TEXT: Written by STEVEN MARSH
  Edited by NIKOLA VRTIS
  Illustrated by TITHI LUADTHONG
  GURPS, Pyramid, Warehouse 23, the pyramid logo, Boardroom and Curia, Tomorrow Rides, and the names of all products published  
  by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license.  
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  STEVE JACKSON GAMES
  Stock #37-0159 
  Version 1.0 – July 2020
  ®
  GURPS System Design z STEVE JACKSON
  GURPS Line Editor z SEAN PUNCH
  GURPS Project Manager z STEVEN MARSH
  Production Artist z NIKOLA VRTIS
  GURPS FAQ Maintainer z  
  VICKY “MOLOKH” KOLENKO
  Chief Executive Officer z PHILIP REED
  Chief Creative Officer z SAM MITSCHKE
  Chief Operating Officer z SUSAN BUENO
  Director of Sales z ROSS JEPSON
  Page Design z PHIL REED and JUSTIN DE WITT
  Prepress Checker z NIKOLA VRTIS
  TM
  TM
  
  Contents
  IntroductIon  .  .  .  .  .  .  .  .  .  . 2
  About the Author . . . . . . . . . . . . . .2
  1 . HIstory  .  .  .  .  .  .  .  .  .  .  .  . 3
  The Road to Today. . . . . . . . . . . . .3
  The Speed of Sound. . . . . . . . . . . .3
  What’s in a T? . . . . . . . . . . . . . . . . .3
  . . . And the Sound of Speed . . . . .3
  Hidden in Plain Sight . . . . . . . . . . .4
  Jody Macht . . . . . . . . . . . . . . . . . . .4
  2 . In tHe campaIgn  .  .  .  .  . 5
  The Rides . . . . . . . . . . . . . . . . . . . .5
  So You Want to Be  
  a Tomorrow Rider? . . . . . . .5
  Tomorrow’s Rides . . . Today!. .5
   
  Who Rides Tomorrow Rides?. . .5
  Tomorrow Rides  
  (Modern-Day) . . . . . . . . . . . .6
  Transportation  
  of Tomorrow . . . . . . . . . . . .6
   
  Stock Performers . . . . . . . . . . . .7
   
  Specific Requests . . . . . . . . . . . .7
  The Responsibilities. . . . . . . . . . . .8
   
  Conspiracy Theories. . . . . . . . . .9
  Judging Success . . . . . . . . . . . .9
  Use and Abuse . . . . . . . . . . . . . . . .9
  Alternates and Assumptions . . . .10
   
  Contents and IntroduCtIon 
  2
  about GURPS
  Steve Jackson Games is committed to full sup-
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  Boardroom and Curia: Tomorrow Rides can be found at 
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  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.
  IntroduCtIon
  Heroes often have a need to get from Point A to Point B 
  . . . sometimes very quickly. But it can be difficult to justify 
  the cost of quality transportation, in either dollars or GURPS 
  points. Sure, some adventurers have Contacts or Patrons that 
  can provide a ride if the need arises . . . but wouldn’t it be great 
  if some organization just handed out cutting-edge technology, 
  with few strings attached?
  If you’ve got the adventure, Tomorrow Rides might have 
  what you need. Across the land, garages wait to loan out 
  strange and interesting vehicles . . . and they want their cus-
  tomers do dangerous or unexpected things with them! Do you 
  have what it takes to become a Tomorrow Rider?
  GURPS Boardroom and Curia: Tomorrow Rides is 
  designed as an organization for just about any high-tech 
  campaign, from cliffhangers to GURPS Action or GURPS 
  Monster Hunters. It also supports near-future ultra-tech and 
  somewhat beyond. However, the further into future that the 
  campaign is set, the more the GM will need to extrapolate 
  from the core ideas of what’s presented here. Although the 
  premise ranges from somewhat cinematic to “your car can do 
  what?!” craziness, the basic assumptions are rooted in reality; 
  there’s little to keep Tomorrow Rides from existing in even the 
  most realistic campaign.
  about the author
  Steven Marsh is a freelance writer, editor, and project man-
  ager. He has contributed to roleplaying game releases from 
  Steve Jackson Games, Green Ronin, West End Games, White 
  Wolf, Hogshead Publishing, and others. He wrote for and 
  edited Pyramid magazine for over 10 years; during that time, 
  he won four Origins awards. He lives in Indiana with his wife, 
  Nikola Vrtis, and their son.
  
