Pyramid 3 - #085 Cutting Edge
Pyramid 3 - #085 Cutting Edge
Pyramid 3 - #085 Cutting Edge
Editor-in-Chief z STEVE JACKSON GURPS Project Manager z STEVEN MARSH Chief Executive Officer z PHILIP REED
GURPS Line Editor z SEAN PUNCH Production Artist & Prepress Checker z Chief Operating Officer z SAMUEL MITSCHKE
Assistant GURPS Line Editor z NIKOLA VRTIS Managing Editor z MIRANDA HORNER
JASON “PK” LEVINE Page Design z PHIL REED & JUSTIN DE WITT Marketing Director z RHEA FRIESEN
Car Wars Line Editor z SCOTT HARING Director of Sales z ROSS JEPSON
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After GURPS Martial Arts introduced the concept of com- within the scope of topics covered by the VR courses. The
bat styles, GURPS Tactical Shooting and GURPS Gun Fu same could well apply in other futuristic settings. One way to
described styles for various forms of firearms gun combat, represent this is to require everyone with such military back-
for use in realistic and cinematic games respectively. Tactical grounds to take a shooting style, with at least, say, 20 points
Shooting: Tomorrow in Pyramid #3/55: Military Sci-Fi looked at in its skills or techniques. In turn, this allows them to buy
how material from the former could be projected forward into two of its style perks and another “shooting” perk of their
a world of TL9 weapons as described in GURPS Ultra-Tech. choice, which also should be encouraged. This makes “virtual
Meanwhile, Transhuman Space: Martial Arts 2100 exam- veterans” very good, while making others from similar back-
ined the development of martial arts styles in that specific grounds similar (but not necessarily identical) in their skills.
TL10 setting, including a couple of firearms-related styles, Those same training systems also would be designed to
developed from material in Transhuman Space: Changing inculcate good crisis responses. A combat-oriented virtual vet-
Times. This article in turn builds on those foundations to eran usually would have Combat Reflexes (or Enhanced Time
suggest some further firearms styles and variations for TL9 Sense, thanks to nanotech modifications or being a robot), or
and TL10 settings. It makes some reference to the world of a good excuse for its absence.
Transhuman Space, but this material could be used just as
well in other settings. It mostly assumes non-superscience Battlesuits and Space Marines
weapon technologies, but the ideas here are quite adaptable.
Martial Arts 2100 and Tactical Shooting: Tomorrow have
already addressed issues relating to powered armor and
The Virtual Veteran Factor spaceborne, zero-g combat, so that subject isn’t covered much
One established feature of the Transhuman Space setting here. Even so, many new aspects are as relevant to the Space
is that professional soldiers (including military infomorphs) Marine style (Pyramid #3/55, p. 12) as they are to the Assaulter
can safely be assumed to have spent hundreds or thousands style (Tactical Shooting, pp. 47‑48); the former is essentially
of hours in highly realistic virtual reality training before they the spacer’s version of the latter.
ever see real action, making them formidably skilled, at least
Style Components
The styles described here use components from the sources cinematic, requiring Gunslinger as a prerequisite. However,
listed above, plus a few more, as described below. futuristic biotechnology or cybernetic implants may actu-
ally move some such advantages
into the realm of the “realistic,” if
The versatility of the Jelly comes from its ammunition. expensive in cash terms.
This officer, who held a higher rank than he, was to try a new field training
technique that someone, somewhere, dreamed up.
– Mike Giesinger, Space Nation
Disk Bouncing
Average
Then a surge of living
Default: Throwing‑3. monsters carried me back up
Prerequisite: Throwing; cannot exceed Throwing‑1.
Saucer grenades (Ultra-Tech, p. 147) can be bounced off
into the light – and training
walls and hard surfaces as they are thrown. You have prac-
ticed this trick; use this technique instead of Throwing‑3 as
paid off; I landed on my feet,
the base skill for the throw, then apply range and other mod-
ifiers as usual.
talking and fighting.
– Robert A. Heinlein,
Other Techniques Starship Troopers
As with perks, the styles detailed on below borrow tech-
niques from the preexisting sources listed on p. 4. The GM
New Styles
These three new styles would be suitable for use in most opponents “by hand,” although their initial training usually
realistic near-future games. They also can be fitted into cin- assumes that the opponent has been temporarily disabled
ematic games by allowing the listed cinematic options (after with a weapon first. Many also learn to use vortex ring pro-
the stylist has taken the Gunslinger advantage, of course). jectors (Ultra-Tech, p. 134) or handheld sprayers to deliver
liquid, gas, or nanotech attacks, but this is usually regarded
The musician and his high-tech gear are staples of near- Apply -2 when pitch correcting live performances, which is
future science fiction, particularly cyberpunk. The “rocker- more challenging than for recordings.
boy” was one of the original character archetypes of the There is already backlash against pitch correction because
Cyberpunk roleplaying game when it was released in 1986. it diminishes the role of talent and skill. In the future, cor-
William Gibson’s cyberpunk novel Idoru revolves around an porations could transform anyone they want into the perfect
AI musician. In Bruce Sterling’s “We See Things Differently,” musician. Even desktop software will enable ordinary people
a successful rocker becomes America’s last, best hope. Music to give professional-sounding performances.
