Professional Documents
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Pyramid 4-003 - Sci-Fi - Tech I
Pyramid 4-003 - Sci-Fi - Tech I
Contents
In This Issue . . . . . . . . . . . . . . . . . . . . . . 3 Reign of Action . . . . . . . . . . . . . . . . . . . 32
By Roger Burton West
Putting Science in Your Fiction . . . . . . . 4
By Sean Punch The Toughest Race
in the Solar System . . . . . . . . . . . . . 36
The Divine Pacific By Carolyn Ivy Stein and Steve Stein
Republic of Datastan . . . . . . . . . . . . . 8
By Matt Riggsby The Murrinres Portals . . . . . . . . . . . . . 40
By Jason Brick
More Options for
Metatronic Generators . . . . . . . . . . 12 Play Stupid Games,
By Christopher R. Rice Win Stupid Prizes . . . . . . . . . . . . . . . 44
By Sean Punch
Space Zombies! . . . . . . . . . . . . . . . . . . . . 16
By J. Edward Tremlett Random Thought Table:
Gone but Not Forgotten . . . . . . . . . 48
Lord Kelvin’s Icebox . . . . . . . . . . . . . . . 20 By Steven Marsh, Pyramid Editor
By Matt Wehmeier
About the Authors . . . . . . . . . . . . . . . . .51
Mind Over Time . . . . . . . . . . . . . . . . . . . 24
By Aleksei Isachenko About GURPS . . . . . . . . . . . . . . . . . . . . 52
Ghost Planets . . . . . . . . . . . . . . . . . . . . 28
By J. Edward Tremlett
GURPS System Design z STEVE JACKSON Editorial Assistance, Production Artist, President/Editor-in-Chief z STEVE JACKSON
GURPS Line Editor z SEAN PUNCH & Prepress Checker z NIKOLA VRTIS Chief Executive Officer z PHILIP REED
GURPS Project Manager z STEVEN MARSH Page Design z PHIL REED Chief Creative Officer z SAM MITSCHKE
Production Manager z SABRINA GONZALEZ & JUSTIN DE WITT Chief Operating Officer z SUSAN BUENO
Director of Sales z ROSS JEPSON Project Manager z DARRYLL SILVA
A curious thing about science fiction is how many scenar- corporations, spacefaring races, etc., the goal might be less
ios concern technology, not science. They focus on computers, personal. The idea is to close a “knowledge gap” from below
military hardware, spaceships, solving the Problem of the or widen it from above. For the former, homegrown science
Week with a vaccine or modified deflector dish, and the like. can suffice, and is also needed to understand data stolen via
Characters identified as “scientists” do work that looks suspi- espionage; for the latter, original research is essential. While
ciously like inventing or adapting hardware. an individual scientist may still benefit, that’s secondary.
In principle, there’s nothing wrong with that! Technology The right tool. Particularly in action-adventure plots, exist-
is applied science – and the average person appreciates appli- ing methods and technology might be up to solving a prob-
cations more than experiments, never mind theories. In prac- lem – if the problem is sufficiently well understood to pick the
tice, this can be disappointing for gamers playing scientists correct solution, be that the precise target for a laser or the
who lack such “design skills” as Bioengineering and Engineer. perfect planet for a colony. Again, while this can lead to per-
They end up spending many points on Hard and Very Hard sonal prestige, the chief goal is to help a faction meet its goals.
science skills they use rarely or only to support inventors (who Supporting cast. Don’t reject plots where science sup-
get the glory), or feel pressured to become inventors. ports invention, though! These can lead to great teamwork
Here’s a quick-and-dirty system to use when a character’s between scientist and technologist PCs – and if some of the
objective – and perhaps an adventure’s entire point – is to above motivations are also in play, additional uses for science
increase scientific knowledge. When the desired outcome is skills only make such skills more valuable and add much-
“just” a new or better gadget, use New Inventions (pp. B473- needed variety.
474) instead.
A word of caution: These motivations shouldn’t sideline
PCs, even if the campaign is all about science. Like any mini-
We’re at a Loss, Professor game – inventing, netrunning, crafting, etc. – this one can
bore the uninvolved. Make sure that non-scientists can be part
First, identify what has to be figured out. This could be
of the research team (p. 7).
nearly anything: how alien life functions, a revised theory of
stellar evolution, a mathematical proof, even a theoretical
model of a fundamental interaction. Unless those at the gam-
ing table are scientists (and perhaps even then!), this is best
Complexity
Like an invention (p. B473), a science project has a “com-
left vague. What’s crucial to roleplaying is motivation:
plexity,” set by the GM:
Pure curiosity. A scientist has made finding a result their
work – possibly their life’s work! The rewards are for the Complexity Science Skill Sample Projects
player more than the character: Scientific investigation is a Level
Simple 14 or less Using existing ideas to
mini-game that makes investing in scientific skills worthwhile,
explain something
and that may provide a payoff in terms of traits; e.g., “buying
ordinary.
off” an Obsession, learning a higher-TL version of a skill, or
Average 15-17 Bending existing ideas
earning bonus character points for roleplaying Curiosity (or
to explain something
that Obsession).
unusual.
Eye on the prize. Not all curiosity is pure. The real incen- Complex 18-20 Developing new ideas
tive might be recognition: Reputation among peers, or with to explain something
everyone in a highly educated society; Rank in a hierarchical atypical.
research institute or a military organization with a “science Amazing 21 or more Revolutionizing a subfield to
wing”; Tenure at a prestigious academy; or the evergreen explain the “inexplicable.”
cash prize, which could bestow Independent Income, Status,
or Wealth. “Science skill level” refers to the skills in Science Skills
Keeping up with the Joneses. In a campaign featuring fac- (p. 5) – not to Supporting Skills (pp. 5-6), which limit what’s
tional hostilities – cold or hot – between nations, cyberpunk possible in other ways.
There is in a remote corner of the Pacific a small but stable Kowalski’s “Circlism” didn’t take the world by storm, but
fragment of an artificial coral atoll. Bits of vegetation cling to it did gain a few adherents. These people traveled to the tiny
cracks in the rough, gray surface. Rising from this infinitesi- spot in the Pacific to join him, which raised the question of
mal bit of nominally dry land, hardly bigger than a regulation how to support the growing religious community. Ahmad was
football field, is a somewhat rusty pair of linked hexagonal solely interested in philosophy at this point, so the task fell to
structures. They’re dotted with satellite dishes and daubed his children, Miryam and Abbas. Abbas, trained as a hotelier,
with religious symbols, some fresh, some faded and peeling. became both a sort of facilities manager and the main busi-
This is the Divine Pacific Republic of Datastan. To some, it is a ness contact with the outside world. Miryam, an engineer like
hermitage. To others, a flag of convenience. And to cyberpunk her father, noted the site’s legally ambiguous status and sug-
adventurers, it may be a great many things. gested establishing it as an independent state and data haven.
