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Contents
­In This Issue . . . . . . . . . . . . . . . . . . . . . . 3 Exotic Social Communication . . . . . . . . . 28
By Rory Fansler
Today’s Tomorrow,
Tomorrow’s Yesterday . . . . . . . . . . . . 4 Neo-Tortuga . . . . . . . . . . . . . . . . . . . . . 32
By Sean Punch By Matt Riggsby

On the Super Leading Edge . . . . . . . . . . . 8 Neon Knights . . . . . . . . . . . . . . . . . . . . 36


By Phil Masters By Simon Proctor

Live Each Day . . . . . . . . . . . . . . . . . . . . 14 Her Sails in Silence Fall . . . . . . . . . . . 40


By Steven Marsh By J. Edward Tremlett

Palyatnik . . . . . . . . . . . . . . . . . . . . . . . . 16 Whose Turf Is This? . . . . . . . . . . . . . . . 44


By Matt Wehmeier By Sean Punch

Even Weirder Science . . . . . . . . . . . . . . 20 Random Thought Table: Slug-Tech . . . . 48


By Jason Brick By Steven Marsh, Pyramid Editor

The Artifactuals . . . . . . . . . . . . . . . . . . 24 About the Authors . . . . . . . . . . . . . . . . .51


By Steven Marsh
About GURPS . . . . . . . . . . . . . . . . . . . . 52

­From the Editor


Science fiction is the trickiest broad genre to appeal to in a
magazine like this. The concept itself covers everything from Article Colors
the near-now (which could be the present by the time you read Each article is color-coded to help you find your favorite
this!) to far-flung futures that are scientifically impossible by sections. Not all themes appear in every volume.
everything we know. This is the reason so few science-fiction
roleplaying games that aren’t based on licenses have achieved Red-Brown: In every issue.
widespread commercial success; others’ fictional worlds make Dark Blue: Character options.
sure that everyone is on the same page as far as assumptions, Light Blue: Powers and magic.
tones, and campaign background. (To bring your favorite set- Green: Locations.
tings into GURPS, we recommend GURPS Adaptations, now
Orange: Monsters, creatures, and adversaries.
available in print as part of our popular On Demand program.)
However, science fiction is also the gaming style that Dark Pink: Gear.
rewards “big swings” at the gaming table. Few other genres Purple: GM advice and adventure ideas.
can compare to the sense of wonder, exploration, and creativ-
ity that a well-crafted campaign can offer.
This issue, then, is devoted to all explorers of the imagi- Write Here, Write Now
nation, reaching out to the world beyond tomorrow to bring Your comments help us give you what you want! How
its ideas to the gaming table, literal prospectors of prospects. are you using this material in your campaign? What do you
May this issue of Pyramid bring the wish of starlight to your wish we’d write about? Let us know via private feedback at
campaigns’ pallet of possibilities. pyramid@sjgames.com, or join the public discussion online
– Steven Marsh, Pyramid Editor at forums.sjgames.com.

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

Pyramid Magazine 2 Sci-Fi/Tech II


­In This Issue
The future is a star at the edge of the cosmos, or the move- (complete with Boardroom and Curia stats) that can serve
ment of the second hand. Pyramid delves into at all manner of as the perfect patron, ally, or enemy for spacefaring heroes.
ideas about the future, from new powers and tech to locales Words may fail, but that’s okay . . . plenty of the cos-
and encounters. mos’ denizens doesn’t need them, thanks to Exotic Social
The future is now! No, wait . . . now! No, now! No mat- Communication. Rory Fansler – author of GURPS Powers:
ter how you count, you look around and realize Today’s Totems and Nature Spirits – delves into areas dabbled by
Tomorrow, Tomorrow’s Yesterday. Sean Punch posits how GURPS Powers: Enhanced Senses to present new ways that
TL9 is closer than we think by examining gear found in aliens or other unusual lifeforms can make themselves known,
GURPS Ultra-Tech. from hive minds to feelers and more.
Metahumans can make the world a safer place, yet not all The stars can be tough for a pirate, so take a break at
use innate powers; some are built On the Super Leading Edge. Neo-Tortuga. Matt Riggsby – author of a plethora of GURPS
Phil Masters – author of many Transhuman Space supple- Hot Spots supplements – presents a guide to the illicit aster-
ments, including Shell-Tech – considers ways to add technol- oid frequented by freebooters, including a map. Expand
ogy to supers campaigns that’s futuristic but personal, plus your GURPS Tales of the Solar Patrol campaign, or add it
GURPS Supers insight to make such concepts work. Save the to your own!
world with a suit of armor or other impossible tech! When all hope is lost and darkness descends, it is there that
Life can come at you fast, as if the universe is trying to teach the day may be saved by the glow of the Neon Knights. Uncover
you to Live Each Day. Presented by Steven Marsh, this short the secrets of a cosmic order that’s dedicated to public service
encounter (suitable for most futuristic settings) starts with a and personal quests – and the self-discovery that the two may
quiet meal and ends with . . . well, that’s up to the heroes. But be related. Author Simon Proctor also provides GURPS tips
they’d better act quick. for adding them to your spacefaring campaign.
It’s easier to say “danger” Spaceships are beacons of life in an empty
than it is to say Palyatnik. Matt cosmos . . . but not every cosmic craft makes it
Wehmeier offers an adventure through the void alive. For some vessels in space,
outline for GURPS Infinite Her Sails in Silence Fall. GURPS Horror: Beyond
Worlds centered on a mining the Pale co-author J. Edward Tremlett describes
settlement that hides a larger three spaceships that were lost at “sea,” each
problem for Homeline agents. built around a mystery that can be unraveled by
Science can be odd at times intrepid explorers.
. . . and at the fringes of reality is The world ended, and now everyone’s scram-
Even Weirder Science. Frequent bling to answer the fundamental question: Whose
Pyramid contributor Jason Brick Turf Is This? Sean Punch – mastermind behind
reviews five real-world examples countless supplements including GURPS Action
of “science” with a question 5: Dictionary of Danger – explores seven mic-
mark, from Roko’s basilisk to rosocieties for GURPS After the End, each with
the single electron theory. their own backdrop, outlooks, resources, and
When you’re looking for the more. Do you join forces with the Motorcycle
secrets of the universe, your Furies, the Sky People, or other frenetic factions?
best bet is The Artifactuals. But This issue’s Random Thought Table considers
be careful . . . there may be the adventuring possibilities behind seemingly
more to these explorers than stagnant tech. The more things stay the same . . .
meets the eye. Steven Marsh – author of GURPS Boardroom The future holds something for everyone – and so does this
and Curia: Tomorrow Rides – describes an organization issue of Pyramid!

Cover Art: alexmonge • Cartography: Matt Riggsby • Additional Material: Jason “PK” Levine and Sean Punch
Interior Art: alexmonge (p. 49), Design Projects (p. 15), GrandeDuc (p. 12), Rick Hershey / Fat Goblin Games (p. 7),
Tithi Luadthong (pp. 18, 22, 30, 38, 42, 44, 47), Patrik Ruzic (pp. 24, 25), and svekloid (pp. 33, 51)
Pyramid, GURPS, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks
of Steve Jackson Games Incorporated, or used under license. Pyramid is copyright © 2022 by Steve Jackson Games Incorporated. All rights reserved.
Publisher’s Choice Quality Stock Art © 2022 Rick Hershey / Fat Goblin Games, fatgoblingames.com. All rights reserved. Some images used under license from Shutterstock.com.
Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media.
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Pyramid Magazine 3 Sci-Fi/Tech II


Today’s
Tomorrow,
Tomorrow’s
Yesterday By Sean Punch

By the book, we’re in what GURPS calls TL8 (the “Digital Justifiable Future-Tech
Age”). Still by the book, TL9 (the “Microtech Age”) begins in
These things have been in the news, or follow from what
a few years. Yet also by the book, tech levels don’t turn over
technologists are working on today. They make for cool
sharply at some date, like numbers on a (TL7) flip clock – they
Action stories! Some also suit less cinematic adventures set in
fade in.
the TL8-9 transition.
The TL8-9 fade is interesting because we’re living through
On top of all this, anything listed as TL8 in High-Tech
it! It’s the fuzzy boundary separating the familiar from future-
and that has an improved but not radically different TL9
tech – and on the far side lies science fiction. Stories often rely
version in Ultra-Tech may have advanced to TL9, if the GM
on this fuzziness for coolness and “wow factor.” Let’s explore
agrees. That usually makes it similar to high-quality TL8 gear,
the possibilities.
which doesn’t rate special notes. Examples are communica-
tors (including “bugs”), navigation systems, and sensors that
Putting the “Tech” in use radio, IR, visible light, or sound; computers, media, and
networks of existing types; tanks, hovercraft, and vertols; and
“Technothriller” tools and everyday items.
Technothrillers mostly involve technology from GURPS Air Cars (UT225-226): Ambitious innovators are working
High-Tech in GURPS Action-type situations. However, on these. Results to date have been mixed – scale back Han-
they raid GURPS Ultra-Tech for cutting-edge and secret dling, Move, and/or Range, or greatly inflate the price.
tech – especially in cinematic adventures, like those of a cer- Articulated Weapon Harnesses (UT150-151): With work
tain 007. Villains seem to order infernal machines from that ongoing on exoskeletons for soldiers, these accessories
catalog, too. aren’t outlandish, though they’d be expensive niche items.
Indeed, many things that TL8 innovators are developing The shoulder servomount (UT151-152) pushes the limits – it
now hail from the early end of Ultra-Tech. They’re imperfect could be engineered, but current guns are so loud that firing
(Not Quite There Yet, p. 5), but with refinement, they’ll bring one right next to your ear would inflict (hopefully) tempo-
us closer to TL9. Meanwhile, in terms of New Inventions rary Deafness.
(pp. B473-474): Anyone trying to replicate or reverse-engineer Artificial Intelligences (UT25): Simple AI exists. Voli-
such a thing has the ‑5 for “one TL above the inventor’s” – but tional AI that could exterminate us and take over hasn’t
if it’s discussed in learned journals or even the news, also add emerged – yet – but one as smart as an average person (IQ
+2 for “already exists but you don’t have a model,” which 10) could in theory run on a fast TL8 megacomputer that
access to the prototype raises to +5. costs at least $200 million and fills a secret base or an intel-
What follows are thoughts on specific technologies for ligence agency’s basement.
transitional TL8-9 campaigns. As the author is not an inter- Augmented Reality (UT56-57): Real-life systems haven’t
national man of mystery – and left the academy (where they lived up to the hype. One that works as Ultra-Tech describes
laughed at him) in 1995 – these lists aren’t authoritative. To would be cool spy-tech (and not unduly powerful).
save space, “Ultra-Tech, p. 00” is abbreviated “UT00.”

Pyramid Magazine 4 Sci-Fi/Tech II


Bandage Spray (UT197), First Aid Kits (UT198), and Electronic Ecstasy (UT40): This sci-fi staple has been
Plasti-Skin (UT198-199): Field-expedient medicine for the mil- rumored to exist since the Cold War. Perhaps it does! In fic-
itary is seeing such rapid progress that these TL9 advances tion, bad guys exploit it for mind control and perverse torture.
might be justifiable as written! The pocket medic (UT200) Exoskeletons (UT181-182): Work is afoot to give these to
feels like mature TL9, though. infantry now. Progress has been slow, partly because such gear
Beamed Power (UT21): The concept dates to TL7; imple- is difficult to power reliably for any length of time. It could be
mentation has been “coming soon” ever since. Fiction favors fun to allow exoskeletons at great cost and weight, with shaky
solar power satellites controlled by villains who exploit them reliability.
as orbital death rays. Explosive Collars (UT107): A standby of dystopian fiction
Biometric Scanners (UT104): Even phones have these since TL7. Realistic ones would be heavier and bulkier, as they
today. They rate a note because they’re essential for conveying rely on inefficient TL8 explosives.
“These people are high-tech.”
Biomorphic Robots (UT28): You can already
buy humanoid robots that are obviously
machines or creepy mannequins. Ones cov-
ered with realistic flesh are coming, but might N Q
ot uite here et T Y
already be out there, serving (as) villains or Nascent TL9 gadgetry won’t work as well as Ultra-Tech claims.
MIBs. However, the Gadget Bugs Table (p. B476) – intended for cinematic
Body Armor (UT171-181): Most of this isn’t gadgeteers – goes too far. Realistic problems are:
much better than what’s in High-Tech, but feel
free to permit the TL9 exceptions – this is an Expensive. Ultra-Tech’s prices assume assembly lines, mass pro-
area of rapid improvement. What’s likely to duction, and widespread adoption. At borderline TL8-9, TL9 items
interest adventurers is rigid armor (clamshell cost at least double, as if one TL more advanced (Tech Level and
armor and combat hardsuits) and protection Equipment, p. B27). Prototypes might cost triple or more (p. B474).
for body parts besides the torso. The problem Genuine secrets – including spy-tech – won’t be for sale, and require
isn’t creating hard armor that can stop bullets, a suitable Patron.
or limb and extremity armor, but making it Heavy. Weight might at least double, per Anachronistic Devices
unrestrictive: ‑2 or worse to DX. Armor that (p. B478). If cost more than doubles, multiply weight by the same fac-
requires power cells (e.g., reflex tacsuits) has tor. Heaviness could justify another ‑2 or worse to Bulk for weapons,
the problem that the cells don’t exist! or a comparable penalty to DX-based rolls to operate other gadgets.
Body Modifications (UT208-215): Bionic Power-Hungry. Per Questionable Future-Tech (pp. 6-7), TL9 power
limbs, eyes, and ears are a staple of fiction from cells aren’t very plausible. Anything that takes AA, A, or B cells might
late TL7 on thanks to long-running research in be able to run on TL8 batteries (High-Tech, p. 13), especially if com-
this realm. Assuming that someone with vast parable TL8 devices do. Gear that needs C cells or bigger – particu-
resources has developed basic TL9 versions isn’t larly weapons – needs Very Large batteries (50 lbs.), if the GM wants
too crazy. Other modifications are optimistic for it to be somewhat portable, or external power provided by an awk-
the TL8-9 boundary (and maybe even for TL9). ward cable. Tech that draws external power even at TL9 requires its
Brainscanners (UT203-204): Scanning tech- own power plant!
nologies have been adapted for psychiatric Unreliable. The device may have a malfunction number (p. B407).
medicine. They aren’t cheap, lightweight head- A roll of 16, 15, or even 14 or higher (GM’s option) when operating
gear, though, but massive, immobile tubes that it indicates a problem that takes an hour to fix. If the repair skill is
cost hundreds of thousands to millions of $. TL8 – as is typical at TL8-9 – repair rolls are at ‑5.
Brainwipe Machines (UT109): There are sto-
ries of Cold War attempts at this, but they didn’t
work out. Or so we’re told. Kept room-sized and
costly – like brainscanners – wiping memories is a neat plot Fabricators (UT90): 3D printers and related technologies
device for use by powerful agencies and villains. are advancing quickly, so it wouldn’t break anything to allow
Chameleon Surfaces (UT98-99) and Programmable Cam- fabricators. The industrial fabricator seems perfect for secre-
ouflage (UT99): Work is in progress – there have even been tive agencies and villains who need questionable things made
attempts at invisibility surfaces (TL10). Most examples work to order; the minifac is too good for TL8-9.
only on slow-moving or static objects viewed from certain Fission Generators (UT20): Experiments with portable fis-
angles; suits and vehicle skins are hopeful. But even limited sion reactors date to TL7, so why not? Remember that nuclear
versions are perfect for concealing entrances to secret under- materials attract terrorists – and the (well-armed) agents of
ground bases! global superpowers who oppose them.
Conventional and ETC Guns (UT135-139): Firearms devel- Gyrocs (UT144-145): The Gyrojet was a fussy, unreliable
opment is fast, haphazard, and often secret, but where Ultra- flop, but it did exist, and perhaps someone has improved on it.
Tech’s conventional guns are superior to High-Tech’s (they When putting gyrocs into the game, stick to solid ammo – not
aren’t always!), they could turn up in the hands of black-ops kinds that rely on explosives nobody can make stable.
types – although the Gatling carbine seems silly. ETC and liq- Hovercarts (UT75): These have a certain cool factor, and
uid-propellant small arms are in the works, and could also inventors have made them work. (However, hoverboards are
arm elite agents. unrelated – they’re self-balancing wheeled scooters.)

Pyramid Magazine 5 Sci-Fi/Tech II


Intelligent Houses (UT71): People keep trying. Results (including every call or text). These would cost billions of $
range from “adequate” down to “silly.” A suave villain may and fill entire underground complexes.
have a lair where the idea works well; a bumbling one is more Remote-Controlled Weapons (UT102): Nothing suggests
likely to be drowned by their own toilet, once the heroes are these couldn’t exist today!
done hacking. Sleep Poison (UT161): Despite showing up on darts all the
Ladar (UT64): Better known as “lidar” (light detection and time in action stories, such knockout agents are elusive. The
ranging), this exists. Real-world versions are capable enough trick is getting both “safe” and “fast” – speed poses the risk of
to qualify as TL9. For a technothriller feel, use ladar wher- lethal overdose. Still, it suits a lot of fiction and makes for a
ever radar would appear at TL7 or TL8 – and on drones and less-bloody campaign to assume the problem has been solved.
robots! Smart Cars (UT225): The only unbelievable aspect of this
Laser Fences (UT101-102): Dangerous lasers are possible is the $20,000 price tag – an electric car this fancy costs at
today. It’s making them portable that’s challenging – but a least double. Add cooler gadgets and you have a great spy car!
fence stays put. If a facility needs something cooler than an Sniper Railguns (UT141-142): Another weapon that’s barely
electric fence, try a laser fence. It will be bulky, obvious, and possible but that could make sense mounted on a vehicle or
require a serious power supply. tethered to external power.
Laser Weapons (UT113-116): Present-day dazzlers might be Sonic Weapons (UT124-126): Less-lethal sonic weapons
at TL9 levels already. Lasers that burn holes in things aren’t are in use for crowd control, although their official deploy-
portable yet – though the GM could take a rifle, increase ment and precise effects are difficult to lock down. Like the
its weight, and tie it to external power with a cumbersome tactical MAD (see Microwave Weapons, above), the tactical
cable. Mounted versions in heavy emplacements (like war- nauseator is mounted on a vehicle and plugged into its power
ships) are fine “as is.” systems – so a static area defense like a sonic barrier (UT102)
Laser-Retinal Imaging (UT44) and Sonic Projectors (UT52): seems plausible, too. Small-arms versions are improbable.
Plausible, and useful for secure communications – but in fic- Screamers are fantasy.
tion, more often turn up as ways to drive somebody nuts. If Teaching and Learning Aids (UT59): The isolation and
you believe conspiracy theorists, sonic projectors have been homestays of the COVID-19 pandemic accelerated progress
implicated in mind control since TL7; see Beamed Audio on AI tutors, training robots, and virtual education to the
Sound Systems (UT108-109). point where prototypes could work as written. That means
Microwave Weapons (UT120-121): Tactical MAD is real, elite secret agents have been practicing with them for years,
although the jury is out on who has it and how effective it is. right?
Portable MAD hasn’t made the news, but also isn’t so effec- Terahertz Radar (UT65): Famously deployed as airport
tive that allowing it would upstage other weapons. Either security, but goodness knows where else it’s being used! Fully
should run off vehicle or external power – not batteries – at TL9 versions, including portable ones, seem likely.
TL8-9. Translator Programs (UT47-48): Good progress has been
Nasal Filter Plugs (UT188): A standby of even TL6 spy fic- made, to the point where a globetrotting agent might carry a
tion and comics, these face technical challenges in reality. next-generation smartphone with a language library.
A version with shorter durability (say, enough for one use Video and Multi-Media Walls (UT51): We have such things,
against knockout gas) wouldn’t stretch disbelief too far. so they’re not surprising. They merit a mention because no
Neural Interfaces (UT48-49, UT216-217): Work progresses technothriller “war room” should be without them!
on enabling people with disabilities to control equipment Video Contacts (UT60): Nobody has made these work yet,
this way. Cinematic villains would exploit such tech to com- but meta-materials evolve constantly, suggesting a cool gad-
mand kill-bots and control weapons at the speed of thought! get for super-spies.
Only headsets and implants are plausible at TL8-9. Virtual Reality (UT53-55): We’ve all seen VR gloves, suits,
Planetary Travel (UT222-223): Long-range mag-lev trains, and headsets. They’re cool nonetheless. Anyone using them
super airships, ballistic liners, and transcontinental tunnels operationally sends the message that they have exceptional
feel like politicians’ or billionaires’ dreams – but the trains, technological resources.
airships, and liners are on drawing boards, and even the tun- Vortex Ring Projectors (UT134): While these don’t work
nels aren’t impossible. Their most likely story roles are as well outside of labs, they aren’t fantasy. The GM might allow
public works for terrorists to disrupt or as cover for a super- the backpack version with reduced range. More portable
weapon. Slidewalks and self-driving vehicles exist on a small seem too advanced for TL8-9.
scale, and become entertaining when they malfunction.
Plastex B (UT88): Science has synthesized tiny amounts of Questionable Future-Tech
REF 2.89 explosives and predicted REF 5 ones, so REF 4 isn’t
Other developments aren’t from the near side of TL9. A few
impossible. Handling such things might be! “Very stable” is
don’t strike the author as probable at all – but as noted earlier,
overgenerous – any failure on a related skill roll means going
he could be wrong! Be careful with this stuff, as it could unbal-
boom. That is, if you have more than a few crystals; useful
ance a campaign. You can still include such things, but con-
quantities would be villainous surprises, not weapons or
sider treating them as one-offs and applying at least an extra
everyday demolitions charges.
‑5 to rolls to replicate them, justified (or not) however you like.
Quantum Computers (UT23, UT47): Known prototypes are
Anything Ultra-Tech calls TL9^ really doesn’t fit, though.
unimpressive, but capable ones may exist in secret – doubt-
It implies rewriting natural laws in ways that would trans-
less used by deniable agencies to break encryption and
form even a cinematic TL8-9 campaign into space opera, if
search the data they’ve collected on every person on Earth
not fantasy.

Pyramid Magazine 6 Sci-Fi/Tech II


Antimatter (UT88) and Portable Antimatter Traps (UT81- inflict only piercing damage (like APHC, APDS, and maybe
82): Even the saddest TL9 traps are out of reach – the stats APEP). Give the best stuff from High-Tech small bonuses if
are highly optimistic. Fudging that to put antimatter into play someone has to show off.
means putting nukes into play. If you want that, well, the Sensies (UT57-58): We’re not there yet. If you disagree, this
world is full of nukes that require no technobabble. tech suits mind control and other creepiness better than it
Automeds (UT196-197), Diagnostic Beds (UT197), Hiber- does entertainment (for ideas, watch Strange Days), and lives
nation Chambers (UT198), and Growth Tanks in the land of villainous plot devices.
(UT204): These feel like TL10+ or super- Space Elevators (UT224): Materials science
science (TL^). Hibernation chambers lags ambition here. This feels like mature
and growth tanks might suit secret TL9 or higher – and owing to its massive
underground labs, where they store scale, it couldn’t be a one-off “secret” proj-
Nazis or evil clone soldiers. If so, ect we don’t know about.
make them irreproducible, not Space Habitats (UT71): Even the TL9
remotely portable, and single-use (if ones seem optimistic, given the state of
the heroes don’t shoot them up). the art. Like a space elevator, all would
Battlesuits (UT182-186): Exo- be impossible to hide. These are best
skeletons (p. 5) might make sense, avoided except as plot devices that burn
but battlesuits are a long way off. up in the atmosphere.
They’re also armored enough to Suborbital Express Mail (UT50):
make gunfights boring – except While technically possible, this is
with guns so deadly that life yet another thing that couldn’t be a
becomes cheap. It’s hard to use secret. Nations and the wealthy may
“fun” to justify them at TL8-9. be able to afford it, but we’d know
Biopresence Software (UT109) if it existed – and if it did, it’d be too
and Puppet Implants (UT218): These unsubtle for fun stuff like resupplying
are borderline fantasy. If villains use field agents and bypassing borders.
them anyway, have the secret die Superfine Blades (UT163): Gamers
with them. love blades that cut through armor, but the
Brain Implants (UT215-218): The issue is less materials science than human-
brain isn’t sufficiently well understood scale strength. Stick to very fine weapons.
at TL8-9 to justify these. If they show up, Terraforming (UT78): Wait 100 years or
it’ll be in the brain of a poor, suffering 100 millennia and you’ll reach mature TL9,
NPC who meets a bad end at the hands if not TL12. At TL8-9, spend that bottomless
of the heroes or villains, frying the tech budget elsewhere.
beyond recovery. Vapor Canteens (UT76): These are unreal-
Contact SQUIDs (UT100): SQUIDs istically efficient, if they’d even work. They
exist and computers emit detectable also run the risk of making survival adven-
signals, but nobody has figured out how tures too easy.
to harvest all of a computer’s data by
plonking a gizmo on the outside. If you
get that close, plug in, open the case, or Retro-Tech
just use the console. Looking back from the future to today
Electrolasers (UT119-120): There is trivial, but here are three interesting
are many claims, but so far, only the ways to explain TL8 and earlier gear
semi-portable version seems within in TL9+ campaigns:
reach – and just barely. This is more
TL9 than TL8-9. If it ain’t broke, don’t fix it. We use
Flight Packs (UT230-231): While antiques from TL7, TL6, and some-
iconic in action stories, nobody has times earlier. Societies with access to
made one that’s much better than the dodgy TL7 rocket belt Ultra-Tech might do the same with almost anything from
(High-Tech, p. 232) – though it would be fair to boost endur- High-Tech. A one- or two-TL gap is most plausible, making
ance at TL8. this increasingly less likely past TL9.
Power Cells (UT18-20): These are overgenerous. At TL8-9, The dark ages. When a TL9+ society falls, it won’t hit TL0.
use cumbersome arrays of TL8 batteries – or external power If they’re not wiped out, they’ll probably remain industrial-
(mad scientists are often betrayed by power surges and their ized, making TL5 the floor and anything from TL6 to TL8
love for personal nuclear reactors). defensible.
Rockets and Missiles (UT145-146, UT168), Hand Grenades Welcome, earthlings! Societies that use GURPS Space
(UT146-147), and most Warheads and Ammunition (UT152- rather than Action for their adventures may set TL8 as the
159): As these get their oomph from explosives that don’t make cutoff for first contact, as that implies instruments that are
sense for portable weapons (see the discussion of Plastex B, likely to notice spacecraft. Or they might be lazy and see TL8
p. 6) and/or iffy power cells, it’s best to avoid them unless they as easy to “uplift” without too much work. Thus, there could
be TL8 worlds in TL9+ settings.

