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Space Opera

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GURPS Pyramid 3/9

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Stock #37-2609PYRAMID MAGAZINE 2 JULY 2009 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 2009 by Steve Jackson Games Incorporated. Some art 2009 JupiterImages Corporation. All rights reserved.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. Pleasepurchase 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.COVER ARTMichael ClarkINTERIOR ARTGreg HylandJupiterImagesCONTENTS IN THISISSUEWhetherepicencountersbetweenmassivestarships,ormemorablematchesbetweenpsychicallyenhancedwarriors,space opera puts the fantasy in high-tech. This issue offers read-ers a selection of exciting additions to space-opera campaigns.StevenMarshprovidespotentialgalaxyconquerorswithfourDoomsdayWeapons. FromthesinisterlysimpleSystemSilencer to the horrifying Madness Bomb, potential emperorsshould be able to find something suitable for their diabolicalschemes.Andtheyreallgeneric,sotheyfitintomostspace-faring campaigns.Ifyoudspentyourpointsonprecognitive abilities,youcouldve read Designers Notes: GURPS Psionic Powers beforeRev.JasonP.K.Levinehadevenwrittenit.Forthosewhodidn'tspoilthefunpreemptively,thisarticleisafascinatingcollection of discarded design options, peeks under the hood,and other insights. It also comes with a psi-centric setting withcyborgs, degenerate humans, and psionic agents.Kelly Pedersen shows players how to Fight the Future withfivenewGURPSmartial-artsstylesthatrelyheavilyongearfromGURPSUltra-Tech. Soldiers,thieves,andstar-roamingknights will all find something new to bring to the battlefield.Becausespaceoperasneedinterestingdestinations,GURPSauthorStephenDedmanhasobligedwithsomedetailsonTangaroa. Thisbackwaterplanetisafavoritepil-grimage site with potential for some interesting ecological andarcheological finds.This issues handout the Space-Opera Scanner can addverisimilitude to the gaming table. Players can assemble theirown bulky high-tech space-opera scanners and use them toanalyze plants and rocks or keep track of select ship functions.Andy Vetromile and Matthew Pook make as big as spacegamesuggestionswiththisissuesRecommendedReading.Odds and Ends offers some bonus space-opera tips, as well aspresenting Murphys Rules.The Last Word on space opera is our biggest word yet, andisalmostcertainlyillegal(andimpossible)inScrabble. Findout what Chris Birch, coauthor and line developer of Cubicle7sStarblazerAdventures:TheRockandRollSpaceOperaAdventure Game, has to say about the genre.Article ColorsEacharticleiscolor-codedtohelpyoufindyourfavorite sections.Pale Blue: In This IssueBrown: In Every Issue (letters, humor, editorial, etc.)Dark Blue: GURPS FeaturesPurple: Other FeaturesGreen: Recommended ReadingFROM THE EDITOR . . . . . . . . . . . . . . . . . . 3DOOMSDAY WEAPONS. . . . . . . . . . . . . . . . . 4by Steven MarshDESIGNERS NOTES: GURPS PSIONIC POWERS. . . . . . . . . . 11by Rev. Jason P.K. LevineSPACE-OPERA SCANNER . . . . . . . . . . . . . . 17FIGHT THE FUTURE . . . . . . . . . . . . . . . . . 26by Kelly PedersenTERRA INCOGNITA: TANGAROA . . . . . . . . . 31by Stephen DedmanRANDOM THOUGHT TABLE: FOUR TIPSFOR SPACE-OPERA GAMES. . . . . . . . . . 36by Steven Marsh, Pyramid EditorODDS AND ENDS . . . . . . . . . . . . . . . . . . . 38featuring Murphys RulesRECOMMENDED READING: GRAND, SWEEPING GESTURES. . . . . . . 39by Andy VetromileRECOMMENDED READING: SPACE IS BIG . . . . . . . . . . . . . . . . . . . 41by Matthew PookLAST WORD . . . . . . . . . . . . . . . . . . . . . . 43with Chris BirchABOUT GURPS. . . . . . . . . . . . . . . . . . . . 44CUE THE HEROIC FANFARE!Whentheblackofspaceglowsbrightcomparedtothedarkhearts of sinister forces . . .When the speed of light pales in comparison to the racing ofa heros pulse . . .Whentheskysnottheupperlimitbuttheloweststartingpoint . . .. . . the time is right for space opera.Space-opera settings are oftenrelentlesslyoptimistic.Andwhyisthat?Because,attheircore,space-operatalesareaboutonepersonmakingadifference.Spaceissuchahugeconcepttograsp,itscomfortingtobelievethat one hero or group of heroesissignificant.Ifitwerentforyour actions, the citizens aboarda space luxury liner, the colonistsonafrontierworld,oreventheentire cosmos would be irrevoca-blychanged.Knowingyouractionsmatteronagrandscalecan be a great motivation for the players, never mind the PCs.Even if you arent in a true space-opera game, the materialinthisissuecanstillmakeanappearanceinmostspace-related games. Most of the threats in Doomsday Weapons canbetoneddowntolesscataclysmiclevels,andtheydbeespe-ciallyappropriateforspace-faringsuperscampaigns.Similarly, while the martial artsinFighttheFuture (whichusesGURPSUltra-Tech)andthecolonyworldofTangaroa fitwellinaspace-operasetting,theyllworkgreatinotherset-tings,too.Furthermore,manyofourreadersenjoypeekingbehind the curtain in DesignersNotes, andthisinstallmentforGURPSPsionicPowers alsoincludessomevarianthumansperfectforanypsi-basedcam-paign. Mix and match!WRITE HERE, WRITE NOWWe love to get your feedback! Please feel free to send [email protected], orpostonlineonour forums at forums.sjgames.com. If this is your first issueofPyramid, thenthankyouforjoiningouruniverse!Regardless,wealwayswelcomecommentsaboutwhatweredoingrightandwrong.Andifyoureinspiredtotrytocon-tribute to Pyramid, please check out our Writers Guidelines atsjgames.com/pyramid/writing.html for more information!And, of course, if you had ideas for future themes or issuesyoudliketosee,anyoftheaforementionedcommunicationmethodsarethebestwaytomakeyourwishesknown.Remember: We cant give you what you want if we dont knowabout it!PYRAMID MAGAZINE 3 JULY 2009 FROM THEEDITOREditor-in-Chief STEVE JACKSONChief Operating Officer PHILIP REEDArt Director WILL SCHOONOVERProduction Artist NIKOLA VRTISPrepress Checker WILL SCHOONOVERErrata Coordinator WARREN MacLAUCHLAN McKENZIEe23 Manager STEVEN MARSHMarketing Director PAUL CHAPMANDirector of Sales ROSS JEPSONIm pro-handouts; I like the addition to the new format Pyramid. Itsa fun gimmick and hopefully I will be able to use some of them later. jimminy, on the Steve Jackson Games forumsOneelementcommoninmanyspace-operastoriesisthedoomsdaydevice:acontraptiondangerousenoughtoturnthetideagainsttheforcesofgoodpermanently!Devicescapable of destroying planets have been a staple of sci-fi talessincethepulps,andcreativefuturiansandevilmastermindshave come up with much more clever ideas over the years.Thisarticleexploresfourpseudoscientificconstructsintendedtochallengeheroesbraveenoughtohopintheirspaceships and protect tomorrow. Most of them are designedto be threatening enough that it would be highly detrimentalto leave them in the hands of the bad guys, yet they are cou-pled with enough problems and drawbacks that none but themostmorallygrayheroeswouldconsiderkeepingandusing them themselves.THE SYSTEM SILENCERDespiteemergingfromapulperawhereinstantaneousworldwide communication truly was the stuff of sci-fi manyspace-opera settings still rely heavily on information technol-ogy. The System Silencer is designed for a setting where Faster-Than-Light (FTL) communication is possible (although, if itsnot, see System Shell, pp. 5-6); in fact, it works best if such FTLmethods are commonplace.The System Silencer can completely block all FTL commu-nicationswithinitseffectiverange.Howmuchrangethisrequirestobeadoomsdaydevicedependsmostlyontheinterstellarsituation.Thetypicalassumptionisthatworldandsystemareroughlysynonymousinaspace-operaset-ting, and as the name implies the System Silencer can jamincoming and outgoing FTL communications throughout thestarsystem.Ofcourse,therangecanbevariedtomakethedevice more emotionally resonant to the campaign. In a settingwhere interstellar travel is rare or nonexistent, and where mostoftheactiontakesplaceinasinglestarsystem,theSystemSilencerblockscommunicationsbetweenworldsofthatsys-tem.Conversely,inepiccampaigns,theSystemSilencercaneliminatethepossibilityofincomingouroutgoingFTLcom-municationsinclustersofstars,orfortrulystar-flungset-tings even among an entire galaxy!DescriptionTheSystemSilencercanbeaslargeorassmallasmakessense within the science of the setting (so much as the scienceofanythingmakessenseinasetting).Itcouldbeaheavilyarmoredspacestationorsatellitemoon,requiringacoordi-nated spaceship attack to destroy. Alternatively, it might be anoutpost or a portion of a land-bound fortress, infiltration anddestructionofwhichcallsforasmallgroupofheroes.Formore exotic ideas, any of the possibilities of the System Shell(pp. 5-6)canbeusedaswell,althoughgiventherelativelybenign power of the Silencer in comparison to other ideas inthis article that might be overkill.VariationsBesidesamyriadofpossibilitiesforthesize,shape,andplacementofthedevice,mostvariationsfortheSystemSilencer stem from how it jams communications. If all signalssuddenlystop,thenitmightbesimplyamatterofsomeonewithintheaffectedsystemhoppingtothenextsystemover,making the distress call, and hopping back home. In this case,thedoomsdaydeviceismoreanannoyance.(Thisassumesthe Silencer isnt being used to stop messages as part of a largerplan that makes it impossible for vessels to get into or out of astar system, of course.) WhatiftheSilencerisactuallyasophisticatedartificialintelligencethatinterceptsallmessages,andthenprovidesnoncommittalresponsestothepersontryingtomakeanincoming or outgoing message? You have no need to visit ushereatDeltaCephei.Everythingisfinehere.Thankyouforcalling. Good day. This could be even spookier than a cessa-tionofcontact;whatiftheheroesaretheoneswhostumbleacrosssuchresponses?Cantheyconvinceothersthattheanswers theyre receiving from the Silenced system dont quitemake sense, or will they just seem paranoid?PYRAMID MAGAZINE 4 JULY 2009DOOMSDAYWEAPONSBY STEVEN MARSHGet more planetary doomsday weapons and their support fleets in GURPS Spaceships 3: Warships and Space Pirates.Take your time. Its not like werefacing total annihilation or anything. Harper, Andromeda PYRAMID MAGAZINE 5 JULY 2009 As a more innocuous example that is, perhaps, too sub-tle for space opera a greater and greater delay starts beingintroduced in communications by the Silencer. Hardly any-onewillnoticeifthereisapauseofonesecondbetweendelivery and receipt of a message . . . unless, of course, thatdelay extends to one second per day the device is activated.AttheendofanEarthmonth,theresahalf-minutedelaybetween messages. If left uninvestigated for a year, theres asix-minutegulfbetweenmessageandresponse.Thismaynotseemlikealot,butwhenthecenterofthegalacticempire needs to wait 12 minutes to get a response to Didyou hear and understand that last instruction?, it can spella subtle sort of doom. Campaign UsesByitself,theSystemSilencerprobablyisntmuchofadoomsdaydevice.Tobecertain,atitsworst,ithasthepotential todosignificantharm.Forexample,ifaSystemSilencer were placed on the throne world or bureaucratic cen-terofagalacticempire,theentireinterstellargovernmentcouldthreatentocollapse,givenenoughtime.Similarly,ifaneutral system were strategically important enough, a suddencessation of communiqus from it could be seen as proof of anactofwaramongantagonisticempires,sowingtheseedsforgalactic conflict.For the most part, the System Silencer is best used to setthestageforalargermystery.WhyhaveeffortstocontactDeltaCepheisuddenlyfailed?