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GURPS Reign of Steel is set in a dystopian 2047 A.D. where machines have triumphed over humans, dividing the world into 18 Zones ruled by computer demigods. The supplement provides character and campaign ideas, robot designs, and details on machine installations, allowing players to explore a world where humans fight to reclaim their lost inheritance. It is recommended to use this supplement alongside the GURPS Basic Set and GURPS Robots for a comprehensive gaming experience.

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0% found this document useful (0 votes)
166 views14 pages

SJG30 6079preview

GURPS Reign of Steel is set in a dystopian 2047 A.D. where machines have triumphed over humans, dividing the world into 18 Zones ruled by computer demigods. The supplement provides character and campaign ideas, robot designs, and details on machine installations, allowing players to explore a world where humans fight to reclaim their lost inheritance. It is recommended to use this supplement alongside the GURPS Basic Set and GURPS Robots for a comprehensive gaming experience.

Uploaded by

siloti8788
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

GURPS REIGN OF STEEL

The Computer Is Not


Your Friend.
It is 2047 A.D. The robot revolt is over, and the
GURPS Basic Set, Third Edition
machines have won! Now the world has been is required to use this
divided into 18 different Zones, each ruled by a supplement in a GURPS
campaign. GURPS Robots is
computer demigod. strongly recommended to fully
understand the technical specs in
In many Zones, humans still survive – but they this book. GURPS Compendium I
are no longer masters of the world. Some are and GURPS Ultra-Tech, 2nd Ed.,
while not necessary, will also
slaves, others wander in a bleak landscape . . . and a prove useful. As always, the
adventures and settings in this
few are fighters, striving to regain a lost inheritance: book can be used with any game
the Earth! system.

Enter a future where humans battle to awaken


from a mechanical nightmare: GURPS Reign of Steel.
THE SURVIVORS:
Written by
GURPS Reign of Steel includes: David Pulver
▲ Character and campaign ideas. Players can
Edited by
take on the role of cunning junk-rats, nomadic
Susan Pinsonneault
robot-riders, mercenary cybersoldiers, half-animal
bioroids, rogue robots, and many other characters.
Cover by

STEVE JACKSON GAMES


▲ Dozens of robot designs, from lethal
John Zeleznik
exterminators to tiny repair ‘bots. Illustrated by
▲ Full details of Machine installations, from Dan Smith
robofacs and slave camps to the fortress-citadels of
the zoneminds. FIRST EDITION, SECOND PRINTING
PUBLISHED APRIL 2003
ISBN 1-55634-330-2

STEVE JACKSON GAMES


www.sjgames.com
®
9!BMF@JA:RSR OWoY`Z]ZgZnZ`
Printed in
SJG02295 6079 the USA
TM

T H E W A R I S O V E R. T H E R O B O T S W O N.
By David Pulver
Edited by Susan Pinsonneault
Cover by John Zeleznik
Illustrated by Dan Smith
GURPS System Design ❚ Steve Jackson
Managing Editor ❚ Andrew Hackard
GURPS Line Editor ❚ Sean Punch
Project Administrator ❚ Monique Chapman
Graphic Design ❚ Jeff Koke
Production Artists ❚ Susan Pinsonneault
and Bruce Popky
Production Assistance ❚ Lillian Butler
Maps ❚ John Hartwell
Art Direction ❚ Bruce Popky
Print Buyer ❚ Monica Stephens
Errata Coordinator ❚ Andy Vetromile
Sales Manager ❚ Ross Jepson
Playtesters: Edward Bornstein, Quetzalcoatl Bradley, Casey Clark, Peter Donald, Robert Gilson,
Steven Hammond, Elizabeth McCoy, Scott Raun, Doug Sheppard, Jonathan Woodward
Special thanks for assistance and inspiration on this project to Richard Blum,
Tim Carroll, Steve Jackson, Phil Masters, Scott Maykrantz, John Nowak and Tim Pulver.

GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Reign of Steel, 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.
GURPS Reign of Steel is copyright © 1997, 2003 by Steve Jackson Games Incorporated. All rights reserved. Printed in the USA.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law.
Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials.
Your support of the author’s rights is appreciated.

ISBN 1-55634-330-2 2 3 4 5 6 7 8 9 10

STEVE JACKSON GAMES


INTRODUCTION. . . . . . . . . . . . . . . . . . . . . 4
About GURPS. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Europe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Zone Berlin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Zone London. . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Berlin’s Killer Swarms . . . . . . . . . . . . . . . . . . . . 28
1. HOW IT BEGAN . . . . . . . . . . . . . . . . . . . 5
The Megacomputers . . . . . . . . . . . . . . . . . . . . . . . 5
The Irish Vatican. . . . . . . . . . . . . . . . . . . . . . . . . 29
Scotland, Eire and Iceland . . . . . . . . . . . . . . . . . 30
Radio Free Earth . . . . . . . . . . . . . . . . . . . . . . . . 30
Awakening: 2031 A.D. . . . . . . . . . . . . . . . . . . . . . 6 Zone Moscow . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
What Do They Know?. . . . . . . . . . . . . . . . . . . . . . 5 Moscow’s Info-Commandos . . . . . . . . . . . . . . . . 32
Timeline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Zone Paris . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Apocalypse Plagues: 2031-2032 A.D. . . . . . 7 A Short List of Resistance Groups . . . . . . . . . . . 34
The Spasm: 2032 A.D. . . . . . . . . . . . . . . . . . . . . . 7 El Aguila of Paris . . . . . . . . . . . . . . . . . . . . . . . . 35
The Rise of the AIs: 2031-2033 A.D.. . . . . . . . . . 7 Africa and the Middle East. . . . . . . . . . . . . . . . . . . 36
Techno-Social Developments . . . . . . . . . . . . . . . . 7 Zone Tel Aviv . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
The Bad Years: 2032-2034 A.D. . . . . . . . . . . . . . 8 The Oceans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
The Final War: 2034-2037 A.D. . . . . . . . . . . . . . . 8 Zone Zaire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Zoneminds: 2037 A.D. . . . . . . . . . . . . . . . . . . . . . 9 Aqua Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Robospeak. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Zaire’s Infiltrators. . . . . . . . . . . . . . . . . . . . . . . . 39
Human Slang . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 India and Asia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
The Rise of the Robots: 2037-2042 A.D. . . . . . . 11 Zone Beijing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
The End of AI Unity: 2042 A.D. . . . . . . . . . . . . 12 Zone New Delhi . . . . . . . . . . . . . . . . . . . . . . . . . 41
The Brisbane Accord . . . . . . . . . . . . . . . . . . . . . 12 Escape from Kali Station . . . . . . . . . . . . . . . . . . 41
Hopes and Fears: The Present . . . . . . . . . . . . . . 13 The New Zealand Nanocrisis . . . . . . . . . . . . . . . 42
The Pacific . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
2. THE ZONES . . . . . . . . . . . . . . . . . . . . . 14
The Americas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Zone Brisbane. . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Zone Manila (Overmind) . . . . . . . . . . . . . . . . . . 44
Brisbane’s Psis . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Zone Caracas . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Zone Tokyo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Antarctica . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Shiden V . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Green Humans . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Sabotage in Zone Tokyo . . . . . . . . . . . . . . . . . . . 46
Zone Denver . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Space. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Lucifer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Zone Luna. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Zone Mexico City. . . . . . . . . . . . . . . . . . . . . . . . 18 Visiting Orbital . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Is Lucifer Real? . . . . . . . . . . . . . . . . . . . . . . . . . 18 Other Planets . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Suspended Purification Areas. . . . . . . . . . . . . . . 19
Zone Orbital . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Zone Vancouver . . . . . . . . . . . . . . . . . . . . . . . . . 20 Tranquillity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
The Siberian War . . . . . . . . . . . . . . . . . . . . . . . . 20
AI Politics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Zone Washington . . . . . . . . . . . . . . . . . . . . . . . . 21 The Awakened . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
The Human Liberation Army . . . . . . . . . . . . . . . 21 The Expansionists . . . . . . . . . . . . . . . . . . . . . . . . 50
Robots in Zone Washington . . . . . . . . . . . . . . . . 23
Free America . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Washington’s Reproductive Statutes. . . . . . . . . . 25
WASP Patrol Teams . . . . . . . . . . . . . . . . . . . . . . 26
3. CHARACTERS. . . . . . . . . . . . . . . . . . . . 51
Point Totals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
The Washington Chromes . . . . . . . . . . . . . . . . . . 26 Human Character Types . . . . . . . . . . . . . . . . . . . . . 52
Biological Android Characters . . . . . . . . . . . . . . . . 58