The name, the Divine Pacific Republic of Datastan,
Birth of a Nation started out as a joking working title, but Ahmad decided
that he liked it, and so it stuck. He composed a proclama-
The DPRD’s origins stretch back nearly 50 years. Until tion establishing the republic as a newly independent nation
then, it was the remnants of an undersea volcano which never with a document which is heavy on religion and light on
quite reached the surface. Kember-Mysore GmbH, a bioengi- specifics of government. The DPRD had by that time a per-
neering firm, located the site, which it dubbed T-5. Along with manent population (if only a dozen or so people), perma-
several others like it around the Pacific, it was used as a field nent territory (the atoll was quite stable), and was outside of
site to test rapidly growing coral as part of a project to restore any territorial claims anyone cared to make, so it nominally
the Great Barrier Reef. The tests failed. The engineered coral passed muster by international law.
grew quickly enough, but unevenly, even unpredictably. The Once established, Datastan might not have thrived, but it
material left a stumpy island nucleating around the research survived well enough. Miryam’s technical setup proved nicely
observation tower rather than a large, substantial reef. KMG functional. Clients would deposit data by encrypted trans-
folded before it could clean up the site. mission or by handing off physical storage media; they used
Some years later, one of the senior engineers associated Datastan’s services to keep the information safe from gov-
with the project, Ahmad Kowalski, reached a religious crisis. ernment intrusion or to avoid taxes on intellectual property.
He had been working his way through a variety of syncretic Devotees would make pilgrimages to meet Ahmad, padding
ideas for some time and had decided to take a retreat for sol- out the DPRD’s expenses with offerings for the cause.
itude. In a crowded world, the barren, abandoned, artificial After several years of this, Ahmad’s health started to fail.
rock of T-5 was perfect. After seven years of near-total soli- His family and devotees set him up with more and more elab-
tude, punctuated only by days-long expeditions to the near- orate medical supports. He’s now essentially a body in a tank,
est settled islands for provisions now and again, Kowalski floating in and out of lucidity. He serves as a sort of oracle and
developed what he called the Doctrine of the Circle. This focus of veneration, though not quite direct worship.
philosophy was an esoteric and cleverly stated (if not par- Abbas died in an accident a few years ago, leaving Miryam
ticularly original) proposal for unifying the world’s major the only functional member of the Kowalski family in resi-
religions through a variety of circle-based metaphors. His dence. She still handles the technical tasks, but the business
withdrawal from the world didn’t quite end there, but it did end of the DPRD has been passed on to a couple of devoted Cir-
take on a different character. He restored some of the sta- clists. So far, business has been good enough to keep Datastan
tion’s communications equipment, plugged himself back into going, but there’s always the risk that an established state will
the global network, and began trying to spread his doctrine. take notice of them and decide to step in, or that someone will
want to come and take some valuable data by force.
3 4 5
Metatronic Generators, from Pyramid #3/46: Weird Science, primed with some of the target’s DNA. AHB rounds cannot
allowed the creation of assorted weapons and gewgaws, but be primed more than once. Minuscule, $3,300, 0.047 lb. LC2.
it didn’t cover everything. This article offers even more nifty
Statistics: Modified Firearm Damage (Apparatus, +0%;
devices and suggests numerous additional features and uses.
Homing, Detect (Specific Person), +55%; Superscience,
-10%) [6].
It’s a Feature, Not a Bug
Metatronic generators have several built-in assumptions Armor and Shields
that may not play well with a GM’s campaign assumptions; For generators in the form of armor or shields, total the
read carefully! Additionally, the following are considered cost of all the advantages it grants (usually Damage Resis-
optional rules and are not required to use the original article. tance or Enhanced Defenses), and multiply that by $2,000 for
armor or $1,500 for shields. Base
Ammunition Generators weight for armor is 30 lbs., while
weight for shields is 15 lbs. Most
Instead of creating a gun or other Metatronic generators such generators are self-powered.
weapon that causes a specific effect,
metatronic generators could be one- are devices that emulate Use the shields listed on p. B287
as a guideline for determining what
use ammunition. Use 1/5¥ the cost for unusual abilities and level of DR they have. To save space,
a generator of its size, the weight per
shot (WPS) of the ammunition, and work as if the user had the GM may use the Defense Bonus
meta-trait (GURPS Supers, p. 34)
multiply the final cost by the cost per those traits. instead of Enhanced Defenses.
shot (CPS). (Weight per shot and cost
If using the optional Damage to
per shot of the most common ammu-
Shields rule (p. B484), calculate HP
nition types can be found in GURPS
based on the shield’s weight (pp. B557-558). Damage Resis-
High-Tech, GURPS Low-Tech, and GURPS Ultra-Tech.)
tance may be increased for the device itself and for the wearer
Ammunition generators are almost always a SM -12 minus-
(see Power Amplifiers, Enhancers, and Mitigators, p. 15).
cule generator (see New Sizes and Interpolated Values, p. 13)
and are assumed to be self-powered.
Example: Unobtanium-Alloy Shield
Bullets or projectiles that have additional effects, but not
A medium-sized shield (p. B287) made of an indestructible
increased damage, use the rules for modifying muscle-pow-
metal. It gives DB 2. $351,000, 15 lbs., Self-Powered. LC4.
ered ranged weapons or modifying other weapons on p. 11 of
GURPS Power-Ups 4: Enhancements, based on the damage Statistics: Defense Bonus Meta-Trait 2 (Apparatus, +0%;
from the weapon they will be fired from. Cosmic, Unbreakable, +300%; Superscience, -10%) [234].
* For generators that are beam or conventional weapons, ‡ Minuscule generators can be made smaller. Each SM
the power requirement indicated becomes the number of cells smaller adds a cumulative $500 to the cost per point and
required for its listed amount of shots. External power allows reduces its weight by 1/10. At SM -10 or smaller, targets must
an unlimited number of shots, but can overheat if more than make a Vision roll to spot the generator, with a penalty equal
its Shots statistic ¥ 3 are used inside of one second. In such to (SM + 10). A generator must be at least SM -19 to enter the
cases, make a HT roll for the generator; a failure results in a bloodstream and SM -44 to enter a body through its pores.
minor breakdown until it’s fixed. These sizes assume a SM 0 being.
† Diminutive generators require either TL10+ technology, § Massive generators can be made larger. Each SM increase
or that they be self-powered. Minuscule generators need decreases the cost per point by $50 (minimum cost of $50
TL11+ technology. per point). Weight also goes up by ¥10, making the generator
harder to damage or disable (see above).
New Enhancements
A few new enhancements broaden the range of what or greater.) Modify the limitation’s value by the trigger-
metatronic generators can do. ing condition that prevents energy loss: ¥0.25 if it’s very
common or an easy to meet requirement, ¥0.5 if common,
Energy Reserve ¥1 if occasional, and by ¥2 if rare or a difficult to meet
requirement (e.g., you must constantly sing to preserve
see Powers, p. 119 the ER). As soon as the condition is met again, the Energy
Fiction is full of Energy Reserves that recharge only Reserve starts to refill.
with the aid of an action, substance, or circumstance. To
simulate this, use the new Triggered Recharge enhance-
ment (below). Use the examples under Weakness (p. B161)
Hotshotable
to help determine rarity for both modifiers. +20%
You can “overload” your generator’s attack to fire a
New Special Enhancement hotshot. Each hotshot uses up two shots (if applicable),
Triggered Recharge: Your ER doesn’t recharge at a but multiplies damage by 1.3 or adds +1 damage per die,
normal rate. Instead it requires a specific condition to whichever is better. For attacks that inflict attribute pen-
refill. The enhancement value depends on how fast your alties or affect an area, also multiply penalty or radius
recharge rate is, and how convenient it is to fulfill the by 1.3.
conditions: +300% if the entire reserve recharges when This comes at a price: when firing a hotshot, the attack
the condition is met; +150% if it recharges 5 points per gains a Malfunction of 17 (this can be reduced, with each
second of exposure; +60% if you’re limited to 1 point per -1 adding -5% to the enhancement’s total cost). If more
second of exposure; +30% if you’re limited to 1 point per than 10 times its RoF hotshots are fired within a minute,
10 minutes of exposure. Modify the enhancement’s value the attack “overheats.” This results in the Malfunction
by the triggering condition: ¥2 if it’s very common, ¥1.5 if number dropping to 14 (or 12 if firing more hotshots
common, ¥1 if occasional, and by ¥0.5 if rare. Addition- while it’s overheated!). This can be avoided by spacing
ally, if the trigger is not consumed or can otherwise be shots every 10 seconds or with complete nonoperation for
reused, double the final value. a full minute. If a roll indicates a malfunction, roll to see
if the ability is crippled, at a penalty equal to 18 minus its
New Special Limitation current Malfunction number.
