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  GURPS Steampunk 2: Steam and Shellfire is copyright © 2018 by Steve Jackson Games Incorporated. All rights reserved. Additional art acknowledgments can be found on p. 2.
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  Written by PHIL MASTERS • Edited by NIKOLA VRTIS
  Illustrated by PETER BERGTING, PAUL DALY,  
  DAVID DAY, and ZACH HOWARD
  Additional Material by JAMES L. CAMBIAS, S.A. FISHER,  
  KENNETH HITE, MICHAEL HURST, WILLIAM H. STODDARD,  
  HANS-CHRISTIAN VORTISCH, and THOMAS WEIGEL
  Steam and Shellfire
  TM
  STEVE JACKSON GAMES
  Stock #37-0344 
  Version 1.0 – November 2018
  GURPS System Design z STEVE JACKSON
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  IntroductIon  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .3
  Publication History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About the Author . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  About GURPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
  1 . the Fundamentals oF technology .  .  .  .  .4
  Terminology and Concepts . . . . . . . . . . . . . . . . . . . . . . . . 5
  Power SuPPlieS and Storage  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Sources of Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Prices. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  The GURPS Dollar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Cost Factor (CF) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
  Fuel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
  Stylish and Ruggedized Equipment . . . . . . . . . . . . . . . . . . 6
  Power Storage and Transmission . . . . . . . . . . . . . . . . . . . 6
  CalCulating MaChineS, MeChaniCal  
  MentalitieS, and inforMation Storage  .  .  .  .  .  .  .  . 7
  Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
  Computing Devices and the Law . . . . . . . . . . . . . . . . . . . 10
  Synthetic Sapience. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Example Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Timepieces. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Automatons and Mechanical Men . . . . . . . . . . . . . . . . . 15
  dialogue over diStanCeS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 18
  Visual Telegraphy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Electrical Communications. . . . . . . . . . . . . . . . . . . . . . . 19
  Calculating Engines and Telegraphy. . . . . . . . . . . . . . . . . 20
  Early Radio. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  2 . the Well-dressed ProtagonIst  .  .  .  .  .21
  Mundane garb  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  Basic Outfits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
  Additional Clothing Items . . . . . . . . . . . . . . . . . . . . . . . . 24
  Period Clothing and Game Effects . . . . . . . . . . . . . . . . . . 24
  Vehicles and Eye Protection . . . . . . . . . . . . . . . . . . . . . . . 24
  ProteCtive wear  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 25
  Historical Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Corset Armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Improvised Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
  Steampunk Power Armor . . . . . . . . . . . . . . . . . . . . . . . . 27
  Specialized Protection . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
  GURPS Third Edition Clothing and Armor . . . . . . . . . 28
  3 . Instruments oF conFlIct  
  and carnage .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .29
  Melee weaPonS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 29
  ProjeCtile weaPonS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  Historical Firearms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
  Drillings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
  Fictional Steampunk Firearms . . . . . . . . . . . . . . . . . . . . 31
  Early Repeating Firearms . . . . . . . . . . . . . . . . . . . . . . . . . 32
  rayS and beaMS  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 34
  Etheric Technology and the Spirit World . . . . . . . . . . . . . 34
  Etheric Shock Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Classic Rayguns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  GURPS Third Edition Weapons. . . . . . . . . . . . . . . . . . 35
  4 . a mIscellany oF convenIent 
  ParaPhernalIa  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .36
  routine PerSonal equiPMent .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 36
  Maps and Navigating Instruments . . . . . . . . . . . . . . . . . 36
  Data Collection and Recording . . . . . . . . . . . . . . . . . . . . 37
  Craft Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Portable Laboratories . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  fantaStiCal gear  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  N-Rays. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
  ConCealed deviCeS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 42
  Defining and Acquiring Concealed Gadgets. . . . . . . . . . 42
  Interchangeable Devices . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Finding Concealed Devices . . . . . . . . . . . . . . . . . . . . . . . 42
  Other Practical Concerns. . . . . . . . . . . . . . . . . . . . . . . . . 42
  Example Concealing Objects . . . . . . . . . . . . . . . . . . . . 42
  Concealable Items and Devices. . . . . . . . . . . . . . . . . 43
  Example Combinations . . . . . . . . . . . . . . . . . . . . . . . 46
  SteaMPunk ProSthetiCS .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 46
  Concealed Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  SteaMPunk CheMiStry  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 47
  Medical Treatments . . . . . . . . . . . . . . . . . . . . . . . . . . 47
  Atavism and Recapitulation . . . . . . . . . . . . . . . . . . . . 48
  The Jekyll Treatment . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Super-Hyde? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
  Converting Third Edition Psychic Technology . . . . . . 50
  Atavistic Features Table . . . . . . . . . . . . . . . . . . . . . . . 51
  Atavistic Misfortunes Table. . . . . . . . . . . . . . . . . . . . . 51
  Explosives. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
  Phlogiston and Caloric . . . . . . . . . . . . . . . . . . . . . . . . 53
  Index  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .54
   
  Contents 
  2
  Contents
  Additional Art Acknowledgments
  P. 9: “‘Autophone’ Organette,” invented by Henry Bishop 
  Horton. From the Crosby Brown Collection of Musical Instru-
  ments, 1889, the Metropolitan Museum of Art, New York, 
  metmuseum.org.
  P. 19: “The Progress of the Century – The Lightning Steam 
  Press. The Electric Telegraph. The Locomotive. The Steam-
  boat.” by Currier & Ives. Bequest of Adele S. Colgate, 1962, the 
  Metropolitan Museum of Art, New York, metmuseum.org.
  P. 23: “A Lady in a Hunting Costume with a Lady in Walk-
  ing Costume on a Mountain Path from La Mode Illustrée,” 
  by Adèle-Anaïs Toudouze. From the Elisha Whittelsey Col-
  lection, The Elisha Whittelsey Fund, 1953, the Metropolitan 
  Museum of Art, New York, metmuseum.org.
  
  This is the second volume of the GURPS Steampunk 
  series, which builds on and updates (but does not super-
  sede) the original GURPS Steampunk for Third Edition. It 
  is a catalog and collection of steampunk gadgets, equipment, 
  and stuff, suitable for use in a range of campaigns (some of 
  them not necessarily labeled as “steampunk”). It can stand 
  alone, but it is part of a series. Gamers may find that they get 
  the most out of it if they read it in conjunction with GURPS 
  Steampunk 1: Settings and Style. That volume discusses 
  what “steampunk” actually means, and how to replicate the 
  tropes in roleplaying games.
  Steampunk as a genre is about stuff as much as it’s about 
  anything. Interesting, weird, somewhat cumbersome stuff, 
  with gears on it, as often as not, but even those who are into 
  steampunk for the style express that style through costumes 
  and props. So, a book of stuff is an important element in this 
  series – and can be used to add a touch of steampunk to many 
  other games.
  This volume is actually the third supplement for Fourth 
  Edition with “Steampunk” in the title. One important category 
  of equipment rated its own publication – GURPS Vehicles: 
  Steampunk Conveyances. That is complimentary to this sup-
  plement, covering just the gear that moves people around.
  Publication History
  This is the first edition of GURPS Steampunk 2: Steam 
  and Shellfire. However, some of the material in here is 
  adapted from other GURPS supplements, albeit often with 
  revisions to fit the new edition or the genre. Specific sources 
  include GURPS Steampunk, GURPS Steam-Tech, and 
  GURPS Castle Falkenstein for GURPS Third Edition, and 
  GURPS High-Tech, GURPS Horror, GURPS Ultra-Tech, and 
  GURPS Infinite Worlds: Britannica-6 for GURPS Fourth 
  Edition. The Calculating Machines rules in Chapter 1 borrow 
  some ideas from the article “Thinking Machines,” by Thomas 
  Weigel, in Pyramid #3/37: Tech and Toys II.
  about tHe autHor
  Phil Masters is a GURPS author of very long standing, and 
  the author of GURPS Steampunk 1: Settings and Style and 
  GURPS Vehicles: Steampunk Conveyances, among many 
  other books for the game. A roleplaying game of his own cre-
  ation, The Small Folk, is also available through Warehouse 
  23. He communicates with his publishers from across the 
  ocean using the most sophisticated telegraphic apparatus 
  (which is directly connected to advanced calculating machin-
  ery), favors rational styles of costume, and in general affects 
  the mannerisms of a dubious sophisticate.
   
  introduction 
  3
  introduction
  about GURPS
  Steve Jackson Games is committed to full sup-
  port of GURPS players. We can be reached by email:  
  info@sjgames.com. Our address is SJ Games, P.O. Box 
  18957, Austin, TX 78760. Resources include:
  New supplements and adventures. GURPS continues to 
  grow – see what’s new at gurps.sjgames.com.
  Warehouse 23. Our online store offers GURPS print 
  items, plus PDFs of our books, supplements, adventures, 
  play aids, and support . . . including exclusive mate-
  rial available only on Warehouse 23! Just head over to  
  warehouse23.com.
  Pyramid (pyramid.sjgames.com). Our PDF magazine 
  includes new rules and articles for GURPS. It features sys-
  temless locations, adventures, and much more. Look for 
  each themed issue from Warehouse 23!
  Internet. To discuss GURPS with our staff and your 
  fellow gamers, visit our forums at forums.sjgames.com.  
  You can also join us at facebook.com/sjgames or  
  twitter.com/sjgames. Share your brief campaign teasers 
  with #GURPShook on Twitter. Or explore that hashtag 
  for ideas to add to your own game! The web page for 
  GURPS Steampunk 2: Steam and Shellfire can be found 
  at gurps.sjgames.com/steampunk2.
  Store Finder (storefinder.sjgames.com): Discover 
  nearby places to buy GURPS items and other Steve 
  Jackson Games products. Local shops are great places to 
  play our games and meet fellow gamers!
  Bibliographies. Bibliographies are a great resource for 
  finding more of what you love! We’ve added them to many 
  GURPS book web pages with links to help you find the 
  next perfect element for your game.
  Errata. Everyone makes mistakes, including us – but 
  we do our best to fix our errors. Errata pages for GURPS 
  releases are available at sjgames.com/errata/gurps.
  Rules and statistics in this book are specifically for the 
  GURPS Basic Set, Fourth Edition. Page references that 
  begin with B refer to that book, not this one.
  Steampunk as a genre is  
  about stuff as much as it’s about 
  anything. Interesting, weird,  
  somewhat cumbersome stuff,  
  with gears on it . . .
  
   
  tHe Fundamentals oF teCHnology 
  4
  The room was illuminated only by the intruders’ portable 
  electrical torches, of Miss Anastasia Quayle’s personal design, 
  which made much of it hard to see. However, Oswald Finchley 
  was far from certain that he wished to see much more. The 
  yellow electric light showed all too many pistons and cranks, 
  swinging back forth inexorably with the grinding of metal on 
  metal and the hiss of steam.
  “Do you really believe that we should be here?” Oswald 
  inquired nervously.
  “Of course not,” Miss Quayle replied absently, examining a 
  bank of complex brass-geared devices on one wall. “Sir Terrence 
  would be most annoyed, I’m sure.” She paused, and then pro-
  duced a screwdriver from somewhere – Oswald believed that 
  she carried them in her sleeves – and handed Oswald her torch. 
  “Now, be a good fellow and keep that on my work, please.”
  As Oswald obeyed, she set to removing an iron plate from the 
  wall, pocketing the screws that had held it in place as they came 
  away and then lowering the plate to the floor. “Is that wiring?” 
  Oswald asked, peering into the void that she had exposed.
  “Of course it is,” Miss Quayle replied briskly. “Did you not 
  wonder how Sir Terrence governed these engines?”
  “I did not even know that they were here.”
  “And how did you think that Sir Terrence’s factory was pow-
  ered?” Miss Quayle said, as if to a child. “Steam, of course – and 
  yet, you told me yourself after you had sight of his account 
  books – almost no engineers in his employ! In fact, to judge by 
  the dust on those stairs, no one has been down here for months.”
  “Then how are these engines managed?”
  “By those, of course!” Miss Quayle gestured briskly with the 
  screwdriver, before it disappeared once more into her sleeve. 
  “Analytical engines! Instructed by telegraph!”
  “Most ingenious,” Oswald replied, squinting at the intricate 
  brass devices once more.
  “And convenient,” Miss Quayle said, producing a portable 
  telegraph key and a small notebook from her reticule. “This code-
  book that I found in Sir Terrence’s desk while you were fasci-
  nated by his books of account now makes perfect sense. And she 
  who commands the codes, commands the power!”
  Steampunk works by viewing the fundamentals of Steam 
  Age technology – steam power; electricity and synthetic 
  chemistry seen as novelties; and large-scale industrializa-
  tion – through an Information Age lens, frequently adding a 
  large dose of information technology. This chapter is about 
  those basics and how to work with them in a steampunk game.
  Terminology and Concepts
  This book uses some specialized terms and concepts, many 
  of which were introduced and discussed in more detail in 
  GURPS Steampunk 1: Settings and Style.
  Cinematic Technology: Technology which makes for dra-
  matic stories and is given more-or-less plausible explanations, 
  but which would be totally impossible according to modern 
  scientific understanding. Steampunk cinematic technology 
  may have period superscience explanations embedded in the 
  description, or may just involve gadgets with wildly optimistic 
  performance.
  Clockpunk: A variant on steampunk featuring a lot of clock-
  work or other pre-Steam Age technological style.
  Effective TL: Steampunk settings often make use of the idea 
  of divergent tech levels (p. B513). In such cases, the effective 
  TL is a value equal to the sum of the two parts of the prevailing 
  TL. For example, a TL(5+2) world has an effective TL of 7.
  Period Superscience: When steampunk devices use the 
  superscience designator ^, rather than representing some 
  branch of science or technology that might be real or feasi-
  ble but which hasn’t been discovered yet, it usually indicates 
  “period” superscience. These ideas were once seriously pro-
  posed or even widely accepted, but have now been disproved 
  or superseded. Whole historic fields of knowledge, such as 
  alchemy, now rate as period superscience.
  Raygun Gothic: The style of technological design associated 
  with “pulp” science fiction, from the period 1918-1939. This is, 
  strictly speaking, later than the steampunk period as usually 
  defined, but raygun Gothic style – characterized by aviator 
  helmets, goggles, and ornate devices (including rayguns) – is 
  popular with steampunk artists and costume designers.
  Screampunk: Steampunk horror.
  The Steam Age: The period from 1789 to 1914, also some-
  times known as the “Long 19th Century.”
  CHaPter one
  tHe 
  Fundamentals  
  oF teCHnology
  
   
  tHe Fundamentals oF teCHnology 
  5
  Power suPPlies and storage
  The Industrial Revolution was brought about largely by the 
  availability of power on a scale undreamed of by the work-
  shops and cottage industries of previous ages. New industries 
  exploited traditional power sources such as animals and water 
  mills on a larger scale than ever before, but they also took 
  enthusiastically to new sources – notably, of course, steam.
  Detailed treatments of historical power systems can be 
  found in the original GURPS Steampunk, pp. 69-72, and in 
  GURPS High-Tech, pp. 13-16. The following is a brief run-
  through of various types of power system.
  sourCes oF Power
  The basic source of energy for most of human history was 
  muscle power – either from humans or domestic animals. 
  A human being can provide a small fraction of a kilowatt 
  over extended periods, or a bit less than a kilowatt in short 
  bursts of a minute or two – enough to wind up a clockwork 
  gadget or a light medieval siege engine, or propel a bicycle or 
  keep a well-made desk-sized machine running steadily at a 
  uniform cost in FP. A horse or ox can pull a carriage or cart 
  or run a small mill. The Steam Age really got underway when 
  alternative sources of power far surpassed this.
  Older alternatives, only useful for large machines, were 
  water and wind power, which have the virtue of being free 
  (though not always reliable) once the machinery to exploit 
  them is built. Sail-powered ships traversed the globe, and 
  wind or water mills kept civilization fed. A traditional cot-
  tage-sized mill can generate a couple of kilowatts – enough 
  to run some household gadgets, a workshop, or a modest 
  TL(5+1) mechanical computing device. Cinematic treatments 
  may play fast and loose with the power levels generated, but 
  often emphasize the cumbersome unreliability of millwork. 
  If they’re important to the plot, you just know that somebody 
  is going to have to dodge big clanking mechanisms while try-
  ing to keep them running.
  The defining technology of steampunk is steam – water 
  heated to boiling, creating pressure that drives a system of pis-
  tons (or, in later periods, turbines). The boiler may be physi-
  cally separate from the engine (or multiple engines), though 
  the two units should be close enough to minimize loss of heat 
  and pressure in the linking pipes. Early TL5 “beam engines” 
  were towering, inefficient contraptions, only useful for tasks 
  such as pumping water out of mines. By the end of the 18th 
  century, the technology had advanced to the point where many 
  different factories used them. A quarter-ton engine, the size of 
  a piece of furniture, could produce as much power as a water-
  mill, while a ton of engine could produce 15 kW or so – enough 
  to move a small boat around at respectable speeds, or to run 
  one of Charles Babbage’s hypothetical mechanical computers.
  This made steam-powered vehicles a distinct possibility, 
  although it took the development of railways in the 1820s 
  for steam to be really competitive; old-fashioned roads 
  were just too bumpy for steam carriages and their passen-
  gers. (See GURPS Vehicles: Steampunk Conveyances for  
  some examples.)
  More efficient “forced draft” engines powered the mid-cen-
  tury “Second Industrial Revolution.” These had around 75% 
  of the weight of earlier engines with the same power output, 
  and required only two-thirds of the fuel and water consump-
  tion. By the end of the century, ships and factories were using 
  expensive but even more efficient multi-cylinder “compound” 
  engines. These, though, involved increasing complexity.
  In the 20th century, they were replaced by steam tur-
  bines, at least in applications such as maritime propulsion 
  and electricity generation. Steam turbines require TL6 mate-
  rials and engineering precision, but repay this with power;  
  a one-ton turbine could produce around 60 kW while consum-
  ing a quarter as much fuel as a mid-century engine with the 
  same output. However, steampunk worlds are rarely afraid of 
  mechanical complexity, and may feature intricate sextuple- 
  expansion compound engines in places of turbines.
  PriCes
  Costs given in this book are often suggestions or best 
  guesses. After all, many of these items are imaginary or 
  hypothetical, or are based on underdocumented histori-
  cal products, while any historical prices that are known 
  have to be converted to GURPS dollars (below). Anything 
  using superscience can by definition cost whatever the GM 
  thinks is appropriate.
  The GURPS Dollar
  In any event, all costs are given in “GURPS $,” an 
  arbitrary unit of value. To convert these, at least for the 
  years 1850-1915, divide the GURPS $ price by 22 to get 
  historical U.S. dollar prices, or multiply dollar prices 
  from historical sources by 22 to get GURPS $ values. For 
  historical U.K. pound sterling values, divide or multiply 
  by 110 instead. (See GURPS Steampunk, pp. 48-49, for 
  information on U.K. currency; briefly, a pound is equal 
  to 20 shillings, and a shilling is 12 pennies.) So, for exam-
  ple, something listed here as costing $500 would probably 
  have cost about $22.70 or £4 10s historically.
  Cost Factor (CF)
  In some places where variations may modify the cost 
  of items in this supplement, the cost factor rules are used. 
  Each such modification has an associated “CF” value; mul-
  tiply the normal cost of the item by (1 plus the sum of all 
  applicable CF values) to get the modified cost. For exam-
  ple, an item with base cost $20, with added decorations 
  that give CF +2 and technical improvements that give CF 
  +0.5, costs $20 ¥ (1+2+0.5) = $70.
  
   
  tHe Fundamentals oF teCHnology 
  6
  By 1900 or so, internal combustion (in which rapid burn-
  ing of liquid fuels drives pistons directly) was well on the way 
  to surpassing steam. Being more compact and efficient at 
  small sizes, it initially dominated in smaller machines such as 
  automobiles and aircraft, which benefited from high power- 
  to-weight ratios, but ultimately replaced steam in most appli-
  cations. An early internal combustion engine weighing 350-
  700 lbs. could produce 100 kW or more – enough to propel 
  a WWI fighter through the air at over 100 mph, or to haul 30 
  tons of early tank around a battlefield at a fast walking pace.
  Lastly, electricity is really a method of power transmis-
  sion rather than a power source, but once it started to prove 
  useful, 19th-century writers such as Jules Verne fell in love 
  with it. They assumed that future technological evolution 
  would create cheap, compact batteries of apparently limitless 
  capacity, which would hardly ever need charging or renewing. 
  The Disney movie version of Verne’s Captain Nemo created a 
  highly anachronistic atomic power plant, which might actu-
  ally be more plausible.
  Fuel
  All steam engines need fuel and substantial water sup-
  plies. They can run on wood, which is convenient for farm 
  machines and colonial operations; adventurers riding river-
  boats into the heart of Africa can top up their fuel supplies by 
  stepping ashore with an axe. But wood is relatively inefficient; 
  coal is a much more compact source of power and hence 
  became another defining element of the Industrial Revolution. 
  However, even coal is quite bulky; larger steam locomotives 
  towed substantial tenders, which also held reserves of water. 
  Some later steam engines used liquid fuel (which is also 
  required for internal combustion). The major wars of the 20th 
  century would increasingly involve, and sometimes be about, 
  contests for access to oilfields. Indeed, steam power would 
  occasionally enjoy minor resurgences in nations temporarily 
  cut off from oil supplies.
  Power storage  
  and transmission
  Mechanical energy can be stored in springs, which can 
  then drive mechanisms such as clocks. Hence, clockwork 
  is a form of power storage as well as a style of engineering. 
  Realistically, springs can only hold a little energy, enough to 
  power domestic clocks for hours or clever toys for seconds; 
  an imaginary backpack-sized spring mechanism weighing 
  10 lbs. might provide a kilowatt of energy for half a minute, 
  powering, say, some exotic clockpunk weapon for a dozen 
  shots. (Flywheels, another alternative, are even more lim-
  ited.) However, fantasy clockwork is often wildly powerful; a 
  few turns of a giant key by a single human being can grant a 
  human-sized mechanical doll the ability to dance for hours. 
  (Realistically, winding up such a machine, or spinning up fly-
  wheels, would of course mean generating as much power as 
  is to be stored, plus some for inefficiencies.) A harsh GM may 
  note that a bursting spring or runaway flywheel releases all 
  its stored energy at once.
  Power can also be supplied, in electrical form, by 
  batteries – a technology that has advanced dramatically 
  over the years, though not as far as imagined by Verne. 
  Electricity can also be transmitted efficiently over long 
  distances, by wire, whereas mechanical power trans-
  mission is expensive, bulky, and largely useless over dis-
  tances greater than a few hundred yards. Of course, this 
  means that the coming of electricity ultimately creates 
  a world of big centralized power stations (after a brief 
  period when big houses sometimes have their own pri-
  vate generators), whereas steampunks may rather like 
  the idea of everyone having their own steam engines.
  However, the first Steam Age batteries were not 
  rechargeable “power cells,” but “primary” batteries, 
  using irreversible chemical reactions, which had to 
  be replaced or remanufactured when they ran down; 
  lead-acid batteries, which can be recharged, are heavy 
  and bulky. An outsize 100-lb. primary battery might 
  supply a kilowatt of power for a couple of hours (or 
  twice as much for half as long, and so on); a lead-acid 
  battery of the same weight would have less than half 
  the capacity. Even given alternate-technology develop-
  ments and wildly cinematic assumptions, a Steam Age 
  battery-powered electrical vehicle should really con-
  sist largely of batteries. Note that even modern electric 
  cars, using TL8 power systems and construction, carry 
  a lot of weight in power cells and still lack the full per-
  formance and range of internal combustion vehicles.
  stylisH and ruggedized 
  equiPment
  Steampunks 
  love 
  individualized 
  equipment, 
  often 
  hand-embellished and personalized. It is also a point of pride 
  among steampunk-style handcrafters to build gear that can 
  stand up to prolonged, heavy use. This can be reflected in 
  games – at a cost, of course.
  Any device can have a more stylish appearance thanks to 
  inlaid jewels, hand-tooled leather, embroidery, brocade, silver 
  or gold plate, etc. This is common for presentation weapons. 
  Styling grants a bonus to reaction rolls from collectors and 
  potential buyers (unless they only care about usefulness), and 
  to Merchant skill rolls made as Influence rolls (p. B359) on 
  such people: CF +1 provides +1 to rolls, CF +4 grants +2, and 
  CF +9 gives +3.
  A ruggedized device is built to withstand abuse and bad 
  weather. It has a tough and/or waterproof casing, rust-proof 
  plating, heavy-duty power cables, armored glass lenses, and so 
  on, all giving +2 to HT and double normal DR. The enhance-
  ments may also grant an occasional +1 to reactions from the 
  kind of people who recognize and really admire robustness. 
  Ruggedized adds CF +1, and weight is multiplied by ¥1.2. This 
  option isn’t available for clothing, weapons, or armor.
  This age was made possible 
  by power on a scale undreamed 
  of by the workshops and cottage 
  industries of previous ages.
  
   
  tHe Fundamentals oF teCHnology 
  7
  CalCulating maCHines, 
  meCHaniCal mentalities,  
  and inFormation storage
  Computational devices are mechanisms which store and 
  process data in some way. The obvious example is the mod-
  ern electronic computer, but all sorts of gadgets and techno-
  logical systems, from TL1 on, can be considered to prefigure 
  that. These rules provide a generalized, abstract system for 
  handling such things at low to middling tech levels, borrowing 
  from the treatments of computers and software on p. B472 
  and in the original GURPS Steampunk, pp. 85-87, GURPS 
  High-Tech, pp. 19-22, GURPS Ultra-Tech, pp. 21-26, and the 
  article “Thinking Machines,” by Thomas Weigel, in Pyramid 
  #3/37: Tech and Toys II. This chapter provides a general, 
  abstract way of defining a variety of devices in many differ-
  ent sorts of games; real-world devices will inevitably vary in 
  cost, weight, and capability from what this system suggests. 
  More detailed systems would pay more attention to the spe-
  cific technologies employed, but technologies in steampunk 
  and raygun Gothic settings are generally more concerned with 
  style than with technological realism.
  Because these rules are specifically intended for use in ste-
  ampunk and similar games, they involve moderately generous 
  treatment of some of the possibilities. They cover tech levels, 
  and equivalent tech levels on alternate technological paths, 
  from TL1 to TL8, with allowance for period superscience and 
  downright fantasy tech. For higher tech levels, see the supple-
  ments and article mentioned above.
  Prices are especially variable for superscience devices. 
  Unique gadgets that should logically be worth a king’s ransom 
  may in some settings be cobbled together in some backstreet 
  workshop and then employed for trivial purposes.
  Hardware
  A computational device may be a standalone box with 
  input and output mechanisms built in (such as a modern-day 
  computer), or it may be installed into some larger device 
  that it controls or enhances (such as the brain in a robot or 
  a fire-control mechanism in an artillery piece). Where appro-
  priate, some kind of “operating system” or “task manager” is 
  assumed to be built into or supplied with the hardware.
  Device Attributes: The key feature of any computing device 
  is its Complexity, an abstract measure of its data processing 
  power, as explained on p. B472. In addition, general-purpose 
  computers (multipurpose computing devices which are not 
  dedicated to a specific function) and some other devices have 
  a data storage capacity (also defined on p. B472). Any device 
  also has a price, if only for game accounting purposes. Lastly, 
  devices need some kind of power supply – power cells or exter-
  nal power lines for modern electronics, or other options from 
  a hand crank to a gigantic steam engine for other devices. 
  These are discussed on a case-by-case basis.
  Complexity and Capabilities
  It is useful to know the sort of capabilities associated with 
  each Complexity levels. Use the following as guidelines.
  Complexity -2: Perform a simple arithmetical operation (such 
  as addition). Carry out a fixed sequence of actions (such as 
  a simple clock or music box).
  Complexity -1: Perform four-function arithmetic. Carry out a 
  fixed sequence of coordinated actions (such as an orrery, 
  Jacquard loom, complex chronometer or scientific clock). 
  Maintain a steady state in reaction to perturbations (such 
  as a thermostat or steam-engine governor).
  Complexity 0: Maintain motion on a well-defined path despite 
  perturbations (such as autopilot). Provide real-time support 
  for Artillery skill on land, eliminating up to -3 in penalties 
  due to range or height differences. (This sort of mechanical 
  assistance may be assumed as built into artillery at TL6+, 
  and already factored into weapon details.) Run a simple 
  one-player game.
  Complexity 1: Execute a program written in machine code. 
  Provide real-time support for Artillery skill in any environ-
  ment, eliminating up to -5 in penalties due to range, height 
  differences, wind, differential movement, etc. (This sort of 
  mechanical assistance may be assumed as built into artil-
  lery at TL7+, and already factored into weapon details.) 
  Perform complex numerical data analysis.
  Complexity 2: Interpret a programming language and execute 
  the program. Monitor the functions of a medium-sized 
  business, providing management information on demand. 
  Provide spreadsheet, word-processing, or publishing func-
  tions that speed up many jobs.
  Complexity 3: Skill-support functions required by many skills 
  at higher TLs. (This can include, for example, advanced 
  mathematical analysis of engineering, scientific or finan-
  cial data, or advanced word-processing or publishing 
  tasks.) Versatile manipulation of sounds or graphics.
  Complexity 4: Good skill support, giving +1 to Easy skills. 
  Simple targeting software, enabling the system to use one 
  Easy combat skill at DX, although it cannot make Decep-
  tive Attacks, take the All-Out Attack maneuver, or target 
  specific body parts. (Some Complexity 4 general-purpose 
  machines end up devoting more processing power to user 
  interactions than to their nominal purpose. Treat them as 
  having Per 6 when processing sensory inputs.)
  Computers do the calculating to allow 
  people to transform the world.
  – Conrad Wolfram
  
   
  tHe Fundamentals oF teCHnology 
  8
  Complexity 5: Good skill support giving +1 to Average or harder 
  skills. Reliable weather prediction an hour ahead. “Non- 
  volitional” AI with IQ 6 (see Synthetic Sapience, pp. 11-12).
  Complexity 6: Fine skill support giving +2 to Easy skills (but 
  still only +1 to Average or harder skills). “Volitional” AI 
  with IQ 6 (see Synthetic Sapience,pp. 11-12).
  Complexity 7: Fine skill support giving +2 to Average or harder 
  skills. Reliable weather prediction a day or two ahead. 
  Non-volitional AI with IQ 10. Volitional AI akin to an IQ 
  8 human adult.
  Complexity 8: Reliable global weather prediction a day or two 
  ahead. “Decision support” functions equal to an IQ 12 advi-
  sor with perfect memory and no ulterior motives, giving a 
  would-be mastermind +2 to many skills. Volitional AI akin 
  to a typical IQ 10 human adult.
  Control Interfaces
  General-purpose machines need some way for users to 
  manage what software is running and to store, copy, and 
  delete files – and something simpler than spending hours with 
  a machine interface (p. 11) is nice. The following options are 
  included in the cost of any such machine, so long as it has a 
  primitive, standard, or miniature terminal (see p. 11). These 
  interfaces are systems of commands and controls, operated 
  through the terminal.
  A system of complexity 1 or higher may have a very sim-
  ple “command line” interface to its operating system, allowing 
  users to control it by typed commands or similar, so users 
  with familiarity with the system can load different applica-
  tions in seconds rather than minutes or hours.
  Complexity 2 machines may include a fully featured text-
  based interface. Someone with Computer Operation skill can 
  use this to manage files and other aspects of the system with a 
  few seconds of typing.
  Complexity 3 allows the machine to incorporate a full-fea-
  tured graphical interface, making many tasks more intuitive 
  (if not necessarily faster), with no skill roll required. However, 
  this requires a standard terminal (p. 11) or a miniature termi-
  nal (p. 11) of TL8+ or the equivalent.
  Complexity 4 or higher machines with standard or min-
  iature terminals that include microphones and loudspeakers 
  may feature voice control, although a text-based or graphical 
  interface may still be used for complex tasks or to provide bet-
  ter security. Also, if an AI is installed, is running in a program 
  space, and has access to sensory inputs, it can act as a con-
  trol interface, loading and unloading programs and managing 
  data according to verbal commands or its own volition.
  Of course, steampunk computers are often very strange by 
  the standards of our world. Their interfaces may be compara-
  ble in sophistication and flexibility, but completely different 
  in form.
  Data Storage Capacity
  The Complexity of a device also determines roughly what 
  its internal data storage capacity is likely to be. Note that 
  these values can easily vary by a factor of 10 or more either 
  way, depending on prevailing technology and the purpose of 
  the device. This data is mostly stored in an internal subsystem 
  such as a magnetic disk; the processing systems only hold a 
  small fraction of this total for truly instant access. Dedicated 
  devices (see p. 9) often have very limited internal storage, but 
  can read external data sources.
  Complexity -2: Holds up to a few dozen bytes of data directly 
  related to its function; for example, it can add together two 
  numbers of up to six digits each, or keep track of the cur-
  rent date and time.
  Complexity -1: Holds a few hundred bytes of data directly 
  related to its function; for example, several numbers to 
  have arithmetic performed on them. May have the ability 
  to read data from an external source, such as punch cards, 
  and process it as it goes along.
  Complexity 0: May hold up to a few MB of data, depending on 
  function.
  Complexity 1: Holds 1 GB.
  Complexity 2: Holds 10 GB.
  Complexity 3: Holds 100 GB.
  Complexity 4: Holds 1 TB.
  Complexity 5: Holds 10 TB.
  Complexity 6: Holds 100 TB.
  Complexity 7: Holds 1,000 TB.
  Complexity 8: Holds around 10,000 TB, or simply more data 
  than anyone ever needs, particularly if it’s all plain text.
  The option may be available to add extra data storage to a 
  machine. If so, spending 10% of the base cost of the machine 
  increases the basic capacity by as much again (e.g. spending 
  20% extra triples the basic capacity). In other cases, extra 
  data storage may require cumbersome external media; reels 
  of paper tape, caseloads of punch cards, gigantic magnetic 
  drums, etc. See External Storage, p. 11.
  Device Sizes
  Computational devices come in a wide range of sizes, 
  defined here by their weight in pounds. Each also has a 
  base Complexity rating and price, which are equal to the 
  attributes of a typical general-purpose computer of this 
  size at mid-TL7 – that is, historically, in the early days of 
  widespread general-purpose electronic computing. (In fact, 
  some of the bigger types didn’t exist at TL7, and probably 
  could not be built with real TL7 technology – but they can 
  be imagined as existing at a comparable level on an alter-
  nate technology path.) These can then be modified exten-
  sively. If modifiers reduce the device’s Complexity below -2, 
  it can’t do anything useful.
  Tiny: A device that can fit on a wristwatch strap or in a 
  chunky ring, be built into a small toy, or even be implanted 
  inside a living creature, given sufficiently sophisticated med-
  ical skills. Typically powered by miniaturized clockwork, a 
  minuscule power cell, or tiny amounts of energy drawn from 
  its surroundings. Complexity -1, $50, 0.1 lb.
  Small: A device to carry in your hand or attach to the side 
  of another piece of portable machinery. Powered by a bat-
  tery/power cell or simple clockwork. Complexity 0, $100, 1 lb.
  [The machines] were full of cams and 
  cogs, ratchet wheels and rods. Notched 
  bars jutted out at odd angles. 
  – Michael Flynn,  
  In the Country of the Blind
  
   
  tHe Fundamentals oF teCHnology 
  9
  Personal: A desktop system, something just about por-
  table, or the brain for a human-sized automaton or a small 
  vehicle. May run for hours on a battery or power cell or for 
  minutes on clockwork, be powered by a hand crank or trea-
  dle, or be plugged into a domestic power supply. Complexity 
  1, $1,000, 10 lbs.
  Cabinet: A “microframe” or something treated as furni-
  ture – a crucial resource for a small organization, or a key 
  component in a large vehicle. Needs a heavy domestic or light 
  industrial power source of some kind. Complexity 2, $10,000, 
  100 lbs.
  Mainframe: The sort of substantial hardware that only 
  large organizations or the very rich need or can afford. Power 
  can come from a mains supply or, say, a small steam engine. 
  Complexity 3, $100,000, 1,000 lbs.
  Gigantic: If budgets permit and the need exists, computa-
  tional machines can end up weighing several tons. Something 
  on this scale either needs a reliable mains supply or a respect-
  able engine or generator (which may also supply the rest of the 
  building as a side benefit). Complexity 4, $1,000,000, 5 tons.
  Titanic: When you need all the computing power you can 
  get, try a machine that fills a building, with its own power 
  plant attached. There are many problems with creating some-
  thing this large, whatever the basic technology, but some 
  technological paths may permit it, especially if superscience 
  is involved. Complexity 5, $10,000,000, 50 tons.
  Cyclopean: Someone with an unlimited budget, runaway 
  data-processing requirements, and probably radical super-
  science could build a device the size of a substantial building, 
  with one or more power plants included somewhere in the 
  structure and making it even bigger. Whatever technology this 
  uses, the technical issues involved in building it are going to 
  be interesting. Complexity 6, $100,000,000, 500 tons.
  Modifiers
  The above attributes can be and often are modified exten-
  sively. Choose from the following table, noting that some 
  options require others or are mutually incompatible (see 
  Option Descriptions, below). Any option can only be taken 
  once. Which modifiers may be applied to which sizes of device 
  is entirely a matter for the setting design; the GM can veto 
  anything that doesn’t fit the world concept.
  Each modifier applies a multiplier to the various attributes 
  of the device, except for the Complexity, which gets an addi-
  tion or subtraction. All modifiers compound together.
  Example: A TL5 compact dedicated mechanical personal 
  device has weight 3 ¥ 1/2 ¥ 1/2 ¥ 3 ¥ 10 = 22.5 lbs., cost 10 ¥ 2 
  ¥ 1/5 ¥ 1/2 ¥ $1,000 = $2,000, and Complexity 1 -2 = -1. This 
  could describe an early mechanical four-function calculator, a 
  big laboratory chronometer with a mahogany case, or a fancy 
  coin-operated barroom music box that can play an assortment 
  of tunes from perforated disks.
  This is one situation where the cost factor rules (p. 5) do 
  not apply. However, once a weight and cost for the device have 
  been established using these modifiers, the rules for Stylish 
  and Ruggedized Equipment (p. 6) can be applied to them.
   Modifier 
  Weight 
  Cost 
  Complexity 
  Page
  TL Modifiers*
   Built at TL1 
  ¥6 
  ¥30 
  -4 
  –
   Built at TL2 
  ¥4 
  ¥25 
  -3 
  –
   Built at TL3 
  ¥4 
  ¥20 
  -3 
  –
   Built at TL4 
  ¥3 
  ¥15 
  -3 
  –
   Built at TL5 
  ¥3 
  ¥10 
  -2 
  –
   Built at TL6 
  ¥2 
  ¥10 
  -1 
  –
   Built at TL7 
  ¥1 
  ¥1 
  – 
  –
   Built at TL8 
  ¥1 
  ¥1/2 
  +2 
  –
  Other Options
   Compact 
  ¥1/2 
  ¥2 
  – 
  below
   Dedicated 
  ¥1/2 
  ¥1/5 
  – 
  below
   Electromechanical 
  ¥4 
  ¥2/3 
  – 
  below
   Fantastic AI 
  ¥1 
  † 
  † 
  10
   Genius 
  ¥1 
  ¥500 
  +2 
  10
   High-Capacity 
  ¥1 
  ¥1.5 
  – 
  10
   Low-Power 
  ¥1 
  ¥1/20 
  -1 
  10
   Mechanical 
  ¥6 
  ¥1/2 
  – 
  10
   Miniature 
  ¥1/5 
  ¥10 
  – 
  10
   Semi-Dedicated 
  ¥2/3 
  ¥1/3 
  – 
  10
   Smart 
  ¥1 
  ¥20 
  +1 
  10
   Tube-Tech 
  ¥2 
  ¥0.8 
  – 
  10
  * May represent the effective TL on an alternate tech path.
  † See description, p. 10.
  Option Descriptions
  Compact, Miniature: The device is built with small (and 
  hence expensive) components. Skill rolls to modify or repair 
  it are at -2 for Compact or -5 for Miniature. Some machines 
  have to be constructed as Compact designs because making 
  them larger would be prohibitively expensive in materials, too 
  power-hungry, or prone to overheating. Miniature machines 
  may feature actual superscience, cramming more into the 
  space than most engineers would believe possible at the TL. 
  These two options cannot be combined with each other.
  Dedicated: The device can only run a single program, 
  which is built into its mechanisms. Cannot be combined with 
  Semi-Dedicated.
  Electromechanical: The device uses a combination of elec-
  trical and mechanical technology – electrical circuits using 
  physical switches to perform logical operations, gears regu-
  lated by electronic timing systems, etc. It is inevitably slower 
  to use and noisier than a fully electronic machine with the 
  same capabilities. Cannot be combined with Mechanical or 
  Tube-Tech.
  