is part of our vision of the future and part of the technology If anyone can sound flawless, conceptions of what consti-
defining that future. tutes “musical talent” may evolve. Society may redefine what
Technology, some which already exists and some on the it means to be a star by elevating some other aspect of the
not-too-distant horizon, will create new possibilities and performance, as the following ideas suggest.
realities for music, many of which make cyberpunk eerily
Emphasis on Authenticity: To prove true talent, fans insist
prescient. From today’s pitch correction software to tech-
that musicians perform without pitch correction. Devices
nologies allowing musicians to influence audience behavior,
may be developed to detect pitch correction technology,
the near-future is a world where money and tech can make
and recordings come with “correction free” certifications.
anyone into a star, and where death is no reason to end a
Of course, certifications can be faked and technology con-
musical career.
cealed. Taken to its extreme, this path might lead to a new
This discussion highlights the impact of cutting-edge tech-
folk revival, emphasizing acoustic instruments and analog
nology (from tomorrow until early TL9) on music and the
recording technologies resistant to pitch correction. Some
music industry and extrapolates roleplaying opportunities
players may not like the low-tech feel, while its quirky juxta-
created by resulting social, economic, and artistic changes.
position may attract others.
Suggested mechanics for modeling these technologies in
Emphasis on Image: In a world of pitch correction on
GURPS are provided.
demand, the defining element of greatness becomes image,
Variables such as the TL when a device is introduced and a
that nebulous amalgam of appearance, style, presence, and je
campaign’s intended flavor make price an issue for the GM to
ne sais quoi. Such a music scene would be dominated by visu-
set. Useful starting points can be found in the GURPS Basic
ally distinctive genres and subcultures, over-the-top appear-
Set, GURPS Cyberpunk, GURPS High-Tech, GURPS Space,
ances, and dramatic performance styles as well as a cult of
GURPS Ultra-Tech, and Pyramid #3/21: Cyberpunk.
excess and egomaniacal, eccentric performers.
Emphasis on Marketing: With pitch correction leveling the
Auto-Tune In, Auto-Turn playing field, musical fame and success default to questions
of advertising budgets and media exposure. This scenario
On, Auto-Drop Out rewards the already successful and corporate protégées.
Emphasis on Songwriting: With vocal and instrumental tal-
Technology to edit sound is already widespread. Further
advances will redefine the music industry and possibly music ent now meaningless, the ability to write quality music and
itself. Auto-Tune, a brand name, is often used to describe any lyrics is at a premium. It is a golden age for singer-songwrit-
software performing pitch correction for voice or instruments. ers. Songwriting may even eclipse musical performance as a
By ensuring that notes always come out pitch perfect, this valued art form.
technology has the potential to turn mediocre (or wretched) Emphasis on Spontaneity: Talent is judged by the ability
performances into flawless ones. to improvise complex melodic structures or clever lyrics, a
Pitch correction is advancing more rapidly than the typ- potentially bizarre future of free jazz and rap battles.
ical GURPS equipment modifiers (p. B345) suggest. For a These visions of future music are not mutually exclu-
more plausible progression, top-of-the-line pitch correction sive. Two or more may blend together. Likewise, differing
software could provide +6 to Musical Instrument and Sing- responses may exist separately but simultaneously, either in
ing skills at mid-TL8, +8 at late TL 8, and +10 by early TL9. coexistence or conflict. A musical future pitting emphasis on
image versus emphasis on marketing is very cyberpunk.
VR Killed the Radio Star individual use. Neuro-monitoring might quantify the char-
acteristics of an individual’s musical taste. Using that pro-
The development of virtual reality or dreamgames tech- file, with a database or net access, a computer could identify
nology would create lucrative opportunities for the music songs, bands, or genres that the individual is almost guaran-
industry. Music videos, in decline since the early 1990s, could teed to like. It might also connect him to social media groups
receive a boost from technology putting viewers in the video. and other people with similar tastes or immediately forward
Making these programs interactive would further enhance his profile to corporate marketing departments. Software pro-
marketability. Likewise, many fans would pay to virtually vides up to +4 on Research attempts to find music the person
“attend” live shows, entire festivals, or enjoy a private per- likes or to connect with likeminded groups or individuals.
formance by their favorite star. Related VR offerings might
include games where stars appear as characters, interactive
“reality-VR” programs allowing fans to step into a day in the The Ultimate
life of a star, or educational VRs with musicians teaching gui-
tar, keyboards, or cyber-sitar. Comeback Tour
Gray- or black-market VRs would be as lucrative as legit- With sufficient computing power, it is possible to recreate
imate offerings. As with YouTube, fan-created videos would the musical talent, style, and even personality of a deceased
flourish. If the technology to create VR is inexpensive and por- musician. Detailed personality simulations (to say nothing
table, unauthorized concert recordings may circulate as freely of actual AI) combined with the ability to mathematically
as bootleg Grateful Dead cassettes circa 1973. VRs lampoon- model the behavior, performance style, and creative output
ing stars and parodying their music will thrive. Corporations of an individual allows functional recreation of a dead artist.
might view these unofficial VRs either as copyright infringe- A digitally recreated artist (DRA) can write new songs in the
ment warranting legal (and extra-legal) action or as welcome idiom of the original, communicate in the appropriate style,
free advertising. and behave with the right attitude. With holographic or
“Rock star” and “sex symbol” are frequently synony- robotic technology, DRAs can also perform and move like the
mous. Unsanctioned pornographic VRs featuring computer- original artist. A self-aware DRA may feel that, in every way
rendered versions of popular musicians will find buyers. that matters, it is the artist.