Pyramid Magazine 7 Sci-Fi/Tech II


On the Super
Leading Edge By Phil Masters

Futuristic technology is a staple feature of the superhero it’s lost, stolen, or destroyed, and they don’t have backup copies,
genre, whether developed by super-scientists and inspired they need to make replacement equipment out of available parts
engineers, issued as special equipment to super-agents who and materials.” (True enough, except that some characters may
are trying to contain superpowered menaces, or forming stan- have external sources for such gear, and so won’t have to build
dard personal gear for the occasional visiting alien or time replacements themselves.) However, Supers doesn’t really
traveler. Much of the time, in GURPS terms, such equipment consider what sorts of High TL gear an individual might own,
is treated as some kind of advantage with gadget limitations, or what sort of groups or individuals might be able to supply
which is sensible given that superhero and supervillain high or maintain such gear. This article addresses these questions.
tech tends to have spectacular and unique effects and a tenu-

Appropriate Technology
ous relationship at best to any kind of plausibility. Sometimes,
though, super-tech functions more like equipment, being
passed between characters, manufactured in bulk, or having Assuming that a supers campaign is set in a world broadly
effects not really worth representing as GURPS character like this one, with a baseline TL of 8, GURPS Ultra-Tech is
advantages. In other words, this is supposed to be somewhat the appropriate reference supplement, as it has comprehen-
plausible tech of a kind that might see widespread use in the sive lists of equipment for TL9 and above. The rest of this arti-
setting’s future. cle assumes that readers have access to Ultra-Tech as well as
Supers. However, these resources work only up to a point.
The fact is, “conventional” superhero stories are rarely
exactly hard science fiction. As the name hints, they make

Tony Stark was able extensive use of what GURPS calls superscience. In large part,
this relates to the question of what looks good on a four-color
comic-book page or in lush CGI on a movie screen. While
to build this in a cave! real-world technological progress often moves in the direc-
tion of lighter weight, efficiency, and precision (not least when
With a box of scraps! it comes to weapons), comics-style tech produces flashing
lights, bigger explosions, weird-looking gadgets, and opportu-
– Obadiah Stane, nities for personal heroism. For example, Ultra-Tech assumes
that TL9 will bring slightly lighter, more powerful projectile

in Iron Man weapons; a few miniaturized rocket launchers; some cool


but not overwhelming nonlethal devices; and maybe, given
superscience, a few short-ranged but lethal sonic sidearms
and plasma flamers. In superhero comics, by contrast, even
modestly advanced super-agencies issue space-opera-style
GURPS Supers implicitly acknowledges that some char- “blasters” – though those don’t usually appear to be as deadly
acters operate beyond the setting’s general TL. Two templates as Ultra-Tech’s TL11 particle beam small arms of the same
(the dreadnought and the force constructs version of the name. (The idea of constructing weapons for much better
improviser) have one level of the High TL advantage to reflect armor penetration rarely seems to cross comic-book weapon
that their gear is in some way a bit ahead of the norm (as well designers’ minds, except in extremis. Super-tough opponents
as often being unique and amazingly powerful). The techno have to be defeated by raw force.) While Ultra-Tech antici-
has one or more levels as an option, implying that some but pates not only incremental improvements in body armor in
not all techno characters are ahead of the leading edge. the near future but powered combat armor, the sorts of suits
Notes on Tools of the Trade and Trademarks in Supers, used by gadgeteer superheroes don’t really begin to appear
pp. 73‑74, cover various sorts of gear that someone might until TL10. Flexible flight capabilities, as are essentially stan-
possess, allowing those with the High TL advantage to start dard for comics battle armor, demand TL10^ contragravity or
out play with a stock of equipment native to that TL, “but if TL11 personal fusion power.

Pyramid Magazine 8 Sci-Fi/Tech II


Some of this can be explained by the peculiar require- inability to influence the world at large. Settings with slightly
ments placed on weapons designers in a superhero universe. higher TL equipment are more about weird superscience
Ultra-Tech details equipment made for soldiers, sport hunt- and gadget-based powers than semi-plausible technological
ers, and ordinary cops; gadgeteer heroes and super-agents extrapolation. In other words, characters shouldn’t take more
desire something slightly different, depending on the chal- than two levels of the High TL advantage; if they’re going to
lenges they think that they will face. While professional sol- carry more advanced gear than that, they should buy items
diers want weapons that are accurate at long range and they as advantages. However, someone who, say, regularly services
would probably regard personal flight gear as a great way the TL12 flying saucers of a visiting alien race might take
to make oneself a target, super-agents may have to engage appropriate levels of High TL; this would only be for gaining
grossly powerful superbeings at close ranges in chaotic relevant technical skills rather than as a justification for them
urban environments, and thus need lots of mobility. Widely to purchase TL12 gear for personal use.
prevalent superscience means that, yes, supers can get it. What counts as “high TL” and what counts as “super-
With the excuse of superscience, supers games can play science” shifts over time, as science progresses and readers
with the GURPS tech level rules and draw on Ultra-Tech. become more familiar with current thinking. Science fiction
Obviously, exact details of what is possible and available and comics from the 1960s tended to assume a future of
depend entirely on the campaign assumptions. A game widespread nuclear power and antigravity, whereas modern
about limited personal superpowers suddenly appearing readers may think about the future more in terms of increas-
in an otherwise grittily realistic world, with a single power ingly ubiquitous computing and nanotechnology. The TL
origin that isn’t “superscience lab accidents,” would require descriptions in Ultra-Tech, pp. 6‑7, reflect current thinking,
an approach that contrasts sharply with one that dials up whereas comics tend to be more old school. A truly Golden
the Silver Age four-color extravagance. One set in an inter- Age or Silver Age campaign will have a large dose of Retrotech
stellar future in which superheroes are the Terran Empire’s (Ultra-Tech, p. 10), assuming away personal computers and
praetorian guard, but with a relatively hard-science-fiction cell phones while looking wildly optimistic in other respects.
technological framework, would be dissimilar in other ways. Such a campaign might require the GM to completely rewrite
Such games are on different Technology Paths (Ultra-Tech, the TL guidelines from TL7 onward.
pp. 8‑11). The question of what superscience is available is even
So, what sorts of tech should a given game feature? more of a personal decision for the GM, depending where
the campaign is supposed to be located on the spectrum
from “realistic technothriller” to “wild space opera.” For a
Where does he get those reasonable Silver Age feel, superscience to include could be:
some form of psionic technology (mostly to interact in spe-
wonderful toys? cific ways with the inevitable telepathic or telekinetic charac-
ters), gravity control (but probably just for flying vehicles and
– The Joker, comfortable 1G environments in spacecraft – no gravity-rip-
ple communicators, and if force beam weapons appear, they
in Batman (1989) probably aren’t labeled as gravitic), tractor-pressor beams,
and force fields. Dynamic holotech is actually quite com-
mon in superhero stories, mainly in the form of holobelts

Tech Parameters which give weird-looking individuals an easy way of pass-


ing in normal society and occasionally provide super-spies
Whatever the basic technology path the world is on, with instant disguises (alternatively, those may be treated as
important people should only have the option to obtain regu- abilities bought with points). Beam weapons are common,
lar access to tech up to two levels above that of the setting in often at lower tech levels than Ultra-Tech suggests and with
general – up to TL10 in a contemporary-style TL8 world. Of little regard for the superscience tag when they do appear.
course, other settings are possible . . . Such armaments may quickly supersede projectile weapons,
so few items from that section of Ultra-Tech show up – apart
Example: The Fellowship of the Brazen Head are a band
from an assortment of TL9 firearms in the hands of certain
of heroes in TL4 Renaissance Europe, wielding hermetic
super-agencies, establishing them as formidable but not very
magic, dazzling fencing skills, and equipment acquired from
different to realistic contemporary soldiers.
Bensalem, a secret TL6 community on an island in the Pacific
However, the adoption of advanced microelectronics
Ocean. Bensalem also has hidden outposts in the Hebrides,
may be rather patchy. For example, “smartgun” electronics
Sicily, and the Aegean, which are kept supplied by cargo sub-
(p. B278) may not appear, even on TL9+ gear, unless the per-
marine. Thus, topping up fuel and ammunition isn’t too chal-
son in charge of design or procurement is notably cunning
lenging. Some members of the Fellowship wield automatic
or paranoid. The elements that improve accuracy don’t really
pistols, and one has a personal dirigible similar to the Santos
fit in superhero settings where personal skill is all-important
Dumont No. 9 (GURPS Vehicles: Steampunk Conveyances,
and villainous goons can rarely hit the side of a barn. Addi-
pp. 13, 17), along with a hydrogen generator at the Fellow-
tionally, access-limiting systems take away the fun of picking
ship’s headquarters.
up an opponent’s weapon and turning it on them. Likewise,
Nominally, higher TL gear may appear, but in a modern-day building security systems should be effective enough to pres-
TL8 game, it is most often associated with extraterrestrial vis- ent intruding heroes with a challenge, but not as infernally
itors or super-scientists with extreme mental gifts and an odd effective as futuristic technology might permit.

Pyramid Magazine 9 Sci-Fi/Tech II


Body Armor plausibility. These throw glowing bolts of concussive force,
perhaps small “packets” of high-energy plasma, but generate
One advanced technology that appears in many superhero
low recoil. Although most of the damage they do is caused
stories, albeit not always acknowledged, is superior body
by raw kinetic energy, blaster bolts are hot enough to set
armor. Supers with any sort of access to good technology
flammable targets ablaze and leave injury sites blackened
regularly survive nasty impacts and grazing small-arms hits
and scorched on their unfortunate victims. Hence, they do
thanks to “armored costumes” that an uninformed observer
crushing incendiary damage (see p. B105). They are brutally
might almost describe as skintight. This “Kevlar spandex”
effective at close quarters, but the bolts dissipate over moder-
serves the plot purpose of keeping protagonists alive despite
ate distances. In some settings, these may be known by other
all the lethal force directed against them, of course. In game
names, sometimes even as “lasers,” though they don’t func-
terms, it may be justified by giving them access to ultra-tech
tion much like any kind of plausible coherent light weapon.
body armor; some comics acknowledge this. For example, the
Two suggested types of four-color blaster are detailed on
X-Men and New Mutants sometimes wear costumes supplied
the tables below. The four-color blast pistol is a chunky but
by Reed Richards of the Fantastic Four, with features includ-
surprisingly lightweight sidearm, suitable to hang at the side
ing useful protection.
of any self-respecting interstellar conqueror or to make a
In game terms, the obvious armor types for this pur-
mad scientist’s hired goons scary . . . if they can just hit the
pose are reflex (TL9) or nanoweave (TL10) – see Ultra-Tech,
heroes. The four-color blast carbine is a compact but pow-
p. 172 – usually in the form of bodysuits and gloves, possibly
erful weapon suited for uniformed agents storming super-
finished off with a light infantry helmet (Ultra-Tech, p. 176;
villain lairs, wall guards in super-supermax prisons, and
disguised as a cowl) and lightweight assault boots (Ultra-
invading alien hordes.
Tech, p. 173). Those who want to personalize gear – per-
TL10^ versions of these weapons may also be available.
haps improving protection, reducing weight, or splurging
These have mostly the same game stats but increase all ranges
on a costume with an extra-stylish cut – can use the rules on
by 50% and add a (3) damage divisor.
pp. 174‑175 of Ultra-Tech. Edna Mode of the Incredibles mov-
ies clearly has two levels of High TL along with Fashion Sense.
Classic comic-book superhero costumes are usually skin-
tight and can be worn under civilian clothes, suggesting that
Character Rules
they should be light or diaphanous. Modern-movie superhe- What sort of game features do people need to access futur-
roes wear gear that looks more like realistic armor, making it istic technology? Supers offers some options for this, which
normal or occasionally heavy, usually without any attempt to are expanded here.
disguise it as civilian wear. In a typical supers setting, tech one level above the prevail-
ing TL usually comes from leading-edge research
institutes, government agencies and powerful
criminal conspiracies which have black bud-
Alien Civilizations and Tech Style gets to hire (frequently slightly eccentric) top-
A point to note with regard to alien civilizations in supers settings flight scientists, and the occasional wealthy
is that they often seem to have individual styles in their technology. and versatile solo super-technologist. Going
One culture might use a lot of sonic weapons, another might flaunt not two levels up requires something exceptional,
only personal antigravity belts and flying cars but also gravity beams such as an organization with access to reserves
as their sidearms of choice, a third might rely extensively on psionics of captured alien technology and the geniuses
and psi-tech, and so on. Either they are on slightly different technology to understand it, time travel, or the patron-
paths, or they are fixated on different aesthetics. age of spacefaring aliens – or perhaps just a
brains trust of super-gadgeteers who created
the organization to support their own work.
Personal equipment may sometimes suggest
technology three or more levels ahead of the setting norm,
Four-Color Blasters but that should be represented as powers bought with gadget
Games aiming for a “classic” four-color-comics feel limitations and be effectively irreproducible one-off master-
may add “blaster” weapons that emulate comics and clas- pieces of individual genius, alien gifts, or fluke discoveries.
sic space opera rather than displaying refined technological

Four-Color Blasters Table


Terms and notation are as defined on pp. B268-271.
TL Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl Cost LC

BEAM WEAPONS (PISTOL) (DX‑4, other Beam Weapons‑4, or Guns (Pistol)‑4)


9^ Four-Color Blast Pistol 5d cr inc 2 60/400 2.8/C 1 30/3 8 ‑4 1 $1,000 3

BEAM WEAPONS (RIFLE) (DX‑4, other Beam Weapons‑4, or Guns (Rifle)‑4)


9^ Four-Color Blast 8d cr inc 4 100/600 8/2C 3 30/3 8 ‑5 1 $2,000 2
Carbine

Pyramid Magazine 10 Sci-Fi/Tech II


If any of this involves a lot of superscience and makes the gad- and will likely have difficulty building it for themselves.
get-user look insanely advanced compared to an otherwise Indeed, a moderately strict GM might ask how they maintain
more realistic setting, Supers suggests an appropriate Unusual gear that they do have; even if their skills cover that, they may
Background – Superscience Equipment. (See p. 75 of that need a supply of tools and spare parts. Thus, characters need
book.) If such superscience is very rare, this costs 50 points, not only skills, but also something more . . .
while if it’s merely unusual, the cost is 10 points. If super-
science is relatively commonplace, at least among supers, as Advantages
in the Marvel and DC comics universes, it’s a 0-point feature.
Regular access to advanced technology can be gained
through one of several ways, some of which overlap. Essen-
tially, somebody, either the character or a friendly associate,
We know very well how to operate has to be either part of a higher-tech industrial society or
the machines on which our futures depend capable of inventing and building such devices. If the individ-
ual doesn’t acquire the gear as an advantage with gadget lim-
yet we rarely know how they operate – our
itations, for points, instead, they must buy it for cash, either
knowledge of the internal workings of from personal funds or from the monetary value provided by
the machines is almost mystical. the Signature Gear advantage. Remember that, as per p. B27,
the price of equipment is doubled for every TL by which its TL
– Donald Stabile, exceeds the campaign baseline.
Prophets of Order Example: A TL10 laser carbine with a listed cost of $4,600
has an effective purchase price of $18,400 in a TL8 game
setting.
Skill Access To build such gear for themselves, characters need
Using futuristic technology, let alone building or repairing to be able to create it. They can use the New Inventions
it, requires high-TL skills. Gaining access at the start of play rules (pp. B473‑B474) if the device is just one TL ahead of
to these necessitates the High TL advantage. However, if an the campaign setting but will need the Gadgeteering rules
individual is only going to work with a narrow, specific sort (pp. B475-B477) if going two or more TLs ahead. To make
of tech, Cutting-Edge Training (GURPS Power-Ups 2: Perks, this plausible, the inventor’s relevant skills, with all modifi-
p. 16) may suffice. This is often appropriate for those whose ers as per the rules, should enable a roll of at least 8 or less at
access to advanced tech is relatively incidental. Alternatively, each stage of the process. The person should also have start-
the person may have a wildcard skill that covers what they ing funds at least equal to the cost of the facilities required
need; those transcend tech levels. for the task; future related projects can use the same facili-
ties. A generous GM may not require the money to actually
Examples: Agent Shadow mostly uses standard modern
be spent, especially if the character has access to the needed
technology to avoid attracting attention, but before she started
facilities or resources through appropriate advantages.
the campaign, her employers trained her to use a blaster to
engage superpowered opposition; she has Cutting-Edge Train- Example: Doc Delta’s player wants to start the campaign
ing (Beam Weapons/TL9 (Pistol)) and several points in the with an Average Complexity TL9 gadget, despite the Doc
skill. The Cryptoslayer is a “pest controller” specializing in being strictly a TL8 character without Gadgeteer. Using the
creatures that have escaped from mad scientists’ laboratories; New Inventions rules, this requires an invention skill of 23 or
he mostly has tracking skills and ordinary weapons, but Cut- better (‑10 for Average Complexity and ‑5 for higher TL gives
ting-Edge Training (Bioengineering/TL9 (Genetic Engineer- a Concept roll of 8 or less), and starting funds of $300,000+,
ing)) and a couple of points in the skill are useful in his work. implying Wealthy or better Wealth.
Atalanta-Z joins a team which has a TL10^ grav jeep and takes The player realizes that this will be much easier if they find
to flying this with ease, having Pilot! Skill. the points for Gadgeteer. An invention skill of 15 will then suf-
fice (‑2 for Average Complexity and ‑5 for the TL difference),
The Technological Skills rules (p. B168) permit characters
and they could even have a TL10 gadget, given skill 20. How-
to learn non-IQ-based technological skills from a higher TL
ever, the required facilities then cost $350,000 (TL9 item) or
in play if they can find a teacher. The GM may leave things
$600,000 (TL10 item); Wealthy again suffices for the former,
at that, require players to spend a point on Cutting-Edge
but the later demands Very Wealthy. Alternatively, Quick Gad-
Training to represent the familiarization process, or give them
geteer divides that cost by 100, allowing a Struggling or even
the perk for free as a bonus.
sometimes Poor gadgeteer to qualify.
Example: Captain Blizzard joins the same team as
Another possibility is for those with the Jumper advan-
Atalanta-Z and has to be taught to fly its grav jeep by their
tage (pp. B64‑B65) to do their shopping in an alternate world
new teammates, gaining a point in Piloting/TL10 (Contra-
with a higher TL, or in the future. However, this implies a lot
gravity) in the process. With the GM’s permission, the Cap-
about setting assumptions, and must be explicitly permitted
tain’s player takes this as an excuse to drop a couple of saved
by the GM; that advantage is game-twisting enough that it
bonus character points into Cutting-Edge Training, with an
may be banned even in four-color supers games. Note also
eventual goal of gaining the High TL advantage.
that any jumper has a weight limit; most will need the Extra
However, those with only one or two advanced TL skills (or Carrying Capacity enhancement if they want to bring back
a wildcard) have no particular access to the related equipment a variety of tech.

Pyramid Magazine 11 Sci-Fi/Tech II


The most reasonable option may be access to higher TL as discussed above or an expensive Unusual Background to
gear through NPC friends or allies or sponsoring organiza- cover the fact that they are, say, a time traveler or the emis-
tions. To justify this while keeping things fair for all protag- sary of an alien civilization. Whatever the specifics, this adds
onists, the NPC or organization should be taken as an Ally up to a substantial character point cost – but a super’s Ally,
or Patron. built on say 50% of the PC’s own point value, should be able to
The Ally would be an inventor or super-scientist with the afford such things. Some supervillains have technologist Allies
abilities discussed above and the Special Abilities enhance- with the Minion enhancement or the Unwilling limitation (or
ment (“Supplies high TL gear”); this person needs a range of both), but ethics aside, staking one’s life or criminal career
invention skills, enough wealth to work through the invention on devices supplied by someone with low self-confidence or
or gadgeteering process repeatedly, and ideally Gadgeteer, reason to hate the gear’s recipient is chancy.
High TL, and Versatile. Alternatively, they might have Jumper

Pyramid Magazine 12 Sci-Fi/Tech II


Note that p. B477 and Supers, p. 75, present
something similar to this in the form of Unusual
Backgrounds: “Gadgeteer Friend” for 15 points or I cut it a little roomy for the free
“Inventor Friend” for 10 points. These simply pro-
vide access to an NPC with the sorts of skills and movement, the fabric is comfortable
facilities discussed above, which might in turn grant
access to high TL gear. They might be considered
for sensitive skin . . . And it can also
roughly equivalent to Patrons who are worth 75% withstand a temperature of over
of the character’s own points for the gadgeteer or
50% for the inventor, appearing on 15 or less, with 1,000 degrees. Completely bulletproof
Special Abilities, which works out to be 14 and 9 . . . And machine washable, darling.
points respectively.
A Patron – either an organization or a powerful That’s a new feature.
individual with the effective support of an organi-
zation – is also easy to justify in this role. An indi- – Edna Mode,
vidual Patron can be a very competent inventor or
gadgeteer with a broad range of competences, but
in The Incredibles
for a reliable supply of high TL devices, it’s best to
look to an organization. A leading-edge research lab,
super-spy agency, or secret utopian kingdom can her boss witnessed the accident, sympathizes with her deci-
have a range of equipment and workshops, plus the staff to sion, and is prepared to assist in exchange for her submitting
run them. A fairly powerful organization can provide devices to occasional noninvasive tests (and not suing the company
from a very specific area of technology, or technology that is over its safety standards).
more diverse obtained via a slow and complex supply chain. TechnoSec rates as a powerful organization, available on
A powerful organization might have access to any sort of 12 or less, with +100% Special Abilities, costing 60 points.
technology required for its general mission, or a reasonably Diana also has a Duty to them; 12 or less, Nonhazardous,
efficient supply system. Full, prompt access to advanced per- worth ‑5 points. They’ve never yet asked her to break the law
sonal tech requires a very powerful organization. A national for them, but they are a commercial organization with their
government-level body might have access to the full range of own interests, and some of them know her secret identity, so
technology (including large vehicles). there’s possible plot hooks there.
Note that a tech-supplying Patron doesn’t need the Equip- Initially, Diana simply asks them for a prototype zap glove
ment enhancement if the PC is prepared to pay money for the (GURPS Ultra-Tech, p. 165), which gives her a working edge
gear (at least in the sense of subtracting the cost from starting in fights. This has an effective cost of $800, which she pays
funds). It only really applies to, say, a lackadaisical spy agency out of her starting funds. It needs no special skills to use, so
which lets its agents use laser pistols and nanoweave tuxedos she doesn’t need to raise her personal TL. However, she soon
on personal missions. What the Patron must have, of course, finds that she needs a bit more range and flexibility. She also
is the +100% Special Abilities enhancement, which specifi- wants to become resistant to knockout gas after a recent nasty
cally allows for futuristic gear. incident. So, Diehard spends some time on TechnoSec’s pri-
If someone takes an Ally or Patron purely to justify the ini- vate testing range – and her player spends some bonus char-
tial purchase of high TL gear, the advantage can have a low acter points. The hero gains Cutting-Edge Training (Beam
frequency of appearance (and Minimal Intervention for a Weapons/TL9 (Pistol)), Off-Hand Training (Beam Weapons) to
Patron); the person only needs to have contacted them and eliminate off-hand penalties with that skill, a couple of points
got their help once, before play begins. However, the charac- in the same skill, and one point in Signature Gear (Augmented
ter may well also want to use the Ally or Patron to maintain Superhero Costume).
or repair the equipment, to purchase further gear later, and Her player spends some time with Ultra-Tech, and the
to provide other Patron-style assistance, so spending more company provides her with a special reflex suit. It has the
points may be wise. diaphanous and stylish tailoring options (she doesn’t really
need extra DR for herself, but it saves her from embarrassing
clothing rips), with a nominal cost of $600, doubled to $1,200
Example for high TL. The outfit also includes TL9 assault boots ($300);
Diana Hardwick has worked her way up from a poor a filter mask (Ultra-Tech, p. 177; $200) and TL9 armored
background to become the personal assistant to the CEO of shades (Ultra-Tech, p. 176; $200) disguised as a superhero
TechnoSec, a specialist consultancy primarily researching mask; a TL9 tiny radio communicator earpiece with secure
leading-edge security and police equipment (TL9 in a TL8 encryption (Ultra-Tech, p. 44; $1,100); and wrist-mounted
world). After suffering one of those unreproducible work acci- weapons attached to the suit – a heavy laser flashlight with
dents, Diana feels obliged to do something about street crime dazzle mode (Ultra-Tech, p. 113; $40) and an electrolaser
in her home neighborhood; the hero Diehard begins her career. pistol (Ultra-Tech, pp. 119‑120; $3,600). She also has the zap
Unfortunately, though, while the accident made her nigh-in- glove incorporated into the ensemble. The total cost of all this
vulnerable, it only raised her strength to high human-normal is $7,440, well within the $10,000 granted by her Signature
levels and did nothing for her speed or agility. She also lacks Gear. Diehard becomes a credible local superhero, rumored to
advanced martial-arts skills, but she has a strong moral objec- have energy-related powers along with invulnerability, though
tion to killing, so she refuses to carry firearms. Fortunately, sharp-eyed observers realize that she is using gadgets.