   
  hIstory 
  3
  The line between control and chaos is shattered, as is the 
  line between motion and stillness. So, too, is glass. Screams. 
  Darkness. Of those, only darkness remains.
  The story of Tomorrow Rides begins about 20 years before 
  today (for definitions of “today” that befit the campaign). On 
  that fateful day, self-made businessperson Jody Macht was 
  celebrating her 21st birthday by treating herself to a brand-
  new top-of-the-line automobile, with all the features and 
  amenities money could buy. Since she’d made her fortune on 
  automotive technology, it was an especially apt splurge.
  Unfortunately, even the most safety-minded vehicle can fall 
  victim to chance. Reports are inconclusive as to the exact cause 
  of the accident: unexpectedly heavy rainfall, an unknown oil-
  like substance on the road, fault in the vehicle, or user error. 
  Rumors even hinted at personal impairment, of the alcoholic 
  or other variety . . . a charge that Macht has steadfastly denied.
  Although the cause of the incident may forever remain 
  a mystery, its effects were all too real. The vehicle was 
  totaled in a single-car accident, and its driver suffered 
  almost as extensive damage. For many long days, Macht 
  flitted between life and death, only to finally turn a cor-
  ner in her mortality and return to the realm of the liv-
  ing. However, one permanent impairment resulted from 
  that fateful day: owing to the debris and damage, Jody 
  Macht lost her eyesight.
  the road to today
  This setback didn’t deter Macht. Her business mind 
  as sharp as ever, she continued to expand her holdings 
  and company. Although by no means one of the richest 
  people on the planet, she still maintains enough ties in 
  the corporate world that those who keep abreast of such 
  developments tend to know of her.
  However, the strength of much of her empire primar-
  ily serves as a means of financing her true passion. The 
  forces that forged her on that fateful night decades ago 
  were not the beginning of her story, but the continuation of 
  her lifelong interests. Her primary passion is making vehicles 
  that are faster, more effective, more stylish . . . and, especially 
  as of 20 years ago, safer.
  the speed of sound . . .
  Among Macht’s various holdings are a group of garages 
  that stretch across the country, taking the somewhat modified 
  name Mach Station (but see What’s in a T?, below). Although 
  not “budget,” Mach Station repairs are relatively affordable 
  and especially honorable. Mach Station is also a full-service 
  garage, from routine oil changes to engine repairs to full body 
  repairs or vehicular restoration.
  Mach Station has the “Mach It Right” guarantee: If they 
  can’t fix a problem to the customer’s satisfaction, they offer 
  to buy the vehicle from the customer (for only slightly below 
  market value of a vehicle in that condition) instead of the cus-
  tomer paying for those repairs. The company generally offers 
  about 10% less than the “true” fair-market value. This valua-
  tion has come to be known informally as the “Mach It value.” 
  The guarantee is quite popular; since Mach Station mechanics 
  have a reputation for trustworthiness, customers often find it 
  easier just to cut their losses after an unsuccessful repair and 
  sell the vehicle, rather than continuing to throw good money 
  after bad.
  Mach Stations also have another agenda. Each Mach 
  Station has a separate, discrete (and discreet) garage building, 
  which has an altogether different purpose.
  . . . and the sound of speed
  Each separate garage is known as Mach Two (collectively 
  called Mach Twos). They house a distinct but related agency 
  known as Tomorrow Rides. Generally speaking, Tomorrow 
  Rides does not have its own employees or representatives; 
  they use the existing Mach Station managers, mechanics, 
  support personnel, phone lines, etc., with few exceptions. In 
  fact, Mach Twos are closed and dark unless they’re needed, 
  although they can be lit at a moment’s notice. Mach Twos are 
  nondescript – lacking any kind of markings or windows – and 
  are generally placed to discourage walk-up traffic or gawkers.
  Chapter one
  hIstory
  What’s In a t?
  The assumption is that Mach Station exists in an era 
  where the idea of “Mach” (to denote the speed of sound) is 
  a relatively known concept, and the notion of “Mach” would 
  convey some sense of speed. In settings where this isn’t the 
  case – such as historically accurate-ish 1920s cliffhangers 
  or Victorian horror – the garage would retain its “t” and be 
  known as Macht Station. (Similarly, the adjoined garages are 
  known as Macht Twos . . . the name seems to coincidentally 
  predate the notion of “Mach 2” as a speed.)
  In a suitably long-lived campaign that begins this way, it 
  could be a point of interest when the notion of the sound 
  barrier catches the public’s imagination, and Macht Station 
  changes its name to public fanfare.
  