Liner Notes
Hooks ’n’ Grooves: Music- Buck Rogers in the 25th Century, “Space Rockers,”
Tech Adventure Ideas episode #1.21 (Guy Magar, 1980). This episode of the campy
space opera involves musical mind control on an interplan-
Freedom Rock: The Free Rock League is a circle of musi- etary scale.
cians and fans devoted to music made “the old-fashioned Fisk, Colin; Moss, William; Ruggles, Scott; and Quintanar,
way,” sans pitch correction or neural interface. The League’s Derek. Rockerboy (R. Talisorian Games, 1989). Of all sci-fi
arrogant superstar is dogged by allegations she secretly uses roleplaying games, Cyberpunk went into the greatest detail
pitch correction. Her rivals have banded together to prove about future music and musicians. Its Rockerboy sourcebook
those rumors. Are they bitter enough to manufacture evidence is the mother lode.
if they can’t find it? And whose side are the PCs on? Gibson, William. Idoru (Berkley, 1997). The definitive
Orbital Blaster: For years, disc jockey “The Spaceman” has novel about AI musicians.
frustrated corporations with his pirate broadcasts to Earth MacLean, Katherine. “Incommunicado,” Astounding
from the space station Acuna, outside their jurisdiction. Now, Science Fiction (Street & Smith, 1950). Difficult to find, but
The Spaceman’s voice has mysteriously fallen silent. Rumors worth it. This short story combines AI musicians with musical
say he’s been killed by the corps, or kidnapped by the syndi- mind control.
cate, or hiding on Earth, or was an AI all along. The Acuna’s Pulver, David L. “The Medusa Sanction,” GURPS
owners had their resident rebel insured for 100 million yuan, Cyberpunk Adventures (Steve Jackson Games, 1992). High-
and the insurance company wants to know what’s going on (of adrenaline scenario blending music with nanotech and
course, the policy doesn’t pay in the event of suicide or mur- other classic cyberpunk tropes.
der). Characters could be law enforcement, insurance investi- Sterling, Bruce. “We See Things Differently,” Globalhead
gators, journalists, or just die-hard fans. (Spectra, 1994). Excellent short story about a rocker on the
Finding the Next Big Thing: The race is on to perfect the verge of successfully changing society.
software for evaluating the commercial potential of music.
Entertainment corporations will literally kill to get there first
and to stop their rivals. A group of netrunners wants to sab-
otage the entire project. Everybody is hanging out the “help
About the Author
Jon Black is an internationally published music journal-
wanted” signs for hardened mercenaries and committed ide- ist and music historian with a focus on blues and country
alists alike. but who has written on everything from punk to classical
The Fade Out: After getting brain-scanned for a personal to klezmer. He wonders if AIs will ever be used to re-create
music profile, a PC was matched with an adoring (and ador- music journalists, but is pretty sure the answer is no. Jon is
able) new friend having identical musical taste. Suddenly, his also an experienced ghostwriter with one book-length project
friend has vanished, leaving the PC with panicked but cryptic published and several smaller works in print. He has been
messages on voicemail and email. Is his new friend in trouble? playing roleplaying games for more than 30 years and GURPS
Is it a con? Or even a set up by the party’s enemies? for more than 20 years.
Methodology probably be realistic to assume that some TL6+ vests and most
rigid trauma plates noted as protecting “torso” will implicitly
This system uses surface area and material values to con- use the same rule and protect only the chest area.
struct armor on a piece-by-piece basis. The numbers are based In the case of modern flexible armor made of materials such
on the concept that every DR 70 is equal to the protection as Kevlar or high-density plastic fibers where steel-plate rolled
of an inch of TL6-7 steel plate (technically known as rolled homogeneous armor equivalents were unavailable, armor
homogeneous armor) – that is, roughly DR 2.75 per millimeter statistics were based on analysis of published protection fig-
of modern steel plate. ures for body-armor panels or vests of a given size. Modern
These rules also center on the idea of the weight of armor body-armor protection is usually rated for level of protection
per square foot. For example, steel has a density of 490 lbs. in terms of the pistol or rifle caliber ammunition it can stop.
per cubic foot. An inch is 1/12 of a foot, so a square foot of In GURPS, this is based on average (rather than maximum)
steel therefore weighs 490/12 = 40.83 lbs. Since an inch of steel damage, e.g., a .357 magnum revolver does 3d damage (aver-
armor is set at DR 70 in GURPS, every DR 1 of steel armor age 10.5); armor rated to stop that has DR 10 or DR 11. So, if
would weigh 40.83/70 = 0.583 lbs. per square foot, rounded off a given armor material was described as weighing 3.5 lbs. and
to 0.58 lbs. Similar calculations have been used to determine covering 5.25 square feet with the ability to protect against
other armor materials where the density is known and the rounds up to .357 magnum, the weight per point of DR per
armor’s DR per inch can be estimated, usually from bullet and square foot would be 3.5/(10 ¥ 5.25) = 0.0666 lbs. This is not
projectile penetration studies. The tables below used numbers an exact science as it ignores extra weight for things like fas-
derived from such studies. tenings, so values were rounded up.
