GURPS Classic Cyberworld

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GURPS Classic Cyberworld CUR P S® CYBERWORLD High-Tech Low-Life in the One-and-Twenty By Paul Hume Additional Material by Chris W. McCubbin Edited by Jeff Koke Cover by Keith Parkinson Illustrated by Dan Smith GURPS System Design by Steve Jackson Loyd Blankenship, Managing Editor Laura Eisenhour, Art Director Page Layout and Typography by Jeff Koke Cartography by Laura Eisenhour Production by Laura Eisenhour; Color Production by Derek Pearcy Print Buying by Monica Stephens Playtesters: Lane Boyd, Andrew Hartsock, Fred McCabe, Kevin McCabe, Robert Patton, Derek Pearcy, Marlon Stout, Rob Thomas, Robert Wheeler, Charlie Wiedman, Todd A. Woods, Dustin Wright and Steven Zieger. GURPS, Roleplayer and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. All names of other products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Cyberworld is copyright © 1993 by Steve Jackson Games Incorporated. All rights reserved. Printed in the U.S.A. ISBN 1-55634-235-7 PRINTED WITH 1 2 3 4 5 6 7 8 9 10 SOY INK Fetus Farming 77 Going to Court 78 Doing Time on the Edge 78 CONTENTS Drugs on the Edge 78 High-Tech Prisons 79 INTRODUCTION 3 The Northwest Protectorate 47 Union of Centra1 American States 47 6. POP GOES THE CULTURE 81 1. A WORLD ON THE EDGE 4 Regional Consolidation 47 On Stage 82 Firshvorld/Lastworld 6 South America 48 Advertising 82 Looking Backways Twenty wards 7 International Law 48 Snuff Art 83 1990-2000: Slipping into Chaos 7 Chilentina 49 Sin Cities 83 Tolliver's Disease 7 Data Havens 49 On Screen 84 2000-2010: Political Turmoil 8 Map of South America 49 Subversive Art 84 2010-2020: Unity Through Force 11 Brazil 50 Virtual Reality and the Sensies ..1 ...... 85 The Canadian Collapse 11 United Europe 51 Literacy 85 ECUs 12 Zurich-Orbital 51 Music 86 Tech Timeline 2010-2020 13 The Korp World 52 Cyberaxes 86 2020-2030: The Maelstrom Grows 14 Eire 53 Sports 87 Secure Observation Facilities 14 France 53 The Olympics 87 The World in 2043 15 Germany 53 Sports and Cyberwear 88 2030-2040: The Hammer Falls 16 The Iberian Federation 53 News 89 2. CAMPAIGNS AND The Commonwealth of Fashion 90 Other Bloodsports 90 CHARACTERS 17 Independent States 53 Campaign Types 18 The Bolshy Ten 53 7. TECHNOLOGY 91 Character Types 19 The Central Asian Federation 54 Tech Levels 92 Advantages, Disadvantages and Skills 22 The Middle East 54 Bioprocessors 92 Job Table 23 Africa 55 Electrical Storage and Power Cells ... 92 Map of Africa 55 Memnon-12 92 3. THE UNITED STATES 24 Conversion Factor 55 Fusion Power 93 The Provisional Government 25 India 56 Genetic Engineering 94 The Cabinet 27 China 56 High-Temperature Superconductors ... 94 The Provisional Congress 27 Eastern Asia 56 Metallurgy 94 Adam Hammond 27 Money Games 56 Power Slugs 94 Elections 28 When Not to Make Flux Rolls 57 Molecular Engineering 95 The U.S. Cabinet 28 Australia: Poisoned Treasure 57 Solar Power 95 ProCon Functions 29 ECONOMICS 59 Limitations of HTSCs 95 The NERCC 29 Cred and Fold 59 Transplants and 1mplants 96 NERCC Organization 30 Valuta and Dengi 59 Getting Tech 96 1ndustrial Regulation 30 Ecus 59 Availability of Tech 96 U.S. Political Parties 30 Payment Plans 59 Cyberwear and Social Stigma 97 Immigration 31 Currency Fluctuation 60 Availability Requirements 98 Security 31 Currency Tables 60 Equipment and Tech Levels 98 U.S. Citizenship 31 Flux Rolls 61 Cyberwear on the Edge 98 Administrative Regions and Districts 32 Cred in the Net 63 Cyberwear and Appearance 98 NERCC Enforcer 33 Using Flux in a Game 63 Cyberwear Availability 99 The Uniform Code 34 5. CRIME AND PUNISHMENT 65 Personal Weapons 101 Control Ratings 34 Heavy Weapons 105 NERCC Elite Enforcer 34 Organized Crime 66 Ethnicity and Crime 66 Other Weapons and Equipment 106 Citcards 35 Weapon Table 107 Card Checks 35 The Mafia 67 NERCC Officers 35 Familia, Ltd 67 8. THE NET ON THE EDGE ..109 Fake Citcards 37 Mafia Structure 68 Computers 110 NERCC Commander 37 Secrecy and Mem . 