(Or,conversely,whyisitimpossible to contact the rest of the cosmos when within theDelta Cephei system?)SYSTEM SHELLTheSystemShellisdesignedforasci-fiuniversewhereFTL travel takes the form of jumps or hyperspace trips, usu-allyfromsystemtosystem,althoughasexplainedinVariations itcanworkinmostothersettingsaswell.TheShell takes the basic idea of the System Silencer and expandsit one step further: What if, instead of it being impossible tocommunicate with another star system, its impossible to getthereatall? Or,conversely,whatifitsuddenlybecomesimpossible to leave a system?ThebasicvisionoftheSystemShellsimplypreventsanyspaceshipsfromenteringtheaffectedsystem.Programmingthecoordinatesandpressingthebuttonstojumptothatlocation simply fails; attempts to exit hyperspace at the appro-priate time do not succeed; and so on. Its as if the exit and onramps on a freeway were sealed off with concrete pylons; withthe System Shell active, theres no way to exit or enter the free-way at that point.Insettingswithjumpgatesorfixedtravelpoints,theSystemShelliseasytoincorporate;thatentrance/exitloca-tionsimplyfailstowork.Insettingswithpresumedbutunfixedjumppointssuchasanywherewithin5,000,000,000milesofastartheSystemShellcanblockaccesstothatstarsystem,bydoingitssuper-scientificshenanigans throughout the entire area.For campaigns where FTL travel is a matter of flipping theswitchandenablingtheshiptogofaster,theSystemShellcan be more challenging. After all, if the Shell works to (say)5,000,000,000 miles of a star, what keeps someone from travel-ling 5,000,000,001 miles from a star, and using whatever not-quite-faster-than-light (but probably pretty darn fast) methodsof getting there? Many space-opera settings presume some sortofimpulsedrivethatoftenoperatesat,say,0.9timesthespeed of light; this might enable one to get from Neptune to thesun in about 4.5 hours. Even extending the range of the SystemShell to double Neptunes orbit would only require FTL travel-ling to right outside that range, resulting in a nine-hour trip tothesun...interstellarinconveniencesarenot thestuffofdoomsdaydevices.Inthiscase,theShellmightdeflectFTLdrives,preventingthemfromshuttingoffnearthesystem.Itmight take trial and error to figure out a safe distance.Of course, in universes without FTL communications (andonly FTL travel), the System Shell also serves the function ofthe System Silencer. If courier ships and informants cant makethe interstellar journey to or from a place, they are essentiallycut off from communication. In the broad case, it is up to theGM whether or not the System Shell also functions as a SystemSilencer;althoughitsengagingtohaveasystemthatisbothsilent and inaccessible, it can also be quite spooky to be utterlyunabletoleaveorenterasystem,buttostillbeinconstantcontact.DescriptionSincetheSystemShellandSystemSilencerhavesimilarbroad ideas (block all X into and out of a system), they canhavesimilarappearances.Ingeneral,theSystemShellisamoresinistereffect,andprobablybenefitsfromsomethingbigandflashyamoon-sizedbattlestationthatpervertsthelawsofphysicsisnotinappropriatehere.However,amorelow-key depiction of the device can also be used. For example,in a setting where star systems are connected via single pointsof entry such as the jumpgates in Fading Suns access maybedeniedviaamoresubtleeffect(subtleforspaceopera,thatis),suchasnanobotsswarmingoverthejump-point. Despite whats presented in numerous space-opera movies, most planets exhibit a variety of terrains.Adventure SeedsWeveGotaProblemHere Over:Theheroesareonaplanet dealing with another crisis, when they discover theirefforts at getting word back to their superiors are continu-ally thwarted. Now they need to deal with their immediatecrisis without the possibility of outside aid and try to figureout where the communications failure is.We Are All Fine, Thank You: The adventurers are some oftheonlyoneswhoareinregularcommunicationwithabackwater world on the fringes of civilized space. So whentheir attempts at communicating with old friends results inonly flat, emotionless responses, they grow concerned. Cantheyconvinceothersthatthereisaproblem,orconvincethemselves enough to investigate the situation?The vision of a monolithic jumpgate being coveredwith swirling liquid metal should be a suitably epic-feelingeffectwithouttheneedforagargantuansatellite.VariationsMostvariationsontheSystemShellarisefromwhat effects it has besides blocking exits. Some possi-bilities include:Rerouting: ShipswithintheShelledsystemthatattempt to leave just fail, as normal, while ships thatattempt to enter the system are routed elsewhere. Thisreroutingcouldbethenextsystemover,ortheIntergalacticWarlordsHomeSystem!Thelatteroption, however, may not be that different from . . .Destruction: Shipsthatattempttoenterorleavethe system are just destroyed! This is a true dooms-day option, and it is an excellent possibility for uni-verseswherejumpgatesorstarsystemsarenotrequiredasdestinationsandwherelimitlessFTLtravel is possible (especially if FTL travel isnt cheaporcannotbeaccomplishedwithoutdirectsapientinvolvement).Afterall,iftheSystemShelldestroysallshipsthatattempttouseFTLengineswithin5,000,000,000milesofDeltaCephei,therewontbemany volunteers to risk killing themselves by testingthe 1,000,000,000-mile mark (boom!), 2,000,000,000-mile mark (boom!), etc.Corruption: What if all those aboard vessels that use FTL toarrive within a Shelled system become infected or corrupted bysomekindofsinistereffect?(Thisisanespeciallyappropriatepossibilityinsettingswherepsionics,metaphysics,oradarkside exists to exert corruptive influence.) Of course, if outboundtraffic isnt restricted, then the system simply becomes a tarpit ofevil. That is, the whole plan is to accumulate a sinister army, andthen turn off the System Shell and allow them to escape . . .Another variation centers on how long it takes the SystemShelltoharden.Maybeitmerelybecomesmoreandmoredifficult to get into the affected system (giving heroes a chanceto pierce the barrier and look for clues before its permanentlysealed off).Campaign UsesTheSystemShellisexcellentforamysteriousdoomsdaythreat,anditbecomesmorethreateningthemoreimportantthe world is! If it suddenly becomes impossible to get into orout of the only system in the cosmos that supplies jump-crys-tals,thentheuniversesuddenlyturnsintoamuchmorechaotic place.Fromagamingstandpoint,thebiggestissueisresolvinghow the GM can make it possible to undo this damage. If theheroes are trapped inside the locked-off star system, then theproblem is trivial; it simply falls to them to find and destroy theSystem Shell and reestablish contact with the rest of the galaxy.IfthePCsareontheoutside,thentheadventurerequiressomesortofcounter-McGuffintopiercethebarrieratleastonce. Maybe some kind of superscience can undo the effect ofthe Shell . . . one time only. (This power might even be tied toaspecialoruniqueabilityofoneoftheinvestigators,thuskeepingitfrombeingapermanentsolutiontotheproblem.)OrmaybetheIntergalacticBadGuyshaveagaragedooropenerthatletsthem piercetheSystemShell,asneeded.Inthiscase,theadventurecouldrevolvearoundtheheroesattempts to procure such a device, so they can break into theaffected system and put things right themselves.THE INFINITE MINESTypicalspaceminesarethebaneofmanyaninterstellartraveler, and Infinite Mines take this concept and increase thedanger to an almost unimaginable level. The name isnt quiteaccurate, but the Infinite Mines nevertheless pose a potentiallycatastrophic threat to the cosmos!Typicalminesareplacedtoendangeraspecificlocationusually by exploding and destroying the intruder. In contract,Infinite Mines are more akin to mechanical organisms, doingwhat they can to survive and thrive. Like their more traditionalinterstellarcounterparts,InfiniteMinesareplacedinspacelanes, damaging vessels as they try to go from world to world.Unlike more traditional models, however, Infinite Mines havethe means and ability to replicate.PYRAMID MAGAZINE 6 JULY 2009 Some common planetary terrains include: desert (or tundra), forests (or jungles), mountains (with or withoutvolcanoes), oceans, plains, and wetlands.Adventure SeedsIm Not Locked In Here With You . . .: There is only one jumproute connecting enemy territory to civilized space, and that sys-temhasalwaysbeenofhugegalacticimportance.Sowhenthatworldsuddenlybecomesinaccessible,iteffectivelysealsthetwosides from each other. This raises the question: Are the adversariestrying to keep the heroes worlds from accessing theirs, or are theytrying to trap someone or something within civilized space?Bad, Meet Worse: An important world is sealed off via a SystemShell,andmosteffortsatcommunicatingwiththesystemhaveproven impossible. Scientists allied with the heroes believe theycan generate a hardwired override on the FTL drive, enabling oneship to enter the cordoned-off system. Probably. They assure theheroesthereslessthana40%chancetheentireshipwillbedestroyed. However, the scientists warn that, even if the overrideworks, its almost certainly going to short out every system of noteinthevessel;theheroeswillneedtoworkfastiftheywanttorepairtheirshipandkeepthelackoflifesupportfromkillingthem all. As a slight complication, there is a strong likelihood thatthe system in question is being used by the enemies to amass anenormousfleetwithwhichtoterrorizethegalaxy...andthatlikelihoodencompassesthefactthattherewillprobablybeenemy ships near where the heroes disabled ship appears. Goodluck; the cosmos is counting on you!There are three distinct and related types of Infinite Mines.The first is the standard drone. These explode like traditionalspacemines,althoughtheymaybetougherorweakerasdesired. (Having a variety of explosive types is probably mostadvantageoustotheInfiniteMines,sinceitmaximizesboththeirdestructiveandreproductiveabilities.)Thesecondtypeof Infinite Mine is the replicator. These self-propelled vesselsswarm around the debris and hulks of damaged and destroyedships, and they use the raw materials the damaged vessels pro-videtocreatenew Minesofallthreetypes.ThefinaltypeofInfiniteMineisthepod.Theseattachdiscreetlytoundam-aged (or minimally damaged) vessels, hoping to detach alonganewspacelane...ideallyonewhereitsscannersfailtodetectthepresenceofmanyotherInfiniteMinessinceadearth of other Infinite Mines means the lane is new territory.Once in a new lane, the pod converts itself to a drone or a repli-cator whicheversortitcan'tdetectnearby.ThisgenerallymeanstheInfiniteMinesneedtwodifferentpodstoinfestaspace lane fully, although it's possible for two pods to attach toone ship.ThedangertheInfiniteMinesposesisonethatthreatensthefoundationsofacosmicrepublicorempire.Iftheactofmoving from world to world can either destroy a vessel or sowthe seeds for new lanes to become dangerous, then