An additional modifier is applied based on construction
type, which can reduce the weight but increase cost. This
accounts for both ballistic shaping (e.g., curved surfaces) and Design Sequence
the fact that armor is rarely of uniform strength across an To build armor, follow this step-by-step procedure.
entire hit location – designers will usually reduce the armor
in areas that are less likely to be hit. (Rules for targeting Step 1: Tech Level and Name. Pick the TL at which the
chinks in armor reflect this.) armor is built, and name the armor.
Coverage Table
Partial locations are in italics. Those locations marked as “both” protect two limbs (or partial limbs) or extremities; you can
armor just one of them – e.g., the left leg – for half the surface area. Adding up the locations Head (2.1), Torso (7), Arms (3.5),
Hands (0.7), Legs (7), and Feet (0.7) totals 21 square feet.
Location Area Coverage Note
Full coverage 21.35 square feet All locations.
Head 2.1 square feet Includes skull and face.
Skull 1.4 square feet
Face 0.7 square feet
Neck 0.35 square feet
Torso 7 square feet Includes chest and abdomen*.
Chest 5.25 square feet No penalty to target; treat as torso* (includes vitals).
Abdomen 1.75 square feet -1 to target; treat as torso* (includes groin).
Vitals only 1 square foot -3 to target; hits vitals.
Groin only 0.35 square feet
Both Arms 3.5 square feet Includes shoulders, upper arms, elbows, and forearms.
Both Shoulders 0.7 square feet Protects arm only on 1d roll of 6.
Both Upper Arms 0.7 square feet Protects arm only on 1d roll of 5.
Both Elbows 0.35 square feet Protects arm only on 1d roll of 4.
Both Forearms 1.75 square feet Protects arm only on 1d roll of 1-3.
Both Hands 0.7 square feet
Both Legs 7 square feet Includes thighs, knees, and shins.
Both Thighs 3.15 square feet Protects legs only on 1d roll of 5-6.
Both Knees 0.35 square feet Protects legs only on 1d roll of 4.
Both Shins 3.5 square feet Protects legs only on 1d roll of 1-3.
Both Feet 0.7 square feet
* There’s a 1-in-6 chance a hit to these locations will hit the vitals.
Flexible Materials
6 Rubber 0.45 $5 14 7 C, F, S* F/O
7 Elastic Polymer 0.16 $100 ($50 at TL8+) 16 8 F F/O
7 Nomex 0.066 $50 ($25 at TL8+) 10 5 F† F/O
7 Nylon 0.5 $25 ($6 at TL8+) 6 3 F F/O
8 Ballistic Polymer 0.06 $200 ($50 at TL9+) 48 24 F‡ F/O
8 Improved Ballistic Polymer 0.04 $250 ($100 at TL9+) 75 36 F‡ F/O
8 Kevlar 0.1 $80 ($20 at TL9+) 33 16 F‡ F/O
8 Improved Kevlar 0.08 $120 ($40 at TL9+) 40 20 F‡ F/O
8 Improved Nomex 0.055 $35 10 5 F† F/O
9 Arachnoweave 0.03 $600 ($120 at TL10+) 96 48 F‡ F/O
9 Basic Nanoweave 0.03 $750 ($150 at TL10+) 110 55 F‡ F/O
9 Laser-Ablative Polymer 0.018 $150 ($75 at TL10+) 128 64 F, E§ F/O
9 Magnetic Liquid Armor 0.032 $200 ($100 at TL10+) 90 45 F‡ F/O
9 STF Liquid Armor 0.032 $150 ($75 at TL10+) 90 45 – F/O
Rigid Materials
6 Hard Steel 0.5 $3.50 82 16 – R/S
6 High-Strength Steel 0.58 $3 70 14 – R/S
7 Basic Ceramic 0.2 $25 ($12 at TL9+) 83 35 S Solid
7 Ballistic Resin 0.55 $2.50 15 6 – R/S
7 Fiberglass 0.6 $8 ($4 at TL9+) 17 7 S R/S
7 High-Strength Aluminum 0.4 $12 ($6 at TL9+) 35 10 – R/S
7 Plastic 0.75 $1.80 12 3 T R/S
7 Polycarbonate 0.45 $10 ($5 at TL9+) 10 3 S R/S
7 Titanium Alloy 0.35 $50 ($10 at TL9+) 66 20 – R/S
8 Improved Ceramic 0.15 $100 ($20 at TL9+) 111 44 S Solid
8 Laminated Polycarbonate 0.25 $25 ($12 at TL9+) 12 5 S, T Solid
8 Polymer Composite 0.22 $40 ($10 at TL9+) 28 11 – R/S
8 Titanium Composite 0.2 $250 ($25 at TL9+) 104 42 – R/S
8 Ultra-Strength Steel 0.35 $30 ($8 at TL9+) 116 23 – R/S
9 Ceramic Nanocomposite 0.1 $300 ($75 at TL10+) 166 66 S Solid
9 Polymer Nanocomposite 0.1 $400 ($100 at TL10+) 83 33 – R/S
9 Titanium Nanocomposite 0.12 $250 ($60 at TL10+) 174 70 – R/S
* If assigned DR 2 or more, the full DR only applies against crushing damage. Divide DR (and DR/in) by two vs. all other
damage types.