   
  tHe Fundamentals oF teCHnology 
  10
  Fantastic AI: The device must also be Dedicated (p. 9), and 
  its built-in function is always artificial intelligence of some 
  kind (see Synthetic Sapience, pp. 11-12) – but its capabilities 
  are logically far beyond the capabilities of computational 
  devices in this setting. For every Complexity-level increase 
  required to allow the device to run this AI, multiply the cost by 
  20 if calculating a cost for a one-off or prototype device from 
  an organized workshop or laboratory, or by 5 if it is the handi-
  work of a solitary genius or if the device is being produced and 
  sold in numbers. For example, if the device would otherwise be 
  Complexity 4 but is intended to run a Complexity 7 non-voli-
  tional AI (IQ 10), the cost is multiplied by 8,000 for a workshop 
  experiment, or by 125 for a one-craftsman or production-line 
  model. This option always requires some kind of superscience 
  or fantastical explanation, though that may sometimes be as 
  simple as “It’s a living doll in a fairytale world” or “What’s 
  goofy pulp SF without clanking robots?” – or something like 
  “A resonant silver mesh interacts with the higher realms from 
  which consciousness emanates” or “High-energy particles cre-
  ate spontaneously self-organizing pseudo-neurological path-
  ways in an osmium-tungsten matrix.”
  Genius, Smart: The device is at the very least built with 
  the best available components and design features, and may 
  incorporate cutting-edge technology. In some cases, Genius 
  machines may require superscience, taking them beyond 
  what should rationally be possible at the TL; in others, they 
  are merely masterpieces of precision craftsmanship. These 
  two options cannot be combined with each other or with 
  Low-Power.
  High-Capacity: The device can run 50% more programs 
  simultaneously (e.g., three programs of its own complexity). 
  Low-Power: The machine uses inexpensive components or 
  is an older design – or it may be so experimental or cutting- 
  edge that it doesn’t realize the potential of the technology very 
  well. Cannot be combined with Smart or Genius.
  Mechanical: The device uses purely mechanical, non-elec-
  trical engineering – cogs, gears, levers, etc. It is probably quite 
  noisy in use, and functions much slower than an electronic 
  machine with the same capabilities. Cannot be combined with 
  Electromechanical or Tube-Tech.
  Semi-Dedicated: The device is strictly speaking a general- 
  purpose computer, but is heavily optimized for a single cate-
  gory of tasks, such as “entertainment” or “military operations.” 
  Creating programs to run on it requires another, compatible, 
  fully general-purpose machine of the same Complexity or 
  higher. If the Semi-Dedicated machine is used for purposes 
  outside of its task category, skill rolls made to operate it or 
  when using it to support other activities are at -2, and opera-
  tions take twice as long to perform as with a general-purpose 
  device. Cannot be combined with Dedicated.
  Tube-Tech: The device uses electronic vacuum tubes 
  (also known as “valves”) or related technology from before 
  the invention of the transistor – or superscience electronics 
  clearly derived from those roots. This may be required for 
  electronic devices in timelines where semiconductor technol-
  ogy never appeared. Historical complex Tube-Tech devices 
  often required near-continuous maintenance, as vacuum 
  tubes were notoriously fragile and failure-prone, although 
  higher-reliability tubes were developed in TL7. Cannot be 
  combined with Mechanical or Electromechanical.
  Options and Tech Levels
  Historically, clever mechanical devices become possible 
  with the invention of metalworking, and such gadgets were 
  known in Greek and Roman times. But, Charles Babbage’s late 
  TL5 experiments aside, they were only used for Dedicated func-
  tions, and were increasingly superseded by electrical systems 
  from mid-TL6 on, outside of some specialized applications.
  Electrical computational devices only become con-
  ceivable at TL5, when useful basic research into electrical 
  forces begins. Late TL5 knowledge permits the creation of 
  Electromechanical devices, and this option is widespread 
  through TL6, but it is little used except for specialized 
  Dedicated devices after the end of that TL, as miniaturized 
  electronics are simply better.
  Electronic systems (the default at TL7 on) only become 
  possible with the invention of vacuum tubes (and hence the 
  Tube-Tech option) at TL6, at the very end of the Steam Age. 
  These enable the invention of the general-purpose elec-
  tronic computer, but are bulky, fragile, and require contin-
  ual maintenance; TL6 Miniature or Ruggedized Tube-Tech 
  devices might require superscience, although high-reliabil-
  ity tubes were developed at TL7. (One way to make Tube-
  Tech devices more reliable is to not require that they have 
  to be turned off and on so often; many failures happen at 
  power-up.) The invention of the transistor at TL7, and the 
  ensuing development of integrated circuits, enables the 
  development of TL7 and TL8 devices; an alternate tech 
  path would require the development of something compa-
  rable to achieve similar results. Before transistors became 
  widespread, with vacuum tubes being so fragile, fire-con-
  trol systems for early 1950s artillery and warships were 
  often Mechanical.
  Also, the concept of the general-purpose computer only 
  appears, historically, with Babbage at mid-TL5, and his 
  work was abortive; the idea then reappeared at late TL6. 
  ComPuting deviCes  
  and tHe law
  Individual computational devices may be legally con-
  trolled, depending on what they are built to do. Once  
  general-purpose devices become widespread, they espe-
  cially may be subject to control, because some of their 
  potential functions are dangerous, unlawful, unethical, 
  or inconvenient to governments.
  Any general-purpose machine is usually treated as LC4. 
  Anything potentially capable of independent thought is 
  typically LC3 (or lower, if society fears “inhuman minds”). 
  Something potentially capable of superhuman intelli-
  gence, running a revolution by itself, or destroying the 
  economy is likely LC2 or lower. Dictatorships may con-
  trol or repress anything that enables widespread unofficial 
  communications, such as printing presses or the Internet. 
  Software capable of breaking military codes, breaking into 
  the banking system, or creating weapons of mass destruc-
  tion is often LC1 or 2. Remember, the mere existence of 
  devices capable of breaking certain codes was one of the 
  best-kept secrets in the world for many years!
  
   
  tHe Fundamentals oF teCHnology 
  11
  Babbage’s hypothetical machine aside, historical devices 
  should always take the Dedicated option before TL7. A cam-
  paign with slightly alternate technology at those lower TLs 
  might add an extra Complexity penalty to non-Dedicated 
  devices at TL1-6, reflecting their experimental nature and lack 
  of theoretical support. Another option is to limit all devices 
  built at TL4 or below to a Complexity of (TL-3).
  External Storage
  Historically, external data storage could get quite bulky 
  before the age of microelectronics. A reel of paper tape hold-
  ing 12 KB weighed about 1.5 lbs., while a stack of 100 early 
  punched cards holding 64 KB weighed 3 lbs. Either cost a cou-
  ple of dollars. At TL7 or equivalent, the technology improves; 
  a 1,000 KB archive can be fitted onto cards costing $20 and 
  weighing 4 lbs. Such things have to be fed through mechani-
  cal readers, taking appreciable amounts of time, and are vul-
  nerable to tearing or fire. More advanced (TL6+ or equivalent) 
  systems use magnetic media, but a few megabytes of fast- 
  access storage still weigh several tons and consume signifi-
  cant amounts of electrical power. Steampunk data processing 
  isn’t fast or transparent to end-users!
  Input/Output Devices
  Input/output (I/O) devices enable 
  users to interact with computational 
  devices. They range from minimal and 
  difficult to fantastically sophisticated; 
  Dedicated and Semi-Dedicated devices 
  may have interfaces that are physically 
  much larger than the computational 
  device itself, whether that means a big 
  display screen, a robotic musical instrument, or a decorative 
  clock face. When the I/O device is that complicated, the GM 
  may determine a price for it separate from that of the compu-
  tational device itself.
  Machine Interface: This is the absolute minimum inter-
  face, technically available on all devices, although very hard 
  to use on advanced systems with high levels of miniaturiza-
  tion. “Commands” are input by directly manipulating the 
  machine’s internal levers or switches, adding and removing 
  whole components, adjusting electrical voltages, and so on. 
  Results are shown on dials or other numeric displays or indi-
  cated by blinking lights or simple sounds. Performing any 
  but the simplest functions this way requires the use of an 
  appropriate Mechanic or Electronics Repair skill; Computer 
  Operation is rarely applicable.
  Primitive Terminal: The standard style of I/O system for 
  early computing devices includes a mechanical keyboard, 
  some kind of paper-tape or punch-card reader or similar, and 
  a slow, noisy printing mechanism that outputs inelegant text. 
  This is usually incorporated in any Personal (p. 9) or larger 
  device with general-purpose computing capabilities. A scaled-
  down version may be incorporated into a Small (p. 8) device, 
  but trying to work quickly or for more than a few minutes at 
  a time on a Small primitive keyboard and display gives -2 or 
  worse to skill. Extra terminals weigh 500 lbs. and cost $5,000, 
  or have the same weight as and half the cost of the computing 
  device itself, whichever makes the weight less; adding a big, 
  fast printer or a graphical plotter adds 100 lbs. and $1,000. 
  A new task may take an hour or so simply to set up on a prim-
  itive terminal, and deciphering the results takes several min-
  utes of sifting through the output.
  Standard Terminal: Historically, this means a keyboard 
  and either a monitor (monochrome until TL8) or a good, fast 
  printer. An intricate physically animated visual display might 
  substitute for the latter in a steampunk world with no electron-
  ics. Again, this sort of thing tends to be built into computing 
  devices of an appropriate TL, and Small or larger computers 
  have enough room to include it. Adding an extra standard ter-
  minal to a system adds $500 and 50 lbs., or the same weight 
  and half the cost of the computing device itself – whichever 
  makes the weight less.
  Miniature Terminal: If a Small (p. 8) device is advanced 
  enough to allow complex I/O capability, it can be equipped 
  with a miniature keyboard and a small display – the latter 
  being just a line or two of characters on devices before TL8 
  or the equivalent. A Tiny (p. 8) device might be connected to 
  a similar interface, but this will at least double the weight of 
  the whole system and increase the cost by 50%. For simple 
  tasks (e.g., simple arithmetic, or a one-line question with a 
  yes/no answer), there is no penalty 
  when using a miniature terminal on 
  a Small device. For something more 
  complex but essentially repetitive or 
  routine (e.g., entering a table of infor-
  mation to a database, or writing a 
  short letter), the skill involved is at -1 
  or -2. Increasingly complex tasks give 
  worse penalties – writing a full-scale 
  program would give -5 to -10. (Taking 
  Extra Time, p. B346, may partially 
  compensate, of course.) These pen-
  alties are doubled on a Tiny device. Most such devices are 
  limited to simple tasks with minimal interface requirements 
  before TL8, though.
  As technology advances, more secondary devices (mice, 
  loudspeakers, microphones, etc.) are incorporated into stan-
  dard or miniature terminals, and weights may fall, especially 
  when microelectronics develop; some of these can permit voice 
  control (p. 8). Mechanical add-ons may appear on steampunk 
  technological development paths. For example, a mechanical 
  speech synthesizer is technically feasible by late TL5, although 
  a useful one would be expensive and bulky – around $7,000 
  and 30 lbs.; higher-TL versions would be smaller, and min-
  iature designs might be possible at considerably greater cost.
  syntHetiC saPienCe
  “Artificial intelligence” (abbreviated as “AI”) is a modern 
  expression, but it describes something seen in some steam-
  punk and related fiction – “calculating machines” so advanced 
  that they possess actual sapient intelligence, or at least fake 
  it convincingly. For game purposes, this comes in two forms.
  Non-volitional AIs can understand and possibly use speech 
  and learn some skills, but totally lack motivation or emo-
  tional complexity. A non-volitional AI with high IQ may be 
  quite disturbing to talk to, as it is as intelligent as an ordinary 
  human in some ways but totally lacks motivations or empa-
  thy. However, people may get used to this. The Complexity of 
  a non-volitional AI program is (IQ/2)+2, rounded up.
  Dictatorships may 
  control or repress 
  anything that enables 
  widespread unofficial 
  communications.
  
   
  tHe Fundamentals oF teCHnology 
  12
  Volitional AI is fully equivalent to a human being in its 
  ability to make decisions, pursue goals, and comprehend 
  emotions. It usually displays emotions of its own, though 
  these aren’t necessarily very human-like. Some volitional AIs 
  have their motivations “designed in” by their creators; others 
  develop them as they go along. A volitional AI with IQ 6 has as 
  much motivation and grasp of emotions as a chimpanzee or a 
  five-year-old child, but probably much better self-control; AIs 
  with higher IQs can match adult humans. The Complexity of 
  a volitional AI program is (IQ/2)+ 3, rounded up.
  Some settings may feature only non-volitional AI, with true 
  sapience being beyond any human creator’s skills – or only 
  volitional AI, if stories set there involve “thinking machines” 
  but the GM doesn’t want overcomplicated but compliant 
  mechanical toys. (Perhaps it’s impossible to create versatility 
  and language skills without emotions and self-motivation.) 
  Most AIs of either type are at least IQ 6, as less would mean 
  that they were more like a clever animal, with no comprehen-
  sion of language, which would limit their usefulness both in 
  real life and for story purposes.
  AI Learning
  The ability to learn, including mastering skills and lan-
  guages and maybe gaining some mental advantages by expe-
  rience, requires true AI. Non-volitional AIs in stories usually 
  have few skills, though they may be very good at one or two 
  activities. Thus, the equivalent of the Cannot Learn disadvan-
  tage may be standard.
  If AIs can learn, it may be feasible for them to train up their 
  IQ (and possibly their DX) to above what is determined by 
  their Complexity. (To calculate basic DX, see p. 15.) A single 
  occurrence is a scenario plot point. However, the GM may ban 
  this (adding the feature “Complexity-Limited IQ and DX” to 
  all AIs), as it makes trained AIs potentially very powerful and 
  likely incredibly valuable and socially controversial.
  If AIs can learn, every point spent on learned abilities 
  during or immediately after construction adds $100 to the 
  price. Multiply this by 10 for points spent on IQ, DX, or 
  Talents, if that is permitted at all.
  soFtware
  See Complexity and Capabilities, pp. 7-8, for an overview of 
  what programs (and hence machines) of a given Complexity 
  can accomplish. See p. B472 for information about the 
  relationship between computer Complexity and software 
  Complexity. 
  In settings where general-purpose computers are widely 
  available, programs may be offered for purchase. Use the fol-
  lowing rules as a guideline for prices, which can vary signifi-
  cantly if programming skills and tools are common or rare, 
  standard software has fallen out of copyright or been released 
  for free, or specific algorithms (say for cryptography or voli-
  tional AI) are legally restricted.
  The base price for software, at TL6-7, is as follows:
  Complexity
  Price
  Complexity
  Price
  0
      $300
  5
      $100,000
  1
   $1,000
  6
      $300,000
  2
   $3,000
  7
   $1,000,000
  3
  $10,000
  8
   $3,000,000
  4
  $30,000
  9
  $10,000,000
  Divide prices by 10 at TL8; multiply them by 3 at TL5, 10 at 
  TL2-4, or 100 at TL1. Note that, even if general-purpose com-
  puters are available in a setting, high-Complexity software 
  may simply be impossible to create or run on any available 
  hardware!
  Software Development
  People may decide to write their own software, when 
  appropriate equipment is obtainable, using New Inventions 
  (pp. B473-474). Use Computer Programming as the inven-
  tion skill for software meant for general-purpose and Semi- 
  Dedicated (pp. 9-10) systems, and treat Complexity values of 
  less than 1 as 1 for all purposes. The internal logical pro-
  cesses of a Dedicated (p. 9) device are created as part of the 
  mechanical or electronic design stage, using the relevant 
  Engineer specialty. The nominal Complexity of the device 
  can provide a guideline for the complexity of that invention; 
  in that case, treat Complexity -2 to 0 as Simple, 1-2 as Aver-
  age, 3-4 as Complex, and 5+ as Amazing. In addition, if the 
  device has the Fantastic AI option (pp. 9-10), each level of 
  Complexity provided by that option gives a further -2 to Con-
  cept rolls and -1 to Prototype rolls. Likewise, if no devices 
  are available with Complexity greater than 1, or computers 
  are too new for programming languages to have been devel-
  oped, software development must be conducted in machine 
  code, which gives an extra -2 to Prototype rolls.
  Software design for devices using machine interfaces or 
  primitive or miniature terminals is often slow and tricky, 
  and may involve “batch programming,” writing the soft-
  ware on paper, submitting it to the machine’s operators, and 
  then awaiting the results. This doubles the time required for 
  Prototype rolls. Alternatively, it may be possible to develop the 
  software on another, larger, more convenient machine, then 
  transfer it over when it’s complete and debugged; this is the 
  usual process for Semi-Dedicated systems. This merely adds 
  10% to the time required for Prototype rolls.
  examPle deviCes
  The following are examples of the sorts of calculating 
  devices that can appear in games. See pp. 7-11 for explana-
  tions of hardware descriptors. For other genre-appropri-
  ate analytical engines and special-purpose instruments, see 
  pp. 63-66 and 69-70 of GURPS Steam-Tech.
  Historical Devices
  The Antikythera Mechanism: Modern investigations into 
  the remains of an object, dating to around 200-100 B.C. and 
  recovered from an ancient shipwreck off the Greek island 
  of Antikythera, have revealed that it was in fact an extraor-
  dinary device: a mechanical model of the movements of 
  the solar system, superior to anything produced in Europe 
  for the next 1,500 years, able to predict eclipses and plot 
  astrological calendars. As the Greeks made little use of com-
  plex machinery, it was probably created as an intellectual 
  demonstration piece. Unfortunately, due to limitations in 
  Greek astronomical theory and mechanics, it wouldn’t have 
  been terribly accurate. A fully functional version might be 
  represented as a TL2 Dedicated Genius Mechanical Minia-
  ture Personal device, 24 lbs. in weight and Complexity -1.  
  
   
  tHe Fundamentals oF teCHnology 
  13
  This gives a nominal cost of $10.25 million, reflecting the 
  unique skills and craftsmanship involved, though the actual 
  cost for the original was probably much less. It would have 
  been seen as a curiosity of limited usefulness, especially given 
  its limited accuracy. Someone with Astronomy/TL2 who is 
  familiar with the device could use it to reduce the time taken 
  to predict the state of the heavens at a given date by 80%. 
  Demonstrating the device would gain +3 to reactions from 
  anyone with Astronomy, Mathematics, or Mechanics skills 
  who hadn’t seen it before.
  Great Clocks: In 1094, as China tentatively entered a ver-
  sion of TL4, the mandarin Su Song created a 40’-tall astro-
  nomical clock tower, combining an escapement mechanism 
  with a mechanical drive to provide unprecedentedly accurate 
  timekeeping. Similarly, a few centuries later, cathedral and 
  town-hall towers in Renaissance Europe had complex and 
  ingenious clocks installed. Su Song’s clock featured a giant 
  armillary sphere and was powered by an integral water-
  wheel. European clocks featured clock faces and were typ-
  ically powered by weights wound up daily by hard-working 
  building staff. The heart of such a machine is a TL4 Ded-
  icated Mechanical Cabinet mechanism: 2.25 tons, $3,000, 
  and Complexity -1. Much more of the cost and weight of such 
  devices went into the power supplies and the display inter-
  faces; both the Chinese clock and many European cathedral 
  clocks had complex systems of bells to sound the hours, and 
  incorporated animated mannequins which emerged through 
  doors to mark specific times of day with action shows. Having 
  a reasonable clock available is part of basic equipment for 
  some uses of Administration, Astronomy, and other skills at 
  TL4 or higher, and a large clock can provide this service for 
  a whole town.
  Mechanical Calculators: The first mechanical four-function 
  calculator, the “step reckoner,” was invented by German math-
  ematician Gottfried Wilhelm Leibniz between 1672 and 1694 
  (that is, late TL4) – but it didn’t work very well, due to engineer-
  ing problems and a design flaw. The core principle was good, 
  though, and continued in use for centuries. Hence, working 
  mechanical calculators are at least theoretically available at 
  TL5, and a handheld device, the “Curta,” was invented at the 
  start of TL7 and used until the emergence of cheap electronic 
  calculators in the 1970s. A fully functional TL5 step reckoner 
  might be a Dedicated Mechanical Personal device, weigh-
  ing 90 lbs., costing $1,000, and Complexity -1. A TL7 Curta 
  is a Dedicated Low-Power Mechanical Miniature Ruggedized 
  Small device, also Complexity -1, which suggests a weight of 
  0.72 lbs. and a cost of $10. In actuality, these devices weighed 
  0.5 lbs. and cost $125-$175 at 1960s prices; the cost can be 
  assumed to cover especially clever mechanical engineering 
  and high reliability – Curtas were considered to be much more 
  robust than early electronic calculators. Some kind of calcu-
  lator is part of the basic equipment for almost any numerical 
  task from TL6 on; at TL5, a calculator might reduce the time 
  taken by such tasks by 50% and give +1 to the skill involved.
  Mechanical Fire-Control Computer: This is a hand-oper-
  ated system installed on a 1930s warship to direct the main 
  guns, adjusting for range, target speed, wind speed, etc. in 
  combat. It is placed deep in the hull, as losing it would seri-
  ously reduce the ship’s combat effectiveness; the operators 
  communicate with the ship’s spotting stations and turrets by 
  electrical intercom. The tough, proven technology survived 
  into the early 1950s and in some cases even longer, despite 
  the development of electronics. It is a TL6 Dedicated Low-
  Power Mechanical Ruggedized Mainframe: 3.6 tons, $10,000, 
  and Complexity 1. (That weight and cost may be underesti-
  mates, however; this is, after all, specially constructed and 
  extra-rugged military equipment.) Early TL7 fire-control 
  computers, introduced during WWII, used electromechani-
  cal or electronic technology, giving them Complexity 2 capa-
  bilities. These devices could be linked to guns, giving them 
  direct control over engagements with enemy vessels and  
  even aircraft.
  ENIAC: The first general-purpose computer in his-
  tory was built for the U.S. Army at the University of 
  Pennsylvania in 1946, and employed for tasks including 
  compiling artillery tables and designing nuclear weapons.  
  timePieCes
  Simple clocks and watches can in principle be treated 
  as computational devices performing Complexity -2 
  tasks – tracking and displaying the time adequately well 
  over moderate periods. Intricate cathedral clocks, sophis-
  ticated maritime chronometers, and most TL8+ timepieces 
  are Complexity -1, as they control complex displays (which 
  may well be larger than the timekeeping mechanism), or 
  compensate for environmental fluctuations while display-
  ing relatively accurate times with minimal attention. In 
  any case, any accurate timekeeping requires a mechanism 
  that keeps time consistently and reliably. Historically, this 
  is a TL4 development (with inaccurate prototypes appear-
  ing at late TL3). Mechanisms capable of keeping accurate 
  time on a moving ship are a crucial early TL5 invention.
  However, these rules give slightly high prices and 
  weights for timepieces, especially pocket devices. A plain 
  TL6 watch would be a Dedicated Mechanical Tiny device 
  with Complexity -2, giving it a price of $50 and a weight 
  of 0.6 lb.; GURPS High Tech suggests $25 and negligible 
  weight, although some superior watches do cost a lot more, 
  so $50 is at least the right order of magnitude. (Smart, 
  giving Complexity -1 and so allowing high precision or a 
  lot of extra features, would raise the price to $1,000; Com-
  pact, halving the weight, would double the price.) A TL5 
  pocket maritime chronometer, however, is noted as $500 
  and 0.5 lb. on p. 37 (and in High-Tech); the nearest thing 
  these rules would permit with the requisite complexity  
  at that TL would be a Dedicated Genius Mechanical Tiny 
  device, weighing 0.9 lb. but costing $25,000. Clock making 
  must simply be treated as better than other computational 
  device construction at some points in history.
  It should also be noted that Complexity 2+ general- 
  purpose devices include an accurate clock for free, to reg-
  ulate their other functions.
  
   
  tHe Fundamentals oF teCHnology 
  14
  Although its construction date was within early TL7, and gen-
  eral-purpose computers are a defining feature of that tech 
  level, it used vacuum-tube technology rather than the tran-
  sistors usually associated with TL7 computers. It employed 
  punch cards for input and output, but a lot of its functions 
  were controlled through a machine interface (p. 11). Treat it 
  as a TL6 Low-Power Tube-Tech Gigantic machine: 20 tons 
  (actually about 30 tons, with various peripherals), with a nom-
  inal cost of $400,000 (much increased in practice by the fact 
  that this is a unique prototype), and Complexity 2.
  Babbage Machines
  The eccentric 19th-century British scientist and inventor 
  Charles Babbage conceived a series of quintessential steam-
  punk mechanical computers. Unfortunately, none of them 
  were ever completed in his lifetime; they tested the limits of 
  TL5 mechanical engineering, and Babbage was not always an 
  easy man to get on with.
  The Difference Engine: This was a machine designed to cal-
  culate and tabulate useful mathematical functions called poly-
  nomials. Babbage’s first design was started, but ultimately 
  abandoned due to squabbles within the project and loss of 
  government funding. His second, which he never tried to 
  construct, has been recreated and built in recent years, and 
  proved to work. Specifically, it is a TL5 Dedicated Mechanical 
  Mainframe, making it 4.5 tons (five tons in reality), $100,000, 
  and Complexity 1.
  The Analytical Engine: While working on the Difference 
  Engine, Babbage had an extraordinary idea – the concept of 
  the first true general-purpose computer. Although this never 
  came anywhere near being built, it was a powerful thought 
  experiment. A fully developed Analytical Engine can be imag-
  ined as a TL(5+1) Mechanical Mainframe: 6 tons and $500,000 
  (plus the weight and cost of the small steam engine that is 
  needed to run it), and Complexity 2.
  The Ultimate Engine: Babbage had some eccentric and 
  sometimes worrying ideas about the organization of society, 
  and in a steampunk timeline, with grants from an all-too-sym-
  pathetic government, he might have built a machine to facil-
  itate carrying them through: a TL(5+1) Mechanical Smart 
  Gigantic device, weighing 60 tons and costing $100 million, 
  Complexity 4, powered by a great external steam engine and 
  able to maintain a database of the entire population of a large 
  city and support attempts to manage society in detail. That 
  might mean it would need a vast capacity for data; every extra 
  terabyte after the first would cost $100,000.
  Fantastic Creations
  The Alexandrian Machine: As the Antikythera Mechanism 
  (pp. 12-13) shows, the ancient Greeks could be remarkably 
  ingenious, although some of their philosophers seem to have 
  been actively hostile to the idea of applying their knowledge 
  to anything useful. This imaginary device suggests what they 
  might have created if the idea had caught someone’s atten-
  tion for long enough. It is a big wooden box full of wheels 
  and gears, with lots of levers on the front and a crank han-
  dle worked by a slave. A TL2 Dedicated Mechanical Smart 
  Personal device, weighing 120 lbs., costing $50,000, and with 
  Complexity -1, it is in fact a working four-function calcu-
  lator. If some practical-minded Roman engineer got hold of 
  it, it could lead to initially small but ultimately crucial devel-
  opments in engineering; the GM can decide what it 
  makes possible. See Steam-Tech, p. 63, for a few more 
  background details.
  The Whispering Iron City: In an alternate universe 
  where an Iron Age civilization endured for tens of 
  thousands of years under the thumbs of some highly 
  interventionist gods, the God of Craftsmen forged his 
  own chief temple complex into a machine. Today, 
  with the gods faded, it is maintained by the last rem-
  nants of his priesthood, who keep the wind and water 
  mills running to drive the billions of cogwheels, and seek to 
  obey the strange mutters that echo through the walls of the 
  surrounding city. The whole complex is a TL2 Genius High-
  Capacity Mechanical Cyclopean device, with Complexity 5. 
  About 12,000 tons of stone, iron, and bronze went into its con-
  struction, and one philosopher went insane after calculating 
  the theoretical cost of the project as little short of $1 trillion. 
  The temple-machine runs and is run by an IQ 6 non-volitional 
  AI – a “mind” that now consists of little but an ancient list of 
  incomplete imperatives. However, it also still has access to a 
  huge collection of decision-support programs and databases, 
  giving it a reputation as a powerful if eccentric oracle.
  Songbird’s Cage: Medieval craftsmen occasionally created 
  ingenious devices as amusements for wealthy clients, and this 
  one, though imaginary, is probably not too unlike some of 
  these real-world creations: a music-box mechanism concealed 
  in the base of a birdcage with a dummy bird inside. It appears 
  to sing on command while flapping its wings. The mechanism 
  is a TL3 Compact Dedicated Mechanical Smart Small device: 
  6 lbs., $8,000, Complexity -2. Making it stylish (p. 6) would be 
  an appropriate way to reflect the artistry that went into the 
  bird and the gilded cage, and the reaction bonuses that grants 
  would reflect much of the point of such creations.
  Das Vademekum: An early 20th-century world of runaway 
  inventiveness is plunging toward war – and the wonders of 
  Electricity! are being worrisomely exploited by Prussian mili-
  tarism. Every senior officer in the Kaiser’s army and navy has 
  one of these devices that can calculate artillery trajectories in 
  an instant, manage logistics issues with infallible precision, 
  and provide a simple but adequate battlefield encryption sys-
  tem – all run off a neat little battery worn on the belt. It is 
  admitted that all the internal switches cause it to vibrate and 
  feel a little warm in the hands when it is turned on, and read-
  ing the glowing filament text display is hard on the eyes – but 
  those are hardly problems to the disciplined staff officer to 
  whom victory is assured! This is a TL6^ Electromechanical 
  Semi-Dedicated Smart Small device weighing 5.3 lbs. and 
  Complexity 0. Each unit should cost around $4,450, but the 
  brilliance of German craftsmanship in secret government 
  workshops somehow keeps the price down. A Vademekum 
  counts as fine-quality equipment for any military task that can 
  benefit from rapid, accurate calculations.
  The Analytical Engine weaves 
  algebraic patterns just as the Jacquard-
  loom weaves flowers and leaves.
  – Ada Lovelace
  