Energy Discharge: Your reserve loses the energy stored
within it, unless a particular condition is met. The cost Melee Attack
depends on how quickly it loses energy, and how hard it is
to fulfill the conditions to keep your ER intact: if you lose
see p. B112
one point per 10 minutes the condition is not met, this is Abilities with Melee Attack 1-4 can have a greater
worth -10%; if you lose one point per minute, it’s worth Reach. Each +1 yard increase adds +5% to the modifier,
-20%; if you lose one point per second, it’s worth -30%; up to 0% for Melee Attack 1-7 (just like a whip). For an
if you lose your entire reserve as soon as the condition is additional +10% to the modifier, the Reach can be made
not met, it’s worth -40%. (This last requires an ER of 10 variable as a Ready maneuver. If this is a free action, this
becomes +20%.
I wish I knew what to do, here. Conventional medical treat- that end, these ships employed a forward scoop, designed to
ment is just not working. It’s a virus that attacks the vascular tis- funnel all debris encountered into a combination grinder/
sues, but all the anti-viral treatments have no effect. My patients sterilizer before depositing it into the recycling pool. Unfor-
just keep getting weaker and less responsive . . . there’s three who tunately, the Baret clearly ingested something its sterilization
are about to . . . oh. Oh, Bilal, I’m so sorry. Bilal Khawaja, 2nd matrix couldn’t handle.
Lt., died at 13:28, 6th Rajab, 1732. I will begin an autopsy as The ship had just celebrated its 500th year of operation
soon as . . . wait, he’s still moving. Bilal, can you hear me? Can when the first signs of the disease appeared: listlessness and
you . . . oh my God – a lack of energy, followed by vascular issues – eventually lead-
– Last log of Dr. Khadija Malik, aboard the Kaulan ing to gangrene in the extremities, organ failure, and brain
(missing, presumed destroyed) dysfunction. In later stages, the victims were near-mindless
and violent; they attacked those who ministered to their ail-
Zombie horror in space might seem unnecessary, or
ments, literally trying to bite them to death.
even over the top, given how everything in the great beyond
Before long, all hab-modules had people presenting symp-
is already trying to kill visitors. But zombies make a logical
toms, but it wasn’t hard to discover where it’d started. The
extension of that menace: they both physically represent exist-
first victims had been the ones attending their modules’ hydro-
ing environmental hazards and take advantage of the harsh
ponics. By the time they realized that zucchini pollen was the
realities of space travel. On a spaceship, a space station, or an
culprit – and that anyone who’d handled it, breathed it in, or
inhospitable planet, there’s nowhere to run and nowhere to
eaten the ensuing crops was infected – about 45% of the crew
hide for long, and fire and explosions in a pressurized environ-
was symptomatic. Worse, those who’d died from gangrene
ment are a really bad idea.
and/or brain damage were not only still moving, but actually
It’s always possible to throw some brain-munching, rot-
eating anyone nearby.
ten ghouls in vacc suits at the PCs, but this article presents
With a heavy heart, the Council of Captains made a ter-
some more specialized options: semi-traditional undead
rible choice. They purged the Baret’s recycling stores, and
flesh-munchers with a green twist; intelligent, genetically
destroyed the link-up and steering capabilities of all cur-
damaged bioroids a few human meals away from death; and
rently used hab-modules. They filled them with the symp-
victims of nanotech gone awry. Each is given a case history,
tomatic members of the crew – alive or “dead” – as well as
what they’re currently up to, how they might be encountered,
those most likely to show symptoms due to exposure. Then
and ideas for a parallel outbreak. There’s also a small selection
they launched them all off the ship’s core, condemning them
of inspirational zombie (or zombie-adjacent) films where the
to whatever fate awaited.
action takes place out in the black, rather than on Earth.
After that, the greatly reduced crew continued their voy-
This article references GURPS Zombies and GURPS Bio-
age in as-yet-untouched hab-modules. Five centuries later, the
Tech, but access to those books isn’t completely necessary; the
Baret made it to their new home. The descendants never talked
cunning GM can crib what they need from the descriptions
about the horrible choice their ancestors had been forced to
to bring these sci-fi nightmares to (un)life. That said, reading
make. They also never ate zucchini again.
Futuristic Sci-Fi (Zombies, pp. 147-148) can only help, espe-
cially the boxed text What Do They Eat in the Future?
Dark Harvest
The Zeaters The Baret jettisoned around 150 hab-modules that day.
Some of the more cunning, non-symptomatic exiles dealt with
The Baret was a Yuangdong-class generation ship – a huge, their Zeater problems, bypassed their captains’ sabotage, and
brutalist conglomeration of self-supporting, five-family hab- traveled to nearby systems – hoping to find inhabitable plan-
itation/hydroponics modules attached to a central core con- ets. Others said their prayers, opened the airlocks, and ended
taining the main engine, recycling, and energy stores. In case it all quickly.
of catastrophe, the modules could eject from the core, link Sadly, the majority succumbed to horrid eating frenzies,
up with one another, and head for the nearest system. When ending in a bunch of stuffed Zeaters slowly rotting as the
it left the shipyards, the Baret was only at quarter capacity, modules floated through deep space. Some eventually auto-
with a plan to ready unused modules and add new ones as landed on planets (some actually habitable), and some were
the crew increased. picked up by deep-space salvage units. The Zeaters encoun-
Such spacecraft had to be completely self-sufficient. Every- tered were usually mush by that point, unless they were
thing – and everyone – was recycled, and anything encoun- flash-frozen by exposure to vacuum, in which case being
tered on the way was harvested for what it could provide. To thawed out set them back into motion.