† The full DR only applies against burning damage. Divide DR (and DR/in) against other damage types by four (round down).
‡ The full DR only applies against piercing and cutting damage. Divide DR (and DR/in) against other damage types by four
(Kevlar, arachnoweave), three (STF liquid armor, nanoweave, improved kevlar), 2.5 (ballistic polymer, improved ballistic poly-
mer), or two (Nylon, magnetic liquid armor).
§ The full DR only applies against burning damage from lasers (including X-ray, gamma-ray, etc.). Divide DR (and DR/in) by
six against all other damage types.
Example: The armor was improved ballistic polymer with It generally takes half the specified time to remove securely
note F/O so it must use fabric or optimized fabric. Let’s have fastened armor.
the armor use fabric construction.
Example: The armor is one-piece. It takes three seconds to
don.
Step 5: Set DR
Choose the armor’s DR. Keep the following considerations Concealable?
in mind: Armor made of flexible materials or scale, or in trauma
plate carriers, may be concealable. Whether armor actually
Maximum DR: The armor can’t exceed the “Max DR” value
is concealable depends on its DR and the armor’s material.
for the material type specified on the Armor Materials Table. If
Essentially, this is how thick the armor is relative to the mate-
armor is to be concealable as or under clothing its DR should
rial’s Max DR statistic.
have no more than half the material’s maximum value.
Armor with more than half the maximum DR is not con-
Minimum DR: The armor can’t be less than the Min DR
cealable. It can only pass as heavy clothing, such as a trench
specified on the Construction Table.
coat, leather outfit, or the like. Reduce LC by 1.
Greater DR increases cost and weight, as shown in step 7. Armor with up to half the maximum DR can be concealed
If this is a major concern, calculate the weight and cost per under clothing or pass as ordinary civilian outerwear (shirts,
point of DR first, and then choose actual DR. jackets, trousers, skirts, etc.).
If the armor material or construction type affects DR vs. Armor with no more than one-quarter the maximum DR
some types of damage, make a note of it. Many armor materi- can further pass as light clothing such as T-shirts, summer or
als get reduced DR vs. certain damage types. evening wear, skintight suits, or normal undergarments. It can
be easily worn beneath clothes. Increase LC by 1 to max LC 4.
Example: Ballistic polymer has Max of 20. This armor is Armor with no more than one-sixth the maximum DR
intended to be a lightweight T-shirt, so we go with DR 9, just can be disguised as swimsuits, lingerie, or other very light or
enough to stop a 9mm auto pistol’s bullet (2d+2 damage). As diaphanous clothing. Increase LC by 1 to max LC 4.
it’s polymer, that’s only vs. piercing or cutting; against other
attacks, it has DR 9/2.5 = 3.6, rounded to DR 4. Example: The armor has a basic DR 9. As the maximum DR
was DR 36, this actually qualifies as “light clothing” (being no
more than 1/4 max DR). The LC is increased by 1.
Step 6: Calculate Time to
Don and Concealment Step 7: Calculate
Armor is flexible if it uses a flexible material, or uses a rigid
material plus scale construction. The base time to don high- Weight and Cost
tech or ultra-tech armor is three seconds per piece. Use the formula below to calculate the weight and cost of
Any single-piece of armor that covers any of the leg loca- the armor. To instead calculate the weight and cost per point
tions and one or more other locations (besides feet) takes of DR, just use “1” for the DR in the formula.
twice as long to don if flexible, or five times as long if it is rigid.
Armor weight (in pounds) = LSA ¥ WM ¥ CW ¥ DR.
Armor can be put on in only 2/3 the time by not properly
Armor Cost = armor weight ¥ CM ¥ CC.
securing the armor, tightening straps, and adjusting the fit.
For quickly donned armor, the GM should assesses -1 to DX LSA is the location surface area from the Coverage Table
until it can be securely fashioned. Rapidly donned sealed (p. 18).
armor (p. 23) also may not be properly sealed (roll vs. NBC WM is the weight multiplier from the Armor Material Table
Suit or Vacc Suit skill to avoid this). (p. 20).
Free fall is a truly alien environment. Objects don’t fall send the thrower into a slow, backward spin, just as will push-
“down,” and everything collects at air-intake vents – colloqui- ing someone else away. These guidelines consolidate rules
ally called the Lost and Found. Throwing a bowling ball will from GURPS Basic Set, GURPS Bio-Tech, GURPS Space,
Transhuman Space: Martial Arts 2100, and
Transhuman Space while filling in any gaps
for all aspects of operating in “zero-g” envi-
Can you handle the challenges of free fall? ronments, including health effects, move-
ment, and combat. Only the Basic Set is truly
required to make use of these rules.
Physiological Effects
Those who grew up in or are otherwise accus-
tomed to microgravity should take the No Degener-
ation in Zero-G perk (Biotech, p. 211).
Glossary
free fall: Any environment where gravitational acceleration is
null, like in orbit or at a Lagrangian point. These rules use
Musculoskeletal Degeneration “free fall” and “microgravity” interchangeably because game
Without the need to constantly fight the pull of options apply to either environment.
gravity, muscles atrophy and bones lose calcium. microgravity: Any environment with gravitational acceleration
This primarily occurs in the back and lower body below 0.1 G, such as on extremely low-mass bodies, like aster-
and results in a loss of strength and increased risk oids and small moons.
of bone fracture. Regular exercise mitigates muscu- zero gravity: Any place unaffected by gravity. This does not exist
lar degeneration and bone decalcification. At higher at any known point in the universe.