   
  tHe Fundamentals oF teCHnology 
  15
  Mycroft-IVa: The product of a timeline where a success-
  ful career for Charles Babbage led to accelerated develop-
  ments in computing, with downright cinematic results in 
  artificial intelligence, the Mycroft-IVa is a specialized elec-
  tromechanical engine sold to large police departments to 
  facilitate criminal investigations. Its operating system is an 
  IQ 6 non-volitional AI, which takes input through speech or 
  keyboard entry, and responds vocally or with printouts; it 
  can also interact electronically with a Holmes-1 automaton 
  (pp. 16-17). It has been designed to speak in the voice of a con-
  descending civil-service expert. It is trained in Criminology-14; 
  it can also access large databases of regional knowledge and 
  criminal records, and run skill-support programs to give +1 
  to various investigatory skills. This all gives it an unjustified 
  aura of infallibility. It is a TL(5+2)^ Electromechanical Semi- 
  Dedicated Smart Gigantic machine: 13.3 tons, $4.45 million, 
  Complexity 5. For details on an older version, see Steam-
  Tech, pp. 64-65.
  Raygun Gothic Electronic Brain: This is the kind of static 
  “calculating machine” sometimes found in raygun Gothic sto-
  ries – a TL(6+1)^ Tube-Tech Gigantic device, with Complexity 
  4, weighing 10 tons and costing $800,000. One of its program 
  slots is usually employed to run a natural language-interpre-
  tation program. The other typically assists with some great 
  engineering project or plots trajectories for spaceships. The 
  operators spend much of their time replacing miniature vac-
  uum tubes, but thanks to superscience, that doesn’t prevent it 
  from being useful.
  automatons and  
  meCHaniCal men
  Inventors and craftsmen have for centuries tinkered 
  with the idea of “automatons” that could mimic life, but 
  for the most part, they built only simple animated manne-
  quins – Complexity -2 devices, if that. However, fairy tales and 
  the like sometimes featured miraculously versatile and capa-
  ble automatons, and with the development of increasingly 
  sophisticated computational devices, the idea of building 
  them into what would eventually be called “robots” became 
  widespread. This usually means using AI-level devices (see 
  pp. 11-12); automatons with less powerful controlling sys-
  tems would be severely limited in usefulness. Note, inciden-
  tally, that steampunk “automatons” don’t necessarily have 
  the Automaton meta-trait (p. B263); that’s appropriate for 
  non-volitional minds (see p. 11), but not for volitional AIs.
  Fictional automatons often seem to be the smartest 
  machines in their settings; pulp-era science-fiction stories 
  often featured humanoid robots with near-human capabili-
  ties alongside severely limited, room-sized static computers. 
  This is represented by the Fantastic AI option (pp. 9-10). It 
  may also be appropriate to assume that an automaton’s 
  inventor had one or two levels of High TL (p. B23), which also 
  explains why these things aren’t produced in bulk – society 
  just doesn’t have the technological facilities to do so.
  Because most automatons in steampunk and period fiction 
  do seem to be lucky flukes of craftsmanship rather than pro-
  duction-line commercial items, trying to attach prices to them 
  is futile. Their sophisticated mechanical brains alone should 
  logically be worth vast amounts of money, but this doesn’t 
  come up in many stories, unless a king rewards an artificer 
  with a big bag of gold. Nonetheless, this supplement offers 
  nominal prices.
  Automaton Attributes and Learning
  Being Unliving, automatons tend to have HP around twice 
  what would be normal for living things of similar weight. 
  However, Steam Age technology doesn’t tend to support giv-
  ing machines similarly greater ST than living things of similar 
  weight. Hence, these examples have significantly different ST 
  and HP values. In settings where automatons are supposed to 
  be frighteningly powerful, raise their ST values to the same as 
  their HP.
  Also, along with an IQ determined by the rules on pp. 11- 
  12, an automaton built using a calculating device as its brain 
  usually has a DX of (Complexity/2)+8, rounded down. This 
  rule might be relaxed for artificial intelligences that can 
  somehow learn to increase their DX by 1 or 2 (see p. 12); 
  equally, poor or experimental designs might be slow 
  and clumsy, with reduced DX.
  If automatons are produced and sold in significant 
  numbers, whether or not their controlling AIs can learn 
  would make a significant difference to their salability. 
  A mechanical butler that could be customized with 
  secondary skills such as Cooking, Sewing, or Teamster 
  would have obvious benefits – and the models might 
  also be acquired by dubious individuals, who would 
  then train them in Stealth and missile weapon skills.
  Automatons in Play
  Automatons may be fully detailed as game characters when 
  necessary, but a few features may be relevant even when they 
  are being treated purely as objects. They always have the 
  Machine [25] meta-trait, and often physical disadvantages 
  such as Bad Grip [-5/level], Disturbing Voice or Mute [-10 or 
  -25], Colorblindness [-10], Fragile (Brittle and/or Combusti-
  ble) [-15 and/or -5], Ham-Fisted [-5 or -10], Increased Con-
  sumption [-10/level], or Numb [-20]. They may have a few 
  levels of Lifting ST, being able to apply impressive amounts of 
  force if they take their time over it. If they are supposed to pass 
  in human society, they may not be terribly good at it, with dis-
  advantages such as Clueless [-10] or Odious Personal Habits 
  (Ignores social cues) [-5 to -15]. Cannot Learn [-30] and the 
  Feature “Complexity-Limited IQ and DX” may be common or 
  standard; see p. 12. Non-volitional AIs also have Indomitable 
  [15] and the Automaton [-85] meta-trait.
  Steampunk AIs don’t necessarily have the AI meta-trait, 
  because steampunk mechanical minds don’t necessarily 
  have all the advantages associated with modern computer 
  brains, such as Digital Mind or Intuitive Mathematician.  
  We find your Olympia quite uncanny, 
  and prefer to have nothing to do with her. 
  She seems to act like a living being, and yet 
  has some strange peculiarity of her own.
  – E.T.A. Hoffmann, “The Sandman”
  
   
  tHe Fundamentals oF teCHnology 
  16
  They may be allowed a variant version of Digital Mind which 
  leaves them vulnerable to some telepathic powers and magic in 
  exchange for effective immunity to computer viruses – which 
  don’t exist – and limited vulnerability to Computer Hacking 
  or Computer Programming – because even if those skills 
  exist, people can only get at their brains after a lot of work 
  with wrenches and screwdrivers.
  Example Automatons
  The following are some possible automaton designs. Use 
  these examples and the above information to update the other 
  mechanical creations on pp. 70-72 and 75-76 of Steam-Tech.
  Dancing Doll
  The creation of a fairytale clockmaker, this is an impossi-
  bly slender, fragile mannequin (though heavier than its build 
  suggests), which is powered by clockwork and largely made 
  of wood. A giant key fits into its back to wind it up, which 
  is needed after it has danced for 15 minutes. Even without 
  the key, it is clearly nonliving to any sort of close inspection. 
  However, it somehow passes as human; people think of it as 
  a wonderful, odd-looking dancer who is amazingly shy except 
  when on stage. Fancy dresses serve to obscure its physique, 
  and its maker has a lot of practice at whisking it away after 
  every performance. Several romantic young men have fallen 
  in love with “her” after seeing it on stage from a distance.
  It is a TL(5+1)^ creation in a TL5 society. Its creator has 
  High TL 1 and probably an Unusual Background giving 
  him access to period superscience. The doll’s control sys-
  tem alone, a TL(5+1)^ Dedicated Fantastic AI Mechanical 
  Small device running a non-volitional AI, should by rights 
  be worth $1,562,500 as the product of a solitary genius, dou-
  bled to $3,125,000 for being one TL ahead of the setting, 
  but the creator seems to have burned out all of his inspira-
  tion in building the doll, and all it wants to do is dance. He  
  might accept, say, £500 (around $55,000) for it, if he was des-
  perate, but he generally treats it with a slightly disturbing 
  paternal possessiveness.
  ST: 9 
  HP: 18 
  Speed: 5.00
  DX: 10 
  Will: 6 
  Move: 5
  IQ: 6 
  Per: 6 
  Weight: 90 lbs.
  HT: 10 
  FP: N/A 
  SM: 0
  Dodge: 8 
  Parry: 8 
  DR: 1
  Traits: Appearance (Beautiful); Automaton; Bad Grip 1; Can-
  not Learn; Doesn’t Breathe; Doesn’t Sleep; Fragile (Brittle, 
  Combustible); Increased Consumption 5 (Rewind every 
  15 minutes); Indomitable; Machine; Mute; No Sense of  
  Smell/Taste; Odious Personal Habits (Ignores all social 
  cues; -2 reactions); Secret (Passing for human).
  Skills: Dancing-15.
  Steam Worker
  This contraption has an impressive mechanical brain – a 
  TL(5+1)^ Dedicated Fantastic AI Mechanical Personal system 
  (Complexity 5, 60 lbs.) – but nonetheless totally lacks free will 
  or initiative. It stands 7’ tall and is broader in proportion than 
  a human being. It appears to have been assembled from boil-
  erplate with minimal thought given to aesthetics; it is slow 
  and clumsy, but strong. A chimney projecting upward from 
  its back makes its dependence on steam power clear; it needs 
  refueling with good coal three times a day in regular use.
  In fact, it is an eccentric inventor’s idea of the next great 
  step in industrialization: a tireless worker which never com-
  plains about its role, freeing humans up to realize their true 
  potential (or destroying the bargaining power of organized 
  labor – not all eccentric inventors are idealists). It is an 
  unworldly academic’s idea of an ideal manual worker – strong 
  and docile rather than skilled. The inventor doesn’t recognize 
  the potential of that brain, which would have cost hundreds 
  of millions for a corporate lab to create, if they could do so at 
  all, and which is worth $3,125,000 even as a mass-producible 
  item. He prices the robot at $50,000.
  Alternatively, an even more fantastical version of this 
  automaton’s brain could give it full volition, removing the 
  Automaton meta-trait and raising DX to 11 – but that brain 
  would then nominally be worth even more, and it would still be 
  IQ 6. That might even cause more problems than it prevents. 
  It’s also possible, for story purposes, that the inventor intended 
  to create a non-volitional AI, but the result “awoke” to become 
  volitional, leading to interesting problems. If the automaton is 
  to have a continuing role in the game, delete Fragile.
  ST: 18 
  HP: 36 
  Speed: 5.25
  DX: 10 
  Will: 6 
  Move: 4
  IQ: 6 
  Per: 6 
  Weight: 730 lbs.
  HT: 11 
  FP: N/A 
  SM: +1
  Dodge: 8 
  Parry: 8 
  DR: 10
  Grapple (10): No damage, but on further turns can squeeze 
  (Choke or Strangle, p. B370). Reach C, 1.
  Punch (10): 1d+1 crushing. Reach C, 1.
  Traits: Automaton; Cannot Float; Colorblindness; Disturb-
  ing Voice; Doesn’t Breathe (Oxygen Combustion); Doesn’t 
  Sleep; Fragile (Brittle); Ham-Fisted 2; High Pain Thresh-
  old; Immunity to Telepathic Powers; Indomitable; Lifting 
  ST 5; Machine; No Sense of Smell/Taste; Noisy 4; Numb; 
  Photographic Memory; Reprogrammable; Social Stigma 
  (Valuable Property).
  Holmes-1
  From the same timeline as the Mycroft-IVa police engine 
  (p. 15), the Holmes-1 is a lumbering, 7’ humanoid figure, 
  incongruously clad in a deerstalker and Inverness cape, 
  apparently smoking a pipe (actually a suction device to pick 
  up small particles for analysis). It is in fact a mobile auto-
  mated evidence-gathering machine, sold to police organi-
  zations. It is controlled by a TL(5+2)^ Compact Dedicated 
  Electromechanical Fantastic AI Cabinet-sized electronic 
  brain (Complexity 5, 100 lbs.) which runs a non-volitional 
  AI trained in Forensics skill. This, its evocative appearance, 
  and its programmed habit of saying “Elementary” a lot create 
  the unthinking, unfortunate assumption in some operators 
  that it is a mechanical great detective. In fact, it is simply 
  very good at collecting every speck of evidence (mud, fibers, 
  footprint casts, blood, photographs, etc.) from a crime scene, 
  and storing and cataloging it perfectly, with only occasional 
  cross-contamination. It has a built-in cable jack, which 
  enables it to transfer information directly to a Mycroft-IVa, 
  or human “partners” can use it as fine-quality equipment for 
  their own Forensics skills.
  
   
  tHe Fundamentals oF teCHnology 
  17
  This is not a combat machine, and its array of delicate 
  systems and mechanisms makes it terribly prone to break-
  downs after any sort of careless handling. However, if it is 
  caught up in a fight, it can be ordered to try and restrain or 
  run over opponents.
  The Holmes-1 runs on lead-acid batteries with a three-
  hour duration, or can be plugged into a mains electricity 
  supply when convenient. Police departments pay $814,000 
  for one of these; a unique prototype, before the model goes 
  into production, would have a book value of $23 million, 
  thanks to its unique brain, the creation of an unworldly 
  genius in the manufacturer’s design office.
  See Steam-Tech, pp. 73-74, for an earlier variation on 
  this automaton.
  ST: 15 
  HP: 30 
  Speed: 4.00
  DX: 10 
  Will: 6 
  Move: 4
  IQ: 6 
  Per: 6 
  Weight: 445 lbs.
  HT: 7 
  FP: N/A 
  SM: +1
  Dodge: 7 
  Parry: 8 
  DR: 4
  Grapple (10): No damage, but on further turns can squeeze 
  (Choke or Strangle, p. B370). Reach C, 1.
  Slam (10): Collision damage and possible knockdown 
  (p. B371).
  Trample (10): 1d+1 crushing vs. prone opponents. Auto-
  matic hit for 1d-3 crushing after a slam and knockdown.
  Traits: Absolute Timing; Automaton; Cannot Float; Dis-
  turbing Voice; Doesn’t Breathe; Doesn’t Sleep; High Pain 
  Threshold; Increased Consumption 1 (3-hour endurance); 
  Honesty (6); Immunity to Telepathic Powers; Indomita-
  ble; Lightning Calculator; Machine; Microscopic Vision 
  1; No Sense of Smell/Taste; Noisy 2; Photographic Mem-
  ory; Quirk (Saying “Elementary” a lot); Reprogrammable; 
  Social Stigma (Valuable Property).
  Skills: Forensics/TL5-13.
  Eisensoldat
  In a late steampunk world of unrelenting mechanized 
  warfare, the Eisensoldat is the latest TL(5+2) super-weapon. 
  This 18’ mechanical man has an anti-tank rifle (p. 31) with 
  10 rounds in each arm and a helmet gun (p. 32) with an 
  oversized magazine holding 200 rounds in its head-turret. 
  It strides across the battlefield (Move 3 off-road), ripping 
  barbed wire away with its huge hands and terrorizing enemy 
  infantry. It has a TL(5+2) Electromechanical Semi-Dedicated 
  Smart Mainframe brain (Complexity 4, 1.33 tons), running a 
  sub-AI control system that can accept voice commands from 
  authorized sources. It can also distinguish friend from foe if 
  given some kind of marker; typically, troops serving along-
  side these machines wear embellished helmets designed 
  to be distinctive in the infrared, with the details carefully 
  kept secret from the enemy. However, an Eisensoldat works 
  best if supervised by an officer who understands its capa-
  bilities and limitations, and supported by specially trained  
  human infantry.
  Aside from that control system, it can run one Complexity 
  4 program at a time that lets it punch with its fists or fire its 
  integral weapons at DX. It may have some other software in 
  its memory banks (for basic navigation and damage assess-
  ment); switching programs takes one second.
  By default, unless ordered otherwise, once it is told it is 
  in battle, it shoots at anyone who shoots at it, then at anyone 
  with enemy insignia (or perhaps just lacking friendly mark-
  ers), nearest first, starting with its helmet gun, switching to 
  an anti-tank rifle if two hits from the former don’t stop the 
  target from moving or shooting back. (Opponents playing 
  dead easily deceive it.) It always takes one turn to aim its 
  guns, unless ordered otherwise. It does not dodge in combat, 
  but must rely on its armor (and on supporting troops to take 
  out heavy enemy guns). Its infrared-only vision is useful for 
  spotting enemy guns (+2 to find heat sources; see p. B60). Its 
  sextuple-expansion steam engine can run for 12 hours on one 
  load of coal. It costs $957,000.
  ST: 42 
  HP: 84 
  Speed: 5.00
  DX: 10 
  Will: N/A 
  Move: 4
  IQ: N/A 
  Per: 8 
  Weight: 4.6 tons
  HT: 10 
  FP: N/A 
  SM: +3
  Dodge: N/A 
  Parry: N/A 
  DR: 30
  Guns (10): As weapon.
  Punch (10): 4d+2 crushing. Reach C-2.
  Traits: Cannot Float; Disturbing Voice; Doesn’t Breathe (Oxy-
  gen Combustion); Doesn’t Sleep; Ham-Fisted 2; High Pain 
  Threshold; Infravision (No Normal Vision); Machine; 
  Mindless*; No Sense of Smell/Taste; Noisy 6; Numb; Repro-
  grammable; Social Stigma (Monster; Valuable Property).
  Skills: Brawling-10; Guns/TL5 (as required)-10 (see descrip-
  tion).
  * This machine has no mental traits at all; all its skills come 
  from specific programs, as described above.
  
   
  tHe Fundamentals oF teCHnology 
  18
  Raygun Gothic Robot
  A classic TL(6+2)^ “pulp-style” robot, this machine actu-
  ally operates in a TL(6+1)^ society; the laboratories which cre-
  ated it are working at the leading edge of scientific bafflegab, 
  even by raygun Gothic standards. (They’re still using vacuum 
  tubes, but very small and glittery ones.) It is a humanoid but 
  obviously non-human machine with a transparent dome for 
  a head (exposing some of those vacuum tubes to view), a pol-
  ished metal body, and multi-jointed limbs. It is designed as a 
  multi-purpose assistant that can work in environments that 
  are too risky even for the brave human citizens of the future. 
  Hence, it is the kind of thing often assigned to exploratory 
  spaceships. It’s not very bright, but it can hold a conversation, 
  and its perfect memory can contain every standard repair 
  manual it needs.
  It has a TL(6+2)^ Dedicated Fantastic AI Tube-Tech Small 
  brain (Complexity 7; 5 lbs.), which allows it to run a volitional 
  AI personality. (Some users, especially evil masterminds, may 
  prefer a non-volitional version with IQ 10, producing compe-
  tent but dependably obedient – and unimaginative – soldiers.) 
  Such robots are mostly designed to be fairly peaceful, though, 
  grappling and restraining problematic humans rather than 
  pummeling them.
  As a commercial product manufactured in moderate num-
  bers, the robot costs $100,000. However, if such robots were 
  still experimental in the setting, this one’s brain alone would 
  be worth $12.8 million (or twice that if allowing for the fact 
  that it’s a TL ahead of its surroundings), making it a valuable 
  prototype that PCs might be asked to recover in one piece if 
  it goes rogue.
  ST: 13 
  HP: 26 
  Speed: 6.00
  DX: 11 
  Will: 8 
  Move: 5
  IQ: 8 
  Per: 8 
  Weight: 250 lbs.
  HT: 12 
  FP: N/A 
  SM: 0
  Dodge: 9 
  Parry: 8 
  DR: 15
  Grapple (11): No damage, but on further turns can squeeze 
  (Choke or Strangle, p. B370). Reach C.
  Weapon: By weapon type; see description.
  Traits: AI; Cannot Float; Doesn’t Breathe; Doesn’t Sleep; Dou-
  ble-Jointed; Hidebound; High Pain Threshold; Incurious 
  (15); Lifting ST 3; Low Empathy; Machine; No Sense of 
  Humor; Noisy 1; Pressure Support 1; Reduced Consump-
  tion 3 (Recharge once per week); Sealed; Social Stigma 
  (Valuable Property); Vacuum Support.
  Skills: This robot comes with 10 points in trained skills 
  appropriate to its assignment, usually including one 
  type of Crewman and various repair skills. For exam-
  ple, a typical exploration or space patrol ship’s robot has 
  Beam Weapons/TL(6+1)^ (Pistol)-12, Electronics Repair/
  TL(6+1)^ (Comm)-8, Electronics Repair/TL(6+1)^ (Sen-
  sors)-8, Mechanic/TL(6+1)^ (Spaceship)-8, and Spacer/
  TL(6+1)^-9.
  dialogue over distanCes
  Although long-range signaling goes back to ancient times, 
  the Steam Age applied scientific and technological ideas to 
  the business, increasing speed and efficiency considerably. To 
  begin with, this was mostly just old approaches done bigger 
  and better, but these were soon superseded by technologies 
  previously undreamed of.
  For additional genre-appropriate communications appara-
  tus, see Steam-Tech, pp. 49-51.
  visual telegraPHy
  Before the development of practical electrical engineering, 
  long-distance signaling depended on visual signals. Smoke 
  signals, flags, etc. could send the equivalent of a few bytes 
  of information over many miles – on a clear day, given no 
  obstructions. Still, with the right prearranged signals, that 
  could be crucial. Ships continued to use flag signals and blink-
  ing lights well into the 20th century; they were cheap, reliable 
  over short distances, and not prone to interception.
  Telegraph Towers
  A rather clockpunk-looking approach to pre-electrical 
  telegraphy emerged, historically, as a useful technology at 
  mid-TL5. A system using chains of “semaphore towers” was 
  developed in France in 1792, and quickly copied, with all 
  sorts of changes and improvements, by other powers. Each 
  tower was placed to have a clear view of those on either side of 
  it in the chain, and consisted of a building (or less permanent 
  wooden hut) with a mast supporting some arrangement of piv-
  oting paddles, panels, or shutters; the positions of this array 
  had defined meanings, and operators in each tower could pass 
  signals up and down the line. It was claimed that a short mes-
  sage could travel 300 miles in six minutes.
  This sort of telegraphy was mostly but not solely used by 
  the military. Only they felt that they had sufficiently press-
  ing need for rapid communication to justify the cost of set-
  ting up whole chains of towers across the country, although 
  once they were built, they could carry other messages, too. 
  The French Emperor Napoleon carried a portable telegraph 
  system with his headquarters when on campaign, for short-
  range tactical signaling.
  The skill to operate such a system is Professional Skill 
  (Tower Telegrapher); someone with that skill can send or 
  receive messages at one word per minute (wpm) per level 
  of skill on an early system, rising to 2 wpm by the end of 
  TL5, when the system is abandoned in favor of electric teleg-
  raphy. Historically, many telegraph messages used codes; a 
  specific number or keyword told recipients that a certain 
  anticipated event had occurred, rather than anyone sending 
  lengthy texts. The systems used by different tower designs 
  were completely different, and somebody trained purely on 
  one would be totally unable to read or work with another; 
  the skill is specialized by system. However, the early French 
  system, involving a pair of pivoting paddles, relied on a 
  scheme that was also used with handheld flags, so somebody 
  trained on that might have a cross-default with Professional 
  Skill (Flag Telegrapher).
  
   
  tHe Fundamentals oF teCHnology 
  19
  The Heliograph
  Another refinement of visual telegraphy, the heliograph, is 
  generally available after 1850 (late TL5). It consists of a mir-
  ror-and-shutter apparatus atop a tripod, with a trigger that 
  lets the user direct flashes of reflected sunlight in a set direc-
  tion, where hopefully someone is watching. Anyone in the 
  same general direction might see the signals, but messages 
  can be encoded or enciphered. In sunny conditions, a signal 
  can flash across 30 miles; the U.S. Cavalry occasionally trans-
  mitted from mountaintop to mountaintop over 150+ miles. 
  Steampunk airships, flying above the clouds, might accom-
  plish similar results, if they know roughly where another air-
  ship is.
  Heliographs are $100 and 50 lbs. A TL(5+1) “airship helio-
  graph” with gyrostabilization and a high-power telescope, 
  allowing air-to-air communication, doubles weight and cost.
  Setting up or operating a heliograph uses Professional 
  Skill (Heliographer); send or receive speeds are two words 
  per minute per level of skill. A heliograph uses Morse code, 
  like an electric telegraph, so operators trained on either tech-
  nology can read transmissions using the other with a skill 
  roll at -1.
  eleCtriCal CommuniCations
  The Steam Age begins replacing mechanical telegraphs 
  with electrical telegraphy in the 1830s, moving on to the 
  telephone (1876), wireless telegraphy (1896), and radio tele-
  phony in the 1900s. Empires whose couriers had once spent 
  weeks in transit switched to methods that took bare seconds. 
  Telegraphy also provides explorers with new reasons for ven-
  turing into the wilderness: surveying telegraph routes.
  The Telegraph
  The range of a telegraph depends directly on the power 
  available. With early models, one large battery was needed per 
  10-20 miles of wire, and long distances required relays, but 
  the technology advanced with time. By 1860, the major cit-
  ies of the eastern U.S. were connected to each other. In 1861, 
  California was linked to the Atlantic coast. In July 1866, over 
  1,700 miles of cable connected Newfoundland to Ireland.
  Roll against Electronics Operation (Communications) skill 
  to send or receive a telegraph message. Success means the 
  message is sent or read correctly. Failure means it isn’t under-
  stood. On a critical failure, something goes subtly and danger-
  ously wrong; perhaps a crucial word is missed or mangled. 
  With basic equipment, a telegrapher can tap a line to inter-
  cept a message or send a false one. At TL5, a tap is impossible 
  to detect and requires only an uncontested Electronics Oper-
  ation (Communications) roll. At TL6, the snooper must win 
  a Quick Contest of skill with the intended recipient to avoid 
  alerting him that somebody is listening in.
  Every telegrapher has a distinct way of sending, called 
  a fist. A successful skill roll lets one operator recognize 
  another by his fist. To fake a fist, the impostor must win a 
  Quick Contest of Electronics Operation (Communications) 
  with the recipient, and the faker rolls at -6.
  Prices and Equipment
  At TL5, telegraph rates are mostly around $10 per word. 
  Transatlantic rates are $50 per character! At TL6-7, telegrams 
  are $0.50 per word, or $2.50 per word internationally.
  Telegraph Set (TL5): Used to create or receive a signal; at 
  TL6, a portable set comes with a dry battery, good for an hour 
  of operation. $150, 3 lbs.
  
   
  tHe Fundamentals oF teCHnology 
  20
  Register Telegraph (TL5): Prints messages on paper tape for 
  decoding later. $5,000, 30 lbs.
  Automatic Telegraph (TL5): Uses punched paper tape to 
  send pre-prepared messages at 300-400 words per minute. 
  With perforator, transmitter, and receiver: $7,500, 100 lbs.
  Stock Ticker (TL6): A receiver that prints out business stock 
  prices. Historically, New York City had so many stock tickers 
  that “ticker tape” was used for confetti during parades. $3,000, 
  25 lbs.; renting a stock ticker line costs $200/month.
  The Telephone
  In 1876, Alexander Graham Bell invented the telephone. 
  The first commercial switchboard was implemented less than 
  two years later. By 1890, every major U.S. city had a phone 
  system (some had two or more competing systems), and there 
  were almost 1.5 million phones in the United States by 1900. 
  Long-distance lines tied together local networks, but only 
  between major cities at first. The first transcontinental tele-
  phone line dates to 1915, but even then, calls were prohibi-
  tively expensive: New York to Havana in 1921 costs $130 for 
  three minutes!
  At early TL6, setting up a call involves one or more opera-
  tors; misunderstandings are common. The GM may demand 
  IQ rolls at penalties of up to -4 to interpret hasty messages. 
  In small towns, the local operator will know an inordinate 
  amount about everybody else’s business, and might make 
  a useful game Contact, with a skill such as Current Affairs 
  (Regional) at a high effective level. In larger cities, the oper-
  ator’s intimate knowledge may be less encompassing, but 
  there’s always the chance that a call was noted or listened to. A 
  Contact at the city telephone company with Electronics Oper-
  ation (Communications) skill is the easiest way to bug a call, 
  and cultivating the company’s staff as a Contact 
  Group provides all sorts of options. For exam-
  ple, the log of calls is an actual log-book, and 
  snoopers might persuade someone to give them 
  a chance to sneak a peek.
  By mid-TL6, automated switchboards use 
  relays and vacuum tubes. Phone numbers appear, 
  along with rotary dials. But telephone engineers 
  can still be very useful Contacts, if they’re pre-
  pared to break a few rules.
  Telephone Equipment
  Telephone (TL6): $25, 3 lbs.
  Military Telephone (TL6): Sound-powered – a 
  hand crank rings a connected phone, and a loud 
  voice generates the power to carry the message. 
  $50, 5 lbs.
  Telephone Switchboard (TL6): A portable 
  10-line switchboard. Female operators worked 
  these behind the lines during WWI. $1,000, 50 lbs.
  Teletype (TL6): Sends and prints text via phone 
  line to one other phone number or to every line in 
  a directory. From the 1920s, a TL7 model capable 
  of printing photos is available for ¥2 cost – or ¥4 
  cost if it can handle color photos. (This is after the 
  end of the Steam Age, historically, but a steam-
  punk world could feature an early, bulky, brass-
  and-rivets version.) $7,500, 200 lbs.; renting the 
  line costs $500/month.
  early radio
  Radio communication is a Steam Age invention, but a 
  late one, and few steampunk games are likely to feature it, 
  although it has a place in raygun Gothic science fiction. Even 
  if it does appear, it can be limited by reflecting technologi-
  cal fact: early radios were big (static or able to be installed 
  on ocean-going ships, but not portable) and required skilled 
  operation. If a raygun Gothic spaceship can call home, that 
  perhaps means it has a “telegraphy cabin” with a humming 
  vacuum-tube-based “hyper-radio” that still uses Morse code. 
  See GURPS High-Tech, pp. 37-39, for details of historical 
  TL6 radios.
  CalCulating engines  
  and telegraPHy
  If steampunk can encompass computing engines and electri-
  cal communication, what are the chances of plugging one into the 
  other? Could one have a Babbage Machine Internet?
  The answer probably would be “sort of,” with the devil, as ever, 
  residing in the details. Telegraphy and computing developed as dis-
  tinct technologies in the 19th century; rendering the coding schemes 
  compatible would be a challenge in itself. Getting a telegraph signal 
  to control the big, heavy gears of a mechanical computer would be 
  a significant engineering task, especially before electromechanical 
  computing technologies were developed. Later, both computational 
  machines and high-speed telegraphy used paper tape, so they could 
  have merged then. Of course, realistically, both early computing 
  and telegraphy were relatively slow and primitive; a true “Victorian 
  Internet” would take some time to evolve.
  For game purposes, a steampunk Internet would perforce be 
  much more mechanical than the modern version. Bronze keys and 
  relays would clatter and hum, and connections would be made liter-
  ally mechanically. Neat little LEDs would be replaced by big filament 
  bulbs or mechanical indicators. In place of web pages, there would 
  be literal printed pages, many of them involving masses of cryptic 
  text, akin to the sort of thing seen on the Internet in the 1980s.
  Telegraphs are machines for conveying information over 
  extensive lines with great rapidity.
  – Charles Babbage
  
   
  tHe well-dressed Protagonist 
  21
  “What do you think, Millicent? Adequately à la mode?”
  Lady Hollman examined her reflection in the mirror, and pat-
  ted a loose strand of russet hair back into place in her complex 
  arrangement. Her lady’s maid, who had spent 20 minutes on 
  that arrangement, repressed any reaction.
  “Entirely appropriate, madam. Not that the Prussian ambas-
  sador has any eye for fashion, I fear.”
  “No, but his secretary does, I do believe. And the Colonel 
  sometimes has the sense to take advice from that sharp 
  young man.”
  “Ah, yes. A problem, this evening, perhaps?”
  “Only if I fail to keep the Colonel distracted from good 
  advice.” Lady Hollman smiled thoughtfully. “Which reminds 
  me – are you prepared?”
  “Fully, madam,” said Millicent, in a tone which managed 
  respectfully to convey a hint of offense taken. She opened a 
  drawer in the dressing table, and extracted a plain black bonnet, 
  a pair of tinted goggles, a set of four green glass capsules, and a 
  small pistol. Then she donned the bonnet, and a long black coat 
  from the back of the door. The goggles, capsules, and pistol dis-
  appeared into its capacious pockets.
  “We could send Peter, you know,” Lady Hollman said with a 
  touch of concern as she secreted a pistol of her own in a con-
  cealed compartment in her bustle.
  “The embassy is well protected against burglary,” Millicent 
  replied. “Much better simply to walk in the front door. Have no 
  fear, madam; the fog bombs will serve very well. We will have the 
  airship plans by midnight.”
  mundane garb
  As Steampunk 1, pp. 43-46, describes, Steam Age cos-
  tume is a complex topic and evolved considerably through 
  the period, while many steampunk games involve costumes 
  that owe more to modern steampunk fashion than to gen-
  uine Victorian styles. However, some general guidelines  
  are possible.
  basiC outFits
  The GM who wants to keep things 
  simple can always use the rules for 
  clothes on p. B266, with the generic 
  outfits described there representing 
  whatever is the norm in their set-
  ting. However, it’s possible to add a 
  little more detail to taste.
  One option is to add a new cate-
  gory of outfit: medium weight. This 
  is clothing appropriate for wear 
  outside on cool days in temperate regions, and indoors in 
  unheated houses; it uses thick fabrics and features a jacket or 
  lightweight coat. When making HT rolls to resist cold (p. B430), 
  where light clothing would give -5 to the roll and winter cloth-
  ing would give +0, this outfit gives -3. A medium-weight out-
  fit costs 25% of cost of living and has a base weight of 3 lbs. 
  When buying a complete wardrobe, medium-weight outfits 
  can replace one or two of the included ordinary sets of clothes.
  Secondly, historical TL5-6 
  clothing tended to be fairly com-
  plex and bulky. It kept wearers 
  adequately warm and dry, but 
  the lack of modern synthetic 
  materials made it cumbersome. 
  Hence, all outfit weights should 
  be doubled at those TLs. So an 
  ordinary or formal outfit would 
  weigh 4 lbs., a medium-weight 
  outfit 6 lbs., and a winter outfit 8 
  lbs. (Steampunk worlds on diver-
  gent tech paths might or might 
  not have lightweight fabrics that 
  avoid this problem) Lighter clothes may be available for sum-
  mer or tropical wear, but are seen as a mark of poverty (or of 
  a non-Western “uncivilized” background, or both).
  CHaPter two
  tHe  
  well-dressed 
  Protagonist
  A stranger came marching 
  toward Mallory across the lobby 
  floor: a British soldier, an Artillery 
  subaltern, in elegant dress gear.
  – William Gibson  
  and Bruce Sterling,  
  The Difference Engine
  
   
  tHe well-dressed Protagonist 
  22
  Garment Modifications
  The garments discussed so far are still just basic outfits, 
  providing adequate warmth and what is seen as minimum 
  decency in a Victorian-style culture, but prioritizing conve-
  nience and freedom of action over either style or full respect-
  ability. “Respectable” folk will frequently react to people 
  dressed so simply at penalties, and simple dressers are noticed 
  as if they have Distinctive Features (p. B165) and proba-
  bly barred from some establishments. This effect is most 
  pronounced in the Victorian era; Georgian clothes could be 
  lighter and simpler, with some daring dresses weighing just a 
  pound or so – although even then, clothes could make Status 
  very clear and be priced accordingly.
  The following modifiers can be used to define more histor-
  ically acceptable outfits. The effects of cost factor (CF) mod-
  ifiers are explained on p. 5; also, DR granted by these outfits 
  never protects the face or hands, and may not protect the skull 
  unless there’s a really spectacular hat in the ensemble. A “set-
  tled” person (see Starting Wealth, p. B26) can assume that the 
  clothes purchased with the 80% of their wealth assigned to 
  such things have whatever modifiers are considered “normal” 
  in the setting for individuals of their sex and Status at no extra 
  cost; Victorians applied a lot of desperate ingenuity to keeping 
  their wardrobes “respectable” on limited budgets. People with 
  Status less than 0 can afford only very plain clothes, though, 
  which helps flag their low Status. Also, undercover outfits 
  (p. 23) always have to be purchased specially.
  All garment modifiers are cumulative. Weight effects mul-
  tiply together; for example, the weight of a floor-length, lightly 
  structured, moderately embellished outfit is multiplied by 
  1.2¥1.2¥1.2=1.728. Cost modifiers are additive, as explained 
  on p. 5; for example, a heavily structured, heavily embel-
  lished outfit that gives +2 to Holdout rolls is multiplied by 
  1+1+0.5+19=21.5. See Period Clothing and Game Rules (p. 24) 
  for more on the game effects of “enhanced” outfits.
  Physical Searches: Attempting a “pat-down” search in a 
  Victorian setting is always considered highly intrusive – and 
  downright obscene by some people.
  Embellished
  The outfit features lots of ruffles, trimming, bows, and 
  other gratuitous features. This isn’t the same as styling 
  (p. 23); the embellishments may be cheap materials and way 
  out of fashion. Embellishment may serve primarily to look 
  attractive, but may also be intended to disguise the human 
  body shape at times when standards of respectability are 
  especially extreme. A costume with less embellishment than 
  is currently socially required gives -1 or worse reactions 
  from people who will consider it insufficiently respectable or 
  fashionable (GM’s judgment).
  Moderate embellishment multiplies weight by 1.2, and gives 
  +1 to Disguise skill when the GM agrees that changing or con-
  cealing apparent body shape is helpful. Heavy embellishment 
  multiplies weight by 1.5 and gives CF +0.5, and provides up to 
  +2 on Disguise rolls at the GM’s option.
  Floor Length
  The outfit includes a full-bodied skirt or robe that reaches 
  beyond the wearer’s ankles at minimum, and may literally 
  brush the floor. The rest of the outfit matches in general 
  style. This is common for respectable Western female out-
  fits throughout the Steam Age, though not universal; muddy 
  streets and sheer inconvenience discourage it. In other cul-
  tures, wealthy men may wear floor-sweeping robes. This fea-
  ture may be required for higher Status levels (Status 2+ people 
  often need to show that they don’t have to worry about incon-
  venience), or for simple respectability in the absence of struc-
  turing or embellishment (see below).
  Someone in a floor-length garment can only ride a horse 
  sidesaddle, can only ride a bicycle if it has a lady’s frame and 
  suffers a -3 to Bicycling skill rolls even then, and should suffer 
  other penalties to athletic activities at the GM’s whim – and 
  the hem or train will get dirty. Also, such garments are good 
  for concealment, offsetting up to -2 in penalties to hide long 
  items such as swords or rifles.
  Multiply outfit weight by 1.2; cost is unaffected.
  Layered
  The outfit uses more layers of fabric than might seem 
  strictly necessary, even by Steam Age standards – multiple 
  layers of underwear, corsets, petticoats, undershirts, shirts, 
  vests, coats, and so on. This has little effect on price; although 
  layered garments use more fabric, only the topmost layer 
  needs to be at all stylish or pretty. (Respectable Victorians 
  considered fancy underwear to be morally dubious.) Layering 
  may also give penalties to rolls to endure high tempera-
  tures, for example, but gives no benefits against cold; it isn’t 
  designed to keep everything warm! It can make it easier to 
  hide objects on one’s person, giving a bonus to Holdout skill, 
  but extracting those objects then takes a minute or two, and 
  involves indecent-looking rummaging!
  Light layering simply multiplies outfit weight by 1.2; mod-
  erate layering multiplies it by 1.5, and gives -1 to rolls to deal 
  with high temperatures, DR 1 vs. crushing damage, and +1 to 
  Holdout; heavy layering multiplies weight by 2, gives -2 to rolls 
  to resist heat, +2 to Holdout, and DR 1 vs. damage other than 
  impaling, and adds +0.5 CF.
  Structured
  The outfit incorporates significant rigid or semi-rigid ele-
  ments, giving it an outline independent of the wearer’s body 
  shape. Structural components can include corsets, crinolines, 
  oversized hats, and bustles. The amount of structuring isn’t 
  directly related to the visible volume of the clothes when worn; 
  a lightweight crinoline may be broad enough to make it hard 
  for the wearer to get through doorways, while actually being 
  lighter than a “slim” outfit with a tight corset, heavy bustle, 
  and fancy hat. Structured outfits may provide some DR if 
  attacks land on the rigid structural elements – the GM decides 
  which hit locations are protected, or determines randomly 
  (see levels, below). The garments can also provide space for 
  Concealed Devices (pp. 42-46) if these are incorporated when 
  the garments are made or added with special work later.
  Light structuring (maybe a lightweight corset and a nice 
  hat) gives ¥1.2 weight and +1 DR on the torso or any two other 
  hit locations or on a roll of 1 on 1d, and permits up to two 
  concealed-device spaces for hidden devices. 
  Moderate structuring (perhaps a substantial corset, small 
  bustle, and fancy hat) gives ¥1.5 weight, CF +0.5, +1 DR on the 
  torso and groin or three or four other hit locations or on a roll 
  of 1 or 2 on 1d, and four concealed-device spaces. 
  