   
  hIstory 
  4
  On paper, Tomorrow Rides is a consumer-testing facility. 
  Its stated purpose is to employ demanding drivers and high-
  stakes individuals to test vehicles and vehicular components 
  under real-world conditions. Indeed, it sells its findings to 
  interested companies and research facilities. However, it’s 
  one of those operations where – if you stop to think about 
  it – it’s hard to see how it makes money. Mach Twos are every-
  where, but they aren’t really accessible to the public.
  Additionally, Tomorrow Rides can glean a trove of data 
  from analyzing wear and damage from vehicles that Mach 
  Stations can’t repair. In more fantastic campaigns, there 
  may even be additional incentives to purchase unrepairable 
  vehicles, from data that can be analyzed from onboard com-
  puters to residual “soul” material resulting from most peo-
  ple’s close ties to their cars.
  In fact, Mach Twos and Tomorrow Rides don’t exist to sup-
  port the rest of Macht’s holdings. Rather, Jody Macht’s hold-
  ings prop up the Tomorrow Rides enterprise. (Although it’s 
  possible more is going on than meets the eye; see Conspiracy 
  Theories, p. 9.)
  hIdden In  
  plaIn sIght
  So, are Mach Twos and Tomorrow Rides secret? 
  Well, the answer’s complicated.
  The easiest way to think about them is that they 
  are publicly visible but difficult to access, somewhat 
  similar to special clubs at airports, special-collections 
  rooms in libraries, or private facilities at amusement 
  parks. That is, people off the street probably know 
  about them, but it’s also clear that the facilities are 
  not for most normal folks.
  Tomorrow Rides goes out of its way to maintain 
  an air of “not secret but not that interesting.” Thus in 
  a similar way that most people know there are vehicle 
  crash-test facilities – which are presented very clini-
  cally and discourage uninvited visitors – so too does 
  Tomorrow Rides just kind of exist in most major cit-
  ies but it’s not a big deal. Sure, there have been (dry) 
  documentaries that tell what Tomorrow Rides does, 
  but it hasn’t stuck in public consciousness, outside of 
  some enthused fans who like the idea of it more than 
  its reality. “Oh, you want to see the car in the Mach 
  Two? Okay. It’s under a sheet, it hasn’t been washed, 
  and it doesn’t have any tires on it.”
  In fact, Tomorrow Rides tends to promote and 
  employ those who have Boring! (usually at level 16+), 
  a new wildcard skill that replaces any social inter-
  action, Acting roll, Fast-Talk effort, etc. where the 
  desired outcome is to convince others that “there’s 
  nothing to see here.”
  Jody MaCht
  Details of Jody Macht are intentionally left vague, 
  to make her more easily inserted into campaigns. In 
  “modern times” (by the campaign’s standpoint), she’s 
  in her early 40s. She has a strong but compelling per-
  sonality, which has served her well both in the busi-
  ness world and in her vicarious adventuring fantasies. 
  However, she’s learned to play below people’s percep-
  tions; the less time she spends in the spotlight, the 
  more she can accomplish what she wants.
  If game stats are necessary, she should be 
  designed at least as competent as a PC, plus she has 
  Blindness [-50] (p. B124). She could team up with 
  heroes on an adventure, and she could easily be an 
  Ally or romantic interest.
  In campaigns where Jody Macht’s blindness can’t 
  easily be justified – especially those with healing capa-
  bilities beyond modern science – that disadvantage 
  can be replaced with Phobia (6) (Operating a motor 
  vehicle) [-10].
  
