051 Tech and Toys 3
051 Tech and Toys 3
051 Tech and Toys 3
Editor-in-Chief ❚ STEVE JACKSON Art Director ❚ SAMUEL MITSCHKE Chief Operating Officer ❚ PHILIP REED
e23 Manager ❚ STEVEN MARSH Assistant Art Director ❚ Director of Sales ❚ ROSS JEPSON
GURPS Line Editor ❚ SEAN PUNCH BRIDGET WESTERMAN Page Design ❚ PHIL REED and
Assistant GURPS Line Editor ❚ Production Artist ❚ NIKOLA VRTIS JUSTIN DE WITT
JASON “PK” LEVINE Prepress Checker ❚ MONICA STEPHENS
Pyramid, GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. e23 and the names of all products
published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license.
Pyramid is copyright © 2013 by Steve Jackson Games Incorporated. All rights reserved. Version 1.1 (January 2013).
Submission of your photos, letters, humor, captions, and marginalia constitutes permission to Steve Jackson Games Incorporated to use them in all media.
All such submissions become the property of Steve Jackson Games Incorporated and will not be returned.
The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please
purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated.
The implementation of thermobarics may offer the first major shift in explosives
application since the introduction of the shaped charge. If the underlying principles
can be understood and consistently controlled, a significant new weapons system
or series of weapons systems may become available to the warfighter.
– National Research Council, Advanced Energetic Materials
CORE TECHNOLOGIES
Antibiotics. Fission power. Transistors. All technologies build titanic artifices to live and travel among the stars, and
that reshaped society. And the future will bring new technolo- power the ubiquitous electronics that permeate the very air
gies, new changes to the lives of billions. and bodies of the citizens. See Civilization and Power in Ultra-
Tech (p. 21) for examples of power sources that can be tapped
at each TL.
POWER
Kardashev’s calculation of the energy needed to transmit vast Nuclear-Enhanced Mana Area
quantities of information from more highly developed civiliza-
tions to ones less developed led him to postulate the existence of (NEMA) Reactors (TL7^)
three types of technological civilizations. The amount of energy it These technomagical fission reactors form the cornerstone
controlled determined the type of each civilization. of the thaumatologically enhanced civilization of GURPS
– George Basalla, Civilized Life in the Universe Technomancer. They exploit the close relationship between
radiation and necromantic magic to produce both electricity
Ultra-tech societies are energy-constrained systems. Craft- and exotic oz particles that can be readily channeled by those
ing everyday miracles requires an astounding amount of with Magery. NEMA reactors create a high mana zone that
energy if the society wants to dig ever-deeper into the crusts of mages can use, in addition to providing an almost unlimited
planets and asteroids, refine and assemble advanced materials, source of energy.
GENERAL EQUIPMENT
The equipment in Ultra-Tech is personal. The gadgets are losing most of my sex drive, or even risking the occasional “seri-
powerful, but they expand the possibilities of character inter- ous” side effect . . . so long as I felt safe.
action rather than with replacing it
with bolts of scientific lightning.
However impressive the hard-
ware, it remains a tool; built to Combofoods
serve the mind and hand (or tenta- Advanced technology allows for unusual combinations of tastes that could never be
cle) that wields it. found in nature. These are genetically engineered (TL9) or vat-grown (TL10) foods
designed with exotic aromas, flavors, and textures. For example, “alibanas” – tailored
F OODSTUFFS
bananas with scaly skins that taste like a combination of alligator meat and banana –
may be the latest taste sensation that is sweeping the nation!
When early versions of Parepin
first went into our water supply, Fauxfoods
the brief outcry was squashed pri- These are foods with no special properties, but are marketed so that many buyers
marily by evoking the horrors of believe they do. These are candidates for minor addictions or quirk-level delusions
bioterrorism and presenting and obsessions. Examples include:
Parepin as a key defense.
“Would you rather suffer a few Black Bear Beer: “Taste the bear bile advantage!”
mild side effects, or put yourself Maas Dreambars: “We imagine for you.”
and all your loved ones at risk of Mars Chocolate: “From authentic Martian spidergoats!”
dying a gruesome death?” Orbital Farms Dairy Products: “Low-G means low fat and big taste!”
I know what my answer was for Technogen Sweetmeats: “Serving up automatic emotion.”
a long time. I didn’t care a bit about
being constipated, or twitchy, or
WEAPONRY
I am Light Plasma Projector, model LPP 91, series two, con- store via command buttons. Unauthorized use is both prohib-
structed in A/4882.4 at Manufactory Six in the Spanshacht- ited and punishable. Skill requirement 12-75%C.
Trouferre Orbital, Ørvölous Cluster. Serial number 3685706. – Iain M. Banks, State of the Art
Brain value point one. AM battery powered, rating: indefinite.
The power and scale of ultra-tech weaponry cannot
Maximum power on single bolt: 3.1 ¥ 810 joules, recycle time
be overstated. Even the most libertarian societies will
14 seconds. Maximum rate of fire: 260 RPS. Use limited to
restrain killing technologies out of a desire to preserve
Culture genofixed individuals only through epidermal gene
the continuity of civilization in the event of a conflict.
analysis. To use with gloves or light armor, access “modes”
Notes
[1] Plasma explosive damage also has the surge damage modifier (p. B105).