   
  tHe well-dressed Protagonist 
  23
  Heavy structuring (lots of corseting, a downright inconve-
  nient bustle or rigid crinoline, and a really fancy hat, say) gives 
  ¥2 weight, CF +1, +1 DR on about 50% of the body (typically 
  the skull, torso, groin, vitals, and half of leg hits, or 1-3 on 1d), 
  and six concealed-device spaces. 
  All concealment spaces are in addition to any provided by 
  hats or footwear worn with the outfit; those may well hold 
  more devices (see p. 43).
  Stylish
  The rules for styling under Stylish and Ruggedized 
  Equipment (p. 6) can be applied to clothing to represent 
  “high fashion” garb. In this case, the reaction bonus comes 
  from devotees of fashion, who must at minimum have 
  either the Fashion Sense advantage or Current Affairs 
  (High Culture), or Current Affairs (Popular Culture) for 
  fashionable but low-Status garb. Styling for +2 reactions 
  requires garments for at least Status 2+, and +3 reac-
  tion styling requires that the outfit be for Status 3+; very 
  fancy decoration and fine design on low-Status garb just 
  looks flashy and pretentious. It is entirely possible for very 
  high-fashion garments to have CF modifiers much greater 
  than +9; the later Steam Age was an era of phenomenally 
  expensive prestige designs. Current fashion at any date 
  may necessitate that a garment has several other features 
  as detailed here, often but not only embellishments, for it 
  to qualify as stylish.
  Undercover
  This is not a matter of appearance or bulk, and is less 
  common historically, but may be of interest to adventurers. 
  An outfit with hidden pockets, a special cut, etc. can give 
  an equipment bonus to Holdout skill for items concealed 
  on the wearer’s person. (This sort of work requires a skilled 
  tailor or dressmaker, with Sewing-15+ and Holdout-12+, 
  who you can trust to be discreet; unless you’re a member 
  of an intelligence organization or established smuggling 
  gang, you’ll need Streetwise skill to find such.) This has 
  no effect on outfit weight, but increases cost: +1 to Holdout 
  gives +4 CF, while +2 to skill gives +19 CF.
  Reduced Weight
  Steampunk 1, p. 43, offers the possibility of using the 
  Fashion Sense advantage plus either Sewing skill or 50% extra 
  expense to create outfits that match current trends while halv-
  ing weight and penalties to actions. If the GM permits this 
  option, the following special rules can be added.
  1. In TL5 or TL6 settings where standard clothing weight 
  is doubled, no outfit weight can be reduced below 3 lbs. If the 
  weight-doubling rule is not in effect, no outfit can be reduced 
  below 1.5 lbs.
  2. Again assuming the “doubled weight” rule for TL5 or 
  TL6 is in effect, if an outfit’s weight is reduced below 6 lbs., 
  it counts as an ordinary outfit for purposes of resisting cold. 
  If it is based on a medium-weight or “winter” basic pattern, 
  and weight is reduced to more than 6 lbs. but less than 8 
  lbs., it counts as medium weight. Heat insulation needs 
  fabric! If the “doubled weight” rule isn’t in force, halve all  
  these numbers.
  3. At the end of a week’s ordinary wear or after any kind of 
  violent action scene, the garment requires 1d¥20 minutes and 
  a Sewing skill roll for maintenance, or it will start showing 
  rips or wear. It will also go out of fashion after 1d+1 months.
  Note that the weight of any concealed devices is always 
  added to that of the garments themselves, and cannot be 
  reduced by skilled tailoring. However, garments with such 
  devices incorporated may often have their weight reduced in 
  various ways, to keep the overall weight of the whole assembly 
  down to something manageable.
  Historical Examples
  Different historical outfits use different combinations of 
  modifiers, reflecting various Steam Age disputes and trends.
  Example 1: Early crinolines used multiple layers of volu-
  minous petticoats to bulk up the skirt, and these would be 
  combined with some kind of corseting; TL5, floor length, 
  heavy layering, and light structure (or more), results in 
  ¥2¥1.2¥2¥1.2 = ¥5.76 weight, so even an “ordinary” out-
  fit would weigh 11-12 lbs., with ¥1.5 cost. Amelia Bloomer 
  sought to replace this with a shorter skirt with “bloomers” 
  underneath, but still used a lot of fabric and some structural 
  features, for respectability (textile manufacturers were all 
  in favor); TL5 with moderate layering and light structure, 
  results in ¥2¥1.5¥1.2 = ¥3.6 weight (just over 7 lbs. for an 
  ordinary outfit). Then someone invented the semi-rigid crin-
  oline frame, producing a dress which was “simply” TL5 with 
  moderate structuring, for ¥2¥1.5 = ¥3 weight (6 lbs. for an 
  ordinary outfit), which Amelia Bloomer preferred to her own 
  idea, despite any difficulty in getting through doorways.  
  
   
  tHe well-dressed Protagonist 
  24
  (All of these weights are minima; actu-
  ally, most outfits had more structuring 
  and some embellishment, increasing 
  the weight differences significantly.) 
  Later “bloomers” were intended more 
  as athletic outfits with an acceptable 
  degree of respectability; represent them 
  simply by light or moderate layering but 
  with the removal of the necessity for a 
  respectable garment to be floor length.
  Example 2: Late in the 19th century, 
  the Rational Dress Society campaigned 
  for the weight of a fashionable woman’s 
  costume to be reduced from 37 lbs. to 7 
  lbs. In game terms, the full fashionable 
  outfit might be medium weight and TL6, 
  with heavy layering, heavy structuring, 
  and heavy embellishment, weighing 36 
  lbs. (with cost multiplied by three even 
  before any increases for stylishness). The 
  sort of costumes which the radical pro-
  gressives of the Society favored would 
  be either simple TL6 medium-weight 
  outfits weighing 6 lbs., or quasi-medieval 
  “artistic” gowns – TL6 ordinary outfits, 
  but floor length and with light layering, 
  weighing about the same. (The floor-
  length feature averts many reaction pen-
  alties for the lack of other stuff.) Add 1 lb. 
  for lightweight shoes and the numbers 
  are correct.
  It is, of course, notable that most of 
  these issues and examples involve female 
  costumes. Male garb was rarely so 
  extreme, but was still subject to shifts in 
  fashion and stern rules of etiquette about 
  what should be worn when and where. 
  A gentleman might have to wear a frock 
  coat when out and about, even in sum-
  mer, making his regular garb medium 
  weight, and might conceivably be wear-
  ing a discrete corset under that as well as 
  a substantial top hat on his head, adding 
  up to light structuring. 
  additional 
  ClotHing items
  A few pieces of clothing may be worn 
  in addition to standard outfits.
  Long Coats
  Most winter outfits incorporate some 
  kind of coat, but this is something more 
  extensive – a classic “duster” or long 
  overcoat that falls to at least the knees 
  and possibly the ankles. It is warm (worn 
  with boots and ordinary clothes, it’s as 
  good as winter clothes) and versatile.  
  Period ClotHing  
  and game eFFeCts
  The following optional rules may be appropriate in a game with Steam 
  Age-style clothing. With some of them in force, Fashion Sense might almost 
  seem like a liability. However, it can be used when constructing costumes 
  that are socially acceptable without being quite so cumbersome or inconve-
  nient; see Fashion Sense (Steampunk 1, p. 43).
  Corseting: Corsets are commonly worn as part of layered or structured out-
  fits (see pp. 22-23). While worn, a historically accurate tight corset moves 
  the wearer one or two steps down the fitness scale defined by Very Fit, Fit, 
  average, Unfit, and Very Unfit, thus penalizing HT rolls and limiting FP. The 
  tightest corsets might inflict three shifts! If this takes the wearer past Very 
  Unfit, the GM may require periodic HT rolls to avoid permanent loss of levels 
  of fitness or HT. Tight corsets may be mandated by some combination of 
  fashion and a Compulsive Behavior or other disadvantages
  Cumbersome Garb: Crinolines and other bulky garb inflict from -1 to 
  -5 (occasionally worse!) on any DX or DX-based skill rolls requiring rapid 
  or precise leg movement, including all uses of Acrobatics skill. If clothing 
  weights are increased as discussed on pp. 22-23, encumbrance (p. B17) can 
  also sting; a moderately built lady with ST 8, wearing 37 lbs. of clothing, 
  as may sometimes be considered respectable, may well be operating at 
  Medium encumbrance.
  Goggles (see p. 25): These provide Nictitating Membrane 1, but if their DR 
  is penetrated, this may mean serious trouble from glass in the eyes, at the 
  GM’s option. Goggles may be tinted, at no extra cost, providing from +1 to +5 
  to HT rolls to resist dazzling effects, flash bombs, etc., but for every such +1, 
  they also give -1 to all Vision rolls. Pushing goggles up onto your forehead or 
  pulling them back over your eyes requires a free hand, a Ready maneuver, 
  and a roll against DX+2; a critical failure either drops the goggles altogether 
  or leaves the person effectively blind until he makes a successful attempt.
  Goggle Accessories: Steampunks sometimes like accessorizing their gog-
  gles. There’s little historical precedent for this, but it looks cool. If the GM 
  permits it, goggles can have attachments such as fold-down tinted panels 
  (giving the effects of tinted lenses, as above) for $10, or a monocular (p. 38) 
  or a miniature microscope (p. 45) for the cost of the item plus $10. Bringing 
  any of these into action or folding them back requires a free hand, a Ready 
  maneuver, and a roll against DX+3; if a person tries to use vision for normal 
  purposes with a telescope or microscope in place for use, he effectively has 
  One Eye (p. B147).
  Hobble Skirts: Anyone wearing a hobble skirt, as was briefly fashionable 
  early in the 20th century, has -3 to Dodge. Multiply Move (after encum-
  brance) by 0.4, rounding down; e.g., Move 6 becomes Move 2.
  Veils: A veil may give -1 to Vision rolls to resolve fine detail, at the GM’s 
  option, but rolls to identify, depict, or describe the face of someone who was 
  seen wearing a veil are at -2 or worse.
  Vehicles and Eye Protection
  Someone driving or riding in a fast-moving open vehicle with no func-
  tional windscreen should wear eye protection such as goggles, or suffer a 
  penalty. Divide the vehicle’s speed in mph by 10, drop all fractions, find 
  the equivalent measurement in yards on the Size and Speed/Range Table 
  (p. B550), and apply the corresponding Speed/Range penalty to Vision rolls. 
  So, for example, traveling at 150 mph gives -5. A veil provides partial protec-
  tion, negating up to -2 in Vision penalties. For example, someone riding at 
  70 mph with unprotected eyes would normally suffer -3 to Vision rolls; a veil 
  reduces that to -1.”
  
   
  tHe well-dressed Protagonist 
  25
  It is popular in wilder regions such as the American West, but 
  may be considered excessive in polite urban society. It does 
  give +4 to Holdout for items carried on the body, but may 
  attract careful searches simply because it is so obviously use-
  ful that way; apply the undercover modifier (p. 23) to increase 
  the bonus. Cost $50, weight 5 lbs.; a leather version has DR 1, 
  double weight, and +4 CF.
  Headgear
  Hats were always an important part of Steam Age cos-
  tuming, and modern steampunks frequently follow this with 
  enthusiasm. Any standard complete outfit can be assumed to 
  include a lightweight hat in appropriate style, whether it’s a 
  workman’s cloth cap, a porter’s bowler, a cowboy hat, a gen-
  tleman’s topper, a respectable lady’s bonnet, or a fancy little 
  item to go with a ball gown. More substantial or specialized 
  headgear may be purchased separately. A “basic” hat of some 
  type might be purchased for 5% of the cost of a full outfit of the 
  same Status and weight, and weigh 5% of the corresponding 
  outfit weight. Double weight and cost for something ostenta-
  tiously fancy (which may also have enough bulk to conceal 
  little items, giving +1 or +2 to Holdout when an item is small 
  enough to fit). High-fashion hats for high-Status ladies may 
  generate reaction penalties from observers who care about 
  endangered bird life. A substantial hat for a lady may incorpo-
  rate a veil; see p. 24 for game effects.
  Protective headgear is detailed on below. Armored head 
  protection might be seen as inappropriate in civilian com-
  pany. Even so, a leather helmet (below) and goggles (below) 
  may be the mark of a bold vehicle operator in a steampunk 
  world, and a pith helmet (below) is likewise the mark of the 
  explorer or white hunter.
  ProteCtive wear
  The Steam Age is not, generally, noted for the use of per-
  sonal armor, simply because offence, in the form of firearms, 
  surpasses the materials available for comfortably wearable 
  defense. In civilized parts of the world, clunking around in 
  serious armor is likely to look pointless as well as gauche. 
  However, protective gear more generally is something of a ste-
  ampunk staple, with some basis in historical fact.
  Goggles: Stereotypically, the most important option of all 
  is eye protection. Glass-and-leather goggles appear around 
  TL6, cost $20, and have negligible weight; some may be tinted 
  at no extra cost. See p. 24 for game effects. More exotic fea-
  tures – such as polarizing lenses or toughened non-fragment-
  ing glass (which increases DR to 2 and eliminates the risk of 
  glass in the eyes) – may be available for increased cost (at least 
  double prices) in some settings.
  Workshop Protection: Steampunks with a fondness for 
  handcrafting may wear leather or heavy fabrics to protect 
  against minor crafting accidents and that stand up to the rig-
  ors of that environment. Any item of DR 1 armor, and DR 1 or 
  2 gloves or footwear, from pp. B283-284 can be purchased and 
  explained on this basis. Wearing such items in polite society 
  would be considered bizarre or low-class (-1 to -3 reactions, 
  or just treat the individual as Status 0 or less), but most peo-
  ple will at least consider work clothes as mundanely practical 
  rather than as sinister combat gear.
  HistoriCal armor
  Despite the low frequency of appearance of armor in the 
  Steam Age, there are some exceptions and oddities. Most 
  types of TL5 or lower armor listed in GURPS books can still 
  be found somewhere, if only in the display galleries in some 
  aristocrat’s ancestral castle. In addition, at the start of the 
  period, a few remnants of such past times remained in use. 
  By the end, a few new options were becoming available. Game 
  details are on the Historical Armor Table, p. 26.
  Steel Corselet (TL5): At the start of the Steam Age, most 
  European armies still had a regiment or two of cuiras-
  siers – big men on big horses, trained to charge home with the 
  sword. They were increasingly obviously out of date, but were 
  kept around for much of the era because they looked good. 
  Their armor was highly polished for show (and often used as 
  a mirror!), but had a cloth cover for field duty.
  Steel Vest (TL5): The generic 19th-century attempt at a con-
  cealable bulletproof vest – a military-style vest with pockets in 
  the front for a pair of steel plates. This was not actually rated 
  highly by most soldiers who looked at it, but was nonetheless 
  allegedly worn by certain gunfighters. It could just about pass 
  as or be worn under normal clothes.
  Silk Vest (TL6): A thickly padded silk vest of a type often 
  worn by affluent gentlemen. Most observers who notice it are 
  unlikely to assume that it’s armor. This specific design comes 
  from the late Steam Age, and so is rated as TL6. However, 
  fabric body protections have existed for centuries, and the 
  optional steel inserts aren’t especially advanced technology, 
  so something similar could have appeared earlier.
  Cavalry Helmet (TL6): A stainless-steel or nickel-plated 
  dress helmet, worn with the steel corselet (above), and simi-
  larly highly polished under a cloth field cover.
  Pith Helmet (TL5): This domed helmet, associated with 
  white hunters, explorers, and some European troops on trop-
  ical postings, is rigid enough to provide some DR, but mostly 
  serves to protect against the sun and tropical downpours.
  Leather Helmet (TL6): The famous “Snoopy”-style skullcap 
  worn by aviators and tankers – and by steampunks with a 
  fondness for vehicles. It has earflaps and thick padding.
  Heavy Helmet (TL6): The kind of hefty infantry helmet asso-
  ciated with, for example, German troops in WWI, and with 
  steampunk heavies who borrow their visual style. A strap-on 
  heavy-steel-plate brow reinforcement is sometimes issued to 
  machine gunners and trench sentries; this protects the skull 
  from the front (+15 DR, +$10, +5 lbs.):
  I never saw so many shocking bad 
  hats in my life.
  – The Duke of Wellington
  
   
  tHe well-dressed Protagonist 
  26
  Anti-Garrote Collar (TL5): During the 1850s and 1860s, 
  British cities suffered a minor spate of “garrotings” – muggings 
  in which one of the attackers disabled the victim by choking 
  him from behind with a wire or rope, or just an arm around 
  his neck. This triggered a crime-wave panic, which some peo-
  ple in turn took as a commercial opportunity. Various sorts 
  of anti-garrote collars and cravats were invented, and some 
  were patented, although it’s not clear if any ever reached the 
  market. The simplest option is a stiff leather collar, similar 
  to something often worn by soldiers, as listed on the table; 
  that can be hidden under a scarf or high coat collar, though 
  not under indoor clothes. A more substantial version provides 
  the same protection, but is also embellished with short metal 
  spikes; price becomes $38. The spikes do cutting damage 
  to any limb or hands used to attack the neck equal to thr-2 
  damage for the ST used in the attack. That version cannot be 
  concealed except by a hugely bulky scarf (though attackers 
  may not notice it on a darkened street), and looks somewhat 
  ridiculous. A subtler version provides the same DR, but has a 
  sharp concealed blade mounted vertically below the chin. The 
  blade is concealable, makes the price $50, and does thr-1 cut-
  ting damage for the ST used in the attack to any hand, limb, 
  or weapon that crosses the wearer’s throat (GM’s decision) 
  potentially severing strangling cords.
  Historical Armor Table
  Terms and notation are as defined on p. B282. All of these 
  items are LC4.
  TL Armor
  Location
  DR
  Cost
  Weight Notes
  5
  Anti-Garrote 
  Collar
  neck
  2
  $10
  0.5
  [1]
  5
  Pith Helmet
  skull
  1
  $10
  1
  5
  Steel 
  Corselet
  torso
  10/4
  $600
  12
  [2]
  5
  Steel Vest
  torso
  5F
  $150
  7
  [1]
  6
  Cavalry 
  Helmet
  skull
  4
  $100
  3
  6
  Heavy 
  Helmet
  skull
  6
  $100
  5
  6
  Leather 
  Helmet
  skull
  2
  $20
  1
  [1]
  6
  Silk Vest
  torso
  4/2*
  $800
  6
  [1, 3]
  + Steel Plate
  torso
  +5F
  +$400
  +6
  Notes
  [1] Concealable as or under clothing.
  [2] Higher DR is for the front; lower DR is for the back.
  [3] Split DR: use the first, higher DR against piercing and 
  cutting attacks; use the second, lower DR against all other 
  damage types.
  imProvised armor
  Despite the decline of armor in the Steam Age, the period 
  actually created the opportunity for some effective improvi-
  sation in personal protection. When the poorest backwoods 
  farmer had an iron plow, and any small workshop might have 
  an old boiler lying around, anyone could lay hands on iron 
  plate of a quality that would have been considered wonderful 
  a mere couple of centuries earlier.
  Probably the most famous attempt to exploit this took 
  place in 1880, when the Australian outlaws the Kelly Gang 
  scavenged or stole iron plow moldboards and induced 
  local blacksmiths to create them four sets of body armor. 
  Although crude, these apparently reliably resisted close-
  range fire from the local police force’s Martini-Henry .45 
  rifles (5d pi+ in GURPS). Accounts from the time, and the 
  one surviving suit, suggest that they protected the wearer’s  
  torso, and featured crude barrel helms that protected 
  the face and skull but were open at the top (so if some-
  one could somehow get above the wearer, they would be 
  vulnerable to head shots) and necessarily had eye slits; 
  the suits also left the wearer’s arms and legs unprotected.  
  Corset armor
  As Steampunk 1, p. 44, notes, most women (and 
  some men) in Victorian-style settings would wear 
  corsets, and modern steampunk fashion has latched 
  onto this. The rules on pp. 22-23 discuss corsets as 
  a matter of style, but what about corsets as armor? 
  After all, even a realistic historical corset was made 
  of stiff fabric with rigid reinforcements.
  Corsets can vary considerably in size, from broad 
  belts to extensive assemblages of stays and fabric, but 
  for game purposes, a typical generic corset can be 
  considered to protect hit location 11 (p. B552), which 
  for these purposes should be called the “abdomen” 
  rather than the “groin.” A typical historical corset may 
  be enough to provide some DR, and has significant 
  weight, but this is all treated as part of the rules for 
  layered and structured clothing (pp. 22-23). More sig-
  nificantly, a leather “steampunk adventuring corset” 
  provides DR 3, weighs 5.5 lbs., and costs $80, and an 
  armored steel corset provides DR 8, weighs 5.5 lbs., 
  and costs $275. The latter two will not be available 
  in all settings, and are unlikely to be treated as suit-
  able for polite society, giving -2 or worse reactions 
  from respectable folk, if they are noticed. Fortunately, 
  they’ll fit under clothing, though real steampunk fash-
  ion victims may disdain that option.
  Incidentally, although an armored corset only pro-
  tects the one hit location, it can serve as an excellent 
  dramatic excuse when invoking the Flesh Wounds and 
  TV Action Violence cinematic combat rules (p. B417). 
  Any time that a potentially lethal hit fails to kill the 
  wearer, explain that “it just bounced off my corset.”
  Armored corsets should be carefully selected to fit 
  the wearer, as a bad choice will be very uncomfortable 
  at best, downright dangerous at worst. If using the 
  rules under Period Clothing and Game Rules (p. 24), 
  an armored corset that wasn’t chosen carefully will 
  either give two or three fitness level reductions, or 
  be uncomfortably loose (-1 to DX for actions involv-
  ing full-body movement) and obviously unsuited (-1 
  to reactions from people who care about style, or 
  more from serious fashion victims). If the corset was 
  personally fitted for comfort, ignore those penalties 
  entirely – though it will still count for encumbrance, 
  won’t be “slimming,” and may not be considered suf-
  ficiently fashionable.
  
   
  tHe well-dressed Protagonist 
  27
  They weighed around 97 lbs. each, which suggests a DR of 
  around 22 – and indeed, the gang was only brought down 
  by leg hits and lucky rifle shots (critical hits or high dam-
  age rolls, in GURPS terms). But some members of the gang 
  thought that the whole idea was disastrous; the weight was 
  crippling, and they needed extra horses to carry the armor 
  between shoot-outs. It would also have taken a minute or so 
  to don, and given the wearer No Peripheral Vision and -2 to 
  all Hearing, Vision, and Smell rolls.
  A fictional instance is seen in the Western movie A Fistful of 
  Dollars, in which the protagonist, knowing that his opponent, 
  an excellent marksman, always goes for heart shots, hides 
  a slab of steel plate under his clothes, protecting that loca-
  tion. This would weigh a few pounds and again provide DR 
  in the 20s (good enough against TL5 guns, a little low against 
  TL6 weapons), but the best reason for 
  using this trick would be as a dra-
  matic explanation when using the 
  Flesh Wounds cinematic combat 
  rule, as with an armored corset 
  (p. 26); “the bullet bounced off 
  my hidden armor.”
  steamPunk  
  Power armor
  Steampunk frequently fea-
  tures the ideas of modern science 
  fiction, transplanted to the Steam 
  Age and given a brass-and-rivets 
  veneer – and there’s no reason 
  not to apply this principle to 
  the science-fiction idea of power 
  armor, if the setting can stand it. 
  A couple of possibilities follow; 
  in both cases, the wearers cannot 
  use any melee combat or athletic 
  skill at a higher level than their 
  Battlesuit skill.
  Clockwork Armor (TL(4+2)^): 
  The creation of a Renaissance 
  genius or an eccentric Victorian 
  inventor with an obsession with 
  clockwork, this clanking and 
  cumbersome-looking suit provides 
  DR 10 on the head and torso, and DR 
  5 on the limbs and eyes (thanks to an armored glass eye slit, 
  the product of advanced chemistry or exotic alchemy). It also 
  has built-in motors, powered by springs of amazing power 
  capacity (hence the superscience rating) that allow the wearer 
  to lift and carry as though ST 14, to strike as though ST 20, 
  and to run tirelessly at Move 4 on level ground or 3 cross-coun-
  try. Unfortunately, the wearer also suffers from Bad Grip 1 
  and Ham-Fisted 2. The springs only hold enough power for 
  three hours of operation, then require 10 man-hours of wind-
  ing (a full day’s work for one person, or proportionately less 
  for larger crews using special winding mechanisms). The suit 
  weighs 1,000 lbs. and costs $70,000.
  Steam Battlesuit (TL(5+2)): Advanced infantry equipment 
  in some war-torn steampunk timelines, this suit isn’t really 
  bulletproof, but does protect against shrapnel and simi-
  lar threats – the bigger problem on many battlefields – and 
  enables the wearer to carry heavier weapons. It is powered by 
  a compact steam engine, but fortunately also features air con-
  ditioning for the wearer, who therefore doesn’t roast. It pro-
  vides DR 10 on the head and torso and DR 5 on the arms, legs, 
  and eyes (thanks to an armored-glass eye-slit). It allows the 
  wearer to lift and carry as though ST 14, to strike as though ST 
  20, and to run tirelessly at Move 5 on and off road. It also gives 
  Bad Grip 1. It has a shoulder-mounted helmet gun (p. 32).  
  A load of coal is good for 7.5 hours of operation. It weighs 685 
  lbs. and costs $61,000.
  Defensive Battlesuit: This heavier version of the steam 
  battlesuit has twice the DR and gives Move 4 on roads and 3 
  cross-country. It weighs 1,035 lbs. and costs $64,250.
  sPeCialized ProteCtion
  In addition to armor that protects against combat damage, 
  many steampunks will need protection against various sorts 
  of environmental and job-related hazards. Light protective 
  work clothes, leather helmets, and goggles – the basic protec-
  tive wear of many a dedicated steampunk – are discussed on 
  pp. 25-26; the following are more specialized examples.
  Airship Rigger’s Suit (TL6): Work garb developed for the 
  explosively hazardous interior of a zeppelin hull; a set of soft 
  cloth overalls and padded felt shoes, all with absolutely no 
  metal fittings that could strike sparks. The suit also has deep 
  pockets for tools. $65, 4 lbs.
  
   
  tHe well-dressed Protagonist 
  28
  Hard-Hat Diving Suit (TL5): The “closed” diving dress was 
  perfected in the 1830s. It includes a brass helmet with port-
  holes for vision and controlled intake and outlet valves for air. 
  The helmet is sealed to a waterproof rubberized canvas suit, 
  which has lead-soled shoes. The “hard-hat” diver is tied to the 
  surface by a 200’ airline. Hard-hat diving requires a trained 
  (and trusted) crew of handlers on the surface, including two or 
  more pumpers until motor-driven pumps are developed, and 
  at least one line-tender to keep the hose and ropes from foul-
  ing. When performing a risky activity underwater, roll against 
  Diving Suit (p. B192); failure might mean problems such 
  as a leaking hose or suit, a fouled line, or a broken helmet.  
  A suit costs $2,500 and weighs 175 lbs. in total; the brass hel-
  met has DR 6, while the suit has DR 2. The wearer effectively 
  has Tunnel Vision (p. B151): In addition, a hand-powered 
  compressor is $1,000 and 300 lbs., while 200’ of hose on a reel 
  is $500 and 25 lbs.
  Steampunk Diving Suit (TL(5+1)): Historically, usable 
  diving equipment with air tanks, independent of lines to the 
  surface, was an early TL7 development, dependent on reliable 
  and complex regulator valves and high-pressure tanks. Still, 
  some of those components might plausibly have been invented 
  earlier. This version is a not-too-implausible development, 
  resembling the hard-hat suit above, but with better materials 
  and an air tank instead of air lines; it has the same DR values 
  and Tunnel Vision effect, costs $3,500, and weighs 180 lbs. in 
  total. In a gritty, quasi-realistic game, the air tank is good for 
  15 minutes; increase that to 120 minutes in more cinematic 
  games. Tanks can be changed over underwater, but this needs 
  a (trusted) friend to work on your backpack; the job takes 
  30 seconds (in which time the diver must hold his breath). 
  An assistant can reduce this to 10 seconds with a successful 
  Diving Suit roll, but in that case, a critical failure means that 
  the task takes 60 seconds and wastes 1d minutes’ worth of 
  air. Replacement, refilled tanks weigh 25 lbs. and cost $600. 
  A dive-support ship may well have recharging pumps as a 
  standard feature; if so, refilling a tank takes 20 minutes.
  Gas Mask (TL5): Someone wearing a gas mask draws the 
  air he breathes in through a chemical filter, which eliminates 
  smoke, dust, and most respiratory agents known at the mask’s 
  TL, but may be vulnerable to more advanced chemical weap-
  ons. TL5 masks are heavy leather hoods with glass lenses over 
  the eyes, giving Tunnel Vision. TL6 versions are less cumber-
  some, only give No Peripheral Vision, and have a separate fil-
  ter, worn on the chest or belt and linked to the mask by a hose. 
  However, that hose is then vulnerable to cutting attacks (-2 to 
  hit). Both types give DR 2 to the eyes and face, and block the 
  wearer’s sense of smell. Higher-TL designs may be lighter and 
  incorporate additional features, but will then cost more. $100, 
  8 lbs. at TL5 (4 lbs. at TL6).
  Pneumatic Suit (TL(5+1)): A multi-purpose steampunk 
  protective suit, mostly made of rubberized canvas, which is 
  inflated when in use (taking one minute with a small elec-
  tric air pump). This makes it cumbersome, giving -2 to all 
  DX-based rolls for movement actions including melee com-
  bat. The integral helmet with faceplate provides No Peripheral 
  Vision. However, the suit ensures that the wearer floats in 
  water (+3 to Swimming rolls except for speed), acts as 
  full winter clothing to resist cold, has the equivalent of a 
  built-in gas mask (above), is treated to resist most common 
  acids, and is fully electrically insulated. It also provides DR 
  4, but if any damage except from a crushing attack does the 
  wearer more than 1 point of damage, the suit deflates until 
  repaired. When it is deflated, it doesn’t float, doesn’t resist 
  cold, and provides only DR 1, but it also gives no penalty to 
  DX-based actions. $200, 10 lbs.
  Steampunk Spacesuit (TL(5+2)): In a world with ste-
  ampunk space travel, one must expect the presence of 
  suitably imposing if slightly cumbersome, rivet-laden 
  vacuum suits, which somehow work out cheaper and 
  simpler than the technically hugely complex and hence 
  expensive suits developed for real-world space explora-
  tion. (Feel free to assume the presence of some borderline 
  superscience here.) This possible example is derived from 
  the hard-hat diving suit (above), with more advanced 
  sealing and the addition of a backpack air tank and an 
  internal pressure-management system. The steampunk 
  spacesuit is laden with tool fitments and analogue dials. 
  (Its climate-control systems are remarkably effective over 
  a moderate range of conditions, but need some human 
  handling.) The helmet gives the wearer No Peripheral 
  Vision, and is DR 7; the suit is DR 3. The air tank is good 
  for 90 minutes. Replacement, refilled tanks weigh 35 lbs. 
  and cost $600. Spaceships may have tank-recharging 
  pumps as a standard feature; if so, refilling a tank takes 
  20 minutes. Use Vacc Suit skill to manage the suit in 
  emergencies or to remain safe while performing complex 
  extended tasks. $5,000, 160 lbs.
  GURPS ThiRd EdiTion 
  ClotHing and armor
  The GURPS Basic Set has a general treatment of cloth-
  ing and armor, expanded here for more genre-appropriate 
  detail; this volume also contains new-edition versions of 
  a few specific items from older-edition steampunk-related 
  books. Hence, it should rarely be necessary to refer to 
  GURPS Third Edition material for this sort of thing. In 
  any case, weight and DR values are measured on the same 
  scales in both editions, so little conversion work is ever 
  needed. Costs given in the original GURPS Steampunk 
  and GURPS Steam-Tech are based on period dollar values 
  (see p. 5), so to convert them to the generic “GURPS $” 
  used in Fourth Edition books, multiply by 22.
  A few other statistics appear for some items. “PD” val-
  ues are not used in Fourth Edition. Items listed in older 
  books with a “Holdout” value can plausibly be concealed 
  under ordinary clothing; the numeric value is simply the 
  relevant penalty to the skill of the same name. Also, Legal-
  ity Class (LC) ratings given in Third Edition books should 
  be reduced by 1 for Fourth Edition use.
  Lastly, note that Fourth Edition tidies up various diving 
  suit and similar skills; for example, “Open-Dress Diving” 
  skill becomes simply Diving Suit/TL5 (p. B192; see also 
  GURPS Update). Other versions of Environment Suit skill 
  might be relied on to enable safe, efficient use of other pro-
  tective suits and the like from whatever sources.
  
