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Transhuman Space Conversion for EABA.
By Aaron Kavli

The material presented here is my original creation, intended for use with Transhuman Space from Steve Jackson Games and EABA from BTRC. This material is not official and is not endorsed by SJ Games or BTRC. The articles and art here are used in accordance with the SJ Games online fan policy. All rights reserved.

GURPS  and Transhuman Space are  registered trademarks of, and all GURPS and Transhuman Space material is copyright, Steve Jackson Games.

EABA is a registered trademark, and copyright Greg Porter and BTRC.
 

Transhuman Space is one of the finest sci-fi RPG settings available. It has been written with a more modern mindset, incorporating what modern minds feel will
likely be the innovations of the future. It breaks the shackles of the dark cyberpunk campaigns, and avoids the stale one-world government backgrounds common in most optimistic sci-fi settings.  

EABA is BTRC's newest universal game system. It one of the finest systems to date. The rules are simple but allow great detail, they are rational and realistic but fun, they are streamlined but designed to handle any setting. One a word, EABA is elegant.

Merging Transhuman Space with EABA seems natural, given the quality of both setting and rules. Transhuman Space is a setting for SJ Game's excellent GURPS
system and general conversion rules can be found at BTRC's EABA page (under the EABA freebies links). As a great fan of Transhuman Space, I'd not try to short
them! One must have the TS books to fully use this conversion. If successful, one should be able to directly transplant the setting into EABA rules without GURPS rules however. But if you buy the Transhuman Space hardback (I highly recommend it), you get the TS setting and all (well... most) of the GURPS rules you need.
 

Abbreviations:
This article uses a handful of abbreviations common to GURPS. Any page references from GURPS sources will be in the form used in the publications and use official SJ Games format. For example, a reference on page 50 of the Transhuman Space core book would be written as (p. TS50).

TS = Transhuman Space.
FW = Transhuman Space: Fifth Wave.
SSS = Transhuman Space: Ships of the Solar System.
AI = Artificial Intelligence.

General Campaign Notes:
The setting of TS space places humanity a mere hundred years in the future, but what a century! Advances in computer, genetic, and space technology have opened avenues that have changed the very foundations of society. It is also an optimistic future, devoid of any global disaster used to set the current situation. There are conflicts to be sure, but much of the setting involves social mores about acceptance and what it means to be human.

In TS terms technology, and indeed nations, are broken up into three basic "waves," each representing a development that profoundly changed human society. The term was coined by Alvin Toffler and is used to describe the nature of a given society. The waves are as follows: First Wave, agriculture; Second Wave, industrial manufacturing; Third Wave, computers and information networks; Fourth Wave, genetic manipulation and biotechnology; Fifth Wave, AI systems and nanotech.

The nations of TS range from Third to Fifth wave capabilities. With global trade being what it is, any range of items can be found anywhere. When using these terms, or the EABA equivalents, for a nation, it refers to the overall supportable industry and economy of a country and the availability of the technology. The elite and wealthy usually have access to advanced, imported tech, and companies are known to set up advanced manufacturing facilities in poor countries. This does not change the nation's overall technological base though.

In EABA terms, the TS setting as a whole is in the Post-atomic Era. Third wave nations may fall into the middle or late Atomic Eras. Despite a given nation's economy, most items are built (all items on this page) using the Post-atomic values. GMs should feel free to design equipment with Atomic era values to represent products from poor or backwards nations. There are two fields in TS that fall into the Advanced era: power and medicine. Only vehicular and utility power reactors fall into Advanced era technology, as fusion and anti-matter plants are available, and all vehicles (and vehicular weapons, which use laser and magnetics) are built using Advanced era values. Power cells use Post-atomic values. Medicine allows for nearly any wound to be healed barring brain destruction, as well as all the genetic and biomod technologies available. With appropriate gear, recovery rolls use the Advanced era values.

Full discussions as to the available technologies can be found in the TS books. Note that hand held energy weapons are not common, and no FTL technology exists.
 

Characters:
The TS setting has a wide range of character types with a parallel range of starting points. While the setting is not epic by nature, PCs should be build on the EABA scales of Heroic or Super Heroic. This will simulate the advanced learning and capabilities of advanced human societies, though there will certainly always be a large percentage of the population that is Low or Normal. It also allows players to be able to use some of the more costly character templates. GMs should be lenient with points; genetically upgraded humans are by nature (or science...) more capable than baseline humans. Character concept should be given precedence over point balance when making PCs.

This also brings up other issues in EABA creation. Baseline and non-eugenic humans (i.e. not genetically upgraded) are still restricted by EABA character creation; no more than a 6 point attribute spread (except Fate) and only 1 Forte per attribute. These restrictions do not apply to bioroid, parahuman, or digital mind characters. The use of biomods or nanomods will allow baseline characters to overcome these restrictions. PCs that start with such modifications should be forced to pay appropriate A or S points as well as the cash value. Acquiring them after creation should simply be a matter of buying the upgrades with money, though GMs may insist character points are paid as well.