Notes
[1] Produces an explosive cloud that is then detonated. Blast radius is increased (see Explosion, p. B104); damage is divided by
2 ¥ distance in yards from the blast instead of the usual 4 ¥ distance. Only works in atmosphere.
[2] Isomer explosive damage also has the radiation damage modifier (p. B105).
Advanced Explosives
Ultra-Tech makes rather conservative assumptions Explosive Swarms
about the power of TL9+ explosives, both for demolition
A one-square-yard collection of swarmbots (Ultra-Tech,
use and explosive filler, in order to keep warhead damage
pp. 35-37) using a modified Pollinator design can carry up
somewhat reasonable and provide a niche for nuclear and
to a pound of explosives and a distributed detonation sys-
antimatter weapons. However, realistic energetic materials
tem. Divide the explosion damage by (2 ¥ distance in yards
could be many times more powerful than the default com-
from center of blast).
pounds!
The explosives listed in the Advanced Explosives Table
(above) are difficult to synthesize and have limited applica-
tions due to safety or proliferation concerns. The costs reflect an edge in down-and-dirty brawls and scrums. Commandos and
late-TL improvements. Multiply cost by at least ¥10 for early spies will still carry knives and the like for discrete violence, of
experimental use. course.
Ultra-Tech Swashbuckling
Those with a taste for swordplay may wish to stack the Campaigns set in environments where a stray shot
deck in favor of melee weapons by carefully selecting situ- could prove catastrophic – such as aboard a starship, space
ations and technologies to encourage their use over station, or domed city – will almost certainly outlaw the
firearms in their campaigns. classes of ranged weapons preferred by adventurers. How-
ever, they may still permit melee weapons for self-defense.
Law and Custom Of course, less-than-lethal weapons (such as stunners)
I, Mark Phellius of the Independent Republic of New might be able do a similar job, but where’s the fun in that?
Samarkand, given the insult to my word and honor, demand
satisfaction from Phi’kl’ataraph of the N’kan Empire by Special Protection
blood and blade. Woe! Only a slow moving mass can penetrate the Over-
lord’s Shadowfield! If only there was some way to still
Legal codes or social customs, enforced by sophisti-
injure him through the direct application of kinetic energy.
cated detection systems, make it a felony or very bad man-
But what weapon could perform such a miraculous task
ners to carry a firearm, but self-defense laws still allow
when our hyperdarts, quasar beams, and nucleonic explo-
bladed “tools.” Strongly hierarchical societies may permit
sives have failed?
different lengths and type of weapon depending on Social
Status. This allows plenty of opportunity for knife or Superscience armor materials may protect against rav-
swordplay, especially if honor duels and other flashy dis- enous energy beams, hypervelocity projectiles, and crush-
plays of martial skill are tolerated. ing explosions . . . but be entirely bypassed by an expertly
aimed blow at an almost invisible gap. Alternatively, if
Environment force field defenses (Ultra-Tech, pp. 190-193) exist, a com-
Warning! Assault cannons are prohibited aboard the New mon science-fiction trope is that they may only be built
Hawai’i station. Defense Force personnel have been dispatched with the energy or velocity option. If so, relatively slow-
to your position to ensure that you place your weapons in our moving melee or thrown weapons may ignore them, lead-
armory until you depart. Thank you, and have a nice day! ing to a return of close-range combat.
DEFENSES
Bryan’s hands kept feeling up and down the coat, hands “Nanocomposite? Spider-silk? What are you, a mad doctor
searching for any sign of the bullet impact, but the fabric felt nor- or something?”
mal. “What the hell is this made out of?” “He’s not mad,” Alder said. “But he is a doctor. Thrice over. My
“The core is a layer of shear-thickening fluid,” Adam said. “It’s grandson holds doctorate degrees in physics, metallurgy and
sandwiched on either side by nanocomposite and fronted by spi- medieval history.”
der-silk protein fiber-matrix.” – Scott Sigler, Nocturnal
Syna exploded through the door and plowed into the soldier, shoulder first.
The Tse fell back and tried to bring his autofléchette to bear, but Syna already
had her monoblade in hand. She pulled back on the blade’s activator and the
monomolecular edge of the sword blurred into the life. The soldier blanched
at the characteristic shriek of the blade, and she could see him mouth
the weapon’s feared nickname – screamsword.