interstellartravel may eventually become outlawed or suicidal. No inter-stellarcommunitycansurvivetheunendingclosingofitstravel routes.DescriptionInfinite Mines most likely resemble their more mundanecounterparts, although in the grand space-opera tradition they might be painted black or otherwise look more sinister.ThepodMinesaredesignedforcamouflage,sotheyarethesmallest and most deceptive of the three kinds. The replicatorMines are furtively moving and coldly calculating, capable ofhiding among the debris they turn into Mines.ThedroneMinesexistonlytoexplodeanddamage;whether or not they move under their own power depends onwhether or not they can accomplish their jobs being motion-less. Some space-opera universes have fast-moving torpedo-stylemines,thebettertochasedownerrantelements.Inothers, they are immobile but (probably) difficult to see, exist-ingonlytobeblunderedintobythoseinsufficientlyskilledwith sensors. The Infinite Mines are not a quantum leap forward for theuniversestechnologyinhowtheydestroyships,somuchaswhat they do with vessels once they encounter them.VariationsDifferencesintheInfiniteMineconceptrevolvearoundhow it accomplishes its mission. If Infinite Mines can be pro-grammedtoavoidinfectingcertainspacelanes,thentheybecome much more useful to nefarious elements, who wouldotherwise need to be mad to use them (see below).TheexplosivenessandinfectiousnessoftheMineswillaffect how dangerous they are. If the Mines are more likely tokillashipthaninfectitwithapod,thentheybecomemoredangerousasanindividualencounter,butlessdangeroustothe cosmos. Conversely, if the Mines are more likely to infectthan destroy, they become more dangerous universally sincethey could spread throughout the galaxy but less dangerousper individual encounter. Campaign UsesIn a universe where adversarial forces have any kind of con-tact with good portions of space, the use of standard InfiniteMinesisprobablynotthebrainchildofarationalmind. PYRAMID MAGAZINE 7 JULY 2009 Some space-opera planets are composed of nothing but buildings, simply being one continuous cityscape.Mostspace-operasettingsinmoviesandbooksdontdeal with the possibility that the heroes might lay claim tothe doomsday devices, but gamers tend to take a if its notnailed down approach to loot.TheSystemSilencerandSystemShellarebothpoten-tially useful to good guys. For example, it might be desirabletokeepoutsideelementsfromvisitingasystemduringavital peace conference or if its quarantined. From a game-balancestandpoint,allthatsrequiredisfortheSilencerand/or Shell to have deleterious effects beyond their statedones. For example, maybe they draw their power from thegeothermal energies of the planet on which they reside, orfrom that systems sun. Prolonged or unthinking use of theSilencer or Shell might result in rendering that system unin-habitable within a generation or two.It would be insane for the heroes (or their allies) to tryto use the Infinite Mines for their own means, but theyrewelcome to try. If the very thing that makes them so dan-gerous their pods is sufficiently neutralized, then theybecomelittlemorethanminesthatregenerate.Furthermore, even if the heroes or associates try to harnessthe Mines for good, the pulps are filled with tales of peoplewho try to use technology for noble purposes, only to haveit backfire horribly.IftheforcesofgoodaretemptedtousetheMadnessBomb on their enemies, then maybe they need to turn intheir forces of good badge; planetary genocide is seldomnoble. Still, the mutagenic effect of the Bomb might be ofinterest, especially if its the only way to introduce psionicabilities in a subject. How successful any such research willbeis(ofcourse)uptotheGM,butifthePCsaresuffi-ciently motivated it can serve as the basis for a campaign-changing plot twist: Universe X is now Universe Psi! What If the Heroes Get Their Hands on These?Afterall,theresnothingtopreventtheMinesfrominfectingthe adversaries space!Ofcourse,thisequationchangesconsiderablyinuniverseswhere the Mines can be triggered to affect only one kind of ship.Forexample,aspace-operasettingmighthavesinisterforceswhousegargantuanlivingcreaturesfortheirspacefaring(unlike other societies in the galaxy). If the Mines are designedonly to interact with and assimilate inorganic matter, then theInfinite Mines suddenly become that much more logical.Asaplotelementdesignedtobethwarted,theInfiniteMinesneedstobedesignedwithsomekindofweakspotinmind. Perhaps finding the right subspace frequency will allowlaw-abiding vessels to detonate the Mines remotely, or maybeshipsshieldscanbecalibratedtowithstandtheexplosiveforces of the Mines. (Of course, finding that calibration will nodoubt require a dangerous incursion into enemy space.)It is possible to deal with the Mines in a more mundane fash-ion:slowlytravelingeachlaneanddetonatingthem,methodi-cally making sure all vessels are devoid of pods before enteringa new space lane. However, while "slow and methodical" mightsuit the Grand Fleet, that's not the motto of space-opera heroes!Finally, the Infinite Mines can make a great campaign back-groundelement,explainingwhycertainregionsofspaceareoff-limitstolaw-abidingforces.Afterall,itonlytakestwoerrant pods to bring doom to the rest of the cosmos!THE MADNESS BOMBManyspace-operasettingshavepsionicormetaphysicalabilities but no reliable way to generate them within a popu-lace.Manyspace-operasettingsalsohavebombsordevicesthatcanbringdevastationtoanentireworld.TheMadnessBomb covers both of these possibilities in one horrific swoop.When launched at an inhabited world (or possibly when acti-vatedwithintheplanetsatmosphere),theMadnessBombsparks the latent psionic potential within the entire populationofthatworld.Unfortunately,mostsapientmindsarentequipped to handle the strain. As a result, for most people, theMadness Bomb spells only death. Worse, those whose abilitiesare awakened and augmented are driven mad by the experience often homicidally so. At its simplest, then, the Madness Bombkills most of the population of a world and empowers those whoare left with staggering abilities. Should some or all of the sur-vivors travel off-world with their abilities (either utilizing power-fulpsioniceffectsorsimplytakingashipfromtheravagedworld), those beings pose a considerable threat to the cosmos.DescriptionAssuming the mutagen is of a quantity that it must mix withthe atmosphere to ensure a high enough concentration to affectits global victims, the Madness Bomb that houses it is a gargan-tuan construct a size worthy of the doomsday device label.Of course, this doesnt have to be the case. A relatively mod-est bomb can still have a global impact. The Little Boy and FatManbombsdroppedonHiroshimaandNagasakicausedworldwide radiation levels to rise, and they were of a relativelymodest size (comparatively speaking). Still, the genre generallydemands that big effects call for big gear.Given the size of the weapon, its up to the GM to determinehow it can be stopped (and up to the heroes to figure that out).Destroying the Bomb or the vessel transporting it while itsinspaceisprobablythebestbet;anykindofattackontheweapon while in orbit is likely to cause almost as much dam-age as the Bomb itself.Should a Madness Bomb detonate, its up to the GM to deter-minehowlongittakesforthemutageniceffecttotakehold.Space opera usually demands that planet-affecting weapons dotheir dirty work fairly quickly within minutes or even seconds even though it would take days or weeks (or more!) for a real-istic Madness Bomb to expose everyone to its output. Still, evenaslowerBombcanbedramaticallyappropriate,especiallyifheroesorimportantalliesneedtoescapeoff-worldtosafetybefore the effect reaches them.Despitethehorrificoutcome,theMadnessBombisdesignedtoberelativelyclean;ittargetspeople,andotherforms of life plus buildings and vessels are left intact by itseffects. Of course, a societys collapse coupled with its remain-ing citizens becoming psionic psychopaths could prove detri-mental to a worlds infrastructure in other ways.VariationsMostmethodsoftweakingtheMadnessBombconceptrevolvearoundalteringthepercentagedead,thepercentageaugmented,howpowerfultheaugmentedbecome,andhowcrazy they are. In general, the Madness Bomb concept worksbestifashipfulofsurvivorsisanincrediblydangerousprospect (at least an adventure-oriented threat to any group ofPC heroes, and possibly more). For tips on space battles, see the GURPS Spaceships line. Each supplement adds new features and ships beyond thebasics presented in the main GURPS Spaceships book.PYRAMID MAGAZINE 8 JULY 2009 Adventure SeedsIf Space Travel Is Outlawed, Only Outlaws Will Travelin Space: The solution to a problem endangering all ofcivilized space is located among the Forbidden Worlds so named because they are believed to be infected witha kind of device that could prove catastrophic if allowedtoinfectknownspace.Theheroessuperiorsmakeitclearinnocertaintermsthat,shouldtheyentertheForbidden Worlds, they will become fugitives . . . but theheroes know that, if they dont enter that region, the cos-mos might be doomed anyway. What to do?CleanUponSpaceLaneFour:ThepointoforiginfortheInfiniteMineshasbeendeterminedtheheroes ship! The PCs must now backtrack their mostrecent trips, looking for clues that will enable them tolocatethepointoforiginofthedeadlydevices.Ofcourse,thiswillentailtravellingbackacrossareasofspace already known to contain the Mines.If the force that uses the Madness Bomb has more thanone, then the ratio can be tweaked so that an early test gen-eratesasignificantthreatand makesitclearthatanyfur-theruseswouldbecatastrophic.Forexample,if1outof10,000peoplesurvivethemutageniceffectsandbecomepowerful psis, then a Madness Bomb dropped on a colonyworldcontaining200,000peoplewouldgenerate20psiswhoiftheyescapeoff-worldcanbecomepowerfulthreatsthemselves.Ofcourse,ifthat1-in-10,000ratioenduresandtheweaponisdetonatedontheRepublicsthroneworldhousingbillions,itwouldprobablyspelltheend of that society.The level of madness should be appropriate to the cam-paign, and should generally create villains at the far end ofthe scenery-chewing space-opera spectrum. For example, insettings where psionics exert corruptive influences, or wheremetaphysicscandrawonetothedarkside,maybetheMadness Bomb is a one-way ticket to the extremes of thosetypesofmalevolence.Otherwise,assumethattheBombinstills effects proportional to the powers it bestows, draw-ing from the unsavory disadvantages or flaws of the utilizedgamesystem.Forexample,inGURPS, usinga1-to-5ratiowouldmean1pointofsociallyunacceptabledisadvantagesgives5pointsofpsi.