Alternative 1 Ethnology 5 Improvement at Higher Tls 5 Weapon
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Chemical Slugthrowers Pistols Directional Mines 67 4Spray Weapons 67 About GURPS 8 Squirt Weapons (TL7+) 68 Chemical Slugthrowers Chemical Weapons 69 SMGs & Rifles 49 Types of Gases 69 Alternative 1 ethnology 5 Chemical Slugthrowers Other Nanochemicals 70 Machine Guns Injected Nano-Weapons 71 Cyberpunk 5 5 Emergent Superscience 5 Improvement at Higher TLs 5 0 Special Slugthrower Ammunition 51 Hard Science 6 Uniforms 73 Chemical Slugthrowers Shotguns 51 Weapon Improvements 6 Flexible Armor 73 Gauss Weapons 53 The Nanotech Revolution 7 Tailored Flexible Armor 73 Gauss Needlers 53 High Biotech 7 Rigid Armor 74 Gauss Bullet Weapons 53 Nanotech 7 Force Fields 75 Gauss Ammunition 53 Retrotech 8 Alternative Force Screens (TL 11+) 75 Other Gauss Weapons 54 Safetech 9 Other Defenses 76 Grenade Launchers Gadget Control 10 54 Preventive Measures 10 Chemical Grenade Legality and Antiques 10 Launcher Weapons Security Equipment 79 Point Costs and Cash 10 5Law-Entorcernent Equipment 81 Retroactive Measures 11 4 Criminal Equipment & Real Life Ultra-Tech 12 Burglary Tools Raygun Control 12 8 Power Cells 13 3 Power Cell Energy 13 Surveillance Equipment 84 Power Slugs 14 Stealth Technology 85 Combination Gadgets 14 Black Market Equipment 15 Plug In Gadgets 16 Medical Equipment 88 Wonder Drugs 89 Biomedical Techniques 92 Tools and Construction Material 18 Rejuvenation (TL10+) 92 Sensors, Viewing Aids & Nano-Symbiotes 92 Scientific Gear 23 Sensors and Viewing Aids 23 Scientific Gear 26 Exploration, Survival & Detective Cyberwear 95 Bionics 95 Personal Gear 26 Bionic Options 95 Exploration and Survival Gear 26 Gyrocs Bionic Arm & Hand Options 96 Personal Equipment 27 Gyroc Weapons Bionic Ear Options 97 New Gyroc Ammunition Bionic Eye Options 98 Lasers Total Cyborgs 99 Computer Hardware 32 Laser Weapons Implants 100 Computer Systems 32 Laser Options & Variants Detecting & Removing Implants 100 Modifying Computers 33 Needlers Simple Implants 100 Data Networks 34 Specialized Needlers Complex Implants 102 Net Service Providers 34 Needler Ammunition Cyberwear for Nonhumans 108 Freeware and Shareware 35 Rocket Launchers Virtual Reality Evolutionaly Cyberwear 109 35 Rocket Launchers Multi-User Rig 35 Blasters VR Rigs and Suits 36 Blaster Weapons Brain Implants VR Software 37 Blaster Variants 11 Nauseators (TL9+) 1 Electromagnetic Pulse Guns (TL 10+) Modular Brain Implants: Communicators 40 Gravity Beamers (TL13+) Chipware Entertainment Recording and Playback Gravity Beam Weapons 11 Equipment 43 Mindrippers (TL14+) 4 Sensie Technology 45 Chip Labelling & Diagnosis 114 Weapon Accessories & Drawbacks of Chipped Skills Modifications............... Power Cartridges (TL8+) Other 11 Chemical Slugthrowers Accessories Throwing and 4 4Melee Weapons Smart Types of Chips 115 Shuriken(TL11+) Melee Cyberbram Augmentation Private Realities 38 Weapons Explosives and (TL12+) 119 Grenades Grenades (TL8+) Mini Grenades (TL8+) Gadget Tables 120 Armor Uniforms & Force Fields 120 Chemical & Nanotech Weapons 120 Biomedical Techniques 120 Bionic Modifications.................. 120 Implants............................ 121 Brain Implants ....................... 121 Chipware . 121 Steve Jackson Games is committed to Communications ..................... 121 full support of the GURPS system. Our Computers . 122 address is SJ Games, Box 18957, Austin, Criminal Equipment................... 122 TX 78760. Please inc lud e a self- Defenses. ........................... 122 addressed, stamped envelope (SASE) any time you write us! Resources now avail- able include: Pyramid (www.sjgames.com/pyramid). Our online magazine includes new rules and articles for GURPS. It also covers all the hobby's top games - AD&D, Traveller, World of Darkness, Call of Cthulhu, Shadowrun and many more - a nd o t he r SJ Games releases like In Nomine, INWO, Car Wars, Toon, Ogre Miniatures and more. And Pyramid sub- scribers also have access to playtest tiles online, to see (and comment on) new books before they're released. New supplements and adventures. GURPS continues to grow, and we'll be happy to let you know what's new. A current catalog is available for an SASE. Or check out our Web site (below). Errata. Everyone makes mistakes, including us - but we do our best to fix our errors. Up-to-date errata sheets for all GURPS releases, including this book, are always available from SJ Games; be sure to include an SASE w it h your request. Or download them from the Web - see below. Q&A. We do our best to answer any game question accompanied by an SASE. Gamer input. We va lue your com- ments. We will consider them, not only for new products, but also when we update this book on later printings! Internet. Visit us on the World Wide Web at www.sjgames.com for an online catalog, errata and updates, and hundreds of pages of information. We also have INTRODUCTION conferences on CompuServe and America Online. GURPS has it s own U se net This is a sequel to Ultra-Tech Revised Edition. Like its parent, it's a source- group, too: rec.games.frp.gurps. GURPSnet. Much of the online dis- book for GURPS Space, Supers and Cyberpunk campaigns, or any other setting cussion of GURPS happens on this e-mail that requires exotic technology. list. To join, send an e-mail message to [email protected] with "subscribe We've tried to be a bit more generic this time around. For example, you'll GURPSnet-L" in the body, or point your find suggestions for alternative versions of several baseline technologies, such as World Wide Web browser to this URL: lasers, blasters and force fields, along with discussions on setting up alternative www.io.com/GURPSnet/www. technology paths. Page References Ultra-Tech 2 The toys in are sorted by Tech Level and function. Each chapter Rules and statistics in this book refer describes a general class of technologies. Smaller subsections organize gadgets to GURPS Basic Set, Third Edition, from their lowest to highest Tech Level, just as in the Ultra-Tech Revised Revised. Any page reference thai begins with a B refers to the Basic Set - e.g., p. Edition. B102 means page 102 of the GURPS Basic Set. UT refers to GURPS Ultra- Tech, Revised Edition, S to Space, RO About the Author to Robots, CI to Compendium 1 and CII David L. Pulver once lived in various places around the world, but is cur- to Compendium II. rently lurking in Kingston, Ontario (that's in Canada). He's been designing and Only Basic Set and this book are writing professionally since 1989. The original Ultra-Tech was his first book. required to play. GURPS Space and - Tech might be handy. The standard GURPS tech levels represent just one of many paths describing how different technologies pace one another in development. While we've assumed IMPROVEMENTS humans followed this particular course of technical advancement in the standard GURPS Space background, that need not be the case. AT HIGHER TLS The tech levels of the various items in this book and in Ultra-Tech should be treated simply as guidelines - a particular culture (human or alien) could develop some All items in this book are listed at technologies more rapidly than others. This might result from accident, simple eco- the Tech Level (TL) at which they were nomics, a ban on research in certain areas or the way the laws of physics work in that first introduced. Any technology from lower TLs may be available at higher particular universe. In the last case, of course, the changes will affect everyone, rather TLs. than a particular culture. One TL after it first appears, any equipment, as well as wonder drugs, computer programs and services such as medical procedures, costs half as ALTERNATIVE TECHNOLOGY much. Two TLs after introduction A few "alternative technology" concepts appear below. Feel free to use them, prices halve again, to one-quarter the modify them or create your own. They can also be combined, e.g., cyberpunk-hard starting price. Price does not decrease further unless specified. science. For some equipment additional modifiers apply: CYBERPUNK Gadgets In many science-fiction worlds, advances in cybernetics, medical science and Unless specified otherwise, all some computer technology race ahead of other technologies, particularly those of devices except weapons, power cells, beam weapons and high-energy physics. For example, a typical cyberpunk world body armor, vacc suits and other sur- may be TL8, but gadgets in these categories may be available at a higher TL: vival suits weigh half as much one TL Body and Brain Modifications: Many cyberpunk worlds have TL9-11 (or higher!) after introduction and one-quarter as much two TLs later. Many gadgets also body and brain implants. improve in effectiveness. Computers: Megacomputers, gestalt computers and even Ghost Comps optionally The weight of a gadget will never can be available. drop below 10% more than the weight Communications: TL9-11 neural interfaces may exist. of its power cells! Entertainment: Sensies, Dreamgames and Electronic Ecstasy may exist. Medicine and Biotechnology: Suspended animation, braintaping, brainwipe and Armor brainburn can show up in an otherwise TL8 cyberpunk campaign. Higher-TL versions of armor have Melee Weapons: Monowire weapons fit into the genre earlier than their normal increased DR; see the individual introduction. descriptions for each type. Stealth: Chameleon and intruder suits optionally may be available, since these essentially rely on high-grade computerized image processing built into the suit. Power Wonder Drugs: At the GM's option, TL9 and even TL10 wonder drugs and Any equipment that runs off power Instaskill could be available. cells gains shots or increased operating time at higher tech levels. This adds The GM will have to decide whether a particular post-TL8 technology has its normal 50% to original operating time or shots cost or is more expensive. For example, in GURPS Cyberpunk neural-interface at each tech level after introduction, implants cost more, but other TL10 implants are at their regular price. reflecting that higher-tech power cells In some "early" cyberpunk worlds (such as GURPS Cyberworld) many of these hold more power.