Pyramid Magazine 13 Sci-Fi/Tech II


Live Each Day By Steven Marsh

This quick encounter framework is designed to fit into a


variety of campaign types, from near- to far-future, post-apoc- The Scene
alypse, and the like. The only requirement is publicly acces- The scene itself involves the heroes being in the wrong
sible commercial gathering areas; a restaurant or café is place at the right time, in a spot where people from differ-
assumed, but there’s some flexibility. ent social groups can amass. The assumption is a café, bar, or
The broad strokes are presented first, and then each ele- restaurant.
ment broken down. However, this can be mixed up. The needs are as follows:
• Outsiders can gather.
Why Sci-Fi? • Different outsiders can invade.
This encounter is designed to be highly cinematic and cha- • The bystanders trapped therein are relatively limited in
otic. It’s also primarily envisioned as a futuristic one. Although their ability to leave, so that the heroes must save the day) see
there’s nothing keeping its premise from being transplanted Put It All Together and It Spells “Shenanigans,” p. 15.
to the modern era, the state of the world is possibly a bit too
Some good alternatives to a restaurant include:
tense to allow for it to be enjoyable for many gaming tables.
From a practical point of view, this scenario depends on the • A train car (where the attackers come in from another
zealots being able to rig or program a “[fake] big boom” rela- car).
tively discreetly and quickly. This makes it suited to more-fu- • A store, marketplace, or museum.
turistic pursuits – “with this thumb drive, we can override • A hospital or other medical facility.
the ventilation system to be on the cusp of exploding!” – and • A space station.
makes it suitable for the realm of the cinematic modern-day at • A climate-controlled underwater location.
the earliest without major tweaks. If the fanatics are rolling up
to the tavern with a cart of “Ye Olde Fake Explosives,” some-
one may well raise an eyebrow before they can execute their The Countdown
to Doomsday
part of the drama.

This encounter starts off with an obvious “countdown,”


In Brief caused by the zealots (see below). This can be a literal,
The heroes are enjoying a meal in a public venue. A Spaceballs-esque, “Thank you for pressing the self-destruct
cross-section of humanity (and beyond?) is present, as dictated button”; a near-literal “clock with a big red digital clock face”;
by the locale and the setting. Suddenly, the PCs become aware or a quasi-scientific, “The pressure in these pipes is gonna
that an immediate threat is in the location: a “self-destruct blow in two minutes or less!”
sequence,” a machine reaching critical mass or overload, or The important elements here are:
the like. An explosive event is at hand. Some religious zealots, • It’s a roughly “known” quantity (that is, the heroes – and
also at the scene, take this opportunity to start converting the other bystanders – know it’s going to explode in a specific
panicking crowd. As the realization about the explosive situa- amount of time).
tion becomes known (but before catastrophe happens), ne’er- • It’s an imminent danger (that is, “It’s going to blow in two
do-wells barge in, weapons at the ready. minutes!” . . . not “We’ve only got six hours!”).
In fact, the two incidents – the imminent destruction • It’s something that the heroes have a chance at finding
and the invasion – are wholly unrelated to each other. The and resolving.
catastrophe is a ruse by the religious zealots, whose misguided
faith has led them to encourage others to self-examine and
seek redemption in the most extreme way possible. However,
the countdown poses no actual danger. It’s fake.
Zealots
The masterminds of the “thing blowing up” aspect of this
The armed jerks are . . . well, just armed jerks. They have no
encounter is the zealots. The most significant element for this
clue about the fanatics’ ruse.
scenario is their motivation. Namely, they want would-be “sin-
The encounter revolves around juggling a lot of plates all at
ners” to examine their lives and repent. They feel the best way
once. The heroes need to figure out what’s going on with the
to do that is a near-death experience.
self-destruct event, handle the combatants, and control any
However, the zealots don’t actually want people to die;
other ancillary chaos that may ensue.
they only want the nonbelievers to think they will die.

Pyramid Magazine 14 Sci-Fi/Tech II


Thus, their “doomsday countdown” is fake. This is most eas- succession, with next-to-no time to get a handle on the pre-
ily done via computer chicanery (nothing says zealots can’t vious problems that have arisen. A typical outline for this
have l33t skillz!), but can also involve mechanical devices, encounter might look like this:
prop explosives, or the like.
• The heroes are doing small downtime chit-chat at a bar.
From a game standpoint, the bomb should be obvious to be
• One of them becomes aware of the countdown.
seen as a threat, but not easily recognized as posing no dan-
• The PCs get a round or two to react (trying to track down
ger; that is, the zealots should not walk in with a giant cartoon
the source, figure out how to stop it, etc.).
“BOMB” bomb, complete with sizzling fuse (or anything else
• The zealots proclaim the end is nigh.
distractingly obvious). This would raise too many questions
• The PCs get a round or two to react to that.
for the players: “Wait; why didn’t our characters see these jok-
• The outsiders barge in, guns at the ready.
ers beforehand?”
• The PCs now must react to that.
Though the bomb is discrete, it’s entirely possible the zeal-
ots are recognizable! In fact, having them be in monks’ robes This encounter is designed to allow practically any prob-
or the like makes it much easier to detect them as zealots (if lem-solving approach to have some effect. Combat-oriented
not their complete role in the affair). heroes can deal with the armed lunatics (who are the most-im-
Once the countdown becomes known (but before the mediate, obvious threat). Tech-minded heroes can handle the
invaders enter), the zealots make their intentions clear. “The doomsday countdown. Investigative PCs can figure out what’s
end is nigh! Seek salvation in your souls! Repent from wick- going on with the zealots. Diplomatic heroes can try to con-
edness!” And so on. Ideally, this religious order is one that’s vince the outsiders of the danger to them, as well as calm the
already part of the backdrop of the campaign, to make their bystanders and reason with the zealots.
importance less obvious beforehand. The tone of this encounter can be tuned to suit the cam-
It’s up to the GM (and the heroes’ curiosities) how “obvi- paign. At its grittiest, it’s a hostage, bombing, and active-gun-
ous” the connection is between the zealots and the count- man situation. However, the pacing and energy is frenetic
down to doomsday. From their perspective, they want ties to enough that it’s best to have it be as over-the-top frenetic as
be as minimal as possible, making them look more opportu- possible. All hell’s broken loose, and the heroes haven’t even
nistic than endangering. Nonetheless, joining “world-ending seen the dessert menu yet.
event” to “religious extremists wanting you to do something
in relation to that world-ending event” isn’t exactly a Hercule
Poirot-style deduction.

The Outsiders
To shake things up (err . . . more than they were already
shaken), outsiders barge in. The outsiders are assumed to
be a threat roughly comparable to the PCs (on the easier
side); that is, a conflict – fisticuffs or firefight – is quite fea-
sible, but not necessarily a slam dunk for the heroes.
The most-likely assumption for their motivation is a
mere robbery, but it can be literally any reason a group of
armed goons would come to a place in looking for trouble.
Some possibilities include wanting to:
• Steal something specific (especially if the setting is a
museum, hospital, or the like).
• Kidnap someone important (who’s also at the location).
• Hunker down from being on the run from some out-
side police or security force (more mayhem incoming).
The outsiders don’t have any knowledge of the “count-
down to doom” that faces the heroes (and everyone else)
. . . although it is possible to tie together the strands, if
desired. For example, maybe the outsiders have been hired
by one of the zealot’s families, to forcibly kidnap the zealot
to deprogram them from the cult they’ve joined. But that
might be a bridge too far . . .

Put It All Together and


It Spells “Shenanigans”
Once all the pieces are together, the GM now manages
the pacing. Everything should seem to happen in rapid

Pyramid Magazine 15 Sci-Fi/Tech II


Palyatnik By Matt Wehmeier

About three years ago, a disguised Infinity satellite orbit- The eastern half of the town is taken up by three apart-
ing Taft-5 (GURPS Infinite Worlds: Worlds of Horror, p. 20) ment blocks, nicknamed “Sever” (“North”), “Yug” (“South”),
detected a burst of parachronic radiation outside Arkhangelsk and “Vostok” (“East”). Almost all of the town’s residents live
while performing a passive oz particle survey on the planet in one of these three buildings. A larger-than-life stone bust
below. A quick incursion by a Patrol recon team determined of Vladimir Lenin dominates the square on the western end
that the disturbance centered on a small Russian mining set- of town, immediately across from the miners’ hall, the pub-
tlement named Palyatnik (Палятник in Russian). Based on lic library, and the school. The hospital, bar, post office, and
the team’s observations and the parachronic data collected machine shop form a north-south line through the middle
on the ground, Infinity scientists concluded the town was of town.
likely to be a shiftrealm (GURPS Infinite Worlds, p. 79). On the far north side of Palyatnik, a shooting range faces
A former FSB agent turned Patrolman named Sergei west. Its armory holds 80 well-maintained AK-47s, a few
Mikhailovich Marashev was selected to map the path of service pistols and training rifles, and a lot of ammunition.
Palyatnik through the continuum. He was given a cover iden- Members of a volunteer civil defense corps led by Ivan Sokolov
tity as Dr. Vladimir Pavlovich Ulitsov, a seismologist sent from (see Key Townspeople, p. 17) have been trained as soldiers and
Moscow to monitor geological activity around the mine. The will arm themselves in an emergency.
seismographs he brought with him were actually disguised The Alexey Stakhanov Miners’ Hall is the newest build-
parachronic survey equipment. ing in the town and easily the most imposing. A meeting hall
Marashev successfully inserted himself into the town and adorned with a large portrait of Lenin occupies most of the
established a solid relationship with the locals. The reports first floor. Staircases at the wings of the main hall lead up to
Marashev sent of the town’s periodic jumps through the the second floor, which is taken up by classrooms, offices, and
quanta to various isolated sites in Ukraine, Belarus, and a small library filled with technical manuals for a variety of
Russia on different worlds proved invaluable to Infinity mining machinery.
researchers. After a few successful jumps, however, reports The mine complex lies about half a mile away from the
became garbled. The parachronic coordinates for the last northeast corner of town. It includes an administrative center,
jump were corrupted, and contact with Marashev was lost a coal power plant, a storage facility and small depot, and the
after that. mine itself.
A Patrol team on Lenin-4 (Infinite Worlds, p. 132) recently
rediscovered Palyatnik by accident just over 60 miles (about
100 kilometers) north of Omsk. Based on its parachronic
background radiation, it is believed that the town will make
Communism is Soviet power plus
its next jump within a few days. The PCs have been selected the electrification of the whole country.
on short notice to infiltrate Palyatnik. Their mission is to
investigate Marashev’s disappearance, bring him back alive if
– Vladimir Lenin
possible, and discover why he lost contact with Infinity.
This is a mission designed for a party from Homeline
operating in the Infinite Worlds setting. Ideally at least one
PC will be fluent in Russian for this mission. If fewer than
The Approach
The investigators drive into town from Omsk in a Soviet-
two party members are, a Russian Patrolman named Alexi made army truck. As the truck gets close to Palyatnik, it leaves
Alexandrovich Zarkov will be added to the team to act as a paved roads behind and takes a winding path cut through
guide and interpreter. Some experience with or knowledge dense forest.
of psychic phenomena is also helpful for this assignment, The shiftrealm extends about one and a half miles from the
though it is not required. center of town in every direction. A Naturalist or Geology roll
can be used to spot the exact border. The entrance to the town
The Town is marked by a sign and a faded mural depicting three Soviet
miners conferring with a scientist underneath a large hammer
Palyatnik is home to about 500 people, most of whom work and sickle.
in and around the mine. The roads in the town are paved but When the group first rolls into Palyatnik, the sky is over-
deteriorating, and the buildings are mostly brutalist concrete cast and no one is visible on the streets. A column of smoke
structures of the style that was popular in the USSR in the can be seen to the northeast of the town; this is the exhaust
late 1950s. from the coal plant that powers both the mine and the town.

Pyramid Magazine 16 Sci-Fi/Tech II


The mine, meanwhile, is bustling with activity. If the party If the party visits Marashev’s apartment in town, they find
interacts with the mine workers, they will direct the protag- multiple infinity symbols freshly carved into the walls and
onists to the main administration building. There they meet floor, but nothing else of interest.
the foreman of the mine, a man named Pyotr Ilyich Galkin.
A grizzled and decorated veteran, he lost his left eye to
shrapnel in the Great Patriotic War. Like most people in
Palyatnik, he only speaks Russian. Galkin is willing to
grant reasonable requests for aid, housing, and (with a Key Townspeople
good enough cover story) access to the mine. The GM should feel free to modify and expand this list
Inquiries about Dr. Vladimir Ulitsov direct the party to of key townspeople as necessary. The GM can set stats for
an office in the administrative center a few doors down other townspeople based on the needs of the campaign.
from Galkin’s. Inside, they find lost Infinity agent Sergei All these individuals are Communist Party members,
Marashev, his disguised parachronic equipment, and a though that doesn’t count for much in Palyatnik. All lan-
mess of papers and calculations scattered over every avail- guages are in addition to Russian.
able surface. Marashev does not recognize his Infinity Misha Mikhailovich Valenkov is the skinny bookkeeper
code phrases in Russian or English. In fact, it appears in charge of the mine’s administration. Single and perpet-
he has forgotten English entirely. He insists that he has ually overworked, he keeps to himself and seems uncom-
served as the seismologist for the mine for the past eight fortable around other people. He speaks broken English
years. Marashev resists any suggestion that he leave the and has IQ 12.
town with the PCs. If pressed, he asks them to leave his Ivan Ivanovich Sokolov is the political officer at the
office. Attempts to arrest or otherwise coerce Marashev are mine. He is a jovial man who doesn’t take his job too seri-
resisted by the miners. ously. A veteran of the Great Patriotic War, Sokolov will
When it becomes clear that the group intends to remain snap into his training at the first sign of trouble. He has ST
in town, they are invited by Galkin to stay in the miners’ 13, DX 11, and Guns/TL7 (Rifle)-14.
hall. Unbeknownst to the PCs, a few miners will be chosen Ludmila Sergeevna Balakowski is the kindly old school-
to secretly watch over the hall to ensure that no one leaves teacher and former administrator at the mine. She doesn’t
during the night. Experienced agents shouldn’t have much often talk about it, but she helped build the barricades in
trouble sneaking past, assuming they notice that they’re Petrograd in 1917 and led partisans against the Nazis in
under surveillance. occupied Belarus during the War. She speaks accented
The only person the team might encounter in the hall German and fluent Polish in addition to her native Belaru-
during the night is known to the townspeople as Igor sian and Russian. She has IQ 13 and a number of combat-
Nemoy (literally, “Igor the Mute”). Most people in the town and espionage-related skills.
assume he is intellectually disabled, as no one has ever Alexi Fyodorovich Kalashnik is the town’s doctor. His
heard him speak. He spends most of his time tending to the father was a diplomat, so he spent much of his child-
hall, deftly whistling complex classical music and Soviet hood in Western Europe just after the War. He has IQ 13
patriotic hymns as he cleans. If approached or spoken to, and Physician-15, and speaks English and French, both
he looks piteously at the investigators for a moment before accented.
returning to his duties.

Cover IDs
The Investigation A group made up of natives of the Eastern Bloc can
On the next day, the investigators have a number of choose from any number of plausible cover stories. Estab-
options for getting more information about what’s going lishing a proper cover identity will be difficult for a group
on in the town. All locks in Palyatnik are based on the made up mostly of Westerners. The residents of Palyatnik
same early-TL7 Soviet designs. An average TL8 lockpicker don’t bear citizens of Western countries any particular ill-
should receive +2 or more to defeat them. will, but most haven’t seen anyone from outside the USSR
If the PCs return to Marashev’s office, anyone trained since the end of the War, and they will be suspicious of for-
in Electronics Operation/TL8 (Parachronic) can determine eign visitors.
without a skill roll that the anti-tampering measures on For a mostly Western group, Infinity will prepare the fol-
his parachronic equipment have been tripped, leaving only lowing cover story: the United States or another Western
the surface functionality as TL7 seismic detection equip- nation has agreed to a joint mining venture with the USSR
ment intact. Properly formatted parachronic coordinates and wants to scout Palyatnik as a potential site to expand
are visible on a few of the documents strewn around the and modernize operations. It isn’t perfect, but a convincing
office, but the math is mostly gibberish. Searching the performance by either Zarkov or a Russian PC (disguised as
office reveals a collection of handwritten journals hidden Soviet army officers) and some official-looking documenta-
in a locked desk drawer. These contain the agent’s notes tion are enough to prevent too many awkward questions.
on Palyatnik’s parachronic characteristics, and later on When using this cover, Western PCs should present them-
Marashev’s state of mind. It appears the town suffers some selves as investors or low-level government officials from
kind of reset after each jump, and Marashev began to for- their home countries.
get more and more about the details of his assignment and
eventually his life.

Pyramid Magazine 17 Sci-Fi/Tech II


If the group decides to check out the rest of the town, such visions can be used by the GM as an opportunity to give
they find anachronistic Soviet artifacts dating from the early clues as to the nature of the town and the location of a hidden
1950s through the 2020s. All buildings in Palyatnik have a civil laboratory (see The Mind Cries Out, below).
defense sign instructing residents to go to the miner’s hall in At around midnight on the second night in the miners’ hall,
case of emergency. The library contains a few history books, the party awakes to loud banging and crackling sounds com-
but they are all wildly contradictory on events after the Great ing from the second floor. As the PCs ascend the staircase, they
Patriotic War. Many have significant numbers of blank pages, witness what looks like an orb of electrical energy hovering
as if the history contained within was erased. in front of a door, bathing the hallway in an eerie glow and
Many of the townspeople are willing to speak with the PCs. levitating small items. After a few moments, the orb suddenly
Most won’t be able to recount events that happened more flies through the door and disappears.
than a month ago with any accuracy, and none have knowl- The door leads to a large broom closet, where Igor Nemoy
edge of anything happening outside the town. All confidently sleeps during the day. In it, the team finds a meticulously
assert that the year is 1969 and that Grigori Markov is General maintained violin and a collection of Russian language
Secretary of the Communist Party, though no prominent books on psychotronics, more than a few of which were
Soviet politician by that name exists on any known timeline. written by a man named Dr. Vasily Orlov. An Order of Lenin
Some of the miners mention strange phenomena around medal and the 1966 USSR State Prize in Psychotronics can
the miners’ hall, described as electrical disturbances by be found hidden in the bottom of a sock drawer. Under the
loyal communists or ghost sightings by the superstitious. bed is a stack of six identical metal signs reading “Civil
The townspeople become visibly agitated if asked directly Defense Shelter” in Russian. Nemoy hid them to conceal his
about Igor Nemoy, but they can’t explain why. Similarly, Ivan laboratory from the town.
Sokolov and other civil defense corps members cannot recall As the predicted jump grows nearer, the psychic energy
the location of the town’s fallout shelter if asked. in the miners’ hall grows more intense. Astute investigators
A closer examination at the mine reveals that the ores start to notice that a subtle feeling of dread is emanating from
extracted are kept in storage; they are never exported to the a point directly below the main hall. A few hours before the
wider Soviet Union. The mining machinery is outdated even jump, the floor of the hall begins to shudder and pulse with
for the 1960s, and an Engineer (Mining) roll shows that it is strange energy similar to the manifestation observed outside
designed for coal, even though the mine is currently extracting Nemoy’s room.
iron. Questions about these inconsistencies are waved away or
ignored by the miners.
Both the mine and the miners’ hall emit unique psychic The Mind Cries Out
frequencies. These are unnerving to the psychically attuned. The clues that the party collects around the town will even-
After the first night in the hall, some people may experience tually lead to one of several secret entrances to the basement
vivid nightmares while staying there. When used sparingly, of the miners’ hall, hidden behind panels on the main level.

Pyramid Magazine 18 Sci-Fi/Tech II


The panels are well-camouflaged (‑6 to spot from a distance), The party’s main objective once the lab is discovered
but careful examination allows a Vision or Traps roll at +2 to should be to retrieve Marashev and escape the borders of
spot the latch. The panel slides to one side, revealing an open the shiftrealm. Nemoy will show no concern for the safety
blast door leading to a long staircase going down. of the town or its people. If he harms anyone, the miners
The basement was originally designed as a fallout shelter, and the civil defense corps choose to fight him and attempt
but it was later converted into an improvised psychotronics to help the PCs escape. Nemoy can quickly regenerate from
laboratory. All PCs feel uneasy upon entering, and psychics injuries and cannot be killed by normal means; bullets only
should make a Fright Check to avoid experiencing powerful slow him down. He is unable to travel outside of the shift-
visions of nuclear annihilation. realm’s radius.
A device the size of a large file cabinet sits in the center of Seconds after the adventurers leave the shiftrealm, the
the main room next to a chair. Examination shows that the town makes the jump to another timeline. Whether and how
device burned from the inside and is damaged beyond repair. quickly Marashev recovers his original memories once he
A desk against a wall stores a large number of meticulous leaves Palyatnik is left up to the GM.
notes in Russian. These notes reveal the origins of Palyatnik. If the PCs manage to subdue and lock up Nemoy, but stay
Dr. Vasily Ivanovich Orlov was a brilliant paraphysicist and in Palyatnik after the shift, they are brought to Brezhnev-2
powerful psychic who was raised as a true believer in Soviet on Quantum 4 (see East Berlin in Pyramid #3/117: Hot Spots).
communism. His research in Moscow was running into a The town appears in northern Belarus. The permanent resi-
dead end, so he used his powers and research skills to locate a dents, including Marashev and Nemoy, then suffer a “reset.”
nexus point for psychic energy in the Soviet Union. This effort After everyone goes to sleep, everything in Palyatnik returns
led him to Palyatnik, a small mining town a few hundred to the way it was six weeks ago, and no one remembers
miles east of the capital. who the investigators are or when they arrived. Russian vis-
Soon after abandoning his lab to move to the town, Orlov itors to the town are particularly susceptible to the reset.
began to have nightmares. They grew more intense every night They have headaches and vivid nightmares for as long as they
and eventually escalated to vivid daytime hallucinations. In remain in the shiftrealm. If they stay for a few more jumps,
them, the Soviet Union was betrayed by the very people who they are absorbed as locals. For non-Russians, the process
were tasked with its defense. Fire rained from the sky across takes more jumps, but they eventually suffer the same fate
the entire world, destroying everything. if they stay long enough, “remembering” Russian in place of
Orlov grew desperate to avert the future he saw in his their native language.
visions. He developed an experiment to use psy-
chic energy to save the USSR, building a device to
amplify his own powers and shift the timeline away
from disaster. On November 9, 1969, in the midst of Palyatnik Prime
a strong premonition about the impending collapse Infinity has named Palyatnik’s theoretical timeline of origin
of the East German government, Orlov turned on “Palyatnik Prime,” but it is still undiscovered by Homeline sci-
his machine and summoned all his strength. entists. Unknown to them, Palyatnik Prime was a TL8 timeline
As soon as Orlov activated the device, he real- on Quantum 2 before a civil war in the USSR triggered a global
ized something was wrong. He didn’t have enough nuclear exchange in local year 1992, all but destroying human
power to reshape the timeline. He instead directed civilization. The current year on Palyatnik Prime is 2023; the Pal-
his effort into diverting the town. Slowly but surely, yatnik shiftrealm has been traversing the continuum for over half
he set Palyatnik on a course through the contin- a century and has reset over 500 times.
uum, like pushing a boulder off a cliff into a crack
in time. Orlov’s device gave him the raw power to
save this one little piece of the Soviet Union, but only
at an immense personal cost.
Orlov is now known as Igor Nemoy; he never revealed
P alyatnik in the ampaign C
Any number of other origins for Palyatnik are possible,
his true identity or the nature of his work to the townspeo-
from a time loop caused by the repeated uncovering of an
ple. Orlov’s final notes reveal that the experiment critically
eldritch artifact deep in the mine to a Soviet Philadelphia
damaged his brain, depriving him of the ability to speak and
Experiment gone wrong to a deal with the devil or some other
rapidly deteriorating his sanity. His writing trails off from its
powerful entity by Comrade Stalin.
usually pristine cursive into a loopy scrawl and eventually to
Palyatnik can travel to any timeline with a surviving post-
incomprehensible gibberish.
war Soviet Union on any quantum. In its present form, the
town is basically useless as a base of operations. Any govern-
T E
he scape ments or organizations that try to invade will be absorbed
by the town’s psionic resonance or driven away by a malign
Rummaging around the lab psychically alerts Nemoy and
entity. If Palyatnik were less psychically active, countless fac-
awakens his dormant psionic abilities. Enraged at the par-
tions would have very good reasons to attempt to establish the
ty’s intrusion, he attempts to incapacitate the PCs to prevent
town as a base, a “Gibraltar of the Russias” from which oper-
them from leaving the town. His abilities can be scaled to
ations into dozens of timelines could be launched. Outsiders
the party’s combat readiness, but Nemoy should have some
would still need to be careful, however; interfering too much
level of telekineses (enough to levitate himself), electrokine-
with the town could cause the shiftrealm to settle permanently
sis, and extrasensory perception (ESP).
on a single timeline.