(SeeGURPSPsionicPowers formanyideas on abilities to purchase.)The notion that the Madness Bomb instills psionics is coretoitsconceptotherwiseitsjustagenerickilleveryonebomb and may prove antithetical to settings where there arenopsiormetaphysicalforces.However,theMadnessBombcouldbeaperfectexcusetobringthosepowersintotheset-ting. Alternatively, other effects can be dropped on the planetinstead;forexample,maybetheMadnessBombintroducescell-alteringnanotechnologytoaworldsatmosphere,andthose it doesnt kill are converted into raving cyborgs.Campaign UsesTheMadnessBombisactuallyanappropriate(sinister)choice for typical space-opera evil empires. If detonated on aworldsomewhattuckedintothegoodguysspace,itbothdestroys one of their planets and introduces the possibility ofmad psis running amok. Since the infrastructure is left largelyintact, it renders that world perfect for recolonization.The Bomb is also a good choice for a mysterious dooms-day weapon, since its effects mad psis can be met far fromthe scene of the crime. The encounter with a group of evil psi-userscanleadtoinformationthatleadstomoreevilpsis,which can lead to information on the common link that unitesthem:alittle-visitedworldthatsbeenstrangelyquietinthepast few cycles.Fromagamingstandpoint,inmostspace-operacam-paigns,thenumberofBombsavailableshouldbelimited,orshouldrequiresignificanttimebetweendeployment.Otherwise,itbecomestoogreatathreatformostsheroestohave a shot at stopping.ABOUT THE AUTHORSteven Marsh is a freelance writer and editor. He has con-tributed to roleplaying game releases from Green Ronin, WestEnd Games, White Wolf, Hogshead Publishing, and others. Hehas been contributing to Pyramid for almost 10 years. He livesin Indiana with his wife, Nikola Vrtis, and their son Sam.PYRAMID MAGAZINE 9 JULY 2009Adventure SeedsPlanet of the Mutates: The heroes find an immunizationto the Madness Bomb mutagen, but they crash-land on aworldbeforetheycanmakeitscompositionknown.Worse,oneoftheBombsisactivatedontheplanettheheroes are on! Can they find their way to a new ship orfigure out how to repair their old one while fighting offthreats who are (literally) insanely powerful?You Never Forget Family; They Wont Let You: If a playerwants to play someone with psionic powers (especially in asetting where theyre not common), let him! But tell him heneeds to take a number of disadvantages as well . . . includ-ing amnesiac (his origins) as well as a number of mysterydisadvantages.Asthetruthofhisorigincomesoutper-hapsincludingencounterswithotherpowerfulpsiswhorefer to him as kin it will point to a problem more poten-tially catastrophic than the universe has ever known.Leia: The more you tighten your grip, Tarkin, the moreslip through your fingers.Tarkin: Not after we demonstrate the power of thisstation. Star Wars IV: A New HopePYRAMID MAGAZINE 10 JULY 2009Lets start with an obvious statement: I love psi. I think psy-chicabilities,whendonewell,areacomplementtoprettymuch any game that involves the supernatural or pseudo-sci-entific. Luckily for me, GURPS offers some of the best psi rulestobefoundinanyRPG.TherulesforpsiinGURPSThirdEdition were fun and easy to understand, and those for FourthEdition are infinitely customizable and a marvel of game bal-ance. (It is no coincidence that David Pulver, one of todays bestRPGauthorsformymoney,hadaguidinghandinbothsys-tems.)SoIsetouttowritesomethingthatwouldcombineThird Edition flavor and presentation with Fourth Edition rulesandmechanics,withliberaldashesoffunstuffstolenfromother systems and works of fiction.Mymantrawastokeepitsimpleandfun,anddonteverbogthingsdownwithunnecessarycalculationsorcomplica-tions. With the help of my peers (big ups to Beth and Scott),myreal-lifegaminggroup(especiallyAlanandJames),andsome of the best playtesters an author could have (thanks to allof you), I think that mantra was realized.In a book this full of crunch, there was no room for a sam-plecampaignsetting.ThisisrectifiedherewithAgentsofPSION, whichmatchespsisandspace(anaturalcombina-tion).Thevariousboxessprinkledthroughoutthetextareunrelated to the setting; they contain behind-the-scenes infor-mation, deleted abilities, and optional rules that were cut fromor otherwise didnt make it into GURPS Psionic Powers.AGENTS OF PSIONIt is the year 2209 and mankind has colonized much of thesolar system. Unfortunately, mankind has also split into threemutuallyhostilefactions.TheoriginalHumans,knownfortheirwell-developed(iffewinnumber)psis,controlEarth.Mars is dominated by the Bonded humans who have mergedwithasymbioticbacteriathatgivesthemseveraladvantages(including resistance to psionics) while increasing their natu-ralaggressiveness.TheUpgradedcybernetichumanswhohave merged their minds with artificial intelligences controla few of Saturn and Jupiters moons (and much of the asteroidbelt), but no planets. Thissettingmixesthemoralityofspaceopera(thebasi-callygoodHumansversusthebasicallybadBonded,withthe Upgraded serving as wild cards) with an intentionally smallscope(justthesolarsystem)andtheabsenceofanysuper-science apart from psychotronics. The latter two choices keeppsionicsfrontandcenterinthecampaign;forexample,askilled enough teleporter can theoretically jump from Earth toMars, while no reasonable amount of training would enable ajump from Earth to Alpha Centauri. The default assumption isthattheplayercharacterswillbeelitemembersofEarthsPSIONAgency,taskedwithawidevarietyofduties,frominvestigatingstrangephenomenatosecretlyraidingorsabo-taging Bonded facilities.THE THREE RACESTheonlyknownaliensinthissettingwereoncehumanstock, but that does not make them any less alien in mentality.(Still,theyareallconsideredhumanforthepurposeofTelecontrol,etc.)Evennormalhumanityhasbeencoloredsignificantlybyitsdevelopmentofpsychologyintoparapsy-chology. Any race may use Disguise skill to appear as anotherrace, at only a -2 penalty. All races are TL10.HumansOverthepast200years,mankindcametorelymoreandmore on technology, until the rapid evolution and secession oftheEnhanced(below)provokedasocialbacklash.Humansintentionally crippled their A.I. to prevent it from becomingmore than a basic tool, and turned to the social sciences. In theearly22ndcentury,theBritish-basedParapsychologicalStudies Agency unlocked the secrets of psi, leading to signifi-cant social improvements across all areas of life. Earth todayremains separated into various countries, but the major pow-erstradeopenlyandrarelygotowar,puttingmostoftheireffort and money into internal development.DESIGNERS NOTESGURPS PSIONICPOWERSBY REV. JASON P.K. LEVINESpace navigation mishap! The ship stopped mid-trip, and the engine needs to be repaired or restarted.PYRAMID MAGAZINE 11 JULY 2009Whileroughlyonein1,000Humanshassomevagueempathic or intuitive knack, only one in 100,000 Humans hasseriouspsychiccapabilityenoughtodeveloppsionicabili-ties, Talents, and skills. About 90% of these potentials can goon to learn a few levels of a single ability, while 9% are able tolearnmultipleabilitiesand1%candevelopmultiplepowers.Basicpsitests(andvisitsfromagentswithPsidar)identifypotential psychics in grade school, where they are given addi-tional,specializedtraining.Thegeneralpublicsopinionsonpsis ranges from distrust to adoration, though even detractorswill usually give grudging respect to those clearly doing good(like most agents of PSION, p. 14).HumansarebuiltusingthestandardGURPS rules.TheymaynothaveanyAnti-Psiabilitiesandwillvery rarelyhavePsychic Vampirism. Any Human PC who wants to be a vampiremusttakea10-pointUnusualBackgroundand the-5pointSocial Stigma (Psychic Vampire), which causes other Humansto react to you at -2 (or -4 if they have Intolerance (Bonded)) ifthey realize that you have Psychic Vampirism abilities.Bonded37 pointsTodaysterraformedMarshasaweak,carbon-dioxide-richatmosphere; this makes it possible for a Human to breathe withonly a special filter mask, and improves the temperature fromintolerablyfreezingtosimplyfreezing.However,whenmankind first colonized Mars in the mid-21st century, the pop-ulationlivedindomedhabitatsconnectedbylong,airlock-capped tubes. A seemingly innocuous bacterial infection spreadrapidly through over 25% of the populace before it was identi-fied as a form of native life. Symbiotic, it enhanced its hosts nat-uralabilitiesaswellastheirnaturalaggressions.Themedicalstaff was unprepared for this, as the infected broke out of theirquarantinedareasandassaultedtheremainderofthepopula-tion. In the claustrophobic environment, this quickly led to allsurvivors becoming what would later be known as the Bonded.Bonded society evolved seemingly overnight into a meritoc-racy;truepowergoestothosestrongenoughtoseizeit.Space navigation mishap! Due to incorrectly input coordinates, automatic computer rerouting around obstacles,engine trouble, or something else, the trip was extended by several hours. This could cause the crew to miss a deadline oravoid the worst of a disaster.PYRAMID MAGAZINE 12 JULY 2009PsiTechniquesareprobablythebiggestadditiontoFourth Edition psi. While they are based on existing rulesfromGURPSPowers (seeUndertheHood:PsiTechniques, p.9ofPsionicPowers, fordetails),theyexpandontheconcept,allowingthepsitoeffectivelytrain in power techniques to remove temporary enhance-ment penalties. This is a powerful addition to the powertechniquerules,andisonlyreallybalancedwhencom-bined with Skills for Everyone (GURPS Powers, p. 162). Forthemostpart,thepsitechniquesinGURPSPsionicPowers arefairlyself-explanatory.Atechniquesuch as Distant Use, which defaults to skill-4 and lets youuse a touch-only ability at range, is just adding the +40%Ranged enhancement. However, a few are especially com-plicated and deserve special mention for those whove beenscratching their heads trying to duplicate them.CripplingAttack(Cancellation):Thisdoesnotaddanenhancement.Instead,thepenaltiesarederivedfromtherulesonusingNeutralizetocrippleabilities(CrippledAbilities, GURPS Powers, p. 156). The 2 FP cost was left infor game balance.Blue Screen (Confuse): Adds Cosmic (Affects both livingand Electrical targets), +50%.ParticleBeam(Lightning): ReplacesSurge,Arcing(+100%)withSurge(+20%)andArmorDivisor(5)(+150%). The extra +80% on Surge is so similar to ArmorDivisor that this can be considered a simple leveling upof the enhancement.Thunderbolt (Lightning): Buys off Environmental, buysoffNuisanceEffect,andaddsOverhead(total+60%),alllimitedwithAccessibility,Onlyunderanactivestorm(-40%),foranet+36%.Muchmorecomplexthanwhatyoudseeinplay,buttheonlywaytoreallyachievetheeffect(andtheplaytesterswerenearlyunanimousthatitneeded to exist).UnsupervisedChange(WeatherControl): AddsIndependent (+40%) and Extended Duration 30 (+60%).RestoreLimb(Cure): AddsRestoreLimb(+80%),butthen has to tack on another -2 penalty because thats howthatenhancementworks.Thepenaltycouldbereplacedwithanextra2FPcost,butsincepsitechniquesalreadywork that way, its the same effect.Anesthetic(Sleep): AddsAdvantage,+50%.Theadvantage is High Pain Threshold (Noncombat use only,-50%) [5].Flat Edge (TK Bullet): Bends the rules a bit, by asking,Whatwouldanenhancementthatturnedpiintopi+beworth? It came out to +20%.Retention(BorrowSkill): AddsPersistent(+40%)plusExtended Duration 3 (+20%), treating Extended Duration(in this case) like Area Effect (see Additional Psi TechniqueGuidelines, p. 10).Double Strike (Mental Stab): Adds Link (+20%) to bothMentalBlowandMentalStab,foratotalof+40%.Stretches the rules, but well within the realm of GMs call(or, in this case, authors call) for a special exception.Omniscan (Telescan): Sneakily uses the extra effort rulesto boost the base advantage (Detect