I've decided to make a character for every RPG I own, and I'm starting with Transhuman Space, from Steve Jackson Games. While technically a setting for GURPS Third Edition, the core book for Transhuman Space includes a copy of the Third Edition GURPS Lite rules, making it a complete (if somewhat anemic) standalone RPG.
Transhuman Space is such a huge and varied setting, it's hard to know where to start. I decided to use the GURPS Third Edition default of a 100 point character with no more than -40 points in disadvantages. This narrowed my range of options for concept down considerably, which is a good thing.
At this point range, my options were either an older, more experienced character with little in the way of transhuman enhancements (genetic upgrades, nanomods, and so on), or someone young and relatively unskilled but with the benefit of some of the settings technological advancements. I decided to go with the second choice.
In 2100, the advanced Fifth Wave nations produce a lot of educated, wealthy young people in an economy that is increasingly administered by AI and operated by telepresence. This gives many young adults a large amount of time in which they can do pretty much nothing and still get by on a few smart investments and some help from mom and dad. This is where my concept developed.
This young man (Curtis Ailesworth) was born-to-order to wealthy Fifth Wave parents in 2078. Designed with the common and fairly generic Alpha-series genetic upgrade, Curtis grew up healthy, athletic, and attractive. Virtual tutors and an accelerated curriculum left him with the equivalent of an undergraduate degree by the time he was 20, at which point Curtis decided to take some time off before finding a suitable career to occupy his middle years.
Now, Curtis spends his time traveling around Europe, enjoying the sites and soaking in the sense of history. He especially likes to visit the casinos, and he has developed a feel for some of the seedier parts of European society as well. After a few brushes with less savory types, he has taken to carrying an electrolaser and wearing light body armor.
Curtis, like nearly all Fifth Wave citizens, carries a computer loaded with a personal AI assistant, in this case, an LAI-6 named Simon. Simon serves as a combination translator, personal assistant, and business manager, handling all of Curtis's affair, both social and financial, so Curtis doesn't have to waste time thinking about any of that.
Curtis Ailesworth
ST 10, DX 12, IQ 12, HT 12
Speed 6.00, Move 6, Dodge 6
Advantages: Ally (Simon, LAI-6 in a WVI; 75 points; available almost all of the time), Alpha Upgrade, Charisma +1, Independent Income, Status 1, Wealth (Comfortable).
Alpha Upgrade: Attractive, Disease-Resistant, Longevity, No Appendix, Tabbo Traits (Genetic Defects, Mental Instability)
Disadvantages: Chummy, Honesty, Impulsiveness, Pacifism (Self-Defense Only).
Skills: Acting-12, Area Knowledge (Europe)-14, Beam Weapons (Electrolaser)-1, Carousing-12, Fast-Talk-12, First Aid-12, Gambling-12, Holdout-12, Merchant-12, Research-11, Stealth-12, Streetwise-12.
Languages: English-12.
Equipment: electrolaser pistol; 2 spare B cells; compact Small computer with DVI, VR gloves, and augmented reality, basic VR, and 3d social telepresence programs; hive pack with 1-hex surveillance dust microbot swarm; implant communicator; arachnoweave armor bodysuit (PD 2/1, DR 8/2, all but head); emergency medkit; $3,297.