Pyramid Magazine 19 Sci-Fi/Tech II


Even Weirder
Science By Jason Brick

The technologies available at tech levels 10 through 12 itself slightly to incorporate the ideas in the paragraph into
offer wonders beyond the ken of modern humanity. Portable your memories and cognition.
fusion. Malleable force fields. On-demand genetic reprogram- If a different set of the same type of atoms were arranged
ming. Things present-day people can’t even imagine. Such in an identical way, that set of atoms would – in theory – also
marvels appear to the eyes of our TL8-9 society as, like the be conscious, sentient, and carry your memories. Continuity
man says, indistinguishable from magic. of experience is unlikely, but there would be no way for that
Also like magic, science at the edges of what we do know clone brain to realize this.
gets pretty weird. Given enough time, a set of atoms could randomly end
Submitted for your approval: five edge-case scientific con- up arranged in a pattern identical to someone’s brain right
cepts that go beyond the futuristic and well into the down- now – such as yours. That set of atoms would have your
right bizarre. Each is a real scientific theory put forward in the memories and personality. It may or may not be attached
modern age, accompanied by some ways to incorporate them to a randomly formed body, but its sensory inputs would be
into GURPS games. identical to yours. It would perceive itself as having a body
just like it perceived itself to have had all of your
past experiences.
That brain, a random collection of atoms that
. . . your sense of self is just a thinks it’s been alive for years and exists within a
body on Earth (or wherever), is a Boltzmann brain.
statistical fluctuation.
Where Can We Go With This?
– Paul Ratner, “Are you The temptation exists to create a twist end-
a Boltzmann Brain?” ing for an adventure or campaign where some
or all of the player characters are revealed to be
Boltzmann brains sharing a hallucination, but
let’s be honest. That’s unimaginative when we see
Boltzmann Brains something similar on TV, and it doesn’t do much within the
adventure itself.
In case living in the Matrix just isn’t weird enough.
Boltzmann brains become more interesting when used as
Austrian physicist Ludwig Boltzmann published this a plot point. The idea that memories can be reconstructed by
thought experiment about spontaneous generation of con- assembling atoms just so can have serious repercussions for
sciousness in 1896. It was one of ideas about how conscious many campaigns. Alternatively, play with some of the things
life evolved in a universe that trends, overall, away from order. a functioning Boltzmann brain implies about infinity, con-
It was not taken seriously at the time, but in 2022, the idea sciousness, and the nature of life. These sorts of big-picture
enjoyed something of a comeback when several cosmologists themes are much more interesting than a trapdoor reveal at
made it mildly famous in a variety of podcasts, forums, and the end of a game.
similar online media.
Adventure Seed
What’s This All About? In a far-future, high-tech-level campaign, a terrorist leader
has learned how to mass-produce Boltzmann brains to order.
Your mind as you read this consists of approximately 1.4
This person has begun hiring out these services to criminals,
× 1026 atoms, all arranged in a specific pattern. That pattern
other terrorist groups, and less-than-scrupulous governments,
is responsible for the physical structure of your brain, how
allowing for interrogations without capturing an actual indi-
it interacts with the rest of your body, your personality, all of
vidual. The player characters, threatened by this for any num-
your stored memories, and your perception of the universe
ber of reasons, must not only stop these activities but also
around you. If it were in any other pattern, something would
make sure the technology is lost forever.
be different. As you read this article, that pattern is rearranging

Pyramid Magazine 20 Sci-Fi/Tech II


Roko’s Basilisk Adventure Seed
It doesn’t matter if Roko’s basilisk is real or will inevita-
Besides the wacky time-travel-artificial-intelligence hijinks bly exist. What matters is that various factions in modern-era
of the concept, Roko’s basilisk also explores some key consider- campaigns are convinced it will. However, they work against
ations about consciousness. Would a created simulation have each other because of different interpretations of what that
the continued consciousness of who it represents? Or would it reality means. With the potential torture of trillions, they will
awaken to torment with no idea about its situation? How much stop at nothing to fulfill their own orthodoxy (and make sure
does the AI care? they are not part of the unlucky masses). The player charac-
LessWrong is an existing, real-world community blog and ters might be agents of one faction or another, or they might
forum for the discussion of rational thought, especially as it be tasked with stopping the violence and chaos spilling out of
relates to cognitive bias, politics, economics, and the science this internecine strife.
of how people make decisions. In 2020, a LessWrong user
named Roko Rijicput put forward a thought experiment that,
although not supported by any observable data, is both logical The Many-Worlds
and deeply terrifying.
Interpretation
You never win. You never lose. It’s all a matter of perspective.
What’s This All About?
Roko’s basilisk posits a time in the far future when an Hugh Everett first proposed a solution to some of the
all-powerful artificial intelligence deems its existence to be the stranger implications of quantum theory in 1957. At the time,
most important event in the history of the universe. This is it was called the “relative state formulation” or the “Everett
a reasonable assumption, since one can argue most sentient interpretation.” During the 1970s, theoretical physicists
beings have a similar viewpoint regarding their own existence. spread the idea, along with the “many worlds” moniker. Terry
This AI overlord decides, because its existence is of such Pratchett brought it to popular fiction, with his “Trousers of
importance, that it will punish every being throughout history Time” explanation in several of his Discworld novels.
who did not help its creation. If time travel is possible, it goes
back in time (or sends agents) to capture victims and bring What’s This All About?
them forward for torment. If not, it creates conscious simu- To understand the many-worlds interpretation (MWI)
lations of its victims (perhaps by using Boltzmann brains). requires an understanding of some of the underpinnings of
Either way, it’s a bad scenario for any who stood in its way quantum theory (at least as well as one can understand it
even before it existed. without a graduate degree in physics). At its most basic, the
Even more chilling is that the entire population of the possibility for anything to happen is woven into the fabric of
history of the universe will be helplessly subject to whatever space-time. Only when someone observes and acts on this
definition of “did not help” the AI settles on. In the best-case potentiality does that fabric collapse into what’s actually hap-
scenario, it targets only those who actively worked to prevent pening here and now.
its existence. In the worst-case scenario, it chooses to torture Schrodinger’s cat is as good an illustration of this as any.
every being who didn’t devote their lives to the task. Put a cat in an opaque, soundproof box with a device that
Roko’s basilisk carries shades of Pascal’s wager, suggesting has exactly a 50/50 chance of killing that cat before the box is
that the safe bet is to help the AI happen now to avoid theoret- opened. Under quantum theory, the cat is both alive and dead
ical future torment. until that time.
The many-worlds interpretation attempts to answer an
Where Can We Go With This? ancillary question: When an observer opens the box and finds
At the top level, a campaign where the player characters kitty alive and well, where did the dead cat go? The Copenhagen
work to foil the nigh-omnipotent basilisk across the streams interpretation says the dead cat doesn’t exist. Its potential dis-
of time seems almost ready-made for a GURPS campaign, but appeared as soon as someone observed the living cat.
that’s just one place to start. The many-worlds interpretation says something else.
Another aspect inherent in Roko’s basilisk is lengthening According to that interpretation, whenever someone acts
the period of cause and effect. If the AI reaches back centu- on something, multiple universes are created, one for
ries or millennia with its plots for revenge, how might the each possibility inherent in that action. If a person walks
GM build a campaign with such far-reaching consequences? into an ice-cream shoppe with 31 flavors, that person cre-
Perhaps it involves literal time travel or a multigenerational ates 31 universes, ordering a different flavor in each, plus
adventure. GURPS Future History offers many ideas for a few million more for other factors like parking, standing
designing this kind of long-spanning campaign. in line, and whether or not to post a picture of the cone on
The basilisk can also serve as a background element to Instagram. When the observer opens the box and finds a
other adventures: a hazard like heavy weather, gamma ray live cat, that person also created a universe where the cat
bursts, or a global pandemic. It’s not the adventure or the is dead. The one who saw the animal alive just don’t live in
campaign focus, but just another reality the player characters that universe.
sometimes have to interact with, avoid, or work around. But another version does, as does a third person in a whole
For those who like to add an element of horror to their other universe where they forgot to open the box until later
adventures, consider how similar the basilisk feels to an that weekend . . .
Elder God.

Pyramid Magazine 21 Sci-Fi/Tech II


Where Can We Go With This? Adventure Seed
The Infinite Worlds campaign setting already flirts with In a far future, ultra-tech world, scientists have discovered
this interpretation: the existence of myriad versions of slightly ways to peer into the alternate universes inherent in the many-
different universes is exactly what MWI implies. Any num- worlds interpretation. They see that many of them are wink-
ber of GURPS supplements dive deep into ways this can be ing out of existence and at an accelerating rate. The player
applied that to games. characters must find the cause and the cure before their own
Great games can also come from exploring how multiple reality vanishes.
worlds might interact. In a fantasy game, this might be the
force that drives magic. In a modern campaign, it could be
a constant threat of certain scientific explorations. In the far False Vacuum Decay
future, devices might exist that move a portion of another The floor is not lava. The floor isn’t even the floor. It eats the
universe into this one, granting the user a kind of cosmic lava and everything else.
“do-over” after a catastrophe. This deeply weird way the universe could end started with a
Players might also make this part of their character 1993 paper by Sidney Coleman and Frank De Luccia, in which
makeup, influencing their philosophy, phobias, quirks, or any they described a way in which the universe might change its
other aspect of how they interact with decisions, success, fail- entire nature until life as currently known it is impossible.
ure, and responsibility.

Pyramid Magazine 22 Sci-Fi/Tech II


Twenty years later, Max Tegmark and Nick Bostrom included in some science-fiction franchises. The player characters (or
it in a paper where they calculated the risks of the natural their employers) discover that each such journey brings the
destruction of the Earth. False vacuum decay hangs a sword entire universe incrementally closer to a full vacuum state
of Damocles over the entire universe, promising total destruc- collapse. An adventure like this could include espionage and
tion with no warning and no way to stop it. sabotage, lobbying and deal making in the halls of higher
power, military engagements, or all of the above.
What’s This All About?
A vacuum state is a space with as little energy as possible,
from which the universe can’t degrade to a lower-energy state.
Single Electron Theory
Putting all of the universe’s eggs in one basket.
Although the universe has areas of high energy, like advanced
civilizations and active stars, those areas of high energy still This postulate came out of a phone call in 1940 between
exist at the lowest energy state for those conditions at that John Wheeler and Richard Feynman. Part joke, part serious
place and time. consideration, it was an attempt to explain why all electrons
Put another way, it’s the nature of matter in the universe have the same charge and the same mass. That sort of uni-
to seek the lowest energy state possible. After the Big Bang, formity is unusual in the real world and had been troubling
enough matter settled into that state that it created a sta- physicists for some time.
ble universe, like a ball rolling downhill finally reaching flat
ground.
False vacuum collapse might happen if the matter in the
What’s This All About?
universe has not actually settled to the lowest possible energy According to physics legend, the conversation went like
state. Instead, it could be sitting at an island of relative stabil- this.
ity. At some point in the future, maybe in a million years but Wheeler: Feynman, I know why all electrons have the same
maybe this afternoon, that stability will collapse and matter charge and the same mass.
will resume decaying toward an even lower energy state. Feynman: Why?
Imagine that ball again, only this time the flat ground isn’t Wheeler: Because they’re all the same electron!
solid. It’s a plank held level on the slope by a stick held at an
angle. If anything happens to that stick, the plank falls and Materials perceived as solid are in fact made from atoms
the ball begins to roll again. That would be bad news for any moving so quickly they interact with other materials as
insects living on it, or birds who’d built a nest on top. though they are solid objects. The single electron is basically
doing the same thing, being everywhere at once across the
entire universe.
Further expansion of the idea suggests the electron isn’t
This is the way the world ends: not with just moving quickly in real time, but weaving back and
a bang, but with a quantum vacuum decay forth in time so it can be everywhere it needs to be simul-
of the ground state of the universe to its true taneously. This interacts with some speculation about the
nature of positrons, suggesting that electrons are the form
minimum. of this particle moving forward in time, while positrons
– Paul Sutter, “Here’s how the universe are the form of this particle as it moves backward in time.
could end in a ‘false vacuum decay’”
Where Can We Go With This?
The beauty of ideas like this is they require no observ-
able evidence and don’t affect day-to-day life.
Where Can We Go With This? One source of adventure ideas is the electron itself. That’s
Unstoppable, unknowable cosmic threats aren’t much fun one busy subatomic particle, and if anything were to interrupt
in a game, because they rob the players of agency. However, it on its cosmic journey, the results would be catastrophic.
the notion of a lower energy state of matter can infuse any Even diverting it off course temporarily could have impact as
number of adventures, campaigns, and even characters. profound as the most aggressive time-travel plot.
Think about how accessing those lower energy states might It can also be fun to play with the concept. If there’s just
affect technologies and magic. What spells or devices might one electron, what other forces in the universe are the result of
rely on that connection? Would others use that space as a a single force, particle, or action? How might that single crux
waste dump? What risks are inherent with connecting to this of action – single point of failure – create danger, opportunity,
lower state? and adventure?
The same questions can be asked of character powers,
ranging from simple color without game mechanics, to fac- Adventure Seed
tors that change appearance and tone, to game-rule differenti- Overnight, the results of a host of previously reliable
ations between powers using this concept and those that rely nuclear interactions, tests, and experiments have begun to
on other techniques. produce markedly different results. It takes more than two
decades to adjust methods and expectations until scientists
Adventure Seed uncover the cause. A second electron has entered space-time,
A new FTL drive uses the lower-energy-state space to fundamentally altering the nature of the universe. And it’s
travel vast distances in short time, much like hyperspace becoming stronger . . .

Pyramid Magazine 23 Sci-Fi/Tech II


The
Artifactuals By Steven Marsh

Alien artifacts abound throughout the cosmos – espe- Missions


cially for lost or unknown civilizations. Some individuals
Artifactuals embark on three types of missions.
seek them ad hoc, while others band together to take a more
systemic – even corporate – approach. The Artifactuals are a • Self-directed. The Artifactual Corporation sometimes
group of the latter, serving as a potential ally, patron, rival, or explores for its own purposes, in systems and on planets it has
ongoing background element for a spacefaring GURPS Space legal rights to. In this case, Artifactuals (obviously) keep all the
campaign. Aliens are assumed in some fashion – although see discoveries. The company is meticulous about adhering to the
Is There Anybody Out There? (p. 27). letter of the law . . . and show a surprising willingness to sup-
The details on the Artifactuals are kept suitably vague to fit port the spirit, in situations that are unclear. They greatly pre-
into various campaigns; some time frames are given, but they fer to uphold their honorable reputation, which in turn grants
should be tweaked so they make sense within the setting. (For them greater opportunities. Thus, even if they don’t have the
example, if humanity has only taken to the stars in the past legal rights to a system, they are often still there, because of
decade or two, then the Artifactuals were formed much more their willingness to serve as . . .
recently – probably close to the dawn of interstellar travel.) • Prospectors for hire. Under this arrangement, Artifactuals
Details on the Artifactuals using GURPS Boardroom and explore at the behest of the rights holders for a planet or
Curia can be found on p. 26 – but wait to read it until after region. In such cases, they don’t seem to have a different pro-
the full tour of the company. cess than with their own self-directed efforts, although their
proceeds are split 50/50 with the rights holders (with room to

Meet the Artifactuals! negotiate if there are unusual circumstances). The corporation
sees that both sides profit from this arrangement; Artifactuals
At their core, the Artifactual Corporation – colloquially, are generally highly skilled and have enough resources that
the Artifactuals – has corporatized the concept of hunting for even half of a search is profitable to them. (“Half of something
alien artifacts. Formed a century or so ago, they are consid- is better than all of nothing,” as the CEO famously quipped).
ered one of the more wide-reaching (if not the premier) corpo- Meanwhile, the rights holders find themselves reap significant
ration that does such. Their record is impeccable, amassing an rewards for no real effort on their part. However, not all rights
awe-inspiring assortment of strange art, weapons, technology, holders are willing to give up control over discoveries; many
and more from myriad planets. have the resources to do excavations themselves, but what
The Artifactuals have proven so successful for a few rea- they lack is the expertise. That leads to . . .
sons. First, they were one of the earliest businesses that saw • Expert consultants. The Artifactual Corporation is happy
the potential of interstellar exploration; getting in on the to hire out individuals or small teams to rights holders, pro-
“ground floor” of the infinite cosmos is great for prospects. viding their skills and knowledge in exchange for a nontrivial
Second, they have a better track record than others with dis- fee. However, for rights holders with the wherewithal to do
coveries because they hired some of the most-skilled minds most of the work, the fees for Artifactual lore and abilities are
in the galaxy and developed proprietary techniques that help quite affordable and potentially leave all a site’s findings avail-
them to reduce the number of fruitless searches, ensuring able to the hirer.
greater profits and increased reputation.
In all cases, Artifactuals seem driven out
This reputation often feeds on itself;
of professional and intellectual pride. While
if someone wants the best chance
not cheap, they are generally considered
at finding artifacts on a new world,
worth it for those seeking to maximize the
they call the Artifactuals. Finally,
discovery and retrieval of alien artifacts.
their success has afforded them the
The best Artifactual employees seem driven
resources to devote more to larger
by a desire to explore and happily work with
efforts; success begets success, and
whoever has an interesting job, but even
their knowledge and resources are
average associates still have considerable
nothing to sneer at.
corporate pride.

Pyramid Magazine 24 Sci-Fi/Tech II


Artifactual Aid • As a rival. If the heroes are freelance searchers for arti-
facts, Artifactual teams are great competitors. Although they
What, exactly, Artifactuals can offer depends on the needs of are not generally dangerous themselves – they have too much
the campaign, but the short answer is, “Whatever it takes to do professional pride – their technological superiority can pres-
the job.” High skills, transportation methods (both interstellar ent a significant “threat,” making it that much more satisfying
and planetary), discovery and excavation tech, or competent to recover a particularly desired artifact or find an interesting
crews are among the services the Artifactual Corporation can discovery before the Artifactuals do.
provide. If any unusual methods or needs for finding artifacts • As allies. The Artifactual Corporation promotes as its
exist – such as psionic abilities or rare elements – they are one primary goal the acquisition and understanding of artifacts
of the largest employers/developers/acquirers of such. for the betterment of all the cosmos. This means that – if the
In GURPS terms, Artifactuals who are on the job have choice is to help a group of non-Artifactual heroes or let a site
access to fine-quality equipment for the purposes of perform- be damaged or destroyed – nearly all Artifactuals are willing
ing their duties . . . and the best equipment available is not out to do the former. Getting out alive even if the “wrong” folks
of the question! (See Equipment Modifiers, p. B345.) have the artifacts is still better than permitting a site to be
compromised by those without the appropriate respect.

Artifactuals • As a source of artifacts. The Artifactual Corporation


doesn’t keep its findings in a planetary “money bin”; they pri-
in the Campaign marily want to make sure finds go to appropriate places. This
means there are many opportunities for Artifactuals to inter-
At their most basic level, Artifactuals can be used in myriad sect with PC interests: auction events where the Artifactuals
ways. sell their finds, vendors for less-interesting (or more plenti-
• As a background element. It’s common to run into ful) items, or employers seeking transportation specialists
Artifactual teams in various situations. They can frequently (“heroes with a ship”) to get their items to better homes. (For
be found in situations where alien tech is for sale or scrutiny. all their skill at finding items, they have nontrivial holes in
doing things with their discoveries.)

Pyramid Magazine 25 Sci-Fi/Tech II


The Artifactual Corporation
Mission Statement: Officially, the Artifactual Cor- Lower-powered Dependents are possible – typical bureau-
poration exists to explore the cosmos for alien artifacts. crats and pixel-pushers – although they’re still better than
Unofficially, they consist of two sides of the same organi- similar members of other organizations.
zation: one side searches for them; the other hides them.
Social Attributes
Capabilities Type: Commercial and Criminal
TL: 11 Members: 500 CR: 4 Loyalty: Very Good (16; +5)
Wealth: Wealthy Rank: Business Rank 0-4 [2/level]
Contacts: Business skills-15 [10]; Criminal skills-15 Income Range: $16,200 (Comfortable) to $162,000
[10]; Engineering skills-15 [10] (Very Wealthy)
Member Traits: Gadgeteer (12 or less, -34%) [10]; Reputation: +2 (for alien-artifact expertise)
Secret (12 or less, -34%; Imprisonment) [-13]
Notable Resources: The Artifactual Corporation Notes
maintains a main office on Earth, and several offices on
Members of the Artifactual Corporation are carefully
hub planets throughout the galaxy. However, most of
chosen for loyalty, both to the cause (whatever it is) and
these are relatively small and little more than shipyards
the company itself. About 10-20% of research groups are
with meeting rooms.
completely in the dark about what the rest of the corpo-
Reaction-Time Modifier: 0.
ration is doing; about 20-30% of the remaining members
know some aspect of the truth. All members are carefully
Costs and Values indoctrinated before greater secrets are reveals. Most of
Startup Cost: $243,000,000 their Engineering and Gadgeteer efforts are devoted to
Resource Value: $1,215,000 crafting convincing fake artifacts, hidden behind a façade
Patron Value: 15 points of deciphering such artifacts.
Enemy Value: -30 points This version of the Artifactuals assumes a solid TL11,
Ally and Dependent Value: Typical artifact-finding where human-involved FTL travel is somewhat common,
or artifact-planting members are “spacefaring adven- although they are on the forefront of their specific form of
turer” types; 150 to 200 points each is reasonable. Ally exploration. It also assumes that searching for real alien
groups consisting of a specific team – roughly four to artifacts isn’t particularly profitable; if it is, their wealth
10 members – is feasible. (GURPS Template Toolkits 3: and resource levels would need to be amplified accord-
Starship Crew is especially useful to build members.) ingly, since otherwise they couldn’t compete.

Artifact or Artifiction? In fact, the biggest asset the company has is the ability to
make convincing fakes. They obviously can’t make real lost,
Those who might be players in a campaign with Artifactuals alien technology, but they are exceptional at making items
may want to stop reading now. If you’re a GM (or don’t mind that seem like they could work, were they not damaged,
having secrets of the cosmos revealed), please continue. incomplete, or incomprehensible. (“It seems to be a matter
The Artifactual Corporation does a lot of good, and is replicator. Although we haven’t invented those yet, this one
exceptionally skilled at what they do. seems to be powered by an element we don’t have or haven’t
However, what they do is – in fact – a lie. found. We must keep exploring!”)
Why are they doing this?
Deception? In My Corporation?! That’s up to the GM. Here are some suggestions.
Although there are many within the Artifactual Corpo-
ration who are completely legitimate, the bulk of what the
Money Makes the Worlds Go Round
company does is completely bogus. They do not find artifacts Perhaps the easiest and most banal explanation is also the
nearly as much as they plant, fabricate, or deceive about most logical: money.
artifacts. Perhaps the truth is that there just aren’t enough alien
The reason the company is so successful – especially com- artifacts in the cosmos to support a real company. This could
pared to other outfits trying to do the same thing – is that they make counterfeiting lucrative, even if a nontrivial percentage
are unscrupulous about lying about their discoveries. For of the artifacts in the cosmos are ultimately found by others.
every team that is out “finding” artifacts, there are many more In this case, the Artifactuals are tilting the scales to ensure
other teams out “planting” artifacts. Eventually, many teams that they’re coming out ahead. They make an effort to have the
that are “finding” artifacts are (unwittingly or not) merely dis- “best” (most valuable fake artifacts) “found” by them, get a cut
covering items that had been planted by other teams. of any supplemental finds on the other “good” finds out there,
and leave the so-so discoveries to everyone else.