– J.C. Hay, Heart and Minds
COST FACTOR
SURGERY To handle multiple modifications to a single device more
The surgeries for replacing an organic body part with a effectively, use a “cost factor” (CF), instead of a straight multi-
bionic replacement are described in Ultra-Tech (pp. 207- plier. For existing modifications, convert the multiplier to a
218). The surgery for replacing an existing bionic with cost factor by subtracting 1. New modifications presented in
another bionic is at least one step easier; replacing a bionic this article include appropriate cost factors. Next, decide
limb with another bionic limb is thus a simple procedure. If which modifications apply to the implant or bionic and total
both the new and old bionics are detachable, no extra surgery all relevant CFs. Then, multiply the desired cybernetic device’s
is required. Some entries list the procedure in terms of a listed cost by (1 + total CF). If total CF is below -0.8, treat it
basic bionic (e.g., a micromanipulator arm lists “bionic hand as -0.8; thus, final cost cannot be below 20% of base cost.
procedure”), indicating that to acquire such a bionic, the user
must either have an existing bionic and buy a replacement
with the upgrade, or get the basic procedure and arrange for ARMORING CYBERNETICS
the new bionic to include the upgrade. As machines of metal, plastic, and ceramic, bionic
The surgical techniques for bionic and implanted devices replacements have inherent DR that can be improved with
improve at later tech levels. Unless otherwise specified, purpose-built armor. Most implants do not have inherent
reduce the difficulty of a surgery by one step every two tech DR, because of fragility, small size, diffuse nature, or flexibil-
levels after the device’s introduction (but no lower than “sim- ity requirements. Bionic hearts, gill implants, hive implants,
ple”). Use the best TL of the culture’s medical science, and ripsnakes are rigid and compact enough to be armored.
biotechnology, or wet nanotech. Count them as extremities for armoring purposes.
Costs may be lower for particularly common procedures
(implant radios), or higher for those that are rare (“You want
me to put what in your chest?!”).
Rigid Armor
All rigid cybernetics can be armored beyond the free DR 2
they get as machinery. The normal maximum DR that can be
LIKELY DISADVANTAGES built-in is equal to the crippling threshold (pp. B420-421) of
the replaced part in HP times (TL-8). For each additional
Any abilities improved above the racial baseline, whether
level of Unnatural Features (up to 5), add +1 to effective TL.
bionics or implants, should be bought with some combina-
Increased rigid armor supersedes the DR that comes with
tion of Temporary Disadvantages such as Electrical, Unheal-
basic bionic limbs.
ing (Total), or Maintenance (1 person, weekly, or monthly).
However, advanced cybernetics and bionics might not have Example: A TL9 bionic arm for an average person can be
any of those! Electrical-system hardening can remove Elec- armored to DR 5 without attracting notice, while the TL12 ver-
trical (or assume a +10 bonus instead of total immunity). sion can have DR 20. The same TL9 arm with Unnatural Fea-
Superior energy storage and self-repairing systems might tures 2 can have DR 15, but looks heavily armored.
remove Maintenance. Technology based on bioplastic or
IMPLANTS
Implants are machines added to living tissue to enhance activation (e.g. pushing on a biomonitor to activate the
natural abilities or bestow new ones. Many implants are too screen, or tapping on a subdermal printed computer). A
complex to be fully manipulated by conscious thought; these device implanted just below or in the skin that doesn’t require
are often controlled by an internal computer system with a precise placement is typically -1 CF, and the surgery is one
much simpler interface usable by the cyborg. Implants either step easier than if it were placed elsewhere. If the device has
perform a function on the user (like an intestinal recycler or a reflexive muscle trigger to turn it on and off (like cyber-
psych implant), or perform an action for the user (like an claws) add +1 CF, or +2 CF if its function can be dialed up
implant radio or computer implant). and down like a dimmer. If it requires biometric, positional,
or physical feedback from the body (like an autoinjector, or
the radar skin on p. 14), include +1 CF.
IMPLANTED GADGETS To send to or receive from an existing simple sense (like
Many external devices can be implanted into living bodies. hearing or basic skin pressure) is +4 CF; +8 CF for complex
Tiny implants are powered by the user’s motion, body-heat information (like vision or the full sense of touch); or +12 CF
gradient, or nanomachines consuming blood sugar. Any for any number of senses. To both send and receive via an
implanted gadget that uses a B cell or larger probably needs existing sense, add half again the CF (an extra +2, +4, or +6).
real power cells and an access port to change them or the bio- To send non-human sensory information via another human
power tap (p. 14). Cybernetics located in the torso can have sense (e.g., sensing magnetic field density via simulated tactile
their power-cell port or charging socket located between two pressure) is also half again the CF of the target sense. Interfac-
ribs and covered by synthetic flesh. ing with complex senses is a major procedure and probably
Tiny cybernetics implants (less than 0.05 lb.) can be placed requires eye or brain surgery.
anywhere in the body. Small ones (0.05-0.25 lb.)
should be anchored to bones (ribs, a spinal disk,
skull, pelvis) to prevent internal lacerations from
hard acceleration like falls, slams, or high-G
maneuvers. Medium-sized implants (0.25-1 lb.)
Perks vs. Powers
should be suspended in the body on shock Most implanted gadgets can be bought with an Accessory perk –
mounting or distributed into multiple pieces for example, Accessory (Radio) [1]. The perk means the gadget has
around the body. Larger implants (larger than 1 some plot protection and is almost always available. Since it’s only a
lb.) almost always should be distributed into perk, the item it represents must still be used in the regular manner.
smaller pieces. Double all devices’ weights to Thus, a built-in radio would still need a Ready action before use or
account for the bio-compatible shell and added when adjusting any controls.
internal support structures and any access ports With enough practice or when particularly beneficial, some
for data cables, ammunition, or power cells. implants can become or be taken as full-fledged advantages. They’re
Many sensors can be built as distributed arrays used like inborn abilities, allowing their full use without taking Ready
in the same manner as ladar smartskin (Ultra- actions, such as an implant radio that provides Telecommunication
Tech p. 64), taking up negligible internal space, (Radio) [10]. When taken as an ability, the advantage has total plot
but with added weight. protection and is always available, barring its own limitations.