   
  In the CaMpaIgn 
  5
  From a campaign standpoint, Tomorrow Rides exists to 
  give heroes cool vehicles to use. Here are game mechanics for 
  how that plays out in practice.
  Game stats (p. 6) are given in GURPS Boardroom and 
  Curia format for modern-day GURPS campaigns. That sup-
  plement should provide a starting point for those wishing to 
  reinvent the operation in other eras, modifying its stats to 
  reflect comparable facilities in the campaign.
  the rIdes
  Tomorrow Rides primarily concerns itself with land vehi-
  cles, with a special focus on cars and trucks (and possibly 
  aircraft, if the campaign supports them at an adventurer 
  level). More unusual types of transportation are possible, but 
  unlikely. Watercraft are obviously more common at Mach 
  Twos by coasts or large lakes. In general, vehicles that can’t fit 
  in a 15’-square garage or are designed to support groups larger 
  than 10 people are even more rare, with that rarity going up 
  dramatically with the size of the prospective vehicle.
  Officially, any group who borrows a vehicle from 
  Tomorrow Rides must have a driver or pilot who is offi-
  cially licensed and permitted to operate a vehicle of that 
  type. Unofficially, most Mach Two facilities take a lais-
  sez-faire attitude toward these certifications; in most cases, 
  the associate filling out the paperwork permits the deal 
  if the company has plausible deniability that the person 
  they’re lending a vehicle to could be legally permitted to 
  operate it – whether this includes forged papers, insistent 
  phone calls from a person of authority, or the like. And 
  many of Tomorrow Rides’ vehicles get around strict licens-
  ing requirements because they’re often doing unusual 
  enough things that no one has thought to outlaw yet. (Jody 
  Macht honestly doesn’t care too much about the law out-
  side of its ability to hamper her.)
  So You Want to Be a Tomorrow Rider?
  Most people become Tomorrow Riders because they 
  are contacted by an associate of Jody Macht (or – occa-
  sionally – Macht herself). This is especially possible if the 
  heroes have cultivated a reputation as problem-solvers, 
  people of action, or otherwise interesting folks who could 
  make use of unusual vehicles.
  In other circumstances, those who are of an adven-
  turing sort might seek out Tomorrow Rides themselves. 
  Any Mach Station facility can accept applications, but 
  the process tends to be a lot slower, taking about as long 
  as obtaining a non-expedited passport does. Most such 
  walk-up applicants are rejected. Tomorrow Rides might 
  speed up the process for applicants who are somehow 
  known to be heroic but otherwise keep a low-enough profile 
  that Macht’s agents haven’t already contacted them or figured 
  out who they are. In this case, it’s up to the heroes’ ingenuity 
  and the GM’s discretion to determine if they made their case 
  for faster service.
  Membership is considered perpetual so long as the bor-
  rowers continue prove that they need Tomorrow Rides’ ser-
  vices. Otherwise, inactive Tomorrow Riders are removed from 
  membership after about five years, although – in the event of 
  frenetic drivers coming out of retirement – the process of get-
  ting reinstated generally doesn’t take more than a week.
  Tomorrow’s Rides . . . Today!
  Accepted applicants receive membership cards, which can 
  be shown at any Mach Two facility to pick up a vehicle. These 
  cards are comparable to government-issued IDs, as far as their 
  security and proof of identity. Although someone might figure 
  out how to forge or counterfeit the credentials, it’s uncommon.
  Chapter tWo
  In the CaMpaIgn
  Who rIdes  
  toMorroW rIdes?
  One logical question that can arise when visualizing 
  all this is: How many people are actually having rides fur-
  nished to them by Tomorrow Rides? And, for that matter, 
  how many Mach Two facilities are there?
  • Assuming Tomorrow Rides are of interest to PCs, 
  there are no fewer active groups at any one time with 
  access to Tomorrow Rides than about 1/10 the number of 
  people or groups that are of a similar sort to the PCs. Thus, 
  in a horror game world with (approximately) 100 groups in 
  the country who are doing similar investigator-heroic-type 
  activities to what the players’ heroes are doing, there are 
  no fewer than about 10 active groups at any given time 
  who are also participating in a Tomorrow Rides test drive.
  • For insight into Mach Two’s placement, see p. 10. If 
  groups that do what the heroes do are exceptionally rare, 
  there are about 20 stations for every group that’s active in 
  the campaign area. (Even if the heroes are unique, 20 dif-
  ferent facilities provides variety and spread.) This doesn’t 
  preclude other companies or facilities from filling similar 
  niches in different regions, but finding and negotiating 
  with them should be separate encounters.
  In short, Tomorrow Riders are rare, but not particu-
  larly unheard of among those who do what the heroes do.
  