Known Minds [10]) by100%(DetectMinds[20])insteadofactuallyaddinganenhancement.Strange Psi TechniquesDespite this change some say because of it they were abletorebuildeverythingdestroyedinthebecomingandcon-tinue to develop Mars into a tolerable place to live. RelationswithEarthslowlysouredastheneedfortradelessened;theBondedbeganseeingotherHumansasweak.Bytheturnofthe22ndcentury,theyofficiallydeclaredthemselvesanewraceandcutoffcontactwithEarthaltogether.Conflictfol-lowedalmostimmediately,beginningacycleofwars,truces,and cold wars that would continue to this day.The symbiont in Bonded provides them with the ability tosurvive,unaided,onthesurfaceofMars,enhancedphysicalabilities, and exceptional protection against psionics. BondedmaybuyAnti-PsiandPsychicVampirismabilitiesfreely;nootherpowersarecompatiblewiththeirphysiologyandpsy-chology. Telereceive is considered a Psychic Vampirism abilityfor the Bonded only, renamed Steal Thoughts.BondedcharactersmustalwayshavePsionicShieldandPsychic Armor at the same power level; a Bonded who wishesto improve either must spend 10 character points to buy themboth up simultaneously. The benefit to this is that the Bondedmay use the Psionic Shield skill for both abilities; there is noneed to buy a Psychic Armor skill. This is a 0-point feature.BondedresembleHumans,exceptfortheirruddyskin(similar to an all-over sunburn), which looks and feels slightlyleathery.Attribute Modifiers: ST+1 [10]; HT+1 [10].Secondary Characteristic Modifiers: Will+2 [10].Advantages: FilterLungs[5];PsionicShield2[4];PsychicArmor 2 [16]; Temperature Tolerance 4 (Cold) [4].Perks: Blood Healing; Pressure-Tolerant Lungs (Thin) [2].Disadvantages: BadTemper(12)[-10];Bloodlust(15)[-5];Overconfidence (12) [-5]; Selfish (12) [-5].Quirks: Chauvinistic [-1].Features: Psionic Shield and Psychic Armor mated.RacialSkills: Intimidation(A)Will-1[1]-11;PsionicShield(H) Will-2 [1]-10. Enhanced53 pointsTheEnhancedareaveryyoung,verydiverserace.OnEarth, after the turn of the 22nd century, humanity was in astate of social flux. The shock of fighting the Bonded deal-ing not only with the war, but with the concept of humans nolongerconsideringthemselveshumanservedasacatalystformanyseriousunderlyingissues.Civilwarbrokeoutinmany countries, as many new, extreme lifestyles gained pop-ularity. Transhumanism the desire to use genetic modifica-tion,digitalrecreationsofonesownmind,andtheliketoadvance beyond the limits of human form became increas-ingly common.Brainimplantshadexistedforsometime,intheformofcellphones,internaldatabases,andothergizmos,butinthemid-22ndcentury,Europeanscientistsdevelopedthemeansforsuchimplantstofully interfacewiththemind.Withthisnew technology, one could copy ones mind over to a computerimplantwith100%resolution,whereitcouldbeedited,adjusted,orintegratedwithanexistingA.I.Asthiswasonlyone of many outrages at the time, it may not have received asmuch attention as it should have . . . but within a decade, manytranshumanists had begun experimenting with self-hacking.Earth was stunned when it happened hundreds of space-shipsweresimultaneouslystolen,commandeered,orflownoutofscrapyardsafterbeingfalselyloggedasunrepairable.TensofthousandsofsecessionistssimplyleftEarthbehindbefore anyone realized what was happening in time for spacedefense forces to react properly.PYRAMID MAGAZINE 13 JULY 2009 For details on over 300 extraterrestrial lifeforms, grab GURPS Space Bestiary (available as a PDF from e23).Some Psi techniques are actually a special case of UsingAbilities at Default (GURPS Powers, p. 173). That is, the useof the technique lets you temporarily treat the base advan-tage as though it were a different advantage altogether! Forsimplicity, the point-cost comparison was made between themostbasicbuildsofthetwoadvantages.Forexample,theAstralCrossing(AstralTravel) psitechniqueallowsonetomomentarily switch Insubstantial [80] into Jumper (Spirit;Limited,AstralPlane)[80].Thisnewadvantage(Jumper)costs100%ofwhatthebaseadvantage(Insubstantiality)did, and is a similar trait, for a net -8 penalty.So,whywasntthisoptionincludedintheUndertheHood box? To follow the mantra of keeping things simple.Psi techniques are a new concept, and one which has thepotentialtocausesomesignificanthead-scratching.Throwingacurve-balllikethisatafirst-timereaderwouldnt help the situation. So let the truth be noted, thatalmostallpsitechniquesareacombinationofTemporaryEnhancementsandPowerTechniques,whileafewspecialonesmixUsingPowersatDefault andPowerTechniques,instead; both versions cost 2 FP.The following psi techniques use this special case.SpectralDodge(AstralCelerity): EnhancedMovetoEnhanced Dodge.Astral Crossing (Astral Travel): Insubstantiality to a lim-ited Jumper.Cloaking (Astral Travel): Invisibility to a limited Morph.DeepScan(ElectricVision): DetecttoPenetratingVision. Channeling(SpiritCommunication): MediumtoChanneling.Animalism(EmotionSense): EmpathytoAnimalEmpathy.Harden Bone (Damage Control): Injury Tolerance (vari-ous to Unbreakable Bones).The Technique of Which We Do Not SpeakA short text transmission a few hours later explained every-thing. These Enhanced humans had been holding discussionsvia information encoded in uploaded media files. Only a personwith a powerful brain implant could translate it, using a uniquecombinationofdatadecryptionandnaturallinguisticthoughtpatterns. After a few years of debate, they decided to leave, andbegan setting plans in motion.Today, the Enhanced are a race only in the sense of theircommontraits.AnysingleEnhancedhaslikelyupgradedhisbody and mind in unique ways, making an encounter with onesomewhat unpredictable. The combination of Compartmental-izedMind,DigitalMind,andElectricalrepresentsthatthehuman brain of an Enhanced is vulnerable to Telepathy, etc.,while the computer within is vulnerable to Cyberpsi and otherEKabilities.Anyonewhowishestodominatebothhalvesmust employ both types of abilities.Enhanced may learn psionic abilities, but not very well. Putsimply, computer brains and psi dont really mesh. Enhancedcannot have more than one level of psionic Talent. If an abilityhas a limited number of levels, the Enhanced can only learn itto half those levels (round up) for example, since Suggestionhas 7 levels, an Enhanced could only have Suggestion 4 at themost. If the ability has no restriction on levels, he can buy lev-els equal to half his Will, rounded up. Ergokinesis is the soleexception to this rule an Enhanced may buy Ergokinesis abil-ities and Talent normally.An Enhanced appears Human, but with a noticeable flap ofskin covering a modular interface jack just below the left temple.Advantages: Absolute Timing [2]; Compartmentalized Mind 1[50];DigitalMind[5];LightningCalculator[2];Photo-graphic Memory [10].Perks: Accessory (Interface Jack) [1].Disadvantages: Electrical [-20]; Reprogrammable (ComputerSide Only, -50%) [-5].Features: Limited psi capability.Racial Skills: Computer Hacking (VH) IQ [8]-10.PSION AGENCYOverthedecades,theParapsychologicalStudiesAgency grew into a government-chartered bureau withtheresourcestodevelopandtrainpsis,puttogetherpsionic teams whose abilities would complement eachother, and plan clandestine operations that made use oftheir agents special abilities. Now known as the Para-psychologicalStudies,Improvement,Optimization,andNeutralizationAgency(orPSIONAgencyforshort), the Agency advises and works with governmentsfromallovertheworld.ThisismadepossiblebythefirmrulethatPSIONagentswillneverbesentintoacountry without the full knowledge and cooperation ofthat countrys government; their primary purpose is toact in the best interests of Earth as a whole.PSION agents are not military troops, but will fre-quently be assigned as consultants to space fleets dur-ing times of war. During times of peace and cold war,they focus more on intelligence gathering (and coun-terintelligence),domesticassistance,andhomelandsecurity. A team of agents may be sent to Kiev to assistthe police with the discovery of a kidnapped officer one week,then secretly dropped into a Martian industrial area to fomentan uprising the next.ThetemplatebelowrepresentsatrainedagentofPSIONwithoneortwopowerfulabilitiesorawiderangeofweakones. It is a very loose template, with most options for cus-tomizationleftwideopenfortheplayer.PSIONtrainsitsagents well, but it does not force a particular form of indoctri-nation upon them.PSION Agent300 pointsYouaretrainedtouseyourpsionicabilitiesandpersonalskills to help defend the Earth.Attributes: ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 11 [10].SecondaryCharacteristics: Damage1d-2/1d;BL20lbs.;HP10 [0]; Will 13 [5]; Per 13 [5]; FP 11 [0]; Basic Speed 5.25[0]; Basic Move 5 [0].Advantages: Patron (PSION; 6 or less) [15]. 150 points spenton psionic abilities and Talent. A further 65 points spent onimproved attributes, personal advantages and perks.Disadvantages: Duty (PSION; 12 or less) [-10]; and Vow (Placethe needs of the Earth and humanity above my own) [-15]. -25 points in personal disadvantages and quirks.PrimarySkills: Acting(A)IQ-1[1]-11;Disguise(A)IQ-1[1]-11; Expert Skill (Psionics) (H) IQ [4]-12; First Aid/TL10(E)IQ[1]-12;Judo(H)DX[4]-10;MentalStrength(E)Will+1 [2]-14; Mind Block (A) Will [2]-13; Observation (A)Per-1 [1]-12; and Tactics (H) IQ-1 [2]-11.Secondary Skills: 24 points spent on the skills for your psionicabilities.BackgroundSkills: AreaKnowledge(Earth)(E)IQ[1]-12;AreaKnowledge(SolarSystem)(E)IQ[1]-12;ComputerOperation (E) IQ [1]-12. 15 points spent on personal skills.PYRAMID MAGAZINE 14 JULY 2009For three space-bound adventures, check out GURPS Space Adventures (also available as a PDF from e23).Altering Extra EffortTheextraeffortrules(PsionicPowers,p. 7)intentionallyfavor psis with high power levels. A teke with TK Grab 16 wouldroll against skill-2 to achieve a +3 boost to his power level, whileonewithTKGrab1wouldhavetorollagainstskill-30forthesame +3! This follows the old adage that power begets power,suitable for many campaigns.However, some games might work better with a simpler, moreegalitarianapproach.Usetheextraeffortrulesaswritten,buteach +1 to power level is a flat -4 penalty to the extra effort skillroll. This approach makes extra effort much more viable for low-powered psis while having the opposite effect on high-level ones.Notethatthisoptionalruleissomethingthatneedstobedecided upon for the campaign, not for individual psis! The GMmust choose whether to use the standard extra effort rules or thisvariant for everyone in the game, or there will definitely be bal-ance issues.TECHNOLOGYThe tech in this setting is TL10 with no superscience exceptfor psychotronics (psi-tech), which is at approximately TL9^. Psi AmplifiersThepsiamplifiersfromGURPSUltra-Tech (p.94)exist,withsomeminorruleschanges.Anyrulesnotexplicitlychanged below remain the same amplifiers must be tuned totheindividual,cancauseapowersurge,etc.(Addthepowerand Talent boosts together when rolling for a power surge!)Amplifier Throne: Adds up to +2 to the users psionic powerlevels(noeffectifanabilityisnon-leveledoratmaximumstrength already) and up to +4 to his Talent for all the abilitiesofonepower.