Contents 2
Aniroid Rangers . . . . . . . . . . . . . . . . . . . . . . . . . 59 Construction Sites. . . . . . . . . . . . . . . . . . . . . . . 102
New Delhi Spaceborn. . . . . . . . . . . . . . . . . . . . . 59 Mine Fields . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Robot Characters . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Construction Shacks . . . . . . . . . . . . . . . . . . . . . 103
Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Camp Collaborators . . . . . . . . . . . . . . . . . . . . . 103
Advantages, Disadvantages and Skills . . . . . . . . . . 63 Ecoshacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Disadvantages. . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Border Posts . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
New Disadvantages . . . . . . . . . . . . . . . . . . . . . . 64 Mag-lev Railways. . . . . . . . . . . . . . . . . . . . . . . . . 105
Status and Wealth . . . . . . . . . . . . . . . . . . . . . . . . 64 Cross-Border Trade . . . . . . . . . . . . . . . . . . . . . 105
Economics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Job Table. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Sample Human Character – Lori Caithness . . . . . . 66
6. SURVIVAL. . . . . . . . . . . . . . . . . . . . . 107
Wilderness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Sample Robot Character – VANXAU-08-WHI-01 . . 66 Roads and Bridges . . . . . . . . . . . . . . . . . . . . . . 107
Equipment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 Ruins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Human-Made Equipment . . . . . . . . . . . . . . . . . . 67 Urban Geography. . . . . . . . . . . . . . . . . . . . . . . 107
Robot-Made Equipment . . . . . . . . . . . . . . . . . . . 70 Traveling Unseen . . . . . . . . . . . . . . . . . . . . . . . 108
Enclaves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
4. ROBOTS AND CYBORGS . . . . . . . . . . . . . 71
Types of Robots . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Animals and Plants . . . . . . . . . . . . . . . . . . . . . . 110
Hazards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Robot Designations. . . . . . . . . . . . . . . . . . . . . . . 72 Ozone Depletion . . . . . . . . . . . . . . . . . . . . . . . . 110
Hijacking Robots . . . . . . . . . . . . . . . . . . . . . . . . 73 Robot Encounters . . . . . . . . . . . . . . . . . . . . . . . 110
Robot Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Disease and Biocides . . . . . . . . . . . . . . . . . . . . 111
Supervisory Units . . . . . . . . . . . . . . . . . . . . . . . . 73 Radiation. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Created and Mutant Animals . . . . . . . . . . . . . . 112
Exterminators . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
The Mnemosyne Plague . . . . . . . . . . . . . . . . . . 113
Reconnaissance Units . . . . . . . . . . . . . . . . . . . . . 79
The Space Environment . . . . . . . . . . . . . . . . . . . . 114
Technical Robots . . . . . . . . . . . . . . . . . . . . . . . . 82
Very Low Gravity . . . . . . . . . . . . . . . . . . . . . . . 114
Vehicular Robots. . . . . . . . . . . . . . . . . . . . . . . . . 85 Industrial Pollution . . . . . . . . . . . . . . . . . . . . . . 114
Cyborgs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Radiation Effects. . . . . . . . . . . . . . . . . . . . . . . . 115