69 Major Computer Korps 111 U.S. Territory 38 The Omerta Implant 70 Megacomputers 112 70 Alaska Free State 38 'Traffs Mass Storage 113 71 NERCC Field Agent 38 The Major Cartels Data Requirements 114 Black-Box Citcards 39 Triads 71 Data Transfer Rates 115 The Cuban Revolution 40 The Commissione 72 Operating Systems 116 Alaskan Special Operations Troops 40 Russki-Yakuza 73 Software 118 Mexico 41 11 Unione 74 New Attack and Defense Programs 118 Echeverista Guerrilla 42 Local Talent 74 Virgonomics 120 The Low Six 43 Rackets 74 Cyberspace on the Edge 121 Map of the Upper 48 44 Bloodsports 74 Neural 1nterfaces 121 Map of the Low Six 44 Body Banks 74 Neural Controllers 121 Credit Crime 75 Cyberdecks 122 4. GEOPOLITICS 45 Crime for Hire 75 Pricing Computers 123 North America 46 Drugs 75 Computer Programs 124 Communaute d'Atlantique Quebecois 46 Narcotraficantes: The Big Three 75 Cyberdeck Software 124 Map of North America 46 Extortion 76 The United Provinces 47 Gambling 76 TALKIN' The Federated Provinces of Numbered Ranks 76 ONE-AND-TWENTY 125 Columbia and Alberta 47 Prostitution 77 INDEX 127 Contents — 2 — INTRODUCTION This paryen with the steel eye was holdin' forth on how the proles get drigged About GURPS by ProGov, when the nerks joined the party. No surprise. When three streetfolk Steve Jackson Games is committed to talk revolutseeya, it's an easy bet two are dreamin' and the third's a sneetch for the full support of the GURPS system. Our ad- dress is SJ Games, Box 18957, Austin, TX heat. 78760. Please include a self-addressed, The goons' matte-black combat suits seemed to soak up the light. Not local stamped envelope (SASE) any time you heat. They was carryin' burners as well as the standard-issue pocket rockets. Only write us! Resources now available include: Pyramid. This bimonthly magazine in- the nerks get that kinda bangbang to play with. A laser took out the gent with the cludes new rules and articles for GURPS, as steely glance and I was under the benches by the time the gyrocs started flyin', and well as information on our other lines: Car wishin' the plast was a little thicker. Wars, Toon, Ogre Miniatures and more. It also covers top releases from other game I pulled my stinger and was glad to see the nerks were in monocrys, not plate. companies – Traveller, Call of Cthulhu, The needles made that whiperack sound, and Gospodin Nerk by the window Shadowrun, etc. Gaussed out. By now, bullets and needles was flyin' everywhere, and between New supplements and adventures. We're them and the throw weight from the nerks, the place was gettin' unhealthy. I always working on new material, and we'll be happy to let you know what's available. clicked my teeth and the legs fired up, launchin' me on aflat trajectory through the A current catalog is available for an SASE. glass. Two more flatblacks was posted outside the window They was slower than Errata. Everyone makes mistakes, in- me. cluding 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 with your request. Q&A. We do our best to answer any game question accompanied by an SASE. Gamer input. We value your comments. We will consider them, not only for new products, but also when we update this book GURPS Cybenvorld is a cyberpunk sourcebook set 50 years in the future, in later printings! almost halfway through the "one-and-twenty" (21st century). Where GURPS BBS. For those who have home comput- Cyberpunk jacked the GURPS system into the virtual reality of cyberpunk fiction, ers, SJ Games operates a multi-line BBS with discussion areas for several games, in- GURPS Cybenvorld presents a detailed setting for adventures and campaigns. cluding GURPS. Much of the playtest feed- There are some differences between this book and the campaign setting de- back for new products comes from the BBS. scribed in GURPS Cyberpunk. GURPS Cyberpunk described a "mature" TL8 It's up 24 hours per day at 512-447-4449, at 300, 1200 or 2400 baud. Give us a call! We technology. Lasers and gyrocs were the standard sidearms. Cyberwear was also have discussion areas on Compuserve, chromed and slicked-down and well-behaved, and often you couldn't tell it from GEnie, and America Online. the original meat. In GURPS Cyberworld, the world at large – where you and I live – is at early TL8. There's still a lot of TL7 tech around, and TL8 toys are for the wealthy and powerful. People still shoot each other with primitive things like Page References References to the GURPS Bask Set, bullets. Most TL8 bangbang is mil-spec only. Cyberwear is not an off-the-shelf Third Edition begin with a B – e.g., p. B102 proposition you can buy on every street corner. And when you do get it, it is more means p. 102 of the Basic Set, Third Edi- likely to have raw welds and breadboard microcircuits than polished chrome and tion. HT means GURPS High-Tech, a UT refers to GURPS Ultra-Tech, and a C refers synthiskin camouflage. A hacker with a cyberdeck is one in a million, and as far to GURPS Cyberpunk. as most Net computers are concerned, he's a god. Apart from these details, there are a few other little changes from the world we know in 1993.
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