   
  In the CaMpaIgn 
  6
  The actual process of getting a vehicle depends on the era. 
  A little bit of bureaucracy needs to be navigated; after all, 
  not every Mach Two facility has every vehicle ever. However, 
  this paperwork can be done via telephone or Internet (as 
  era-appropriate).
  To start the bureaucratic process, Tomorrow Riders make 
  known what their vehicular needs are, when they need it, 
  and what kind of dangers or issues they expect to encounter 
  during the lending period. If the Riders are members of an 
  agency or other hierarchal organization, their bureaucracy 
  can take care of these details behind the scenes. Tomorrow 
  Rides does not need a security deposit; the company expects 
  something other than money in exchange for their services 
  (see The Responsibilities, pp. 8-9).
  The more lead time that the borrower gives to Tomorrow 
  Rides, the more likely Tomorrow Rides can meet the requested 
  specifications. In general, the longest period of time needed is 
  about a week, while the shortest period of time is literally “get 
  to the nearest Mach Two – we’ll have the engine running.” In 
  fact, if it’s more expedient, Mach Two facilities can deliver 
  a vehicle (of the company’s choice) to Riders in need. 
  Nearby, soon, perfect – pick two. (From a campaign 
  standpoint, Tomorrow Rides gets the adventurers 
  some kind of interesting transport for heroic mis-
  sions with more than enough time to actually fulfill 
  the mission . . . but it may not be exactly what they’re 
  looking for.)
  Transportation of Tomorrow
  The vehicles of Tomorrow Rides are assigned a 
  color code that determines how much they diverge 
  from what’s “normal.” Which level Riders receive 
  depends on a number of factors; see Tomorrow’s Rides 
  . . . Today! (pp. 5-6) for tips.
  Indigo
  Indigo-level vehicles are considered the safest 
  (and most boring). They are, in fact, bog-standard 
  transports, already in common use, with appropriate 
  GURPS stats for a standard vehicle of that tech level 
  and campaign.
  These vehicles are some of the rarest that Tomorrow 
  Rides offers, since the operation is not really in the 
  business of loaning out normal (read: “boring”) vehi-
  cles. However, sometimes fast-talking heroes can 
  make a case that fulfilling a mission using a normal 
  vehicle advances the goals of Tomorrow Rides.
  In fact, Indigo-level vehicles are often just the 
  loaner cars that customers borrow from the Mach 
  Station when their car is worked on for an exten-
  sive period. These are called “Go Rides,” but hardly 
  anyone in the mundane world realizes that the “Go” 
  in question is a shortened form of the “Indigo” title. 
  (Smart-aleck pedants often use this trivia bit to pro-
  claim – with some accuracy – that they’re part of the 
  Tomorrow Ride program because they had body-
  work done at a Mach Station at some point.)
  Blue
  These vehicles are otherwise mundane vehicles for 
  a given campaign world and tech level, but are not 
  commonplace among the general populace. Examples 
  include limousines, hearses, ambulances, school 
  buses, and the like.
  Blue-level vehicles tend to be an oddball assort-
  ment. Most Mach Twos have at most one Blue vehi-
  cle at any given time, so it’s very difficult to request 
  a specific kind of special-purpose vehicle without 
  either luck (or perhaps Serendipity – see p. B83) or a 
  willingness to travel to a location that has the desired 
  transportation. 
  toMorroW rIdes  
  (Modern-day)
  Mission Statement: Tomorrow Rides provides vehicles to 
  those willing to use them in dangerous or unconventional ways.
  Capabilities
  TL: 8^ 
  Members: 2,500
  Wealth: Comfortable
  Contacts: Administration-12 [1]; Technological skills-12 [5]
  Member Traits: Unusual Background (Occasional access to 
  TL9 or TL^ gear) [10]
  Notable Resources: There are several hundred Mach Sta-
  tion facilities in the United States, each of which has a Mach 
  Two garage with access to Tomorrow Rides. Mach Two facilities 
  technically have no employees; they are all “borrowed” from the 
  adjoining Mach Station, which operates normal business hours 
  (generally 8:00 a.m. to 7:00 p.m., Monday through Saturday).
  Reaction-Time Modifier: +2. If the needs are modest (“any 
  vehicle is fine”) this can go to +1. If the needs are modest and fit 
  in with Tomorrow Rides’ goals, this can go to -1.
  Costs and Values
  Startup Cost: $180,960,000 
  Resource Value: $904,800
  Patron Value: 15 points 
  Enemy Value: -30 points
  Ally and Dependent Value: Most of Tomorrow Rides’ asso-
  ciates are trained mechanics and vehicle engineers, so they have 
  the same point value as other professionals in the campaign. 
  Jody Macht has a point value at least equal to the average non- 
  superpowered adventurer in the campaign.
  Social Attributes
  Type: Commercial, Research
  CR: 2 
  Loyalty: Good (13; +2)
  Rank: Business Rank 0-2 [2/level]
  Income Range: $2,600 (Average) to $4,500 (Comfortable)
  Reputation: +2 (among vehicle buffs)
  Notes
  Tomorrow Rides is essentially TL8, but with sporadic access 
  to superscience or ultra-tech gear. Tomorrow Rides does not 
  actually develop any of the vehicles they provide; those come 
  from elsewhere within Jody Macht’s other holdings or from 
  other manufacturers. Anyone trying to steal from or defraud 
  the company could make a powerful enemy.
  