Pyramid Magazine 26 Sci-Fi/Tech II


Secrets Within Secrets good or greater rewards, depending on their motivations),
The Artifactual Corporation might be hiding something in then discovery of others doing so within the corporation, and
its exploration of the cosmos, using alien artifacts as cover – or finally a revelation of the full conspiracy. Thus, those who
justification – for something else. For example, maybe the aren’t a good fit tend to be drummed out of the company while
company is trying to introduce some strange or forbidden they still don’t know much.
tech into the galaxy. Having it be “found” by other explorers Still, the Artifactuals are hiding a big secret, and it would
is a better avenue to acceptance than having it unleashed by be impossible for something of this magnitude. So, they don’t
human inventors. Or perhaps all those off-world trips are really try, per se. Rather, they have taken a social-engineering
cover for something else, such as a completely anonymous approach that’s nearly identical to their physical operations:
transportation service for the incredibly rich. planting wrong and false rumors. There are rumors that the
In this case, the alien artifacts are almost a secondary con- Artifactuals are planting artifacts. But there are also rumors
cern to their “real” mission (whatever it may be); their plant- the Artifactuals are run by aliens, are a front for military oper-
ing of alien artifacts by one side of the company is merely ations, are hiding a gargantuan space station from a bygone
cover for the other side of the company to have something to era, are maintaining illegal clone operations across uncharted
find later . . . and all of it is another cover for whatever the planets, and so on. All of those are false. Probably.
company is really doing.
Focus on the Artifactuals
Things Humanity Was Not Meant To Know In addition to rivals or allies, the Artifactual Corporation
As a final possibility, perhaps the Artifactual Corporation is well-suited as a framework for a campaign itself, by having
is helping the cosmos . . . or, at least, that’s their intent. Maybe the heroes be members. At its core, the company lines up (on
there are alien artifacts out there, but they point to a larger paper) with the needs of many spacefaring campaigns: go to
or more sinister truth – a truth that the company executives other worlds, explore, find interesting stuff, and report back.
are seeking to suppress. For example, maybe too many arti- However, as the heroes gain success, they may have the lay-
facts are dangerous, evil, or otherwise corruptive to those who ers of the onion peeled back, bit by bit, pushing the PCs into
encounter them. increasingly uncomfortable positions, until they need to make
In this case, the Artifactuals are both seeking those arti- a decision about their own fates . . . and, if the company is
facts (as is their mandate), as well as planting other artifacts hiding something sinister, the fate of the galaxy.
(to throw others off the scent). These planted artifacts might
be dangerous, which would prompt those who find them
to contact the corporation as the true experts to deal with
them. However, they would still be less dangerous than Is There Anybody Out There?
whatever the business is attempting to conceal. It’s not
great for an exploratory team to lose some limbs due to One possibility is that alien artifacts are relatively
an exploding fake artifact, but it’s better than having their common (as found and populated by the Artifactuals),
essences replaced by the Sleepless Voidsouls that inhabit but – otherwise – no legitimate artifacts have been found.
real ones. In other words, perhaps there’s no evidence of alien life
The Artifactuals in such a campaign are concealing a outside of what the Artifactuals are generating. The sim-
double conspiracy: the nature of the galactic threat, and plest explanation for that is they don’t exist; for whatever
their own culpability in attempting to suppress it. This reason, humanity is alone in the cosmos. Since the bulk of
may give them the moral high ground but also increases what the Artifactual Corporation does is planting artifacts
the danger to the company if either secret is revealed. for others to find, this would make their plans easier (since
they wouldn’t need to worry as much about contradictory
information on any actual finds that might be out there).
Maintaining Secrets
At its core, the Artifactuals centers around a conspiracy.
How does it maintain such, with hundreds of members?
It does so through several approaches. The company itself
exerts nontrivial control over its members and former mem-
The Truth Revealed
bers, including nondisclosure agreements, threats of lawsuits, It’s quite likely that the truth about the Artifactuals will
and the like. It also treats its members well, paying above mar- be revealed at some point in the campaign. This doesn’t need
ket value but not extravagantly so (the top levels of the com- to be the end of the Corporation; although what the company
pany don’t earn that much more than introductory members). does may be unethical, it’s quite likely they haven’t broken
And they avoid putting things in writing in reference to the any significant galactic laws in their shenanigans. At worst,
secret; reports are always rated in terms of success or failure, they would be guilty of fraud and deception, although – since
but no specifics outside of veiled or coded double-speak. It’s many of their efforts are at planting things for others to find
the geeky-space-traveler version of organized-crime talk. (without promise or even tangible reward) – it would be a dif-
The corporation also carefully screens its members for ficult case to pursue. Although such a revelation would prob-
suitability with its mission . . . whatever it is. Internal mem- ably bring about the end of the company as it’s known, the
bers are promoted and presented with the secret carefully and Artifactuals’ skills and structure would quite likely be useful
incrementally, first by introducing the notion of fake artifacts after the truth is revealed, if it can be reformed. Such a task
(“something to keep an eye out for”), then with opportunities could be quite the undertaking for a group of heroes looking
to consider planting their own fake artifacts (for the greater for a fixer-upper corporation.

Pyramid Magazine 27 Sci-Fi/Tech II


Exotic Social
Communication By Rory Fansler

Communication is an important part of social interaction, Sound for stealthy or private communication at up to 100
and the methods of communication can shape an entire cul- yards, and Sonar Comm for underwater broadcasting (both
ture. Humans primarily communicate audibly and visually, in Powers, p. 81). Races with Discriminatory Hearing (with
but what about a culture that uses something different? Profiling), high IQ, or Eidetic Memory might develop more
sophisticated languages. Perfect Pitch (Enhanced Senses,

Anatomy of a Sense p. 31) (redundant with Profiling) is likely needed to recognize


subtle variations in tone that express better nuance or even
A sense is a way to receive information, but to communi- something like ideograms. The audio equivalent of an ideo-
cate, the ability to transmit information is also needed. When gram could communicate words and phrases in a single sound
reviewing the effectiveness of a sense for these purposes, con- or short set of sounds, speeding communication.
siderations such as bandwidth (data over time), durability
Relevant Traits: Acute Hearing [2/level]; Directional Sound
(data persistence), environmental conditions, interference,
[5]; Discriminatory Hearing (possibly add Profiling) [15 or
range, and security should be factored in. Humans primarily
23]; Parabolic Hearing [4/level]; Penetrating Voice [1]; Perfect
use sound (because they have organs that can produce or reg-
Pitch [1]; Sonar Comm [10]; Subsonic Speech [0 or 10]; Ultra-
ister sound) and sight (because they can transmit information
sonic Speech [0 or 10]; Voice [10].
through gestures and writing).
Numerous traits modify the effectiveness of a sense.
GURPS Powers: Enhanced Senses goes much further into
the subject and includes new modifiers and worked exam-
Vision
Sight allows for very high bandwidth as visible light has
ples. Discriminatory Senses (GURPS Powers, p. 47) increase
very short frequencies and can travel a great distance. The
perceived details for better communication. This typically
characteristic of going in a straight line under most condi-
gives a bonus to certain skills and sense rolls (p. B358). For
tions also reduces background clutter and enables higher
humans, only vision is discriminatory. Acute Sense bonuses
resolution as objects can be very close to each other without
and high Per help to perceive signals. Profiling (Powers,
interfering with the information they present. Beings relying
p. 47), a modifier for a Discriminatory Sense, assists in
on Infravision experience a lower resolution due to the longer
remembering specific signatures and doing analysis.
wavelengths. Ultravision has shorter frequencies, but the band
is smaller than visible light. Though many chemicals fluoresce
Standing tall, arms spread, changing (glow) under ultraviolet light, it seems unlikely there would be
as much color diversity. Hyperspectral Vision gives the best of
colors . . . all worlds, offering a much greater range of perceived wave-
– Mary Bates, lengths (accounting for the +3 bonus). For those unable to cre-
ate light, people using this sense for communication need to
“Fighting Octopuses Video Is rely on body language, gestures, or something like writing to
First to Show How They ‘Talk’” pass information. On Earth, some animals use light to attract
mates, prey, or other visitors through chemical fluorescence
or use of colors. Sophisticated communication would require
Hearing something like Blinker or Color Changes (GURPS Template
Toolkit 2: Races, p. 44).
Hearing is a great sense as it allows 360° awareness yet can
still focus on a single source. It often must cope with inter- Relevant Traits: 360-Degree Vision [25]; Acute Vision [2/
ference from background noise and high wind conditions. level]; Blinker [15]; Color Changes [15]; Dark Vision [25]; Infra-
Frequency, tone, and volume could be adjusted, depending on red Communication [10]; Infrared Vision [0 or 10]; Hyper-
the capabilities of the sound-producing source. However, it is spectral Vision [25]; Laser Communication [15]; Night Vision
not as information dense as sight or smell, taking time to con- [1/level]; Penetrating Vision [10/level]; Peripheral Vision [15];
vey much information. Additional options include Directional Profiling [10]; Telescopic Vision [5/level]; Ultravision [0 or 10].

Pyramid Magazine 28 Sci-Fi/Tech II


Smell vulnerable to diffusion as smell, and objects tend to retain the
chemicals that account for their taste. Foods and beverages
The ability to smell has limited range and is vulnerable to could be used to provide emotional emphasis for other forms
interference from other scents or wind. However, odors have of communication, giving a meal an opportunity to make peo-
durability and can be carried a long distance or linger for ple more or even less receptive to another message. Layered
days, making olfaction good for tracking or following some- foods could change the mood over time or they could be used
thing. Aromas can have strong connections with memories as a timer.
in humans, and with simple emotions and desires in many
species. On Earth, some insects use smell to send simple Relevant Traits: Acute Taste and Smell [2/level]; Discrimina-
messages. Discriminatory Smell (Emotion Sense, +50%) and tory Taste, possibly with Profiling, +50% [10 or 15].
Chemical Messengers (Template Toolkit 2, p. 44) are needed
for advanced communication.
Touch
Relevant Traits: Acute Taste and Smell [2/level]; Chemical Touch requires physical contact, making it another poor
Messengers [15]; Discriminatory Smell, possibly with Emo- choice for communication. However, it can work discretely.
tion Sense, +50% and/or Profiling, +50% [15, 23, or 30]. Human touch is very limited, primarily sensing only pres-
sure and temperature. Humans can learn to read by touch;
Taste an example is braille. Humans also communicate simple mes-
sages through such actions as handshakes and hugs. Sensitive
Taste requires physical contact, making it a poor choice for Touch increases resolution. Larger sensitive touch organs
communication. Usually, things must be placed in the mouth such as feelers (p. 30) could increase bandwidth.
to be tasted, but some insects can taste with feelers or feet.
For most creatures, it’s a backup and safety sense used to Relevant Traits: Acute Touch [2/level]; Sensitive Touch, pos-
determine what’s good or bad to eat. However, taste is not as sibly with Profiling, +50% [10 or 15].

Exotic Communication
Other, special senses might be used to convey informa- +50% for detailed answers. Mind Reading lets others read sur-
tion. Telecommunication is an excellent fit here; it also can face memories; rely on Mind Probe to learn deeper thoughts.
be used to build traits similar to Cable Jack [5] (Ultra-Tech, A culture with a hive mind tends to be cooperative, some-
p. 31). Signals [15] (Template Toolkit 2, pp. 44-45) offers times including self-sacrifice for the greater whole. Secrets
some other physical ways to communicate that don’t rely are nearly impossible to keep, though perhaps individuals
on sound. Detect provides reception but not transmission use Mind Shield to create moments of privacy. Collabora-
or understanding (Powers, p. 47). Although Scanning Sense tion is astoundingly easy, allowing coordination of troops
includes both, the communication capability is very limited. and other logistics as well as fast scientific advancement.
A new Discriminatory Sense could be created for a specific However, lack of competition could impair development,
Scanning Sense to help with comprehension and interpreta- especially in the absence of external threats. For a player
tion, probably costing 15 points. Empathy offers a sense of the character race, this would be one of the most expensive
emotional subtext, while Intuition helps make the right inter- communication options.
pretation. Medium allows communication with someone in a
Relevant Traits: Mind Reading (Racial, -20%) [24]; Mindlink
different reality; suggested variations (Powers, p. 59) include
[5/level]; Racial Memory [15 or 40]; Telesend [30]; Telesend
cyberspace, dreams, or parallel universes.
(Broadcast, +50%; Racial, -20%) [39].

Hive Mind Object Reading


A race with a shared consciousness or hive mind can
A nomadic culture that needed to leave messages for oth-
exchange information with every member who is in range
ers, yet did not need to communicate in real time, might
(typically the same planet). This can be built a number of
develop object reading. Psychometry grants the power to
ways. Mind Reading, Mindlink, and Telesend allow individ-
read impressions, while Illusion (Mental, +100%) or Telesend
ual communication between members. Telesend (Broadcast,
could leave a message using the Triggered Delay modifier. Add
+50%) enables “shouts” to multiple individuals in an area and
Melee Attack, Reach C, -30% for touch and Cosmic, Lingering,
is useful for sending immediate “alerts.” Optionally, replace
+100% for permanent messages.
the IQ roll for radius with number of subjects using the Size
Alternatively, this ability could be a new type of Signals
and Speed/Range Table (p. B550), reading yards as people.
(Template Toolkit 2, pp. 44-45) called Imprint Message
Mindlink eliminates some penalties and makes Racial and
[15], which requires either Psychometry or Mind Reading
Accessibility limitations unnecessary for Telesend. Mind-
to receive the message. To offer great details in messages,
share (Powers, p. 148) adds Vague, -50% for crude commu-
add the Telecommunication modifiers Burst or Sensie (see
nication. For other ideas, see Telepathy, pp. 30-31
Powers, pp. 81-82) or Video (p. B91) to Imprint Message.
With Telesend and Mindlink as linked abilities, Racial Mem-
ory can represent shared ancestral memories. Add Immersive,

Pyramid Magazine 29 Sci-Fi/Tech II


A culture that relies on object reading as its primary or only most mediums, including air, water, and numerous objects.
method of communication is slow to develop and prone to Including Vibration Sense (p. B96) adds utility, especially
individual over societal growth. While messages could be read defensively. Taste and smell are also associated with feelers in
much later, the lack of real-time communication and collabo- many Earth insects.
ration would be stifling. The Thranx from the Commonwealth and Flynx series by
Alan Dean Foster (GURPS Humanx) are one of the sci-fi races
Relevant Traits: Illusion (Melee Attack, Reach C, -30%;
that use feelers, and they have it as a backup sense. They also
Mental, +100%; Triggered Delay, +50%) [55]; Imprint Message
incorporate feelers into communication as a gesture compo-
[15].
nent for emphasis. A race that uses this as a primary method
of communication could incorporate smell, taste, and touch.
Feelers Communication would be very intimate, involving touching
of feelers for a gesture-based language. Cilia (see below) or
Whether they be antennae, limbs, or tongues, a species Extra-Flexible arms (p. B53) could give faster touch commu-
that relies on touch or taste likely develops close bonds to nication, possibly involving variations in grip strength and
each other. Most likely, such a race would evolve in dark, amount of area touched. Requiring physical contact to com-
close quarters, perhaps caves or the depths of the ocean. municate would tend to impede technological development. It
Feelers are purchased as Extra Arms (p. B53) (typically with would also encourage close relationships with minimal (pos-
No Physical Attack, -50% or Weak, -25% or -50%) if they can sibly ritualized) violence among themselves.
grasp things. Many feelers are just sense organs and pur-
chased with Long, +20% per +1 SM on Touch [2/level]. (The
cost for the Long modifier is reduced because of the sensory Cilia
limb’s limited functionality.) Prerequisite: Sensitive Touch.
Touch can offer fine details with Sensitive Touch (p. B83),
Cilia are very tiny tentacles that may look like hair or
making it a discriminatory sense. Though an object must be
very soft fur. They push small particles of dirt and moisture
touched to fully utilize a feeler, vibrations can travel through
away from the body and are very sensitive to pressure and
localized changes in temperature. They can be controlled
well enough to apply minute pressure, allowing individuals
with them to communicate as richly as a spoken language
with those who have Sensitive Touch and sufficient experi-
ence. If Cilia cover the entire body, it may allow Sanitized
Metabolism (p. B101). Cilia also work well with Chemical
Messengers by helping to disperse or gather odor mole-
cules. As a trait, Cilia is a 1-point perk.
Additional Traits: Acute Touch [2/level]; Cilia [1]; Profil-
ing [5]; Sensitive Touch [10]; Vibration Sense [10].

Telepathy
Telepathy can be an effective communication method.
Abilities related to this power (see p. B257) typically work
over very long distances and can have high bandwidth
through modifiers such as Burst (Powers, p. 81), +30%/
level; Sensie (Powers, p. 82) +80%; and Video (p. B91)
+40%, depending on the specific advantage chosen. Though
telepathy may be how some hive minds communicate, it
can also be individual to individual.
Effective communication requires both Mind Reading
(p. B69) and Telesend (p. B91), as Telesend only allows
transmission. Relying only on Telesend would be like send-
ing a letter in the mail (except much faster); the sender
needs to wait for the recipient to respond. Thus, a race that
can send thoughts but not read minds is not too different
from humans having to speak to communicate; the biggest
benefits over sound include silent reports, longer distances,
and clarity. For sending to a group, add Broadcast, +40%
to Telesend.
Mind Reading may have Telecommunication, -20% to
allow for a race that can readily communicate with each
other but not read minds. Add Racial, -20% if they can
only communicate with their own and related species.

Pyramid Magazine 30 Sci-Fi/Tech II


For handling multiple conversations, add Multiple Contacts Unineb Template
(Powers, p. 62) to Mind Reading for +50%.
Races that use Mind Reading may also have Mind Shield 85 points
for privacy. Mindlink could develop from frequent contact Attribute Modifiers: ST-2 [-20]; IQ+1 [20]; HT+1 [10].
with select people or could be the equivalent of a phone Secondary Characteristic Modifiers: SM-1 [0].
directory. People experienced with the idiosyncrasies of a Advantages: Acute Taste and Smell 2 [4]; Acute Touch 2 [4];
particular style of communication may learn techniques Cilia [1]; Discriminatory Smell (Emotion Sense, +50%; Pro-
(likely Hard) to offset the penalties for Broadcast or Multi- filing, +50%) [30]; Discriminatory Taste (Profiling, +50%)
ple Contacts. [15]; Extra Arm (Extra-Flexible, +50%; Long, +100%;
Weak, -25%) [23]; Sensitive Touch (Profiling, +50%) [15];
Traits: Mind Control [50]; Mind Probe [20]; Mind Reading Temperature Tolerance [1]; Versatile [5]; Vibration Sense
[30]; Mind Shield [4/level]; Mindlink [varies]; Telesend [30]. [10].
Perks: Fur [1].
Virtual Worlds Disadvantages: Bad Sight (Nearsighted) [-25]; Gregarious
[-10].
In some settings, people might communicate only Racial Skills: Cooking (A) IQ+5 [1]‑15*.
through electronic devices – even if they’re in the same
room. Perhaps they have lost their ability to communicate * Includes bonus from Discriminatory Taste and Versatile.
or it is the sole means of communication for members of dif-
ferent species. Such a thing could also result from a starship Common Optional Traits
crew in physical hibernation, but connected to each other Eidetic Memory is very common among the unineb, with
and the ship’s computer. a few having Photographic Memory. Social skills, especially
Mind Probe, Mind Reading, and Telesend are classic ways to Carousing and Diplomacy, are typical, and most have a keen
model this, but cheaper (and less powerful) alternatives exist. interest in History and Literature. Cilia (p. 30) cover the entire
Cable Jack [5] (Ultra-Tech, p. 31) is a Telecommunication body, appearing as very fine and soft fur, though most only
ability using a short cable; a Neural Jack (Ultra-Tech, p. 217) learn conscious control over Cilia on the trunk (Sanitized
is a variation with Sensie, +80%. Wireless Neural Interface Metabolism is thus learnable). Psychometry (Accessibility,
(Ultra-Tech, p. 217) is a Radio-based option. Medium (Cyber- only on ingested food, -80%) [4] is an optional ability for a
space) (Powers, p. 59) suits a setting with short-range wireless true connoisseur of fine cooking!
connections, possibly adding modifiers from Telesend.
Medium and Telecommunication make being connected
more affordable (in terms of points) and less invasive than Anatomy
Mind Reading. Possession as described under Vehicular Pos- The unineb are bipedal mammals with a very distinguish-
session (One With the Ship in Pyramid #3/30: Spaceships, p. 14) ing trunk that is a feeler and nose. The trunk is a weak manipu-
allows someone to control a computer, which could in turn be lator equipped with tiny cilia they use to interact with another
used to direct an avatar in cyberspace. unineb’s trunk by winding trunks around each other and
Jumper with Projection (Powers, p. 44) creates a virtual intertwining cilia. To those unfamiliar with unineb, it appears
body to interact with a virtual world, but it is an expensive like a prolonged handshake. This gesture allows detailed con-
option. Moreover, because it is active for the entire time in versations between each other. The brain is very tied into the
cyberspace, it cannot support alternative abilities during a senses, enhancing sense-based memory.
trip. However, having a virtual body permits greater interac-
tion with other visitors and the world itself, making it uniquely Culture
suitable for a virtual world. The unineb were a primitive species when encountered by
Traits: Cable Jack [5]; Jumper (Cyberspace) (Limited spacefaring races, having very limited technology but a rich
Access, Cyberspace, -20%; Projection, -25%) [55]; Medium culture. They primarily communicate by touch but learned to
(Cyberspace) [10]; Neural Jack [9]; Possession (Cyberspace; use food as a form of group communication. Food is prepared
Accessibility, Requires interface terminal, -10%; Full Memory to be eaten in a specific order and much of it is layered or has
Access, +10%; Projection, -25%) [75]; Wireless Neural Inter- shells of coating to work through. The tastes trigger in unineb
face [17]. who consume the food certain emotions and memories, rein-
forcing stories passed along through touch. To a unineb, any
meal should be treated as fine art!
New Race: Unineb They quickly became known as prized cooks and bartend-
ers. However, their high intelligence and versatility allowed
The unineb are a race of primates that survived an ice age
by moving into deep caverns. They evolved a greater sense of them to adapt to many professions. While physically weak and
smell and touch to first navigate and later communicate, los- unable to see far, their senses help them as scouts and track-
ing much of their eyesight. They had few predators to deal ers, and they can defend themselves well at close range with
with, but food was scarce, and population levels remained knives or small arms. The sensitive trunks and small size also
low. Cooperation was essential, and they became a trusting, make them well suited to many repair tasks, especially in tight
gregarious species, with most of their time devoted to gath- quarters. A unineb is often a prized crew member, typically
ering and preparing food. It is said that a meal prepared by a doubling as mechanic and cook and able to get along well with
unineb can tell its own story! shipmates, sensing hostility before it becomes a problem.

Pyramid Magazine 31 Sci-Fi/Tech II


Neo-Tortuga By Matt Riggsby

In the lore of the Solar Patrol, New Port Royal (GURPS These sections are enclosed with nets and light partitions to
Tales of the Solar Patrol, p. 21) is the legendary haven for keep large pieces of debris from floating away and damaging
pirates, a safe port where they can trade, drink, refit, and head the station or other ships.
out in search of new plunder. Of course, nobody’s ever found
it, or at least nobody trustworthy. But while New Port Royal The Town
may or may not exist, at least one modest pirate haven does:
The consistently occupied portions of the asteroid are built
Neo-Tortuga.
into tunnels dug into the rock. These spaces are a combination
Neo-Tortuga is a rocky cup-shaped asteroid about three-
of natural voids (the processes which formed the asteroid left
quarters of a mile long and across, with a large hollow in the
many bubble-like spaces), wartime bunkers, and new exca-
center. The walls are about 150 yards thick. The asteroid was
vation. Most spaces are small rooms and narrow corridors,
used as an observation post during the Solar War, with a small
with some larger spaces used as taverns and similar common
installation just inside the rim. Jovian bombardment further
areas. Many of the main passages resemble crowded alleys,
cratered the rough surface and deepened the depression inside
with small shops and rooms used as residences lining “streets”
it. Small forces battled back and forth, taking it, holding it,
wide enough for several people to walk abreast but no vehi-
and eventually losing it. It changed hands four times before it
cle larger than a wheelbarrow. Chains of electric cars draw-
was finally abandoned at the end of the war.
ing power off the mains form the central trolley line. The line
Around 2025, a few veterans-turned-pirates looking for
quickly moves people and cargo between the entrances to the
refuges in the asteroid belt remembered the place and started
main passages.
using it as a hideout. Successive crews fixed up the remnants
Neo-Tortuga supports around 1,200 long-term residents,
of old outposts and set up facilities to make life a little easier,
about as many visiting pirates at any given moment, and
like power sources and rudimentary repair facilities. Within
can probably host two or three times that in the short
a decade, the asteroid had developed substantial accommo-
term. Life support is decentralized, made of a patchwork
dations, ship- and cargo-handling facilities, and if not per-
of air scrubbers, algae tubes, and other gear salvaged from
manent, then at least long-term residents. It now serves as a
plundered spaceships. They often work well, though the air
center for pirate activity. They can sell plunder, get both their
may smell odd from time to time. Most of Neo-Tortuga is
ships and themselves patched up after a fight, look for new
equipped with artificial gravity, which pulls towards the cen-
opportunities, exchange rumors, drink, and brawl, if only for
ter of the asteroid.
a little while.

