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Warning: The current print run of this title has a known problem with the quality of the binding. Please be aware that is it possible that some or all of the pages may become loose or even detach from the book.
One's a top-flight Martian geologist.
The universe of Transhuman Space is vast, cool, and challenging. Characters fit to adventure there can be every bit as complex. The GURPS system enables players to come up with an infinite variety of PCs, and GMs to respond with a similar range of NPCs . . . but it can be hard to know where to start.
One's a rich kid who wanted to get away from Earth.
This book shows you where. It contains a whole range of Transhuman Space characters, grouped into teams by points value. There's a detective agency with an unusual boss and even stranger legmen; a pack of high-tech newshounds for whom no story is too dangerous; a crew of orbital debris recovery specialists; and a security team who can take on almost any threat. Any of them can serve as instant PCs, useful allies, or formidable adversaries.
One's a bioroid built by the Triads.
Also included are an assortment of Programmed Allies - the infomorphs and cybershells without which any 2100 adventurer is worse than naked. Trouble in 2100? These people know where to look for it, and what to do when they find it.
Transhuman Space is required to use this book in a GURPS campaign. GURPS Basic Set, Compendium I, or other volumes in the Transhuman Space line may also be useful, but are not mandatory. The ideas and maps in Personnel Files can be used with any roleplaying system.
Written by Phil Masters.
First Edition, First Printing
Published December 2002