Most simple implants count as an Accessory Because it’s a built-in ability, it doesn’t require Ready or Concentrate
perk. However, some may be versatile enough actions to use unless limitations indicate otherwise, such as a built-in
or the user is so familiar with them that they radio that can frequency hop or change bands with a thought. See also
may be better represented as full advantages. New Limitation: Cybernetic (p. 17) for a limitation on advantages suit-
See Perks vs. Powers (below) for more discus- able for implants or bionics.
sion on these options. Most cybernetic devices start off as Accessories, and are bought up to
Basic implantation has +2 CF and is a minor more complex advantages to reflect the cyborg internalizing the ability.
procedure that gives the device push-button
BIONICS
Bionics are machine replacements for living tissue, bones, or human (ST 10) – stronger or weaker limbs cost more or less
organs. They may be simple stand-ins that perform the same than the base model. For every point of ST above 10, increase
function, but no better than the original (with any benefits out- the price of the limb by 10%. For every point of ST below 10,
weighed by the drawbacks). Alternatively, they can be significant decrease the price by 5%. Any ST increase above +2 should
improvements on the original, offering high strength, incredible take the Unsupported Strength limitation (Bio-Tech, p. 215)
toughness, and superhuman improvements. unless braced by equally strong bionic legs Ultra-Tech (pp. 209-
210) and spine (p. 21).
BASIC STATISTICS
Bionic replacements are assumed to be about the same
size and weight as the body part they replace. By default,
How Much Metal?
they are sculpted (see Biomorphics, Ultra-Tech, p. 28); Bionic replacements take up the whole body part and part
while they have an obviously artificial appearance, it does of the attaching joint. Fingers include the knuckle leading to
not fall within the “uncanny valley” and so does not (nor- the palm. Thumbs include a section of the hand. Hands
mally) count as an Unnatural Feature (p. B22). Some include the wrist and part of the forearm. Arms include the
replacements might qualify as Distinctive Features. shoulder. Feet include the ankle and part of the lower leg. Legs
Bionics are also lightly sealed to keep out everyday dust include the hip and part of the pelvis. Eyes include at least
and water, such as from walking in the rain or swimming. some of the socket and musculature. Ears can be entirely
However, unless the ability is added at extra cost, they are internal, or might have noticeable external components.
not sealed enough to resist driving sand storms, vacuum, or
ocean depths.
Certain changes in various features – such as ST that Basic Bionic Arms and Hands
varies from the racial average and unusual SM – include cost The bionic arms in Ultra-Tech (p. 209) are listed with +2 ST,
modifiers. These price changes are an adjustment to the base and the bionic hand on the same page has +1. Without the extra
cost, not a CF – apply all of them before adding the CF from ST, a single bionic arm for an average human costs $10,000 and
any modifiers. is worth 0 points; a basic bionic hand is $7,000 and -2 points.
Unusual Shapes
Most bionics will be designed and made for the dominant VARIANT EQUIPMENT
species (humans in most settings). Bionics made for other Cybernetics can come in a variety of qualities, toughness,
species will cost more depending on their rarity. Bionics and styling. Some of these features modify the device’s HT
for common species (dogs, horses, common aliens on a rolls (when hit with surge attacks, rolling vs. crippling, and so
human-owned space station) or ones similar to humans on). Some affect the weight and DR of those devices that have
(chimpanzees) would add +4 CF. Those for a rare species non-negligible weight, such as bionic limbs. Treat weight
(elephants, dolphins, alien visitors to Earth) would add +19 changes as a 0-point feature, but enough heavy ones might jus-
CF. For exotic species (octopuses, newly discovered aliens), tify Cannot Float [-1].
Giant human-piloted robots – call them mecha – are huge run, jump, take cover, pick up and carry an object – but on a
multi-ton fighting machines resembling a giant in powered mammoth scale.
armor. Cybernetically controlled by the pilot who rides inside One of my players was an anime fan who wanted to build his
it, protected by advanced super-dense armor, powered by a own mecha, but he wasn’t into using a complex design system
nuclear reactor and armed with an array of the most lethal like the GURPS Spaceships rules, or juggling the points needed
weapons known to man, the mecha is the ultimate fusion of when using the character creation system. To keep him inter-
armor and infantry, combining the agility of the individual ested I came up with a basic system to build “game balanced”
soldier with the firepower and protection of the main battle TL10 mecha whose offensive and defensive capabilities were
tank. They can do (nearly) anything a human soldier can: closely matched with each other. A fairly narrow range of arma-
ment and gear is included, along with a simple price system.
STANDARD MECHA
Start by selecting a mecha class from the Standard Mecha nanotubes), ceramics, and exotic synthetics. This counts as
Table and recording its statistic block. They are available in laminate armor with its DR doubled against shaped charges
three weight classes. and plasma bolts.