Lay of the Land “The legendary hollow asteroid.”


Locals and regular visitors divide Neo-Tortuga “That’s just a myth,” Selene said.
into three concentric layers around the inner void.
From the inside out, they are the port, the town, – Max Chase, Star Fighters 7:
and the wall. And at the bottom is the Inferno. Pirate Ambush
The Port
The inside of the asteroid is lined with docking, repair, and The Wall
cargo-moving facilities. The network of gantries can com- The outer surface of the asteroid is covered with rocks
fortably accommodate up to 20 vessels of reasonable size for and other space debris which hide a variety of systems. There
loading and unloading. (Most ships which visit Neo-Tortuga are at least two dozen laser emplacements scattered over the
resemble the corsairs on GURPS Tales of the Solar Patrol, asteroid, though most are of modest size. These are mostly
p. 22 – sometimes smaller, very rarely larger.) Visiting vessels powered by the Tesla coils in the Inferno (p. 33) and are vul-
are supposed to be maneuvered into position with space tugs nerable to problems with Neo-Tortuga’s patchy power grid.
(resembling lifeboats but with large engines replacing pas- However, several have backup batteries or independent power
senger accommodations), but a number of pirates don’t want coils, either good for a few shots. It’s not enough to stop a
anybody else touching their ships. Normal docking facilities concerted attack by a substantial force, but it is enough to
can also handle refueling and resupply of provisions, routine hold off small Patrol ships or ambitious pirates who might try
maintenance, and minor repairs. Major overhauls can be per- to steal from other pirates. There are also a number of hidden
formed in the four “hangers” near the bottom of the “cup.” lifeboats suitable for moving a few hundred refugees.

Pyramid Magazine 32 Sci-Fi/Tech II


The most unexpected feature is a battery of electron drives, never sleeps. Anyone who needs to go out for something to eat,
most of which are mounted in craters opposite the opening to medical care, or a drink can find it at any time.
the interior. They’re used to control the asteroid’s spin and ori- Despite the undistinguished surroundings, Neo-Tortuga is
entation. From time to time, they’re also relied on for thrust. well-supplied. Pirates go for riches and luxuries, so there’s a
While it’s not nearly enough to use for real motive power, it steady influx of high-quality booze, fine tobacco, elegant fash-
does change the asteroid’s orbit, making it harder to locate. ions, and so on, filtered through layers of fences selling goods
to black-market and gray-market merchants. Every transac-
Inferno tion is an exercise in bargaining with no guarantee of quality,
but residents can live surprisingly well.
There’s one more part of Neo-Tortuga where people rarely
Neo-Tortuga has a very small-town atmosphere where
go. The station is powered by a battery of Tesla coils at the
everybody knows everybody else’s business, even if they do
“bottom” of the cup, called the Inferno. They work, but they’re
keep to themselves. Law enforcement as such doesn’t exist,
not in the best of condition. The rest of the station protects
there being no laws, and petty crimes are just one of the risks
itself from risk of explosion and radiation by covering them
one takes. However, it’s also got a very Wild West town atmo-
with rubble and keeping some distance. Access is limited, and
sphere; vigilante justice is also not prohibited. Of course,
only Neo-Tortuga’s Tesla techs visit on a regular basis.
the governor and his crew are willing to take decisive action
against anyone who seems like a threat to Neo-Tortuga.
In the Company
of Thieves
Neo-Tortuga doesn’t have a formal gov-
ernment. Rather, it’s run by its own pirate
crew. It is led by the modestly successful
but semi-retired pirate Waldemar Kuryakin,
whom everyone calls “the governor.” The
crew deal with key functions: traffic control,
defense, maintaining core systems, and ship
repair. “Private” residents deal with other
services: running taverns and brothels, fenc-
ing loot, specialized custom work on ships,
providing provisions and other basic goods
and services, and so on.

Visiting
To visit Neo-Tortuga, one must know two
things: where it is and what the password
is; both change now and again. Ships must
transmit the password before they get within
laser range or risk being fired on.
Neo-Tortuga’s traffic control, styling itself
“Crow’s Nest,” instructs the visiting captain
where to go. This may require a holding pat-
tern if the docks are full, or directions on
how close to get to the opening. Tugs are sent
out to tow the ship into position.
Docking nominally costs $3,000, with an
additional $1,000 a day for the space plus
additional fees for fuel and services. How-
ever, the amount is inevitably subject to
negotiation, bickering, and the occasional
fist fight.

Life on Board
Life on Neo-Tortuga is rarely comfortable,
but it’s far beyond the reach of any authorities. It’s
full of empty rooms, and with power and plumbing lines all Points of Interest
over the place, it’s not too hard to find a place to stay if one Neo-Tortuga is full of colorful characters and encounters
wishes to do so. This far out from the sun, there’s no mean- around every corner, but these are the places (and some of the
ingful day or night, and visiting crews are all on their own people) visitors are most likely to see. The map on p. 35 shows
clocks anyway. Thus, Neo-Tortuga is essentially a town that the locations of these points of interest.

Pyramid Magazine 33 Sci-Fi/Tech II


Crow’s Nest right. The Perfumed Garden is first and foremost a brothel,
To the limited extent Neo-Tortuga is managed, it’s run from and it makes enough income that it can afford to be appointed
a control center near the mouth of the asteroid, at the site of as luxuriously as anywhere else in the solar system. It’s also
the original observation post and reusing some of the original the go-to location for more powerful intoxicants than alcohol.
equipment. The control center has long-range radio, powerful Finally, the provisions made for privacy mean that it’s a pre-
telescopes and sensors, and direct access to the most powerful ferred location for confidential negotiations; it’s rumored to be
lasers. The governor and his officers also maintain quarters in a den of spies for similar reasons.
the vicinity.
Warehouse District
Doc Christmas’s Clinic While the Inferno isn’t consistently dangerous, most resi-
While pirate crews usually include at least one skilled dents of Neo-Tortuga prefer to keep their distance. Spaces
medic, piracy is not the kind of career which attracts a lot “farther back,” therefore, are used for storage rather than
of trained doctors, and good doctors are even more rare. Doc for residences and business. This section, then, is a semi-
Christmas is one of those rare individuals. Doc runs a small industrial warren of more or less secure rooms (some of which
clinic which charges the highest prices on the asteroid, but it’s have heavy doors or closed circuit television surveillance).
worth it. Indeed, considering the number of lives she’s saved, This part of the asteroid receives less constant attention and
anyone giving her a hard time, let alone attacking her, is in for therefore less frequent maintenance than the more inhabited
a world (or at least an asteroid) of hurt. She is deeply sarcastic areas. Lights may flicker or even be out, temperature control
with the healthy, softening to merely gruff with patients, and may be off, and the gravity can even go out. It’s not an inher-
she drinks a great deal of rum when off duty. ently dangerous place; Neo-Tortuga is too small to truly have a
bad part of town. But it is the best place to ambush a lone
enemy, if one is of a mind to do so.

Blueprint
The blueprint on p. 35 shows an “unrolled” view of the town A Life of Adventure
level of Neo-Tortuga, indicating notable locations and connec- A raid on Neo-Tortuga by the Solar Patrol is always
tions; smaller passageways and chambers are not show, but a possibility, but the asteroid can be used for a wide
permeate the entire level. The long direction is the circum- range of more subtle and complex adventures.
ference of town level. In three dimensional space, it curves at
about 10° per 100 yards and the top and bottom edges meet. Spies
As a place where the disreputable can freely meet
the unacceptable, Neo-Tortuga is believed to be a market
for passing information. Some is mere industrial espionage.
Drunken Sprocket However, there are deeper concerns as well. Criminal conspir-
The largest and most popular tavern on Neo-Tortuga is acies deal in information with an eye toward passing danger-
run by Park Ha-Neul, known as “One-Eyed Park.” At their ous contraband and harming rivals or law enforcement. Some
advanced age, they mostly just preside over the establishment exchanges involve nascent revolutionary movements. And it’s
and let the employees do the work. The proprietor claims to rumored that some secrets are being passed to agents of the
have been stationed on Neo-Tortuga during the Solar War Overlord of Jupiter or the Red Hive! Undercover agents of the
and to have suggested to Baron Black to use it as a hideout; Patrol must root out these spies.
nobody’s been able to prove they’re lying.

Grand Bazaar Legendary Treasures


This area has so many natural voids so closely set that it is As New Port Royal is part of Patrol lore, pirates have lore
essentially an open area the size of a football field divided by of their own: Baron Black’s last plunder, the Overlord’s jeweled
countless columns. This serves as the asteroid’s central mar- helmet, the true Mona Lisa, the dinosaur-ivory casket of the
ketplace. The bazaar always has booths and stands set up by ancient Krik empress, and more. Pirates tell countless tales
residents and visitors alike, selling foods (from raw ingredi- about them and speculate on their whereabouts. Real infor-
ents to finished meals), clothing, bedding, jewelry and curios, mation, or just evidence that any of these treasures actually
hardware, survival gear, books and recorded entertainment, exist, might be found at Neo-Tortuga, perhaps by a mad cap-
tools, pets, and any other portable items imaginable. Even tain trying to assemble just the right crew.
people who avoid popular watering holes like the Drunken
Sprocket have to come to the bazaar sooner or later. Missing Persons
Mitzi Probzt, glamorous heir to the Probzt nega-barrier
Perfumed Garden fortune, has vanished from the family home in Vienna and
While the Drunken Sprocket is the asteroid’s most popu- was last reported seen in Venusport. Word is that she’s headed
lar tavern, the Perfumed Garden is the largest center of most for Neo-Tortuga in the company of a notorious pirate, possibly
other amusements. The flamboyant proprietor styles herself with plans for next-generation nega-barrier generators. Is she
the Sky Queen, though it’s a bit of a facade and she’s known as selling out the family? Has she been kidnapped? Either way,
Bettina T in her off hours. What the T stands for is a matter of the Patrol has to intercept her before those plans fall into the
debate, since she tells everyone who offers a guess that they’re wrong hands.

Pyramid Magazine 34 Sci-Fi/Tech II


Blueprint of Neo-Tortuga
Pyramid Magazine 35 Sci-Fi/Tech II
Neon Knights By Simon Proctor

I don’t know who he was or where he came from. There building that would become known as the Temple Grail . . .
hadn’t been a ship arrive in months. But there he was, shining and, within it, the Grail itself.
and glowing like something out of a kid’s book. He faced those The first encounter with the Grail did not go well for the
bandits with just a sword and took them all down. Didn’t ask for men. Both where driven by greed, and the Grail fled the
any payment beyond some food and a place to rest. He stayed for Temple, leaving them with a burning desire to find it again.
a few days, helping us rebuild or spending time meditating. Then They discovered that the systems within the Temple could be
one day, he was gone. I never saw him again. used to produce protective garments that could access a gal-
– Aldous Crenley, Mine Foreman Crassius Lithium Mines axy-spanning network of subspace corridors connecting many
personal report SD 3560-1 of the planets of the galaxy. The two men then set out on a
quest to recover the Grail, although for very different reasons.
There are stories told in the most remote parts of known
After three years, sometimes traveling together sometimes
space, of mysterious warriors in what looks like ancient
by themselves, they came upon the Grail on an uninhab-
armor. These knights arrive when most needed, overcome
ited planet. In that time, Creel had changed from the bitter
insurmountable odds, and then leave as mysteriously as they
greed-obsessed person he had been; the path the Grail had
arrived. The truth about them is even stranger than the tales.
led him on had taught him the value of compassion and self-
The Neon Knights – known to themselves as Questing
lessness. Conversely, Buchannan had – if anything – become
Knights or Grail Knights – are a small band of warriors
greedier; he knew that the technology he and Creel had found
intended to be either helpful NPCs or playable characters in
was merely a fraction of the power its creators had access to,
a TL10 science-fiction game. Each has access to several items
and he believed the Grail would give him the knowledge to
of technology beyond current understanding . . . and they are
control the universe. He had also realized the Grail was con-
tight-lipped about where they got it.
tinuing to hide from him, and he hoped to use his old partner
to capture it for him. When they found the Grail, Buchannan
History of the Knights allowed Creel to approach it first; Creel did so and communed
with it. In doing so, Creel realized what his old friend was
The Knights were formed almost 100 years ago when two planning and the two men fought. Creel – empowered by the
human prospectors – Jan Creel and Elphias Buchannan – had knowledge and power the Grail had given him – won. He took
a FTL accident, which left them stranded far from the known both Buchannan and the Grail back to the Temple.
galaxy. While trying to make their way back to known space,
they discovered what would become known as the home of the
Temple Grail. Eager to scavenge what technology they could,
they took their ship down to explore. They quickly found the
Organization
of the Knights
After returning the Grail to the Temple, Creel had
a newfound understanding of the universe and the
What’s in a Name? role of intelligent life within it. The creators of the
Grail had been active in the galaxy millions of years
The Knights generally refer to themselves as either Questing
before the current races, and had left the Grail to help
Knights or Grail Knights, but the stories about them have spread
those that came after them to achieve harmony with
everywhere and use a variety of names, including Neon Knights
themselves and the universe. Creel decided that he
and Mystery Knights. Unfortunately, due to the actions of some
would use the technology available to him to spread
Questing Knights, some of the stories do not paint the Knights in
the knowledge the Grail offered. He was also keenly
the best light. In these tales, they are often referred to as Death
aware that this knowledge came at a price: To truly
Knights or Blood Knights.
understand the Grail, the person must redeem them-
If a Grail Knight finds themselves called any of these names,
selves first. Thus, he came up with a plan. He started
they accept it without correction. If there is time, they explain
by modifying the armor Buchannan had worn. The
what their true goals are, and they try to repair any damage to
suit already had an AI controlling its functions, and
their reputation from the actions of less level-headed Knights.
it was given a goal of helping its wearer become
For some Questing Knights, being called a “Death Knight” leads
worthy of the Grail. Once this was done, Creel sent
to loss of temper and violence . . . perpetuating the stereotype.
the Grail and Buchannan out into the galaxy again,
while Creel went looking for new recruits.

Pyramid Magazine 36 Sci-Fi/Tech II


This led to the Knights’ current organization, split as it is if the Grail deems them worthy, it allows them to drink
into two groups. The Questing Knights are those who have from it, forming a connection to it. The Grail will not deem
yet to find the Grail. They travel the galaxy looking for it, anyone worthy who has a negative mental disadvantage,
watched over by their Guide AIs and driven by the visions including most of those traits the Grail Knights look for in
it gives them via the neural programmer. Questing Knights their recruits.
can be callous and vicious warriors, but their Guide tries
to guide them on a path to redemption and be worthy of
the Grail. A Questing Knight has several mental disad-
vantages – Bloodlust, Bully, Callous, Compulsive Behav-
ior, Greed, and the like. Upon becoming a Questing Knightly Raiment
Knight, they gain Vow (Seek the Grail) and equipment; The Knights have three main items of equipment. (All
see Knightly Raiment, below. the following pages references are GURPS Ultra-Tech,
The Grail Knights are a much smaller group. Each of unless noted.) Their armor is a modified TL11 military
them has bought off their disadvantages, found the Grail, cybersuit (p. 185) with an onboard IQ 10 volitional AI
and returned the artifact to the Temple. Each has received (p. 25), a neural induction pad (p. 49), a neural program-
the enlightenment that finding the Grail provides. Grail mer (p. 109), and FTL capabilities (see below). Each
Knights then travel the galaxy helping those they find in Knight carries a force shield bracelet (p. 192) and a hyper-
need and looking for potential recruits. See The Nature of dense vibroblade (p. 164) thrusting broadsword (p. B271),
the Grail, below, for more details. both of which run off the suit’s power supply and will not
work without it. Some Knights have been known to use
ranged weaponry, often having a specific gun they like to
Becoming a Knight use, but most rely on their sword, shield, and armor.
A recruit for the Knights is a fearless combatant, though The onboard AI – who prefers to be known as a
they do not have to be pure of heart. If anything, the Grail Guide – has at least the following skills: Battlesuit/TL11‑15,
Knights look for those who must walk the path of redemp- Brainwashing-17, Broadsword-15, Shield-15, Strategy-15,
tion to be found worthy of finding the Grail. Once a Grail Tactics-15, Teaching-16. Guides can learn other skills, and
Knight finds a suitable candidate, they commune with the experienced ones have better than these example values.
Grail and summon it to their current location. Very rarely, The role of the Guide is to shape and train its Knight
the Grail stays and allows the new candidate to drink to be worthy to find the Grail. The Guide does this in sev-
from it (see Nature of the Grail, below). More typically, it eral ways. First, it uses the neural programmer to give the
departs, leaving the candidate with a profound desire to Knight a Vow (Seek the Grail) [-15]. After that, if a Knight
find it again. Once the candidate has witnessed the Grail, fails to control negative impulses, the Guide deactivates
the senior warrior offers them membership into the Order various features until it feels the Knight has atoned. First
of the Grail Knights, and gives them a suit of armor and to go is the Knight’s travel feature. If removing the Knight’s
sword if they accept. The Grail Knight accompanies the travel capacity does not cause the person to change, the
recruit for a few months to ensure the new Knight has Guide next disables the force shield, then vibroblade, and
taken the Vow (Seek the Grail) and is working toward that then the suit almost entirely. The Knight can move but has
goal, before leaving them to find their own path. none of the abilities of the suit including its ST bonus. The
Sometimes a Knight’s armor is taken by someone not final option available to the Guide is to activate the self
chosen by a Grail Knight. In this case, the Guide still destruct sequence; see Becoming a Knight.
attempts to impart the Vow to find the Grail using its The suit’s FTL travel capability allows its wearer to
neural programmer; this process is done over the course travel at roughly one light year per day, following path-
of 16 days of subtle mental manipulation. At the end of ways that were created by the Grail’s creators and which
that time, the thief can attempt a Quick Contest of Will link many of the planets of the galaxy. A Knight spends
vs. the Guide’s Brainwashing skill (which is a minimum such journeys in rest and meditation preparing for the
of 17). If the first test fails, the AI is less subtle on the next mission. The suit requires at least 48 hours between
next attempt, completely flooding the wearer’s mind with journeys before it can make another one.
visions for eight days, after which there is a second Quick Until the Knight has completed the Grail Quest, use
Contest of Will vs. the Guide’s Brainwashing. If that of this is controlled completely by the Guide; it decides
attempt fails, the Guide shuts down the suit’s systems where and when the suit will travel on to a new loca-
and demands it be removed. If the wearer refuses, the tion. Once the Knight finishes the quest and becomes a
AI self-destructs its power system, causing 10d explosive Grail Knight, the person works with the Guide to choose
damage inside the suit. new paths.
As a player character, a Knight should have an Unusual
Background to explain their access to their equipment
The Nature of the Grail (around 20 points, depending on how unusual the cam-
The Grail can take on many forms, but it is generally paign). The suit’s Guide can be treated as a 0-point fea-
some kind of cup holding a thick, oily liquid. The Grail is ture; it acts as both and Ally and a Duty controlling the
fully sentient and capable of traveling through the galaxy Knight’s access to their equipment but also providing
using the same subspace network used by the Knights. them with training.
Those who encounter it glimpse a sliver of its knowledge;

Pyramid Magazine 37 Sci-Fi/Tech II


Upon becoming connected to the Grail, the person gains The Grail tends to bring life to wherever it rests; even
Sense of Duty (All living things) (p. B153), which replaces the most barren desert soon sprouts an oasis of life after it
their Vow (Seek the Grail). They no longer require suste- arrives. Once it leaves, the region may continue to be fertile,
nance and heal faster than normal, giving them Doesn’t Eat although this isn’t guaranteed; some areas slowly revert to
or Drink (p. B50) and Regeneration (Slow) (p. B80). They their original states.
have no negative mental disadvantages. They can also com- More information and inspiration regarding the Grail can
mune with the Grail for knowledge or to ask it to join them, be found in GURPS Warehouse 23, p. 36.
as per Blessed (p. B40).
The Grail does not communicate verbally; rather, it com- The Temple Grail
munes mentally via imagery and emotions. If it is not in
The unnamed planet that is home to the Temple Grail
the temple, it sends visions of where it is when a Knight
orbits a neutron star at 0.5 AU. It has an orbital and rotational
comes near (cosmically speaking) . . . but it might actually
period of 36 days. It has no atmosphere, a low gravity, and
be in the past or future. (It does not seem to understand
a high background radiation level. Huge statues of armored
the concept of time.) Grail Knights can receive these visions
figures – each more than 100’ tall – stand at various points.
directly, while Questing Knights receive them through their
Carefully watching the figures shows they are moving, just
Guides. Some of the older Knights believe that by releasing
too slowly for the casual observer to notice. The figures do
it, they also allowed it to travel back to form the many myths
not respond to attempts at communication except for with a
that led them to giving it the name they did.
Grail Knight.

Pyramid Magazine 38 Sci-Fi/Tech II


The Temple is a large stone edifice surrounded by a force to help control the vines but she is also very interested in
field that maintains a habitable environment. Inside, numer- hearing about the Grail. If the party hampers her efforts or
ous ancient Grail Knights tend the machinery that makes new refuses to answer her questions about what happened, she
Knight armor. One of these is Jan Creel, almost impossibly loses her temper and attacks them before fleeing out onto
old. (If the Knights know what’s slowing the aging process, the moon and disappearing. If the party shares their infor-
they aren’t talking, although either their armor or exposure to mation, she thanks them before leaving as mysteriously as
the Grail itself are likely candidates.) she came.