In the GURPS Infinite Worlds setting, some worldlines just The Scramble for Africa was a desperate affair, with
drive Homeline scientists crazy. Kelvin is one of them. Named European expeditions haphazardly claiming pieces of the
for the famed British scientist William Thomson, Baron West and Central African coast. This frequently led to open
Kelvin, Kelvin’s sun is a burning mass of magnesium and oxy- conflict, and pitched battles between French, German, Dutch,
gen radiating heat slowly into the universe. This reaction is and British forces were common. Fearing general European
gradually cooling over time, and Earth is already feeling the war would break out as a result of the skirmishes, Bismarck
effects. Originally a close parallel to Homeline, Kelvin’s tem- formalized the borders of most of the claims at the Congress
perature has dropped an average of 9°F (5°C) since the 1850s. of Rome in 1885. Germany received some large conces-
The local year is now 1914, and civilizations across the world sions in present-day Ivory Coast and Ghana in exchange for
are struggling to survive in a world that is slowly dying. France being granted most of the Congo. Britain and Ger-
From a scientific standpoint, Kelvin’s Earth should not many split most of East Africa, and Portugal retained Angola
exist. Nuclear fusion is impossible on the worldline, and and Mozambique.
researchers have split individual uranium atoms but have All European powers operating in Africa established a bru-
been unable to sustain a nuclear fission reaction. Earth on tal plantation system to grow food to ship to Europe. Britain
this worldline is at least 300 million years old, and geologic depended on Egypt, India, and Nigeria; France on Senegal
and evolutionary processes seem to have progressed more and the Congo; and Germany on German West Africa and
or less normally, but Kelvin’s sun is believed to have been Tanzania. An increasing number of European colonists were
formed much later than that. Scientific observations place brought to Africa, establishing cities on the coasts and steadily
its maximum estimated age at only a few million years. In pushing inland. Coal mines and ironworks were started in the
addition, the sun’s cooling should only be noticeable over the colonies to replace mines in Europe that were rapidly becom-
course of millennia, but civilizations around the world are ing too dangerous or unprofitable to maintain.
already collapsing.
It is widely believed that most forms of complex life on the The World Today
planet will die out before the year 2000.
In local year 1914, temperatures have fallen dramatically
since the initial crisis of the 1870s. Hundreds of millions have
Out in the Cold died of starvation, of disease, and in regional conflicts. The
soil of Britain, Ireland, Northern France, the Low Countries,
Kelvin’s history started to diverge from Homeline’s in the
Northern Germany and the Alps, Scandinavia, the Baltic
mid-1860s. At first, low temperatures were thought to be an
States, Poland, and most of Russia is now frozen year-round.
extension of the “Little Ice Age,” a period of relatively mild
Agriculture is all but impossible there, and only a few small
cooling in Europe that took place on most known worldlines
settlements remain in these areas. Southern France, Italy,
(including Homeline) between the 16th and 19th centuries. As
Iberia, and parts of the Balkans have continued farming to
crops continued to fail and temperatures continued to drop,
varying degrees, and cities there remain inhabited, though
however, it became clear that the phenomenon was both
with significantly reduced populations.
global and accelerating.
Initially, America fared better than Europe in dealing
The great powers in Europe initially ignored the problem,
with food shortages and longer winters. This did not last.
insisting that food supplies were adequate to avoid disaster.
Today, states north of the Mason-Dixon line have been all
The Great European Famine starting in 1875 proved oth-
but abandoned, and every winter the permafrost inches fur-
erwise. Bread riots erupted across England, Scandinavia,
ther south. The U.S. government has annexed Cuba, much of
Germany, and France. The United States was still capable
Mexico, and Costa Rica to seize additional farmable land. The
of feeding itself at the time, and the government sent mas-
United States became a de facto one-party state in the 1890s
sive amounts of grain to affected areas at inflated prices.
as Southern Democrats came to dominate what remained of
This left European governments indebted and embattled
the U.S. Congress. These politicians have staunchly refused to
as hungry citizens demanded access to food reserved for
extend citizenship to the population of the new territories, and
the wealthy.
northern refugees are routinely denied the vote.
Worldline Data
Infinity Operations TL: 5 (early TL6 in some places)
Infinity’s primary base on Kelvin is located on Mana level: None
the site of Homeline’s Calgary in Alberta. Most of the Quantum: 5
research there is related to climate science and the study Infinity Class: R4
of Kelvin’s cosmology. Nuclear fusion generators cannot Centrum Zone: Inaccessible
operate on Kelvin, so the core of the semi-permanent
Some stories portray psychic abilities that alter the flow Temporal Separation
of time. These may be the result of humanity’s attempts at Hard
taming black holes, exposure to exotic matter, or a side effect
Default: Celerity-2; cannot exceed Celerity.
of faster-than-light travel. This article presents a new psionic
power – using the GURPS Psionic Powers framework – that When you use this technique, you can perform two differ-
lets the psis master the time flow. ent types of maneuvers on your turn (instead of being limited
to two of the same type).
Chronokinesis Chronosense
Users of Chronokinesis abilities can accelerate them-
selves, decelerate others, cause slight timeline alterations, 4/7/11/16 points for levels 1-4
sense temporal tampering, and put others into stasis. Abil- Skill: Chronosense (Per/Hard).
ities that are detailed in this article do not permit “actual” This is a limited version of Psi Sense (GURPS Psionic
time travel, because such powers work best only in time Powers, p 41). It uses those rules (and psi techniques), but it
travel-focused games. Chronokinesis has some overlap with can only detect time manipulations – chronokinetic abilities,
ESP and Probability Alteration. time travel, and usage of time-manipulating technologies,
Chronokinesis abilities can be neutralized not only by such as hypertime fields and tau-shields (both GURPS Ultra-
psychotronic devices, but also by reality stabilizers (GURPS Tech, p. 195) and similar devices.
Ultra-Tech, pp. 194-195). This does not change the value of
the power modifier. Statistics: Detect (Time Manipulation; Chronokinesis,
-10%; Reflexive, +40%; Vague, -50%) [4]. Further levels
Power Modifier: Every ability in this power has the lim- remove Vague [7], then add Precise, Nontargeting [11], and
itation Chronokinesis, -10%. This reflects that it is part of then Analyzing [16].
this power and uses the rules under How Psi Works (GURPS
Psionic Powers, pp. 6-11).
Destabilizing Shift
Hard Chronokinesis Perks
Default: Deceleration-3; cannot exceed Internal Clock: You can concentrate for a minute to set an internal
Deceleration. alarm that will notify you once a certain time passes. If you are asleep
The victim finds it difficult to control their at that time, you are woken up by the mental alarm. You can only have
body while in the decelerated time stream. one alert set up at a time.
In addition to imposing the normal effect of Lesser Haste: When you’re performing a long task in a hurry (Time
the ability, you reduce the target’s DX by your Spent, p. B346), your total penalty for haste is -1 less severe per level of
margin of victory (maximum 10) for the same this perk (up to your Chronokinesis Talent level).
duration. You cannot use this ability on this Light Acceleration: When wielding a beam weapon, you may roll
victim again until it wears off. against Will-4 and spend 1 FP to make an attack count as if the weapon
was an FTL beam (GURPS Ultra-Tech, p. 133).
Relativistic Sense: When traveling aboard a spaceship (or another
Haste fast-moving vehicle), you always know the time rate experienced
10 points/level onboard. See Relativity Effects (GURPS Space, p. 36) for details.
Skill: Haste (IQ/Hard).