TLs, medical therapies or nanobots can prevent
this altogether.
Every six months you live in microgravity, roll
against HT. On a failure, you lose 10% of ST, and on a criti- Spinal Stretching
cal failure, you gain Vulnerability (Crushing Attacks ¥2) [-30]. Without gravity compressing the body vertically, the spine
Regular exercise grants a +1 to this roll, and medical therapies stretches out. This has no affect on SM or reach, but it can
give a bonus equal to TL-7. cause temporary Chronic Pain. At the end of the first day in
microgravity, roll against HT. On a failure, you gain Chronic
Fluid Shift Pain (Mild; 1 hour interval; 12 or less) [-5]. On a critical fail-
In free fall, fluids shift head-ward, causing one’s legs to ure, the interval increases to two hours and the frequency is
become skinny, while one’s face looks puffy and swollen; this 15 or less for [-20]. Any critical success on the daily HT roll
sometimes causes a feeling of congestion. Special leggings can eliminates the need for further rolls; you are accustomed to
help mitigate this fluid shift. your new spinal length.
Free-Fall Activities
Moving, working, and fighting in zero gravity is challeng- take a Ready maneuver to erase -1 worth of control-related
ing for the inexperienced, but most spacers have at least Free DX penalties. If you lack purchase, a successful Free Fall roll
Fall-12 and are no less proficient at tasks than their ground- removes -1 in DX penalties, but failure increases the penalty
bound counterparts. by your margin of failure! Lastly, you can roll against Astro-
batics (Space, p. 224), a special type of Acrobat-
ics only useful in free fall, to regain control
and negate all penalties with a single Ready
W eight vs .M ass maneuver or as a step on a critical success!
Failure carries the same risk as Free Fall. All
As every high-school science teacher explains at some point, weight rolls to erase these DX penalties may take
and mass are different. Mass refers to the property of matter that Body Sense as a complimentary skill.
resists acceleration, and weight measures the effect of gravity on an
object. GURPS often uses “weight” in place of “mass” because it is
easier to conceptualize – after all, most games take place in the same
Earth-normal gravity we experience daily. But in extraterrestrial envi-
M oving in ree all F F
Unless you have Flight with one of Newto-
ronments, an object’s weight varies.
nian Space Flight or Space Flight, your Space
The only time “weight” truly means weight is when determining
Move is 0; otherwise, it equals 2 ¥ Basic Move.
how much someone can lift. Determine a load’s local weight by mul-
But just because you lack Space Move doesn’t
tiplying its weight on Earth by the local gravity in Gs. All other rules
mean you can’t propel yourself by other means!
– e.g., encumbrance, Ritual Path Magic weight modifiers, etc. – use
Anyone can climb along any surfaces that
“weight” as a stand-in for mass. In these instances, use the weight as
provide hand- or footholds. This requires a
measured in 1G regardless of local gravity.
successful roll against either Climbing or Liz-
ard Climbing. The former lets you move one
yard per second, and the latter grants move
equal to 1/2 Basic Move. Both of these options
Control Rolls require sufficient handholds or footholds to move around.
These rules occasionally require control rolls – rolls or You can also throw yourself from handholds or jump off
Quick Contests against Free Fall or its default – that deter- of stable surfaces, for a Move of ST/2, but always remember
mine the extent to which people command their own move- to modify for encumbrance – especially if pushing or dragging
ment in microgravity. Failure results in loss of control over a load. Every level of Super Jump doubles your speed when
your movement – you suffer a DX penalty equal to your pushing off with your legs, as does a successful Flying Leap
margin of failure, cannot alter your course, and continue roll; Super Throw (GURPS Supers, p. 30) has a similar effect
at the same speed in the same direction you were moving when using your arms to move in free fall.
until you either regain control or collide with something; see Chases, races, and long-distance movement in micrograv-
Collisions (pp. B430-431). ity require rolls against HT-based Free Fall skill instead of
Every second you remain out of control, you may roll Running. High-speed maneuvers and acrobatic movement
against the higher of DX or a grappling skill to grab a nearby rely on Astrobatics (Space, p. 224).
stable object. If successful, you achieve purchase and can
When we’re on the space station, we orbit the Earth 16 times per day, which
means we’re constantly moving to and away from the sun. From light to shadow,
the temperature swings by 300 degrees. Of course we’re protected by the gear
we wear, but you can definitely feel this temperature change.
– Thomas Marshburn
New and Existing Equipment Modifiers, p. B345) when repairing systems with
whatever is at hand. 11 points/level.
Advantages Notes: This is an expansion of Born Spacer (GURPS Power-
Ups 3: Talents, p. 7) that includes several repair skills for
Several advantages function differently in free fall than in a maintaining the many critical systems that make life in space
normal terrestrial environment. possible, as well as Scrounging for finding bits and pieces with
which to improvise.
