GURPS ULTRATECH 4E PDF

Transhuman Space is, to a significant extent, the setting which defined the ideas about future technology which are used in GURPS 4e, so for. GURPS Ultra-Tech is a sourcebook for GURPS. Contents. 1 Contents; 2 Publication history which Steve Jackson Games published in A new GURPS Ultra-Tech () was one of the tech books published for GURPS 4e GURPS Space is a genre toolkit for creating Science Fiction campaigns using the GURPS Those topics will be covered by the forthcoming books GURPS Vehicles (4e) and GURPS Ultra-Tech (4e) respectively. The rationale for this decision.

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E4 programs are of course defined slightly differently to TS language skill sets, but the complexity levels come out quite similar. Monomolecular wire and plasma weaponry are developed. Just to make it clear and remind people, by the way – TS is a hard SF setting, which means I’m taking it as read that we just skip anything marked as superscience. And other silly stuff like that.

Chapter Eight Gurpps now we move onto “patching the PCs up after they’ve been playing with all the other toys”. Changing Times swiped Cable Jack and some of these enhancements, of course, and others Sonar Comm, Burst might well be appropriate for some models. Most cyberpunk worlds are examples of this. It might be imported, possibly at substantially increased prices – the self-healing capability is not to be sniffed at. Though treating all the Changing Times gear as ultraviolet lasers might bring the damage levels more into line, albeit with improved ranges.

Also, the Virtual Tutor software is a little different – sometimes more complex, but always giving skill By the way, I think there’s a typo on the Striker Missile, and its air speed should be Apart from being widely seen as proof of very dubious intent, of course.

TL13 devices are like TL12 but weigh or cost half or two-thirds as much, and so on. Just to repeat my boring old line – I haven’t seen or heard of any evidence that unmodified humans have enough response to pheromones to make developing this sort of thing worthwhile. Contragravity is miniaturized, resulting in personal flying belts and small, hyper-agile robot missiles. Probably quite plausible, though I’d guess that the advanced versions aren’t likely to be available in civilian shops, by and large.

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Saucer grenades will doubtless be popular. Simple pills can regenerate the body in a matter of hours, or grow new cybernetic implants a matter of days. GURPS High-Tech — Descriptions and stats for hundreds of kinds of historical ulrtatech and personal armor, vehicles from the stagecoach to modern helicopters, and much more.

The manager software is slightly differently defined, but nothing that’ll break games. Peters, the author of Transhuman Space: I’d prefer to keep anything with the name “blaster” out of TS games, but this charged particle beam could actually be a simpler version apart from the scaling down of the neutral particle beams already used on TS spacecraft. Ditto for uplifted squids, by the way.

Using GURPS Ultra-Tech 4e in Transhuman Space

Better to send a buzzbot on these sorts of missions, mostly. Gurpx progression usually stems from technological stagnation, often in conjunction with a Dark Age that 4f a major decline or fall of civilization. On the aesthetic side, the fact is that widespread use of lasers and other beam weapons can’t help but give a game more of a space opera feel, whereas TS projectile sidearms, with their sophisticated warheads and intelligent accessories, perhaps have just the right balance of gloss and grit for the setting.

Is this really hard SF? Might be possible with TS technology. Generally useful, of course, but then, a lot of this stuff is already in TS, more or less Umm, really, isn’t this a bit, well, silly?

Swarmwear is no longer a standard type, but is a generic potential function of the Aerostat type. GMs who want gritty realism and scary moments can bring such problems right back in. Instead, they just keep making better ammo!

Oh heck, just treat these two things as parallel, distinct technology paths, and see which the players favour. Unfortunately, all my operatives are a little busy. The TL11 advances in nanotechnology and exotic matter are fully integrated into civilization, along with new devices such as living metal, gamma-ray lasers, and self-replicating nanomachine swarms.

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GURPS (Tabletop Game) – TV Tropes

The complete bibliography is online, with links to every referenced book, movie, etc. This page was last edited on 9 Septemberat Any combination is possible! Laser-Retinal Imaging probably counts as a flashy spy-show trick in the TS setting. Deception and Intrusion I’d tend to assume that security systems in the TS world are pretty good against direct frontal assaults – it’s a setting in which encryption is ahead of the crackers.

I do think that one place you can probably get cool guns is probably the Duncanite asteroid areas.

One could use this stuff in place of the gear in the TS main book without breaking the setting at ultrratech, but I’d strongly recommend using either TS-books armour or UT armour, not trying to mix and match. David Pulver has commented on this whole weapons question in previous discussions, and with his permission, I’ll quote what he has to say; it may give GMs of Transhuman Space gyrps some useful ideas: Visit us on the World Wide Web at www.

This is fairly closely akin to the Arachnoweave and Nanoweave featured in the TS core book. However, simply because it does use pretty well all the non-superscience TL10 stuff, it’s slipping into Radical Hard SF – which should be the theme of many “Fifth Wave” and “Deep Beyond” games. Firearm Accessories Generally useful, of course, but then, a lot of this stuff is already in TS, more or less New superscience weaponry becomes available, notably plasma guns and exotic sonic beams.