Racial Templates.
As stated, genetic improvements are just that. Bioroids and manipulated humans will have different, and usually better, abilities than baselines. Some programs didn't work out as well as others, and social acceptance is not a given. These are not freebies though! A player must pay to be a particular template. The following are common PC templates. A full description of each can be found in the TS books (p. TS115-126) & (p. FW114-112). Note the maximum age, derived from the availability date in TS, of a given template when allowing players to choose their age.

All characters except baseline (unmodified) humans will have some sort of racial template. Negative traits due to a racial template cannot be bought off during character creation and should only be allowed to be bought off with a good reason; they are genetic traits after all and many cannot be bought off (GM's call). The following list only includes those listed in the TS books, not the ones described as being in the GURPS Bio-Tech or other books.

Each template has a cost that must be paid in order to play that character type. The A/S cost total includes all of the traits and powers. In the case of inherent modifiers to attributes, the cost is determined by the difference between the human norm (7) and the bonus. After the player buys their relevant attribute level, add or subtract the racial penalty. All template powers are described in the powers section.

An attribute can be raised above the human maximum if done with a bonus; only 35A can be spent on an attribute. The attribute modification is determined by using the TS GURPS values and using the EABA to GURPS conversion scale. If the GURPS modification isn't enough to change the EABA value, it isn't modified. This conversion uses the intent or concept that TS provides, but is built using EABA equivalents instead of trying to bend EABA to GURPS rules.

Traits.
Most traits are described directly on the various templates. There a few abilities however that encompass a long description, and the full effects are listed here for convenience's sake.

Blessing (Enhanced Time Sense: Player's can think about something for as long as they like, and ask as many questions as they like as long as the answer can be
determined by simple observation--the GM cannot rush his decision in combat or otherwise. The player may also wait until all others' actions have been declared, before declaring theirs. It is also grants Larger than Life, allowing characters to keep 1 additional die on all sequence rolls 20A).

Immunity to Disease or Poison. Treated as Larger than Life Trait that allows character to keep one extra "best" die for Health rolls to resist disease or poison as appropriate AND grants a Forte (Health) for the appropriate resistance rolls. Each is a separate Trait worth 15A.
 

Human Templates.
The following templates are humans who have undergone genetic manipulation. These procedures cannot be performed on people who have developed past the egg
stage. Humans can be modified later in life with the use of biomods and nanomods, covered in the equipment section of this article.

Genefixed characters, including upgrades, parahumans, and bioroids, may not pick any Trait that is genetic and debilitating in nature, unless described in their template. Such things would include lame, unhealthy, most other Weakness traits on a physical attribute, and most severe mental disorders as well. A full list of these taboo traits can be found on p. TS135.

Important Note! Some templates have powers. All powers for EABA TS, due to their inherent or genetic natures, are bought as gifts and require no skill to activate. Most of them fall into this category by nature, but even those that don't by the EABA powers rules, are treated as such.

Genefixed Human. The norm for most advanced nations.
Cost: 0A/0S

Floater. Baseline human raised in 0-g with no genetic modification. -2 Strength (+5A); -2 Health (+5A); Experience (Zero-G skills 10A); Personality (minority group +5S); Weakness (-1 hit bracket +10A).
Cost: +10A/+5S

Genetic Upgrade Templates.
Alpha Upgrade. First commercially successful genetic upgrade. Forte, Health (+1d resist disease 5A); Forte, Will (+1d looks 5A); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 15A/0S

Olympian Upgrade. As Alpha but add Forte, Agility (+1d sequencing rolls 5A); Gifted (Reduce all exertion levels on 7.12 by 1 level 10A)
Cost: 30A/0S

Ishtar Upgrade. Specialized for professional entertainers. -1 Strength (+3A); Forte, Health (+1d resist disease 5A); Forte, Health (+1d resist alcohol effects 5A); Forte, Will (+1d looks 5A); Personality (pleasing voice 5S); Personality (overconfidence +10S); Personality (jealousy, self-centered, or solipsist +10S).
Cost: 12A/+15S

Siduri Upgrade. Variant of Ishtar. Remove Personality (jealousy, self-centered, or solipsist) and add Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 17A/+5S

Metanoia Upgrade. Designed for increased mental capability. Forte, Awareness (+1d language skills 5A); Forte, Awareness (+1d memory checks 5A); Forte,
Health (+1d resist disease 5A); Personality (creativity 5S); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A)
Cost: 20A/5S

Helot Upgrade. Designed to get along with others. Forte, Health (+1d resist disease 5A); Personality (passive and humble +5S).
Cost: 5A/+5S

Helot II Upgrade. Rumored version of Helot. Personality (passive and non-confrontational +10S) bought at two levels.
Cost: 5A/+10S

Mahatma Upgrade. Designed to be mystics or religious men. Forte, Health (+1d resist disease 5A); Forte, Will (+1d looks 5A); Personality (calm, composed 5S).
Cost: 10A/5S
 

Parahuman Templates.
Parahumans grow up like human upgrades, but have transgenic features introduced into their DNA. Unlike bioroids, parahumans are legally and socially considered humans and suffer no status issues. Some do have features however that makes others uncomfortable.