You accelerate your movements and reac-
tion time. For three seconds, your Basic Speed
increases by 1 per level of this ability; this bonus counts for Speed of Thought
all purposes. When you move under this effect, you leave a
16/30/36 points for levels 1-3
trail of transparent afterimages that disappear two seconds
Skill: Speed of Thought (IQ/Hard).
later. This trail does not obscure vision, but is distracting out
of combat and makes your route obvious. This ability can be You greatly accelerate your mind’s ability to process
used as a free action once per turn. information by letting your neurons transmit signals at FTL
speeds. While Speed of Thought is active, you benefit from
Statistics: Basic Speed +1.00 (Chronokinesis, -10%; Nui-
Combat Reflexes (p. B43).
sance Effect, Trail of afterimages, -5%; Reduced Duration,
In combat, you act before those without Speed of Thought
1/20, -25%; Requires IQ Roll, -10%) [10/level].
or Enhanced Time Sense (p. B52) gained from a different
source. Roll against your skill each turn; your margin of suc-
Reverse Time cess is how many of your defenses get +1 from Combat Reflexes
80 points/level that turn. If you have Parry Missile Weapons (p. B212), then
Skill: Reverse Time (IQ/Hard). you can parry bullets at -5, but not beams.
Outside of combat, you can perceive information that is
You can rewind time and replay a particular situation mul- too fast for others to discern, such as high-speed “bursts” sent
tiple times until a desired result is achieved. This can be done via Telecommunication with the Burst enhancement (GURPS
once per play hour for each level of Reverse Time, but for cam- Ultra-Tech, p. 31), and you’re never fooled by holoprojectors
paigns that use game time, this ability can be used once per (GURPS Ultra-Tech, p. 52). In addition, you never suffer skill
day for each level. This is not an action at all – it takes no time penalties for being mentally rushed.
and can be used after you make a roll. If you succeed on your At level 1, you must concentrate for one minute to enter
Reverse Time roll, time visibly rewinds, and you dictate the this state, and must take a Concentrate maneuver every
result of the die roll you made as long as it is possible (that is, turn to maintain the effect. Your ability shuts down if you
your effective skill was at least 3). Once you or anyone else has lose your concentration (e.g., if attacked and you fail your
made another roll, the flow of time cannot be restructured. Will roll). At level 2, the ability can be activated by taking a
Reverse Time can only affect mundane rolls, not magic, psi, single Concentrate maneuver. At level 3, you don’t need to
etc. After you use this ability, you are dazed (p. B428) for one Concentrate constantly – roll against your skill once per min-
minute, and can roll against Will once per minute after that ute out of combat and once per turn in combat.
to recover.
Statistics: Enhanced Time Sense (Chronokinesis, -10%;
Statistics: Super Luck (Accessibility, Not on supernatural Immediate Preparation Required, 1 minute, -30%; Requires
rolls, -25%; Alter Reality, +75%; Backlash, Dazed, -50%; Chro- Concentrate, -15%; Requires IQ Roll, -10%) [16]. Further lev-
nokinesis, -10%; Requires IQ Roll, -10%) [80/level]. The Game els remove Immediate Preparation Required, 1 minute [30]
Time, +0% enhancement is optional. and then remove Requires Concentrate [36].
Time Stop
65/80/90/100/110/115/125/135/145
points for levels 1-9
Skill: Time Stop (IQ/Hard).
By concentrating for a certain activation time (see
table) and making a skill roll, you exit the time stream
along with equipment up to your No Encumbrance limit.
While outside the time steam, you perceive the world as
frozen. You can’t affect it (and vice versa) – only observe
and move through it. You can interact with items you
brought along; this lets you patch your wounds, reload
your guns, and so forth. However, this does not let you
attack others in any way. Time passes for you (you tire,
grow hungry, age, etc.), but it’s subjective.
You may stay in the realm for a given subjective
duration (see table) before you automatically return to
the normal time stream. Once you come back, your
body must adjust to the change – you cannot stop time
again for at least five minutes. You can use Time Stop
again to return to normal time before the duration
runs out.
At level 5 and above, you can exit the time steam
with less concentration time, but you are at -1 to skill
for every second you skip. At level 9, you can remain
outside of the normal time stream indefinitely; you may
also use this ability again without the five-minute wait.
Even with all its vast possibility, the universe remains is in the sky to 120°F to 140°F when both are shining (roughly
mostly barren. Worlds that can support life – any life – are half its year). Its diameter is 5,767 miles, and its surface grav-
an extreme rarity, making them like treasure strewn among ity is 0.8 G.
the stars. Such planets should be protected from all harm, Badland has light volcanic activity and light tectonic move-
defended at all costs, and forsaken only as a last resort. ment. Its surface is generally flat, with occasional outcrop-
Perhaps that’s why abandoned worlds present such a lure pings of yellowish granite. Background radiation is tolerable,
to the curious: someone was here, once, so why did they leave? and there are no pervading environmental toxins. Its year is
Did their civilization perish due to war or disease? Were they 401.25 days, and it rotates clockwise with a 14° tilt.
driven out by someone who either chose not to keep what Its surface vegetation resembles the “living rocks” of Africa:
they took, or proved unable to do so? Did they somehow tiny cacti with long roots. The primary lifeforms are burrow-
change their state of existence, making terrestrial life a quaint ing reptiles, tiny arthropods, and odd pancake-like things
anachronism? that skim across the sand in great herds (all edible, but best
Or are they still here, somewhere, waiting for the right if cooked).
moment to reveal themselves?
This GURPS Space-friendly article presents three aban- What Remains
doned planets, suitable for any game taking place in the great
Peppered about Badland’s surface are large, crumbling
beyond. Basic system, star, and planetary information is given
ruins, crafted from the ubiquitous yellow granite. They
for each, along with what remains on the surface, clues as to
range from small clusters to sprawling, miles-long networks
what may have taken place, and options for why they are (or
of buildings. They are most commonly found at or close to
seem to be) deserted.
the equatorial zones.
Other than the time-honored science fiction standby of a
Each complex has at least one large, central dome. These
crash landing, there could be numerous reasons for PCs to
range from 30’ to 60’ in diameter, and between 20’ and 40’
investigate these worlds. Someone may have hired them spe-
high. They have regular, curved entrances, and a sizable hole
cifically to look into why this world is deserted, for either
in the center of the roof. Each entrance in the large dome
scientific or economic ends – perhaps both, if their patrons
points to an entrance on another structure, such as another,
have some ulterior motive. They might also have been hired
smaller dome; a shorter cylindrical building with a single,
to track a missing ship (or a person on that ship), and this is
curved entrance (perhaps a house); or a wide, short, hollow
where the trail has led. Or perhaps the PCs are hiding out, and
circle of rock that may have been a pool.
this is the most convenient place to lay low.
These domes might have been the central hubs of the
inhabitants’ activity, but it’s hard to be certain. Their everyday
Badland objects have long since gone away, and no obvious examples
of written language mark the buildings. The only real clue
Badland is a classic example of “any port in the storm”; it’s
stands in the largest dome in each cluster: a single, 10’-high
baking hot, geologically worthless, and too far off the shipping
cylindrical column, right under the hole in the roof. Each
lanes for a spaceport. But it’s got oxygen, and makes a good
column bears a crudely drawn representation of a human-
place to hide. It also has intriguing ruins – proving that, as bad
oid form under a curious motif. Is it a god, a warning, or an
as this place is, someone once called it home.
answer to where they went? Who knows.