   
  In the CaMpaIgn 
  7
  Moreover, since the Tomorrow Rides program 
  is about pushing design, feature, and safety limits, 
  the company doesn’t provide ordinary special-pur-
  pose vehicles without a compelling reason. (Quick-
  witted heroes could certainly provide that: “Don’t 
  you want to know how well a limousine would 
  perform during a high-speed chase through the 
  roundabout capital of the world?”)
  Blue vehicles are the most common – but most 
  eclectic – ones supplied to those who make a gen-
  eral request of the Tomorrow Rides program and 
  want transportation fast but don’t offer a reason in 
  line with the company’s mission. Mach Two support 
  staff tends to get more creative the more the pro-
  gram is abused: “Good luck with your diplomatic 
  mission; enjoy your ice-cream truck.”
  Green
  Green vehicles are still mundane, but uncom-
  mon in some fashion. Examples in a modern set-
  ting include airplanes, semi-trucks, freighters, and 
  the like.
  It’s almost unheard of for Tomorrow Rides to 
  offer Green vehicles unless it furthers the organiza-
  tion’s goals. If the heroes need some strange mode 
  of transportation, they’re going to get one that 
  pushes the envelope in some fashion.
  Yellow
  Yellow vehicles are the most common that 
  Tomorrow Rides supplies. They are considered 
  safe(-ish), but are interesting in some fashion.
  In general, a Yellow vehicle has one of the following 
  modifications:
  • An increase in ST/HP by (2d)%.
  • An increase of Hnd by +1.
  • An increase of HT by +1.
  • An increase of Acceleration by +1.
  • An increase of Top Speed by (2d)%.
  • An increase of DR by +1.
  • An increase in range by (4d)%.
  See pp. B462-463 for information on these stats.
  Alternatively, Yellow vehicles may have some specific bit 
  of technology or augmentation that is on the cutting edge of 
  technology beyond the abilities specified by the options above. 
  Examples might include a “car telephone” in a 1950s-era cam-
  paign, or fully automated self-driving or remote control in a 
  modern campaign.
  In addition, any Yellow vehicle has a 2 in 6 chance of hav-
  ing a flaw. If it does, the most common flaws are as follows:
  • A decrease of Hnd by -1.
  • A decrease of HT by -1.
  • A decrease of Acceleration by -1.
  • A decrease of Top Speed by (2d)%.
  • A decrease of DR by -1.
  • A decrease in range by (4d)%.
  The GM can either pick a flaw that’s interesting or roll ran-
  domly, rolling 1d and treating the 6 items listed as all equally 
  likely. The GM is always allowed – and even encouraged – to 
  be creative when coming up with flaws beyond the ones listed. 
  Sometimes when you go fast, doors fall off.
  In the event that randomly rolled benefits and flaws con-
  tradict each other – such as both an increase and decrease 
  in Top Speed by (2d)% – they do not cancel each other out. 
  Rather, the vehicle performs as expected with the increase for 
  1d hour. Then that increase goes away, and the flaw kicks in.
  Those who are willing to take a Yellow vehicle can request 
  a specific modification. Tomorrow Rides tries to honor the 
  requests of its participants to the best of its abilities (see 
  Specific Requests, below).
  Note that all Yellow (and above) vehicles are most com-
  mon with mundane shells (that is, “otherwise a normal car”). 
  However, Indigo, Blue, and Green vehicles can be augmented 
  with Yellow (and above) capabilities. Obviously, as rare as 
  specific Blue or Green vehicles are, the odds of getting an 
  exact desired modification at the Yellow or higher level are 
  slim. But if it makes a cool adventure to have (say) a prototype 
  underwater garbage truck, then Tomorrow Rides definitely 
  has that available.
  Orange
  Orange vehicles push beyond the envelope. They often 
  look very different from other normal types of transportation, 
  either stylishly impossible or bizarrely utilitarian.
  Orange vehicles have at least three different beneficial 
  options listed under Yellow (above) or one beneficial option at 
  double strength (for example, an increase of DR by +2). Alter-
  natively, Orange vehicles can have one piece of really strange 
  tech, generally one TL above the campaign’s baseline.
  stoCk perforMers
   For a selection of modern-day cinematic vehicles that can 
  serve as either “baseline” vehicles that Tomorrow Rides modifies 
  or an alternate system to provide augmented wheels the heroes 
  can use, check out GURPS Action 6: Tricked-Out Rides.
  speCIfIC requests
  A specific request requires a reaction roll (pp. B559-562), mod-
  ified as per the rules on pp. B494-495 and as follows:
  • Requestor in good standing with Tomorrow Rides: +1 to +3.
  • Requestor in bad standing: -1 to -3.
  • Requestor’s mission seems like it will be “exciting”: +1 to +3.
  • Requestor’s mission seems like it will be “boring”: -1 to -5.
  Any specific request for a vehicle that’s coded Yellow or 
  “cooler” requires a result of “Good” or better; any specific request 
  that’s Orange needs a “Very Good” result. Red vehicles – contain-
  ing one-of-a-kind prototypes and impossible materials – require 
  some kind of exigent circumstances or specific need; it’s just not 
  ordinarily possible to sweet-talk your way into borrowing the  
  time machine. (See Transportation of Tomorrow, pp. 6-8, for cod-
  ing levels.)
  Keep in mind this roll is only to determine the willingness 
  of Tomorrow Rides to loan out an unusual vehicle. The result 
  doesn’t dictate where it’s at, how long it takes, or whether it’s 
  even possible.
  
   
  In the CaMpaIgn 
  8
  In addition, all Orange vehicles have at least 1d-1 flaws, 
  chosen as per Yellow (above) or made up by the GM.
  Orange-level vehicles may have more beneficial options 
  than that, as long as they aren’t obviously doing the impos-
  sible; in this case, packages tend to follow the same ratio 
  of “two to three benefits per 1d-1 flaws.” This leads some 
  longtime Tomorrow Riders to informally classify Orange-
  level vehicles anywhere from “Navel Orange” (lots of rela-
  tively boring upgrades where you “contemplate your navel”) 
  to “Burnt Orange” (strange tech that’ll likely result in a 
  fireball).
  If a vehicle is interesting enough to become a recurring 
  “character,” GURPS Supers, pp. 84-85, offers guidelines  
  for making vehicles that can be turned into Allies or Signa-
  ture Gear.
  Tomorrow Rides only provides Orange vehicles to those 
  who have completed at least five previous missions to Tomor-
  row Rides’ satisfaction (see The Responsibilities, below).
  Red
  Red vehicles are the really strange ones. In most cam-
  paigns, this classification might only exist as a hypotheti-
  cal level. Abilities or tech for Red vehicles are at least two 
  tech levels above the campaign baseline and/or incorporate 
  superscience. Examples include any anything that can travel 
  through time, hyperspace, the ethereal realm, and so on.
  These vehicles tend to have flaws that are at least as inter-
  esting as the benefits provided. The GM is encouraged to  
  be creative.
  Except under exigent circumstances, Tomorrow Rides 
  only makes Red vehicles available to its most trusted 
  associates – those who have completed at least 20 previ-
  ous missions to Tomorrow Rides’ satisfaction (see The 
  Responsibilities, below) or have otherwise gained the com-
  pany’s trust. Tech associated with Red vehicles is often one-
  of-a-kind, and – unlike the lackadaisical attitude Tomorrow 
  Rides often takes with other loans (see p. 5) – Jody Macht 
  really wants to make sure that Red vehicles return safely if 
  at all possible and that borrowers respect the equipment 
  and their duty to report results.
  the responsIbIlItIes
  Tomorrow Rides doesn’t simply hand the keys to cut-
  ting-edge tech to heroes. They want something out if it.
  Fortunately, what Tomorrow Rides (and – ultimately – Jody 
  Macht) wants is information. Specifically, what works, what 
  doesn’t, how effective the vehicle is, and so on.
  