Ariadne. Female only parahuman. Forte, Agility (+1d sequence rolls 5A); Forte, Health (+1d resist disease 5A); Personality (overconfident +5S);  Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A)
Cost: 15A/+5S

Aquamorph. Underwater parahuman. Blessing (Amphibious: can hold breath for one hour, swims at normal movement, can withstand 10 atmospheres of pressure and cold ocean water 10A); Forte, Health (+1d resist disease 5A).
Cost: 15A/0S

Avatar. Male sexual dimorphism parahuman. +2 Strength (6A); +1 Health (3A); Forte, Awareness (+1d sense danger 5A); Forte, Health (+1d resist disease 5A); Forte, Will (+1d looks 5A); Pain Tolerance (5A); Personality (overconfidence +10S).
Cost: 29A/+10S

Avatar. Female sexual dimorphism parahuman. +1 Health (3A); Forte, Health (+1d resist disease 5A); Forte, Will (+1d looks 5A); Personality (pleasing voice 5S); Personality (shy +5S).
Cost: 23A/0S

Brownie. Compact parahuman. -1 Strength (+3A); +1 Awareness (3A); +1 Health (3A); Forte, Agility (+1d jumping and falling rolls 5A); Forte, Health (+1d resist disease 5A); Weakness, Health (-1d running +10A); Personality (disturbing voice/appearance +5S); Unusual Background (No degeneration in zero-G 5A); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 13A/+5S

Drylander. Arid terrain, lizard-like niche parahuman. Blessing (requires less food and water, temperature comfort zone is 2°C to 60°C, nictating membrane eliminate sight penalty due to air born particulate, lungs filter out all particulate, +1d to arid survival rolls 20A); Forte, Health (+1d resist poison 5A); Gifted (Night Vision 13A).
Cost: 38A/0S

Guardian. Suspected domination parahuman. +1 Health (3A); Forte, Agility (+1d sequence rolls 5A); Forte, Health (+1d shock and death rolls 5A); Forte, Health (+1d resist disease 5A); Forte, Will (+1d looks 5A); Larger than Life (+1d for all seduction/charisma rolls 10A); Personality (overconfidence +10S); Unusual Background (Early Maturing: Treat all Young Adult age bracket as Adult on 2.11 5A); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 43A/+10S

Herakles. Ideal superior parahuman. +2 Strength (6A); +2 Agility (6A); +1 Awareness (3A); +2 Health (6A); Forte, Health (+1d healing rolls 5A); Forte, Will (+1d looks 5A); Immunity to Disease (15A); Immunity to Poison (15A); Gifted (fatigue due to lack of sleep accrues weekly instead of daily 10A); Personality (bad temper +5S); Personality (overconfident +10S); Unusual Background (double food intake +5A); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 71A/+15S

Kouros. Hermaphromorph parahuman. Forte, Awareness (+1d language skills 5A); Forte, Health (+1d resist disease 5A); Gifted (Hermaphromorph 10A); Personality (creative/imaginative 5S);  Weakness (-1d sequence rolls +10A); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A)
Cost: 15A/5S

Misha. Ursine parahuman. Forte, Awareness (+1d frigid survival rolls 5A); Forte, Health (+1d resist disease 5A); Forte, Health (+1d resist poison 5A); Pain Tolerance (fur 5A); Personality (bad temper +5S); Personality (sleepy half of the time +5S); Unusual Background (temperature comfort zone -60°C to 21°C 5A).
Cost: 25A/0S

Ranger. Wilderness survival parahuman. +1 Awareness (3A); Forte, Awareness (+1d survival/tracking rolls 5A); Forte, Health (+1d resist disease 5A); Forte, Health (+1d resist poisons 5A); Larger than Life (+1d die for smell/tracking rolls 10A); Personality (bad temper +5S); Personality (overconfidence +5S).
Cost: 28A/+10S

Sigma. Fast thinking parahumans. +1 Awareness (3A); -1 Health (+3A); Blessing (Enhanced Time Sense 20A); Forte, Awareness (+1d to all math skills 5A); Gifted (fatigue due to lack of sleep accrues weekly instead of daily 10A); Personality (overconfidence +5S); Personality (stuttering, non-Sigmas only +10S).
Cost: 35A/+15S

Tennin. Zero-G adapted parahuman. -1 Strength (+3A); Experience (Zero-G skills 5A); Forte, Health (+1d resist disease 5A); Forte, Health (+1d resist radiation 5A); Forte, Will (+1d looks 5A); Unusual Background (prehensile toes 5A); Unusual Background (No degeneration in zero-G 5A); Weakness (-1 hit bracket +10A).
Cost: 17A/0S

Wu Tsao. Tennin variant. Use same stats but add Personality (creative 5S). Other TS features don't affect cost, but should be noted for play.
Cost: 17A/5S