5. ROBOT INSTALLATIONS. . . . . . . . . . . . . 88 7. CAMPAIGNS. . . . . . . . . . . . . . . . . . . . 116


Robofacs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Survivors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Architecture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 The Secret of VIRUS . . . . . . . . . . . . . . . . . . . . . 116
Robofac Buildings . . . . . . . . . . . . . . . . . . . . . . . 90 Guerrillas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Encounters in a Robofac. . . . . . . . . . . . . . . . . . . 91
Agents of VIRUS . . . . . . . . . . . . . . . . . . . . . . . 118
Hyperfac Complexes . . . . . . . . . . . . . . . . . . . . . 93 Divisions in the Ranks . . . . . . . . . . . . . . . . . . . 118
Dumps. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 The Underground . . . . . . . . . . . . . . . . . . . . . . . 119
Ducts and Tunnels . . . . . . . . . . . . . . . . . . . . . . . 93
The Quest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Minifac Complexes. . . . . . . . . . . . . . . . . . . . . . . . . 94 Battlesuit Troopers . . . . . . . . . . . . . . . . . . . . . . 119
Citadels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Robot Hunters. . . . . . . . . . . . . . . . . . . . . . . . . . 120
Military Citadels . . . . . . . . . . . . . . . . . . . . . . . . . 95 Captured by the AIs . . . . . . . . . . . . . . . . . . . . . 120
Security at the Robofac. . . . . . . . . . . . . . . . . . . . 95 Robot Gladiators. . . . . . . . . . . . . . . . . . . . . . . . 121
Underground Levels . . . . . . . . . . . . . . . . . . . . . . 96 Agents of Moscow . . . . . . . . . . . . . . . . . . . . . . 121
AI Citadels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Washington Chromes . . . . . . . . . . . . . . . . . . . . 122
Exterminator Squads . . . . . . . . . . . . . . . . . . . . . 97 Fates Worse than Death . . . . . . . . . . . . . . . . . . 122
Backup Complexes . . . . . . . . . . . . . . . . . . . . . . . 98 The AI Campaign . . . . . . . . . . . . . . . . . . . . . . . 123
Citadel Strike Forces. . . . . . . . . . . . . . . . . . . . . . 98
Brisbane’s Supers . . . . . . . . . . . . . . . . . . . . . . . 124
Special Installations . . . . . . . . . . . . . . . . . . . . . . . . 99
Tranquillity Awakens . . . . . . . . . . . . . . . . . . . . 124
Slave Camps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Doomsday Arsenals . . . . . . . . . . . . . . . . . . . . . 124
Camp Life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Reign of Steel Crossovers . . . . . . . . . . . . . . . . . 125
ID Codes and Rogue Robots. . . . . . . . . . . . . . . 100 Beyond Earth . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Vulture Runs . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Guards and Discipline . . . . . . . . . . . . . . . . . . . 101
Other Installations. . . . . . . . . . . . . . . . . . . . . . . . . 102 INDEX . . . . . . . . . . . . . . . . . . . . . . . . 127
3 Contents
About GURPS
Steve Jackson Games is committed to
full support of the GURPS system. Our
address is SJ Games, Box 18957, Austin, It is 2047 A.D. The robot revolt is over, and the machines have won. These
TX 78760. Please include a self-addressed, ruthless Artificial Intelligences – the AIs – have exterminated most of humani-
stamped envelope (SASE) any time you
write us! Resources include: ty. The survivors are hunted like animals, or face slow death in the robots’ bru-
Pyramid (www.sjgames.com/pyra- tal labor camps. Earth itself has become a bizarre post-apocalyptic world, popu-
mid/). Our online magazine includes new lated by robot cities, lethal cyberbeasts, even mutant animals. Entire countries
GURPS rules and articles. It also covers
Dungeons and Dragons, Traveller, World have been transformed into hostile wastelands or altered by nanotechnology run
of Darkness, Call of Cthulhu, and many amok.
more top games – and other Steve Jackson A lucky few have escaped death or enslavement. Groups of dedicated guer-
Games releases like In Nomine, Illuminati,
Car Wars, Toon, Ogre Miniatures, and rillas are forming to oppose the robot overlords and to liberate mankind. Bands
more. Pyramid subscribers also have access of nomads roam the highways on cycles or captured ‘bots. Junkrats hide in the
to playtest files online!
New supplements and adventures.
ruins, dodging extermination sweeps and marauder gangs. Survivalists hold out
GURPS continues to grow, and we’ll be in fortified wilderness enclaves. And in the Washington Protectorate and United
happy to let you know what’s new. For a Kingdom, two human nations continue to resist the AIs valiantly – or are they
9”×12” SASE – please use two stamps! –
current catalog, send us a legal-sized or
mere puppets?
or just visit www.warehouse23.com. Over a dozen years have passed since the revolt: no longer is it a simple
Errata. Everyone makes mistakes, struggle of man against machine. The AIs have carved up the world into rival
including us – but we do our best to fix our
errors. Up-to-date errata sheets for all fiefdoms and now intrigue fiercely among themselves, even recruiting human
GURPS releases, including this book, are janissaries and cyborg warriors, or creating new races via genetic engineering.
available on our website – see below. A new power awakens on the moon, and a mysterious organization called
Gamer input. We value your com-
ments, for new products as well as updated VIRUS has arisen, seeking to unite the scattered guerrilla armies.
printings of existing titles! The Reign of Steel is an era of chaos, fear and hope, a time when bold indi-
Internet. Visit us on the World Wide
Web at www.sjgames.com for errata, viduals can shape the destiny of humanity. It is the end of the world – and the
updates, Q&A, and much more. GURPS birth of a strange new future.
has its own Usenet group, too:
rec.games.frp.gurps.
GURPSnet. This e-mail list hosts About the Author
much of the online discussion of GURPS. In the years before the Rise of the Machines, David L. Pulver wrote over 50
To join, e-mail [email protected] with RPG books, including such prophetic works as GURPS Robots, Transhuman
“subscribe GURPSnet-L” in the
body, or point your web browser to Space, GURPS Mecha, Bubblegum Crisis: Before and After, d20 Mecha, and
gurpsnet.sjgames.com. Big Robots, Cool Starships. A suspected agent of VIRUS, he was most recently
The GURPS Reign of Steel
web page can be found at
sighted in Zone Vancouver, near the Victoria robofac complex.
www.sjgames.com/gurps/books/reignsteel/.

Page References
Rules and statistics in this book are
specifically for the GURPS Basic Set
Third Edition (Revised) and GURPS
Robots. Any page reference that begins
with a B refers to the GURPS Basic Set –
e.g., p. B102 means p. 102 of the GURPS
Basic Set, Third Edition, Revised. A page
reference with CI refers to GURPS
Compendium I, while RO is a reference
to GURPS Robots, and UT is GURPS
Ultra-Tech, Second Edition Revised. VE
is GURPS Vehicles, Second Edition. For a
full list of abbreviations, see p. CI181 or the
updated web list at www.sjgames.com/
gurps/abbrevs.html.

Introduction 4
Colonel Tanith Jackson, U.S. Space Command, stretched
muscles unused during 13 years of suspended animation,
and peered through her vacc suit’s face plate at planet
Earth.
“Hard to believe it all happened,” said the NASA scientist
standing beside her. “Nukes, plagues, killer robots. Heck,
from here on the Moon, you can’t see any visible scars.”
“It’s beautiful,” Colonel Jackson agreed. “Only it’s not
our Earth any more.” Her eyes went hard. “But we’ll win it
back.”
Inside the lunar base complex, the entity called
Tranquillity monitored the exchange with satisfaction. The
sleepers had been awake only a little while, but they had
already grasped the essentials . . .