$400,000,2,000lbs.,externalpower.Athronethat can amplify all the powers of a single psi simultaneouslyis $3,200,000, 16,000 lbs., external power.Backpack Psi Amplifier: As above, but adds +1 to the userspowerlevelsand+2tohisTalent.$80,000,30lbs.,D/1day.One that can amplify all the users powers is $65,000, 50 lbs.,D/6 hours.SpaceshipsThefollowingrulesreferencetheGURPSSpaceshipssystem.All TL10 non-superscience modules are available. In addi-tion,thefollowingsuperscienceisavailable,allexplainableastelekineticdevelopmentsofpsychotronictechnology:TL10^StandardReactionlessEngines,TL11^Tractorweapons,andtheArtificialGravityandGraviticCompen-sators design features. None of the design switches are appli-cable.Theexistenceofpsychotronicsoffersadditionaloptions and modules as well.Habitat[Any]: Onecabinmaybeexchangedforapsiamplifier throne (above). This costs an additional $200K fora single-power version or $3M for a universal one. The latteris ubiquitous on PSION ships while the former (for Anti-Psi) isvery common with the Bonded.Teleportation Drive [Any!]: This psychotronic drive allowsa single psi (or gestalt) to treat the ship as being part of hisbody for the purpose of using Autoteleport. This allows a suf-ficiently powerful porter to move a ship great distances, butat some risk. Cost is identical to that of a Stardrive Engine.PYRAMID MAGAZINE 15 JULY 2009Space navigation mishap! The ship wound up at the wrong destination maybe even the wrong universe!ThissampleabilityforBiokinesis(PsionicPowers,p. 72)wasvotedofftheislandandreplacedwithStrikeSense . . . but I liked it too much not to include here.Control Limb6 points/level*Skill: Control Limb (DX/H).Youcantakecontrolofpartofapersonsbody.ThisrequiresaQuickContest.Forthisinitialtakeoverattemptonly,yourollagainstyourControlLimbpowerlevel instead of your skill. Add a +2 bonus if you are tryingtocontrolanarmorleg,ora+4bonustocontroljustahand or foot, and apply normal range penalties (p. B550)to the target. The subject (who must be within 200 yards)resists with his ST.If successful, you have control over that body part for aslong as you concentrate. This should be interpreted liber-ally. In all cases, use your Control Limb skill to take any ofthe following actions treat the limb as having DX equal toyour skill level and its normal ST.Youcanuseanarmtoattackincludingmakingthesubjecthithimself!Youcandropweapons,pulltriggers,push buttons, and so on, as long as the subject is alreadyholdingontotheappropriateitemorheswithinarmsreach of it. Control of just the hand limits you to droppingitemsormanipulatingthosealreadyheldthoughifthesubject goes to punch someone, you can splay his fingersso he hits for half damage while taking full punching dam-age to his own hand.Controlofalegallowsyoutokickanysubjectwithinrange you can make him kick himself, but at -1 damageduetotheawkwardness.Moreeffectively,youcanmakehim fall down, automatically, by removing support. If youcontroljustthefoot,youcanhalvehisMove,ortwistitsuddenly so he must make a DX-3 roll to avoid falling whilewalking.*ThevariantControlLimb(ShortRange)costs4points/level. This replaces the normal range penalties witha flat -1 per yard, to a maximum of 20 yards.Statistics:Telekinesis(Accessibility,LimbsOnly,-10%;AnimateLife-forms,Partial,+20%;Biokinesis,-10%;Increased Range 20, +40%; Short-Ranged 2, -20%) [6/level].The variant Control Limb (Short Range) reduces IncreasedRange to 2 and raises Short-Ranged to 3. [4/level].Total ControlHardDefault: Control Limb-9; cannot exceed Control Limb.Youcantakeoverthetargetsentirebody!Youmustfirst roll against this psi technique. If successful, you mayroll the usual Quick Contest of your power level (with no+2or+4bonus)againstthesubjectsST.Ifyouwin,youhave complete control over his body; use your skill level ashis DX for all purposes. His Move cannot exceed your orig-inalmarginofsuccess(intheQuickContest),however.Note that while you can lock his jaw, you cannot force himto speak, emote, etc., as your control is not that fine.Control LimbPYRAMID MAGAZINE 16 JULY 2009Itisinvariablycombinedwithone(ormore)psiamplifierthrones (above), but these are purchased separately.ThedrivecanalsoaccommodatethosewhoonlyknowExoteleport, but it does this by treating the Exoteleport powerlevel as if it were Autoteleport. For example, a psi who only hadExoteleportatapowerof10wouldrollagainstExoteleportskill to move the ship, but the distance would be as though hewere using Autoteleport 10.ADVENTURE IDEASYour bold and brave agents are now ready to face the dan-gers of the universe! What tricky task will require their specialabilities next?Glitch-Head: Oneweekago,anEnhancedofferedtoturnover some valuable intelligence on an asteroid base in returnforasylum.Sinceitgoeswithoutsayingthathehadmadesome enemies, it was no real surprise when his hacked corpsewas found floating in space. ESP what you can from it, trackdown the hackers, and get that posthumous intelligence for us.Run, Doc, Run: Dr. Gibson Carter (University of Nebraska)has made some interesting breakthroughs in psychotronic techhistheoriessuggestthatonecouldcrankupaPKShieldenough to protect a building . . . or spaceship. At least, thatsthetheory.Rightnow,hisprototypetendstojustshortoutalot. Nonetheless, it somewhat works, and thats enough to havesome serious thieves and assassins out to get it. Keep him alive if this tech can work, Earth needs it.WTFO: Keep this to yourselves. Israels patrols have pickedupashiphulkontheirsensorsthatdoesntmatchanythingweve seen before. Might be some new Bonded warship. Mightbe some Enhanced weekend project. Might be . . . well, betternot speculate. We need a team to accompany their investigat-ing ship. Guess who?ABOUT THE AUTHORReverendPeeKitty,sometimesknownasJasonLevine,isthe co-author (with Scott Maykrantz) of the GURPS CreaturesoftheNight seriesandtheauthorofGURPSDungeonFantasy5:Allies andGURPSPsionicPowers (ofcourse).Praise Bob.A Variant PerkA few playtesters wanted to see this alternative ver-sionofDowsing(ESPPerks, PsionicPowers,p. 42)includedinthebook,butintheenditdidntmakesense to devote so much word count to a single perk.Dowsing (Utility)Youcanlocateonetypeofmodern,buriedutility(e.g.,electricallines,watermains,cableconnections,etc.) This requires slowly walking around the groundsof a building, taking one hour per acre of the lot (min-imum15minutes),ortwicethatifyoucannottellwhere the utilities connect to the residence (since youdont know where to start). After this time, make a Per(plusTalent)roll;youmaysubstituteanappropriatePer-based Professional Skill if better. If successful, youhave a rough mental sketch of the path from the build-ingtothenearestprimaryconnectionfortheutility.On a critical success (or a normal success, if you spendthewholedaywalkingthegrounds),youknowtheexactpathoftheutilityconnection,downtodegreesand fractions of an inch.Mental Stab (Psionic Powers, p. 65) includes a customlimitation,Damagecannotexceedmarginofvictory,-50%. This limitation is not necessarily a universal one! Infact,itonlymakessenseforanadvantagewith10levels.For other leveled advantages, you can use this universal (ifsomewhat complicated) version.Limited by MarginVariesYouradvantagedoesnotalwaystakeeffectatfullpower; it depends on your margin of success (or margin ofvictory,foraresistedability).Itsvalueis-5%timestherequired margin of success (minimum 2, maximum 10) forfullpower;lessermarginsgiveyouproportionatelylesspower.Inotherwords,for-10%,yourabilityworksatfullstrength if you succeed by 2+, or half strength if you suc-ceed by 0 or 1. For -15%, you have full power with a mar-gin of 3+, 2/3 power with a margin of 2, and 1/3 power witha margin of 0 or 1. For -35%, you have full effect if you suc-ceed by 7+, 6/7 if by 6, 5/7 if by 5, and so on, down to 1/7for a margin of 0 or 1. Obviously, this limitation is far sim-pler in play if you match the required margin of success tothe level (or an exact fraction of the level) of the advantage.Example: ZzaphasBurningAttack12d(LimitedbyMargin 6, -30%) [42]. If he shoots someone, his laser does2d burning damage for every point by which he makes hisattack roll, to a maximum of 12d (with a margin of suc-cessof6ormore).Hisopponentsdefenserolldoesntaffect this.He later wants to buy the limitation down to Limited byMargin 5 (-25%), but the GM threatens to cut off his sodaprivilegesifhedoesthat,becauseitdoesntdivideevenly(and fractional dice are no fun). So he instead earns morecharacter points and buys it down to Limited by Margin 4(-20%), and now he does 3d burning damage per point ofsuccess (now hitting his 12d maximum if he succeeds by 4or more).Limited by MarginPYRAMID MAGAZINE 17 JULY 2009Inclassicspace-operasettings,peopleoftenwielddevicesthatlooklesspowerfulandarebulkierthanthegadgetswehave in our own pockets. Why? Who knows; its science!The Space-Opera Scanner is an effort to bring a bit of retro-future to your larger-than-life sci-fi tales. Print out one or moreof the main units on p. 18 on cardstock (for durability). Print onefor each player, as appropriate. Its designed so that it looks goodheld and moved around (as if it were a handheld gizmo), or lyingflat on a surface (where it more closely resembles a space-operacontrol panel). The other pages in this section can be printed oncheap regular paper or more durable cardstock.When you print all pages in this section, make certain thatthefittopageoptionisturnedoff!(Thisoptionmightbecalled something else in your preferred PDF program.)Assembly and VariationsCutthethreewhiteboxesinthetopleft-handsideofthedevice, to form its windows. Cut out the white box at the topedgeofthesheet.Foldthesidesintowardthebackofthefront (center) panel of the Scanner. The narrow side sectionshould be under the wide side section (which is the back of thedevice). The Scanner can be further assembled in a few differ-ent ways.Slider: Glue the narrow side section under the wide side sec-tion to form a thin tube. Cut the information sheets as strips.Thestripscanthenbeinsertedandslidupanddownasneeded. This is most useful when players are using the Scannerto keep track of information, such as the GURPS Spaceshipsoptions on pp. 23-24.SingleCard,Full-Size: Assembleasabove,butputastaple(or a thin layer of glue inside the Scanner) 3.5 inches from thetopofthedevicepage(justbelowtherowofcoloredboxes).Then cut the sheets into their constituent rectangles. The cardscanbeinsertedintothetop.