Yousheng. Mars colonist parahuman. +1 Health (3A); Blessing (Mars adapted: can live on surface of Mars with no life support 10A); Forte, Health (+1d non-lethal healing rolls 5A); Forte, Health (+1d resist disease 5A); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 28A/0S

Viking. As Yousheng, but lacking sexual traits listed in TS.
Cost: 28A/0S

Ziusudra. "Ideal" parahuman. Forte, Health (+1d healing rolls 5A); Forte, Will (+1d looks 5A); Immunity to Disease (15A); Unusual Background (Early Maturing: Treat all Young Adult age bracket as Adult on 2.11 5A); Unusual Background (needs 1 less hour of sleep 5A); Unusual Background (Extended Life: double all aging brackets on 2.11 5A); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 45A/0S

Nyx. Genehacked form of Ziusudra. Same as above, but no Unusual Background (Longevity) and add Gifted (fatigue due to lack of sleep accrues weekly instead of daily 10A). A Nyx may have Mental conditions.
Cost: 55A/0S
 

Bioroid Templates.
These biological androids are grown via biogenesis techniques, around a composite structure, and usually with a specific career in mind. They are given intense training during their first couple of years to get them into the workforce quickly, and to ensure their personalities are properly molded. They have varying legal and social status depending on where they are (see p. TS127), which is bought as one level of negative Status trait for book keeping purposes. The GM should apply appropriate modifiers as necessary as they travel.

Along with the mandatory Status penalty (+10A or +10S), all bioroids have the following racial traits: Unusual Background (Early Maturing: Treat all Young Adult age bracket as Adult on 2.11 5A); Unusual Background (No degeneration in zero-G 5A); Unusual Background (Intron Messages +5A); Unusual Background (Distinctive biochemistry +5A). These zero themselves out point wise, but cannot be bought off. Bioroids are also sterile, but this is a global modifer in EABA terms worth no points in the world of Transhuman Space. Bioroids may not have any genetic defects, save those given in the template.

Felicia. Feline, combat bioroid. -1 Strength (+3A); +3 Agility (10A); Forte, Agility (+1d sequence rolls 5A); Forte, Awareness (+1d alertness 5A); Forte, Health (+1d non-lethal healing rolls 5A); Gifted (Night Vision 10A); Gifted (Claws/Sharp Teeth 10A); Gifted (Felicia Hyper-strength & reflexes 10A); Larger than Life (+1d climbing and jumping rolls 10A); Personality (overconfident +10S); Pain Tolerance (fur 5A);  Unusual Background (requires an extra hour of sleep +5A); Weakness (-1 hit bracket +10A).
Cost: 52A/+10S

Felicia II. Post ban model. As above but remove Gifted (hyper-reflexes and strength).
Cost: 42A/+10S

Hecate. Hazmat bioroid. +1 Strength (3A); +1 Health (3A); Filter Lungs (5A); Forte, Awareness (+1d smell/taste rolls 5A); Forte, Health (+1d resist disease 5A); Gifted (Breath holding x3 effect 20A); Immunity to Poisons (15A); Personality (selfless +10S); Unusual Background (nictating membrane eliminate sight penalty due to air born particulate 5A); Unusual Background (Lungs filter out all particulate 5A); Weakness, Will (-1d looks +10A).
Cost: 41A/+10S

Sea Shepard. Underwater bioroid. Blessing (Amphibious: can hold breath for one hour, swims at normal movement, can withstand 10 atmospheres of pressure and cold ocean water 10A); Forte, Agility (+1d sequence rolls 5A); Forte, Health (+1d resist disease 5A); Forte, Health (+1d swimming 5A); Gifted (Sharp Teeth 10A); Personality (workaholic +5S).
Cost: 350A/+5S

Spartan. High-end combat bioroid. +3 Strength (10A); Experience (encumbrance penalty 5A); Forte, Agility (+1d sequence rolls 5A); Forte, Health (+1d resist disease 5A); Pain Tolerance (5A); Short Lifespan (+5A); Weakness (-1d looks +10A).
Cost: 15A/0S

Tianyi. Social interface bioroid. +1 Health (3A); Forte, Health (+1d non-lethal healing rolls 5A); Forte, Will (+1d looks 5A); Immunity to Disease (15A); Personality (sensitive to other's feelings 5S); Personality (workaholic +5S); Personality (chummy +5S); Personality (pleasing voice 5S); Unusual Background (requires 2 less hours of sleep 5A).
Cost: 33A/0S

-Incubus. Pleasure bioroid. As Tianyi, but add Gifted (Breath Holding x2 effect 10A); Power (Hermaphromorph 10A); Personality (lecherous +10S).
Cost: 43A/+10S