   
  In the CaMpaIgn 
  9
  At its core, Tomorrow Rides cares about the following:
  • How well did the vehicle fulfill its baseline functions? 
  (E.g., Did the limo perform at least as well as a limo would be 
  expected to do?)
  • How well did the vehicle perform outside its normal 
  design parameters? (E.g., How did the limo do in its high-
  speed chase during a tornado?)
  • How well did the vehicle’s benefits manifest? (E.g., Did 
  the limo’s Top Speed boost perform as expected?)
  • Were there any flaws? If so, were they well documented 
  by the users?
  One thing that Tomorrow Rides doesn’t typically care 
  about is getting the vehicle back in one piece (except for Red-
  level ones – see p. 8). In fact, a failure to return a vehicle may 
  be seen as a positive, in that it meant the adventurers were 
  pushing themselves and the vehicle to its limits. However, 
  they do have a concern about letting prototype or unusual 
  tech fall into others’ hands.
  Beyond that, Tomorrow Rides doesn’t charge for what it 
  provides (including fuel or other expendables), nor does it pay 
  those who “test drive” their vehicles. In this way, Tomorrow 
  Rides can afford to be selective in who they let become 
  Tomorrow Riders; those who would be interested in driving 
  strange, possibly dangerous vehicles in stressful situations 
  tend to be self-selecting. Both sides of the bargain seem to be 
  getting what they want.
  Judging Success
  There’s no fixed system for determining whether Tomorrow 
  Rides considers its loan a success. In general, the more infor-
  mation the heroes can give, the better. If a vehicle has flaws 
  that the players (and characters) could realistically have dis-
  covered, Tomorrow Rides will be unimpressed if the PCs fail 
  to discover them.
  Perhaps more importantly, a significant premium is 
  placed on how exciting the use of the vehicle was. At its core, 
  Tomorrow Rides is wish fulfillment for Jody Macht, furnish-
  ing a life of excitement and high-stakes vehicular action that 
  she can never have. Anything that fits that narrative is espe-
  cially appreciated.
  However, Tomorrow Rides isn’t stupid. Any effort 
  required to counteract fast-talking or deceptive heroes or 
  outright fraud should be considered to have an IQ of at least 
  13 and appropriate skills of at least 16. (See GURPS Social 
  Engineering – especially Deception, pp. 36-39 – for vari-
  ous ways that less-than-scrupulous folks might try to trick 
  Tomorrow Rides, and the different ways they might be dis-
  covered.) Fraud – such as selling vehicles or stripping them 
  for parts – results in blacklisting the heroes at best . . . and the 
  company might even hire rival groups for retaliatory efforts.
  Any vehicle borrowed from Tomorrow Rides can be 
  returned to any Mach Two facility, keeping in mind the lim-
  itations of the facilities. A desert Mach Two might not want 
  to deal with heroes bringing back a yacht (although – if they 
  do – it’s likely to result in a great story). In the event that 
  the vehicle is incapacitated or damaged beyond operational 
  ability but not so great that it’s a total loss, Tomorrow Rides 
  expects its equipment to be watched after while a truck from 
  one of their facilities comes to retrieve it. This is informally 
  known as a “Mach Tow.”
  In general, the GM should reward players and characters 
  who are creative in how they acquire or provide the desired 
  information. The GM should also err on the side of the heroes; 
  from a game-design standpoint, one of the primary functions 
  of Tomorrow Rides is to give the heroes cool vehicles they can 
  use to have more fun adventuring.
  use and abuse
  At its core, Tomorrow Rides can just exist as a back-
  ground element, designed (from a game standpoint) to get 
  the heroes into the action faster. In this way, the operation 
  can be treated as any other gadget-supplying facility, with the 
  odd feature that they concern themselves only with vehicles.  
  ConspIraCy theorIes
  The core assumption of Tomorrow Rides is that the 
  company is doing exactly what it says on the tin: loaning 
  out cutting-edge vehicles to death-defying heroes.
  However, it’s possible that the GM wants there to be 
  more beneath the hood. To that end, here are some ideas 
  to make the core premise a bit more complicated . . . or 
  even sinister.
  • Tomorrow Rides is the front of some large, nefarious 
  conspiracy. By encouraging all the world’s most capable 
  agents to use its services, they have the possibility to harm 
  or incapacitate them all whenever they want.
  • The purpose of Tomorrow Rides is to accumulate 
  data to make multifunctional AIs that simulate the abili-
  ties of adventurers. In this case, the “end game” might be 
  computer constructs capable of death-defying feats with-
  out human mistake or limitation. Given enough time and 
  resources, this could easily provide the stepping stones 
  to a post-apocalyptic GURPS After the End or GURPS 
  Reign of Steel campaign.
  • The vehicles of Tomorrow Rides are somehow 
  enchanted or augmented to detect, extend, or strengthen 
  ley lines (GURPS Thaumatology, pp. 12, 53); increase or 
  decrease the mana level of the area in which they operate 
  (GURPS Magic, p. 6); increase the number and/or potency 
  of Bad Places (GURPS Horror, p. 77); or decrease the 
  Threshold Rating of affected areas (see “Safe as Houses” 
  from Pyramid #3/58: Urban Fantasy II).
  • The forces behind Tomorrow Rides somehow think 
  that Tomorrow Riders have dormant metagenes. By 
  encouraging drivers and passengers to place themselves 
  in dangerous situations, those abilities may activate. (This 
  could form the basis for a transition to a GURPS Supers 
  campaign.)
  