GURPS Reign of Steel is a setting that calls for bold fighters, may be persuading other resistance leaders to cooperate on
sneaky scouts, and genius mechanics – otherwise the innately a big operation. Since working with intelligent machines is a
superior robots would already have stamped out those pesky possibility, Psychology (Robots) (H) IQ-2 [1]-13 may be taken
meatsacks. That’s a call that GURPS Action can answer! But as a primary skill.
the Action templates assume you’re in a functioning modern The hacker won’t have an easy time of it going up against
society, and even in the few places in the world after the Final robots directly (see Reading the Enemy’s Mind, Will to Live
War where that’s still true, it’s not quite like our world. p. 42), but if the enemy has a single conceptual weakness, it’s
This article assumes you already have GURPS Reign of trusting their technology to do its job. Does that robotruck
Steel and GURPS Reign of Steel: Will to Live, as well as at have the correct transfer codes to go into the high-security
least the first two volumes of GURPS Action. base? Does the census say the human infestation here has
been eradicated and no further exterminations are necessary?
Lenses and Templates Then that must be the way things are supposed to be.
The infiltrator could be anything from a scrappy camp
All templates and lenses that list Guns (Pistol or Rifle) may escapee who knows the robots’ blind spots to a high-tech pro-
add the equivalent Beam Weapons skill (as an alternate or an fessional with scavenged kit. This person may end up planting
extra). Very few humans know how to use the robots’ lasers bugs for the wire rat or the hacker, or spying out sites for the
or particle cannon, but the protagonists are among the elite! demolition man to place charges – or getting into a collabora-
All templates and lenses that list Guns (Rifle) may add tor’s office to read or modify records.
Guns (LAW) as an alternate or an extra skill. The investigator doesn’t fit well into most Reign of Steel
Every combatant may wish to consider learning the basics games – unless someone is needed to take all the intelligence
of Explosives (Demolition) and Traps, either from templates gathered from raids and robot-activity reports and synthesize
or with spare character points. it into an intentions-and-capabilities briefing to guide the next
raid. In a small resistance band, this person may not have the
luxury of sitting safely back from the action, so they’ll pick up
Action Templates a few combat skills.
The assassin is a precision killer, making single attacks Everybody loves to see the medic. But they don’t just patch
from a long way off, and that usually means serious train- up wounded fighters; they also design tests and treatments for
ing. This person could be a Zone London SAS sniper, or a the latest designer plagues, sort out disease and malnutrition
Washington WASP or Moscow info-commando with changed among survivors, and even work out what’s going on with the
loyalties. Given the nature of the threat, assassins may add Green Men of Caracas.
Artillery (Guided Missile) (A) IQ-1 [1]-11 to the list of available The shooter is what people think of when they say “resis-
Guns skills. (Add Attribute Substitution [1] to turn it into a tance fighter.” No special changes are needed here, though
DX-based skill at 15; see GURPS Power-Ups 2: Perks, p. 15.) Armoury is necessary for maintaining weapons in a world
The cleaner knows what the robots and their human lack- with limited resources.
eys are looking for, as well as how to hide it; Disguise and The wheel man often goes unappreciated – until it’s time to
Knife may be less useful than Freight Handling and Forensics. get in or out of a situation in a hurry. They may need to work
This is an unusual skill set in a world that’s just barely surviv- with the hacker to bypass the bot brain of a Morag, a Wraith,
ing, and this person probably has been specially trained for or even a humble robotruck, but then this person can make
the task rather than picking it up through life experience. that mobile tech pull maneuvers that no robot ever dreamed
The demolition man might choose Artillery (Guided Mis- of. The wheel man might even convert a captured Hovercat
sile). This person is generally more useful with Explosives to act as a cavalry mount! (Add Mecha to the list of allowable
(Demolition) then with Explosives (EOD). Still, sometimes Driving specialties.)
the smarter robots set the ambushes. The wire rat plants cameras and breaks into existing sur-
The face man won’t work in a game that’s just about deal- veillance feeds, often getting physical access for the hacker to
ing with robots, but plenty of Zones allow a few human or do their magic. The need to be one’s own tech support makes
bioroid servitors and collaborators. Some of the hardest tasks Electronics Repair important.
Equipment Failures
Danger in Things that can break are too numerous to
Kob Murrinres did not create or even name the Portals. Attuning a Portal, or changing its attunement, is difficult
They existed before the precursor species to Murrinres’ pre- but possible. To do so, a user must understand the operat-
cursor species first appeared as potential in some deeply ing panels of both the Portal they are using and the Portal
ancient phylum’s genetic mutation. Murrinres was merely they wish to attune to. They must be able to use the starting
the first to publicly theorize these strange gateways were panel swiftly and without error. Finally, the Portal and its
not random events, some flotsam of probability in an infin- operating panel must still be in working order. With all three
itude of infinite spaces, but connected phenomena. Not prerequisites in order, and skillful operation, any function-
all experts agree with the Murrinres Model (most notably ing Portal can theoretically attune to any other functioning
Professor Eugene Mail of Miskatonic Tech Altair and Grand Portal in the multiverse.
Orv Drexler of the Imperial Corps of Exploration), but those Of the currently cataloged Portals, more than half no lon-
academics can argue all they like. It does not change what ger work. A little less than two-thirds of the remaining are
the Portals are. permanently attuned to a single Portal, some reciprocally and
What science knows for certain is they exist. Dozens of some in a daisy-chain effect. The remaining are evenly split
operating or ruined Portals lie within known space and the between functional and unattuned specimens, Portals local
explored quanta, with over 100 suspected instances hinted at experts can attune on demand, and Death Portals (p. 41).
in surveyor records, adventurer journals, and scraps of myth The confirmed discovery of a new Portal rarely passes with-
or legend. They are here, and for those who use them, they out sparking a gold rush of scientific, economic, and military
represent wonder and dread in equal measure. action as parties vie to understand and control it.
To use a Portal, one walks through it. With a perfectly
The Murrinres attuned Portal, that’s the entire process. Many Portals are
poorly attuned, either through errors during attunement or
Phenomenon faults in the control panel. In that case, it must be set using
an appropriate Engineer skill (depending on the world, the
Murrinres Portals vary in size, coloration, materials, and nature of the Portal, and the tech level of the campaign).
a quality scholars have dubbed resonance. However, they all With a success, everything goes fine. On a critical success, the
bear a handful of common characteristics. All known Portals Portal becomes perfectly attuned for 3d weeks. On a failure,
are rectangular and have the psychological aura of a doorway. those who travel through each take 1d HP injury from small
They glow, some dimly and only at their edges, some brighter rearrangements of their atomic structure. A critical failure
than the noon sun across the entirety of their form. All have causes a major mishap; roll on the Operations and Accidents
controls across or within their frame, though the workings table (p. B531).
of each are different and not all controls remain operable. Eventually, every regular Portal user develops a collection
In theory, all are connected to one another via a magic or of scars and small changes to skin texture, eye color, hair, and
technology not fully understood even by TL12 civilizations. general body structure. Any of these could make for an appro-
In practice, a functioning Portal serves as a teleportation priate quirk in campaigns where Portals are common.
channel between itself and a single other Portal. A being or
object goes in one side and exits from another opening in one
step, regardless of what distance lies between the two. Usually, Inside the Portals
the trip is painless and instantaneous, experienced as a flash At TL11 or higher, science understands most of how
of light and cold with no lingering aftereffects. Murrinres Portals function. They all connect to a pocket
Two Portals are connected in a state called attunement. Any dimension with highly malleable space-time. Any given Portal
given Portal is attuned to another Portal, which may or may reaches its own causality into the pocket dimension. When
not be attuned to it. This means a move from Portal A to Portal one Portal attunes to another, it attracts the target Portal’s
B does not automatically mean a return trip is possible. Portal causality zone toward its own with a force similar to, but
B might take a traveler to Portal Q, to some letter in an alien different from, gravity. Once the zones are connected, travel
alphabet that burns the minds of those of other species who between the two is instantaneous, with a traveler spending a
look on it, or to nowhere at all. brief fraction of time in the pocket dimension.