The lower body houses the power plant, a well-shielded
Light Mecha: Approximately the same weight as a light tank
nuclear fusion reactor (GURPS Ultra-Tech, p. 20) capable of 20
or infantry fighting vehicle, designed for easy air or space
years operation. It supplies power to electric motors in the arms,
transport and often used for armored reconnaissance mis-
legs, torso, and head-turret, all of which are capable of independ-
sions. It stands about 17-23’ tall.
ent movement. The mecha also has an energy bank providing
Medium Mecha: The mass of a medium main battle tank, this
10 minutes of auxiliary power in the event of generator failure.
is a standard battlefield machine. It stands about 24-27’ tall.
Heavy Mecha: Approximately the same
weight as a heavy main battle tank, this is a
powerful fighting machine. It stands 28-33’
tall. Even the largest conventional aircraft Mecha Design Checklist
have difficulty transporting more than one of 1. Pick the standard mecha’s class: light, medium, or heavy. Record
these machines. stat block.
All standard mecha are assumed to have 2. Select the quality of the mecha (from a super model to piece of junk)
the following characteristics: and modify the cost shown in the stat block. Note the Design Point Total.
The mecha is humanoid with two legs, two 3. Pick and record design features whose total DP value exactly equals
arms, a torso, and a head (independent turret). the mecha’s Total Design Point Total. Modify stat block based on chosen
It has a metallic skeleton covered with exotic features.
composite armor. The exact composition can 4. Select what weapons are carried, and optionally any handheld
vary from setting to setting, but a typical mate- weapons.
rial might be titanium metal matrix nanocom- 5. Name the mecha.
posite (titanium alloy reinforced by carbon
MECHA QUALITY pilots – the GM decides what quality of machine they will start
with. He might reward victorious ace pilots with higher-qual-
After deciding on the base features, select the quality of ity designs.
mecha. If PCs are buying their own mecha the quality will The table below shows the various grades and modification
modify the mecha’s cost. In a campaign where mecha are to cost and the Total Design Points (DP) that must be used to
issued to the protagonists – for example, if they’re military buy design features (see pp. 25-26).
Plasma Lance: A very high-energy short range plasma beam Vehicles with arms (such as giant robots and Japanese-
weapon, a hybrid of flamer and fusion gun. Note that laminate style mecha) often carry oversized swords, axes, and similar
armor gets doubled DR against it. weapons. Rules for giant-sized melee weapons can be found in
Rainbow Laser: A heavy multi-frequency laser weapon, sim- GURPS Low-Tech Companion 2: Weapons and Warriors
ilar to the laser cannons in Ultra-Tech but with a higher- (pp. 20-21), which scales weapons based on Size Modifier. To
energy focal array optimized for battlefield lethality rather get through armor, they’ll need to be either superfine vibrob-
than extreme range. lades or monomolecular blades (Ultra-Tech, p. 164).
Railguns: These fire electromagnetically accelerate projec-
tiles. The 40mm weapon is similar to the railgun in Ultra-Tech
but with a lower rate of fire to better fit in a mecha; the 64mm MECHA SHIELDS
is a larger-caliber but slower-firing weapon. Mecha often carry large shields reinforced with ultra-tech
materials. These aren’t built in and so count against encum-
brance. A mecha can only carry a single shield.
– Brett Patton, Mecha Corps All shields are laminated. Light, small, or medium are also
available as a buckler (see p. B287). All can be used to shield
bash; including a spike adds $400 and 100 lbs. to weight.
NanoComp to power other devices just like a power cell. Each layer that
A computer with three-dimensional circuitry and fast pro- covers the entire body (torso, arms, legs) can hold the equiva-
cessing speeds, built into a layer of nanofibers. This is the lent of a C cell. NanoCaps can be drained and recharged indef-
“brain” of the NBCU and forms an integral part of any combat initely. They can be charged at a maximum rate of one A cell
uniform. It has multiple CPUs for parallel processing, including per second (100 seconds to fully charge it). In addition to inte-
redundant systems in case part of the suit is damaged. However, grated gadgets, external devices (e.g., combat helmets and
its data storage capacity is limited. It also has interfaces for energy weapons) can be plugged into the suit enabling the
external devices, including connectivity to the soldier’s combat NanoCaps to provide power directly to the device. Multiple
helmet and weapons systems, which contain their own elec- NanoCaps may be required for more complex NBCUs. Treat as
tronic devices. The software that comes in a standard Nano- a flexible (Ultra-Tech, p. 19), rugged (Ultra-Tech, p. 15) C cell;
Comp includes applications for navigation, communications, $80, 0.6 lbs. LC4.