Flight
see p. B56 Super Jump
Flight, with Newtonian Space Flight or Space Flight, can see p. B89
mitigate control loss (see Control Rolls, p. 26). Add a bonus Every level of Super Jump doubles your speed when push-
to your Astrobatics or Free Fall roll to regain control equal ing off with your legs in free fall. If this is the only time you
to any amount up to your total possible Space Move remain- benefit from it, apply Limited, Free-Fall Move Only (-20%).
ing for that second. If you have Newtonian Space Flight, you
may not apply more Space Move than you have remaining in
your fuel reserves. Once applied, that portion of that second’s
Space Move is gone. I wanna free fall out into
Example: Starchild has Space Move 20 and loses control at nothin’
the beginning of his turn. He may apply up to +20 to his Free
Fall roll to regain control, but if he does so, he cannot move Gonna leave this world for
anymore until his next turn! Alternatively, he may apply +5
and retain up to Space Move 15 for the rest of his turn. a while
G-Experience – Tom Petty and
see p. B57 the Heartbreakers,
G-Experience is common among people who spend large
portions of time in microgravity. While the 10-point version “Free Falling”
is not realistic for people, it would certainly be reasonable for
someone to have experience with a few different gravity fields.
Sweep
Everything in life is relative, where only see Martial Arts, p. 81
change endures. Rather than knock down an opponent in free fall,
this technique causes an opponent to lose control
– Leon Trotsky of his movements. Resolve the attack and the Quick
Contest normally, but the results are as follows: On
any success, your opponent loses control (see Control
New and Existing Rolls, p. 26), but base all penalties on your margin of success.
Since an out-of-control opponent cannot alter his speed or
Techniques direction, he may crash into furniture, walls, or other objects;
see Collisions (pp. B430-431) to determine damage.
A few techniques require special treatment in free fall.
Zero-G Styles
These fighting styles are suitable for any setting that utilizes the latest in weaponry and integrated systems. This
includes extensive spacefaring. seamless integration makes possible feats that seem mythic,
such as shooting accurately in any lighting condition, engag-
Free Fall Assault Training ing multiple targets simultaneously, and dodging inbound
ordinance. FFAT is most commonly taught to advanced mili-
8 points tary troops and police teams.
Free Fall Assault Training (FFAT) is a shooting style promi- Stylists learn a wide range of weapons and skills, from laser
nent among spaceborne soldiers. An extension of the shooting pistols and rifles to gyrocs and electromagnetic grenade launch-
styles of 21st-century militaries, FFAT (pronounced “eff-fat”) ers, and how to quickly reload or switch between weapons.
Extra-Vehicular Combat planes and scaling rock walls in South Florida when he isn’t
working as a pharmacy technician. His love of science fiction
5 points extends back to his childhood where it led him to roleplaying
Descended from the unarmed military martial arts and with Alternity as a pastime at track meets. Ever since, gaming
knife fighting of the 21st-century, Extra-Vehicular Combat has been part of his life, often vying for time with sleep and
(EVC) is a brutal and practical style with one of two goals: video games. He couldn’t have written this article without the
puncture the opponent’s suit or send him tumbling into space. loving support of his other half, Julia. He’d also like to thank
Practitioners begin by learning armed-combat techniques the Pyramid Write Club, but the first rule of Write Club is “we
do not talk about Write Club.”
I’ve dabbled in strange conceptual roleplaying campaigns I could go on, but the point is the previous paragraph took
– one where superpowers led inexorably to death, another me about 15 minutes to research and write . . . which would
where magic warped reality on a fundamental level, and yet have been unfathomable to me in 1997. (Around then, it took
another where the heroes were metaphysical constructs. me the better part of an afternoon at the library to find out as
However, one of the most challenging games I’ve ever led was much info as I could about the space shuttle Enterprise . . .
a Torg campaign I ran in the late 1990s, set when the game which amounted to about two pages.)
came out, in 1990. So what’s the point of revisiting memory lane here? First,
You wouldn’t think trying to recreate the world from a by having a vivid snapshot at two different stages of trying to
mere eight years prior would have been as difficult as it was. answer the same technological question (attempting to rec-
And yet . . . the first couple of adventures had us scratching reate an understanding of 1990 tech in both 2001 and 2015),
our heads. Forget trying to remember the state of the Soviet I have a fairly interesting view for trying to figure out what the
Union; how common were cell phones in 1990? How big was “cutting edge” might be in the next 15 years or so.
the Internet? Who had email? Eventually we muddled into a Here, then, are a couple ideas I had while contemplating
kind of muddy compromise where we just didn’t rely on “mod- the past, present, and future.
ern” technology much, because we couldn’t agree on
what stuff was around.
I know I wrote about this campaign before in the
old HTML era of Pyramid, but – with another decade Human progress is furthered,
between that campaign and the last time I considered
it – what I find interesting in reminiscing about it is not by conformity, but by
how much easier (comparatively speaking) it would
be to construct a 1990-set game today compared to aberration.
running that same game in 1998. Why? Technology.