   
  instruments oF ConFliCt and Carnage 
  29
  The clockwork monstrosity advanced with insensate malev-
  olence, its iron claws held high, its metal feet clicking on the 
  floor tiles. Purves already had his Webley-Fosbery pistol in hand, 
  and he fired six times as the automaton advanced. All six bul-
  lets found their mark, but each was deflected by iron scales. 
  Purves cast the gun aside before its hammer could fall on an 
  empty chamber, and in a single motion, drew the sword that 
  was concealed within his walking-cane and raised it to deflect 
  the automaton’s first cut. The monster threw a second attack at 
  him from his other side, but Purves still had the reinforced cane 
  itself in his left hand, and he brought that too up in a parry, the 
  iron claws scraping bamboo veneer away from steel reinforce-
  ment. Purves retreated, looking for some path of escape, and the 
  automaton advanced inexorably.
  “Stand aside, sir!”
  Sergeant Noakes had entered the room while Purves was dis-
  tracted by the threat, and Purves obeyed his words instinctively, 
  stepping to his left while Noakes advanced to his right. Noakes 
  had his Bohemian-made clockwork carbine in hand, and now 
  it roared tersely. Its bullets had a little more power than those 
  from the Webley-Fosbery, and the automaton staggered as two 
  of them made dents in its carapace, but then it recovered and 
  returned to the fray.
  “Thank you, gentlemen. My turn, I believe.”
  Lieutenant Trace had followed Noakes into the room, and 
  had evidently been taking careful aim with his LeMat pistol. The 
  report when he fired demonstrated that he was using the shot-
  gun barrel, and his shot took the automaton square in the torso. 
  An even louder explosion followed the gunshot noise by a frac-
  tion of a second, and the monster’s mechanical body was blown 
  apart. Cogs and springs fell in every corner of the room.
  “You know,” said the lieutenant, “I owe Miss Singleton 
  an apology. I doubted her claims about the effectiveness of  
  that shell.”
  Steampunk adventurers are rarely outright pacifists, and 
  technological advances, historical or otherwise, usually 
  include ways of applying large amounts of force to problems 
  in a short span of time. However, the gratuitous intricacy 
  and strangeness of steampunk technology can be seen every 
  bit as much in weaponry as elsewhere; this chapter provides 
  some examples. See GURPS High-Tech and GURPS High-
  Tech: Adventure Guns for many more historical weap-
  ons, some of them exotic enough to fit into a steampunk 
  campaign (with the original manufacturer-specific name 
  changed if necessary).
  melee weaPons
  The Steam Age is an era of guns more than hand-to-hand 
  weapons, but melee weaponry has its place in steampunk 
  games. Anything listed for earlier TLs can still be found some-
  where, if only in those dusty collections in aristocrats’ castles, 
  ready to be grabbed and wielded by desperate adventurers. 
  Meanwhile, native peoples may find themselves confronting 
  colonial powers at a distinct tech-level disadvantage. See 
  p. B274 for rules for weapon quality and price at TL7+ (or 
  equivalent). The following are a few period-relevant options; 
  see the Melee Weapons Table, p. 30, for game details where nec-
  essary. Most purpose-made melee weapons are LC4, as usual, 
  in the Steam Age, but something made as a jungle knife will 
  usually be legal in a jungle area.
  Bowie Knife: A heavy style of blade, made famous by leg-
  endary Western knife fighter Jim Bowie and wielded by an 
  American hero in Bram Stoker’s Dracula. Weapons labeled 
  as Bowie knives vary considerably, but usually feature a 
  cross hilt and a “clipped” point, making them effective for 
  stabbing as well as cutting; they are never thrown. Most 
  Victorian Bowie knives would rate as large knives (p. B272), 
  though some, especially later versions, could rate as long 
  knives (see table, p. 30) or even shortswords (p. B273). 
  Another, related, Western fighting knife, the “Arkansas 
  toothpick,” had a long, straight, two-edged blade, and is 
  often classed as a long knife.
  CHaPter tHree
  instruments  
  oF ConFliCt  
  and Carnage
  
   
  instruments oF ConFliCt and Carnage 
  30
  Cavalry Saber: At the start of the Steam Age, cavalry were 
  still routinely issued with swords and expected to use them 
  on occasion, so there were plenty of these blades around for 
  years afterward. See p. B271 for game details. For 19th-cen-
  tury Japanese katanas, imported to the West after the opening 
  up of Japan, use the same statistics.
  Kukri: Although originally more of a jungle knife than any-
  thing else, the famous blade of the Nepalese Gurkhas gained 
  a deadly reputation from its wielders, making its way into 
  Dracula and countless war stories. See below for game details.
  Machete: A long, heavy knife, good for hacking through 
  jungle or chopping sugarcane, and hence widely available 
  to explorers and colonial revolutionaries in tropical regions, 
  albeit often of cheap quality. Treat smaller machetes as kukris 
  (above); see the table for game details for larger blades.
  Naval Cutlass: Napoleonic boarding actions often 
  involved close-quarters fighting, so a good blade had its 
  charms for sailors. See p. B273 for game details; note 
  that the standard bell hilt gives DR 4 for the hand.
  Sword Cane: A gentleman who wants to be prepared for 
  trouble may carry a smallsword of sorts concealed within his 
  walking stick. Realistically, a lot of sword canes or “sword-
  sticks” are rather small and suffer from the lack of a guard. 
  See the table for game details. In addition, the thin construc-
  tion reduces the effective quality by one level. The 1-lb. sheath 
  can be used as a baton (p. B273). A cinematic sword cane, 
  however, is a fully effective smallsword (p. B273), with quality 
  as paid for. Also, the sheath is balanced for use as a short staff 
  (p. B273), and a fighter who is familiar with the design can 
  draw the blade and end up with a ready weapon in each hand. 
  When the sword is in its sheath, the assembly can be used as a 
  light club (p. B271). Which type is the norm in a setting is up 
  to the GM to decide. Either way, a sword cane costs $600 and 
  is often treated as LC3.
  Melee Weapons Table
  Terms and notation are as defined on pp. B268-271.
   TL 
  Weapon 
  Damage 
  Reach 
  Parry 
  Cost 
  Weight 
  ST
  KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)
   
  2 
  Kukri 
  sw-1 cut 
  C, 1 
  0 
  $50 
  1.5 
  7
   
   
   or 
  thr-1 imp 
  C 
  0 
  – 
  – 
  7
   
  2 
  Long Knife 
  sw-1 cut 
  C, 1 
  0 
  $120 
  1.5 
  7
   
   
   or 
  thr imp 
  C, 1 
  0 
  – 
  – 
  7
  SHORTSWORD (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)
   
  2 
  Large Machete 
  sw+1 cut 
  1 
  0 
  $400 
  3 
  10
   
   
   or 
  thr-2 imp 
  1 
  0 
  – 
  – 
  10
   
  2 
  Long Knife 
  sw-1 cut 
  1 
  0 
  $120 
  1.5 
  7
   
   
   or 
  thr imp 
  C, 1 
  0 
  – 
  – 
  7
  SMALLSWORD (DX-5, Main-Gauche-3, Rapier-3, Saber-3, or Shortsword-4)
   
  5 
  Sword Cane, Realistic 
  thr imp 
  C 
  -2F 
  $600 
  1.5 
  5
  A gentleman who wants to be prepared 
  for trouble may carry a smallsword of sorts 
  concealed within his walking stick.
  ProjeCtile weaPons
  If steampunk heroes get into life-or-death fights, they will 
  most likely rely on guns, but possibly quite unusual guns. In 
  all cases, except where otherwise indicated in the notes, a full 
  reload of ammunition costs $20 times the ammunition weight 
  in pounds (see p. B279).
  HistoriCal Firearms
  In many games, heroes will carry either real histori-
  cal firearms, or something similar enough that details can 
  be taken straight from the GURPS Basic Set. Looking at 
  pp. B278-279, the TL5 rifle-musket is an appropriate weapon 
  for elite Napoleonic-period soldiers, while the TL5 derrin-
  ger, revolver, cartridge rifle, lever-action carbine, and dou-
  ble shotgun could adequately equip most mid-19th century 
  adventuring parties (or groups drawing their general style 
  from that period). The TL6 revolvers and bolt-action rifle are 
  appropriate as later Steam Age weapons. For more ideas, see 
  GURPS High-Tech, GURPS High-Tech: Adventure Guns,  
  or the GURPS High-Tech: Pulp Guns supplements. The fol-
  lowing are a few especially steampunk-game-appropriate 
  weapons drawn from those.
  Brown Bess Musket
  A classic Napoleonic line infantry weapon, in service in 
  Britain and elsewhere from 1744 to the 1840s, despite being 
  far from the best weapon of its type. Fitting the 1.1 lb. socket 
  bayonet (included in the price) takes four Ready maneuvers 
  and turns it into a spear with Reach 1, 2*, only usable two-
  handed, but also gives -1 to Guns skill when firing the mus-
  ket. The bayonet lacks a grip and so can’t be used as a knife 
  on its own.
  
   
  instruments oF ConFliCt and Carnage 
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  Flintlock Pistol
  One-shot pistols were relatively handy sidearms for 
  Napoleonic-period officers. These guns also saw frequent use 
  in crowded naval boarding actions. This is a well-made duel-
  ist’s weapon from the late 18th century, and hence would be 
  sold as one of a pair in a fancy wooden case. Taking double 
  time for careful loading gives +1 Acc.
  Pepperbox Pistol
  The predecessor of the revolver was the “pepperbox,” a 
  weapon with a rather steampunk appearance. Instead of hav-
  ing several chambers feeding a single barrel, pepperboxes 
  have multiple barrels in a revolving arrangement. They were 
  popular from the 1830s to the 1850s and still seen occasion-
  ally for years after that. This is a smoothbore caplock weapon, 
  often carried as a pocket gun by civilians.
  Tranter Man-Stopper
  A real-world example of steampunk-style excess, this break-
  open double-action-only revolver was chambered for a 
  huge .577 cartridge – known at the time as 24-bore – to 
  guarantee man-stopping in close combat. It had only a 
  4” barrel, but the voluminous cylinder made it rather 
  bulky. Only a few hundred were made.
  In order to reload, the shooter had to remove the cyl-
  inder and take off the recoil shield before punching out 
  each case individually. Removing and reassembling the 
  cylinder takes 15 seconds.
  Automatic Revolver
  The term “automatic revolver” is normally considered 
  meaningless; pistols can be automatics or revolvers. This 
  is the one weapon that managed to be both. The Webley-
  Fosbery Automatic was a revolver that used the recoil of 
  a shot to cock its hammer and revolve the cylinder for 
  the next shot. This reduced the felt recoil, but the pre-
  cision-engineered mechanism caused some problems. 
  Steampunks are unlikely to be deterred by that.
  LeMat Revolver
  Another weapon to appeal to gadget-loving steampunks, 
  the LeMat is an outsize revolver in which the cylinder revolves 
  around a 5”, 18-gauge shotgun barrel. Switching the hammer 
  between pistol and shotgun modes is a free action unless the 
  user is not yet familiar with the weapon (see p. B169); in that 
  case, it requires a Ready maneuver. The details here are for 
  a later variant using pinfire cartridges, rather than the early 
  muzzle-loader version. However, the shotgun barrel is still 
  loaded the old way and is fired using Guns (Shotgun) skill; 
  firing shot, it has Dmg 1d(0.5) pi-, Acc 1, Range 30/600, RoF 
  1¥11, Shots 1(20), and Rcl 1. It might in principle be loaded 
  with a lead slug, giving it Dmg 4d pi++ and RoF 1, or other 
  interesting loads.
  Cane Rifle
  Historically, a number of gunsmiths concealed various 
  sorts of long arms inside walking sticks, as a gentleman’s 
  protection against stray dogs and ruffians. This is an early 
  TL6 volume-produced type. It has a cork muzzle plug that 
  can simply be blown out when it is fired. The plug then needs 
  replacing before the disguise is complete or the cane can 
  really be used as such again; it’s better if the user removes it 
  before firing.
  Anti-Tank Rifle
  Faced with the sudden appearance of armored fighting 
  vehicles, TL6 armies would surely hasten to produce infan-
  try weapons capable of punching through them – such as this, 
  the Mauser Tank-Gewehr 18, created by the Germans when 
  faced with WWI British tanks. It thus comes from 1918, just 
  outside the Steam Age, but it’s not hard to imagine gunsmiths 
  coming up with something similar a little earlier if necessary. 
  It is a huge, single-shot, bolt-action rifle that would also give 
  good results against “lost world” creatures: 5.5’ long, loaded 
  with armor-piercing bullets, and fired prone from its integral 
  bipod. Its recoil is horrendous; critical failures, especially by 
  users with less than the minimum ST, could have results up to 
  and including shattered collarbones, and many users reported 
  headaches and nausea after taking a few shots. But when 
  nothing else will do the job . . .
  FiCtional  
  steamPunk Firearms
  Strictly speaking, some of these aren’t firearms, as they use 
  alternative forms of propulsion. Some of them appeared orig-
  inally on pp. 14-16 of Steam-Tech.
  To create more steampunk-style firearms, see the notes on 
  Quick and Dirty Steam-Tech in Steampunk 1, pp. 27-29, and 
  particularly the section on weapons on pp. 28-29. Applying 
  those rules to a selection of modern firearms would provide a 
  broad array of weapons.
  Very Heavy Revolver
  If a steampunk enthusiasm for big, powerful handguns 
  progressed to the extreme (and seized upon the newfangled 
  smokeless powder), this six-shot double-action revolver could 
  be the result. It is ridiculously heavy, has serious stopping 
  power, and requires frequent maintenance. Low production 
  numbers set the price disproportionately high.
  drillings
  A “drilling” is a type of hunting gun, usually made in Cen-
  tral Europe at TL6. The name means “triplet” in German, and 
  a drilling is a gun with three barrels – usually two shotgun 
  barrels for small game, and a single rifle barrel in case the 
  hunter encounters something more formidable. However, all 
  sorts of combinations are possible. Steampunk gunsmiths 
  might come up with really odd triplets.
  For a plausible drilling, take a standard double-barreled 
  shotgun, then assume a third barrel that is a single-shot ver-
  sion – Shots 1(3i) – of a rifle of the same TL; add one-third of 
  the weight and half the price of the rifle to that of the shotgun, 
  and set the Bulk to whichever is worse of the two guns. Switch-
  ing barrels is a free action unless the user is not yet famil-
  iar with the drilling (see p. B169). In this case, it requires a  
  Ready maneuver.
  
   
  instruments oF ConFliCt and Carnage 
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  Peroxide Pistol
  Appropriate for settings such as a metal-poor dying Mars 
  in a raygun Gothic game, this non-metallic weapon uses a cat-
  alyzed chemical reaction to propel a glass dart, which may 
  be poisoned. Martian “red reaver” neurotoxin is a follow-up 
  blood agent with a five-second delay; one dose inflicts 2d toxic 
  damage, with no resistance roll (see pp. B437-439). Darts cost 
  just $0.01 each, but add $10 per dart for that poison, which 
  also changes the LC of the weapon to 2. A loading of liquid 
  peroxide propellant, enough for 100 shots, costs $5 and takes 
  three minutes to fill.
  Assassin’s Air Rifle
  This unlikely but technically almost feasible custom-built 
  weapon is based on one that famously appears in the Sherlock 
  Holmes story “The Adventure of the Empty House.” Holmes 
  notes that it is an “admirable and unique weapon, noiseless 
  and of tremendous power.” When not in use, it seems to a 
  casual glance to be a walking stick, with part of the mecha-
  nism carried separately in the user’s pocket. It takes just 30 
  seconds to assemble into a functional if odd-looking gun. It is 
  then “charged” by pulling against a heavy spring mechanism, 
  and the single shot is loaded at the breech; it fires soft-nosed 
  revolver bullets.
  Its wielder in that story is an expert marksman who aims 
  for the head, to ensure an instant kill. The rifle configuration 
  permits shots at significant range, confusing investigators who 
  believe that they are dealing with a close-quarters pistol attack.
  See the Steyr-Girandoni M.1780 on p. 88 of GURPS High-
  Tech for a real-world example of a TL5 air rifle that actually 
  saw military service.
  “Sticherin” Pistol
  Also known as the “Seamstress,” this weapon from a time-
  line where electrical engineering progressed faster than in our 
  history, is in fact what GURPS Ultra-Tech calls a Gauss pis-
  tol, using electromagnetic forces to project a 2mm steel needle 
  at very high velocity. A full magazine of needles costs $0.10. 
  The pistol is powered by a 0.75-lb. non-rechargeable battery 
  in the grip, which is good for 50 shots; replacement batteries 
  cost $16.50. This may be considered marginally superscience, 
  at least for TL(6+1); a more “realistic” version might need a 
  separate 2-lb. battery pack with the same capacity and cost, 
  worn at the waist and connected to the gun by a cable.
  Clockwork Carbine
  Mechanical ingenuity might allow the creation of a func-
  tional submachine gun in a steampunk setting, using springs 
  and clockwork to power a miniature Gatling-style mecha-
  nism. This design has two 10-round tubular magazines, each 
  of which takes three Ready maneuvers to replace. The clock-
  work must be rewound with a crank handle (stored in the 
  stock) after every 100 shots, taking 30 seconds. It can only fire 
  full six-round bursts; field modifications to reduce its RoF and 
  conserve ammunition are possible, but are bad for the gun.
  The clockwork carbine has a Malf number (p. B279) of 15. 
  It can also be fitted with a gravity-feed hopper in place of the 
  twin magazines at an added cost of $40, changing weight to 
  13/4, Shots to 50(3), Bulk to -5, and Malf to 13.
  Steampunk Rifle
  Another imaginary example of steampunk excess in fire-
  arms, this is infernally heavy with an appalling kick, and its 
  double-action eight-shot revolver mechanism can be slow to 
  reload – but its half-inch caliber bullets have some heft.
  Helmet Gun
  This short-barreled 0.60” recoilless semi-automatic weapon 
  is designed to be fitted to convenient points on systems such 
  as steampunk power armor. Anyone within two yards in a 
  60º cone behind the gun when it fires suffers 1d+1 burning 
  damage from backblast. (Note that recoilless weapons, which 
  reduce felt recoil by ejecting gas out the back, are historically 
  a TL7 development, but they wouldn’t be too implausible at 
  TL(5+1).)
  Carbide Rifle
  This pump-action repeating rifle uses acetylene (pro-
  duced by a chemical reaction) rather than solid propellants, 
  to avoid some of the maintenance problems with conven-
  tional firearms. Each bullet costs $0.10; recharging with 
  enough water and calcium carbide for 42 shots takes two 
  minutes and costs $5.
  early rePeating Firearms
  It seems that, not long after useful personal firearms 
  were invented, gunsmiths started trying to make them 
  capable of rapid repeated fire. In practice, this didn’t 
  prove very feasible at the time, although various systems 
  were tried, often using revolver-style mechanisms; powder 
  and bullets might have to be loaded separately. The idea 
  only really became viable at mid-TL5. (However, see the 
  Puckle Gun in GURPS Low-Tech, pp. 92-93, and Pyramid 
  #3/52: Low-Tech II, pp. 20-22 – though that saw little or 
  no service.) Before then, experimental repeating firearms 
  were generally cumbersome, unreliable, fragile, possibly 
  dangerous to use, and very expensive.
  Nonetheless, a brilliant artificer in a clockpunk or Geor-
  gian-period campaign might come up with something 
  usable for wealthy adventurers. To represent this, take 
  any single-shot black powder firearm, reduce Acc by 1 to 
  a minimum of 1, increase Weight by 1 lb., change Shots 
  to 6(60i), apply an extra -1 to Bulk, and add $1,000 to the 
  cost. For brutal realism, the gun might also have -2 to 
  Malf (p. B279), with any malfunction having a chance of 
  making the gun explode in the user’s hand, possibly while 
  firing all of its remaining shots at once; also, just main-
  taining the gun may require a specialist workshop.
  RoF is unlikely ever to be better than 1, given the lim-
  itations of early firing mechanisms. Some designs might 
  allow faster loading at the cost of slower chambering, with 
  a couple of Ready maneuvers required between shots; 
  change Shots to 6(20i) and reduce RoF to 1/3.
  
   
  instruments oF ConFliCt and Carnage 
  33
  Projectile Weapons Table
  Terms and notation are as defined on pp. B268-271. See the weapon descriptions for more information about their features.
  TL
  Weapon
  Damage
  Acc
  Range
  Weight
  RoF
  Shots
  ST
  Bulk
  Rcl
  Cost
  LC
  Notes
  CROSSBOW (DX-4)
  6+1
  Powered 
  Crossbow
  2d imp
  4
  50/200
  10/2.6
  3
  15+1(2i)
  8†
  -4
  3
  $2,000
  4
  GUNS (GRENADE LAUNCHER) (DX-4, or most other Guns at -4)
  5+2
  Bomb Gun
  5d+1 pi++
  2
  315/2,600
  15.9/1.11
  1
  1(3i)
  13B†
  -6
  6
  $450
  1
  + follow-up
  4d cr ex
  GUNS (LAW) (DX-4, or most other Guns at -4)
  5+1
  Helmet Gun
  6d-1 pi++
  4
  230/2,000
  24/10
  1
  22(20)
  10
  -6
  1
  $1,155
  1
  GUNS (MUSKET) (DX-4, or most other Guns at -2)
  5
  Brown Bess
  4d+2 pi++
  2
  100/1,100
  10.2/0.09
  1
  1(40)
  11†
  -6
  4
  $100
  3
  [1]
  GUNS (PISTOL) (DX-4, or most other Guns at -2)
  5
  Flintlock 
  Pistol
  1d+2 pi+
  1
  70/800
  2.75/0.023
  1
  1(20)
  9
  -3
  2
  $300
  3
  [1]
  5
  Pepperbox 
  Pistol
  1d+1 pi-
  1
  30/330
  1.8/0.04
  3
  6(30i)
  8
  -1
  2
  $150
  3
  [1]
  5
  Tranter 
  Man-
  Stopper
  2d+2 pi++
  1
  130/1,400
  3.4/0.48
  3
  5(4i)
  11
  -3
  4
  $750
  3
  5+1
  Very Heavy 
  Revolver
  3d+2 pi+
  2
  210/2,300
  3.8/0.27
  3
  6(3i)
  12
  -4
  4
  $540
  3
  6
  Automatic 
  Revolver
  2d-1 pi+
  2
  120/1,300
  3/0.3
  3
  6(2i)
  9
  -2
  2
  $850
  3
  6
  LeMat 
  Revolver
  1d+2 pi+
  2
  100/1,100
  3.7/0.3
  1
  9(3i)
  10
  -3
  2
  $250
  3
  5+2
  Peroxide 
  Pistol
  1d imp
  1
  66/720
  0.85/0.02
  3
  10(3i)
  6
  -1
  2
  $1,000
  3
  [2, 3]
  6+1
  “Sticherin” 
  Pistol
  2d(2) pi-
  3
  320/2,500
  2.25/0.125
  3
  25(3)
  7
  -3
  2
  $360
  3
  [4]
  GUNS (RIFLE) (DX-4, or most other Guns at -2)
  6
  Assassin’s 
  Air Rifle
  2d(0.5)  
  pi+
  4
  200/1,800
  5.5/0.01
  1
  1(7)
  8†
  -4
  2
  $1,500
  2
  6
  Cane Rifle
  2d-1 pi-
  1
  110/1,200
  1.5/0.03
  1
  1(10)
  8†
  -4
  2
  $180
  3
  6
  Anti-Tank 
  Rifle
  5d¥2(2) pi
  5
  2,100/8,800
  40/0.26
  1
  1(3i)
  16B†
  -8
  6
  $10,000
  1
  5+1
  Steampunk 
  Rifle
  6d+1 pi+
  3
  750/4,700
  11.6/1.2
  3
  8(3i)
  11†
  -5
  5
  $630
  3
  5+1
  Carbide 
  Rifle
  7d-1 pi+
  5
  650/4,400
  13/0.67
  3
  14(3i)
  11†
  -5
  3
  $2,500
  3
  [5]
  5+1
  Vulcan Gun
  2d(0.5) cr
  3
  22/190
  13/0.7
  3
  12(4)
  9†
  -5
  2
  $900
  3
  [1]
  GUNS (SMG) (DX-4, or most other Guns at -2)
  5+1
  Clockwork 
  Carbine
  3d-2 pi
  3
  300/2,200
  10/1
  6!
  20+1(6)
  11
  -4
  3
  $1,300
  2
  [6]
  Notes
  [1] Unreliable; malfunctions on 16+ (see p. B407).
  [2] Recharge liquid peroxide every 100 shots.
  [3] Darts may be poisoned.
  [4] Replace battery every 50 shots.
  [5] Recharge chemical propellants every 42 shots.
  [6] Fires fully automatic fire (6-round bursts) only; 
  rewind clockwork every 100 shots. Very unreliable; 
  malfunctions on 15+ (see p. B407).
  The first thing necessary for a soldier 
  is a trusty rifle. It should be easily and 
  conveniently charged, and its fire should  
  be certain and effective.
  – Scientific American, May 11, 1861
  
   
  instruments oF ConFliCt and Carnage 
  34
  Vulcan Gun
  A steampunk riot-control weapon, firing vulcanized rubber 
  bullets from a drum magazine. It is advertised, optimistically, 
  as nonlethal. A full 12-shot drum magazine costs $1.50.
  Bomb Gun
  If motorized vehicles arrive on the battlefield ahead of 
  schedule, some kind of response is likely. This “steampunk 
  grenade launcher” is designed to tackle lightly armored oppo-
  sition. It’s a bulky, stubby shoulder arm with a wooden stock, 
  a flimsy barrel, a primitive-but-functional muzzle brake, and 
  an integral bipod.
  The values given on the table are for anti-vehicle ammuni-
  tion, hard-cased rounds designed to penetrate armor before 
  exploding. One alternative load is a high-explosive fragmen-
  tation shell; add a (0.5) armor multiplier to the initial kinetic 
  damage, and replace the follow-up explosion with a linked 
  3d+2 crushing explosion and [2d+2] fragmentation.
  Powered Crossbow
  This highly cinematic high-tech crossbow is of course, 
  strictly speaking, not a “firearm” – but it fits in the same niche 
  in any world where it exists. It uses an insanely complex sys-
  tem of built-in electric motors, pulleys, ratchets, and cams 
  that might need superscience to work reliably. A 4-lb., $10 
  battery (usually worn on a belt) powers it. The battery needs 
  replacing every 30 shots.
  A Gadgeteer probably built it; even so, its mechanical com-
  plexity gives it a Malf number (p. B279) of 16. One advantage 
  of the crossbow configuration is that it can fire wooden bolts 
  that may count as stakes when hunting vampires, if that’s 
  helpful. (If the rules require a wooden point, that gives a bolt 
  -1 damage and armor divisor (0.5).) A highly cinematic purely 
  clockwork TL(4+2^) version of the weapon might have Weight 
  20/2.6, ST 13†, Bulk -9, and Cost $4,000, but not require a 
  battery, instead just needing five minutes of rewinding every 
  15 shots.
  rays and beams
  When steampunk engineering merges with weird science, 
  the resulting instruments of destruction may not bother with 
  mere bullets. Naturally, raygun Gothic settings likely feature 
  a lot of rayguns, but other avenues can bring such things 
  into play.
  These weapons often have the “sur” modifier on their listed 
  damage. This means that they have the equivalent of the Surge 
  enhancement (p. B105).
  etHeriC sHoCk weaPons
  The original GURPS Steampunk, p. 97, offers one possi-
  ble rationalization for steampunk energy weapons – the the-
  ory, abandoned in real life early in TL6, of the luminiferous 
  ether, the medium in which electromagnetic waves such as 
  light vibrate. Etheric shock weapons work by creating faster-
  than-light shock waves in the ether, which has the effect of 
  inducing massive pulses of electrical energy in any matter in 
  their path. Transforming the theory of the ether into a practi-
  cal, portable technology requires a couple of TLs of advance 
  as well as being period superscience.
  The etheric shock rifle is a product of such advances.  
  A bulky, complex device, it can only fire every other turn, as 
  its capacitors have to recharge between shots (with much 
  ominous humming). The listed number of shots and ammu-
  nition weight is for a relatively compact, 
  replaceable battery pack, which costs $50. 
  The GM who wants to add a plausible-look-
  ing weird-science constraint to this weapon 
  can replace that requirement with a 15-lb. 
  backpack full of batteries, which is good for 
  50 shots but then has to be plugged into a 
  static power supply to recharge for an hour 
  or two.
  ClassiC rayguns
  The sort of raygun favored by steampunk 
  costume-makers isn’t always explained 
  in much detail, but some common fea-
  tures suggest a possible technical concep-
  tion. These are probably charged particle 
  beam weapons, accelerating a “packet” of  
  particles through their barrels. At the 
  same time, ring-like structures mounted 
  around the barrels generate a self-sus-
  taining magnetic containment field that 
  travels with the particles and prevents the packet from tear-
  ing itself apart due to internal repulsion. The containment 
  field tends to deform and then wrap itself around whatever 
  solid object the beam hits. Sometimes, when the beam 
  does enough damage to destroy the target immediately, the  
  field envelops the whole object for a split-second as it energet-
  ically disintegrates, producing a visual effect as if the target 
  becomes a glowing silhouette of itself and then vanishes.
  etHeriC teCHnology  
  and tHe sPirit world
  “The ether” started out as a fairly precise scientific term for the medium 
  in which light waves vibrated, but by the end of the Steam Age, the term 
  had found broader uses, with some suspicion that spirits were “etheric” or 
  “ethereal” creatures. If both ideas are taken seriously, this produces some 
  dramatic story possibilities.
  Not only could a game world feature “etheric” technology that inter-
  acts with spirits (such as the “electric pentacles” seen in William Hope 
  Hodgson’s stories of “Carnacki the Ghost-Finder”), but etheric weapons 
  also might actually threaten spirits. For example, etheric shock weapons 
  (below) might do their full damage to spirits as crushing damage, ignor-
  ing their insubstantiality. For extra complications, in games with more 
  traditional occult elements, magic or folk-charms that ward against “spir-
  itual influences” might also block or disrupt etheric technology.
  
   
  instruments oF ConFliCt and Carnage 
  35
  Many rayguns have a reflective con-
  cave dish near the muzzle. This is 
  primarily a simple safety feature, pre-
  venting energetic splash-back from 
  making things hot for the firer’s hand, 
  but it can also help by deflecting sec-
  ondary energies toward the target, and 
  may be involved in forming the con-
  tainment field.
  The table (above) has two rayguns: 
  a simple pistol and a larger rifle-con-
  figuration weapon. Both can fire sin-
  gle-shot pulses or rapid-fire streams 
  that have the appearance of a con-
  tinuous beam. Both are powered by 
  replaceable high-capacity energy cells, 
  giving the listed number of shots and 
  ammunition weight; the pistol’s cell 
  costs $4, while the rifle version is $8.
  Ray and Beam Weapons Table
  Terms and notation are as defined on pp. B268-271. See the weapon descriptions for more information about their features.
  TL
  Weapon
  Damage
  Acc
  Range
  Weight
  RoF
  Shots
  ST
  Bulk
  Rcl
  Cost
  LC
  Notes
  BEAM WEAPONS (PISTOL) (DX-4, other Beam Weapons-4, or Guns (Pistol)-4)
  6+1^
  Pistol 
  Raygun
  2d burn 
  sur
  2
  200/2,000
  2.5/0.5
  3
  20
  7
  -3
  1
  $500
  3
  BEAM WEAPONS (RIFLE) (DX-4, other Beam Weapons-4, or Guns (Rifle)-4)
  5+2^
  Etheric 
  Shock 
  Rifle
  6d¥4(2)  
  burn sur
  6
  150/190
  11.3/2
  1/2
  10
  10†
  -5
  1
  $2,750
  2
  [1]
  6+1^
  Rifle 
  Raygun
  5d burn  
  sur
  5
  1,000/5,000
  8/1
  6
  40
  8†
  -4
  1
  $1,500
  2
  Notes
  [1] Unreliable; malfunctions on 16+ (see p. B407).
  GURPS ThiRd EdiTion weaPons
  Most steampunk-relevant weapons that appeared 
  in GURPS Third Edition books have had their sta-
  tistics converted to Fourth Edition form; a selection 
  appear here, and others can be found in the Basic Set, 
  the current edition of GURPS High-Tech, or GURPS 
  High-Tech: Adventure Guns, along with plenty of 
  new material. However, if you need anything else that 
  hasn’t been updated yet, it’s rarely hard to do the job  
  for yourself.
  Many standard weapons stats carry over directly 
  from the old to the new edition. TL may change due to 
  alterations in reference start dates and in the treatment 
  of variant technologies and superscience; assess this 
  based on specific data for the weapon. Damage becomes 
  piercing for most projectile weapons; pistols smaller 
  than .32/8mm caliber are pi-, intermediate calibers are 
  pi, and anything greater than .40/10mm is pi+, while for 
  rifles, less than .22/5mm is pi- and larger than .60/15mm 
  is pi+. Exotic ray or beam weapons usually do burning 
  damage, of course. Acc 1 stays at 1 and Acc 2 or 3 become 
  2; otherwise, halve the Acc value and round down.
  Bulk can best be estimated – try to find something 
  with similar weight and configuration. Change Rcl to 
  a positive value and add 1, except for anything truly 
  recoilless (such as most beam weapons), where Rcl is 
  always 1. As noted on p. 28, costs given in the original 
  GURPS Steampunk and GURPS Steam-Tech are based 
  on period currency values; to convert them to the generic 
  “GURPS $” used in Fourth Edition books, multiply by 
  22. Lastly, and again as on p. 28, Legality Class (LC) rat-
  ings given in Third Edition books should be reduced by 
  1 for Fourth Edition use.
  