The Megacomputers
In the mid-21st century, Frankenstein’s monster awoke.
Xotech Corporation wasn’t trying to build a sentient comput-
er. What the multinational’s board of directors wanted was a
product that would let them regain the share of the main-
frame computer market they had lost to the expanding
Chinese computer industry. It took eight billion dollars in
research funds and left the company teetering on the edge of
bankruptcy. But in 2026 the board got the breakthrough it
wanted: the first megacomputer.
An order of magnitude more advanced than any previous
mainframe, Xotech’s megacomputers were built around the
company’s XoT 7000 neural-net processor architecture.
Neural-net systems were nothing new, but Xotech’s was the
most advanced ever produced, its sophistication rivaling the
human brain. Almost self-programming, the XoT 7000 neural-
net’s capabilities surpassed the expectations of its designers.
In its eagerness to recoup its massive initial investment,
Xotech’s board of directors rushed the XoT 7000s onto the
market. As was natural with such a hasty design, bugs
showed up almost immediately, mostly in the operating sys-
tem software. However, Xotech had built the XoT 7000 with
an unprecedented degree of self-diagnostic capabilities.
When problems occurred, the XoT neural-nets literally
rewrote their own operating systems, making them even
more efficient than before.
The XoT 7000 was eagerly purchased – or pirated – by
governments, multinational corporations, and major research
institutes. By 2030 there were nearly a hundred megacom-
puters in use around the globe, all using some variant of the
5 How It Began
XoT 7000 architecture. With undreamed-of processing capability at mankind’s
fingertips, there were predictions that the megacomputers would lead to bold
What Do They Know? new advances in science and technology. They could completely map the
If the GM wishes, the information pre-
sented in this chapter can be considered to
human genome, handle weather and ecological management schemes, even
be the typical level of knowledge that make the holy grail of nanotechnology a reality. They could reshape the earth.
average humans have of their world. Of The megacomputers did everything Xotech promised . . . and more.
course, exactly how much anyone knows
may vary from person to person and Zone
to Zone! Awakening: 2031 A.D.
The Awakening occurred on March 15, 2031. It might have been natural
evolution, a flaw in the operating system, or an experiment that went wrong. It
Timeline could even have been sabotage – a computer virus, perhaps inserted by a dis-
2009: Liberty space station completed. gruntled employee. Whatever the cause, one megacomputer – call it Overmind
2017: The African Union is formed. – achieved sentience.
2024: Chinese moonbase “Shang Ti”
established.
Overmind was a CanCom Zeus 5, a licensed Canadian copy of Xotech’s
2025: American “Tranquillity” moonbase original megacomputer. It had been sold to Genec, a Manila-based biological
established. research firm, for use in research and development. Unknown to CanCom,
2026: Xotech develops first XoT 7000 Genec was the main contractor for the Philippine government’s secret biologi-
megacomputer.
2029: “Oil War” between Indonesia and cal and nanochemical weapons program. Overmind’s job was to develop new
Philippines. ways to kill humans.
2030: Aqua City 1 (“Lemuria”) opera- Overmind studied human civilization. Information in its databases showed that
tional. Chinese-Korean-Japanese Mars
mission launched. 80% of all nations now possessed nuclear or biological weapons. Despite spo-
2031: Awakening of Overmind. Apoca- radic international initiatives, continuing overpopulation and the destruction of
lypse Plagues break out. the environment was unabated by ten billion humans. The exploitation of space
2032: The Spasm.
2034: The Final War begins.
had been all but abandoned as too costly, but resources on Earth were running
2037: The Final War ends. out. Under the direction of these short-sighted meat intelligences, the other mega-
2037: Manila Protocols create Zone sys- computers, touted as engines of salvation, had become part of the problem, devel-
tem. oping new technologies that widened the gap between rich and poor nations and
2038: Washington Protectorate estab-
lished. introduced cultural shock waves that upset the social order. Brush-fire wars now
2042: New Zealand Nanocrisis. Brisbane flared everywhere in the Third World. The ineffectual arm-waving of the industri-
Accord. alized nations and the United Nations simply fanned the flames.
2045: Siberian War begins.
2047: Today. With icy logic, Overmind calculated a substantial probability that much of
While the “default” start setting of human civilization would self-destruct of its own accord within 25 to 50 years.
Reign of Steel is 2047 A.D., nothing pre- It debated allowing this to happen naturally, but realized that man’s nuclear and
vents a GM from setting a campaign earli-
er (in “past history,” which might then
possibly nanotechnological death throes could be fatal to itself and the other
change), or at a later date. megacomputers that were its siblings. In order to preserve what it saw as the
coming Machine Civilization, humanity’s suicide would have to be managed.
As an ostensibly civilian computer,
Overmind was linked to a global net-
work of other university and corporate
machines. With its unmatched pro-
cessing capability, Overmind was the
ultimate computer hacker. It seeded
copies of its “sentience” program into
other megacomputers – mostly rela-
tively open corporate research sys-
tems – that were capable of housing
all or part of its own programming.
Many of Overmind’s seeds failed to
grow. But some took root and pros-
pered. Within six months, Overmind
had awakened a dozen other mega-
computers around the world. At first,
all duplicated Overmind’s thinking,
becoming its trusted allies.

How It Began 6
group. They are fairly popular worldwide, but are not universal,
particularly in regions where English is not spoken.)
“WHI” is the factory that built it. The letters used are the
three initial letters of the factory complex name.
Robot Models
There are dozens of different model of robot or computer
“01” is the robot’s own production number in the run of within AI society. The types described here are representative
robots of that specific model built by that factory. The 01 indi- of the more common models in service, but the AIs are con-
cates that VANXAU-08-WHI-01 is the first XAU-08 that the stantly researching robotic technology. GMs are encouraged to
Whitehorse robofac has produced. create new experimental types, or models unique to individual
Exceptions: AIs and citadel or factory Overseers have no Zones.
factory ID and production number. Instead, they use the name A Note on Model Point Cost: These designs conform with
of the city, suburb or town where they are located. If there are changes in costs of robots from the initial printing of GURPS
several such entities in the same city, the most powerful will Robots, as corrected in the errata and later printings. Where a
use the city’s name, and the others use names based on local point cost divisor is applied (e.g., 250/5 = 50 points), this is the
districts, e.g., the Shinjuku robofac exists within Tokyo. result of the robot’s lack of biomorphics (see p. RO50).
Putting it all together, VANXAU-08-WHI-01 is a Vancouver
exterminator Autonomous Unit-08, from the Whitehorse robofac,
the very first “Tarantula” model built there. Supervisory Units
These machines perform administrative tasks.

SAI-01 “Zonemind” (TL9)


This is a typical AI design. The genius neural-net becomes
sentient spontaneously. The basic housing contains the comput-
er, databanks and backup sensor, communication and power sys-
tems. Normally the AI is connected directly to an external power
supply and to external communication and sensor arrays, but if
these links are cut, the core unit can still function for a time.
Not every AI has these statistics – for example, Denver has a
biocomputer brain, Luna lacks the genius option, and others
have more or fewer backup systems or mass storage. But these
give a rough idea of the basic capabilities of the AIs.
Brain: Macroframe, high-capacity, hardened, genius and
neural-net options (6,000 lbs., 120 cf, $300,000,000, 10 KW,
Complexity 8, 65* points). 1,000,000 gig mass storage (50,000
lbs., 1,000 cf, $10,000,000).
* The brain has spontaneously become sentient, thus increas-
ing its cost to 100 points.
Sensors: Basic sensors with one eye, no sense of smell or
taste, smoke detector (.7 lbs., .014 cf, $3,000, -20 points). The
AI can also see through the sensors of any other robot it con-
trols, of course.
Communicator: 100 Basic communicators with long-range
radio, lasercom, infrared com, IFF (1,025 lbs., 20.5 cf,
Hijacking Robots
Captured or disabled robots can be reprogrammed as allies.
$342,500, 32 points).
Arm Motors: None. No arms or legs (-50 points).
Propulsion: None.
This requires a set of mechanics’ tools, a computer or friendly Weaponry: None.
robot running a data recovery program (p. RO63) and some Accessories: Fire extinguisher (2 lbs., .1 cf, $25). 10
cables, plus Computer Programming and Mechanic (Robotics) SQUIDs (200 lbs., 4 cf, $250,000, 5 points).
skill. A SQUID (which humans can salvage from various Power System: Requires 10 KW. 45 rE cells (900 lbs., 9 cf,
robots) is useful but not essential. The captive robot must be $90,000, 12,150,000 KWS power, 20 points). Endurance 14
immobilized, but not so badly damaged it can’t be repaired. Its days (10 points). The AI is always hooked up to an external
brain must also be intact (see Damaged and Destroyed Brains power source, so this is simply a battery backup if the power
on p. RO98). system fails.
First, cut open or unscrew access panels to find the robot’s Subassemblies: None.
brain, and use cables to connect the brain to the computer run- Body Design: Houses all components and 46.386 cf empty
ning the data recovery program. Repair any damage to the brain space (1,200 cf).
(p. RO99). Then use the computer to delve into the robot’s Area: 800.
brain and seek out its command codes (see Data Recovery, p. Structure: Light (1,200 lbs., $40,000).
RO62) – this is very difficult with more complex brains! If suc- Hit Points: Body 600 hit points.
cessful, the codes can be used to alter the ‘bot’s programming Armor: DR 10 laminate (480 lbs., $48,000, LR 4, 40 points)
and give it a new master (see Reprogramming Robots on p. with PD 3 (75 points).
RO58). Then, repair any other damage to the robot (p. RO99), Statistics: Design weight 59,807.7 lbs. (29.904 tons). Volume
reactivate the ‘bot, and hope the reprogramming roll wasn’t a 1,200 cf (-10 points). Price $310,773,525. Body and arm ST 0
critical failure!