   
  In the CaMpaIgn 
  10
  In fact, other agencies might “outsource” their own vehicu-
  lar operations to Tomorrow Rides, allowing for cross-agency 
  mingling in campaigns with lots of exciting factions.
  However, there are some other ideas that can be used to 
  add Tomorrow Rides to a campaign.
  • Villainous forces have acquired a Tomorrow Rides 
  vehicle – quite possibly a “Burnt Orange” or “Red” ride (see 
  pp. 7-8 and p. 8, respectively) – and the company needs the 
  heroes to get it back.
  • The heat’s been turned up too high on Tomorrow Rides, 
  and they need to redouble efforts to convince the world that 
  they’re boring and aren’t worth attention. To that end, a con-
  dition of the current Tomorrow Rides loaner vehicle is that 
  the PCs permit a reporter, journalist, and/or documentarian 
  to accompany them, with the caveat that the adventurers 
  must do everything in their power to make the mission seem 
  as mundane as possible (at least, as far as the observer can 
  determine).
  • Another group of Tomorrow Riders needs a vehicle as 
  soon as possible for an important mission, and Tomorrow 
  Rides calls in a favor with the heroes to ask them to deliver 
  it. If they accept, they have the opportunity to get entangled 
  with a new group of possible allies or rivals – along with  
  their problems.
  • Perhaps the accident that took Jody Macht’s eyesight 
  wasn’t an accident, but rather a plot more nefarious than 
  mere fate. If so, the same forces that caused her original 
  misfortune might rise again to endanger her or her holdings. 
  (This can be an especially effective plot hook if her motiva-
  tions are not as they seem – see Conspiracy Theories, p. 9.)
  alternates and 
  assuMptIons
  Most details of Tomorrow Rides 
  have been left vague enough for the GM 
  to tailor it to the campaign’s needs. In 
  general, any town of decent size likely 
  has at least one Mach Two facility, and 
  they are common enough that it’s usu-
  ally possible to get from one Mach Two 
  facility to another using a “tank of gas.” 
  However, Mach Two locations are rare 
  enough that the selection of readily 
  available vehicles should be limited and 
  interesting. Furthermore, many Mach 
  Two garages are empty, ready to receive 
  vehicles at the end of missions.
  The core assumption of Tomorrow 
  Rides is that Mach Two is a national 
  organization – whichever nation the cam-
  paign takes place in – but there’s no par-
  ticular reason it couldn’t be international. 
  The biggest reason to not do this is that 
  it may stretch disbelief that an organiza-
  tion large enough to be global could still 
  fly below the radar (perhaps the facilities 
  go by slightly different names in other 
  countries) . . . but this may be the least 
  worrisome believability issue in a game 
  with loaner airships.
  As designed, Tomorrow Rides is 
  assumed to be within the realms of 
  believability; the standard “Yellow-level” 
  vehicles are well within plausibility for 
  just about any campaign. However, the 
  premise works fine in campaigns where 
  larger-than-life modes of transportation 
  are the norm. If steampunk or cyberpunk 
  vehicles are commonplace, then maybe 
  Tomorrow Rides provides vehicles that 
  are even beyond that. In that case, the 
  firefights are likely to get more exciting, 
  as are the stories and data accumulated 
  by Macht.
  
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SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Boardroom and Curia - Tomorrow Rides.pdf