When I ran that game in the late 1990s, Wikipedia – H.L. Mencken
wasn’t a thing. Google wasn’t really a thing. (I know
that because I used Wikipedia to tell me about
Google’s history.) Consumer-level high-speed Internet wasn’t
a thing.1 Today, if I wanted to run a more historically accurate Crowdsourcing
game set in 1990, I could use my high-speed Internet to cobble The eruption of Wikipedia – which, again, didn’t really exist
together a list of common technology along with their capabil- in 2001 – as a pretty accurate, pretty comprehensive starting
ities and limitations. For example, 1990 was the year that cell point for a whole lot of humanity’s knowledge is a development
phones hit one million subscribers (compared to today, when that somewhat took me by surprise. Looking at the individual
there are nearly as many cell phones as people). What about elements, most of them weren’t surprising separately. I could’ve
the Internet? Well, the first commercial dial-up ISP launched guessed that eventually there could be a cluster of comput-
in November 1989 (compared with walled-off networks, like ers capable of pulling up information quickly (and with the
CompuServe [1969] and Prodigy [1988]). Folks were still Internet speed to make it worthwhile). I could’ve even guessed
hashing out the WWW protocol in 1990. Email had existed that such a thing might be conceivably be free; I could’ve fore-
since the 1970s, but few folks had it outside of the educational seen the idea of grants or non-profits making information freely
and tech fields. available, let alone the possibility of an ad-supported version.
1. As an aside, the phrase “wasn’t a thing” wasn’t a thing in the 1990s either.
Constructed Realities
Thus, maybe a complex code is being broken in real time
by unwitting gamers who are playing a hot new cellphone
Not all aspects of cutting-edge contemplation need to app, where the code is broken into smaller segments and
occur within the game world; some innovations might translated into a game-mechanical format. Or maybe some-
occur at the (real) gaming table. One of the challenges one who needs to decipher a simple code (where pictures
of running any kind of game set in the modern day is the that routinely begins with “A” – apples, ants, etc. – stand for
vast number of options players have at their disposal. Do the letter A, and so on through the alphabet) ensures that
the heroes want to visit a myriad of malls? Reprogram no translator ever gets more than a few sequential letters.
their computers? Crank-call people on another continent?
All of these are things that a GM must be able to sort out
at a moment’s notice.
However, the “cutting edge” of reality has more informa- About the Editor
tion codified about the real world than at any point in history. Steven Marsh is a freelance writer and editor. He has con-
It would be trivial to have the computer serve as the virtual tributed to roleplaying game releases from Green Ronin, West
interface between the GM and the players, conjuring informa- End Games, White Wolf, Hogshead Publishing, and others.
tion that the GM has no inclination to create. He has been editing Pyramid for over 10 years; during that
The heroes are in the middle of downtown Brainerd, time, he has won four Origins awards. He lives in Indiana
Minnesota; where is the nearest weapon shop? Pawn shop? with his wife, Nikola Vrtis, and their son.
The next edition of Car Wars is coming! To help prepare, “Who is the vaquera supreme of Nevada?”
Pyramid proudly presents this vignette, spotlighting one aspect “QUEEN MOB!”
of its bold new world. Visit carwars.sjgames.com to keep Queen Mob descended from the ziggurat of destroyed vehi-
abreast of the latest developments! cles. The polarized visor of her white-and-gold helmet finally
tamed the burning midday sun as she fitted it over her kinky
YYY
hair. She switched on its internal microphone.
As the din of mechanics shouting over the humming fabri- “Bring me my cycle!” A pair of mechanics wheeled out a
cators rolled out over the parking lot, the drivers rattled belts huge cycle, its works hidden beneath a freshly-fabricated
of ammo and racks of rockets into place. Whatever the vast casing of gleaming white armor plastic accented with gold.
concrete slab had once been, it was now home to a ziggurat Another stumbled alongside, tightening the last connection on
of crushed cars dragged over from the rusting scrapyard, sur- a pair of rocket pods hanging from either side.
rounded by a wolf pack of motorcycles. The woman in white “Bring out the eyes so that all can see!” A technician flipped
leather and gold appeared at the top of the tower and thumbed a switch, and a cloud of tiny camera drones rose from their
the switch on the microphone. Her voice boomed out from charging racks by the fabrication shed and took positions
dozens of salvaged speakers across the lot. around the pack of motorcycles.
“My hunters!” Queen Mob threw a leg over the seat of her cycle as the rest
The bikers became no less noisy in their preparations, but of the bikers hurried to mount up, slamming closed the last
they cheered loudly as they worked. Some ripped off short open hatches and snapping up stands. With a near-leap, she
bursts in salute. kicked the cycle into roaring life.
“Today, as on so many days, we ride to defend our honor. “Let’s ride!”
Today, a convoy will try to pass over our roads. With no toll!
As though they owned the road!” The crowd below made exag- About the Author
gerated sounds of disbelief.
Matt Riggsby has written over 40 articles and supplements
“The Franciscans give us no respect!” Loud boos and
for Steve Jackson Games.
shouts from the bikers showed exactly that they thought of
California. “The Yankees give us no
respect!” More shouts and a few more
rounds of gunfire; it went double for
what was left of the United States.
“But we shall have our respect!
And we shall have our tribute!” The
jeers turned to cheering. This was the
part they wanted.
“They shall fear us and give us
what is ours!” More cheering, more
gunfire.
“Now, tell me, hunters, who leads
you to victory in every battle?”
“Queen Mob!” the bikers shouted
back.
“Who wins you Sonoma wine and
Philadelphia medicine?”
“Queen Mob!”
“Who is generalissima of Elko and
Battle Mountain?”
“Queen Mob!”
STEVE JACKSON GAMES
warehouse23.com
Pyramid Magazine 38 November 2015