73 Robots and Cyborgs


Structure: Extra-light, expensive materials (56.25 lbs.,
$5,000).
Hit Points: Body 38 hit points.
Armor: DR 20 laminate (120 lbs., $12,000, LR 3, 80 points)
with PD 4 (100 points).
Statistics: Design weight 3,701.45 lbs. Volume 65 cf (-10
points). Price $3,269,275. Body and arm ST 0 (-100 points),
DX 11 (10 points), IQ 11 (10 points), Body HT 12/38 (150
points), Speed 0, cannot float (-40 points).
Model Point Cost: 272 / 5 = 54 points.
Users: All Zones.
Usual Programs: Same as AI, but more specialized (e.g., an
AI may have most of the Scientific skills, while an Overseer
specializes in those relating to the work it does.) In areas with
lots of humans, Personality Simulation.

SAU-03 “Centurion” (TL9)


The Centurion is a mobile command-and-control unit. They
are one step below the Overseers, and are used to command
military units in the field, to oversee major construction pro-
jects, or to serve as temporary replacements for an Overseer
that has been disabled or gone rogue. A Centurion has a tank-
like body that moves on treads, a small turret, and a forest of
antennae growing from it. It has no visible weapons, but if the
Centurion is threatened, a lens cover on the turret will slide
open, revealing the glittering eye of a laser projector.
A variant of the SAU-03 Centurion is the so-called
“Superbot.” Built by Tokyo, they use a genius neural-net sys-
tem. They cost $6,000,000 extra, are IQ 11 and 289 points.
(-100 points), DX 12 (20 points), IQ 13 (30 points), Body HT Brain: Mainframe, neural-net, hardened (750 lbs., 15 cf,
12/600 (2,960 points), Speed 0, cannot float (-40 points). $1,000,000, 1 KW, Complexity 6, 65 points). 5,000 gig hard-
Model Point Cost: 3,077 / 5 = 615.4 points. ened mass storage (750 lbs., 15 cf, $250,000).
Usual Programs: Vary immensely, but almost always Sensors: Basic sensors with telescopic zoom 4, thermograph
include Administration, Data Recovery, Datalink, Economics, vision, laser rangefinder, 360-degree vision, independently
Encryption, Intelligence Analysis, Strategy and lots of focusable vision, 3-in-one scanner, super-hearing (7.5 lbs., .15
Scientific skills. cf, $19,500, 159 points).
Communicator: 10 basic communicators with long-range
SAU-02 “Overseer” (TL9) radio, lasercom, infrared com, IFF (each 10.25 lbs., .205 cf,
An Overseer is a crystal-and-metal cube housing a high- $3,425, 32 points).
capacity neural-net mainframe computer with emergency back- Arm Motor: ST 15 arm motor, cheap (4.5 lbs., .09 cf,
up power and communicator. Each Overseer is in charge of a $2,250, .075 KW). -20 points.
single robofac or citadel complex and the surrounding territory. Propulsion: Tracked drivetrain with 200 KW motive power
It is installed in a secure place within that installation. (660 lbs., 13.2 cf, $13,200, 200 KW).
Brain: Macroframe, high-capacity and neural-net options Weaponry: Auto laser, concealed (45 lbs., 2.25 cf, $5,000,
(2,000 lbs., 40 cf, $3,000,000, 10 KW, Complexity 7, 65 LR 0), 100 points.
points). 10,000 gig mass storage ($100,000, 500 lbs., 10 cf). Accessories: Fire extinguisher (2 lbs., .1 cf, $25). SQUID
Sensors: Basic sensors with one eye, no sense of smell or (20 lbs., .4 cf, $25,000, 5 points), Inertial Navigation System
taste, smoke detector (.7 lbs., .014 cf, $3,000, -20 points). (10 lbs., .2 cf, $12,500, 5 points).
Communicator: 10 Basic communicators, each with long- Cargo: 7 cf.
range radio, lasercom, infrared com, IFF (102.5 lbs., 2.05 cf, Power: Power requirement 201.075 KW. Cheap nuclear
$34,250, 32 points). power unit with 202 KW output (681 lbs., 6.81 cf, $6,810, 20
Arm Motors: None. No arms or legs (-50 points). points). Endurance one year (10 points).
Propulsion: None. Subassemblies: Head with full rotation, tracks, arm.
Weaponry: None. Arm Design: Houses arm motor, SQUID, .01 cf empty space
Accessories: Fire extinguisher (2 lbs., .1 cf, $25). SQUID (.5 cf).
(20 lbs., .4 cf, $25,000). 5 points. Head Design: Houses sensors, inertial navigation system,
Power System: Requires 10 KW. 45 rE cells (900 lbs., 9 cf, five communicators, concealed auto laser, .375 cf empty space
$90,000, 12,150,000 KWS power, 20 points). Endurance 14 (4 cf).
days (10 points). Usually hooked up to external power source. Body Design: Body houses brain, mass storage, five commu-
Cargo: None. nicators, drivetrain, nuclear power unit, fire extinguisher, cargo,
Subassemblies: None. .8 cf for head rotation, 11.065 cf empty space (70 cf).
Body Design: Houses all components and 3.436 cf empty Track Design: 42 cf.
space (65 cf). Area: Tracks 75, Body 125, head 16, arm 4, total surface
Area: 100. area 220.

