Neo-Sapien

Neo-Sapien

[GURPS] - [3rd Edition] - [campaign world race]

Neo-Sapien Race #

The Neo-Sapien race was genetically created by the self-proclaimed Emperor and his scientists. Their purpose were to serve as highly specialized troops for the Emperor’s goal of total domination. The Neo-Sapiens are grown in cloning vats and emerge with fully developed personalities and almost all the skills they will need to know. All Neo-Sapiens begin their aging rolls at 27½ and frequency increases at ages 32½ and 37½. There are several different types Neo-Sapiens each with a specialized purpose. The different types of Neo-Sapiens mature at varying rates, see individual descriptions for more detail.

Neo-Warrior - 75 Points #

The Neo-Warriors are the back-bone of the Empires fighting forces, they are merciless, brutal, sadistic killers that the Emperor turns loose on his enemies. After only 25 days the Neo- Warriors reach maturity and are ready to go into battle, during this time they also receive additional training. Neo-Warriors have double strength (but not fatigue), and can run twice as fast on flat level ground as long as they are travelling in a relatively straight line.

Advantages & Disadvantages: IQ -1 (-10 points), DX +3 (30 points), ST +1 (10 points), HT +3 (30 points), DR 5 (15 points), 4 extra Hit Points (20 points), Early Maturation – 6 levels (60 points), Enhanced Move (Running) – 1 level (10 points), Immunity to Poison (15 points), Immunity to Disease (10 points), Rapid Healing (5 points), Increased Strength – 1 level (50 points), Perfect Balance (15 points), Recovery (10 points), Universal Digestion (15 points), Alertness +5 (25 points), Unfazeable (15 points), Ambidexterity (10 points), Combat Reflexes (15 points), High Pain Threshold (10 points), Peripheral Vision (15 points), Strong Will +5 (20 points), Silence +5 (25 points), Temperature Tolernace - 1 level (10 points), Improved G-Tolerance – 1G increments (15 points), Cyberpsi – Power 1 (2 points), Short Lifespan – 3 levels (-75 points), Subjugation (-20 points), No Sense of Humor (-10 points), On the Edge (-15 points), Sterile (-5 points), Cortex Bomb (-15 points), Odius Personal Habits – Eats ravenously and sloppily with hands; swears profusely; rarely bathes; no manners what-so-ever; total barbarian; (-25 points), Gigantism (-10 points), No sense of smell/taste (-5 points), Berserk (-15 points), Bloodlust (-10 points), Bully (-10 points), Impulsiveness (-10 points), Sadism (-15 points), Duty – Almost all the time; Extremely Hazardous; Enforced (-20 points), Enemy – All worlds that have ever been attacked by the Neo’s; appear almost all the time (-120 points), Hideous Appearance (-20 points), Reputation – Completely bloodthrusty sadistic killers with no conscience; -4 reaction; recognized instantly on sight; (-20 points).

Skills: They have the racially programmed skills Acrobatics at DX (4 points), Free Fall at DX (2 points), Running at HT (4 points), Throwing at DX (4 points), Brawling at DX+1 (2 points), Climbing at DX (2 points), Stealth at DX (2 points), Beam Weapons (Blaster)/TL 12 at DX (1 point), Beam Weapons (Laser)/TL 12 at DX (1 point), Battlesuit at IQ+2 (6 points), Gunner (Rocket Launcher)/TL 12 at DX (2 points), Gunner (Grenade Launcher)/TL 12 at DX (2 points), Cyberpsi at IQ+2 (8 points), Pilot – Fighter Spacecraft at DX (2 points), Pilot – Space Shuttle at DX (2 points), Gunner – Paticle Beam at DX (2 points), and Gunner – Gatling Laser at DX (2 points).

Neo-Maga - 60 Points #

The Neo-Maga’s are the technicians of the Empires war machine, they operate and maintain the giant star cruisers and destroyers. They also serve as doctors, administrators, lab technicians, and interrogators. They have a reputation for being just as sadistic as their warrior brothers but with more brains and creativity, a very bad combination. Neo-Maga’s reach maturity in 6¾ months, during this time they undergo additional training and practise as well as specialized training if they are designated for special service. Though they are not as physically impressive as the Neo-Warriors, the Neo-Magas also have double strength (but not fatigue). Their abilities are more mentally oriented, they have exceptional intelligence and memory. Neo-Magas tend to be slightly shorter than the average human, although they are usually stronger and slightly more agile. All Neo-Magas are albino’s, this is a flaw in their DNA code that the Empires scientists have been unable to fix.

Advantages & Disadvantages: ST -2 (-20 points), DX +1 (10 points), IQ +4 (45 points), HT +1 (10 points), Early Maturation – 3 levels (30 points), Immunity to Disease (10 points), Increased Strength – 1 level (50 points), Perfect Balance (15 points), Recovery (10 points), Eidetic Memory – Photographic (60 points), Temperature Tolerance – 1 level (10 points), Improved G-Tolerance – 0.3 increments (5 points), Cyberpsi – Power 1 (2 points), Albinism (-10 points), Enemy – All worlds that have been molested by the Neo-Sapiens; appears fairly often; (-40 points), Fanaticism – To the Emperor (-15 points), No Sense of Humor (-10 points), Sterile (-5 points), Cortex Bomb (-15 points), Overconfidence (-10 points), Sadism (-15 points), Ugly Appearance (-10 points), Reputation – Sadistic beings who kill for fun, -2 reaction, recognized on sight by all civilized races that have come in contact with the Empire (-10 points), Short Lifespan – 3 levels (-75 points), Subjugation (-20 points).

