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If this is the case, you can skip Characters and Campaigns for the time being and run an entire campaign with the Lite rules.Īlternately, you may want to look at the GURPS Lite 3rd rules which are really built for D&D-esque fantasy (they contain brief rules for magic and a bestiary). Those for are pretty much necessary unless you choose to go with the lighter (but still tactically rich) combat system in the GURPS Lite 4th rules. Get your core books first and worry about options later. It's a nice set of options for emulating D&D but hardly necessary - and almost completely useless without the rule books that it heavily references. Honestly? I'd ignore the Dungeon Fantasy line for now. 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.I went through this same purchasing process back in December! 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.
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This is the third edition of GURPS Ultra-Tech it has been revised to the GURPS Fourth Edition rules. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. 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.Īnd 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. As technology advances, the line between man and machine may become increasingly blurred.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!.With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Death itself can become a temporary inconvenience. Medicine - Superscience can heal, rebuild, and improve on nature.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.Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
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GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: 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. GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. Article Edit | History | Editors Action Page