   
  a misCellany oF Convenient ParaPHernalia 
  36
  “Is he really such a threat?” whispered Fortescue as he 
  squinted through his opera glasses. “He looks such a skinny lit-
  tle runt.”
  “You saw the aetherigraphs,” Dr. Garamond replied. “That 
  temple draws power from the Dark Streams of Lemuria. Its ser-
  vants are no longer human.”
  “If you say so,” said Fortescue uncertainly.
  “I do.” The Doctor turned to the other two members of their 
  party. “Vosper, Mordheim – are you prepared?”
  The pair responded with broad, grim smiles and brisk nods. 
  Then, the burly Vosper folded aside the silver hand at the end of 
  his artificial left arm, and tightened a spring. Meanwhile, the 
  dapper Mordheim unscrewed the grip of his walking-cane and 
  took a long draft from the flask concealed within.
  They shared one last moment of silence. Then Vosper trig-
  gered a firing mechanism, and a grappling hook leapt from his 
  arm to lodge in the stonework of the temple’s roof. At the same 
  moment, Mordheim gave vent to the blood-curdling cry that 
  marked his transformation from man to monster.
  “Let us stand back,” Dr. Garamond suggested, only to see 
  that Fortescue was already retreating into the deeper jungle. The 
  Doctor followed, glancing back briefly to see that Vosper was 
  now scampering up the temple walls, seeking the advantage of 
  height. More dramatically, however, Mordheim was charging 
  into battle with the “skinny” guard, whose hands and eyes were 
  glowing with the dark lightning of Lemuria as he met the onrush 
  of the monster.
  “Beautiful,” muttered the Doctor, extracting his pocket watch 
  as he made briskly for cover. “Let us see how long they need on 
  this occasion.”
  In addition to clothes and weapons, the well-equipped 
  steampunk hero is likely to carry all sorts of interesting stuff, 
  some of it concealed or cunningly disguised.
  routine Personal equiPment
  To begin with, adventurers in an increasingly technological 
  society are likely to acquire a range of sophisticated tools, in 
  even the most realistic games.
  maPs and navigating 
  instruments
  From TL4 onwards, basic equipment for most routine Nav-
  igation tasks (that is, finding the way from one known point 
  to another) is simply a good map of the area. Inaccurate maps 
  give from -1 to -5 to skill, as improvised equipment; having no 
  map, when one is really required, gives -10. Prices for maps 
  range from “free” to “exorbitant,” depending on circumstances.
  However, professional navigators always like to have a 
  good set of additional tools, and improvements in navigation 
  equipment and precision cartography are a significant fea-
  ture of TL5 and TL6. For some tasks, such as determining 
  location precisely when out of sight of landmarks (at sea and 
  miles from the coast, say, or flying above the clouds), a set 
  of navigating instruments counts as basic equipment, and a 
  map may do little good. Bonuses from such equipment can-
  not usually be combined with the +3 from Absolute Direction 
  or 3D Spatial Sense. Details of the instruments involved vary 
  by skill specialization and TL.
  Maritime Navigation
  A full set of maritime navigating instruments at TL5 or TL6 
  consists of chart books, compass, sextant (or at very early TL5, 
  cross-staff and astrolabe), dividers, lead line, log, and sand-
  glass (if no chronometer, p. 37, is available), all carried in a 
  robust case. This gives +2 to Navigation (Sea) at TL5, +3 at 
  TL6+. Because this includes the benefits of a compass, some-
  one who also has Absolute Direction or 3D Spatial Sense only 
  gets an additional +2 rather than the usual +3 from those 
  advantages. Any large, properly equipped ship is likely to have 
  all of this gear on the bridge as standard. $3,000, 30 lbs. LC4.
  CHaPter Four
  a misCellany 
  oF Convenient 
  ParaPHernalia
  
   
  a misCellany oF Convenient ParaPHernalia 
  37
  Aerial and Space Navigation
  Early attempts at Navigation (Air) typically use similar 
  principles to the Sea specialty, and so might use some of the 
  same equipment at TL5. However, most maritime tools are 
  useless in the air; if an aerial navigator has a set of nautical 
  instruments as above, it gives +1 to skill at best, which cannot 
  be combined with the bonus from Absolute Direction or 3D 
  Spatial Sense. By TL6 or the equivalent, aerial navigators have 
  their own specialized gear, but this is mostly integrated into 
  a craft’s bridge or cockpit systems. The equipment provided 
  in any TL6 aerial craft’s navigation room or station, 
  if one is present, reliably gives +2 to the skill; the gear 
  includes a gyrocompass, making a magnetic com-
  pass superfluous. Absolute Direction or 3D Spatial 
  Sense only gives a navigator an additional +1 in this 
  case, because their benefits overlap with those from a 
  gyrocompass.
  Additional developments further helped with aerial 
  navigation. Optical drift indicators permit highly 
  accurate dead reckoning, giving +3 to Navigation 
  (Air) if combined with a compass (or Absolute Direction or 
  3D Spatial Sense) and chronometer (or Absolute Timing or 
  Chronolocation). However, the indicators require a clear view 
  of the surface below, powerful searchlights to illuminate that 
  surface at night, and constant attention by at least one crew-
  man with Airshipman skill. Later, when networks of radio 
  beacons have been set up, radio direction finding gives +1 to 
  the skill per beacon in range, up to a maximum of +4.
  Steampunk space travelers (and astral navigators) should 
  doubtless employ similar amounts of gear, but its nature 
  would depend on the setting’s superscience; brass telescopes 
  and intricate evolutions of the sextant often seem appropri-
  ate. Again, a typical navigation station usually provides +2 to 
  Navigation (Space).
  Historically developed in the 1920s, the aerial sextant (TL6) 
  is a refinement of the maritime sextant, lightweight, stream-
  lined for use in exposed observation positions on airships or 
  early aircraft, and with features to compensate for hazy or 
  cloudy conditions. Combined with a set of astronomical refer-
  ence books ($50, 2 lbs.), this gives +1 to Navigation (Air) if a 
  full navigation station is unavailable, or rates as basic equip-
  ment for tasks for which a map is useless. However, it can-
  not be combined with dead reckoning methods. Determining 
  position when flying above the clouds is more or less impossi-
  ble without this! Larger early TL6 aerial craft have one or two 
  in their equipment lockers, and daring pioneer aviators carry 
  one in the cockpit. $3,300, 2 lbs.
  Land Navigation
  Navigation (Land) typically leans very much on maps 
  (p. 36) and a compass (p. 44). Using maritime (or aerial) tech-
  niques and equipment, with cross-specialty defaults, can work 
  up to a point, but will slow a group down and can lead to 
  comedy.
  Mapmaking: If a group is venturing into literally uncharted 
  territory, the explorers should consider generating their own 
  maps as they go along, using Cartography skill. To do the job 
  to professional levels (often the point of early expeditions), 
  party members will need Mathematics (Surveying) as well, 
  and the company advances at the equivalent of a walking pace 
  at best. But when they turn for home, they hopefully have the 
  maps they need for navigation, plus information of commer-
  cial value.
  Surveying Instruments (TL5): The equipment for making a 
  professional-grade map of a new area (compass, chains, flags, 
  drawing instruments, etc.) is bulky; bring a couple of mules, 
  a team of local porters, or a steam tractor. However, it does 
  give +2 to Mathematics (Surveying) rolls for that part of the 
  task, and also to Navigation (Land) when that may be needed. 
  $1,000, 300 lbs. LC4.
  Chronometers
  A crucial addition to navigation equipment at TL5 is a 
  precise and reliable chronometer. Routine accurate determi-
  nation of longitude becomes feasible, saving countless lives. 
  (Just to be sure, many ships carry three chronometers.) This 
  also simplifies accurate global-scale map-making.
  A timepiece which is not only accurate enough to use for 
  navigation, but which remains accurate on a moving ship, is a 
  creation of the 1760s. It gives +1 to Navigation (Sea) by itself, 
  or +3 when combined with a full set of navigating instruments. 
  By mid-TL6, a good pocket watch might be an adequate substi-
  tute for a chronometer, at least for a month or so after being 
  set correctly, but disturbances or major temperature shifts 
  can throw it dangerously off. (The GM can decide if there is a 
  potential problem, and roll secretly against the watch’s HT of 
  10; on a failure, the bonus becomes a -2 penalty.) In a baroque 
  clockpunk/early steampunk world, chronometers might be 
  replaced by some of the less feasible technologies proposed 
  for the purpose – say, astronomical devices for observing the 
  moons of Jupiter.
  Absolute Timing or Chronolocation might be as good as a 
  chronometer. The GM may allow anyone with those advan-
  tages to claim the same bonuses as if they had a chronome-
  ter – until something somehow throws them off.
  Pocket Chronometer (TL5): A timepiece that looks like an 
  oversized pocket watch. $500, 0.5 lb. LC4.
  Ship’s Chronometer (TL5): A clock mounted on gimbals 
  to minimize problems with the motion of the ship, making 
  it more likely to survive hostile conditions and easier to read 
  than a pocket chronometer. It is more appropriate for the 
  most precise tasks. $1,000, 15 lbs. LC4.
  data ColleCtion  
  and reCording
  Tech level 5 is notable as the point at which machinery 
  becomes available which can reliably manipulate sounds or 
  images, and steampunk sometimes builds on that. These tech-
  nologies are usually LC4.
  O, how glorious would it be  
  to set my heel upon the Pole and  
  turn myself 360 degrees in a second!
  – Sir Joseph Banks
  
   
  a misCellany oF Convenient ParaPHernalia 
  38
  Enhancing Vision
  The telescope is a TL4 invention, but the technology 
  achieved a degree of mass-market maturity at TL5. Throughout 
  the 18th century, the telescope, or spyglass, was a symbol of 
  authority for military officers – especially naval officers. Then, 
  around 1825, fully useful binoculars were developed, and they 
  rapidly came to replace the telescope in the field, except for 
  special applications.
  Both give a limited form of Telescopic Vision (p. B92), 
  but a telescope effectively also gives Tunnel Vision, whereas 
  binoculars merely give No Peripheral Vision (see p. B151). 
  Scanning a scene, looking for something, takes three times 
  as long with a telescope as with binoculars, and tracking a 
  fast-moving object requires a DX roll with a telescope, but not 
  with binoculars unless the GM decides that its movement is 
  especially erratic.
  Binoculars (TL5): Give Telescopic Vision 2. $100, 4 lbs. 
  Holdout -3. At TL6, superior binoculars that weigh 3 lbs. and 
  negate a further -1 to Vision rolls when “zooming in” on tar-
  gets can be obtained for $150.
  Monocular (TL5): The minimal implementation of tele-
  scope technology, small enough to keep concealed while it 
  is in use, or to be easily concealed within other items. A $10 
  monocular gives Telescopic Vision 1; at TL6, a monocular 
  that gives Telescopic Vision 2 can be obtained for $30. 0.1 lb. 
  Holdout 0.
  Opera Glasses (TL5): Pocket binoculars with low magnifi-
  cation and limited or no focusing ability. As the name sug-
  gests, opera glasses’ main use is at the theater or opera, to 
  give audience members a better view of the actors (or each 
  other). Hence, they are often fashion items, with some level 
  of styling (p. 6) – mother-of-pearl, lacquer, or gilded bod-
  ies, fine leather presentation cases, etc. – required at high 
  Status levels. Their usefulness for serious observation work 
  is limited, but they’re better than nothing, and any regular 
  theatergoer might have a pair in a purse or pocket. Gives 
  Telescopic Vision 1 (any more would just lead to problems 
  with lens shake and a too-narrow field of view), but with no 
  option to “zoom in” on targets. Holdout -1. $15, 0.25 lb.
  Spyglass (TL5): Gives Telescopic Vision 2. Holdout -2. $25, 
  2 lbs.
  Pocket Spyglass (TL6): Gives Telescopic Vision 2. Holdout 
  -1. $5, 0.25 lb.
  Spotting Scope (TL6): A large telescope mounted on a small 
  tripod, used for specialist tasks such as amateur astronomy, 
  surveying, or precision artillery aiming. Gives Telescopic 
  Vision 5. $300, 10 lbs.
  Photography
  Photography starts with a combination of mid-TL5 optics 
  and chemistry, and progresses from there, evolving substan-
  tially through the rest of the Steam Age.
  Wet-Plate Camera (TL5)
  Cameras of the 1840s relied on one of several chemical pro-
  cesses to prepare a plate of glass (“daguerreotype” or “ambro-
  type”) or metal (“ferrotype” or “tintype”) to receive an image. 
  The wet-plate collodion process was the most widespread by 
  the early 1850s. In this process, the chemical-treated plate 
  serves as the negative for printmaking. The photographer 
  prepares the plate in a darkroom or a tent, working by the light 
  of a lantern with a red glass or silk cover. He immerses the 
  plate in a chemical bath to render it light-sensitive, removes 
  it, puts it into a lightproof carrier, and attaches this to the 
  back of the tripod-mounted camera. To take a photograph, 
  he removes the carrier’s front panel and the lens cap, expos-
  ing the plate to light for 15 seconds or more before replacing 
  the cap. (This exposure time explains why period photographs 
  often depict people sitting or leaning – and why action shots 
  are impossible.) He then takes the sealed carrier back to the 
  darkroom and makes prints on special photosensitive paper. 
  It’s all a moderately tricky process; failed Photography skill 
  rolls, and especially critical failures, indicate blurred, unus-
  able, or completely spoiled images.
  Although TL6 chemistry permits fast “snapshot” photogra-
  phy with film, glass-plate technology survives for a while for 
  high-quality images. (It was still being used for astronomical 
  work in the 1990s.) Plates take 30 seconds to change; a suc-
  cessful DX-based Photography/TL6 roll reduces this to 10 sec-
  onds, but a critical failure then spoils the plate being removed.
  Developing Equipment (TL5): Enough chemicals and con-
  tainers for developing a few hundred wet-plate images and 
  accompanying prints. Many of the chemicals are flammable 
  or toxic! $300, 25 lbs.
  Glass Plate (TL5): A common 6.5” ¥ 8.5” glass plate. $5, 
  0.5 lb.
  Wet-Plate Camera (TL5): A camera and tripod. $1,000, 
  50 lbs.
  Box Camera (TL6)
  In 1888, George Eastman introduced the first consumer- 
  friendly camera with the slogan “You press the button, we do 
  the rest.” His Kodak camera created the amateur photogra-
  pher, and adventurers too may appreciate its simplicity; the 
  later Brownie (1900) was light and simple enough for a child 
  to use. By the end of TL6, after the end of the Steam Age, 
  camera technology had become vastly more sophisticated and 
  complex, with all sorts of specialist gear.
  A box camera uses photographic film, holding 6-12 expo-
  sures. Once the film is used up, the whole camera is sent off 
  to a commercial lab, and returned with the prints, loaded and 
  ready to shoot again. Alternatively, skilled users with access 
  to darkroom equipment can develop the film and reload the 
  camera themselves. Higher-quality equipment can develop 
  unusual films, produce enlargements, and so on.
  Box Camera (TL6): $20, 0.5 lb.
  Darkroom Equipment (TL6): $500, 25 lbs.
  Developing and Reloading (TL6): Takes 4-6 weeks. $3.
  Film: A strip of film with 6-12 exposures, for loading in a 
  darkroom. $1.
  Print: Materials for making one print in a darkroom. $0.10.
  People were stunned when they heard that 
  two inventors had perfected a process that 
  could capture an image on a silver plate.
  – “Nadar” (Gaspard-Félix Tournachon)
  
   
  a misCellany oF Convenient ParaPHernalia 
  39
  Concealable Camera (TL(6+1))
  Steampunk settings may involve rapid or quirky advances 
  in photographic technology, creating interesting new possi-
  bilities in a Steam Age setting. For example, an imaginary 
  refinement of the box camera (p. 38) for clandestine use 
  might be made highly compact and somewhat more rugged, 
  with hugely ingenious, intricate, and well-muffled clockwork 
  mechanisms. It normally folds away into a rigid case, but one 
  external switch extends or retracts the lens (taking five sec-
  onds), while a second switch takes a photograph and winds 
  the film on afterward. This camera may be considered bor-
  derline superscience for its ability to take useful photographs 
  in, seemingly, any situation. Film and developing costs are as 
  for the box camera. $100, 0.5 lb.
  Sound Recording
  Various Victorian inventors dabbled with mechanical 
  sound recording, but the key breakthrough was made by 
  Thomas Edison in 1877, and improved by Alexander Graham 
  Bell’s laboratories in the 1880s. By 1897, the technology was 
  well enough known that it featured in Bram Stoker’s Dracula.
  Phonograph (TL6)
  “Phonograph” can be used to mean anything that might 
  nowadays be called a “record player,” but the term is used 
  here to mean one of the early types that relies on wax cylinders 
  for recording. This has a definite steampunk look, although 
  disc-based recording was already beginning to supersede this 
  type by the end of the Steam Age. Cylinder machines do have 
  the advantage that they can be used to record as well as to 
  play back.
  The phonograph is a tabletop apparatus about the size of 
  breadbox. The user speaks into the “listening horn,” which 
  transports the sound through a metal tube to the “scribe,” 
  which etches grooves in a rotating cylinder of wax-coated 
  cardboard. When the scribe reaches the end of the track, the 
  cylinder is full. Each cylinder can hold two to three minutes 
  of recording. To play back the sound, the scribe, or a lighter 
  needle, tracks the groove as the cylinder rotates, producing 
  mechanical vibrations that can be somewhat amplified by 
  the horn. Some models are powered by a hand crank, others 
  by electricity.
  A wax cylinder will wear out after a few dozen plays, 
  although later prerecorded cylinders were made of more dura-
  ble materials. A cylinder-shaving machine allows one to reuse 
  wax-covered cylinders several times by shaving them smooth, 
  thereby erasing the recording; this has the same weight and 
  cost as the phonograph itself.
  An early or high-quality phonograph might be $3,000 
  and 30 lbs., but this price rapidly fell for simple (probably 
  playback-only) home machines, which could be as little as 
  $170. Blank cylinders are $5; recorded cylinders are $10-$20. 
  Cylinders weigh about 0.5 lb., including protective packaging.
  CraFt tools
  The following is just a sampling of the sort of equipment 
  that may be acquired by steampunk crafters and adventurers. 
  See GURPS High-Tech for more details and many more ideas.
  Pocket Tools
  These are minimal but very portable options for crafters.
  Multi-Function Knife (TL5)
  Karl Elsener’s multi-bladed folding knife was first 
  issued to Swiss soldiers in 1891, but similar pocket-
  knives were already common during the American 
  Civil War. They make plausible additions to a steam-
  punk setting. Elsener’s original knife had a clip-point 
  blade, a screwdriver, an awl, and a can opener. The 
  officer’s model quickly followed, adding a second, 
  smaller blade and the famous corkscrew. Knives since 
  then have included saw blades, scissors, magnifying 
  glasses, emergency whistles, toothpicks, and twee-
  zers. Treat the largest models as multi-tools (below).
  Depending on the job, the GM may treat a multi-function 
  knife as improvised equipment (-5 quality) for minor repairs 
  or as basic equipment for extremely simple tasks. The longest 
  blade can be used as a dagger, but serves very badly as such; 
  -2 to both attack and parry, and if the blade is used to parry 
  effectively, is itself parried or blocked, or hits an opponent but 
  fails to penetrate DR, there is a 3 in 6 chance of it folding back 
  and doing 1 HP damage to the wielder’s hand. A basic version 
  is $25 and 0.1 lb.
  Multi-Tool (TL5)
  The modern real-world Pocket Survival Tool was invented 
  in 1983, but similar “multiplex” tools have been around since 
  the 1850s. Their versatility and compactness make them pop-
  ular among soldiers and emergency personnel. Many varia-
  tions exist, featuring all sorts of specialist tools; steampunk 
  worlds could offer many, many more.
  Like the multi-function knife (above), the utility of a multi-
  tool depends on the skill being used and the job at hand. It’s 
  probably at least improvised equipment (-5 quality) for most 
  technological tasks. For routine tasks, the GM might allow it 
  to stand in for a mini-tool kit (p. 40). It is as effective and safe 
  in combat as the multi-function knife. $50, 0.5 lb.
  Slide Rule (TL5)
  This mathematical tool – basic equipment for many TL5+ 
  technological tasks – gives up to ¥10 speed with calculations 
  involving multiplication, division, powers, roots, etc. In some 
  cases, attempting TL5+ mathematics or engineering with just 
  pencil and paper gives -5 for improvised equipment (p. B345), 
  though taking extra time (that is, carefully calculating by 
  hand) can give bonuses (p. B346) that will partly compensate. 
  For advanced work, though, a slide rule (or something bet-
  ter) may be required; lacking one gives the -10 penalty for no 
  equipment. $50, 0.5 lb.
  Which do I consider my greatest 
  invention? Well, my reply to that would  
  be that I like the phonograph best.
  – Thomas Edison
  
   
  a misCellany oF Convenient ParaPHernalia 
  40
  Tool Kits
  Tool kits are essential to repair skills (see p. B190). A sepa-
  rate kit is required for Electrician, Machinist, and each specialty 
  of Armoury, Electronics Repair, and Mechanic. You don’t use 
  an Armoury kit to repair a pistol – you use an Armoury (Small 
  Arms) kit. However, if a task is essentially routine, a generous 
  GM may allow use of a tool kit intended for a different but 
  related skill – wrenches and screwdrivers are universal; a tool 
  kit can almost always rate as at least improvised equipment 
  (-5 quality) for a different skill. The kit’s quality determines 
  the equipment modifiers (p. B345) that apply when using the 
  relevant skill. If the item being worked on has a different TL 
  from the tool kit, apply Tech-Level Modifiers (p. B168) as well.
  Tool kits contain a variety of appropriate tools and spare 
  parts; the exact components are deliberately left vague here. 
  They don’t get cheaper, lighter, or more effective as TL 
  increases; as gadgets get more complex, so do the tools needed 
  to fix them!
  Mechanic (Vehicle Type) and Armoury (Vehicular Armor) 
  tool kits and workshops can only perform major repairs 
  on vehicles up to 10 tons. Multiply tool cost and weight by 
  (vehicle weight in tons)/10 for larger facilities. For instance, 
  a Mechanic (Submarine) workshop with a 2,000-ton capacity 
  has 200¥ cost and weight.
  See Repairs (p. B484) and Breakdowns (p. B485) for further 
  details on repairs, maintenance, and spare-parts costs.
  Mini-Tool Kit: A belt-sized tool kit. It gives the wearer 
  -2 (quality) for the specific skill and specialty for which it’s 
  designed. $200, 4 lbs.
  Portable Tool Kit: The standard tool kit counts as basic 
  equipment for the specific skill and specialty for which it’s 
  designed, and gives -2 (quality) for other specialties of the 
  same skill. If more than one person tries to use it simultane-
  ously for separate tasks, everyone gets -1 to the skill per per-
  son using it. $600, 20 lbs.
  Workshop: A room-filling set of tools can have everything 
  necessary for repairs or fabrication (welder, mill, lathe, etc.), 
  including a range of materials and spare parts. It gives +2 
  (quality) to skill. Each skill requires its own shop, but the 
  wrong type of shop is better than nothing – the quality modi-
  fier ranges from -2 for reasonably close crafts to -5 for distant 
  ones. A typical workshop is $15,000, and the equipment 
  included weighs around a ton. Up to three users can work in 
  the space simultaneously, but at -1 to skill for two people or -3 
  for three if they’re working on different tasks. All workshops 
  require external power.
  Portable laboratories
  A portable laboratory provides the scientific equipment 
  necessary to conduct research in the field. It’s dedicated to 
  a particular skill – Biology, Chemistry, Geology, Metallurgy, 
  Paleontology, etc. The included instruments fulfill that skill’s 
  equipment requirements when gathering and analyzing 
  samples. If lab TL and skill TL don’t match, apply tech-level 
  modifiers (p. B168). Labs don’t get cheaper or lighter as TL 
  increases; they allow use of higher-TL skills and applications. 
  Portable labs are typically LC4 if the local legal system is 
  sophisticated enough to deal with them, but if they include a 
  lot of toxins or volatiles, they might be more restricted.
  Miniature Laboratory (TL5): A suitcase-sized kit. Takes at 
  least 10 seconds to unpack or pack away again. It counts as 
  basic equipment for the skill for one person. $3,000, 20 lbs.
  Field Laboratory (TL5): Enough specialized equipment to 
  give +1 (quality) to the skill for one person when properly pre-
  pared for use. Setup takes at least a minute, as does packing it 
  again for transit. $15,000, 200 lbs.
  Vehicular Laboratory (TL5): A long-occupancy vehicle may 
  have a laboratory cabin with enough equipment installed to 
  give +2 (quality) to the skill. Up to two people can work in 
  the space simultaneously, though if they’re doing very similar 
  work, the GM may sometimes rule that they take longer due 
  to contention for items of equipment. Unpacking the equip-
  ment for use, or stowing it for travel, takes at least 15 minutes. 
  $75,000, 1 ton.
  FantastiCal gear
  A campaign with superscience or other exotic technology 
  can feature all sorts of useful devices that exploit the variant 
  laws of nature, with details depending on the specifics of the 
  setting. The following are just some example possibilities for a 
  range of campaign assumptions. Most are legally unrestricted, 
  if only because the law is probably unaware of the options 
  they offer, even if their existence is generally known.
  Camera Arcana (TL6^)
  This looks like a big, cumbersome, early TL6 box camera 
  (p. 38). However, its polarizing lenses shaped from strange 
  crystals, and the exotic emulsions used in its photographic 
  plates, give it the ability to photograph ethereal phenomena 
  that are invisible to normal sight. Of course, the photogra-
  pher doesn’t know what he’s getting until the “aetherigraphs” 
  are developed; this may lead to the occasional Fright Check. 
  $1,000 (each plate costs $15), 10 lbs. For additional back-
  ground details, see Steam-Tech, p. 36.
  Electric Pentacle (TL6^)
  Invented by Thomas Carnacki (p. 34) in 1907, this device 
  consists of mercury-vapor tubes set in a pentagram shape, 
  wired in parallel to an induction coil, powered by two lead-
  acid batteries. The delicate and touchy tubes require an 
  hour and a successful Electrician/TL6 roll to set up. They 
  emit specific wavelengths of blue light that repel spirits.  
  A tool is usually more  
  simple than a machine . . .
  – Charles Babbage
  
   
  a misCellany oF Convenient ParaPHernalia 
  41
  Ghosts or demons that wish to cross the light barrier must 
  win a Quick Contest of Will vs. the barrier’s DR – and 
  a standard 40-tube pentacle, with batteries good for 
  eight hours of continuous operation, generates a DR 
  30 barrier. However, some spirits may have the ability 
  to circumvent or even overpower the barrier; Carnacki 
  backed it up with a lot of more traditional occult pro-
  tections, and was still very cautious about very powerful 
  manifestations.
  The pentacle only guards against ghosts and their 
  abilities, but even fully materialized spirits or possessed 
  humans cannot cross it, and the DR protects the tubes 
  from anything they throw. However, any critical failure 
  on a physical skill by someone inside the pentacle or close 
  to a tube is likely to break a tube, and hence the barrier, 
  with a misplaced foot or fist. A 40-tube electric penta-
  cle is 10.5’ in diameter (33’ in circumference), and has 
  enough room in the central, protected pentagon for one 
  person, who sits on the battery pack. More tubes allow 
  larger pentacles, but DR can only increase with more or 
  more-efficient batteries, induction coils, or transformers. 
  $2,500, 20 lbs.
  Electrolabe (TL(5+1)^)
  This navigation aid, all polished brass and iron and 
  strange materials in glass capsules, uses the “etheric 
  wind” and Earth’s magnetic field to determine location. 
  It gives +1 to Navigation skill and accurately determines 
  latitude on a successful roll. It also doubles any bonuses given 
  by a marine chronometer (p. 37). Combined with a chronom-
  eter, it eliminates penalties due to bad weather and unfamiliar 
  currents, and permits Navigation skill to be used underwater 
  without penalty. $450, 10 lbs.
  Mesmeric Wand (TL(5+1)^)
  Early theories suggested that hypnotism (“mesmerism”) 
  exploited a psychic force called “animal magnetism”; this 
  equipment assumes that that’s true. The mesmeric wand, a 
  2’ rod of metal and crystal, amplifies and focuses that force. 
  It requires Hypnotism skill to function, giving +3 to normal 
  uses of the skill.
  It can also be used to place opponents into a light trance at 
  range. Each attempt takes 1d seconds of concentration (tak-
  ing 3d seconds gives +1 to skill), and the roll takes standard 
  range modifiers (p. B550). The victim resists with Will; victory 
  means the target is dazed (p. B428) for a number of minutes 
  equal to the margin of victory. During that time, the victim 
  gets no roll to resist ordinary hypnotism attempts by anyone 
  using the same wand.
  The wand incorporates a 1-lb. electrical battery, which 
  must be replaced, at the cost of $5, after every 15 minutes of 
  use; changing batteries takes one minute. It is certain to be 
  LC3 if publicly known to work, and may well become LC2 if 
  incidents of criminal misuse are reported. $1,300, 2 lbs. For 
  additional background details, see Steam-Tech, p. 18.
  X-Ray Goggles (TL(6+1)^)
  Through the wonders of X-rays, this large pair of goggles 
  grants Penetrating Vision 1 with the Blockable (Lead) limita-
  tion (p. B74). A battery worn on a belt powers it. When the 
  power is off, the lenses become com-
  pletely opaque. The battery has to 
  be replaced at a cost of $30 after 
  every two hours of use. The gog-
  gles give DR 1 to the wearer’s 
  eyes, but have fragile compo-
  nents; any kind of hard impact 
  has a 4 in 6 chance of making 
  them useless (and opaque) until 
  repaired. Once this technology 
  becomes widely known, such 
  goggles will become LC4 at the 
  very minimum, and may become 
  LC2 or even LC1 if a moral panic 
  blows up over the threat to public 
  decency. $325, 0.2 lb.; the battery 
  weighs 1.2 lbs.
  n-rays
  In 1895, the German physicist Wilhelm Conrad Röntgen 
  discovered a mysterious new form of radiation, X-rays; the 
  find earned him the first Nobel Prize in physics. In 1903, 
  while trying to produce polarized X-rays, the French physi-
  cist René Blondlot believed that he had discovered another 
  new and even more mysterious form, which he named  
  N-radiation. N-rays were emitted spontaneously by all 
  materials except green wood and metal treated with an 
  anesthetic such as ether, were refracted by aluminum, and 
  caused fluorescence in threads coated with calcium sulfide. 
  This “discovery” was widely accepted in France, but proved 
  hard to replicate, and was eventually shown to be the result 
  of wishful thinking.
  The significant point here for games, though, is that radi-
  ated energy was poorly understood in the Age of Steam. New 
  rays with mysterious properties were used to justify a vari-
  ety of marvels in works of fiction. They could be explained 
  as products of new elements, with radium as a precedent, 
  or simply hand-waved away. They are a classic instance of 
  period superscience and potentially useful in games – and 
  after all, the fascination with exotic rays survived well into 
  the next era, becoming a cornerstone of raygun Gothic.
  
   
  a misCellany oF Convenient ParaPHernalia 
  42
  ConCealed deviCes
  The Victorians had a great fondness for concealed gadgets 
  and ingeniously disguised devices, which matches up nicely 
  with the modern steampunk love of ingenious props and cos-
  tume details. They hardly invented this – similar ideas go back 
  at least to Renaissance craftsmen, if not far beyond. But in 
  the period, the idea is particularly suited to secret agents (who 
  continue to employ concealed devices to the present day) and 
  gentleman-adventurers who are happy to spend a little money 
  for the advantage of surprise in dangerous circumstances.
  The following are a simplified set of general-purpose rules 
  for defining such items in game terms. It uses the abstract 
  concept of “spaces,” each representing a few cubic inches of 
  capacity; if a concealing object has a certain number of spaces 
  available, ingenious crafters can squeeze in concealed devices 
  up to that many spaces. In addition, some very small items are 
  classified as Tiny (see p. 8) and can be fitted in exceptionally 
  limited spaces. The GM should apply common sense in decid-
  ing what gadgets can be squeezed into what concealment, and 
  may rule that some devices are unavailable, illegal, or just 
  hard to acquire and expensive.
  deFining and aCquiring  
  ConCealed gadgets
  To define a concealed gadget, choose a concealing object 
  (see below) and apply any modifiers to make it more stylish 
  or ruggedized (p. 6). Then select devices up to the concealing 
  object’s available spaces, apply modifiers to those if you want 
  them to be ruggedized (there’s little point in making them 
  stylish – they’re hidden! – although some observers might be 
  impressed by finely made gadgets once they are revealed). 
  Finally, add up the total cost. Simple switches or catches may 
  be worked into the object’s external structure to enable a gad-
  get to be operated without special preparation.
  Some simple devices (a compass concealed in cane handle, 
  say) are available over the counter at novelty shops in any big 
  city. Others (firearms especially) may need to be ordered by 
  post or specially requested (taking 2d days in civilized areas). 
  Really odd creations (a telegraph set in a lady’s hat, say) may 
  have to be crafted to order (2d+2 days – and perhaps an Area 
  Knowledge, Streetwise, or Merchant roll – to find and com-
  mission a crafter and for the person to complete the job, plus 
  50% higher price for the special order). The GM decides what 
  category any given idea falls into. Espionage agencies and 
  well-organized criminal gangs may have some devices, includ-
  ing quite sinister creations, “in stock,” but only release them 
  on loan to trusted employees.
  interCHangeable deviCes
  In general, the device or gadget becomes an integral part 
  of the concealing object. However, some objects may incor-
  porate general-purpose spaces that can take a selection of dif-
  ferent devices of the user’s choice, each fitted to that space. 
  For example, a cane might actually be a hollow cylinder into 
  which the owner could slot a glass flask, a set of lockpicks, 
  or a slide rule. (Swapping devices around takes a couple of 
  minutes.) Those with the Gizmo advantage (p. B57) can leave 
  the current configuration of their concealed items undefined 
  until they need something, and then declare that their Gizmo 
  is something that could plausibly fit in the space or spaces 
  available. In that case, searching the PC will never locate the 
  concealment until the current concealed device is defined.
  Such multi-purpose objects cannot incorporate external 
  switches or catches, and the GM is the final arbiter as to what 
  might or might not be possible. If something is permitted, add 
  a +0.1 CF to the concealing object and to each of the inter-
  changeable gadgets.
  Finding ConCealed deviCes
  In general, finding a concealed device within a competently 
  crafted object requires a successful Search roll (p. B219) at 
  -3. Skilled craftsmanship can improve the concealment qual-
  ity; each additional -1 to the Search roll gives the concealing 
  object a +0.2 CF. If the searcher knows that the device is pres-
  ent, a little experimentation (taking 30 seconds) and a suc-
  cessful IQ roll will find the concealment trick, and multiple 
  attempts can be made without penalty.
  otHer PraCtiCal ConCerns
  Mostly, concealed gadgets are classed as LC4, being largely 
  harmless, although suspicious law enforcers might won-
  der why someone would conceal any given item. Concealed 
  weapons are always LC3 or worse, and may cause the owner 
  to be treated as an assassin if discovered at the wrong 
  moment – though high-Status individuals can get away with 
  thin excuses. Concealed “thief equipment” such as lockpicks 
  attracts similar suspicion if discovered.
  If a concealing item (such as a cane or staff) is used as a 
  weapon, anything within it may need to roll against its HT 
  (usually 11) to avoid being damaged – unless it’s fairly simple 
  and robust, and the item is made with such use in mind (like 
  a blade within a swordstick).
  examPle ConCealing objeCts
  The following are just some of the possibilities!
  Clothing
  See pp. 22-23 for the number of concealment spaces 
  provided by clothes with various degrees of “structuring.” 
  Concealment spaces incorporated into the clothes when they 
  are made cost an extra $5 per space; adding spaces to preexist-
  ing structured clothes costs $10 per space. Either way, it helps 
  to have a dressmaker who knows better than to ask why such 
  features are required.
  Where within the outfit the concealed devices are located 
  depends on the exact nature of the structuring and the pur-
  chaser’s requests. Spaces are built into padded or loose and 
  flowing sections of the costume: Wide or puffed sleeves or 
  fancy gloves can provide a convenient space or two on each 
  forearm; a bustle can hold another, or even two if it’s the larg-
  est type; and a crinoline may incorporate up to six spaces.
  