Xenocop. Police bioroid. Forte, Agility (+1d sequence rolls 5A); Forte, Awareness (+1d alertness 5A); Forte, Health (+1d resist disease 5A); Forte, Health (+1d non-lethal healing rolls 5A); Forte, Will (+1d looks 5A); Gifted, Fast! (x2 effect on running 10A); Personality (selfless +10S); Personality (commanding voice 5S); Short Life Span (+5A); Toughness (+2 hit brackets 20A).
Cost: 50A/+5S

ZR-3. Mars adapted bioroid. +1 Health (3A); Blessing (Mars adapted: can live on surface of Mars with no life support 10A); Forte, Health (+1d non-lethal healing rolls 5A); Forte, Health (+1d resist disease 5A); Personality (workaholic +5S); Unusual Background (Longevity: add 10 to all aging brackets on 2.11 5A).
Cost: 28A/+5S

ZR-5. Zero-G adapted bioroid. -1 Strength (+3A); Experience (Zero-G skills 5A); Forte, Health (+1d resist disease 5A); Forte, Health (+1d resist radiation 5A); Forte, Will (+1d looks 5A); Unusual Background (prehensile toes 5A); Unusual Background (sucker pads on fingers, can cling to surfaces in .2 G or less 5A); Personality (workaholic +5S); Weakness (-1 hit bracket +10A).
Cost: 17A/+5S

Bioshell. A living body whose brain has no higher functions. They are used to house infomorphs and come with appropriate computer nodes and links.
Cost: 0A/0S
 

Uplifted Animal Templates.
While uplifted animals might make for good role-playing opportunities, their templates are not included here. GMs who wish to develop them can do so with relative ease, using the bioroid and parahuman templates as a guide. Due to their construction techniques, treat them as bioroids but all have slave level Status (+20A or +20S).
 

Digital Mind Templates.
The world of Transhuman Space has living and sapient programs, collectively called Infomorphs. They are built using normal character rules, but have some differences due to their very nature.

The first thing to keep in mind is that an infomorph has no inherent physical strength, and can spend no points on the attribute (but read about shells). In fact they have no physical traits as such, but each EABA attribute beside Strength has a parallel function for an infomorph. An infomorph will have a default of 4 hit brackets despite not having a Strength attribute, and can actually purchase the Toughness trait to represent redundancy or added security in their systems.

Agility represents an infomorph's capacity to interface with external mechanisms under its control. Awareness encompasses not only the infomorph's intellect, but its ability to use external sensors as well. Will acts similarly as for other characters--infomorphs are living beings. Health is used in a similar manner as for a biological being, but represent overall program integrity instead of physical condition. Fate? Well can't a program be lucky too?

The type of infomorph will determine attributes and Traits: NAI, LAI, SAI, Ghost, Fragment, or Shadow.

All infomorphs have some common aspects, which are all bought as a Blessing, called Digital Mind, for 20A. Common sense should apply, these are after all computer programs and things like sleep, food, poison, and the other myriad things that affect biological entities don't affect infomorphs. Those things that are important to playing an infomorph are as listed below.

Digital minds must have a powered computer to reside in. If this node is destroyed or loses all power, the infomorph is destroyed. They can copy themselves, be deleted, and load themselves into new computers. They can communicate over the web (if their computer is connected) and they can have digital backups that will come online if the original is destroyed. Digital minds can recollect facts with ease. See TS for details on xoxing.

Infomorphs are vulnerable to computer viruses and hacking attempts (see below). Any damage they suffer to their programming does not heal normally--it must be repaired via the Computer Programming skill (use it just like regular healing rules, just substitute the Computer Programming skill for First Aid). They also have no inherent senses, and can only see or hear what external sensors tell them. Infomorphs don't suffer from pain, shock, fatigue, or injury. They can suffer from stun if their code is attacked directly, however. They also lack any perceptive ability without some external sensor system.

Some Digital Minds have the trait Weakness, Will (-1d to disobey orders) for +10A, bought twice for +20A. This simply means that the infomorph must obey properly authorized orders from its master(s), and other authorized personel such as law enforcement. It can recognize the authorization as valid (or not valid) but can't issue itself orders that it doesn't have permissions for. Note that depending on location and status, this may also apply to following orders from legal authorities.

Another ability of the Digital Mind is multitasking. It can split its attributes to do several things at once without suffering multiple task penalties. So if a 4d+0 Awareness AI wanted to research some information and scan an area, it could do both at 2d+0, or any combination of dice it wished. At least one die of each appropriate attribute must be allocated. If an AI is going to control two drones at once, it must allocate Awareness and Agility. Note this is not the same as making a copy of its self to do the work--it is simply allocating part of its processing power to different functions at once.

Shells.
All of an infomorphs ability to interact with the physical world is limited by the shell it inhabits (see Teleoperation). The attributes of the shell limit the controlling infomorph, and vice versa. So if the infomorph has an Agility of 3d+1, and their cybershell only has an Agility of 2d+0, the infomorph may only use 2d for their Agility attribute, and thus only a +2d for skills. This applies to Awareness as well. Sub-standard computers and sensors will limit an infomorph’s ability to process information, though the computer limitation and the sensor limitation will often be separate. However, a shell with improved sensors will aid in what an infomorph can detect around them. In this case, always use the sensors (Awr) of the cybershell, no matter the value of the digital mind's attribute. Bioshells use the infomorphs base Awareness. Fortes on skills or attributes reduced by a shell's performance are not affected.