IFF (“Identify Friend or Foe”), media playback, targeting, and NanoFilter: Works in conjunction with SensorWeave
helmet interface, which use up almost all of its internal data (p. 32) to protect the body from contaminants. It stops chem-
storage. $400, 1.2 lbs., Complexity 3, 0.01 TB, B/1 day. LC4. ical, biological, and radiation threats. It only uses power
Only one NanoComp is needed for each NBCU, but it will when a threat is detected and NanoFilter is activated. $1,000,
require additional storage to accommodate applications for 1 lb., A/1 day LC4.
additional layers in the suit. Each 0.1 TB of hardened data NanoGen: This generates power any time the wearer moves.
storage costs $20 and adds 0.02 lbs. to the weight. Additional The greater the physical activity, the more power that is pro-
data storage is one of the few modifications that can be added duced. A layer of NanoGen produces enough power to recharge
after the NBCU has been manufactured. This data storage one A cell for every hour of normal activity (e.g., walking). Power
comes in flexible modules that are installed in interfaces on the generation is doubled during periods of physical exertion (e.g.,
suit. Power comes from external power cells (Ultra-Tech, running or fighting). NanoGen stops making power during pro-
pp. 18-19) or a flexible power cell that is integrated into its own longed periods of reduced movement (e.g., sleeping or sniping).
layer in the NBCU (see NanoCaps, below). Multiple layers of NanoGen may be purchased for additional
cost to increase power output (e.g., three layers are equivalent to
Additional Functionality three A cells per hour). $5,000, 8 lbs.
All of the following layers require an entire suit of Nano- NanoMuscles: Simulates human muscle tissue, effectively
Shield, covering the torso, arms, and legs. The base cost and giving the wearer a temporary exoskeleton. NanoMuscles can
weight for this is 250% of a torso-only vest. For example, a suit give a slight boost (up to +2) to the wearer’s ST or DX for phys-
of tactical NanoShield (above) costs $2,000 (2.5 ¥ $800) and ical skills (except for skills that require manual dexterity, such
weigh 15 lbs. (2.5 ¥ 6). Don time is 75 seconds (2.5 ¥ 30). The lay- as Lockpick). The wearer can choose either ST or DX but not
ers also require a sealed helmet such as the infantry combat both at the same time; two layers must be installed for both ST
helmet in Ultra-Tech (p. 180), ideally with integrated communi- and DX to function simultaneously. Each second of use
cator (Ultra-Tech, p. 43) and camcorder (Ultra-Tech, p. 52). requires the capacity of an entire B cell for +1 and a C cell for
Each layer of added functionality increases the amount of data +2, so it can’t be used for long. $5,000, 8 lbs., LC3.
storage needed. The cost and weight of the 0.1 TB module is NanoRes: Generates high-resolution images on its surface,
included in the stats of each layer. An additional 0.1 TB of data similar to the varicloth technology in Ultra-Tech (p. 39). This
storage ($20, 0.02 lbs.) is also required for each installed appli- can be used for a variety of purposes such as programmable
cation (see NanoComp Applications, pp. 32-33). NBC Suit skill camouflage (Ultra-Tech, p. 99) or a video display. It can also
(p. B192) is needed to get in or out of the combat uniform create a basic reflec armor (Ultra-Tech, p. 173), and it has a
quickly or to gauge its state of repair, but there is no DX penalty. “distress pattern” (a bright color to assist search and rescue).
NanoRes must be the outermost layer of the NBCU for it to be
NanoCaps: Nanotube electrodes combined with an elec- useful, so it cannot be used in conjunction with SolarWeave
trolyte create a capacitor to store power. This can then be used (below). $2,000, 1 lb. A/1 day. LC4.
Miscellaneous Systems
Power Consumption All of the items in Miscellaneous Accessories in Ultra-
Tech (p. 187) can be applied to the NBCU and may be
Many of the technologies of the NBCU require power in retrofitted. For example, if the suit was not initially fitted
order to operate and Ultra-Tech uses power cells for this with a WRWRS (above), then a waste-relief system could
(pp. 18-19). Just like in Ultra-Tech, each layer (or gadget) be retrofitted later on.
incorporated into the NBCU is listed with the type of cell it
uses and the length of time it can operate. Flexible power cells
(see NanoCaps, p. 31) can be incorporated into the NBCU and
NanoComp Applications
are rechargeable. If additional power is required, then regular These aren’t separate layers in the suit but specialized
power cells can be inserted in ancillary battery packs – usually applications (“apps”) that enable existing layers to per-
on the soldier’s belt or load-bearing harness. form additional functions. Since apps are just software,
Each layer can use a different size or number of power cells. they can be installed at any time. However, each applica-
To make all of the integrated gadgets run off the same size of tion requires an additional 0.1 TB of data storage ($20,
power cell, adjust endurance based on relative cell size. Since a 0.02 lbs.) for the NanoComp. The cost of this is included
D cell is 10 times the power of a C cell, a gadget that switched in the package when it is purchased, but the total weight
from using one D cell to using C cells will need 10 of them to of the suit needs to be increased by 0.02 lbs. per app.
operate for the same length of time (i.e. one C cell will operate Dynamic Camouflage: Requires SensorWeave and
for 1/10 as long). Don’t forget that changing the types of power NanoRes. The Deluxe version (below) requires Thermo-
cells will modify the weight of the suit – subtract the weight of Weave. SensorWeave constantly receives data about the
the old power cell(s), and add the weight of the new one(s). color and texture of the local terrain and allows NanoRes
If a suit doesn’t have enough power to run all of its func- camouflage to adapt to the surroundings (see Chameleon
tions then they start to shut down. Noncritical systems are Surface, Ultra-Tech, p. 98).