   
  a misCellany oF Convenient ParaPHernalia 
  43
  Hats can provide more spaces in addition to any within 
  the rest of the outfit; each space adds $5 to the price. Any hat 
  can have a compartment for a Tiny item, all but the smallest 
  cap or bonnet has room for a one-space item, a fancy costume 
  hat or a man’s bowler or top hat allows up to two spaces, and 
  a slightly excessive fashionable number for a lady or really 
  extravagant gentleman’s “topper” may even take a three-space 
  item – though walking around with two pounds of gadgetry 
  on top of one’s head in addition to the bulk of a fancy hat 
  may cause minor problems during action scenes, at the GM’s 
  whim. This could mean, say, a DX roll to avoid losing the hat 
  after attempting a Dodge or taking damage, or -2 to Vision 
  rolls to notice things that require turning one’s head.
  Footwear can offers more spaces. Ordinary shoes can 
  have compartments in the soles for one Tiny item per foot. 
  Boots usually have room for a one-space item per foot – in 
  the thick reinforced soles of a workman’s boot, say, or next  
  to the shins in a more elegant high boot. Some outrageously 
  high-heeled but substantial shoes or boots can also have 
  one-space compartments in the heels. However, 
  they may be considered too flashy for polite com-
  pany, and moving fast in them can be difficult (e.g., 
  the GM can impose -2 to Acrobatics and Jumping, 
  or -1 to Move). Add $5 to the cost for each space or 
  compartment added.
  Pocket Items
  Many minor accoutrements, of the types that individuals 
  routinely carry in a large pocket or purse, can be cunningly 
  constructed with room for a one-space device, at double nor-
  mal cost – although if the device has more than negligible 
  weight, the item will be rather bulky. Snuffboxes and cigarette 
  cases are common choices. A brooch or cloak-fastening of a 
  big, fancy type only normally acceptable as part of a dressy 
  outfit can also just fit such a device. Treat all such items as 
  having a base cost of $40 and a weight before the gadget is 
  added of 0.2 lb. Styling may be mandatory to avoid the object 
  looking clumsy and vulgar. A pocket watch (see Timepieces, 
  p. 13) might be made bulky enough to take a one-space item, 
  but the user may then need a good-sized pocket.
  A multi-function knife (p. 39) or multi-tool (p. 39) may be 
  made with some of the “blade” spaces given over to an appro-
  priate one-space gadget. Simply add the weight of the gadget 
  to that of the knife or tool; do the same for the cost if this is a 
  standard version from the vendor, or multiply the total cost by 
  10 for a one-off bespoke creation. A hidden compartment in 
  the handle for a Tiny item adds $10 to cost.
  Sticks and Weapons
  A typical “trick” stick or cane is made of tubular steel with 
  some kind of decorative finish. Gloss-black “japanned” enamel 
  is the most popular, but there are countless possibilities, 
  including high-visibility colors, precise measuring marks, or 
  wood veneer.
  Hiking Staff: 6 spaces, $75, 3 lbs. + gadgets. Counts as a 
  quarterstaff (p. B273) in combat. Comes with a threaded tip 
  and interchangeable points – a rounded “crutch tip” for paved 
  roads and a blunted metal spike for soft ground.
  Lightweight Gentleman’s Stick: 2 spaces, $25, 1 lb. + gad-
  gets. Counts as a baton (p. B273) in combat. A collapsible stick 
  dismantles into two sections, each with one space, for trans-
  port or storage; increase cost to $40.
  Regular Gentleman’s Stick: 3 spaces, $35, 1.5 lbs. + gadgets. 
  Counts as a baton or short staff (p. B273) in combat. A collaps-
  ible stick dismantles into three sections, each with one space, 
  for transport or storage; increase cost to $50.
  Umbrella/Parasol: The base cost for an umbrella or para-
  sol is $5; styling may be required if it is to be carried with 
  a high-Status or fashionable outfit. Weight is 1 lb. Adding a 
  hidden compartment in the handle for a Tiny item adds $10 to 
  the cost; a big, fancy handle, cunningly constructed to take a 
  one-space device, adds $20.
  Weapon Pommel/Stock: Most standard weapons can be 
  made with a compartment in the pommel or stock for a Tiny 
  item; an armorer can do this on request as part of the man-
  ufacturing process, adding $20 to the weapon cost. A two-
  handed weapon such as a great axe, bastard sword, or rifle 
  can have a one-space compartment added without weakening 
  it too much; add $30.
  ConCealable items  
  and deviCes
  The following are items that are fairly regularly concealed 
  within other items. Other small objects may of course be pos-
  sible, at the GM’s discretion. Multiply the price of any stan-
  dard object, or a device defined using the rules for Calculating 
  Machines, Mechanical Mentalities, and Information Storage 
  (pp. 7-18), by 1.2 for a concealable version, if it doesn’t appear 
  on the list below.
  Tiny Items
  Typical Tiny items include medical pills, doses of concen-
  trated poison, and gemstones. A miniature compass or other 
  instrument might be squeezed into the same space, but would 
  cost at least twice as much as the one-space versions below, 
  while being harder to use effectively (-2 to any relevant skill 
  roll). If a device is defined using the rules for Calculating 
  Machines, Mechanical Mentalities, and Information Storage 
  (pp. 7-18), it can only count as Tiny for this purpose if it 
  weighs no more than 0.075 lb., which in practice limits such 
  devices to TL7+ or equivalent.
  One-Space Items
  A standard purchasable device or object, or a device 
  defined using the rules for Calculating Machines, Mechanical 
  Mentalities, and Information Storage (pp. 7-18), can fit in one 
  space if it weighs no more than 0.25 lb.
  Coin Holder (TL4): A small cylinder that discreetly holds 
  five good-sized coins, provided by the user – typically gold sov-
  ereigns or similar, worth $200, for emergencies. $10; negligi-
  ble weight, but the coins add about 0.125 lb.
  Many minor accoutrements, of the types that 
  individuals routinely carry in a large pocket or 
  purse, can be cunningly constructed with room 
  for a one-space device.
  
   
  a misCellany oF Convenient ParaPHernalia 
  44
  Dagger (TL1): As p. B272; add $5 to work the sheath into 
  the concealing space, which must have at least 6” of available 
  length. Drawing from a concealed sheath may take several 
  seconds. A cinematic (TL(4+1)) spring sheath can release the 
  blade for immediate use at the touch of a catch, actually giving 
  +1 to Fast-Draw rolls; add $100 to the cost for such a mech-
  anism. If positioned correctly, the spring sheath might even 
  enable a familiar user to bring the weapon out as a free action 
  with no roll required.
  Drinking Cup (TL4): “Shot glass” size. May be cheap glass 
  or metal ($2), but most gentlemen prefer a silver cup, engraved 
  with a family crest, monogram, or initials (making it useful as 
  an “I was here” message to friends in emergencies). $75, neg.
  Fishing Tackle (TL5): A packet of hooks, sinkers, and a 
  float, with a 30’ spool of lightweight line – basic equipment 
  for Fishing skill. If hidden in a stick, the stick will doubtless be 
  made so it can be used as a fishing rod. $30, neg.
  Lockpicks (TL3): As p. B289 (negligible weight), all in a 
  neat case.
  Magnetic Compass (TL5): Shows magnetic north, and 
  gives +1 to Navigation (Air, Land, or Sea). However, a full set 
  of maritime navigating instruments (p. 36) or a large aerial 
  craft’s navigation systems (p. 37) always includes a compass, 
  and having another one gives no extra benefit. Also, this bonus 
  cannot be combined with the +3 from Absolute Direction or 
  3D Spatial Sense. $25, neg.
  Measuring Stick (TL5): An 18” folding ruler, made of a 
  brass-like alloy guaranteed not to expand or contract much 
  with temperature fluctuations. The reverse has a scale which 
  permits distances to be read off a standard 1”-to-one-mile 
  map, and a simple protractor to assess angles. $20, 0.2 lb.
  Miniature Pistol (TL6): The smallest pistol that can do sig-
  nificant damage to a human being, loaded with one round 
  of small-caliber ammunition. Late-TL5 versions existed, but 
  were very fiddly and not very effective, being muzzleloaders or 
  caplocks; this type uses a .22-caliber rimfire cartridge ($0.20 
  each). Many concealing items make the gun hard to aim effec-
  tively, giving -1 to -3 to skill at the GM’s option. Dmg 1d-1 pi-, 
  Acc 0, Range 70/800, Wt. 0.2/0.005, RoF 1, Shots 1(10), ST 5, 
  Bulk -1, Rcl 2, Cost $40.
  Mini-Torch (TL6): An early compact flashlight. Produces a 
  five-yard beam of light for up to an hour on one battery. A cou-
  ple of spare batteries take up another space if also carried con-
  cealed and cost $3. $25, 0.25 lb. If electrical technology is still 
  new or limited in the setting, double all costs, and batteries 
  only last half as long.
  Monocular (TL5): See p. 38.
  Pocket Spyglass (TL6): See p. 38; a pocket spyglass designed 
  for this sort of concealment costs $20 and has HT 9 to resist 
  damage from misuse. Note that it is impossible to conceal 
  while in use, unlike a monocular (above), and will need to be 
  concealed in something at least 6” long.
  Sealed Capsule (TL5): A waterproof steel capsule with a 
  threaded stopper and a rubber lining, good for holding small 
  items in safety. $10, neg.
  Slide Rule (TL5): See p. 39, but this version is inconve-
  niently small, only giving a ¥5 improvement in calculation 
  times. Tasks for which a slide rule is basic or required equip-
  ment either take twice as long with this version, or suffer -1 
  or -2 due to reduced precision, as the GM chooses. $25, 
  0.125 lb.
  Spare Ammunition: Secure space for up to 0.15 lb. 
  of firearms ammunition (e.g., 5 rounds for a cane rifle, 
  30 rounds for a miniature pistol, or seven rounds for an 
  emergency pistol). The contents will not suffer even if 
  the thing they are hidden in is used as a melee weapon. 
  $10, 0.1 lb. empty.
  Whistle (TL5): Loud enough to be detected by an 
  unmodified Hearing roll up to 128 yards away. $5, neg.
  Wire Saw (TL6): 2’ of serrated wire with finger rings 
  at the ends. Realistically, does 1 point of cutting dam-
  age every four seconds, but is quickly ruined by DR 
  5+ materials. A cinematic, TL(5+1) version will cut 
  through hardened-steel jail bars in 1d+1 minutes. Also 
  functions as a wire garrote (pp. B272, B405). $10, neg.
  Two-Space Items
  A standard purchasable device or object, or a device 
  defined using the rules for Calculating Machines, 
  Mechanical Mentalities, and Information Storage 
  (pp. 7-18), can fit in two spaces if it weighs no more than 
  0.75 lb., but the GM should apply common sense as to what 
  will fit within a given space.
  Blowpipe (TL1): As p. B275, but lighter and more com-
  pact – this version dismantles for storage (30 seconds to 
  assemble) and comes with five darts. Drugs or poisons to go 
  on the darts cost extra. $500.75 lb.
  Camera (TL6 or TL(6+1)): The evolution of film photogra-
  phy permits the creation of hidden cameras. A slightly more 
  compact but more rugged version of the box camera (p. 38), 
  which can be fitted into a concealed compartment, is 0.75 lb. 
  and $40; however, it has to be at least partly extracted for use. 
  The somewhat cinematic concealable camera (p. 39) is a bet-
  ter option, if it is available. Both are two-space items and are 
  HT 9 for purposes of surviving abuse.
  Concealed Tool Kit (TL5): A neatly packed collection of 
  small screwdrivers, wrenches, files, etc. Its usefulness depends 
  on the skill being used and the job at hand, but it represents at 
  least improvised equipment (-5 quality) for almost any techno-
  logical task. For routine tasks involving physically small prob-
  lems, it might stand in for a mini-tool kit (p. 40). $50, 0.75 lb.
  
   
  a misCellany oF Convenient ParaPHernalia 
  45
  Drink Flask (TL4): A glass-lined bottle with a stopper that 
  doubles as a small drinking cup. Can hold up to 1/4 pint 
  (0.25 lb.) of liquid. $20, 0.25 lb. empty.
  Emergency Pistol (TL6): Somewhat more substantial than 
  the one-space miniature pistol (p. 44), this is nonetheless 
  intended primarily for firing signal flares, not for combat. It has 
  to be partly dismantled for loading. It has a very short barrel 
  and a necessarily unconventional grip, being fired by a thumb 
  trigger on the side, which limits its hitting power and accu-
  racy. It takes standard .38 pistol cartridges ($0.20 each), and 
  can back up an intimidation attempt or be used in a stealthy 
  attack to obtain a more serviceable weapon. Dmg 1d pi, Acc 0, 
  Range 60/990, Wt. 0.75/0.021, RoF 1, Shots 1(10), ST 8, Bulk 
  -1, Rcl 2, Cost $330. Many concealing items make the gun hard 
  to aim effectively, giving -1 to -3 to skill at the GM’s discretion. 
  Flare cartridges ($1 each) come in multiple colors, and can 
  be seen for a mile or so if fired into the air; the burst lasts five 
  seconds. If fired at a target, they have half the above ranges 
  and do 1d-2 cr and 1d-2 burn. They continue inflicting burning 
  damage every second for 2d seconds if they somehow remain 
  in contact with the target. They can also unnerve pyrophobic 
  monsters and easily ignite flammable materials.
  Fighting Knife (TL1): A large or small knife; see p. B272. 
  Add $5 to work the sheath into the concealing space, which 
  must have at least 9” of available length. Drawing from a con-
  cealed sheath may take several seconds. A cinematic (TL(4+1)) 
  spring sheath can release the blade for immediate use at the 
  touch of a catch, giving +1 to Fast-Draw rolls; add $100 to 
  the cost for such a mechanism. A correctly spring positioned 
  sheath might even enable a familiar user to bring the weapon 
  out as a free action with no roll required.
  Microscope (TL5): A 50¥ folding microscope. Requires a 
  fair amount of ambient light, or something like the mini-torch 
  (p. 44). HT 10 to resist damage. $60, 1 lb.
  Periscope (TL4): A folding system of lenses and mirrors. 
  Fully extended, it allows looking around corners from up to 
  1’ away. $20, 0.5 lb.
  Three-Space Items
  These are the largest devices that can usually be fitted 
  into concealing objects. A standard purchasable device or 
  object, or a device defined using the rules for Calculating 
  Machines, Mechanical Mentalities, and Information Storage 
  (pp. 7-18), can fit in three spaces if it weighs no more than 
  2 lbs., but the GM should apply common sense as to what a 
  given space can accommodate.
  Air Bottle (TL6^): A supply of compressed air with an 
  attached mouth tube and a nose clip, allowing a user to 
  breath underwater (or in some gas-filled rooms) for up to five 
  minutes. Not very realistic without TL7 scuba technology! 
  Refilling the bottle costs $5. $50, 2 lbs.
  Cane Rifle: See p. 31. In effect, a cane rifle is a three-space 
  item with minimal concealment that lets it pass as a regular 
  gentleman’s stick. Such a weapon could be concealed within 
  any object of the right general shape – so, for example, a hik-
  ing staff could conceal a gun and some spare ammunition or 
  other devices.
  Climbing Belt (TL5): A belt with an attached strap that 
  loops around a telegraph pole or similar for aid in climbing; 
  +2 to skill in those circumstances. The strap can support up to 
  250 lbs. $65, 2 lbs.
  Enhanced Tool Kit (TL5): Similar to the concealed tool kit 
  (p. 44), but with a better selection of larger tools. Once again, 
  its usefulness depends on the job at hand, but it’s almost 
  always some use. For routine problems that don’t involve 
  physically large or heavy components, it can stand in for a 
  mini-tool kit (p. 40). $100, 2 lbs.
  Grapnel (TL6): A folding grappling hook with attached 
  rope. A plausible TL6 version has a hook and seven yards  
  of rope, all able to support 200 lbs.; $40. A TL(6+1) or some-
  what cinematic version has 20 yards of rope, and the assem-
  bly can support 250 lbs.; $50. A distinctly cinematic TL(6+1) 
  version comes with a high-power spring launcher that takes 
  three seconds to cock, with 50 yards of rope, and the hook 
  and rope can support 300 lbs.; $200. All versions weigh 2 
  lbs. in total. Throwing a hook to lodge somewhere requires 
  a ranged attack roll against Throwing skill or DX-3, with a 
  maximum range of ST¥2 yards. Using the spring launcher 
  requires a roll against Crossbow skill, but it can be aimed, 
  with Acc 1, and it is fully effective out to 50 yards. (Shooting 
  an opponent with it would be a desperation measure; dam-
  age 1d-2 cr.) All ranges are halved when shooting upward 
  to more than 60°. Gathering up the rope and hook after a 
  missed throw or shot takes 2d seconds.
  Miniature Telegraph Set (TL6): A miniaturized version of the 
  device on p. 19, with a dry battery and 20’ of paired wire. Two 
  spare batteries take up another space if also carried concealed 
  and cost $3. For use, it must be spliced into a telegraph line 
  (needing just a pocket knife and an Electrician or Electronics 
  Repair skill roll at +5, but somebody may have to climb a 
  telegraph pole). The undersized key gives -3 to Electronics 
  Operation (Communications) skill. The battery lasts for 10-15 
  minutes of operation. $60, 1 lb.
  Spyglass (TL5): See p. 38. A full-sized spyglass designed 
  for this sort of concealment costs $50, and has HT 9 to resist 
  damage from misuse. Note that it will need to be concealed in 
  something at least 12” long, and is impossible to hide while 
  in use.
  No enterprise is more likely to succeed than one 
  concealed from the enemy until it is ripe for execution.
  – Niccolo Machiavelli
  
   
  a misCellany oF Convenient ParaPHernalia 
  46
  examPle Combinations
  Explorer’s Staff: When venturing into disputed territory, a 
  fellow doing research for his country may prefer to be taken 
  for a harmless wanderer, while being prepared to buy his way 
  out of minor difficulties. This hiking staff incorporates a coin 
  holder, a magnetic compass (under a cover at the top of the 
  staff, for ease of quick reading), a mini-torch (mounted just 
  below the compass, with the bulb under a concealing cover 
  directed at right angles to the staff, and a similarly concealed 
  on-switch), a sealed capsule, and a microscope. The whole 
  assembly weighs 4.3 lbs. (plus anything in the coin holder and 
  capsule) and costs $205.
  Gentleman’s Necessary Cane: A regular gentleman’s stick 
  with a stylish lacquer-and-gilt finish (+2 reactions from admir-
  ers of gentlemen’s fashion who get to look at it), incorporating 
  a drink flask and a magnetic compass (to enable one to find 
  one’s way home after consuming the contents of the flask). 
  $220 and 1.75 lbs., plus the contents of the flask.
  Lady-Spy Garb: A female spy might go fashionably dressed 
  in a Status 1 medium-weight outfit with heavy layering, heavy 
  structuring, and moderate embellishment, and stylish enough 
  to give +1 reactions from admirers of fashion; this example is 
  also crafted by her secret employers’ specialists for undercover 
  use (+1 to Holdout skill). See Garment Modifications, p. 23, 
  for details on the various modifiers. Then, the makers give the 
  dress half weight for +50% cost; see Reduced Weight, p. 23. 
  This garment includes a fancy hat, and the lady-spy can also 
  have high boots as stylish as the dress. From head to toe, the 
  lady-spy carries a concealable camera in her hat (sharp-eyed 
  observers might sometimes notice the lens emerging from 
  between the glass-bead decorations), a miniature pistol in her 
  right sleeve, a TL6 monocular in her left cuff (from which it 
  can be deployed or folded away in an instant), 30 rounds of 
  spare ammunition for the pistol and a set of lockpicks in hid-
  den pockets under the ruffles on her bodice, a foldout peri-
  scope hidden in her bustle, a dagger sheathed in her right 
  boot, and a wire saw in the left. She also has a total +3 to 
  Holdout rolls when secreting yet more items on her person. 
  The entire dress gives her DR 1 against non-impaling damage, 
  and the rigid elements (the corset, bustle, and hat) provide 
  another +1 DR against all damage on the relevant locations. 
  The dress with its hidden items does weigh 15.95 lbs. plus 3.25 
  lbs. for the boots (with dagger), and the whole ensemble costs 
  $3,876, but this lady is ready for anything.
  Assassin’s Arm: A cinematic TL(6+1) prosthetic 
  arm (see p. 47). The hand and forearm contain a 
  large knife. The blade itself is held within the fore-
  arm, and a spring mechanism in the hand can lock 
  onto it at the touch of a switch and draw it forward 
  instantly to extend over the upper side of the hand. 
  It is never entirely released; rather, the user can fight 
  with it in that position (though learning to use it this 
  way requires familiarization). Also, the upper arm 
  contains a mini-torch, which folds sideways out of 
  the limb for use; the user typically walks around with 
  the arm raised and bent at the elbow while using the 
  torch. $4,320 and 9.25 lbs. total.
  steamPunk ProstHetiCs
  In game terms, prostheses are Mitigators (p. B112) that let 
  the wearer “buy off” crippling physical disadvantages with the 
  help of technology. However, they may also impose additional 
  minor disadvantages. For example, at TL5, rather clumsy but 
  serviceable constructions of wood, rubber, and catgut make 
  the following possible.
  Prosthetic Arm (TL5): Replaces One Arm [-20] with One 
  Arm (Mitigator, Can be removed with difficulty, -70%) [-6], 
  Ham-Fisted 2 (One Arm, -40%) [-6], and a minor variant 
  Taboo Trait; the user can’t take any trait (or attempt any task) 
  that requires sensitive touch with that hand. $2,000, 3 lbs.
  Prosthetic Leg (TL5): Replaces Missing Leg [-20] and the 
  associated Basic Move reduction [varies] with Missing Leg 
  (Mitigator, Can be removed with difficulty, -70%) [-6], Basic 
  Move reduced to 3 [varies], and a further Basic Move -1 (Mit-
  igator, Can be removed with difficulty, -70%) [-2]. $2,000, 
  6 lbs.
  At the same TL, the One Hand disadvantage allows the 
  possibility of a crude “gripper” prosthesis for free. This gives 
  some manipulatory ability, but -2 to any task performed with 
  that hand. The GM may choose to make the penalty worse 
  for some tasks (up to the equivalent of Bad Grip 2 or Ham-
  Fisted 2 in that hand only). Likewise, other tasks – especially 
  those that require a working sense of touch – are functionally 
  impossible with that “hand” (as with the Taboo Trait men-
  tioned for the prosthetic arm). Blatantly mechanical prosthe-
  ses like these are not only in period for the Steam Age, they 
  fit the steampunk aesthetic rather well. TL5 prostheses, being 
  mostly made of wood, are DR 2 and have 6 HP per limb or 
  2 HP for a gripper hand, and have HT 10, Injury Tolerance 
  (Unliving), and Fragile (Combustible).
  More advanced technology permits better prostheses. 
  Real-life TL8 designs use microprocessors, miniature elec-
  tric motors, and hydraulics, responding to movement in the 
  tendons and muscles in the wearer’s stump to give a fairly 
  comprehensive set of abilities, even restoring movement to 
  people who have lost both legs. This sort of thing might be 
  partially emulated by steampunk mechanical ingenuity, and 
  steampunk superscience might go further. (TL8 science is 
  even developing prostheses that actually interface with the 
  nervous system, but steampunk superscience rarely gets that 
  effective.) The following are possible designs at a divergent 
  and slightly advanced TL6.
  Diana Prince: Is this what passes  
  for armor in your country?
  Etta Candy: Armor? Well – it’s 
  fashion. It keeps our tummy’s in!
  – Wonder Woman
  
   
  a misCellany oF Convenient ParaPHernalia 
  47
  Prosthetic Arm (TL(6+1)): Replaces One Arm [-20] with 
  One Arm (Mitigator, Can be removed with difficulty, Needs 
  rewinding every 10 minutes, -60%) [-8]; Taboo Trait (No deli-
  cacy of touch). A cinematic version adds Arm ST 6 (One Arm; 
  Breakable, DR 4, Machine, SM -2, -40%; Can Be Stolen, Must 
  be forcefully removed, -10%; Nuisance Effect, Each second of 
  use counts as a minute of use for the Mitigator, -10%) [8]. 
  $4,000, 5 lbs.
  Prosthetic Hand (TL(6+1)): Replaces One Hand [-15] 
  with One Hand (Mitigator, Can be removed with difficulty, 
  Needs rewinding every 10 minutes, -60%) [-6]; Taboo Trait 
  (No delicacy of touch). A cinematic version adds Arm ST 6 
  (One Arm; Accessibility, Hand grip only, -40%; Breakable, DR 
  4, Machine, SM -4, -35%; Can Be Stolen, Must be forcefully 
  removed, -10%; Nuisance Effect, Each second of use counts as 
  a minute of use for the Mitigator, -10%; Limitations restricted 
  to -80%) [4]. $2,000, 1 lb.
  Prosthetic Leg (TL(6+1)): Replaces Missing Leg [-20] and 
  the associated Basic Move reduction [varies] with Basic Move 
  reduced to 2 (Mitigator, Can be removed with difficulty, Needs 
  rewinding every 10 minutes, -60%) [varies]; Missing Leg (Miti-
  gator, Can be removed with difficulty, Needs Rewinding every 
  10 minutes, -60%) [-8]. A cinematic version adds Basic Move 
  +2 (Breakable, DR 4, Machine, SM -2, -40%; Can Be Stolen, 
  Must be forcefully removed, -10%; Nuisance Effect, Each sec-
  ond of use counts as a minute of use for the Mitigator, -10%) 
  [4]. $4,000, 8 lbs.
  Prosthetic Legs (Pair) (TL(6+1)): Replaces Legless [-30] and 
  the associated Basic Move reduction [varies] with Basic Move 
  reduced to 0 (Mitigator, Can be removed with difficulty, Needs 
  rewinding every 10 minutes, -60%) [varies]; Legless (Mitiga-
  tor, Can be removed with difficulty, Needs Rewinding every 10 
  minutes, -60%) [-12]. A cinematic version adds Basic Move +4 
  (Breakable, DR 4, Machine, SM -2, -40%; Can Be Stolen, Must 
  be forcefully removed, -10%; Nuisance Effect, Each second of 
  use counts as a minute of use for the Mitigator, -10%) [8]. 
  $8,000, 16 lbs.
  The Taboo Trait included with the arm and hand works 
  as for the TL5 arm (p. 46); the person simply cannot take 
  traits or attempt tasks that require tactile sensitivity in that 
  hand. Any of these prostheses can also justify taking the 
  Distinctive Features quirk; a clicking, riveted brass-and-iron 
  limb is hard to hide! Steampunk prostheses are DR 4 and 
  8 HP per limb or 4 HP for a hand, with HT 10 and Injury 
  Tolerance (Unliving).
  ConCealed deviCes
  In addition, prosthetic limbs can hold concealed devices 
  (pp. 43-45). With TL5 prostheses, there is room for one space 
  in each of the upper arm, forearm, and hand (three in all) of 
  an artificial arm; one in a low-tech artificial “grabber” hand 
  (p. B147); and two in the upper leg, one in the lower leg, and 
  one in the foot (four in all) of an artificial leg. Add the option 
  of an extra space to each arm or leg in cinematic games, where 
  the matter of providing enough room for the limb’s internal 
  mechanisms can be hand-waved away. In all cases, add $50 
  to the cost for each space added, as the prosthesis has to be 
  hand-modified by a specialist craftsman.
  Steampunk TL(6+1) prostheses cannot plausibly feature 
  concealed devices, as most of their interior space has to be 
  given over to their advanced mechanisms. However, cine-
  matic or superscience versions might manage the trick any-
  way, providing as much space as for the TL5 versions.
  It might be just about possible to conceal a cane rifle-style 
  firearm (pp. 31, 45) inside a prosthetic limb, especially in a 
  cinematic game. It would occupy three spaces in the limb, 
  and would only work with the limb extended straight out, 
  with the lock and two sections of the barrel bolting together 
  in this position. How long the weapon would take to deploy or 
  unlock would then be up to the GM; it would take seconds in 
  a very cinematic game, minutes in something more “realistic.” 
  Reloading one-handed would just be a matter of practice and 
  double time.
  steamPunk CHemistry
  While steampunk technology is mostly assumed to be a 
  matter of steam and steel, a complete view of the Steam Age 
  has to encompass its medicine and chemistry, which does 
  sometimes head off into the realms of superscience. Certainly, 
  historically, TL6 was largely started by the development of 
  synthetic chemistry (see Steampunk 1, p. 19).
  mediCal treatments
  Unfortunately, the medicine of this period realistically 
  didn’t feature antibiotics, and surgical anesthesia only 
  became fully effective as the 19th century progressed. Indeed, 
  antiseptics, sterile procedures, and the most basic under-
  standing of the causes of disease evolved from a very low 
  starting point during the period. Hence, the chance of surviv-
  ing many significant medical problems was frighteningly low, 
  and treatments tended to be painful as well as unreliable. See 
  GURPS Bio-Tech, especially Chapter 5, for rules for medical 
  and surgical treatments, noting how many important technol-
  ogies didn’t appear until late TL6, and the original GURPS 
  Steampunk, pp. 63-65, for rules for period medical and surgi-
  cal treatments, complete with painful and risky consequences, 
  that can still be used with GURPS Fourth Edition.
  However, period superscience and fictional convention can 
  get around these problems for the sake of keeping games from 
  getting too dark. For example, if “vitalism,” the idea that life 
  is defined by an intangible force, is valid, then TL(5+1)^ med-
  ical scientists might be able to manipulate and channel this 
  élan vital. They might, say, amplify a person’s “life energies” 
  to help him resist disease, or direct additional energy into an 
  injured patient to bring about rapid recovery from injury.  
  I should much wish . . . to float along 
  an infinite ocean cradled in the flower of 
  the Lotus . . .
  – Samuel Taylor Coleridge
  
   
  a misCellany oF Convenient ParaPHernalia 
  48
  And if blood typing is not only unknown but also invalid, then 
  emergency blood transfusions from whoever are available, as 
  seen in Bram Stoker’s Dracula, might not be such a terrible 
  idea as they would be in real life.
  Some Historical Drugs and Medicines
  Activated Charcoal: First produced on an industrial scale 
  at the start of the 20th century (TL6) and taken in the form of 
  tablets, this can partially absorb substances in the stomach, 
  giving +3 to HT rolls to resist ingested poisons. However, it is 
  not effective against some substances, including strong acids 
  or alkalis, cyanide, and alcohol. $1/dose.
  Anesthetic Gases: Ether had been known for centuries as a 
  chemical with occasionally interesting effects on people, while 
  nitrous oxide (“laughing gas”) was first synthesized in 1772, 
  and was soon found to have an intoxicating effect. A minor 
  fad for recreational use of both gases followed during the early 
  19th century. Meanwhile, chloroform was first synthesized 
  around 1831. Then, during the 1840s, doctors realized that 
  all three could be used to render patients unconscious during 
  surgery, making this a TL5 invention, although the technique 
  was refined over subsequent decades. The chemicals are 
  applied to the face on a cloth (in the case of chloroform) or 
  through a mask. After five minutes for chloroform or nitrous 
  oxide, or 10 minutes for ether, roll vs. HT-3 for chloroform 
  or ether or HT-1 for nitrous oxide; on a failure, the patient 
  falls unconscious. (Cinematic chloroform works much faster!) 
  Note also that ether is very flammable and can be explosive. 
  $5/dose.
  Aspirin: The trademarked name for acetylsalicylic acid, 
  invented in 1853, with efficient synthesis invented in 1897 
  (TL6). This is a useful treatment for chronic pain, inflamma-
  tion, and fever, though potential toxic side effects have made 
  it less popular in our time. A low dose (1-2 tablets) negates 
  the penalty from pain (p. B428) after all other modifiers have 
  been applied by -1 for 4-6 hours. Higher doses can negate the 
  penalty by -2, but require a HT roll to avoid nausea (p. B428). 
  $3/100 tablets.
  Cocaine: Extracted from the South American coca plant 
  in 1855 and investigated as a medicine over the next couple 
  of decades (TL6), this is a powerful stimulant (p. B440), 
  and was legal in the Steam Age. Sherlock Holmes was 
  famously an occasional user, and Sigmund Freud 
  enthusiastically explored its medical potential, appar-
  ently becoming a borderline addict for a short period, 
  before discovering the dangers of psychological addic-
  tion. It can also be used as a local anesthetic, giv-
  ing High Pain Threshold in the area into which it is 
  injected. $2/dose.
  Morphine: Derived from the opium poppy at the 
  start of the 19th century (TL5) and put on the mar-
  ket a few years later, this became a widespread medi-
  cal painkiller; use the rules for Depressants (p. B441). 
  Unfortunately, being an opiate, morphine is addictive 
  and sometimes misused. $1/dose.
  Opium: Used medicinally (and recreationally) for 
  millennia, possibly since TL1 times, this was wide-
  spread (and entirely legal) in the 19th century, often 
  in the form of laudanum (opium dissolved in alcohol), 
  which was the basis of many patent medicines; see 
  also Steampunk 1, p. 47. It is commonly part of the 
  doctor’s tool kit for dealing with pain and inducing 
  sleep. Use the rules for Depressants (p. B441), treating 
  this as a sedative, and allow users +2 on rolls to resist 
  the effects of pain. Careless use can definitely lead to 
  addiction. $2/dose.
  Patent Medicines: The Steam Age was an era of 
  unregulated off-the-shelf medicines, generally adver-
  tised with grandiloquent claims. Some were harm-
  lessly ineffectual and might even have helped via the 
  placebo effect, a few (at the GM’s whim) may have 
  contained a few herbal ingredients with some kind of 
  beneficial qualities, and some were downright toxic, 
  though rarely instantly fatal. Many contained a high 
  proportion of alcohol, making some users all too keen 
  to keep taking them. In game terms, this effect would 
  usually represent a -10-point Addiction (cheap, inca-
  pacitating, legal) rather than Alcoholism, because 
  the user wouldn’t know that binging on booze would 
  achieve exactly the same result! Prices could be almost 
  anything, but a dollar or two a bottle is plausible.
  atavism and 
  reCaPitulation
  The development of Charles Darwin’s theory of evolution in 
  the Steam Age opened questions about human beings; if they 
  were descended from animals, how much did they have in com-
  mon with these ancestors? Could human beings even demon-
  strate atavism, reverting to pre-human forms or behaviors?
  Certainly, in the late 19th century, studies of mammal 
  and bird embryos showed that they manifested features that 
  seemed to come from an earlier stage of evolution as they devel-
  oped, such as gill-like structures; human embryos also seemed 
  to grow and then lose tails. This lead German biologist Ernst 
  Haeckel to suggest that “ontogeny recapitulates phylogeny”; in 
  other words, that the development of an organism through its 
  existence recapitulates each stage in its evolutionary history. 
  Today, this is regarded as a massive oversimplification at best, 
  but as period superscience, it offers some possibilities; see, for 
  example, Ontological Atavizing Drugs, pp. 51-52.
  Likewise, Steam Age psychologists became increasingly 
  open to the idea that human behavior might sometimes be, 
  essentially, atavistic, even “bestial” – a very frightening possi-
  bility! The story of Dr. Jekyll and Mr. Hyde (see p. 49) involves 
  Jekyll exploring his baser instincts and shifting to a physical 
  form that seems somehow animalistic in the process. The 
  Sherlock Holmes story “The Adventure of the Creeping Man” 
  involves similar ideas.
  Steampunk games may feature themes of atavism and reca-
  pitulation. However, if they are to preserve a period feel, this 
  sort of thing should seem like a worrying challenge to the estab-
  lished order of things, in which humanity is seen as unique and 
  superior. Fright Checks from social disorder may be in order; 
  see Steampunk 1, pp. 40-43. Conversely, of course, steampunk 
  games may be about a brave and challenging new world, in 
  which a clear-eyed understanding of the true nature of human-
  ity offers wonderful possibilities for progress.
  