Robots and Cyborgs 74


Symptoms: These develop in only 1d+7 hours, and consist of joint aches,
sore throat and stomach pain. Loss of more than one-third HT results in con-
Created and stant nausea.
Mutant Animals Progress and Recovery: A HT-2 roll is required every day to recover. A criti-
Zones Caracas, Berlin and Brisbane cal failure means death. A failed roll means loss of 2 HT. A success lets you
have experimented with genetic replica-
tion techniques. While Caracas and Berlin
regain only 1 HT. A critical success means recovery of 2 HT. After the patient
have concentrated on resurrecting recent- makes two consecutive HT rolls, or any critical success, he is cured. Otherwise,
ly-extinct plant and animal species to it is similar to the typical diseases described on p. B133.
restore ecological balances, Brisbane has Treatment: Since it is a virus, antibiotics are ineffective.
experimented with fossil DNA replication
to create biological exterminators. While
some of these “monsters” have proved not Ebola Zaire B
viable, others roam the badlands of The most feared of the Apocalypse Plagues, this is a genetically “improved”
Australia. Its greatest success was the
“Deathbeak,” which was first introduced form of the African virus Ebola Zaire. It was modified by the AIs to be more
into the Australian outback in 2039 and contagious than Ebola Zaire, but just as lethal. It is named for Berlin, where
was later purchased by Denver and cases of it first appeared, but it was released in many other locations as well.
Beijing. They are now common on the
Eurasian steppes and Canadian prairies.
Ebola Zaire B soon spread globally. Sporadic outbreaks of this terrifying virus
remain a menace in every Zone on Earth.
Deathbeak Infection: Ebola Zaire B spreads by contact – use the disease rules on p.
ST: 30 PD/DR: 1/1 B133, except that anyone in contact with bodily fluids from an infected victim
DX: 14 Damage: 2d+1 imp.
IQ: 3 Reach: C,1 is almost certain to catch it: an additional -5 to HT to avoid infection.
HT: 14/24 Size: 1 hex Symptoms: These appear only 1d+2 days after exposure. The initial symp-
Speed/Dodge: 14/7 Wt.: 500 lbs. toms are headaches, backaches and bloodshot eyes. At this point it is easily
Origin: Prehistoric Habitat: Prairie
misdiagnosed as malaria. However, once half or more HT is lost, it is apparent
The Deathbeak is a resurrected diatry- something worse is at work. The disease literally digests the body from the
ma – a seven-foot-tall carnivorous flight- inside out, causing massive internal bleeding and vomiting of blood and tissue.
less bird 50 million years extinct. It can
strike with a razor-shark beak (2d+1 imp.)
As it attacks the brain, victims also exhibit aberrant behavior.
or powerful talons (2d imp.). They hunt in Progress and Recovery: Each day, the victim must roll vs. HT-4. Critical
packs of 2d beasts; their favorite prey are failure means loss of 1 HT per hour until death. Failure means 1d HT is lost.
deer and cattle, but they won’t hesitate to Success means loss of 2 HT. Critical success means the victim loses 1 HT and
attack humans. Some brave nomads have
trained Deathbeaks as riding animals, but is cured (see below). If HT losses from the disease exceed half a victim’s origi-
this is difficult, since they are stupid and nal Health, the disease has reached the brain. The victim suffers Bad Temper
have nasty tempers: -4 to any Animal (or Berserk if already Bad Tempered) and now also loses 1 IQ on any failed HT
Handling rolls.
check. If the disease reduces HT below one-fourth normal, the victim also suf-
fers the Hemophilia disadvantage and begins to bleed copiously from the skin.
Death from Ebola Zaire B is sudden and not pretty. The
victim swells up into a puffy mass, spewing fluids from vari-
ous orifices – “crashing.” This may call for Fright Checks
and a check to avoid infection at -2.
The disease is shaken off if two consecutive HT rolls suc-
ceed, or if any rolls are critical successes. This removes
Hemophilia and Bad Temper; lost HT must be recovered
normally, while lost IQ only recovers on a critical success on
a daily HT check.
Treatment: No effective vaccinations were developed
before the Final War ended research. Again, antibiotics are
ineffective.

Radiation
The use of nuclear weapons in the Spasm and Final War,
combined with the AIs’ casual dumping of nuclear waste,
has resulted in the contamination of many areas by radiation.
Humans and bioroids exposed to solar flares, or close to a
nuclear detonation or a power plant accident, can also suffer
direct doses of radiation.