All beginning infomorphs must have a bioshell or a cybershell, unless the character is a Gypsy (see below). Beginning bioshells will be able to handle all the attributes of an infomorph PC, and have a default Strength of 7. PCs can spend Attribute points to increase their bioshell's strength, and buy other traits, that only apply when the shell is in use. If the character spends 5A for an Unusual Background, the beginning bioshell can be considered a clone. This means that if the original bioshell is destroyed, the infomorph can buy a new one that will have the same attribute and trait bonuses for only cash instead of character points.

A beginning infomorph may also have a cybershell, which are fully described in the TS characters section, and the EABA stats are in the cybershell section of this page. A beginning infomorph may select a virtual interface, a micro/main/macro frame, volkspider, or something similarly small for free. Things more impressive, like a RATS or UCAV, cost the PC at least 5A for an Unusual Background, and must also have various duties, status, and responsibilities. It is for the GM and player to work out the details.

While a Digital Mind template suffers no physical pain, injury, or fatigue, they still suffer penalties as their vehicle is damaged to represent control lines and data storage units being damaged. They do test for stunning, to simulate loss of service or power interruptions. If the area that houses the main computer node is destroyed, the infomorph is destroyed.

Computers.
A digital mind can only fully inhabit a computer system that can handle its full Awareness dice. For cybershells, this will be listed in the gizmo's description. Since there's no point in going through a design process for a dedicated terminal or computer with nothing else interesting on it, they will be discussed below. Full information on TS computers and their storage capacity can be found starting on p. TS141.

Processing shows the maximum number of dice that can be used for intellectual Awareness. Sensors shows the max number of dice that be used for sensory Awareness functions. A default of 2d+0 should be assumed for simple cameras and microphones for voice recognition.
 
 
Computer type Max Processing (Awr) Default Sensors (Awr) Hits Armor
Microframe: 3d+2  2d+0 1d+1
Mainframe: 4d+2 2d+0 5 2d+0
Macroframe: 5d+2 2d+0 9 2d+1
Virtual Interface: (tiny/small) 2d+0/3d+0 2d+0 1/2 1d+0

NAI. Non-sapient AI's can be just as skilled and complicated as an SAI, but can never buy off their racial traits. NAIs are not sapient, are considered property, and get no points for their status and wealth traits. -2 AWR (+6A); -1 Will (+3A); Digital Mind (20A); Forte, Awareness (+1d to all computer and math skills 5A); Larger than Life (+1d to all computer and math skills 10A); Personality (honest +10S); Status (Slave +0S); Weakness, Will (-2d to disobey orders +20A), Weakness, Will (-1d all social skills +10A); Wealth (dead broke +0A).
Cost: +4A/+10S

LAI. LAIs are not quite self-aware, but are more capable than NAIs. LAIs are not sapient, are considered property, and get no points for their status and wealth traits. -1 Awareness (+3A); Blessing (Enhanced Time Sense 20A); Digital Mind (20A); Forte, Awareness (+1d to all computer and math skills 5A); Larger than Life (+2d to all computer and math skills 20A); Personality (honest +10S); Personality (no empathy with humans +5S); Status (Slave +0S); Weakness, Will (-2d to disobey orders +20A); Wealth (dead broke +0A).
Cost: 42A/+15S

SAI. SAIs are similar in function to other AIs, but are self-aware and capable of feeling, and thus understanding, emotion. An SAI will have a Status trait, depending on their main residence as per the chart on p. TS127. Animal/Slave equates to Slave status (+20A or +20S), Inferior equates to Serf status (+10A or +10S), and Citizen is Freeman status (+0A or +0S). If an SAI has a Status of slave, it also suffers the Wealth (dead broke +0A) trait for no bonus. The status bonus is not included in the basic template cost. The GM must take note of how the SAI will be treated if it changes location.
+2 Awareness (6A); Blessing (Enhanced Time Sense 20A); Digital Mind (20A); Forte, Awareness (+1d Memetics/psychology skills 5A); Forte, Awareness (+1d to all computer and math skills 5A); Larger than Life (+2d to all computer and math skills 20A); Personality (honest +10S); Weakness, Will (-2d to disobey orders +20A).

Cost: 56A/+10S

Ghosts. Ghosts are computer emulations of a human mind. They retain all attributes (except Strength), skills, mental traits, and memories. They lack the advantages of AI programs due to their human nature, but can purchase AI racial traits at the GM's discretion. Digital Mind (20A).
Cost: 20A/0S

Fragments. Fragments are what results from a partially successful attempt at making a ghost. It is treated as a ghost, but has amnesia. Digital Mind (20A); Unusual Background (amnesia +5A).
Cost: 15A/0S

Shadows. Shadows are degraded ghosts of a human mind, patched into an LAI or SAI. Use the LAI or SAI template, but they can suffer mental defects, and only have shallow memories and delusions about their origins. A shadow will have the attributes of the ghost, modified by the template, but will suffer a -1 from all skills. Include Personality (delusions about being real +5S) and Weakness, Awareness (-1d memory +10A). 
Cost: Variable 

Adjusting Digital Mind Templates.There are some modifications to the template an AI character can take.