affected first, such as NanoMuscles and NanoRes. The last The Basic version automatically selects from an exten-
two to shut down are SensorWeave and finally NanoComp. sive database of preset camouflage patterns, and changes
When there is no power at all, the NBCU becomes a regular the pattern whenever it deems it necessary. This is supe-
NanoShield ballistic armor with a lot of superfluous weight. A rior to programmable camouflage (Ultra-Tech, p. 99)
suit should be fitted with at least one power-generating layer because it takes the operation out of the user’s hands, and
such as NanoGen (p. 31) or SolarWeave (see above) to keep it has a much greater variety of camouflage patterns from
the critical systems functioning at all times. which to choose. +3 to Stealth against ordinary vision
(only +1 when moving). $500, 0.02 lbs. A/1hr. LC4.
The Deluxe version generates patterns “on the fly,” creat- NanoCap to help repair the suit. If the suit is damaged, some
ing an almost infinite number of variations to more closely of the fluid is released into the damaged area. The NanoComp
emulate the immediate surroundings. It gives +4 to Stealth can then manipulate a localized electric field to enable the
skill against ordinary vision. When used in conjunction with nanocrystals in the damaged layers to regrow, thus allowing
ThermoWeave, it becomes a thermo-optic chameleon sur- the NBCU to self-repair. The rate of repair is fairly slow, about
face (Ultra-Tech, p. 98), giving +4 against infrared detection, 10 minutes per HP per layer (e.g., NanoShield + NanoComp +
+2 against hyperspectral or ultraviolet vision, and +1 against SensorWeave + two NanoCaps takes 50 minutes to heal 1 HP).
extended high- or low-band hyperspectral vision. All NanoRepair only uses power when it is in active repair mode
bonuses are halved (round down) if moving. $5,000, 0.02 lbs. at a rate of A/10 minutes. $500, 0.02 lbs. LC4.
2A/1hr. LC3. ScentMask: Requires NanoFilter. It reverses the NanoFilter
Heat Shield: An advanced application that requires both ver- so that it stops chemicals from leaving the suit. See Scent
sions of ThermoWeave (MC and IR) to help protect the wearer Masking (Ultra-Tech, p. 100). $500, 0.02 lbs. A/1 day. LC4.
from heat and flame damage. It attempts to disperse as much SensorWeave Detectors: Requires SensorWeave. Many of the
heat as possible in as short a time as possible to prevent the detectors in Ultra-Tech can be simulated by special apps
wearer being injured. The NanoShield armor can normally designed to interpret specific types of data being processed
absorb up to the second value of its split DR of heat damage through SensorWeave. Examples include computer monitoring
(e.g., tactical NanoShield armor can absorb up to 10 points). mini scanner (Ultra-Tech, p. 100), ESM detector (Ultra-Tech,
Additional heat is either converted into electricity or is distrib- p. 62), and RF bug detector (Ultra-Tech, p. 106). Each of these
uted over the rest of the suit, which acts as a heat sink. It gives apps costs $500 and the 0.1 TB storage module weighs 0.02 lbs.
the armor an effective +10 DR vs. heat damage. Any more than A/12 hr. Requisite skills and the LC are described in Ultra-Tech.
this, and the wearer starts to burn. Some of the converted heat
is fed into NanoCaps (if available) at a rate of one A cell per Miscellaneous Applications
second until they are all full. Heat could also be deliberately
The above apps are specifically designed to be used in mil-
applied to the suit (e.g., by standing in a camp fire) to help
itary contexts, but there are plenty of other uses to which the
recharge NanoCaps. The source would need to deliver the right
equipment can be put. The GM should allow the players to be
amount of heat damage per turn – if it were less than the
creative so long as their ideas won’t upset game-balance. Here
NanoShield’s DR, no power would be generated, and if it were
are some suggestions.
more than DR+10, the excess heat would burn the wearer.
$5,000, 0.02 lbs. LC4. Focused Light: Requires NanoRes. This application manip-
NanoFlex: Requires both SensorWeave and NanoMuscles. ulates the NanoRes layer so that it can emit a beam of light,
NanoFlex detects and tracks low-velocity attacks (i.e., muscle- just like a flashlight, from any single point on the suit (see
powered weapons) and makes the suit rigid for an instant, Flashlights and Searchlights, Ultra-Tech, p. 74). The effect of a
localized at the point of impact, providing enhanced protec- penlight requires one A cell every six hours; a mini flashlight,
tion. This means that the armor’s full DR can be applied to one B every six hours, and a heavy flashlight, one B every three
impaling and crushing damage, and the wearer does not suffer hours. $500, 0.02 lbs.
from blunt trauma. Every attack it attempts to stop uses up Media Recording: Requires the cameras, microphones, and
one B cell. $2,000, 0.02 lbs. LC4. HUD display on the combat helmet. The NanoComp is per-
NanoMed: Requires SensorWeave and NanoMuscles to fectly capable of using its interface with the combat helmet to
function. NanoMed keeps track of the body’s medical condi- record audio and video, but it doesn’t have the data storage
tion. If it notices any abnormalities, it can act to rectify them. capacity. This is a simple app that enhances the media record-
NanoMuscles constrict around a wound, preventing further ing and playback function of the NanoComp and gives enough
blood loss or act as a splint for broken limbs. Drugs can be storage to hold around 100 hours of compressed, but high-def-
delivered into the body in a similar fashion to how nicotine inition audio-video recordings on its 0.1 TB module. It also
patches work today, allowing a more controlled release into includes the ability to transmit recordings between NBCUs or
the bloodstream. Once activated, it uses one A cell per hour. to remote data storage. $100, 0.02 lbs.
