Gurps Ultra Tech 2

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GURPS Ultra-Tech 2

Author : David L. Pulver
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 53,5 Mb
Release : 1997-08
Category : Fantasy games
ISBN : 155634337X

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GURPS Ultra-Tech 2 by David L. Pulver Pdf

-- Hundreds of different science fiction devices...weapons, computers, armor, exotic medicine, and much more. -- By one of the GURPS system's most popular authors.

Gurps Ultra-Tech

Author : David L. Pulver,Kenneth Peters
Publisher : Steve Jackson Games
Page : 240 pages
File Size : 44,6 Mb
Release : 2007-01-08
Category : Games
ISBN : 1556347537

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Gurps Ultra-Tech by David L. Pulver,Kenneth Peters Pdf

GURPS ULTRA-TECH

Author : David L. Pulver
Publisher : Unknown
Page : 244 pages
File Size : 50,7 Mb
Release : 2016-11-28
Category : Games & Activities
ISBN : 155634810X

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GURPS ULTRA-TECH by David L. Pulver Pdf

Weapons, Vehicles, and Gadgets GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs. And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level. GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure. This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

Gurps Bio-Tech

Author : David Morgan-Mar,David L. Pulver
Publisher : Steve Jackson Games
Page : 244 pages
File Size : 55,8 Mb
Release : 2017-02-16
Category : Games & Activities
ISBN : 1556348142

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Gurps Bio-Tech by David Morgan-Mar,David L. Pulver Pdf

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 : Unknown
Page : 34 pages
File Size : 52,5 Mb
Release : 2000
Category : Games & Activities
ISBN : UOM:39015050162729

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GURPS Lite by Sean Punch Pdf

How to Be a Gurps GM

Author : Warren "Mook" Wilson
Publisher : Steve Jackson Games
Page : 76 pages
File Size : 43,6 Mb
Release : 2017-07-24
Category : Games & Activities
ISBN : 1556348088

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How to Be a Gurps GM by Warren "Mook" Wilson Pdf

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!

Gurps Cyberpunk

Author : Loyd Blankenship
Publisher : Steve Jackson Games
Page : 128 pages
File Size : 48,6 Mb
Release : 1990-11-01
Category : Games
ISBN : 1556341687

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Gurps Cyberpunk by Loyd Blankenship Pdf

-- 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.

Gurps Basic Set: Campaigns

Author : David L. Pulver,Sean Punch
Publisher : GURPS: Generic Universal Role
Page : 0 pages
File Size : 41,8 Mb
Release : 2004
Category : Games & Activities
ISBN : 1556347308

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Gurps Basic Set: Campaigns by David L. Pulver,Sean Punch Pdf

"GURPS is the most flexible roleplaying system ever created. With just this book, you can adventure in any world you can imagine"--Cover

GURPS Martial Arts

Author : C. J. Carella
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 45,9 Mb
Release : 1996-02
Category : Fantasy games
ISBN : 1556343140

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GURPS Martial Arts by C. J. Carella Pdf

-- 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 Infinite Worlds

Author : Kenneth Hite,Steve Jackson,John M. Ford
Publisher : Steve Jackson Games
Page : 244 pages
File Size : 44,6 Mb
Release : 2017-02-16
Category : Games & Activities
ISBN : 1556348134

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Gurps Infinite Worlds by Kenneth Hite,Steve Jackson,John M. Ford Pdf

Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.

Nanovision

Author : Colin Milburn
Publisher : Duke University Press
Page : 293 pages
File Size : 41,8 Mb
Release : 2008-10-28
Category : Science
ISBN : 9780822391487

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Nanovision by Colin Milburn Pdf

The dawning era of nanotechnology promises to transform life as we know it. Visionary scientists are engineering materials and devices at the molecular scale that will forever alter the way we think about our technologies, our societies, our bodies, and even reality itself. Colin Milburn argues that the rise of nanotechnology involves a way of seeing that he calls “nanovision.” Trekking across the technoscapes and the dreamscapes of nanotechnology, he elaborates a theory of nanovision, demonstrating that nanotechnology has depended throughout its history on a symbiotic relationship with science fiction. Nanotechnology’s scientific theories, laboratory instruments, and research programs are inextricable from speculative visions, hyperbolic rhetoric, and fictional narratives. Milburn illuminates the practices of nanotechnology by examining an enormous range of cultural artifacts, including scientific research articles, engineering textbooks, laboratory images, popular science writings, novels, comic books, and blockbuster films. In so doing, he reveals connections between the technologies of visualization that have helped inaugurate nano research, such as the scanning tunneling microscope, and the prescient writings of Robert A. Heinlein, James Blish, and Theodore Sturgeon. He delves into fictive and scientific representations of “gray goo,” the nightmare scenario in which autonomous nanobots rise up in rebellion and wreak havoc on the world. He shows that nanoscience and “splatterpunk” novels share a violent aesthetic of disintegration: the biological body is breached and torn asunder only to be refabricated as an assemblage of self-organizing machines. Whether in high-tech laboratories or science fiction stories, nanovision deconstructs the human subject and galvanizes the invention of a posthuman future.

Gurps Ultra-Tech Softcover

Author : Steve Jackson Games
Publisher : Steve Jackson Games
Page : 240 pages
File Size : 43,9 Mb
Release : 2009-09
Category : Games
ISBN : 1556347995

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Gurps Ultra-Tech Softcover by Steve Jackson Games Pdf

Gurps Basic Set, Third Edition, Revised

Author : Steve Jackson
Publisher : Steve Jackson Games
Page : 276 pages
File Size : 52,9 Mb
Release : 2018-03-19
Category : Games & Activities
ISBN : 1556348266

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Gurps Basic Set, Third Edition, Revised by Steve Jackson Pdf

Adventure in any world you can think of, with GURPS, the Generic Universal RolePlaying System - the most flexible roleplaying system you can use. If you haven't yet upgraded to the Fourth Edition . . . you're a completist . . . or you're looking for a dose of nostalgia, here's the previous edition! It's easy to learn - you can jump right in with the included quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be "Game Master-friendly," with Table of Contents, Glossary, Appendix, and Index, as well as lots of examples.

Gurps Cyberworld

Author : Paul Hume,Chris W. McCubbin
Publisher : Steve Jackson Games
Page : 128 pages
File Size : 44,9 Mb
Release : 1993-05-01
Category : Electronic
ISBN : 1556342357

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Gurps Cyberworld by Paul Hume,Chris W. McCubbin Pdf

Fantasirollespil.

GURPS Psionics

Author : David L. Pulver
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 48,5 Mb
Release : 2003-05
Category : Electronic
ISBN : 1556341962

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GURPS Psionics by David L. Pulver Pdf

-- Adds many new mental powers to GURPS...lets players create more powerful characters. -- By one of the GURPS system's most popular authors.