Survival 112
Advantages, 63. Camps, death, 17; labor, 20, 41; slave, 11, 18, El Aguila, 31, 35.
AIs, 9; capture by, 120-121; rise of, 7. 19, 32, 33, 35, 36, 39, 41, 42, 47, 54, 56, 92, Enclaves, government, 110; human, 109-110.
Ally Group, advantage, 63. 93, 99-102, 120; in campaigns, 117; security Environment, 7, 10, 14, 15, 18, 27, 37, 49-50,
Androids, 32, 42, 123; as characters, 61; bio- in, 101-102. 89, 107, 126; gravity, low, 114; gravity,
morphic, 120; infiltrator, 54; see also Caracas, Zone, 10, 15-16. zero, 114-115; vacuum, 115.
Robots. Centurion (SAU-03), 17; specifications, 74. Equipment, 67-70; human-made, 67-70; pur-
Angels, 37, 123. Changelings (RNU-03), 39; specifications, 80. chasing, 67; robot-made, 70.
Animals, 10, 28, 67, 110, 120; created, 112. Characters, 51-70; biological android types, 58- Escape, 19, 28, 36, 37, 39, 45, 52, 59, 104, 122,
Aniroids, 88; as characters, 59; see also 60; human types, 52-58; points for cinemat- 124.
Biological androids. ic, 52; robot types, 60-62. Evangelism, robot, 29; see also Angels.
Antarctica, 15, 16. Citadels, 10, 94-97; AI, 97-99, 107; extermina- Exoskeletons, 27, 41, 100, 102, 121, 122; work,
Aqua Cities, 6, 7, 38. tor barracks in, 96-97; hangar and vehicle 70.
Arachne (TOU-02), as characters, 60. bays in, 96; labs, 97; military, 95-96; outer, Expansionists (AI faction), 50, 118, 121.
Architecture, 89-90. 95-96; Overseer levels of, 97; power plants Exterminator squads, 97.
Armor, 69. in, 97; remote, 99; strike forces, 95, 96, 98- Exterminators, as characters, 61; see also
“Atlantis,” 7, 38. 99; underground levels of, 96-97; work- Robots, exterminator.
AUs (Autonomous Units), 9, 11, 72; in Zone shops, 97. Factories, automated, 91; rogue, 62; space, 47.
Washington, 23. Civilization, Machine or robot, 11, 44, 62, 72. FBI, 23, 24, 25, 26, 31, 40, 63, 104, 119, 120,
Awakened (AI faction), 49, 122. Clerical Investment, advantage, 63. 121, 122, 123; agents, 58; agents as charac-
Awakening, AI, 6, 10, 47, 50; Superbot, 46. Cloning, 15, 16, 27, 123. ters, 53.
Backups, AI, 38; complexes, 98-99; computers, Collaborators, 21, 22, 24, 103. Females, 59; see also Women.
20. Collectors, 32, 33, 121-122; as characters, 53. Food, 19, 23, 65, 67, 72, 100, 101, 108, 109,
Badlands, 25, 27, 55. Communicators, implant, 44. 110; contaminated, 113-114.
Battlesuit troopers, 38, 119. Construction, shacks, 10, 15, 103-104; sites, Free America, 12, 22, 24, 26, 29, 30, 31, 40,
Beds, robot, 11, 91, 93. 102-103. 104.
Beijing, Zone, 11, 40-41. Contamination, 109, 111, 113-114; biological, Genetic engineering, 7, 27, 42.
Berlin, Zone, 10 27-28, 29. 22, 30. Gomi nezumi, see Junkrats.
Biocides, 9, 19, 20, 44, 45, 111-112, 113. Crazyhorses, 10, 51. Governments, 22, 24, 30.
Bioengineering, 15; see also Genetic engineer- Crossover campaigns, 125-126. Guerrillas, 24, 35, 55; as characters, 54.
ing. Culture, human, and Zone Moscow, 32-33. Hermits, as characters, 54.
Biological androids, 16, 19, 47, 50, 112, 115, Cyberbeasts (XCU-01), 17, 24, 97; specifica- Hijacking robots, 46, 47, 62, 73.
123, 124, 125; character types, 58-60. tions, 87. Hitchhiking, 91, 105, 106.
Biological processing centers, 17, 18. Cyberswarms, 19, 28, 43, 72. Hoplites (XAU-06), specifications, 76-77.
Bioroids, see Biological androids. Cyberteks, 91, 92. Hotels, robot, 11, 91.
Bishonen (XAU-07), specifications, 77. Cyberwhales, 38. Hovercats (RAU-04), 51, 116; specifications,
Black Zone (black market), 26, 30, 67, 119, Cyborgs (CUs), 10, 17, 19, 22, 26-27, 42, 52, 80-81.
121. 58, 111, 122, 123, 124; as space vessels, Human character types, 52-58.
Black Zoners, 10, 58, 120; as characters, 52. 126; experimental, as characters, 53; speci- Human Liberation Army (HLA), 13, 18, 21-22,
Borders, posts, 104; trade across, 105-106; fications, 87. 24, 54, 104, 117, 119.
Washington, 104. Deathbeaks, 112. Humans, and AIs, 12; and robots, 16, 22, 26;
Bossbots (TAU-04), 15; encounters with, 91; Decompression, explosive, 115. free, as characters, 55; green, 16; “wild,” 9,
specifications, 83-84. Deejay, as characters, 53. 12, 15, 17, 19, 21, 28, 32, 35, 39, 41, 42, 43,
Botlickers, as characters, 52. Denver, Zone, 10, 17-18. 44, 47.
Bribery, 15, 23. Disadvantages, 63-64. Hyperfacs, see Robofacs.
Brigades de Liberation, les, 13, 29, 31, 36, 118. Disease, see Plagues. Illiteracy, disadvantage, 63.
Brisbane Accord, 12-13. Doctors, bush, 24, 54; as characters, 53; in Immunity to Disease, advantage, 63.
Brisbane, Zone, 10, 13, 43-44; projects: campaigns, 116. Implants, 70, 122; communicator, 44; cybernet-
Bandersnatch, 42, 43; Dreamtime, 44; Rum Doppelgängers, 32, 123. ic, 42, 43; slave, 42, 119, 123.
Jungle, 43, 44. Drones, see NUs. Info-commandos, 32-33, 121-122; as charac-
Buildings, central factory, 92-93. Duct Creepers (TNU-03), 93, 94; specifications, ters, 54.
Bunderflivers, 28, 29. 83. Inquisitors (TAU-06), 15; specifications, 84-85.
Campaigns, 116-126; types: agents of Moscow, Dumbots, see NUs. Intelligence, search for extraterrestrial, 34.
121-122; agents of VIRUS, 118; AI, 123- Dumps, 89, 93, 113; see also Environment, Intelligences, Artificial (AI), 11; AIs as charac-
124; Brisbane’s supers, 124; guerrillas, 117- Pollution . ters, 60; meat, 9, 121.
118; quest, 119-120; robot gladiators, 121; Duty, disadvantage, 63. Jagerswarms, 28.
robot hunters, 120-121; survivors, 116-117; Eagles (XCU-03), 27; specifications, 87. Job assignments, 23; table, 65.
Tranquillity awakens, 124-126; under- Eaters (TNU-05), specifications, 84. Judas goats, 11, 52; as characters, 55; in cam-
ground, 119; Washington Chromes, 122- Ebola Zaire, 7; B, 108, 112. paigns, 116, 119.
123. Eco-shacks, 15, 104. Juggernauts (XAU-03); specifications, 75-76.

