Author: David Pulver
Publisher: Steve Jackson Games
ISBN: 9781556348297
Category : Games & Activities
Languages : en
Pages : 244
Book Description
It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science-fiction adventure that begins where cyberpunk ends. This Powered by GURPS line was created by David L. Pulver and illustrated by Christopher Shy. The core book, Transhuman Space, opens with nearly one hundred pages of world and background material. This edition includes a customized GURPS Lite - no other books are required to use it, although the GURPS Basic Set for Third Edition and GURPS Compendium I are recommended for GMs.
Transhuman Space: Powered by Gurps
Author: David Pulver
Publisher: Steve Jackson Games
ISBN: 9781556348297
Category : Games & Activities
Languages : en
Pages : 244
Book Description
It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science-fiction adventure that begins where cyberpunk ends. This Powered by GURPS line was created by David L. Pulver and illustrated by Christopher Shy. The core book, Transhuman Space, opens with nearly one hundred pages of world and background material. This edition includes a customized GURPS Lite - no other books are required to use it, although the GURPS Basic Set for Third Edition and GURPS Compendium I are recommended for GMs.
Publisher: Steve Jackson Games
ISBN: 9781556348297
Category : Games & Activities
Languages : en
Pages : 244
Book Description
It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science-fiction adventure that begins where cyberpunk ends. This Powered by GURPS line was created by David L. Pulver and illustrated by Christopher Shy. The core book, Transhuman Space, opens with nearly one hundred pages of world and background material. This edition includes a customized GURPS Lite - no other books are required to use it, although the GURPS Basic Set for Third Edition and GURPS Compendium I are recommended for GMs.
Transhuman Space
Author: David Pulver
Publisher: Steve Jackson Games
ISBN: 9781556345869
Category : Games
Languages : en
Pages : 144
Book Description
Publisher: Steve Jackson Games
ISBN: 9781556345869
Category : Games
Languages : en
Pages : 144
Book Description
Under Pressure
Author: Constantine Thomas
Publisher: Steve Jackson Games
ISBN: 9781556346781
Category :
Languages : en
Pages : 160
Book Description
Publisher: Steve Jackson Games
ISBN: 9781556346781
Category :
Languages : en
Pages : 160
Book Description
Transhuman Space: Fifth Wave
Author: John F. Zeigler
Publisher: Steve Jackson Games
ISBN: 9781556348303
Category : Games & Activities
Languages : en
Pages : 148
Book Description
The Third Wave was information. The Fourth Wave was biotech. The Fifth Wave is a combination of nanotechnology, memetics, and artificial intelligence, and it's changing mankind more than the first four waves put together. Transhuman Space: Fifth Wave is an overview of our home planet at the end of the 21st century. Most humans (and other sapient life) still live on Earth, doing business, raising families, and fighting wars just as they have always done. Humanity and its partners may be scattering into deep space, but Earth is still the center of the human universe . . . crowded, busy, fast-moving, and still picking up speed. Fifth Wave includes new racial packages, plus rules for cutting-edge technology: virtuality nodes, software for network intrusion and defense, and various land, sea and air vehicles of interest to adventurers. Welcome home. It's different here.
Publisher: Steve Jackson Games
ISBN: 9781556348303
Category : Games & Activities
Languages : en
Pages : 148
Book Description
The Third Wave was information. The Fourth Wave was biotech. The Fifth Wave is a combination of nanotechnology, memetics, and artificial intelligence, and it's changing mankind more than the first four waves put together. Transhuman Space: Fifth Wave is an overview of our home planet at the end of the 21st century. Most humans (and other sapient life) still live on Earth, doing business, raising families, and fighting wars just as they have always done. Humanity and its partners may be scattering into deep space, but Earth is still the center of the human universe . . . crowded, busy, fast-moving, and still picking up speed. Fifth Wave includes new racial packages, plus rules for cutting-edge technology: virtuality nodes, software for network intrusion and defense, and various land, sea and air vehicles of interest to adventurers. Welcome home. It's different here.
Transhuman Space Orbital Decay
Author: Steve Jackson Games
Publisher: Steve Jackson Games
ISBN: 9781556345760
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Publisher: Steve Jackson Games
ISBN: 9781556345760
Category : Fantasy games
Languages : en
Pages : 0
Book Description
Gurps Bio-Tech
Author: David Morgan-Mar
Publisher: Steve Jackson Games
ISBN: 9781556348143
Category : Games & Activities
Languages : en
Pages : 244
Book Description
The Future is Alive "Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best -- she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all." It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it -- death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at! But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases. GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a living starship on its way to colonize an alien world! Say goodbye to your old body. Have you upgraded your genetics this year? This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.
Publisher: Steve Jackson Games
ISBN: 9781556348143
Category : Games & Activities
Languages : en
Pages : 244
Book Description
The Future is Alive "Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best -- she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all." It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it -- death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at! But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases. GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a living starship on its way to colonize an alien world! Say goodbye to your old body. Have you upgraded your genetics this year? This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.
GURPS Lite
Author: Sean Punch
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 34
Book Description
Publisher:
ISBN:
Category : Games & Activities
Languages : en
Pages : 34
Book Description
GURPS Martial Arts
Author: C. J. Carella
Publisher: Steve Jackson Games
ISBN: 9781556343148
Category : Fantasy games
Languages : en
Pages : 0
Book Description
-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.
Publisher: Steve Jackson Games
ISBN: 9781556343148
Category : Fantasy games
Languages : en
Pages : 0
Book Description
-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.
Gurps Cyberpunk
Author: Loyd Blankenship
Publisher: Steve Jackson Games
ISBN: 9781556341687
Category : Games
Languages : en
Pages : 128
Book Description
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets! (It doesn't) -- Nominated for the Origins Award for Best Roleplaying Supplement.
Publisher: Steve Jackson Games
ISBN: 9781556341687
Category : Games
Languages : en
Pages : 128
Book Description
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets! (It doesn't) -- Nominated for the Origins Award for Best Roleplaying Supplement.
How to Be a Gurps GM
Author: Warren "Mook" Wilson
Publisher: Steve Jackson Games
ISBN: 9781556348082
Category : Games & Activities
Languages : en
Pages : 76
Book Description
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
Publisher: Steve Jackson Games
ISBN: 9781556348082
Category : Games & Activities
Languages : en
Pages : 76
Book Description
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!