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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Perhaps the most significant developments are in bioscience. Not much covered in TS, and probably grps borrowing.
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 games some useful ideas: However, I feel rather that static cybershells firing interesting munitions when they notice intruders would be u,tratech in keeping with the style of the setting.
GURPS Ultra-Tech
I don’t know that this is any fault of the book though. 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.
By using this site, you agree to the Terms of Use and Privacy Policy. Chapter Seven Another important chapter – perhaps even more important than the one before, given that even the most pacifistic PCs may want protection, against less pacifistic NPCs or hostile environments or non-pacifistic PCs, for that matter.
Sensors and Scientific Equipment 4. They may represent bold new inventions, or artifacts from civilizations that ruled the galaxy eons ago. Military Sci-Fi — A look at the equipment and logistics of futuristic fighting forces. Several supplements have their own pages: Reflex uses different buzzwords to the old notes on Arachnoweave – the idea of imitating spider silk is de-emphasised in favour of a mention of “shear thickening fluid”, a concept that I don’t think was available when TS was written.
Feasible technology for the TS setting, but maybe unlikely to be common. In fact, Ultra-Tech gives values for 10mm rounds, which the original TS treatment didn’t permit; adopt this or not as you choose.
The softcover reprint contains the same material as the earlier print run updated for the latest errata, of course! The idea was that military forces are really conservative about their basic guns, but tend to upgrade the ammo. Military types would probably call it a C-PAW, charged particle accelerator weapon, though, and everyone else would doubtless call it a lightning gun.
Software The generic software costs in Ultra-Tech might be useful, but they make things quite a lot cheaper than in the original TS book, and I’d be very cautious about using them as anything more than a loose guideline even with some kind of multiplier applied. Comfortable climate-controlled suits can protect the entire body, and space suits become lightweight vacc suits. Rapid change suggests a dynamic society that is struggling to come to terms with the latest developments.
But once again, I’d tend to just stick with the TS system all round, for simplicity.
Oh, and this chapter has lots of illustrations, which many gamers will doubtless appreciate. On a larger scale, nuclear fusion and gurpw power free society from dependency on fossil fuels, although they may remain economically important.
GURPS Ultra-Tech 2
The things that overlap with TS sources mostly seem quite consistent. Maybe the future will not have nuke power every where.
However, I’d consider the Dream Teacher probably to be superscience; messing about with people’s dream states and hoping to convey useful training thereby strikes me as dubious. Personally, I’m not sure what I’d think about the idea of somebody lasering messages direct into my eyeball. I’d assume that nobody’s tried too hard to miniaturise the technology much in the setting, but the portable MAD might be available in places, maybe showing up for crowd control in the hands of less fastidious police forces.
Another specialist technology that might add colour to TS games without unbalancing things too much. This is helpful to game masters narrating the combat because it tells them exactly e4 to narrate, but it does take longer.
While asteroid belts may be already used up, TL12 cultures can dismantle Jupiter-sized gas giants for parts. Rules and guidelines are provided for running games from science fantasy and jltratech opera to hard science fictioncreating worlds and planets and notes about aliens races. I’d probably allow it but say that it can’t do everything, or at least not well; having hooked the patient up, any competent paramedic will insist on an immediate and rapid transfer to a hospital with the full bed-size unit.
Total cyborgs have never really featured in Transhuman Space, but there’ve been occasional discussions of the idea – they’re well within gurs technological paradigm. Environmental Gear and Suits: On the aesthetic side, the fact is that widespread use of lasers and other beam weapons can’t help but give a game more ultratecu 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.
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But re-setting it to, say,and declaring it merely Fast Progression lurching towards Accelerated, is left as an exercise. Most cyberpunk worlds are examples of this.
All tasks are resolved by rolling three six-sided dicecreating a bell-curve of probability instead of a flat line of equal chance.