This page addresses designing a Character "Blank" on
100 points plus "innate" advantages and
disadvantages.
The following applies to Terragen Spacers only (Clan Tymbrimi, Clan
Synthian
and Kanten spacers will have different rules).
1) Universal Advantages and disadvantages of Tg. Confederation Spacers.
2) "Disalowed" Advantages and disadvantages.
3) Exceptions to point number 2.
1) Universal Advantages of Tg Confederation
Spacers.
--Full Panimunity (= Immunity to Disease Advantage) from TL-12 innoculation.
--An LCD implant in your (NATURAL) left eye (given to almost everyone at birth)
----optic readout
----biomonitor
----clock & calender (=Absolute Timing Advantage)
--a STANDARD neural interface jack (under self-sealing skin flap.) [Option
can
be refused under Tg code of sapient rights])
--G-Experience (Rotational Gravity rapidly acclimates Spacers on Tg Ships
to
various gravities--this
advantages applies to ANY spacer who lives for three
or four days in a Tg
ship)
--either the -5 odious personal habit disadvantage (in Galactic Society)
of a
"Sense of Humor" OR the -5 point
disadvantage of being a Terragen
with "No Sense of Humor" living
in Tg spacer society.
See also: Human, Neo-Chimp and Neo-Fin creation rules
2) "Disalowed" Advantages and disadvantages
Galactic Tradition allows, and even encourages collective
responsibility
and punishment. Thus, as a rule, NO dangerously anti-social,
violent, or
psychotic individual will be ALLOWED outside of Terragen space (Tg Marines
and
various security agents can be partial exceptions to this general
rule.
However, the comanders of any potential "rabid pit bulls" will
make very certain
that the leashes of command are HIGHLY reliable.)
Second, many disadvantages listed in various GURPS books simply
don't
exist in the 26th century. Medical science just fixes (or
effectively
medicates) them. However, ever since the chaotic mid-21st century,
medical
science has generally prefered through-going organic replacements
and
treatments to bio-mechanical solutions. Almost all body parts can be
replaced
with cloned parts. (Military or security use of bionics is, however,
another
matter.) Furthermore, Galactic Society frowns on use cybernetics, so
every
effort will be made to disguise such hardware as might be
installed.
--Magical Aptitude/Resistance
--Ally
--Dependent
--Patron
--Enemies (Requires unusual background and is useless shipside)
--Albino (fixed with gene therapy)
--Bad Sight/Blindness/Color Blindness (*but see below)
--Cyber-rejection
--Deafness/Hard of Hearing
--Diabetic
--Dwarfism
--Eunich (reproductive technology even eliminates the quirk "sterile")
--PATHOLOGICAL Giantism (that is, Line Backers and NBA stars are ok, but
Andre
the Giant or a Sumo wrestler
isn't)
--Hemophilia
--Lame (*but see below)
--Mute (*but see below)
--No Physical Body (* but see below)
--No Smell/Taste (*but see below)
--One Arm, Leg, etc. (*but see below)
--Quadrapalegic (* but see below)
--Chronic Space Sickness (* but see below)
--Addiction, if not in recovery/remission (** but see below)
--Amnesia
--Berserk (# but see below)
--Bully (# but see below)
--Full blown Borderline Personality Disorder (** and # See below)
--MOST compulsions or obsessions (** but see below)
--Compulsive Lying
--Death wish (# but see below)
--Some minor delusions. The character simply cannot be delusional _per se_
--Some fanaticisms (# but see below)
--Greed
--(Gullibillity if the character is a Sr. officer or manager)
--Illiteracy
--Impulsiveness (for most jobs. Eg. Fighter Jocks might be tested
FOR
impulsiveness and
overconfidence)
--Major intolerance (except Tg Marines also, see #, below)
--Jealousy (except among academics)
--Kleptomania
--Megalomania (# but see below)
--On the edge
--Paranoia (Professional or Collective "Paranoia" is ok for
members of the
security forces. [Deep Space Service personel
must be able to willingly STOP
thinking this way, however.]
Also see **, below.)
--Any Incapacitating Phobias (eg. Claustraphobia, fear of bugs,
machinery,
monsters, open spaces, reptiles, or
_per se_ xenophobia. Also see **, below.)
--Post-Traumatic Stress Disorder WITH random Violent Rages, or
episodic
Paranoia. (But see **
and #, below)
--Untreatable Psychosis, including Schitzophernia and Manic-Depressive.
(** but
see below)
--Pyromania (# but see below)
--Pathological Sadism (# but see below)
--Cripling Shyness (Also see **, below)
--Split Personality (** but see below)
--Legal enforcement powers.
--And, of course, no "unreformed" convicts.
--No uplifted (geneered) humans, without paying for an Unusual
Background.
3) Exceptions to point number 2.
Those entries marked with an asterisk (*), if taken,
indicate a genetic or
congenital defect so severe that it had to be corrected with cybernetic
rather
than organic technology. The disadvantage is --in effect --an
unusual background
that offsets the cost of its cybernetic correction.
Some conditions marked with two asterisks (**)
might be treated with medication
rather than permantently corrected at a medical tech level of ten. At a
one or
two point Quirk level, the character IS well controled, but will lapse if
off
medication for more than a few days. (This will ONLY happen if the
patient is
actually DEPRIVED of his medication.)
For five points, the caracter only SEEMS well stabilized (to both
himself and the experts.) Under stress, or just given enough time,
he or she
will become non-compliant, stop taking her meds, and suffer a
relapse.
Those disadvantages marked with a pound-sign (#)
will be detected by testing and
will put a Citizen on Probation.
However, they may not be immediately
recognized by lay people, or may even lie dormant (or be consciously
suppressed
by someone obsesed with the idea of being a spacer) long enough for a
mission to
be well advanced before anyone notices the personel problem. . . .
For a probationer to get abord ship he or she would a) need an
Alternate
I.D. [this would include a "clean" bill of mental health]
and b) their
anti-social problem would be a BIG Secret. A person who had a
probationary
rating removed (that is, they were declared
"cured" or well stabilized) might
also have a MINOR Secret.
Though though the
Galactic Unified Institute
of Standards and Inter-Species Trade,
the Galactic Bank, and the
Galactic Authority on
Monies, all give the Terragen
Confederation an economic productivity
and sophistication rating of 9.0 to 9.65,
this is heavilly weighted toward
transit and power generation. It is easy to forget
that in many fields, Terran technology
considerably exceeds its median productivity
rating. One such area is medical
technology and another is bio-mechanics,
where Earth is effectively
TL-10.
Thus, Aging only starts at 110, and accelerates at 130 years of age, and
again
at 150.
Also, because of the demanding Galactic political-economy, almost
no
Terran is allowed to quit training before age 25 (that is, any one
adventuring
before age 25 is "Youthful"). Retraining and constant
education are simply facts
of post-contact life for Terragen sapients.
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