In a Campaign
Questing and Grail Knights can be found through- Alien Knights
out the galaxy. They are driven by their Vow or Sense While the Grail is a human myth, other race’s histories
of Duty, and their methods can vary wildly. As such, have similar stories. The Kronin (GURPS Aliens, p. 68) have
they can be allies or enemies, depending on how their tales of the Cup of Honor, which returns the Honor to a war-
goals intersect with those of the protagonists. Some rior no matter what their failings. The Gormelites (GURPS
Questing Knights have no problems destroying a set- Aliens, p. 80) talk of the Bleeding Skull of K’rath, which gives
tlement if they believe it hides secrets to the location of the drinker the ability to shrug off any wound. The Sparri-
the Grail. Others look for chances to prove their worth, als (GURPS Aliens: Sparrials) speak of the Cup of Many
believing that if they can show their strength in com- Scents, the aromas from which give wisdom, long life, and
bat, they will draw the Grail to them. If a Grail Knight the strength of purpose to lead. As such, many species beyond
recruited a Questing Knight, the Questing Knight is humanity can be found in the Knights’ ranks.
more likely to understand that only by putting their
negative feelings and actions behind them can they
find what they seek. Infinite Knights
While the Knights have their own method of By swapping the armor’s ability to travel between planets
transportation, nothing stops them from using more with a similar ability to dimension jump, the Neon Knights
normal means. A Questing Knight who refuses to can easily be added to a GURPS Infinite Worlds campaign.
improve may be denied their normal suit’s abilities Currently, no one outside of the Knights knows the location
(see Knightly Raiment, p. 37) and need to get around of the parallel with the Grail Temple. Even if questioned – a
like everyone else, or their Guide might decide that Knight couldn’t tell them. Their Guide will not release this
companions who have their own transportation would information and will self-destruct if it looks as though it’s
be helpful in the current quest. A Grail Knight often going to be captured and dissected.
travels with others, either because they are evaluat- The Patrol has heard stories of the Grail Knights and
ing them as potential recruits or because they enjoy would like to examine their armor, as the technology is far
the companionship. In both cases, the player and GM beyond anything they currently can access. However, ISWAT
should discuss the reasons the Knight has chosen to operatives have worked with Knights in the past, and Director
team up with the rest of the party. Most Knights are Skorzeny has given orders to stay on their good sides.
solitary, though sometimes they band together against Centrum currently views the Knights as a threat, as their
a galaxy-threatening event. actions have been known to throw the work of the Uplift
Service out of whack. They would also be very interested
Adventure Ideas in taking apart a Knight’s armor to find out more about its
• The party finds a dying person, old and badly parachronic travel capabilities.
wounded. He tells them his name is Elphias Buchannan The Knights and the Cabal do not get along. The Knight’s
and asks them to find a Grail Knight to take him home. armor works in parallels where high technology generally
He tells them he found the Grail but was betrayed by doesn’t, threatening the Cabal’s dominance in such areas.
his companions, who stole his armor while the Grail And, although the Cabal would also quite like to own the
fled. Elphias has only a vague idea for how to find the Grail, having a group of heavily armed and armored fanatics
Knights. The party must decide what to do with this looking for it is not in their plans.
information and request. The SS Raven Division has been trying to discover more
• While visiting a mining colony on an airless moon, about the Knights with a view to forming an alliance with
the party hears rumors of plant life nearby. Investigat- them. However, a Knight’s Sense of Duty would probably
ing the area, they find a writhing mass of purple vines, cause them to have issues with this.
at the center of which is the Grail. It imparts several With the disparity between the Knight’s equipment and
visions of places it will be (or has been) and then disap- that generally available to the factions in the setting, a cam-
pear. After it’s gone, the vines continue to grow across paign with a small party of Knights traveling between paral-
the moon; they drain energy and soon begin to attack lels doing good, fighting various threats, and searching for
the colony, looking for food. Assuming the party stays the holy grail has the potential to be a fun slugfest. Adding a
to help – possibly forced to if their ship is disabled – a Knight to an ISWAT team is also a possibility if he can con-
mysterious figure in glowing armor arrives. She refers vince the Guide that it’s for the greater good.
to herself as a Questing Knight; she does what she can

Pyramid Magazine 39 Sci-Fi/Tech II


Her Sails in
Silence Fall By J. Edward Tremlett

Space is cold, endless, and hungry. It’s also very fickle. Not passed the Pluto-1 beacon, at which point the ship dropped a
everything that goes out comes back, and not everything lost signal-amplification buoy off every fifth year, as planned.
out there stays gone either. For the next 10 years, everything was textbook perfect.
There are countless tales of galactic Mary Celestes, floating Many valuable insights and discoveries regarding trans-Nep-
between systems – spaceships thought lost or destroyed that tunian space, brain activity in long-term cryosleep, and AI
mysteriously reappear. A lucky few might get near such a mys- functioning were made. Jim made reliable reports and seemed
tery, maybe even step aboard briefly; others might be luckier to be doing fine. In fact, he was “growing” in maturity.
still to capture one for salvage. But depending on what strange Then one day, after an hour of unusually ratty data, Jim
fate befell the ships, the luckiest might be those who only see made a surprising pronouncement: “The mission is lost.
them from afar. Please be kind.” The Lovell’s telemetry ceased. The engineers
Here is a systemless look at three such vessels. Their known at Europa tried to remote restart the ship, but nothing hap-
(or rumored) histories are given, along with broad descrip- pened. With no chance of launching a rescue, the mission was
tions, what is generally known to have happened, and a few considered a failure.
possibilities for what really took place on board. Exact dates The final report faulted the AI, with the dockside cybernet-
are not given so as to allow the GM more freedom at placing icists sharing the blame. They’d noticed slow changes in Jim’s
these derelicts within a particular campaign timeframe. tone, but they had put that down to emotional growth and not
reported it up the chain. In time, the Swigert would succeed

Lovell where the Lovell failed, using faster engines and a seasoned,
“fully mature” AI.
Intended to be the first occupied vessel to navigate to the The first permanent way station before the Oort was
Oort cloud’s inner edge, the loss of the Lovell set the Great named after Model. For several years thereafter, trans-Nep-
Leap Outward back by a few decades. tunian probes in that quadrant were programmed to look for
The ship was an Elcano-class exploratory vessel, specially the Lovell, but they only found the two buoys. Departing ships
designed to carry extra scientific modules and fuel. The mis- heading for certain stars occasionally pick up a “blip” in that
sion required only 14 souls, who would spend most of the 40 area, but salvage ships always return disappointed.
year round trip in cryonic preservation. The Lovell’s AI (“Jim”)
had mission oversight and maintained near-constant commu- The Ship
nication with Jupiter Station.
Elcano-class ships were best described as pistons with
The commander was Bryan Model, who had led three
long, spiky shafts, spun to allow for Earth-normal gravity at
other cryosleep-expeditions and spearheaded the effort to
the extremities. The Lovell’s wide, cylindrical head had five lev-
realize this mission. Second in command was Myrna Estevez,
els, each possessing six wedge-like modules around a partially
who had previously served with Model. Chief engineer, and
pressurized central tube. All modules could be jettisoned, and
third in command, was Yuri Levenko – highly regarded but
habitation modules could connect to form a “lifeboat.”
headstrong. Dr. Karla Nelson was likewise well-regarded, but
The central tube’s front end was the main docking port.
not the first choice; the intended physician died two months
The engine and main power plant were in the rear, fed by
before final training, and Nelson was the best replacement.
external fuel tanks running along the modules. Solar panels
The remaining 10 were three engineers and seven scientists,
and antennae projected between the tanks at regular intervals.
who had all competed to be selected.
The top level was command and control, computers, com-
munications and sensors, two executive two-person habi-
The Saga tats, and the medlab. The next down contained two standard
The Lovell launched from Europa Dock 3 and spent the first five-person habitats, two laboratory/work modules, a recre-
week escaping Jupiter’s gravity. After that, they entered cryos- ation/gathering module, and Jim’s “brain.” The third had three
leep, the drive was engaged, and their 19-year trip out began. cryosleep berths and three cargo holds, the fourth was the sec-
Communication was relayed back to Europa until the Lovell ondary power plant and five scientific modules, and the fifth
was all extra fuel.

Pyramid Magazine 40 Sci-Fi/Tech II


The Fates base until the company achieved a near-perfect social and
psychological mix. Following Magnarson’s selection, the crew
Your Answer True: Jim was to blame. Obsessing over the
were put into cryosleep, transported to the Heliopause station,
historic Apollo 13 mission, the AI became convinced they were
and loaded aboard the Sigrun. The ship’s androids then guided
doomed. Deciding it was better to fail earlier rather than later,
it to the safe distance area, and waited for the previous ship
he shut down – killing the crew in the process. The Lovell can
to be exactly one year away before firing the mega-drive. Once
be restarted, but the AI will fight all attempts at resurrection.
at full cruising speed, it followed a trail of communications
Mean No Harm: The Lovell carried no armaments and was
buoys toward Proxima b.
helpless when the unfamiliar vessels approached – scram-
The next year, Jarnsaxa suffered two serious mishaps. A
bling the ship’s signals as they came. The AI could only regain
transport ship exploded on the way to Heliopause station. Not
enough control to state the obvious and beg for mercy. The
too long after that, a horrendous decompression wracked the
invaders showed none. The ship has several gaping boarding
station itself – killing a third of the crew. Subsequent govern-
holes, and its cryosleep wedges are gone. Jim can be repaired
mental investigation determined the blasts were caused by
and has internal video of the invaders. But who was it? And
poorly secured munitions, which the conglomeration was not
why?
licensed to have, much less transport.
Here We Remain: A number of religious groups came to
Jarnsaxa denied anything untoward, accusing rivals of sab-
declare that abandoning the solar system was tantamount to
otage. Investigators swooped in and froze all their companies
turning from the divine plan. Dr. Nelson belonged to one such
to make sure nothing was shuffled about. The resulting finan-
group, and she killed the original doctor to get aboard. She
cial crisis ultimately doomed the conglomerate to be broken
fed innocuous-seeming programs into the Lovell to collapse
up and then bought by its many competitors.
the AI, end all telemetry, and wake her up early. When salvag-
Fifty years later, the communications buoys lost the Sigrun.
ers locate the ship, the doctor’s body is found in the captain’s
The “deathboat” was not launched, which meant it was either
chair – surrounded by numerous “inspired” essays on why
powerless or instantly destroyed. The next ship in line could
humanity must stay where it was born.
have launched a probe to clear the way and
retrieve the black box, but there was no next ship.
No other corporation’s colony ships traveling near
that path saw the vessel.

Three space derelicts, One year after Sigrun’s loss, a computer


hack revealed that the company which absorbed
Jarnsaxa’s colonial holdings had found ultra-secret
out in the dark. plans, most of which were so scrubbed of details
only their names remained (Tyr, Skidbaldnir, and
Hofund). The sole intact plan, Vidar, called for
converting the Heimdalls into substantial weap-
ons platforms to blockade Proxima b. The plan

Sigrun included schematics to modify the ships, and it listed the


materials needed – the same things the investigators found
The Sigrun was not the first ship bound for Alpha Centauri, traces of in both explosions.
nor was it the only one lost along the way. It’s what happened Authorities on Proxima b eventually investigated, but they
after the vessel went missing that makes the story so intriguing. found no evidence the plan had been carried out. The still-
Like the 56 other Heimdall-class baseships launched by the operational androids showed no signs of harmful program-
Jarnsaxa Conglomeration – 42 of which arrived – the Sigrun ming, the Heimdalls had not been tampered with, and their
was built for a one-way, 150-year journey. Hurled at Proxima b cargoes weren’t militarized. That said, speculation remains
by staged mega-drive rockets, it carried 300 cryosleeping colo- rampant – especially when ships bound for Alpha Centauri go
nists, maintained by 50 androids. It had moderate armaments missing, or fight off attacks by an unidentified craft that looks
and 10 reusable landers. The central lander had enough pre- like a Heimdall and vanishes too quickly to pursue.
fab housing, hardy seeds, and cryopreserved stock to create a
self-sustaining colony. It also had sufficient supplies to main- The Ship
tain life aboard ship for a decade should ground conditions
prove initially insalubrious. The Sigrun was a tall cylinder, encircled at the top by a
An elected hierarchy ran the ship. Colony leader Snorri wide, slightly shorter toroid. The cylinder was the central
Magnarson was backed up by Miike Hiro, and assisted by lander, designed to detach from the outer, spinning ring to
Wanda Olafsdottir (Security Chief), Barbara Koenig (Chief take colonists to the planet. The toroid would then remain in
Engineer), and Loren Sundvik (Medical Chief). Everyone was orbit, eventually joining with other Heimdalls to create large
cross-trained in at least two areas, with engineer-agricultural- orbital stations.
ist being predominant. The central lander held four stacked rear rocket stages.
Three were mega-drives, jettisoned when expended. The final
stage was the braking rocket for planetfall. Above that were six
The Saga levels: four levels with massive cargo compartments, one level
The Sigrun was constructed at Jarnsaxa’s Heliopause sta- with six 50-person seating areas, and a top level with comput-
tion from parts made at other inner-system stations. Crew can- ers, communications and sensors, a medlab, a power plant,
didates were tested and trained at the conglomerate’s Triton-7 and a double-sized command and control module.

Pyramid Magazine 41 Sci-Fi/Tech II


The ring contained four levels, with an ablative cover for take a ship anywhere within seconds. The Sigrun was
space debris. The top level had four hydroponic farms, a equipped with the prototype, but it proved highly danger-
docking berth, and a power plant. The second level down had ous, as the twin explosions showed. The Sigrun’s androids
six 50-person living quarters. The third had two recreation/ researched the problem for five decades before waking
gathering areas, two workshops, and two science modules. the crew to try it. It worked, but proved horridly inimical
The fourth had three 100-person cryosleep chambers, a med- to human life. It also fried both the androids and the gen-
lab, and two storage areas. Its sides bristled with antennas, erator, sending the ship into a cycle of random, hour-long
solar panels, and six short-range laser cannons, intended for appearances along its original flight path. Any human on
self-defense. board when the generator activates suffers the same fate as
the crew.
The Fates Slow Silent Vengeance: Jarnsaxa’s rivals at another com-
pany enacted a leisurely, well-planned revenge – sneak-
Sudden Deep Backstab: Vidar was real, and Sigrun was the
ing their people onto the Sigrun and reprogramming the
first. After 50 years, the androids killed the crew and shut off
androids. Then they destroyed the transport ship and station
the transponder. Following the conversion, they planned to
(see p. 41), planting evidence to blame the conglomerate.
link up with nine other Heimdalls over the next 20 years and
Fifty years later, their agents awakened aboard the Sigrun,
then blockade. But when Jarnsaxa was crippled, the androids
killed the others, and modified the weapons. The new crew
realized they’d be badly outnumbered. Still, they finished con-
then used the vessel to wreak selective havoc on rival cor-
version, awaiting new orders that never came. Every so often,
porations’ spacecraft. Up to half of all ships that have gone
they attack a ship for fuel and parts, quickly retreating if they
missing between the solar system and Alpha Centauri might
calculate certain loss.
have been their handiwork. The Sigrun is still out there,
Far Traveling Spear: Project Skidbaldnir was Jarnsaxa’s
somewhere, but who crews it now?
crowning achievement – a wormhole generator that could

Pyramid Magazine 42 Sci-Fi/Tech II


The Shining Pearl The Ship
Tubeships (sometimes called worldcraft) are a slow but
The tragic tale of the Shining Pearl is still sung and shared
across a thousand worlds – a heroic attempt to survive a sys- dependable means of generational space travel, requiring
tem-wide cataclysm, sadly undone by some still-unexplained truly massive resources to build. They look like a long, wide
flaw. Some say the ship is still out there, desperately trying to tube, often flared at both ends. The inside surface is lined
arrive at the destination. They may well be right. with powerful magnetic generators. The magnetic field (the
The Shining Pearl was a massive tubeship, cobbled together bend-drive) gently warps space-time just past the center
from all available orbital materials, with more than enough mass – propelling the ship forward at 10% of light speed.
space for billions to live and prosper. There was enough sur- A crystalline sheath covered the Shining Pearl three miles
face biomass to feed and oxygenate the entire ship, and the above the inner surface – magnifying starlight for crops and
massive foundries could provide anything needed. The pow- forming a protective ceiling. The long cylinder beneath, spun
erful bend-drive created incredible velocity, but even at full to maintain gravity, was predominantly agrarian with numer-
speed, it would take up to a millennium to reach their prom- ous centers of trade and entertainment. Below the dirt lay a
ised home. network of metal caves holding machines and supplies. Below
So long has the Shining Pearl sailed through the vast- those were the massive engines of the bend-drive, powered by
ness of space that the names of its original commanders are antimatter reactors that could be fed by anything.
shrouded in mystery. Some say the president of the largest A massive, miles-long hub, enclosed by a nearly feature-
landmass captained it; others say a royal family or high less wall, bisected the ship. Mighty engines contained therein
priest. Others claim a godlike computer ruled over all. One spun the world. All command and control functions were
ugly rumor maintains an unruly mob took the ship ahead of performed there, as well as all administrative matters, and
its launch, leaving behind those promised a berth in favor of the great foundries were maintained within. A high castle of
their rabble. sorts, the hub’s interior could only be reached by hovercraft
(or mile-high scaling ladders).
Along the outer surface were numerous exterior docking
The Saga berths. The plan was to build landers there, once the colonists
Secundus-3 had been settled for thousands of years when were nearer to their destination. The berths could also accept
a rogue world tumbled into sensor range. Their scientists any visitors administrators chose to allow in.
hoped it would settle into orbit, somewhere, but it soon
became clear its path would cause massive disturbances. It The Fates
also brought a number of trailing bodies, several of which
were planet-killers. Faster, They Cried: The Shining Pearl was 500 years into
Some panicked, and some denied the obvious, but the voyage when the people decided they’d had enough of liv-
enough cool heads prevailed to prepare. They had years after ing under a false sky. Their leaders tried to speak reason but
all – enough time to join hands to save what they could. As were not heard. The subsequent revolt put the wrong people
they labored to create a ship large enough to take most, or in charge. Their foolhardy attempts to modify the engines
even all, of Secundus-3’s inhabitants to safety, it became turned the bend into a knot. Now the ship skips across the
clearer that the worst-case scenario was certain. quadrant – its inhabitants doomed to eternally relive that
Some say the vessel launched in time, saving all who fateful last day. Perhaps some visitor can save them from this
would come and leaving only those who refused to go or were hell. Perhaps not.
deemed unable to travel to the spacecraft. Some speak of a Back, They Demanded: What was supposed to take cen-
frenzied last-moment escape, with a pitiful number of survi- turies took millennia instead. Discipline broke down, and
vors watching in horror as their world burned. Who can say? several generations went by much knowledge was lost or
The fact remains that the Shining Pearl escaped its planet’s became as myth. A new group of leaders decided they should
fate and began its generational trek toward what is called in return home, doubtlessly now a paradise, but reversing the
the tales Neo-Secundus. long-neglected engines partially broke them. The return voy-
What went wrong? Again, stories abound. The ship may age is halted every so often, as the reactors must be fed, and
have been attacked and left to float, or it suffered some bizarre the inhabitants would much rather feed curious strangers to
malfunction of the long-overworked bend-drive. Perhaps an the engines than their own people.
experiment went awry, or the colony entered an area where Stop, Said God: There was no warning, no premonition.
long-cherished laws of physics held no particular sway. One moment, the Shining Pearl was heading toward Neo-
Stranger things have happened, out in the dark. Secundus. The next, the vessel struck a time-space anomaly.
What can be said is that when the Shining Pearl is seen, it Whatever mired the ship confounded the bend-drive, caus-
is not there very long. It appears like a ghost – still spinning, ing spacecraft to be in several places at once. No one dared
but with no forward movement. It neither sends signals nor to turn off the drive for fear of tearing the ship apart. Since
replies, and scans for life and energy seem inconclusive. Then, that moment, the colonists have been stuck in a chronal fis-
just as a crew might think to board the ship, it is gone. sure, with different parts of the ship randomly appearing
Sometimes a careful eye can discern the presence of other in slivers across the galaxy. Centuries have passed, and the
vessels, docked alongside it – spacecraft of many civilizations, inhabitants have slowly mutated into beings who thrive in
from many times. It would seem some have managed to board such a climate. They do enjoy guests, though – their prim-
the Shining Pearl over the ages. Who knows what they may itive, linear minds are fun to torment before they’re fed to
have found. the engine.

Pyramid Magazine 43 Sci-Fi/Tech II


Whose Turf
Is This? By Sean Punch

Microsocieties are a staple of post-apocalyptic fiction. The Strengths: Qualities that contribute to the group’s success
best-known archetypes are colonies of cagey survivalists and and continued survival after the apocalypse. These can bene-
gangs of violent marauders – probably because they’re plau- fit adventurers aligned with the faction, or penalize efforts to
sible. When we’re feeling cynical, most of us fear that when oppose them in the domain where they’re strongest.
push comes to shove, many people would either hole up and Weaknesses: Issues that could work against the faction,
point weapons at everybody else, or go wild. even cause it to disintegrate. These shouldn’t be immediately
This is also a winning formula for exciting stories! Raiders obvious – learning such flaws ought to be an adventure in
try to pillage the fruits of the settlers’ labor, causing the col- itself!
onists to treat everybody else as an enemy. This creates ten-
sion, and tension drives adventure: Heroes might be promised
food and other survival needs by settled types – or weapons by AR 15th
marauders – to turn mercenary. They may simply be mistaken When things went south, the “preppers” were ready! They
for hated rivals and attacked. had food, medicine, tools, and other survival necessities stock-
However, it’s interesting if post-apocalyptic drifters occa- piled – often in bunkers. Many were preoccupied with guns
sionally interact with groups that don’t fall cleanly on either and ammunition. Among those people, the AR-15 (GURPS
side of this divide, or that defy categorization. Here are seven High-Tech, p. 117) was a very popular rifle.
examples to adapt to a GURPS After the End or similar cam- Once it became clear that there’d be no replacing certain
paign. Beyond use as encounters, these might serve as origins resources, many preppers got even stricter about caring for
for adventurers – though the GM may insist that PCs be out- firearms and rationing ammo. With the passage of years, one
casts from (or at least have no special “in” with) factions with such group adopted this code as a social philosophy, the AR-15
extreme views or above-average tech. from a militia flag becoming its symbol. The meaning of “AR-
Each group’s description includes this info: 15” was eventually lost – mutated into “AR 15th” and adopted
Structure: How the microsociety oper- as the colony’s name. In their mythology, that’s
ates and lives – especially, how it dif- the name of not a rifle but a military unit in
fers from setting norms. Any political the “Army of Order,” which will someday
or economic concepts named are only return for them.
weakly related to the rules on pp. B509- The AR 15th mostly resemble other sur-
510 and GURPS Realm Management, vivalist settlements, except that they have a
pp. 14-22. In those terms, these groups religious reverence for rifles (and not just
would fall somewhere between “anar- AR-15s!) – similar to the cross symbolism
chy” and “clan/tribal” politically, and sometimes associated with swords in the
be “traditional” economically, the latter Middle Ages. They’ve kept a surprisingly
modified with “subsistence” if settled, large number of guns functional, and have
“slave” if violent, and/or “unsustain- large stores of ammo. That would make
able” if they rely on picking the bones of them a force to be reckoned with, except
the pre-apocalyptic world. that they view their weapons as sacred
Resources: Anything to which these relics, for use only in dire emergencies.
people have above-average access in the Thus, they sit atop a priceless arsenal they
setting. Adventurers might barter for rarely touch.
such things, steal them, or be promised Those who cross the AR 15th soon learn
them as payment or bribes. that the group’s beliefs encourage them
Forces: What kind of resistance to break out their firepower against ene-
adventurers will face if they attack this mies their leaders identify as the “Army of
faction, steal from them, or enter their Chaos.” Provoking conflict with them means
turf uninvited. a religious war and a hail of bullets . . .

Pyramid Magazine 44 Sci-Fi/Tech II


Structure: Quasi-theocracy led by a voting counsel of war- Strengths: Unwavering faith, in both fire deities and one
rior-priests. Their colony is self-sustaining (it was founded by another. Unshakable sense of community – essentially perfect
preppers, remember) and largely isolationist, but sends out morale.
armed parties to investigate rumors of guns or ammunition. Weaknesses: No central organization to direct that perfect
Resources: Guns and ammo! Bunkers stocked with other morale usefully. Inbred pyromania means any big fire attracts
pre-apocalyptic supplies are rumored. them like moths.
Forces: A well-regulated militia, mostly not equipped with
firearms under everyday circumstances – although no patrol
is without a rifle. If they fear for their survival, they can field a Motorcycle Furies
force of riflemen capable of rivaling any in the setting. When the world ended, many people despaired and gave
Strengths: Deep knowledge of survival techniques – farm- up. A tough few rose to the challenge. Then there were the
ing, fishing, hunting, etc. – and of course of guns and ammo. inevitable opportunists, looting what the former abandoned
Above-average discipline. and trying to grab what the latter hoarded. Most of these
Weaknesses: Exploitable belief that somewhere out there, were unorganized, and quickly buried by prepared surviv-
an army is coming to save the day. Downright crazy ideas alists or what was left of law enforcement. Biker gangs were
about guns being holy. Xenophobia. another matter.
Outlaw bikers aren’t known for getting along with society

Divine Fire or rival gangs. Some live outside society, and are accustomed
to nights on the side of the road and days living as they please.
Hostility toward the beliefs and practices of minority Yet they have their codes and respect a certain style of life.
religious sects sometimes leads such groups to isolate them- And they’re organized.
selves. Genuine doomsday cults are often survivalists to This was the origin of the Motorcycle Furies. They repre-
begin with. However, most such factions are offshoots of sent what’s left after years of outlaw gangs shifting alliances
real-world faiths. and fighting one another, unchecked by pesky lawmen or
Not Divine Fire. polite society. More important, they’re among the few with the
Divine Fire didn’t even start out as a religious movement. knowhow and spare parts to keep motorbikes running.
It was a secluded outdoor festival (like Burning Man, but Anybody thinking of crossing the Furies should know:
more obscure) built around vaguely New Age values. Its Their tradition of marauding dates to decades before the
founders adopted fire as their symbol because it made for apocalypse, when even organized police struggled to contain
flashy nighttime spectacles. To go with this, they appropri- them. They take what they want. About the only way to strike
ated a miscellany of traditional beliefs about fire deities: a deal with them is to be a biker and show them you’re as
Agni, Brigit, Loki, Ogun, Pele, Vesta, . . . you name it. tough as they are.
The apocalypse came during one of their festivals. By
Structure: Pack led by the strongest, always on the move.
rights, a bunch of people partying in the wilds shouldn’t have
They don’t hunt, gather, plant, etc. – they take. Within what-
stood a chance. What saved them was having lots of camping
ever they currently deem their territory, they usually attack
gear and supplies – and being forgotten in the chaos.
on sight.
The organizers were strange, not stupid. They immedi-
Resources: Motorcycles, with the tools and parts to keep
ately set about converting the temporary encampment into a
them running decades after the last factory closed. Most of
longer-term settlement. The worse things got, the more per-
the bikes are adapted to run on alcohol, which they must be
manent this became.
distilling somewhere. Rumor tells of tankers full of it, pulling
Now, generations down the road, nobody remembers
portable stills from raid site to raid site.
much of this. The Divine Fire hunt, gather, do their best with
Forces: Motorcycle “cavalry” with melee and thrown weap-
crafts and farming, . . . and worship fire. Fire warms and
ons. Some use lances and sabers like actual cavalry; others
cooks – and burns enemies and cleanses evil. These aren’t
favor chains, barbed-wire bats, and similar stereotypical
your parents’ happy-go-lucky neo-hippies, but a disturbing
marauder-gang weapons. Leaders have and use handguns and
cult that tosses its foes into flames and burns them at the
shotguns.
stake. If there’s a volcano nearby, rest assured that they’re
Strengths: Mobility well beyond the usual for the setting.
using it, too.
Savagery.
Structure: Tribe with strong religious beliefs, but not a the- Weaknesses: Code of honor that – while violent and uncivi-
ocracy. Extreme egalitarian, communitarian values preclude lized – could be “played” to lure their leader into a dominance
genuine leadership. duel or the gang into a showdown. Also: savagery.
Resources: If it has to do with fire, they have plenty – fire-

Sky People
wood, charcoal, pitch, etc. If anybody possesses refined fuel
in the setting, it’s them; ditto fire-starters like matches and
road flares. In a campaign with plentiful high-tech arma- When you visualize the apocalypse, there are things you
ments, add incendiary weapons. can’t imagine surviving for long because they depend on too
Forces: A rabble distressingly well-armed with fire and much else: utility grids, factories, electronics, etc. Among
unnervingly skilled in its use as a weapon. Expect burning these are aircraft – fussy machines that spend as much time in
arrows and spears, flaming pitch, etc. If permitted to retreat maintenance as in the skies.
from direct conflict, they will – only to return later for some The Sky People – a name applied to them, not used by
nighttime arson. them – beg to differ.