Skills: They have the racially programmed skills Cyberpsi at IQ (4 points), Free Fall at DX (2 points), Vacc Suit at IQ-1 (1 point), Battlesuit at IQ-1 (1 point), Armoury (Spaceship Armor) at IQ (2 points), Armoury (Spaceship Weaponry) at IQ (2 points), Armoury (Beam Handguns) at IQ (2 points), Armoury (Body Armor) at IQ (2 points), Mechanic (Hyperdrive) at IQ (2 points), Mechanic (Inertialess Drive) at IQ (2 points), Mechanic (Robotics) at IQ (2 points), Mechanic (Antimatter Reactors) at IQ (2 points), Electronics Operation (Communications) at IQ (2 points), Electronics Operation (Computers) at IQ (2 points), Electronics Operation (Force Shields) at IQ (2 points), Electronics Operation (Holographs) at IQ (2 points), Electronics Operation (Medical/Life Support) at IQ (2 points), Electronics Operation (Security Systems) at IQ (2 points), Electronics Operation (Sensors) at IQ (2 points), Electronics Operation (Starship Energy Weapons) at IQ (2 points), Engineering (hyperdrive) at IQ (4 points), Engineering (inertialess drive) at IQ (4 points), Engineering (life support) at IQ (4 points), Engineering (capacitors) at IQ (4 points), and Pilot (large spacecraft) at DX (2 points).

Neo-Lord - 105 Points #

The Neo-Lords are the field commanders, officers, and elite troops of the Neo-Sapien war machine, and they are completely and fanatically loyal to the Emperor. They are only slightly more civilized than the other types of Neo-Sapiens, and their only idea of diplomacy is the point of a gun barrel. Neo-Lords reach maturity at 13½ months, during this time they receive intense specialized training, afterward they are ready to serve their Emperor. Neo-Lords are both physically and mentally impressive, they have TRIPLE strength (but not fatigue), and can run TRIPLE their normal move along a relatively straight, smooth course.

Advantages & Disadvantages: IQ +1 (10 points), DX +3 (30 points), HT +3 (30 points), DR 5 (15 points), 6 extra Hit Points (30 points), 5 extra Fatigue Points (15 points), Early Maturation – 2 levels (20 points), Enhanced Move (Running) – 2 levels (20 points), Immunity to Poison (15 points), Immunity to Disease (10 points), Rapid Healing (5 points), Increased Strength – 2 levels (100 points), Perfect Balance (15 points), Recovery (10 points), Universal Digestion (15 points), Alertness +3 (15 points), Unfazeable (15 points), Ambidexterity (10 points), Combat Reflexes (15 points), High Pain Threshold (10 points), Peripheral Vision (15 points), Strong Will +5 (20 points), Silence +5 (25 points), Temperature Tolernace - 1 level (10 points), Improved G-Tolerance – 1G increments (15 points), Cyberpsi – Power 1 (2 points), Short Lifespan – 3 levels (-75 points), Subjugation (-20 points), No Sense of Humor (-10 points), On the Edge (-15 points), Sterile (-5 points), Cortex Bomb (-15 points), Fanaticism – To the Emperor (-15 points), Overconfidence (-10 points), Gigantism (-10 points), No sense of smell/taste (-5 points), Berserk (-15 points), Bloodlust (-10 points), Bully (-10 points), Impulsiveness (-10 points), Sadism (-15 points), Duty – Almost all the time; Extremely Hazardous; Enforced (-20 points), Enemy – All worlds that have ever been attacked by the Neo’s; appear almost all the time (-120 points), Hideous Appearance (-20 points), Reputation – Completely bloodthrusty sadistic killers with no conscience; -4 reaction; recognized instantly on sight; (-20 points).

Skills: They have the racially programmed skills Acrobatics at DX (4 points), Free Fall at DX (2 points), Vacc Suit at IQ (1 point), Throwing at DX (4 points), Brawling at DX+1 (2 points), Climbing at DX (2 points), Stealth at DX (2 points), Beam Weapons (Blaster)/TL 12 at DX (1 point), Beam Weapons (Laser)/TL 12 at DX (1 point), Battlesuit at IQ+1 (4 points), Gunner (Rocket Launcher)/TL 12 at DX (2 points), Gunner (Grenade Launcher)/TL 12 at DX (2 points), Cyberpsi at IQ+2 (8 points), Pilot – Fighter Spacecraft at DX (2 points), Pilot – Space Shuttle at DX (2 points), Gunner – Paticle Beam at DX (2 points), and Gunner – Gatling Laser at DX (2 points).