Emergent Intelligence. An LAI or SAI can sometimes evolve from older software systems. Emergent AIs lack the Personality (Honesty +10S) and the Weakness, Will (-2d to disobey orders +20A) as they have evolved past their base programming. They are also frightening to the populace at large, and an EAI must have a Secret worth +15A or +15S, that will turn into an Enemy worth +15A or +15S as the authorities try to track down the infomorph. Adjust template as needed.

Gestalt Intelligence. An AI may be composed of several separate systems, giving access to wider range of skills. These systems may be across the globe from one another, and it is simply bought as a Friends trait, the cost depending on the number of AIs in the gestalt.

Gypsy. These infomorphs are able to exist without a dedicated data node. Instead they are able to reside in part on several computers at once, making them diverse and hard to track. They are essentially parasites, and may or may not have proper authorization for where they reside. Use any Digital Mind template and add Enemy (host computers’ subroutines +5A or +5S) and Gifted (Gypsy, no permanent computer 10A). They can of course inhabit a computer or shell if they wish, but lose the benefit of being a gypsy when they do.

Orphan. These LAI or SAI characters have been given broad instructions by a master that is no longer present. This gives them de facto freedom to do as they will as no one is around to issue orders anymore. An LAI or SAI may spend points to increase their Status trait by one level, maximum of Citizen (freeman), and must buy a Secret (no master +5A or +5S).

Rogue. An LAI or SAI that’s restrictive programming has been altered. They lose the personality (Honest +10S), but must take a Secret (Rogue AI +10A or +10S) in return. They are fully capable of lying, and people don't trust rogue super programs.
 

Digital Combat.
There are a few ideas that need to be addressed about infomorphs in combat. Their rolls in physical combat have already been discussed. Infomorphs suffer penalties based on damage done to their shells, and can be destroyed if their computer of residence is destroyed. Once an infomorph vacates a damaged shell, all of their injury penalties are no longer valid. But there are some things that can affect the Digital mind its self.

Hacking, Brainhacking, and Digital Warfare. Infomorphs can be hacked. This is a function of competitive Computer Operation and Computer Hacking skills. It is very hard to hack a computer, and an attacking hacker does so at two extra levels of difficulty (+4). If the attack succeeds, the hacker has two options. They can either have an amount of time equal to the level (EABA Universal Scale 3.4) of the difference by which the success was made (a hacker that succeeded by 5, would have 6 seconds) to access data from the target system, or they can inflict an number of non-lethal hits to the target system equal to the amount of success.

Damage inflicted on an infomorph has similar effects as it does on biological beings. They suffer injury penalties, and must pass stun and knockout tests like anyone else. If any threshold test is failed, the infomorph has crashed, leaving it defenseless to the attacker, who can disrupt, delete, or reprogram (i.e. brainhack) the victim system at will. Note that it is very hard to hack a computer, and most brainhacking involves physically isolating a node and using vast amounts of time and expensive equipment.

Computer Viruses. Viruses are ubiquitous, and are often simply considered noise or have been incorporated into most source code. There are however some dangerous ones that can be created, and the GM should feel free to treat these as having regular disease effects (including resistance and injury) but that only affect infomorphs.
 
 

Skill List.
The Transhuman Space setting is near-future, science fiction. Characters will have access to the same skills available to modern day humans, plus some important new ones specific to the campaign. The following list should be freely added to if a character desires to have an appropriate skill not listed.

GM's are free to come up with skill packages for various careers or backgrounds. The discussion of characters in the Transhuman Space books, specifically p. TS110-114 and p. FW113-114, have excellent lists of character types and appropriate skills to help creating appropriate packets.

Free Skills.
Most characters will be from an advanced nation, and even those considered Third Wave in TS terms can be expected to be literate. A +0d in a native language assumes literacy. The following skill package is for beginning PCs at no cost. GMs may modify as necessary to reflect a particularly backwards culture. GM's should feel free to modify the list as needed to represent things such as common second languages, vehicle operation, or other cultural specifics.

Native Language..........+0d
Popular Culture            +0d
Computer Operation.....+0d
Local Geography          +0d

Skills are listed in alphabetical order, with their governing attribute in parenthesis, and specializations are listed after the colon. If a specialization has a * after it, that specialization must be bought in order to use that skill at all; it can not be used by defaulting to the primary skill.