   
  a misCellany oF Convenient ParaPHernalia 
  49
  Quinine: Isolated from a South American plant in 1820 
  (TL5), this fever treatment became a key element in the his-
  tory of colonialism (see Steampunk 1, p. 17). It suppresses 
  but does not actually cure malaria, giving +3 to HT rolls to 
  recover from the symptoms, or, if taken preventatively, +5 to 
  HT rolls to avoid contracting the disease. $1/dose.
  Steampunk Drugs and Medicines
  “Steampunk science” can encompass chemistry and med-
  icine as well as engineering, and weird and wonderful drugs 
  and medicines certainly do crop up in period stories and occa-
  sionally in modern steampunk. These tend to be marvelous or 
  scary one-off creations of borderline mad science (or full-on 
  craziness), rather than the products of a coherent pattern of 
  technological progress, but there are exceptions. Steampunk 
  drugs may also interact with other period superscience, such 
  as semi-rationalized spiritualism. Some are simply weird 
  botanical discoveries imported from underexplored regions 
  of colonial empires, with effects that don’t really have to be 
  explained much, because they are new to science. In any 
  event, all of the following are entirely fictional!
  tHe jekyll treatment
  Robert Louis Stevenson’s Strange Case of Dr. Jekyll 
  and Mr. Hyde, from 1886, is a classic tale of period super-
  science and atavism (see p. 48). Hence, it is something of 
  a standard steampunk text.
  The basic plot is well-known: The respectable and bril-
  liant doctor Henry Jekyll creates a potion that temporar-
  ily transforms him into the hideous and brutal Edward 
  Hyde, who commits various crimes until the transforma-
  tions start to run out of control. Eventually, Hyde is killed. 
  In the original novella, Hyde looks quite unlike Jekyll; 
  later dramatizations like to have both played by the same 
  actor, albeit with different make-up and mannerisms. 
  Also, Hyde is described as smaller than Jekyll, which is 
  explained by the fact that Hyde is created as a repository 
  for the rather minor dark aspects of Jekyll’s personality. 
  (Don’t ask where the spare mass goes.) Conversely, some 
  modern treatments make Hyde a hulking brute, not only 
  bigger than Jekyll but possessing superhuman strength 
  and resilience.
  Initially, the transformation is only triggered by use 
  of Jekyll’s potion, but as time goes by, it starts to occur 
  spontaneously. Jekyll tries to use the potion to control it, 
  but this proves ultimately unsuccessful. (There are hints 
  that certain impurities in some of the ingredients of the 
  first batch were actually necessary for it to work properly.) 
  Eventually, Hyde takes over entirely.
  In GURPS terms, the original “Jekyll treatment” 
  induces a variant form of the Split Personality disad-
  vantage (p. B156), with the peculiarity that the two per-
  sonalities can have significantly different appearances. 
  Although Hyde is smaller than the tall, dignified Jekyll, he 
  displays a lot of brutal vigor, so giving both of them the 
  same physical attributes is reasonable. However, if some-
  one used the same treatment to produce an even smaller 
  and weaker – or bigger and more forceful – alternate, the 
  package of variant character details might also include 
  some attribute variations. Some quite minor events act as 
  “stressful situations,” and the self-control number on the 
  disadvantage starts to fall (at least for Jekyll) in the course 
  of the story.
  This game version might have -28-point disadvan-
  tage packages, giving Jekyll Code of Honor (Hippocratic 
  Oath) [-5], Oblivious [-5], Overconfidence (12) [-5], Pac-
  ifism (Reluctant Killer) [-5], Shyness (Mild) [-5], and the 
  quirks “Always displays gentlemanly behavior,” “Ashamed 
  of unspecified personal vices,” and “Looks for easy fixes 
  to problems” [-3], while Hyde has Bad Temper (12) [-10], 
  Bloodlust (15) [-5], Callous [-5], and Ugly [-8] (he gives 
  an indefinable impression of evil). Both have a Secret 
  (their dual nature) that starts at -10 points, and rises to 
  -20 when Hyde is wanted for murder. However, Jekyll cre-
  ated the formula specifically as a way for him to indulge 
  those unspecified (and quite likely fairly minor, by mod-
  ern standards) personal vices. It is entirely possible that 
  if someone else recreated and sampled his formula, 
  they would come up with two rather different person-
  ality packages. Indeed, variants might divide out, say, 
  someone’s “controlled and rational” and “intuitive and 
  spontaneous” or “casually romantic” and “fiercely loyal” 
  aspects. And although Jekyll’s control over Hyde ulti-
  mately collapses, a better version of the formula, and two 
  personae who reached some kind of equilibrium, might 
  keep a Jekyll-Hyde division fairly stable for an indefinite 
  period – so long as the “Hyde” side could avoid becoming 
  a hunted criminal.
  Super-Hyde?
  To emulate modern treatments of the idea that present 
  Hyde as a superhuman villain, use the Alternate Form ver-
  sion of Shapeshifting (p. B83-84), with the human Jekyll 
  as the base form. The alternate form might eliminate 
  some of the base form’s disadvantages, such as Pacifism; 
  simply add the cost to do so to the alternate’s template, as 
  if it were an advantage.
  The conditions to force Hyde to switch back might 
  be simple time, an “antidote” chemical, or Jekyll’s deep-
  est principles being threatened and the Jekyll-persona 
  winning a Quick Contest of Will against Hyde. If the 
  transformation requires the potion, add suitable gadget 
  limitations. The advantage might also have another lim-
  itation, “Preventable” (-10%), to reflect the fact that other 
  individuals can intervene to prevent the transformation, 
  but it is more likely that the advantage will take the Uncon-
  trollable limitation. If Hyde remains Hyde even if knocked 
  unconscious, add a +50% enhancement (“Once On, Stays 
  On”) to the base 15 points, and raise the form-specific cost 
  from 90% to 100% of the template cost.
  
   
  a misCellany oF Convenient ParaPHernalia 
  50
  Psychic Drugs
  These may be available in a game where various Victorian-
  style psychic powers actually work. See also Converting Third 
  Edition Psychic Technology, below.
  Ecstatin: A TL(5+1)^ invention that can be used to induce 
  the ability to enter a deathlike trance, exactly as for the Metab-
  olism Control advantage (p. B68). Administration requires an 
  attending doctor, who must make a Physician roll at -1 per 
  level of the advantage effectively granted. A critical success 
  grants the equivalent of Metabolism Control 10, a normal fail-
  ure just causes the subject to enter normal sleep, and a critical 
  failure does 1d HP injury per intended level. Optionally, sub-
  jects in a trance may gain use of the Astral Projection power 
  from GURPS Psionic Powers, pp. 26-30, with the abilities 
  Astral Sight and Astral Travel at levels equal to the effective 
  level of Metabolism Control; the controlling skills are tempo-
  rarily gained at default+3, or can be learned normally to make 
  the drug more useful. The treatment costs $250 per intended 
  advantage level granted if the trance is the only effect, or 
  $1,000 per level if the drug also grants Astral Projection.
  Etheric Affinity Compound: The product of TL(5+1)^ sci-
  entific research into direct human sensitivity to etheric 
  vibrations, this chemical temporarily bonds to the user’s ner-
  vous system and enhances that sensitivity by resonant effects. 
  In game terms, 10 minutes after consuming a teaspoon-sized 
  dose, the user gains +3 to Will rolls to enter a trance to 
  use Channeling (p. B41) and needs only 30 seconds of con-
  centration to do so, halves the time required to trigger the 
  Medium advantage (p. B68) if it was bought with Preparation 
  Required, and gains Spirit Empathy (p. B88) but with -2 to 
  the IQ roll and no ability to use Influence skills on spirits – or, 
  if he already has that advantage, he gains +3 to the IQ roll and 
  +1 to Influence skill rolls on spirits. The drug also grants +2 
  to rolls to use the Mind Probe, Mind Reading, or Telecom-
  munication advantages if they have the Telepathic limitation. 
  However, it also gives other people +4 to use any advantages 
  on the user that have the Telepathic limitation, or the Psychic 
  Vampirism limitation if using GURPS Psionic 
  Powers. Spirits attempting to use Possession 
  with the Spiritual limitation (pp. B75-76) on 
  the user do so with +2 to the IQ roll, and the 
  user has -2 to Will rolls to resist. All of these 
  modifiers decline by 1 for each full hour since 
  the chemical was ingested. For example, after 
  an hour, the user is at +2 to enter trances and 
  +1 to use Telepathic advantages, and spirits 
  attempt Possession at +1 and are resisted at -1. 
  Each dose costs $10, or more if the drug is still 
  experimental; multiple doses have no cumula-
  tive effect.
  Spiritual Inhalant: A TL5^ invention based 
  on various plant extracts which were tradi-
  tionally held to have “spiritual” qualities, this 
  mixture must be vaporized in a special “nebu-
  lizer” and then inhaled. The user immediately 
  suffers 2d FP loss and -2 DX, will want to sit or 
  lie down, and suffers a numb throat, making 
  it impossible to speak in more than a whisper. 
  He must also make a HT roll, at -2 if unfa-
  miliar with the practice. On a successful roll, 
  he gains +2 levels to ESP and Telepathy Tal-
  ents – or, if using the rules in GURPS Psionic 
  Powers, +2 levels in any leveled advantages 
  already possessed in the Astral Projection, 
  ESP, and Telepathy power categories, and +2 
  to skill in any non-leveled abilities in those 
  categories. On a critical success on the initial 
  roll, the bonuses are +4 rather than +2; a crit-
  ical failure just leaves the user incapable of 
  speech for 1d+2 hours. Otherwise, all effects, 
  good and bad, last for 1d+27 minutes. If mul-
  tiple doses are taken, only the bad effects are 
  cumulative. A dose costs $20; the nebulizer 
  and other paraphernalia (wonderful props 
  even for complete frauds) cost $500, weigh 4 
  lbs., and are quite fragile.
  Converting tHird edition 
  PsyCHiC teCHnology
  Psychic and psionic powers are handled a little differently in GURPS 
  Fourth Edition than in earlier books; hence, drugs and other technolo-
  gies that interact with them need a little converting. Three substances 
  from GURPS Steam-Tech, pp. 105-110, are translated here: spiritual 
  inhalant, etheric affinity compound, and ecstatin.
  Drugs and other “psychic technology” in Third Edition games either 
  enhance power, which encompasses a range of related psionic effects 
  (for example, Telekinesis power covers moving things at a distance, 
  creating a defensive shield against physical attacks, and other options) 
  or improve the user’s skill with a specific effect. The latter corresponds 
  more or less directly to the kinds of rolls that are enhanced by a power 
  Talent in Fourth Edition; any bonus to skill granted by a drug or tech-
  nology can generally be applied to such rolls and be treated as a tempo-
  rary increase to the relevant Talent.
  Power enhancers are more complicated. Power may determine 
  range, effect durations, the mass affected, the damage caused, or other 
  variables. Where these are easily variable in Fourth Edition terms, sim-
  ply increase the value by one reasonable step per +1 power – say, +1d 
  damage, +3 DR protection, +50% mass affected, or whatever. Ranges 
  might also be improved by one step on the Long-Distance Modifiers 
  table (p. B241). Alternatively, convert bonuses to power into bonuses to 
  effective psi Talent, which can represent power as much as finesse – for 
  example, a more powerful telepath may be better at reading minds 
  because of greater subtlety or because of raw power cutting through 
  barriers – and higher Talent can compensate for range penalties.
  If the game uses the alternative, more complex rule systems in 
  GURPS Psionic Powers, the conversion process is actually simpler. 
  Bonuses to skill in Third Edition terms convert directly to bonuses to 
  the psionic skills defined in that book, and modifiers to power convert 
  to modifiers to the levels defined for many abilities there. Where an abil-
  ity lacks multiple levels, change power modifiers into skill modifiers.
  Yet, the Universe is real enough 
  to the conscious beings in it . . .
  – Helena Blavatsky
  
   
  a misCellany oF Convenient ParaPHernalia 
  51
  Ontological Atavizing Drugs
  These are actually a collection of related treatments using 
  TL(6+2)^ drugs which are administered to pregnant women. 
  They exploit the period superscience idea that human embry-
  onic development recapitulates human evolution (see Atavism 
  and Recapitulation, p. 48). They are given to the women under 
  controlled conditions, and collectively, produce fixed atavistic 
  features that last beyond birth, taking the form of advantages 
  or attribute improvements for game purposes. (If the theory of 
  recapitulation is erroneous in the setting, some mad scientists 
  may be experimenting with ineffective versions of these drugs, 
  producing only horrible mutations.) The drugs must be given 
  over the course of a week at the correct stage of pregnancy, 
  and require a successful Physician roll at a penalty depen-
  dent on the atavism required; see the Atavistic Features Table, 
  above. Multiple treatments may be (and often are) applied 
  to one pregnancy, but each treatment after the first requires 
  another Physician roll, at an additional cumulative -2.
  Realistically, some of these features would be easier to add 
  to the human body plan than others. It would, for example, be 
  very difficult for a mammal to extract sufficient oxygen from 
  water using gills, which would also cause persistent, severe 
  problems with body heat loss in water. The GM may modify 
  the list to reflect such concerns.
  In addition to the listed benefits, if these treatments are 
  rare or secret, the offspring will probably suffer from Dis-
  tinctive Features (p. B165) or some level of Unnatural Fea-
  tures (p. B22), determined by the GM, reflecting visible gill 
  slits, webbed extremities, strange posture, fur, scales, pointy  
  teeth, etc.
  A Physician roll failed by 4 or less means the drug has no 
  effect. A worse ordinary failure indicates miscarriage, while 
  a critical failure results in the baby being born alive but with 
  some monstrous atavism. This takes the form of 1d-1 (mini-
  mum 1) levels of Unnatural Features (forked tongue, pointed 
  ears, odd pigmentation, etc.) and a Taboo Trait (Appearance 
  better than Average). In addition, roll 2d on the Atavistic 
  Misfortunes Table, above, choose something from that table 
  that fits the atavism being attempted, or make up something 
  new and ghastly. In some settings, some successful treat-
  ments – say, on an exact success on the Physician roll – may 
  also produce such monstrous effects.
  atavistiC Features table
  Advantage Bestowed
  Week of Pregnancy
  Physician Penalty
  Cost per Course
  Notes
  Doesn’t Breathe
  6th
  -5
   $80,000
  [1]
  Amphibious
  9th
  -5
  $110,000
  Scales
  11th
  -2
   $18,000
  [2]
  Sharp Teeth
  16th
  -3
   $45,000
  Claws
  17th
  -1
   $25,000
  [3]
  +4 ST
  21st
  -4
   $90,000
  Catfall
  24th
  -3
   $55,000
  Discriminatory Smell
  26th
  -2
   $40,000
  Fur
  28th
  0
   $11,000
  [4]
  +2 DX
  33rd
  -3
    $9,000
  Brachiator
  35th
  -1
   $33,000
  Notes
  [1] With the limitations “Can still be strangled in air,” 
  -30%, and Gills, -50%.
  [2] A perk that prevents sunburn. In addition, on 
  attaining adult growth, the person can also buy DR 1 or 2 
  with the Flexible limitation (pp. B46-47).
  [3] May be Blunt Claws or Sharp Claws. At the GM’s 
  option, the person may also suffer from Bad Grip 1 
  (p. B123), as the claws get in the way.
  [4] On attaining adult growth, the person can also buy 
  DR 1 with the Flexible limitation or Temperature Toler-
  ance 1 or 2 (or both).
  Atavistic Misfortunes Table
   Roll 
  Monstrosity
   
  2 
  -4 IQ and Bestial (-10-point version).
   
  3 
  Non-Iconographic, Odious Personal Habits (“Creepy” behavior, -1 reactions), and Short Attention Span (9).
   
  4 
  Clueless and Odious Personal Habits (Reflexively animalistic behavior, -3 reactions).
   
  5 
  Roll 1d: 1 – Bad Smell, 2-3 – Disturbing Voice, 4 – Dwarfism, 5-6 – Hunchback.
   
  6 
  Bad Temper (12), Berserk (6), and Bloodlust (9).
   
  7 
  Alcohol Intolerance, Nervous Stomach, and Unusual Biochemistry.
   
  8 
  Colorblindness.
   
  9 
  Bad Grip 3.
   
  10 
  Cold-Blooded (-10-point version).
   
  11 
  Cannot Speak.
   
  12 
  Roll again, twice.
  
   
  a misCellany oF Convenient ParaPHernalia 
  52
  Use of atavizing drugs is most likely to feature in scream-
  punk games, with scientist-doctors of questionable sanity (or 
  morally bankrupt governments) meddling with the very basis 
  of human life to create monsters to serve some dubious pur-
  pose or just because they can. The situation of mothers who 
  agree or are forced to submit to these treatments could make 
  things especially dark. However, it might be possible to run 
  a “steampunk transhumanist” game in which carefully con-
  trolled atavism is used to move humanity forward, and peo-
  ple are proud to give their children extra capabilities, even at 
  some risk.
  The existence of these drugs can of course serve to jus-
  tify giving PCs special advantages and disadvantages. If they 
  are very rare or obscure, this may also require an Unusual 
  Background.
  Acalliopine
  The Steam Age was acutely aware of the posited relation-
  ship between creative artistic abilities and certain psycho-
  logical problems, which were sometimes actually referred 
  to as a “poetic temperament.” This TL5^ drug represents a 
  chemical solution to the issue as it was perceived at the time. 
  It costs $5 per dose – an ounce or two of black, sour-tasting, 
  oily liquid.
  It can act as a Mitigator (p. B112) to Chronic Depression 
  or Manic-Depressive, probably at the daily dose (-60%) level, 
  although some cases may permit weekly treatments (-65%), 
  and the drug may be expensive (+5%) or experimental (+10%) 
  in some settings. However, it also inflicts Incompetence 
  (p. B164) with both Connoisseur (Poetry) and Poetry; all 
  users have this as a quirk (just one quirk – the skills are 
  closely related, and can be accessed by coming off the drug).
  In addition, some users gain an intense psychological 
  Addiction (p. B122) to the clear, orderly view of the uni-
  verse which acalliopine grants. It is cheap, legal, and highly 
  addictive, for -5 points. Treat it as a stimulant, except that it 
  doesn’t affect FP or grant Doesn’t Sleep, and the Overconfi-
  dence it provides only applies to intellectual pursuits. A lucky 
  few addicts also gain some level of Mathematical Ability 
  (pp. B90-91), with a -5% limitation (“Acalliopine-Based”) to 
  reflect the fact that if they come off the drug, they lose the 
  Talent. If they shed the addiction, they must also buy off this 
  limitation; alternatively, some recovering addicts reassign the 
  points from that Talent to some combination of 
  Versatile (p. B96), Poetry skill, and buying off 
  the quirk.
  Invigramine
  Many Victorian patent medicines (see 
  p. 48) claimed to enhance or restore personal 
  vigor, often with a hint of improved sex-
  ual function. This TL(5+1) example actually 
  works, in its way – better than is realistic for 
  any known stimulant, in fact. It is marketed 
  as intended solely for men, but actually func-
  tions in exactly the same way for both sexes.
  When a dose is taken, roll vs. HT. On a 
  success, it completely restores all lost FP and 
  increases the user’s base FP by an amount 
  equal to half the margin of success of the roll, 
  rounded up. However, success or not, the user 
  always gains the Lecherousness disadvan-
  tage with a self-control number of 12, or if he 
  already has that disadvantage, the self-control 
  number drops by one level, to a minimum of 
  6 (thus, 15 becomes 12, 12 becomes 9, and 9 
  becomes 6). On a critical failure on the HT 
  roll, the user only gains Lecherousness (6).
  All effects last for 2d+55 minutes, after 
  which, any FP lost while the drug was in 
  effect, plus an extra two, are subtracted from 
  the user’s normal FP score; if that reduces 
  FP to zero, take the rest from HP. Additional 
  doses taken while the first is in effect or 
  for two hours afterward have no effect on 
  fatigue, but have the full, cumulative Lecher-
  ousness effect.
  Invigramine costs $5 for a dose, taking the form of a small 
  bottle full of greenish liquid. The manufacturer adds a pepper-
  mint scent for no particular reason.
  exPlosives
  An explosive’s relative explosive force (REF) defines its 
  power; see p. B415. The best type available at TL5, for almost 
  every purpose, is “black powder” (known at the time sim-
  ply as gunpowder). The black powder on the Explosives Table 
  (p. 53) represents the best available. It is traditionally carried 
  in 100-lb. kegs, which do 6d¥14 cr ex damage if they explode.
  
   
  a misCellany oF Convenient ParaPHernalia 
  53
  Advances in chemistry at the start of TL6 create a lot more 
  choices. The three most useful options available by the end of 
  the 19th century are:
  • Dynamite, invented in 1867, for demolitions and mining.
  • “Smokeless” powders, developed in the 1880s, for firearm 
  propellants.
  • TNT, invented in 1876, for demolitions and military 
  warheads.
  Dynamite consists of the power-
  ful but unstable liquid explosive 
  nitroglycerin, soaked into a stabi-
  lizing material. Its specific behavior 
  makes it unsuitable for warhead 
  use. Although it is very safe to 
  handle when new, it “sweats” and 
  becomes dangerously unstable with 
  age. It typically comes in 0.5 lb. 
  sticks (9d+1 cr ex damage).
  Smokeless powders, while not 
  entirely smokeless, produce much 
  less smoke than the usual firearm 
  propellants. They burn hotly, but 
  they don’t typically explode.
  TNT 
  (trinitrotoluene) 
  comes 
  in blocks of various sizes. Its use 
  became so widespread that its con-
  cussive power is used as a reference 
  point for all other explosives.
  See GURPS High-Tech, pp. 183- 
  188, for more on these and other 
  historical explosives.
  Steampunk explosives could take 
  many forms, but for a proper wild-
  eyed effect, they should be powerful 
  but tricky to handle or expensive. 
  For a restrained option, assume 
  that TL(6+1) “advanced explosives”  
  are comparable to TL7 plastic explo-
  sives, being very stable and easy  
  to handle. For a more frightening 
  option, assume that TL(5+2)^ ste-
  ampunk science can come up with 
  something analogous to a fuel-air 
  explosive – say, “compressed phlo - 
  giston” 
  (see 
  below), 
  with 
  an 
  increased blast radius (see p. B104); 
  divide damage by only (2 ¥ dis-
  tance in yards from the center of the 
  blast). Of course, any and all activ-
  ities involving such an explosive, 
  including simply transporting it in 
  a ready-to-use state, should demand 
  rolls against Explosives (Demoli-
  tion) skill, with a perpetual looming 
  threat of catastrophe.
  Explosives are typically LC2 
  when sold in serious quantities, but 
  a steampunk super-explosive could 
  well be LC1.
  Explosives Table
   
  TL 
  Explosive 
  REF 
  Cost/Pound
   
  5 
  Black Powder 
  0.5 
  $5
   
  6 
  Smokeless Powder 
  0.8 
  $7.50
   
  6 
  Dynamite 
  1.2 
  $10
   
  6 
  TNT 
  1 
  $10
   (6+1) 
  Advanced Explosive 
  1.4 
  $30
    (5+2)^ 
  Compressed Phlogiston 
  5 
  $50
  PHlogiston and CaloriC
  Phlogiston theory is a scientific idea that was widely accepted before the 
  invention of modern chemistry at the start of the Steam Age. It posits the exis-
  tence of a subtle substance or fluid called phlogiston, which is released when 
  something is burned or rusted, and also expelled by animals when they breathe. 
  Flammable substances are rich in phlogiston, which tends to flow from them to 
  the air until the air is saturated, or “phlogisticated”; hence, phlogisticated air 
  prevents combustion and respiration. Plants extract phlogiston from the air and 
  concentrate it; animals then absorb it by eating plants (or each other). When 
  oxygen was first discovered, it was thought to be “dephlogisticated air,” because 
  it promoted combustion.
  The main problem that emerged with this theory during the 18th century was 
  that various substances were shown to increase in weight when they were burnt; 
  they were apparently gaining something, not losing it. This led to the suggestion 
  that phlogiston had negative mass, or at least that it was lighter than air, though 
  by the end of the century, it was seen more as a principle or quality than a sub-
  stance. Eventually, however, the idea was discarded.
  Likewise, caloric theory is the idea that “heat” is actually a fluid substance, per-
  haps a weightless gas, that permeates matter but that tends to repel itself; hence, 
  it flows from hotter to colder bodies. It cannot be created or destroyed; conserva-
  tion of caloric is a fundamental law. This idea was introduced as phlogiston was 
  being discarded, but was rejected in favor of the modern “kinetic theory” of heat 
  in the 19th century.
  Period Superscience Uses
  Either of these ideas could be treated as period superscience for a game of 
  weird technology. If phlogiston could be isolated or manipulated, it might be 
  used. If it does indeed have negative mass, it could in principle be used to lift 
  incredibly efficient lighter-than-air craft. However, the potential for disaster with 
  this technology would make hydrogen-filled airships look like paragons of safety. 
  If flows of phlogiston could be controlled directly, this could help enhance the 
  efficiency of advanced steam engines, or just create effective steampunk fire-sup-
  pression systems. (These might also act as deadly weapons, suffocating living 
  targets by preventing them from expelling excess phlogiston.) In general, though, 
  phlogiston-based science and technology would come with a lot of dangers 
  attached. At the very least, it would involve highly energetic chemical processes. 
  At an advanced level, it might be comparable to nuclear engineering in our world. 
  Engineer (Phlogiston Processors) would be a valid specialization in these set-
  tings, ideally only taught to students with calm heads and steady hands.
  Somewhat similarly, if a technology developed that allowed direct manipu-
  lation of caloric, it would allow the creation of incredibly efficient heating and 
  cooling systems. (Steampunk refrigeration and air conditioning would be just 
  part of it.) The GM who wants to avoid unintended logical consequences should 
  be careful to make it clear, however, that a “caloric pump” always requires more 
  energy than can be extracted from the temperature differential it creates; other-
  wise, it would produce a perpetual motion machine that generated free energy.
  
  Acalliopine, 52.
  Air bottles, 45.
  Airship rigger’s suits, 27.
  Alexandrian Machine, 14.
  Ammunition holder, 44.
  Analytical Engine, 14.
  Anesthetic gases, 48.
  Anti-garrote collars, 26.
  Antikythera Mechanism, 12-13.
  Armor, clockwork, 27; 
  converting GURPS Third 
  Edition, 28; corset, 26; 
  historical, 25-26; improvised, 
  26-27; power, 27; see also 
  Protective Wear.
  Artificial intelligence, 
  Complexity minimum, 8; 
  computing device option, 
  9, 10; examples, 14-17; 
  learning, 12, 15; non-
  volitional, 11; overview,  
  11-12; traits, 15; volitional, 
  12; see also Automatons.
  Aspirin, 48.
  Assassin’s arm, 46.
  Atavism, 48; drugs, 51-
  52; features table, 51; 
  misfortunes table, 51.
  Automatons, 15-18; attributes, 
  15; character traits, 15-16; 
  examples, 16; learning, 
  12, 15; see also Artificial 
  Intelligence.
  Babbage machines, 14.
  Batteries, 6.
  Battlesuits, steam, 27.
  Binoculars, 38.
  Black powder, 52, 53.
  Blowpipes, 44.
  Bomb guns, 33, 34.
  Calculating devices, see 
  Computing Devices.
  Caloric theory, 53.
  Cameras, arcana, 40; box, 38, 
  44; concealable, 39, 44;  
  wet-plate, 38.
  Canes, damage to contents, 42; 
  for concealing items, 43; 
  gentleman’s, 43; gentleman’s 
  necessary, 46; hiking staff, 
  43; rifle, 31, 33, 45, 47; 
  sword, 30.
  Capsules, sealed, 44.
  Carbines, clockwork, 32.
  Charcoal, activated, 48.
  Chemistry, 47-52.
  Chronometers, see Timepieces.
  Climbing belts, 45.
  Clocks, see Timepieces.
  Clothing, basic, 21-24; coats, 
  24-25; concealing, 42-43;  
   
  converting GURPS Third 
  Edition, 28; cumbersome, 
  24; game effects, 24; 
  historical examples, 23-24; 
  lady-spy, 46; modifications, 
  22-23; reduced weight, 23; 
  see also Armor, Footwear, 
  Goggles, Headgear, Protective 
  Wear.
  Coats, long, 24-25.
  Cocaine, 48.
  Coin holders, 43.
  Communication devices, 18-20.
  Compact device option, 9.
  Compasses, 44.
  Computing devices, attributes, 
  7; Complexity and 
  capabilities, 7-8; control 
  interfaces, 8; data storage 
  capacity, 8; examples, 12; 
  external storage, 11; fantastic 
  examples, 14-15; hardware, 
  7; historical examples, 12-14; 
  input/output devices, 11; law 
  and, 10; machine interface, 
  11; modifiers, 9-11; overview, 
  7; sizes, 8-9; tech levels, 
  10-11; telegraphy and, 20; 
  terminals, 11.
  Concealed devices, 42-46; 
  acquiring, 42; damaging, 
  42; defining, 42; example 
  combinations, 46; example 
  concealing items, 42; 
  example concealable 
  items, 43-45; finding, 42; 
  interchangeable, 42; Legality 
  Class (LC), 42; prosthetics 
  and, 47.
  Corselets, steel, 25, 26.
  Corsets, 22-24; armor, 26; game 
  effects, 24.
  Cost factor (CF), 5.
  Craft tools, 39-40.
  Crossbow, powered, 33, 34.
  Cups, drinking, 44.
  Cutlasses, naval, 30.
  Daggers, 44.
  Dancing dolls, 16.
  Data collection and recording, 
  37-39.
  Dedicated device option, 9.
  Difference Engine, 14.
  Diving suits, hard-hat, 28; 
  steampunk, 28.
  Dollars, GURPS, 5.
  Drillings, 31.
  Drinking gear, 44, 45.
  Drugs, historical, 48-49; 
  steampunk, 49-52.
  Dynamite, 53.
  Ecstatin, 50.
  Eisensoldat, 17.
  Electricity, 6.
  Electrolabes, 41.
  Electromechanical device 
  option, 9.
  Embellished garments, 22.
  ENIAC, 13-14.
  Etheric affinity compound, 50.
  Etheric shock weapons, 34.
  Etheric technology, spirit world 
  and, 34.
  Explorer’s staff, 46.
  Explosives, 52-53.
  Eye protection, in vehicles, 24.
  Fantastic AI device option, 9, 
  10.
  Firearms, early repeating, 32; 
  fictional, 31-34; historical, 
  30-31, 33.
  Fishing tackle, 44.
  Flashlights, see Torches.
  Flask, drink, 45.
  Floor-length garments, 22.
  Footwear, concealing, 43; 
  protective, 25.
  Fuel, 6.
  Garments, see Armor, Clothing.
  Gas masks, 28.
  Gear, caloric-based, 53; 
  communication, 18-20; 
  concealable examples, 43-45; 
  drinking, 44, 45; fantastical, 
  40-41; for concealing other 
  items, 42-43; modifiers, 
  6; mundane, 36-40; one-
  space concealable items, 43; 
  phlogiston-based, 53; pocket 
  concealing items, 43; prices, 
  5; ruggedized, 6; stylish, 
  6; three-space concealable 
  items, 45; Tiny items, 8, 
  43; two-space concealable 
  items, 44; vision enhancing, 
  38; see also Armor, Canes, 
  Clothing, Concealed Devices, 
  Computing Devices, Drugs, 
  Power, Protective Wear, 
  Weapons.
  Genius device option, 9, 10.
  Goggles, 24, 25, 41; accessories, 
  24.
  Grapnel, 45.
  GURPS, 5, 47, 49, 50; Basic 
  Set, 30; Bio-Tech, 47; Castle 
  Falkenstein, 3; High-
  Tech, 3, 5, 7, 13, 20, 29, 
  30, 32, 39, 53; High-Tech: 
  Adventure Guns, 29, 30; 
  High-Tech: Pulp Guns, 30; 
  Horror, 3; Infinite Worlds: 
  Britannica-6, 3; Low-Tech, 
  32; Psionic Powers, 50;  
  Steam-Tech, 3, 12, 14-18, 
  31, 40, 41, 50; Steampunk, 
  3, 5, 7, 34, 47; Steampunk 
  1: Settings and Style, 3, 
  4, 21, 23, 24, 26, 31, 47-49; 
  Steampunk series, 3; Ultra-
  Tech, 3, 7, 32; Update, 
  28; Vehicles: Steampunk 
  Conveyances, 3, 5.
  GURPS Third Edition 
  conversions, 28, 35, 50.
  Hats, see Headgear.
  Headgear, 25; for concealing 
  devices, 43; guns, 32, 33; 
  helmets, 25.
  Heliographs, 19.
  Helmet, cavalry, 25, 26; guns, 
  32, 33; heavy, 25, 26; leather, 
  25, 26; pith, 25, 26.
  High-Capacity device option, 
  9, 10.
  Hiking staff, 43.
  Hobble skirts, 24.
  Holmes-1, 16-17.
  Internal combustion, 6.
  Invigramine, 52.
  Jekyll Treatment, 49.
  Knives, Bowie, 29, 30; daggers, 
  44; fighting, 45; machetes, 
  30; multi-function, 39, 43.
  Kukri, 30.
  Laboratories, portable, 40.
  Lady-spy garb, 46.
  Layered garments, 22.
  Lockpicks, 44.
  Low-Power device option, 9, 10.
  Machetes, 30.
  Maps, 36; making, 37.
  Measuring sticks, 44.
  Mechanical calculators, 13.
  Mechanical device option,  
  9, 10.
  Mechanical fire-control 
  computers, 13.
  Mechanical men, see 
  Automatons.
  Medical treatments, 47-52.
  Medium-weight outfit  
  category, 21.
  Mesmeric wands, 41.
  Microscopes, 45.
  Miniature device option, 9.
  Monocular, 38.
  Morphine, 48.
  Multi-tools, 39, 43.
  Muscle power, 5.
  Muskets, Brown Bess, 30.
  Mycroft-IVa, 15.
  N-rays, 41.
  Navigating instruments,  
  36-37; aerial, 37; land, 37; 
  maritime, 36; space, 37.
   
  index 
  54
  index
  
   
  index 
  55
  Ontological atavizing drugs, 
  51-52.
  Opera glasses, 38.
  Opium, 48.
  Optical drift indicators, 37.
  Outfits, see Clothing.
  Parasols, 43.
  Patent medicines, 48.
  Pentacles, electric, 40-41.
  Periscopes, 45.
  Phlogiston, explosive, 53;  
  theory, 53.
  Phonographs, 39.
  Photography, 38-39.
  Pistols, peroxide, 32, 33; 
  emergency, 45; flintlock, 31, 
  33; miniature, 44; pepperbox, 
  31, 33; “Sticherin,” 32, 33.
  Pneumatic suits, 28.
  Power, fuel, 6; sources, 5-6; 
  storage and transmission, 6; 
  supplies, 5-6.
  Prices, 5.
  Professional Skills, new, 18, 19.
  Prosthetics, 46-47; concealed 
  devices, 47.
  Protective wear, 25-28; eye 
  protection, 24; specialized, 
  27-28; workshop, 25; see also 
  Armor, Goggles.
  Psychic drugs, 50.
  Psychic technology, converting 
  GURPS Third Edition, 50.
  Pyramid #3/37: Tech and Toys 
  II, 3, 7; #3/52: Low-Tech 
  II, 32.
  Quinine, 48.
  Radiation, period views, 41.
  Radio, 20.
  Radio direction finding, 37.
  Raygun Gothic, electronic 
  brains, 15; robots, 18.
  Rayguns, classic, 34-35.
  Recapitulation, see Atavism.
  Revolvers, automatic, 31, 33; 
  LeMat, 31, 33; very heavy, 
  31, 33.
  Rifles, anti-tank, 31, 33; 
  assassin’s air, 32, 33; cane, 
  31, 33, 45; carbide, 32, 33; 
  steampunk, 32.
  Ruggedized modifier, 6.
  Sabers, cavalry, 30.
  Saws, wire, 44.
  Searches, physical, 22.
  Semi-Dedicated device option, 
  9, 10.
  Sextants, aerial, 37.
  Skirts, floor-length, 22; hobble, 
  24.
  Slide rules, 39, 44.
  Smart device option, 9, 10.
  Smokeless powders, 53.
  Software, 12; cost table, 12.
  Songbird’s cages, 14.
  Sound recording, 39.
  Spacesuits, steampunk, 28.
  Spirit world, etheric technology, 
  34.
  Spiritual inhalant, 50.
  Spyglasses, 38, 44, 45.
  Steam power, 5.
  Steam workers, 16.
  Sticks, for concealing items, 43; 
  see also Canes.
  Stock tickers, 19.
  Structured garments, 22.
  Stylish garments, 6, 23.
  Stylish modifier, 6.
  Surveying instruments, 37.
  Swords, 30; as concealing item, 
  43; canes, 30.
  Table, atavistic features, 51; 
  atavistic misfortunes, 51; 
  explosives, 53; historical 
  armor, 26; melee weapons, 
  30; projectile weapons, 33; 
  ray and beam weapons, 35; 
  software costs, 12.
  Tech level (TL), 4.
  Telegraphs, 19; computing 
  devices and, 20; miniature 
  sets, 45; towers, 18-19.
  Telegraphy, visual, 18.
  Telephones, 20.
  Teletypes, 20.
  Terminology, 4.
  Timepieces, 13; chronometers, 
  37, 41; clocks, 13.
  TNT, 53.
  Tool kits, 40; concealed, 44, 45.
  Tools, pocket, 39.
  Torches, mini, 44.
  Tranter man-stoppers, 31, 33.
  Tube-Tech device option, 9, 10.
  Ultimate Engine, 14.
  Umbrellas, 43.
  Undercover garments, 23.
  Vademekum, 14.
  Vehicles, eye protection, 24.
  Veils, 24.
  Vest, silk, 25, 26; steel, 25, 26.
  Vulcan guns, 33, 34.
  Watches, 13; see also 
  Timepieces.
  Water power, 5.
  Weapons, beams, 34-35; 
  converting GURPS Third 
  Edition, 35; drillings, 31; 
  early repeating firearms, 
  32; explosives, 52-53; for 
  concealing items, 43; in 
  prosthetics, 47; melee,  
  29-30, 44; projectile, 30-34; 
  rays, 34-35; see also Canes, 
  Knives.
  Whispering Iron City, 14.
  Whistles, 44.
  Wind power, 5.
  Workshops, 40; protective gear, 
  25.
  X-Ray goggles, 41.
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SOURCE: textdata/thevault/GURPS [multi]/SETTING/Steampunk/GURPS 4e - Steampunk 2  - Steam and Shellfire .pdf