The NanoMed package includes the trauma maintenance sys- Resistance Training: Requires Nanomuscles. This applica-
tem (Ultra-Tech, p. 189), which is retrofitted to the suit. tion manipulates the NanoMuscles to provide the wearer with
$3,000, 0.02 lbs. LC4. a regimen of isotonic and isometric exercises without the need
NanoRepair: Requires SensorWeave and NanoCaps. This for weights and machines. It requires the power of one C cell
app can be handy if armor damage rules are being used. every minute, so it is only really practical when the suit is
NanoRepair makes use of some of the electrolytic fluid in a plugged into an external power supply. $100, 0.02 lbs.
When it comes to devising new technologically based toys possible to envision advances in technology that enable slide-
for the future, it can be worthwhile to take a step back and see walks (see GURPS Ultra-Tech, p. 222) to have a top speed of
what technology generally does. This can enable us to fabricate 60 mph instead of 30 (perhaps aided by personal force fields
new fictional technological possibilities and modify existing to keep air friction and discomfort to a minimum). Of course,
ones to bold new frontiers of coolness. with good-enough impossible science, a slidewalk could have
Here, then, is a list of the most common ways that techno- a top speed of 600 mph; being able to “walk” from
logical advances manifest, based on what they do . . . in an Washington, D.C. to New York City in half an hour could cer-
abstract sense. tainly a good example of “disruptive technology”!
DO IT BETTER
We have the capability to build the Sometimes technological advances are significant because
world’s first bionic man. they enable something to be done better than before. For exam-
ple, advances in document-reproduction technology haven’t
– Oscar Goldman, gotten appreciably faster – modern photocopiers and com-
The Six Million Dollar Man series puter printers aren’t an amazing leap forward in speed com-
pared to older mimeograph machines – but the output is vastly
superior . . . even if stupid kids can no longer get high by sniff-
ing fresh prints.
The ability of technological advances to do things better but
not faster has caused consternation among some. For example,
DO IT FASTER typing and distributing a printed office memo is not apprecia-
The ability of technological advances to enable folks to do bly faster as a result of the computer revolution, but the output
stuff faster is one of the quintessential hallmarks of technol- is vastly superior-looking (how much time is spent fussing
ogy; indeed, it’s common shorthand to speak of technology with fonts?), the documents can be saved and recalled digi-
using lingo like, “The Fubar 2000 does the work of 40 workers tally, etc. Similarly it can be difficult for most people to tell
in half the time!” Whether you’re talking about the cotton gin, that (say) windshield technology has improved dramatically
the crop-harvesting combine, or DSL online connection, “do it over the past 100 years, since we aren’t usually in the habit of
faster” is usually easy to conceptualize. For example, modern testing the durability of windshields!
high-speed Internet connections certainly open up many more
possibilities than their old dial-up brethren, but they’re still
recognizable as being related to foregone tech.
In Game
In some cases, “faster” doesn’t adequately describe the soci- “Better” is a sometimes-ephemeral quality, but it does have
etal effects of the improvement. While the printing press does a certain quality of “I’ll know it when I see it.” For game effects,
produce copied material faster than monks scribing by candle- the rules for Styling (GURPS Social Engineering, p. 19) are
light, the speed advances were so amazing that it resulted in a one good way to model this. In the same way that a modern-
radical – even disruptive – leap forward for civilization. day office worker who produced business reports and propos-
als via inkjet printer (or even dot matrix!) would signify a lower
“status” than one who used high-quality laser printing, so too
In Game can advances in making things appear “better” be represented
For any existing technology, look at the speed or duration by a reaction bonus tied to an increased cost.
of the output, and tinker with it. For example, it’s certainly
● Get complete sample adventures free for GURPS, In Nomine, and Traveller!
● PDFs from the major players in online publishing: Ronin Arts, Ken Hite,
Atlas Games, and 01 Games.
● New gems from up-and-coming publishers, like Atomic Sock Monkey Press
and Expeditious Retreat Press.
● Digital editions of out-of-print classics, from Orcslayer and the complete
run of ADQ to GURPS China and GURPS Ice Age.
● Fully searchable files of GURPS Fourth Edition supplements.
● Original material for Transhuman Space and In Nomine, with new
GURPS supplements from Phil Masters, David Pulver, Sean Punch, and
William Stoddard!
● Buy it once; have it always. Download your purchases again whenever you
need to. STEVE JACKSON GAMES
e23.sjgames.com