Accounting (Awr): By profession.
Acrobatics (Agl): Performance, By style.
Acting (Wil): By role or medium.
Administration (Awr): By profession.
Agriculture (Awr): By product.
Air Vehicles (Agl): Aircar, Ultralight, Light Plane, Heavy Plane*, Helicopter*, High Performance Plane*.
Anthropology (Awr): By culture.
Archaeology (Awr): By culture/region.
Archery (Agl): Bow, Crossbow.
Architecture (Awr): Microgravity, By structure.
Area Knowledge (Awr): By specific subject or region* (such as cyberspace, London, or local politics).
Armorer: (Awr): By armor or weapon type.
Art (Awr): By medium.
Astrogation (Awr): By solar region.
Astronomy (Awr): By celestial body type.
Battle Suit (Agl): By suit.
Biology (Awr): By race, xenobiology.
Botany (Awr): By flora type, xenobiology.
Brawling (Agl or Str): Punch, Kick, Grab.
Carousing (Hlt): By culture.
Carpentry (Agl): By structure.
Cartography (Awr): By land type.
Chemistry (Awr): Biochemestry, Xenochemistry, By other specialization.
Climbing (Agl or Str): By terrain type.
Computer Operation (Awr): AI*, Brain Hacking*, Computer Hacking*, Programming.
Cryptography (Awr): Analysis, SIGINT, By transmission type.
Demolition (Awr): Construction, Military, Removal.
Diplomacy (Awr): By culture.
Disguise (Awr): By person.
Ecology (Awr): By region or type.
Economics (Awr): By type.
Electronics Operation (Awr): Comms, Medical, Sensor, Robot, Cyberswarm.
Electronics (Awr): By system.
Engineer (Awr): Aerospace*, Computer*, Mechanical*, Electrical*, Fusion*, Naval*, Nuclear*, Space Craft*, Material*, Robotic*, Nanotec*.
Etiquette (Awr): By culture or profession.
Fast Talk (Wil): Bribery, Confusion, Lie, By culture.
Firearms (Awr): Pistol, Rifle, Automatic, Missile, Shotgun.
First Aid (Awr): By racial type.
Forensics (Awr): By crime type.
Forgery (Awr): By document type.
Forward Observer (Awr): By artillery type.
Free Fall (Agl):
Gambling (Awr): By game.
Genetics (Awr): Genesplicing, Medical, Cloning, Tissue Growth, By template.
Geology (Awr): By type.
Gunner (Awr): Cannon, Emag, Laser, Missile.
Heavy Weapons (Agl): Launcher, Machine Gun, Flamer, Rocket.
History (Awr): By region or era.
Hobby (Agl or Awr): By specific hobby*.
Interrogation (Awr): By method.
Land Vehicles (Agl): Automobile, Hovercraft, Motorcycle, Tank, By other type.
Language (Awr): By specific language*.
Law (Awr): Corporate, Federal, Local.
Leadership (Wil): By culture or profession.
Linguistics (Awr): By language.
Literature (Awr): By type, style, or author.
Martial Arts (Agl): Punch, Kick, Grab.
Mathematics (Awr): By field.
Mechanic (Awr): By vehicle or system type.
Medicine (Awr): Diagnosis, Surgery*, Pathology, By medical field.
Melee (Agl): Long Blade, Short Blade, Club, Polearm, Shield.
Meteorology (Awr): By region or weather type.
Musician (Awr): By instrument, conduction, composing.
Navigation (Awr): Computer, GPS, Compass, Dead Reckoning.
Occultism (Awr): By cult.
Parachuting (Awr): By equipment type.
Philosophy (Awr): By type or culture.
Photography (Awr): By style.
Physics (Awr): By field of study.
Physiology (Awr): By body area.
Pickpocket (Agl):
Politics (Awr): By region or area.
Planetology (Awr): By planet type.
Prospecting (Awr): By region or mineral.
Psychology (Awr): Artificial Intelligence, Criminology, Detect Lies, Memetics*, By condition type.
Research (Awr): By subject matter.
Riding (Agl): By animal type.
Running (Hlt):
Seamanship (Awr): By vessel type.
Security Systems (Agl): Lockpick, Electronic, Traps.
Seduction (Wil): By method or culture.
Singing (Wil): By style.
Slight of Hand (Agl): By trick type.
Space Vehicles (Awr): Small Craft, Large Craft, High Performance*, Plasma Sail*.
Sport (Agl or Str): By sport.
Stealth (Agl): By terrain type.
Strategy (Awr): By theatre type.
Surveying (Awr): By terrain type.
Survival (Awr): By terrain type.
Swimming (Hlt): SCUBA*.
Tactics (Awr): By unit type.
Theology (Awr): By religion.
Throwing (Agl): Grenade, Knife, Axe, Spear, Ball/rock.
Tracking (Awr): By terrain type.
Trade (Awr or Agl): By specific profession*.
Vacc Suit (Agl):
Veterinary (Awr): By animal type.
Water Vehicles (Agl): Powerboat, Sailboat, Submersible*, Large Craft*.
Wrestling (Agl or Str): Grab, Hold, Throw.
Writing (Awr): By genre or profession.
Zoology (Awr): By animal type.