Death Portals
Murrinres Technologies Those who pass through a Death Portal do not return.
Every discovery and natural law spawns devices, These aptly named specimens fall into four broad categories.
and the Murrinres Portals are no exception. The The first leads to a location fatal to most sentient life, like
Portals themselves are one example, as are devices a hellworld, volcanic caldera, or the vacuum of space. The
clever minds have created to facilitate their use. second is damaged or misattuned in a way that fatally injures
those who use it. The third is damaged or misattuned in a
Murrinres Portal way that maims travelers, drives them insane, or transforms
them hideously. Nobody knows what the final type does.
Each Portal is different, sometimes matching its People simply never return.
environs and sometimes starkly dissimilar. Though All known Death Portals are widely avoided and often
their variance of form suggests multiple origins, most held under heavy guard, leaving no room for tragic accidents.
current theorists are convinced they are the creation of The possibility of accidentally stumbling into a new one is
a single culture, or even a single individual. what makes exploring any previously undiscovered Portal an
endeavor fraught with peril and excitement.
Portal Screen
This portable personal force field surrounds the
wearer with a layer of matter from their home universe, When rolling for the effects of using a damaged Portal,
which interferes with potential harmful effects from traveling or from a critical roll to attune one, anyone wearing a Portal
through the Portals’ pocket dimension. screen rolls twice and selects the least harmful effect.
Murrinres Technologies
The table below provides the following information: Effects: What the technology does.
Size: Will vary from iteration to iteration, with the listed
Device: The Murrinres technology in question.
description being the most common approximate size.
TL: The minimum TL for the device to be invented and
Cost: The item’s typical cost.
built.
Device TL Effects Size Cost
Murrinres Portal Unknown Teleportation Doorway up to building N/A
Portal Screen 10 Protects wearer while teleporting Backpack $600
Resonance Scanner 11 Detects and reads Portal resonance Podium ($900 ¥ TL)
Drexler Dowser 8 Detects Portal pathways Light rifle $800
636c61726b650d0a
On a Steel world (see p. B528), a Portal
sits in the barren desert that was once part
of Idaho, Oregon, Washington, and Montana.
It shifts its attunement at irregular intervals,
sometimes allowing reciprocal access. This
object, known only by its catalog number with
the nearest zonemind, elicits no curiosity from
the planet’s robotic overlords. They ignore
it, even give it a wide berth. However, a few
humans who know of it speculate the attune-
ment changes are at the behest of a sentient
program or a nanotech experiment.
Kublai Crossing
On Han-68, the Golden Horde’s empire
never fell. On its timeline, the year 1944, the
Empire has existed as a one-world government
for over 600 years. Though the regime remains
autocratic and draconian, six centuries have led
to blossoming technology and art. The world sits
Murrinres Locations at TL9+, with the exception of space travel (all spec-
ulation about which has been severely repressed), with cities
The existence of a Murrinres Portal turns its location into like gardens and zero pollution.
a hot spot of one sort of another. Some are economic, some A pair of reciprocal Portals lie in Nagasaki and Rio de
magical, some military . . . but any known Portal attracts Janeiro, each the largest city in their hemisphere. No other
interest and adventure. known planets boast two Murrinres Portals, and no other ver-
Portals can serve as an alternate means of reaching loca- sion of Earth has a Portal in either of those cities.
tions that are part of the GURPS Infinite Worlds setting. See
also Infinite Worlds (p. 43) for Infinity’s and Centrum’s reac- Marta’s Corridor
tions to the Portals.
In the year 2075, the Matrix holds a curious phenomenon:
a virtual Murrinres Portal. This cybernetic gateway allows
Baal Station instantaneous transport of files no matter their size, though
Built in 2235, Baal Station sits in a hollowed-out water-ice the exact mechanic of transfer is not understood. As far as
comet near the inner border of Sol’s Kuiper Belt, more or less physical location is relevant, it appears attuned to itself, but
on the ecliptic of and in synchronous orbit with Pluto. It forms accessible from any point on the planet.
Murrinres Adventures harnessing the natural energies responsible for phenomena like
banestorms and shiftrealms.
Adventures are made of mystery, danger, and Infinity keeps a sharp eye out for Portals, attempting to secure
exploration. All three of these tend to accumulate them whenever one is found, mounting expeditions in force to
around Murrinres Portals. Some theorists suggest near parallels of worlds with a Portal to find if a parallel Portal
the causal link evoked by an active Portal alters prob- exists. When Centrum takes on a similar mission at the same
ability in this reality to make life more interesting time, the result is among the most fierce and bloody fighting in
in their shadow. Others point to the more mundane their ongoing conflict.
attractions of wealth, power, and opportunity associ- Centrum-held quanta either hold far more Murrinres Portals
ated with such artifacts. than those closer to Homeline, or Centrum is much better than
Infinity at finding them. Nobody knows why.
Murder on the Murrinres Express
An extremely rare variation of a Murrinres Portal
teleports beings through time as well as space. In
The Grail
One of the most compelling arguments advanced against
order to solve and stop a murder, the investigators
Murrinres Portals being intentionally constructed is the absence
must ride a Temporal Portal one month into the past
of any nodes with multiple Portals in one place. If built by sen-
and several parsecs from the scene of the crime, then
tient beings, the utility of such a cluster would make one inevi-
race through conventional space to save the day.
table. Among societies sufficiently advanced to understand how
Naturally, the parties responsible for the murder dog
they work, nothing in known physics forbids it.
the same trail, doing everything in their power to
Possibly something outside known physics prevents con-
stop the investigation.
structing a node. After all, nobody currently understands how
to build one, so some secrets of their reality remain. It’s also
The Medusa Gambit possible a node, or multiple nodes, exist outside known spaces,
Medusa-331 is a hell parallel on Quantum 7 that awaiting discovery.
fell to Centrum five years ago. Until recently, Cen-
trum has maintained only resource-gathering opera-
tions on this planet overwhelmed with semi-sentient Destroying a Portal
undead. Infinity has learned that Centrum (or It is virtually impossible to destroy a Murrinres Portal. They
somebody else) has attuned a Portal in the ruins of have withstood nuclear explosions, sustained antimatter blasts,
Medusa-331’s Kuala Lumpur to the Homeline Por- and massive amounts of applied magical force. The Baal Station
tal in Toronto, itself unattuned. The adventurers Portal is thought to have originally stood an a planet that was
must travel to Medusa-331 via parachronic projec- destroyed out from under it, and survived to float in space as
tor, survive the horrors of that parallel, and put the it accreted a comet. Most destructive energy directed at their
Medusa-331 Portal out of commission. structure seems to get transported into the pocket dimension.