(Theglue/staplekeepsthecardfrom sliding down the bottom.)Single Card, Handheld: Cut the scanner 3.5 inches from thetopofthedevicepage(justbelowtherowofcoloredboxes).Next, put a piece of clear tape along the bottom edge. Then cutthe sheets into rectangles, as before. This creates a smaller ver-sion of the scanner.UsageThe Space-Opera Scanner has a variety of applications.Information: The cards are designed so that the GM can giveinformation to heroes who use the Scanner. He can write cluesaheadoftimewithinthelonghorizontalboxes.Similarly,thecards can be used by the players to keep track of information;forexample,theycanwritedowncluesprovidedbytheGMabout the various images.Tracking: Byusingthepre-formattedinformationtrackingcardsforGURPSSpaceships, theScannercanbecomeacontrol panel that lets players keep tabs on important info in avisual way. Similarly, the blank cards can be used for trackingother information, such as current hit points, wound levels, orhero points, as appropriate to the system. Just record the pos-sibilities ahead of time on blank cards.Real-World Prop: It can be helpful to have a prop that enablesplayers to signify when their heroes are trying to gather or ana-lyze information. After all, a hero whos using two hands to takea reading is one who doesnt have a hand on a blaster . . .SPACE-OPERASCANNERNarrowSectionFrontWideSection(Back)Fold side panels on these lines in,toward back of Front section.Cut out thesewhite boxes.One informationstrip cut from apage of two.Scanner in use.Cut here(3.5 inchesfrom top) tocreate ahandheldScanner.You may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. Type: Plant,UnclassifiedAnalyzing...Spores may be toxic to Earth-originatinglifeforms.Type: Plant,UnclassifiedAnalyzing...Type: Plant,UnclassifiedAnalyzing...Type: Plant,UnclassifiedAnalyzing...Pod measures three feet long. Materialrequires processing before being edible.Type: Plant,UnclassifiedAnalyzing...Type: Plant,UnclassifiedAnalyzing...You may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. Type: Plant,UnclassifiedAnalyzing...Sap currently present on plant containsmany necessary vitamins.Type: Plant,UnclassifiedAnalyzing...Type: Plant,UnclassifiedAnalyzing...Type: Plant,UnclassifiedAnalyzing...Animal embryo of unclassified origingrowing inside plant.Type: Plant,UnclassifiedAnalyzing...Type: Plant,UnclassifiedAnalyzing...You may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. Type:Mineral,UnclassifiedAnalyzing...High-quality energy released whendropped and shattered.Type:Mineral,UnclassifiedAnalyzing...Type:Mineral,UnclassifiedAnalyzing...Type:Mineral,UnclassifiedAnalyzing...Error occurred while analyzing: Selectone item for analysis.Type:Mineral,UnclassifiedAnalyzing...Type:Mineral,UnclassifiedAnalyzing...You may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. Type:Microorganism,UnclassifiedAnalyzing...Rapidly grows in water and dim places.Rare.Type:Microorganism,UnclassifiedAnalyzing...Type:Microorganism,UnclassifiedAnalyzing...Type:Microorganism,UnclassifiedAnalyzing...Found growing only in off-world foodsupplies.Type:Microorganism,UnclassifiedAnalyzing...Type:Microorganism,UnclassifiedAnalyzing...You may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. ClosingManeuverPilotingManeuverSee GURPS Spaceships, p. 55, for basicrules and modifiers.PilotingManeuverSee GURPS Spaceships, p. 56, for basicrules and p. 55 for modifiers..PilotingManeuverSee GURPS Spaceships, p. 56, for basicrules and p. 55 for modifiers..PilotingManeuverSee GURPS Spaceships, p. 56, for basicrules and p. 55 for modifiers.PilotingManeuverSee GURPS Spaceships, p. 56, for basicrules and p. 55 for modifiers..PilotingManeuverSee GURPS Spaceships, p. 56, for basicrules and p. 55 for modifiers..ControlledDriftEvasiveActionHold CourseRetreatUncontrolledDriftYou may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. Not AngledForceScreen,AdjustableUse listed dDR. (Ships with heavyscreens may a spend second Power Pointto double dDR.)CloakingDeviceUses no Power Points when not in use.See GURPS Spaceships for additionalrules.CloakingDeviceUses 1 Power Point when activated. SeeGURPS Spaceships for additional rules.ForceScreen,Adjustable2x listed dDR in front; 1/2x dDR in centerand rear. (Ships with heavy screens may aspend second Power Point to double dDR.)ForceScreen,Adjustable2x listed dDR in center; 1/2x dDR in frontand rear. (Ships with heavy screens may aspend second Power Point to double dDR.)ForceScreen,Adjustable2x listed dDR in rear; 1/2x dDR in front andcenter. (Ships with heavy screens may aspend second Power Point to double dDR.)Angled:FrontNotActivatedAngled:CenterActivatedAngled:RearYou may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. You may copy or print this page for personal use only. Copyright 2009 Steve Jackson Games Incorporated. All rights reserved. Itisatruismthatskillsareadaptedtotakeadvantageofnewtechnology:computerschangedresearch,plowsrevolu-tionized farming, sails altered boating. This is no less true forcombat skills. Even unarmed skills such as boxing have takenadvantageofthemarchofprogress,creatingnewprotectiveequipment, new training tools, and so on. Therefore, as tech-nologycontinuestoadvanceintothefarfuture,weshouldassume that innovative forms of combat will be developed toutilize the new weapons and equipment created by science.Presentedherearefivenewmeleemartial-artsstyles,designed to take advantage of some of the advances describedin GURPS Ultra-Tech. All are intended to be generic, althoughsome will only be viable depending on what set of superscienceassumptions the GMs allows in their campaigns. Note: An*inthestyledescriptionindicatesanewtech-nique or perk, described in this article.BATTLESUIT-BLADE3 pointsBattlesuit-Blade is a knife-fighting style, typically practicedbyspecial-operationstroops.Ultra-technology,particularlyatTL10 or higher, can make melee weapons viable against battle-suits.Technologiessuchasvibroblades(Ultra-Tech, p. 164)and superfine (Ultra-Tech, p. 163) or hyperdense (Ultra-Tech,p. 164)composition,whencombinedwiththestrengthenhancementofpoweredarmor,givemeleeweaponsafairchanceofpenetratingevenbattlesuitDR.Special-opstroopspracticeknifestylesforwhenmissileorlaserweaponsareimpractical stealth missions, locations where stray shots maydo unacceptable collateral damage, and the like.Battlesuit-Blade is a military style first and foremost, and itdoesnt waste time on pondering philosophical questions or rit-ualism.However,practitionerstendtopridethemselvesonusing style and finesse rather than brutal violence. A fight thatisendedwithasinglewell-placedthrustispreferabletoonethatendswiththeopponenthackedapart.Ofcourse,theheight of elegance is coming home alive from a successful mis-sion, and all results are judged with that in mind.Stylists typically fight with two knives, using the primaryhand to attack and the off-hand to defend. Practitioners try tochoose the best knife available at their tech level, to insure max-imumeffectiveness.Withoutsuperscience,thisisusuallyasuperfine long knife at TL9, a superfine vibroblade long knife atTL10,andahyperdensevibrobladelongknifeatTL11andabove. If monowire is available, that is usually preferable at TL9or TL10. If they exist, nanothorn blades (Ultra-Tech, p. 164) aresometimesusedastheprimaryweapon,inordertoreduceafoes DR. Battlesuit-Bladepractitionerstypicallyfightinacautious,precise manner, preferring to wait to deliver a single, fight-end-ing strike, rather than waste their time with several ineffective orminimally effective blows. Full Evaluates, followed by targetedattacks to the enemys skull or vitals, are typical of fights with aBattlesuit-Bladestylist.Whenfightinganotherbattlesuitedopponent, strikes at the suits critical areas, such as power andlifesupport,arealsopopular.DeceptiveAttacksoftentaketheform of a sudden switch of which hand is attacking and whichis defending, trying to catch a complacent foe by surprise.Sinceitisassociatedwithspecial-opstroops,Battlesuit-Bladehasacquiredsomeoftheirmystique.Talesofstylistscapable of fighting in pitch darkness, reading their opponentsmovesperfectly,andattackingeffectivelywithbothknivesatonce are often circulated.Skills: Battlesuit; Main-Gauche.Techniques: Attack From Above (Main-Gauche); Back Strike(Main-Gauche);BattlesuitTraining(Main-Gauche)*;BindWeapon(Main-Gauche);Disarming(Main-Gauche);RetainWeapon (Main-Gauche); Reverse Grip; Targeted Attack (Main-GaucheSwing/Throat);TargetedAttack(Main-GaucheThrust/BattlesuitVitalArea);TargetedAttack(Main-GaucheThrust/Skull); Targeted Attack (Main-Gauche Thrust/Vitals).Cinematic Skills: Blind Fighting; Sensitivity.Cinematic Techniques: Dual-Weapon Attack (Main-Gauche);Dual-WeaponDefense(Main-Gauche);SpringingAttack(Main-Gauche); Whirlwind Attack (Main-Gauche).Perks: Off-HandWeaponTraining(Main-Gauche);Quick-Sheathe; Quick-Swap (Main-Gauche).Optional TraitsAdvantages: Ambidexterity;CombatReflexes;FitorVeryFit; Reputation (Special-ops trooper).Unarmed martial-arts styles are always useful. See GURPS Martial Arts for a wide selection of options.FIGHT THEFUTUREBY KELLY PEDERSENPYRAMID MAGAZINE 26 JULY 2009Disadvantages: Bloodlust; Overconfidence.Skills: Armory(Battlesuit);Fast-Draw(Knife);Judo;Stealth; Thrown Weapon (Knife).Techniques: ArmedGrapple;ChokeHold(Main-Gauche);Feint (Main-Gauche).BATTLESUIT DRILL4 pointsBattlesuitDrillistaughttoultra-techsoldiersinorderforthem to get the most use out of their powered armor in meleecombat. The style is almost as old as the technology itself. Theutility of training in hand-to-hand combat using a battlesuitsenhanced strength is obvious to everyone.BattlesuitDrillstyleisbrutalanddirect,suitingitsmili-tarynature.Practitionersaimtocrippleandincapacitateafoeasquicklyaspossible,withtheminimumofeffort.Thetrainingisintendedforoccasionswhentheheavyweaponstypically carried by battlesuited troops are impractical (suchas in space habitats, where punctured pressure hulls can spelldisaster) and for when troops want to take enemies alive. ThestyleplacesheavyemphasisonthelocksandthrowsoftheJudoskill.Judoholdsareusefulevenagainstarmoredtar-gets; against a target with flexible or no armor, a limb lock isfrighteninglyeffectivewhencombinedwithabattlesuitsstrength enhancement.Astylisttendstodivideopponentsintotwocategories:thosewhocannotpenetratehisarmor,andthosewhocan(mostly enemies with their own powered armor). Against theformer,adherentsofthisstyleusuallyattackwithoutmuchconcern for defense, using mostly All-Out Attacks and trustingtotheirbattlesuitarmortoprotectthem.AnyoftheAll-OutAttackvariantsarefavored,butusingAll-Out(Double)toquickly establish a grapple and begin applying damage and All-Out(Strong)toincreasedamageforanalready-appliedholdare particularly common. Stylists usually go for limb- or head-locks to cripple or for choke holds to incapacitate quickly andrelativelysafely.BattlesuitDrillalsoteachesasmallbodyoftricks for using Judo parries aggressively, relying on battlesuitstrength to seriously damage the opponents weapon or handanddamageresistancetoprotectfromthenegativeconse-quences of a failed parry.Against battlesuit-equipped foes and other opponents capa-bleofpenetratingtheirarmor,BattlesuitDrillpractitionerstake a much more cautious approach. This sort of fight gener-allycallsfortheEvaluatemaneuver,followedbyDefensiveAttacks. Stylists also make heavy use of Feints. When fightingopponents who can be damaged by limb locks (such as oppo-nents in flexible armor), the usual aim is to establish a lock andthen inflict enough damage to cripple the limb, repeating untilthe opponent surrenders or is rendered incapable of fighting.Against targets in hard armor, a Battlesuit Drill stylist will usu-allytrytoestablishapin,holdingtheopponentuntilanallywith