14-17. template, 16.
GURPS Spaceships, 21, 22; Spaceships Oxygen bearer equipment package, 21. Ziusudra parahuman package, 16.
8: Transhuman Spacecraft, 21, 22; see
also Transhuman Space.
Hakenshitsu (dispatch stations), 11; stats,
22.
Heavenly Dragon rescue cybershell, 20.
Hisaisha kenshutsu equipment package,
20. Koketsu ni irazunba koji
Hodobu, 7; memeticist template, 17.
Human Kyushutsu operative template, 16.
Infomorphs, as operatives, 5, 8, 9;
wo ezu.
cybershells, 18-20; template, 14.
Jimu, 7, 9. (If you do not enter the tiger’s
JSDF, 4, 6.
Kakuho, 7, 9.
Kana syllables, 11.
cave, you will not catch its cub. )
Kazakhstan, 6.
Kenkyu, 7; researcher template, 16-17.
Kikko rescue suit, 19.
– Japanese saying
Kyubakuryo, 9.
Kyudan, 9.

INDEX 26
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