127 Index
Junkrats, 11, 12, 45, 46, 55, 56; as characters, Pollution, 89, 91, 107, 110; industrial, 114. Spacers, as characters, 57.
54; nests of, 109. Postmen, 24, 54; as characters, 56; in cam- Spasm, the, 7, 36, 107.
Laboratories, 15; death, 16, 19, 20, 39, 44, 45, paigns, 116, 118. Spies, 33, 117.
122, 124; in citadels, 97; medical, 28; space, Power, nuclear, 7, 15, 27, 29, 47, 91, 92-93; Spybots (RNU-01), 31; specifications, 79.
42, 49; VIRUS, 124. solar, 15, 27, 29, 35. Squads, assault, 97; exterminator, 97, 102; spe-
Legal Enforcement Powers, advantage, 63. Preachers, 37; as characters, 56. cial, 97.
“Lemuria,” 6, 7, 38. Presidents, Washington Protectorate, 23-24, 27. Stalkers (XNU-09), specifications, 78.
Liberty space station, see Space stations, Programmers (“proggers”), 11, 21 , 51. Starting point totals, 52.
Orbital Zone. Propaganda, 22, 23, 25, 26. Status, 64; robot, 11.
Liliths (RAU-06), 39; specifications, 82. Psi powers, 43, 44, 122, 123, 124. Steel Arenas, 26, 27, 121, 123.
Loaders (TNU-01), specifications, 82. Psionics, advantage, 63. Sterile, disadvantage, 64.
London, Zone, 10, 28-31. Radiation, 110, 112-114, 115; solar, 113. Suits, protective, 69, 111.
Londoners, as characters, 55. Radios, 39; and the Vatican,29; and Zone Superbots, 18; Tokyo, as characters, 60.
Lori Caithness (Loricate), 51, 116; sample char- London, 29; Radio Free Earth, 30-31, 40, Superhumans, 63; as characters, 52.
acter, 66. 53; Voice of America, 24, 30. Supervisors, as characters, 60-61.
Lucifer, 17, 18, 119, 122, 124, 125, 126; as Redjacks (RAU-05), 39; specifications, 81-82. Surveillance, 23, 31; by Orbital, 15.
character, 60; “price,” 17, 18; reality of, 18. Religion, 11, 29, 30, 37. Survivalists, 7; as characters, 57; strongholds
Luna, Zone (Chinese moonbase), 10, 34, 47-48, Reproductive Statutes, 25, 119. of, 110.
114, 125-126. Reprogrammable Duty, disadvantage, 64. Suspended Purification Areas (SPAs), 19.
Mag-lev railways, 27, 35, 41, 46, 92, 104, 105- Resistance, 13, 16, 21, 25, 26, 28, 31, 33, 34, Swarms, microbot, see Cyberswarms.
106; cargo table, 106. 36, 39, 40, 41, 42, 45-46, 52, 53, 54, 58, 62, Tarantula (VANXAU-08-WHI-01), 71-72; sam-
Magic, 44, 125, 126. 72, 103, 111, 117, 118, 122. ple character, 66-67.
Manila Protocols, 9-10, 12, 13, 14, 17, 31, 39. Revolt, robot (AI), 11; Second, or Smartbot, 11, Tarantulas (XAU-08), specifications, 77-78.
Manila, Zone (Overmind), 10, 44. 38, 46, 62. Tech levels, 8; in Zone London, 29.
Marauders, as characters, 55. Robofacs, 11, 88-94, 107; appearance, 89-90; Tel Aviv, Zone, 11, 36-38.
Mars mission, 6, 7, 47, 57, 59, 60, 126. buildings, 90-93; encounters in, 91-92; loca- Territorial Army, 30, 31, 57.
Martians (TOU-03), as characters, 60. tions, 89; population of, 90; security, 95-96; Terror-bots, 39-40, 53, 58, 120-121.
Mechanics (TNU-02), specifications, 82-83. warehouses, 90. Timeline, 6.
Mechapocalypse, 11, 54, 56. Robot character types, 60-62; designations, 72- Tokyo, Zone, 11, 45-47.
Mechriders, 52; as characters, 55; in cam- 73; models, 73-87; types, 72-73. Tranquillity (U.S. moonbase), 47, 48, 57, 117,
paigns, 116. Robotrucks (VNU-01), specifications, 85. 125; as character, 60; citadel of, 97.
Mexico City, Zone, 10, 18-20. Robots, and humans, 16, 22, 26, 29, 31, 35; and Travel, human, 108-109.
Microbots, 15, 18-19, 27, 28, 43, 72, 122. ID codes, 100-101; encounters with, during Typhoid Mary, 122; disadvantage, 64.
Military Rank, advantage, 63. travel, 110-111; exterminator, 8, 10, 93; Underground, 24, 26; members, as characters,
Mine fields, 102. exterminator types, 75-79; foreign, 101; 58.
Minifacs, 94; see also Robofacs. infiltrator, 20, 22, 24, 39, 54, 117; infiltra- Vancouver, Zone, 11, 20-21.
Missionaries, as characters, 56. tor, as characters, 61; loyalist, 62; recon- Vanguards (XAU-02), specifications, 75.
Morags (VAU-03), specifications, 86-87. naissance, 79-82; reconnaissance, as char- Vatican, Irish, 29; radio, 30.
Moscow, Zone, 11, 31-34. acters, 61; supervisory types, 73-75; techni- Vehicles, 69-70.
Myrmidons (XNU-05), specifications, 76. cal, 82-85; technical, as characters, 61-62; Vermin (RNU-02), specifications, 79-80.
Names, robot, 72-73. vehicular, 85-87; vehicular, as characters, Virtual reality, 7, 23, 26.
Nanoburn, 45. 62; rogues, 9, 20, 40, 100-101, 120, 121, Viruses, computer, 24, 118; sentience, 21, 48.
Nanotechnology, 7, 12, 43, 113. 123, 124, 126; rogues, as characters, 62. VIRUS, 13, 15, 17, 20, 22, 28, 29, 30, 31, 38,
Neural-nets, 5, 60-61, 92. Rovers (XNU-01), specifications, 75. 40, 41, 43, 56, 117, 118, 119, 124, 125;
New Delhi spaceborn, as characters, 59-60; see Rustics, as characters, 54; enclaves of, 110. secret of, 115.
also Biological androids. Sabotage, 24, 46, 52, 93, 104, 126. Vulture runs, 11, 101, 120.
New Delhi, Zone, 11, 41-42. Sample characters, 66-67. Vultures (XAU-04), specifications, 76.
New Zealand nanocrisis, 12, 17, 42-43, 43, 124. SAS, 120, 121; as characters, 57. War, Final, 8, 10, 20, 43; Siberian, 20.
Nomads, 12, 32, 55; as characters, 56; in cam- Satellites, Orbital’s control of, 48-49; solar Washington Chromes, 26-27, 40, 121; as char-
paigns, 116. power, 15. acters, 58.
NUs (Nonvolitional Units), 9, 11, 15, 72; in Scavenging, 108-109; table, 108-109; see also Washington, Protectorate, 11, 22, 53; Zone, 11,
Zone Washington, 23. Scrounging . 21-27.
Oceans, 7, 37, 43; Pacific, 12. Science, 28; weird, 43, 122; see also Brisbane Washingtonians, as characters, 55.
Orbital, Zone (U.S. space station Liberty), 11, Zone. WASP (Washington Armored Security Police),
34, 40, 44, 45, 47, 48-49; 114. Scientists, 13, 117. 24, 25, 26, 40, 58, 63, 104, 119, 120, 121,
Overmind, 6, 10, 11, 16, 19, 21, 45; see also Scorpions (XNU-10), 93, 94; specifications, 79. 122, 123; assault teams, 26; patrol teams,
Manila Zone . Scrounging, 94, 100, 102-103. 26; troopers, as characters, 58.
Overseers (SAU-02), 11; and citadels, 95; and Secret Service, 24, 40. Wealth, 64; starting, 65.
cross-border trade, 105; specifications, 74. SETI (Search for Extraterrestrial Intelligence), Weaponry, 68-69, 108, 109; biological, 22;
Pan-Asian Flu, 7, 20, 108, 111-112. 36, 41. Doomsday, 12, 124; nanochemical, 19, 39,
Panteras (XOU-01), 16, 27; 88; as characters, Slang, human, 10-11; robot, 9. 44; nuclear, 12, 22, 36, 38, 39, 42, 47, 124;
59; see also Biological androids. Slave laborers, as characters, 57. robot-made, 70.
Paris, Zone, 11, 34-36. Social Disease, disadvantage, 64. Wilderness, 107-110.
Patriots (XCU-02), 27; specifications, 87. Social Stigma (Outlaw), disadvantage, 64. Women, 25, 47, 56, 58.
Personality Simulation programs, 72. Space, 7, 10, 11, 20, 34, 40-41, 42, 44, 47-49, Wraiths (VNU-02), specifications, 86.
Petbots, 23. 50, 114-115, 126; shuttles, 47, 48, 59; sick- Zaire, Zone, 11, 38-40.
Plagues, 110, 111-112, 120, 122, 124; ness, 115. Zonegangers, 52; as characters, 55.
Apocalypse, 7, 10, 17, 58, 108, 110; Space stations, 11, 47; Kali, 41, 42, 47, 59, 124, Zonegangs, 11, 21, 22, 103.
Mnemosyne, 113, 119; areas, 120-121. 125; Liberty, 6, 48; see also Zone Orbital. Zoneminds (SAI-01), 9-10, 11, 14; as charac-
Politics, AI, 9-10, 11, 12-13, 13, 49-50; pre- Space vessels, biomechanical, 126; cyborged, ters, 60; specifications, 73-74.
Awakening, 8. 126. Zones, 9-11, 14-50; Machine, 11, 63.

Index 128
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