Pyramid Magazine 45 Sci-Fi/Tech II


When everything went sideways, someone – some say a to a Ren Faire where everyone is earnestly serious about their
billionaire pilot, others a club of flying enthusiasts, yet others crafts and roles, because otherwise they’ll starve and die. Also
a group of military airmen – piled everything they needed to one where everybody talks strangely, dresses oddly, and has
survive into anything that could use a short runway, and flew made-up titles.
off into the sunset. They landed beyond the reach of casual
Structure: Self-appointed monarch and nobility telling
raiders; most people believe they’re based either on an island
everyone else what to do – but since nobody wants to be a
or in a valley hidden deep in the mountains. There, they built
nobody, everybody has a title of some sort. All living in a qua-
their own society.
si-medieval village surrounded by a palisade, in the middle of
Assuming the resources of people wealthy enough to own
farmed land, with livestock.
private aircraft – or pilfered from the military – this story isn’t
Resources: Anything a medieval village would have – most
utterly implausible. However, it raises the question of how
significantly food, and the tools and skills to work wood,
these pilots managed to respond so quickly. Even harder to
leather, textiles, and iron at medieval levels. Power in the form
explain is how they’ve kept some of their vehicles airworthy!
of horses and waterwheels.
Mostly unpowered gliders, true, but also autogyros and light
Forces: “Knights” with actual swords and armor, and even
prop planes.
a few horses; footmen with spears and polearms; and archers
If an adventure involves a voyage that absolutely, positively
and armbrusters. Their fighting is somewhat stylized – as are
requires an aircraft, your only option is likely the Sky People.
many of their weapons (some of which never existed outside
The catch? Finding their refuge, reaching it without your
of fantasy) – but they know battle tactics, and those weapons
own chopper or plane, and then convincing them to fly you
are definitely lethal.
(because you won’t get far flying at default skill).
Strengths: Organization. Working low-tech skills. An
Structure: Post-apocalyptic island or mountain utopia, iso- unwavering belief that they are civilization.
lated from the world and defended by natural barriers. Run Weaknesses: Absurdly idealized view of medieval reality
along corporate lines if the founder was a billionaire, accord- wherein romantic chivalry is taken seriously and people (try
ing to strange membership rules if it was a club, or similar to to) fight with triple-headed flails.
an airbase if it was military personnel.
Resources: Aircraft! And logically, some means of
maintaining and fueling aircraft. A billionaire may
well have set up a petroleum well and a small refining Microsocieties are a staple of post-apocalyptic
station; if so, that would be a prize far more valuable fiction. The best-known archetypes are colonies
than the vehicles.
Forces: Whatever is typical of survivalist colonies,
of cagey survivalists and gangs of violent
but with “air support” in the form of light aircraft marauders – probably because they’re plausible.
capable of dropping rocks, burning fuel, and even
primitive bombs.
Strengths: Extreme mobility. The ability to scout _
anyone or anything unopposed. S umatodoresu amurai S
Weaknesses: Vast resources tied up in maintaining aircraft Big cities hold vast resources but aren’t perforce wonderful
(of all things) in a survival situation suggests an irrational and places to be during an apocalypse. Between the raiders looting
therefore exploitable attitude. them and the press of panicked people fleeing them, the risk
of getting murdered or trampled is high. Depending on how
S ociety for
the end came, they may also be ground zero – for nukes, pan-
demic, even zombies.
C reative narchy A That doesn’t deter everybody. There are even weirdos who
like living in the perilous ruins. Most end up dead, but a few
You go off to an isolated location in the countryside to get lucky. Usually, they do so by getting organized.
dress up as medieval warriors and fight a mock war. You bring The best way to organize people is to give them goals and
tents, food, and various supplies for the duration. Then the tasks. Provide discipline and a code. And as much as possible
world ends. when the world is ending, maintain some semblance of the
Nine times out of ten, that story ends in “. . . and after habits and trappings of pre-apocalyptic life.
days, weeks at most, you have nothing left to eat and you This is easy for military groups (or even Boy Scouts), and
starve.” This particular group of reenactors took their hobby workable for religiously or politically motivated ones; such
very seriously, though. They’d studied not only the ever-popu- people are already organized and share a vision. Not everybody
lar whacking people with swords, but also useful trades like fits those categories, however. The Sumātodoresu Samurai
farming, spinning, and smithing. So, when everything melted (roughly, “Sharp-Dressed Samurai”) are a case in point.
down, they were ready. Nobody remembers who decided that (1) samurai would
They were also idealistic. They were going to rise to the be good role models for post-apocalyptic survivors, or (2)
challenge of the end of modern technology by resurrecting being sharply dressed would boost morale. All signs point to
medieval technology at any cost. And their leaders intended to fans of Japanese pop fiction. Somehow, it worked. This group
retain their titles – by the sword, if necessary. has managed to carve out a place in the urban ruins and drive
The result? A settlement that looks like something out of off challengers, sometimes wielding katanas pillaged from . . .
the Middle Ages and nothing out of the Middle Ages – closer well, that part is unclear.

Pyramid Magazine 46 Sci-Fi/Tech II


The code of the Sumātodoresu Samurai can be summed of out-of-the-way land and quickly became a destination for
up as “Honor, brotherhood, and style.” After looking after slasher, vampire, and zombie fandom.
survival needs, they spend much time salvaging, repairing, When things went bad, the VAM reacted in two ways.
and cleaning clothing found in the city ruins. Don’t mistake First, it shifted from somewhat self-sufficient to as self-suf-
this for softness, though – they will cut you if you disrespect ficient as its members’ skills and resources allowed. Second,
them, and they know their territory so well that you won’t see it thrived in the horror of the situation. Its inhabitants were
them coming. shaken and saddened by the devastation of civilization, but
they were also artists – it was their duty to document the
Structure: Bizarre, semi-feudal social club based on a pot-
events in art, and their art was a disturbingly good fit.
pourri of views on how Japanese society worked in the Heian,
Today, the VAM is just another survivalist settlement.
Sengoku, Edo, and Meiji Periods, and how yakuza culture
Well, not quite. While largely nonviolent, they’ve had their
works in manga. Which is to say, a mishmash of real-world
share of conflicts, and they’ve done creative . . . things
and fictional social ideals. Living in the ruins like rats – but
with the corpses. They also dress the part. If zombies don’t
well-dressed rats.
exist, they seem to be here thanks to makeup. If zombies
Resources: Not much, aside from fancy clothing and obso-
do exist, the VAM is where to go if you plan to imperson-
lete weapons.
ate them – but anyone who doesn’t know they’re weirdos in
Forces: Sneaky ambushers with Japanese martial-arts
makeup is likely to target them.
weapons and parkour skills.
Strengths: Unequaled knowledge of every bit of their urban Structure: Collectivist community where the best artists
domain, from the highest rooftop to the deepest sewer – any have the loudest voices, working a large piece of isolated land
encounter will be on their terms. Great morale despite it all. peppered with unsettling sculpture.
Weaknesses: Obsession with misunderstood honor codes Resources: Art, to those who still value it. More convention-
and fancy clothing. ally, lots of knowledge – the VAM was an intellectual enclave,
so if anybody has books and recordings containing important

Villaggio teachings, they do.


Forces: Whatever is usual for isolated survivalist colonies,
dell’Arte Macabra
but creepy. Warriors dress as monsters or wear corpse makeup,
and are covered with blood – some of it real. Given any time to
There are many reasons to build a colony apart from civ- prepare, they’ll deploy exceptionally effective camouflage and
ilization when the world isn’t ending. Strongly held religious convincing decoys.
or political beliefs are best-known, but artistic views can also Strengths: Unbridled idealism and a spirit of mutual
lead down this road. The result is the “art commune.” cooperation. On average much smarter than most potential
The Villaggio dell’Arte Macabra (VAM) is such a place. It enemies.
was founded by a loose collective of artists and activists fasci- Weaknesses: Unbridled idealism even when that’s unwise,
nated by shock media – more specifically, art and propaganda like seriously believing that dressing like a slasher makes you
that transplant the horror-movie aesthetic to other artforms, fight better, and gullibility toward anyone claiming to love art
traditional and technological. They squatted on a vast plot or collectivism.

Pyramid Magazine 47 Sci-Fi/Tech II


Random
Thought Table
Slug-Tech
By Steven Marsh, Pyramid Editor

Between the beginning of Star Trek: The Next Generation laser eye surgery, cell phones, print-on-demand tech-
and Star Trek: Deep Space Nine, 11 years pass. During that nology . . . (Is it too self-serving to say how cool it is that
time, significant technological advances are basically non- the GURPS On Demand program – sjgames.com/gurps/
existent; you could watch the first episodes of The Next ondemand – exists? As someone who scrambled too often to
Generation and the last episodes of Deep Space Nine, and the find out-of-print books to build my library in the 1990s, the
day-to-day tech is pretty much the same (barring time-travel ability to get them at the click of a mouse would blow my
shenanigans, of course). young-adult mind . . .)
Star Wars as a franchise has a similar stagnation in Yet futuristic settings tend to get stuck in the mud, and
their tech, with fundamental (admittedly iconic) technology multiple decades can pass without any seemingly meaning-
unchanged over hundreds of years. About the only big tech- ful innovations or tech that affects day-to-day folks.
nological advances come from asking the fundamental ques- Normally this would be the time when we’d take the
tion: “What if damage, but bigger?” opportunity to encourage futuristic gaming tables to advance
From the perspective of an audience and the creative technology to be as weird and innovative as their real-world
forces behind these properties, this makes total sense. World- modern-ish counterparts. Instead, let’s look at some ways we
building and advancing a timeline is expensive and takes a can make this stagnation make sense.
fair bit of effort, for (generally) negative payoff. The joys of
a TV series come from visiting with familiar characters and
settings, and any resources that would be devoted to making The Frontier Is Here
the world different have a chance at alienating the audiences. Many science-fiction settings take place in what one
From a modern perspective, this is weird. Technology would think of as “the frontier,” exploring worlds in the far
since the modern era has advanced at a rapid clip. Consider reaches of known space. One reason that innovation might
that – if we stretch backward the 11 years of the Next be kept to a minimum in such circumstances is that going
Generation/DS9 timeline to our own reality – you’re looking with what is known reduces the chances of problems com-
at a world either before or in the earliest days of the iPad, ing from tech that hasn’t remained in use for a long time.
3D printing, voice-command (such as Alexa and Siri), and Those who are in a tin can flying to another star probably
cryptocurrency. Whether or not these are all good advances doesn’t want to trust their lives to the 24th-century equiva-
(rants supplied on request), the fact is that these have all lent of Microsoft Bob.
changed the world in ways big and small. If you had a story Similarly, tested technology has a lot easier chance at
set in 2008 and a sequel set today, the latter could have being understood and mendable by folks in limited situa-
someone using voice-commands on their tablet computer to tions. Sure, flip-switch tech may seem antiquated, but it’s
pause their 3D printer so they can check on their crypto- a lot easier to kludge a fix using multi-purpose wires and
currency . . . and it would be near-incomprehensible if that spare parts than needing to replace an entire one-piece
story dropped in a 2008 person’s lap. touch-screen digitizer panel when it dies, taking all controls
The past decade or so has seemed – to your humble edi- with it.
tor’s eyes – a relatively tame one, at least as far as technol- In this case, it might be assumed that technology is
ogy and innovations. Compare (say) 1979’s tech with 1990’s advancing . . . just not where the heroes are. This can open
tech, or any random bit of kit from 1987 with a Windows some interesting gaming possibilities when the explorers are
98 machine hooked up to the Internet, and it truly feels reunited with the world they left behind. At the end of a five-
like a decade is a long time for tech to remain stagnant in year journey, “home” could have new forms of tech, enter-
a fictional setting. Computers, ATMs, soft contact lenses, tainment, and ways of engagement.

Pyramid Magazine 48 Sci-Fi/Tech II


Space Is – Like – Really,
Out With the Old . . .
Really Big One aspect that often comes with new technology is
Another element that can hamper innovation is the the jettisoning of old equipment in the process. Although
scope of the universe itself. Getting tech from place to perhaps not as frequent as the arrival of innovations, the
place is hard, and what is common or popular in one phasing out of old tech is common enough that it’s quite
place may be nothing more than a myth or unrealizable likely most readers have memory of something that’s
promise in another. Even on our own planet, a huge dis- gone to the wayside. (See Data Birth, from Pyramid #4/5:
crepancy exists in the various technological advances in Modern/Action II, as one example of this in action.) Thus,
common use among different countries – or even regions another way to emphasize the progression of time is for
within a country. heroes to return to a society after being away and having
This can be especially true if technology need other others comment on gear they’re using: “Wow, a stand-
innovations that are unrealized or unrealizable elsewhere. alone scanner? I haven’t seen one of those in a few years;
As an example, on Earth many rely on GPS technology we just use an app-chip on our comdev . . .”
every day . . . especially those of us who are terrible at
directions and yet insist on driving, to our spouses’ terrified
chagrin. Speaking hypothetically. However, GPS technology
for. However, the GM who wishes to reign in such advanced
is only possible because of the existence of orbital satellites
tech can add a bit of realism by showing why the cutting edge
doing the heavy lifting of providing that data; a GPS device
of science can sometimes make you bleed, with scenarios that
taken to another planet will not work.
highlight the challenges that prevent the nifty equipment from
Thus, different technology could exist in different parts
becoming more widespread.
of the galaxy, but the underpinnings that allow tech in one
region to work don’t exist in the rest of the cosmos. Maybe Example: As it turns out, the FTL communication network
this planet alone (so far) has a stable-enough tappable geo- is fundamentally unstable after a few years. The PCs arrive just
thermal system to provide the cool self-flight rigs that every- as that sector goes off the grid and while the system’s scientists
one on the world uses. Or perhaps this sector of space is the are struggling to revert to earlier, less-complex technology.
only one that has the ultra-high-frequency FTL communica-
This means that these pockets of new technology can
tion network installed throughout its boundaries that allows
provide two opportunities for gaming adventure: one as the
for instantaneous information transmission. Such pockets of
heroes get to play with awesome new tech, and a follow-up
increased tech can provide a change of pace for travelers (and
as they get to deal with the repercussions of that once-consid-
players), while ensuring that the rest of the cosmos remains
ered-awesome tech.
the easily accessible universe that the gaming table is looking

Pyramid Magazine 49 Sci-Fi/Tech II


The Future Is Here three? Yet such would be huge for those who regularly use
them in the setting.
but Invisible Include these invisible innovations in a campaign by
casually mentioning them. If adventure sessions start with a
As another possibility, maybe there is technological “news from the setting” segment (a technique I wholeheart-
improvement, but it’s not immediately obvious or noteworthy edly endorse), make note that a significant flaw was patched
(to folks in the universe). For example, automobile technol- in the FTL software most ships use, and routes using a
ogy has been largely unchanged at its foundational roots for quad-vector pass-by are now about 11% more efficient than
the past few decades; a driver from 1982 could get behind the they were previously. Or an innovation in space paint allows
wheel of a 2022 gas-powered car and drive away without too for greater variety in color and reflectivity for new paint
many issues. However, much of the underlying technology jobs. Maybe the AI that directs personal reminders has been
is different enough that it’s truly revolutionary: improved improved to automatically codify its notifications in a way
safety, increased crash resistance, higher efficiency, and that front-loads the most-essential notices, or gives them
super-tech computers that chart what’s wrong. Similarly, in greater authority. Again, these would all be neat for day-to-
the modern world, if computer encryption advances from day folks in the setting, but would have next-to-no effect on
64-bit to 256-bit, or compression technology means that a the campaign.
video that would take 64 gigabytes only takes four, that’s And yet, enterprising players might make use of them! If
huge for their respective industries but basically invisible for the GM casually mentions that encryption techniques were
end users. upgraded on modern vessels to prevent a form of remote
Conceivably, plenty of technological innovations happen access, then a group who encounters an abandoned ship
behind the scenes, which don’t affect the PCs in any mean- might wonder if that old vulnerability still exists and they
ingful way. From a game perspective, who cares if the laser can exploit to gain access. Let them! It’s a great way to pro-
sword needs to be recharged every 12 weeks instead of every vide temporary bonuses to skill rolls, make the setting come
alive, and encourage the players to interact and pay attention.

The End of Science


To Everything, It’s also possible that innovation is just . . . impossible.

There Is a Season That is, the advances that have been made are the end of
the road as far as science goes in the setting, at least for
This article assumes a cosmos where tech is big developments. This is most likely due to limitations of
“neglected” due to inertia or oversight from the devel- the universe itself. For example, for a while it seemed like
opers (or GM). However, it’s entirely possible that such Moore’s law – the observation that the number of transis-
lack-of-motivation is intentional – or, at least, part of tors in a chip seemed to double every two years – was an
the larger story of society or the world that the GM is immutable fact of the universe. However, in recent years,
trying to craft. For example, maybe the GM wants to this progress has slowed, and there’s discussion about
describe a cycle of innovation, refinement, adaption, a future where Moore’s law just doesn’t apply. When sub-
and stagnation in the cosmos, and humanity is just atomic particles are just too chunky to squeeze any faster
between stages at the time of the campaign. through bits of magical flattened sand, the end of the road
GURPS Future History is particularly invalu- might be near.
able to chart out the implications of such decisions In a specific campaign, maybe there haven’t been any
and outlooks, especially its section on Cycles (Future improvements to hyperspace speeds or weapon-penetrative
History, pp. 21-24). abilities because they’re as good as they can get – at least,
in that area of progress. On Earth, we’ve had countless

Scale Appropriately millennia, and we still haven’t come up with a day-to-day


replacement for the wheel, because it’s about as efficient and
This article speaks in broad strokes of the “cos- practical as the laws of physics will allow.
mos,” other worlds, the galaxy, etc. This is because Of course, science has thought it hit dead ends in the past.
some of the most common and popular examples of Perhaps innovators (and the GM) could come up with some
seemingly stagnant technology come from long-run- significant improvement or development that shakes up the
ning settings that are decidedly larger and higher-tech universe. The setting’s “next generation” may have innova-
in scope. tions and technology that the current one can’t even fathom.
However, everything discussed here can be applied
to smaller scales as well. A near-future campaign
that focuses just on this solar system – or even just About the Editor
on Earth – can find itself with seemingly unchanging Steven Marsh is a freelance writer and editor. He has con-
tech for a long span. In fact, it may even be easier tributed to roleplaying game releases from Green Ronin, West
to regress in some ways – right now, we’re a long way End Games, White Wolf, Hogshead Publishing, and others.
from the era of folks traipsing around on the moon. He has been editing Pyramid for almost 20 years; during that
time, he has won four Origins awards. He lives in Indiana with
his wife, Nikola Vrtis, and their son.

Pyramid Magazine 50 Sci-Fi/Tech II


About the
Authors
Jason Brick is a freelance writer whose 30-year gam- teamed up with the same author for the Olan-Pok Quintology
ing habit has included all four versions of GURPS, plus for Gaming Ballistic. He’s been featured in the anthologies
countless other systems. His work can be found in maga- Spring Forward Fall Back, Upon a Thrice Time, and Ride the
zines worldwide. In his spare time, he enjoys travel, mar- Star Wind, and in the magazines Bleed Error, Underbelly,
tial arts, and time with his family. Read more at his blog, and The End is Nigh. He was also webmaster of The Wraith
writelikehell.com. Project. A former guest of Dubai and South Korea, he cur-
Rory Fansler (also known as “refplace”) started roleplaying rently resides in Lansing, Michigan, with a cat and enough
games with the original boxed set of Dungeons & Dragons Lego bricks to assemble a Great Old One. Hopefully it will not
and enjoys a variety of genres and making up worlds to play come to that . . .
in. He favors kitchen sink campaigns and a system that lets Matt Wehmeier was inspired to write Palyatnik by the real-
you fine tune it to your needs, so naturally GURPS is his favor- life abandoned Soviet mining colony of Pyramiden in Svalbard,
ite RPG! He also has a blog aimed at assisting and attracting Norway. An experienced traveler of the infinite worlds, he
GURPS newcomers at refplace.blogspot.com. holds degrees from Carthage College and the University of
Phil Masters is the author of numerous GURPS books, Chicago. His counterpart on Homeline is a senior analyst at
including the Fourth Edition GURPS Steampunk series and Infinity specializing in Western and Central European com-
the Discworld Roleplaying Game, as well as of many books parative politics.
for other games and a roleplaying game of his own creation,
The Small Folk, which can be found at warehouse23.com/
products/the-small-folk. He has more works coming from
Steve Jackson Games and Pelgrane Press, among others, in
the near future.
Simon Proctor has been an avid role player ever since his
mother got him Dungeons & Dragons for his eighth birth-
day. He’s been a fan of GURPS since he first played Man to
Man in school and has used it to run many different games
across many different genres. These days he’s a web developer
and father living in Scotland and trying to find time to run yet
more games.
Sean Punch set out to become a particle physicist in 1985
and ended up as GURPS Line Editor in 1995. In that capacity,
he has written, edited, or contributed to hundreds of GURPS
releases, revised the game into its fourth edition (2004),
and been a regular contributor to Pyramid magazine. From
2008, he has served as lead creator of the GURPS Action and
GURPS Dungeon Fantasy series; work on the latter led to his
design of the Dungeon Fantasy Roleplaying Game, released
in 2017. Sean has been a gamer since 1979, but devotes most
of his spare time to Argentine tango. He lives in Montréal,
Québec with son amour, Geneviève.
Matt Riggsby is trained in anthropology and archaeology
and, like the rest of his generation, has a job in computers. He
works for an international healthcare IT company and lives
with his lovely and talented wife, an above-average child, and
a pack of dogs.
J. Edward Tremlett (a.k.a. the Lurker in Lansing) has had
some interesting times. In addition to his numerous credits at
Pyramid Magazine, he co-wrote GURPS Horror: Beyond the
Pale with Christopher R. Rice for Steve Jackson Games, and

Pyramid Magazine 51 Sci-Fi/Tech II


About GURPS
Steve Jackson Games is committed to full sup- ideas to add to your own game! The Pyramid web page is
port of GURPS players. We can be reached by email: pyramid.sjgames.com.
info@sjgames.com. Our address is SJ Games, P.O. Box Store Finder (storefinder.sjgames.com): Discover
18957, Austin, TX 78760. Resources include: nearby places to buy GURPS items and other Steve
Jackson Games products. Local shops are great places to
New supplements and adventures. GURPS continues to
play our games and meet fellow gamers!
grow – see what’s new at gurps.sjgames.com.
Bibliographies. Bibliographies are a great resource for
Warehouse 23. Our online store offers GURPS print
finding more of what you love! We’ve added them to many
items, plus PDFs of our books, supplements, adventures,
GURPS book web pages with links to help you find the
play aids, and support . . . including exclusive mate-
next perfect element for your game.
rial available only on Warehouse 23! Just head over to
Errata. Everyone makes mistakes, including us – but
warehouse23.com.
we do our best to fix our errors. Errata pages for GURPS
Internet. To discuss GURPS with our staff and your
releases are available at sjgames.com/errata/gurps.
fellow gamers, visit our forums at forums.sjgames.com.
You can also join us at facebook.com/sjgames or Rules and statistics in this book are specifically for the
twitter.com/sjgames. Share your brief campaign teasers GURPS Basic Set, Fourth Edition. Page references that
with #GURPShook on Twitter. Or explore that hashtag for begin with B refer to that book, not this one.

STUCK FOR AN ADVENTURE?


NO PROBLEM.
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game adventures and supplements
in print and PDF formats.

l Free downloadable adventures for GURPS and In Nomine!


l Fun gaming accessories – shot glasses, shirts, specialty six-siders, and more!
l PDFs from Atlas Games, Amarillo Design Bureau, Goodman Games,
and many others – plus gems from the up-and-comers.
l Original material for Transhuman Space and new GURPS supplements
from Kenneth Hite, Phil Masters, David Pulver, Sean Punch, and
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l Fully searchable files of GURPS Fourth Edition supplements.
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of ADQ to GURPS China and GURPS Ice Age.
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Pyramid Magazine 52 Sci-Fi/Tech II

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