a weapon capable of penetrating the foes armor arrives.SinceBattlesuitDrillisasimplestyle,taughttomanysol-diers as part of basic training, few tales of particularly cinematicabilities have cropped up. However, yarns of the storytellers oldbattlesuitsergeant,whocouldpunchthroughadreadnoughtsfaceplate,shatterabunkerdoorwithonewell-placedkick,orcatch an enemys punch in his hand, do circulate.Skills: Battlesuit; Brawling; Judo.Techniques: AggressiveParry(Brawling);ArmLock;BattlesuitTraining(Judo)*;ChokeHold;Feint(Judo);JudoThrow; Leg Lock; Sacrifice Throw; Wrench Arm; Wrench Leg.Cinematic Skills: Breaking Blow; Power Blow.CinematicTechniques: Backbreaker(Judo);HandCatch;Snap Weapon.Perks: PowerGrappling;SkillAdaptation(Backbreakerdefaults to Judo); Suit Familiarity (Battlesuit).Optional TraitsAdvantages: Combat Reflexes; Fit or Very Fit.Disadvantages: Bloodlust; Overconfidence.Skills: Armory (Battlesuit).Techniques: Breakfall; Disarming; Ground Fighting.FORCESWORD-AND-SHIELD COMBAT3 pointsThisisaforce-swordstylewithmorevisualsimilaritytomedieval knightly combat than to fencing. It can be used as theeliteartofthenobleclassinaspaceoperagame.Tohaveitparallel the role of sword-fighting in medieval times, when thebladewasacommontoolofthebattlefield,thereshouldbecampaignjustificationtomakeituseful.Considerlimitingranged weapons, either by simply saying the relevant technol-ogyhasntbeeninvented,orbyothersettingconsiderations,such as the unpredictably dangerous interactions of lasers andforce screens in the Dune series. For a very campy knights inspace feel, add robot horses and force lances as well.The faux-medieval trappings arent necessary for this styleto be in use, however. It can also coexist with other force-sworddisciplines the Defense Bonus provided by force shields is anobvious advantage. Force Sword-and-Shield Combat might bethe style preferred by normal force-sword wielders. In a set-ting with mystic psychics running about and using their pow-ers for enhanced attacks and defenses, the DB of a force shieldgives non-psychics something of a competitive edge.Some classic space-opera characters: reformed pirate, metaphysical mystic, hot-shot pilot, deep-space scout, noblespace-patrol officer, cantankerous medic, too-logical scientist, double-crossing security officer, and brilliant technician.PYRAMID MAGAZINE 27 JULY 2009Sir, we both know theres only oneman here whos capable of combat. Aman whos had training, both physicallyand mentally. Captain Devers, Space MutinyForceSword-and-ShieldCombatstylerelies,obviously, ontheforcesword(Ultra-Tech, p. 166)usedinconjunctionwith the force shield (Ultra-Tech, p. 192). Stylists usually usethe shield to block and the sword to attack, but few neglect theutilityoftheparry,particularlywhenfightingopponentsarmedwitheasilydestroyednon-forceweapons.TacticsareusuallysimilartothehistoricalSword-and-ShieldFightingstyle;apractitionerofForceSword-and-ShieldCombattypi-cally stands off and tries to strike at the opponents vulnerabil-ities,relyingonEvaluateandWait.SomestylistsdevelopaparticularlyacuteabilitytojudgeafoethroughEvaluate,allowingdevastatinglyeffectiveblows.Againstotherforceswordwielders,theyuseBeatswiththeforce-shieldtopushtheopponentsweaponoutofline,permittingeasierattacks.Whenfightingagainstanopponentwithoutaforcesword,astylist typically focuses on destroying the foes weapon, attack-ingtheenemyoncetheyaredisarmed.AdherentsofForceSword-and-ShieldCombatalsofocusonattackstothelimb,relying on their weapons superior damage and armor penetra-tion to quickly cripple foes; they move in for the kill once oppo-nents are helpless on the ground.Cinematically, this style displays most of the same stunts andfeats as Force Swordsmanship: mental and physical resistance,hypersensitivity,andprojectedmentalandphysicalstrength.However, it has fewer flashy leaps and vaults, relying more onforcing the enemy to move and resisting opponents attempts toshift the stylist. A student of this style doesnt move around thebattlefield as fast as a Force-Swordsman, but he moves when hewants to, and so does his foe. The GM can allow the Push skillto work through the medium of the force shield for attempts tomove enemies, instead of treating it as an unarmed attack.Skills: Force Sword; Shield (Force).Techniques: BackStrike;Counterattack(ForceSword);Feint (Force Sword or Shield); Targeted Attack (Force SwordSwing/Arm);TargetedAttack(ForceSwordSwing/Leg);Targeted Attack (Force Sword Swing/Weapon).Cinematic Skills: Blind Fighting; Body Control; ImmovableStance;Kiai;MentalStrength;PowerBlow;PrecognitiveBlock*; Push.Cinematic Techniques: Dual-Weapon Defense (Force Swordor Shield); Timed Defense (Force Sword or Shield).Perks: ChiResistance(Any);GripMastery(ForceSword);RollingStone*;Shield-WallTraining;SpecialSetup(PowerBlow works with force sword); Special Setup (Push works withforce shield); Sure-Footed (Slippery); Sure-Footed (Uneven).Optional TraitsAdvantages: CombatReflexes;EnhancedBlock(Shield);EnhancedParry(ForceSword);Fit;ForcefulChi;psionicTalents; Weapon Master (Force Sword and Shield).Disadvantages: Code of Honor; Sense of Duty (Close friendsand companions).Skills: Armoury (Force Shields); Armoury (Force Swords);Fast-Draw(ForceSword);Karate;Savoir-Faire(Dojo);Wrestling.Perks: Weapon Bond.MONOWIRE MUGGING6 pointsThis style is in no way formalized the name is a joking ref-erence to the use many of its adherents put it to. This is a stylepracticed in the low-class, dangerous areas of high-tech cities.Stylists may not all be criminals (the style is very useful for self-defense), but public perception paints them that way, nonethe-less. Obviously, this style can only exist in a setting that allowsmonowire superscience technology. It develops at TL10, whenthe monowire switchblade (Ultra-Tech, p. 163) becomes avail-able.Beforethat,peopleusingmonowirewillsimplyadaptanother style to make use of the improved blade technology. Ifstasis superscience technology exists, then at TL12, the stasisswitchblade(Ultra-Tech, p. 164)canbesubstitutedforthemonowire switchblade in this style.Monowire Mugging uses the monowire switchblade as itsweaponofchoice.Stylistsprefer,aboveall,toattackfromsurprise.Tosomeoneusingthisstyle,theidealfightisonewheretheopponentneverevenrealizesthatcombathasstarted until after hes lost. In addition to weapon skills, thestyleteachesconcealmenttechniquestohidethestudentsblade and the art of readying the monowire switchblade forcombat almost instantly. It also teaches a body of grapplingtechniques,inordertoallowstudentstokeepopponentsatclose range.Practitionersofthisstyleprefertousetheirweaponsproperties to their full advantage. Stylists often talk about theclose- and far-side of the street, referring to the range thatthe fight takes place at. The close side is inside an opponentseffective reach, and the far side is outside it. Whenever possi-ble,aMonowireMuggingadherentwilltrytostayinonezoneortheother.Beinginthemiddlegetsyouhitbyatruckisthecommonwisdom.Usually,astylistwilltrytostartafightattheextremerangeofthemonowireswitch-blade, hopefully surprising the enemy with his reach. He usesstepsandretreats,ifnecessary,tomaintainthisdistance.Ifthe enemy manages to close more quickly than the MonowireMugging stylist can move, then he generally tries to step intoclose combat.As already mentioned, Monowire Mugging stylists prefer toinitiate a fight from surprise. The standard opening gambit forastudentofthisstyleisaCommittedorAll-OutAttack(Strong)againstalimborthehead,hopingtoendthefightimmediately. Against a target they are sure is not anticipatinganattack,stylistswillusuallyuseTelegraphicAttackaswell.Being deeply learned and skilled, being well-trained and using well-spoken words: This is good luck. BuddhaPYRAMID MAGAZINE 28 JULY 2009So, what type of combat trainingdo you have? James Kirk, Star Trek (2009)Althoughtheyprefertoavoidit,stylistsdo know how to fight a battle against anawareandalertfoe.Insuchcases,theytendtorelyonspeed,favoringquickstrikesatlimbsandweapons,tryingtodisarm and disable the enemy before seri-ous damage can be done to the MonowireMuggingstudent.CommittedorAll-OutAttacksarepreferredwhilestilloutsidethe opponents reach, particularly All-OutAttack (Long), which allows even greaterreachwiththeswitchblade.Onceanenemyhasclosedtohisowneffectiverange,anadherentofthisstyletakesamorecautiousapproach,oftenchoosingDefensiveAttacksorevenAll-OutDefenses,untilanopportunitypresentsitselftoeitherwidenthe gap again or get inside the foes reach. When stepping intoclosecombat,aMonowireMuggingstylistwillusuallyuseWrestling to establish a grapple, to ensure that his enemy can-not open the gap again.MonowireMuggingisoftenclaimedtoteachcinematicstealth and methods to achieve ideal ambush positions, as wellas the ability to fight in pitch darkness. In combat, cinematicMonowireMuggingfightersarereportedtobeabletoattackreadilyfromunexpectedpositions,suchasseatedorprone,and to be able to take out multiple foes in a single lightning-fast move.Skills: Fast-Draw(ForceSword);ForceSword;Holdout;Monowire Whip; Wrestling.Techniques: Crack;Entangle;Feint(ForceSwordorMonowireWhip);GroundFighting(ForceSword,MonowireWhip,orWrestling);TargetedAttack(ForceSwordSwing/Arm);TargetedAttack(ForceSwordSwing/Weapon);Targeted Attack (Monowire Whip Swing/Neck).Cinematic Skills: Blind Fighting; Invisibility Art; Light Walk;Lizard Climb.Cinematic Techniques: Fighting While Seated (Force Swordor Monowire Whip); Whirlwind Attack (Force Sword).Perks:FormMastery(MonowireSwitchblade);Quick-Extension(MonowireSwitchblade)*;Quick-Sheathe(ForceSword); Sure-Footed (Uneven).Optional TraitsAdvantages: Combat Reflexes.Disadvantages: Reputation (Thug).Skills: Brawling; Shadowing; Stealth.Techniques: Disarming.SHOCK BOXING4 pointsShock Boxing is the art of using the zap glove (Ultra-Tech,p.165)incombat.ItdevelopsatTL9,butpersiststhroughhighertechlevels,withsomeusersadaptingthestyletotheneuroglove(Ultra-Tech, p.165)atTL10.ShockBoxingis primarilyaself-defenseandcom-petitivestyle.Betterequipmentexists if you want to actively go outandkillpeople.However,zapglovesareveryusefulforgettingtheoddsonyoursideinanunex-pectedfistfight,andsomesportcombatenthusiastsconsiderfight-ingwiththeglovesasasortofextreme boxing.Fromatacticalpointofview,thisstyleisfairlysimple.ShockBoxing stylists generally take a cau-tiousinitialapproach;usingEvaluateandDefensiveAttacks,theytrytolandahitandstuntheopponent. Stylists enjoy using the Aggressive Parry techniqueboth to block an opponents attack and to gain another chanceat stunning the attacker. Once that is achieved, a Shock Boxerwill usually open up, throwing Committed or All-Out Attackswhilethestuneffectpreventstheopponentfromretaliating,and using Telegraphic Attacks to take advantage of the reduceddefensesofthetarget.Ifwillingtouselethalforce,aShockBoxing stylist will usually take a turn to switch the gloves overto the kill setting, once the opponent is stunned. When fight-ing multiple opponents, a student of this style will usually tryto stun all of them first before switching to offensive tactics tofinish any of t