One can, however, ruin the control panel. Most can be
Rakbar’s Revenge smashed, shot to pieces, or blown up. The average specimen has
DR 20-30 points higher than usual for its construction material,
In a monster-haunted mountain range of a fan-
and requires 60-100 HP of damage to destroy. Some control pan-
tasy world lies the entry to an ancient and vast laby-
els can self-repair, but the process takes weeks at a minimum.
rinth of corridors and chambers. This fastness, built
Application of some Engineer or Weird Science skills could find
by the mad tyrant Rakbar, is filled with creatures of
a faster means of sabotage. Some superpowers or spells have
all descriptions. Deep within it lies a Portal attuned
been known to put them out of commission.
to nothing, but with Portals from hell parallels (and
If all else fails, somebody with sufficient determination could
possibly actual Hells) are attuned to it. The gibber-
destroy the ground on which a Portal sits. Or the entire planet.
ing, seething, hungering nightmares of a thousand
Sometimes such an extreme choice is worth it.
universes periodically wander, or are driven, through
the Portal to populate this brutal megadungeon. Why
the adventurers must brave its depths as a raid or
entire campaign is between them and their gods.
would require intrepid and resourceful individuals to jump
from world to world, facing unknown dangers and frequently
Survey Says! getting lost, as they map planets and environments both
A reliable map of connections between Portals on differ- within and without the known civilizations. Such adventur-
ent worlds would be invaluable to an interstellar civilization ers would be well paid indeed – if they survive to deliver the
lacking other forms of faster-than-light travel. Such a job map they create.
Longtime Pyramid fans will remember Deathball (from Players on defense are bigger and tougher. Their job is to
Pyramid #3/3: Venturing Into the Badlands, pp. 4-8): a post- thwart enemy offense. In a blood sport, this involves hard con-
apocalyptic team sport where the goal is to score, well, goals in tact. Traits: High ST (and Striking ST, if permitted), HT, and
a bloody free-for-all. But when creating a dissolute, dystopian, HP are a must; High Pain Threshold is valuable.
or post-apocalyptic setting, one sport isn’t enough, unless There can be subdivisions. “Offensive guards” who protect
it’s the campaign’s entire focus. The more examples you faster teammates against enemy defense need both speed and
include, the more ways players have to connect with these strength, and fall somewhere in the middle; in roller-derby-in-
often alien-seeming societies. Moreover, to compete for mind- spired sports, they’re most of the team. In games with choke-
share within the game world, all of these sports must be equally points, goals, flags to steal, etc., there may be a static defender
engaging, which in darker futures means equally bloody. who is scarily big and strong.
Here’s a grab-bag of ideas. Some suit “uncivilized” futures, Then there are team sports where everybody has a similar
as in GURPS After the End. Others befit advanced societies role. For instance, a vicious relay-race variant would require
gone horribly wrong; perhaps the state uses death sports to all players to be fast and tough, with traits from both major
relieve overpopulation (classic cyberpunk!), maybe syba- categories. A court game (e.g., “slaughter volleyball”) would
ritic posthumans see life as cheap, or possibly robots regard involve fluid roles, and everyone would need moderately high
humans as playthings (GURPS Reign of Steel, anyone?). And DX for precise shots.
“virtual” sports of this kind (So, You’re Dead – Now What?,
p. 47), would fit right into Transhuman Space. Individual Sports
Other sports resemble ruthless squash, singles tennis,
What’s Your Game? or marathoning: one athlete, no backup. That person might
be pitted against a rival or a heat of rivals, but “player vs.
Any number of sports are possible, but here’s food for
environment” games are a valid option, and still other sports
thought.
might involve a single player facing a team, fox-and-hounds
style. Traits: A runner must be fast (Basic Move) – but also
Team Sports nimble enough to evade rivals (good Dodge), dangerous
Sports like Deathball see groups facing off against one enough to fight them off (high ST and combat skills), and/or
another. In violent futures, the results resemble a pitched bat- tough enough to endure their abuse (HT, HP, etc.). If facing
tle more than a game. Participants typically play particular a whole team alone, evasion is wisest. On a court, DX again
roles or positions, broadly split into “offense” and “defense.” reigns supreme.
The primary role of offense is to rush into opposing ter-
ritory – or, in a sport like roller derby, just to rush – and Playing Field
score. Sometimes this involves carrying, throwing, kicking,
Play areas likewise fall into a few broad categories:
or shooting (perhaps literally) something into a goal or end-
zone; other times, the objective is to capture something like Arena: Or “field,” “pitch,” or “rink,” but “arena” sounds nicely
a flag, or conceivably a rival; yet other times, the idea is to be gladiatorial. The key characteristic is that it’s big – boundar-
the first to attain an objective or complete a number of laps. ies don’t play a major role in the outcome most of the time,
Traits: Lots of Basic Move! Then improved DX if precise shots with the exception of sports with goals or endzones. This
matter; better Basic Speed, or Enhanced Dodge, for eluding usually implies a team sport, though something like one-
rivals; and good Per, and potentially Peripheral Vision, for on-one motorbike jousts or autodueling requires space.
situational awareness.
Welcome back! Where were we? before showing up – “a hidden alcove of evil robots created by
I recently played my first AAA video game on release date a mad scientist 100 years ago” will have different ephemera
in . . . let’s call it “forever.” The game in question was Marvel’s than “a hidden alcove of evil robots created by a mad scien-
Avengers. I’m trying to keep this relatively spoiler-free, but tist last week – and here’s her monogrammed coffee cup.” Of
I’ll say that I was probably the exact audience for a game like course, any abandoned location could have some kind of pres-
this, and I really dug it (at least the single-player campaign ence in it – quite possibly reoccupying it – if for no other rea-
mode – I haven’t done much in the online multiplayer). son than to give the exploratory scene a reason to exist beyond
However, there was one element that I found particularly what could be delivered via exposition or a few dice rolls.
inspirational for my gaming. (And, again, minor spoiler warn-
Dead or Alive
When considering the interaction between infor- We Know the Unknowable
mation the heroes have and the actual locale, it As an out-there idea, perhaps the information the heroes
can be useful to determine if a place is currently have is better than they expected and particularly helpful for
active, abandoned, or some combination thereof the situation they’re going into. Algorithms might determine
(was abandoned once but has since been reoccu- and then highlight the most-likely locations of hidden areas
pied, perhaps by those who aren’t as conscientious unknown to the map’s human creators. Artificial intelligences
about updating maps or records?). Currently active may give insight into the current occupants of an abandoned
locations might depart from available info because area, based on projected reports of activities in the area.
of short-term problems and/or solutions, deviations Tactical possibilities might be laid out more explicitly. This
between when information is sent and when it’s can be especially useful if the adventure is designed around
updated in the archives the heroes access, or active outmatched heroes up against a vastly superior force.
misinformation. In an abandoned location, the rela-
tionship between historical data and the state of the
place currently is dependent on the gap between About the Editor
its abandonment and the “present day”; the further Steven Marsh is a freelance writer and editor. He has con-
in the past, the more likely that information is old, tributed to roleplaying game releases from Steve Jackson
outdated, or corrupted. And a reoccupied location Games, Green Ronin, West End Games, White Wolf, Hogshead
allows for all manner of deviation. Publishing, and others. He has been editing Pyramid since
2000; during that time, he won four Origins awards. He lives
in Indiana with his wife, Nikola Vrtis, and their son.