GURPS Ultra-Tech requires the GURPS Basic Set, Fourth Edition. • ISBN • PDF: stock # • Version – September anesi.info The Motivation Manifesto Weapons, Vehicles, and Gadgets GURPS Ultra-Tech is the sourcebook for. GURPS, Warehouse 23, and the all-seeing pyramid are registered .. GURPS High-Tech covers the technology available from the Finally, GURPS Ultra-Tech .
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GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Ultra-Tech, Pyramid, and the names of all. PDF. * Price $ * Stock number Always Available – Click here to GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the. G U R P S. A SOURCEBOOK OF WEAPONS & EQUIPMENT FOR FUTURE AGES. SECOND EDITION – REVISED. - BY DAVID L. PULVER. STEVE JACKSON.
The current document download page has been viewed times. File size: Public files: Hardware or Software? Jeff Wilson Playtesters: Ultra-Tech, Pyramid, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. Printed in Thailand.
The scanning, uploading, and distribution of this book via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. The emphasis is on personal gear of all sorts, from hyperspectral goggles and neutrino communicators to gamma-ray laser rifles and dreadnought battlesuits.
Ultra-Tech also provides plenty of details on future medicine, but since GURPS Bio-Tech covered genetics, biomods, and drugs, this book emphasizes hard tech — cybernetics, ultra-tech medical equipment, neural interfaces, and mind uploading. As technology advances, the line between man and machine may become increasingly blurred. Ultra-Tech is a catalog for players, and a resource for the GM.
Pulver lives in Victoria, British Columbia. He has been a science-fiction fan and avid gamer for most of his life. Kenneth L. Peters lives in Post Falls, Idaho. He is the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure and several Shadowrun books.
Our address is SJ Games, P. Box , Austin, TX Please include a self-addressed, stamped envelope SASE any time you write us! We can also be reached by e-mail: Resources include: Pyramid www. New supplements and adventures. For a current catalog, send us a legalsized SASE, or just visit www.
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Just head over to e Everyone makes mistakes, including us — but we do our best to fix our errors. Up-to-date errata sheets for all GURPS releases, including this book, are available on our website — see below. Visit us on the World Wide Web at www. Page references that begin with B refer to that book, not this one. Colonel Erasmus forced a smile.
We have an evolving singularity in the local bubble.
The Bubble client states — here. And here. I even saw some horse cavalry.
It was almost fun. Your data is obsolete, Erasmus. Take a look at this.
It had been a while since Erasmus had taken techno-sociology, but he could still decipher them. Last month, they began experimenting with nanotechnology. Combine that with their existing FTL technology. I get it. Unfortunately, all my operatives are a little busy. Tracking down several grams of stolen antimatter.
Finding a missing princess. The daily grind. I expect results soon. This chapter provides general background and rules for ultra-technology, along with guidelines for adjusting the availability of equipment in a campaign.
This leads to the widespread use of devices such as printed computers, flexible batteries, and bio-compatible implants, as well as products such as video wallpaper and chameleon suits. Micro-mechanical electromagnetic systems — tiny sensors and actuators — drastically shrink many electronic and mechanical devices. The results are dramatic, ranging from vehicle surfaces that can change their aerodynamic properties to labs-on-a-chip and artificial gills.
Fuel cells and gas turbines are miniaturized and used as power cells for electronics and other portable devices. On a larger scale, nuclear fusion and solar power free society from dependency on fossil fuels, although they may remain economically important.
Computers, sensors, and communicators are faster, smarter, and smaller, and can be built into almost anything.
Wearable computers are inexpensive. Quantum computers can solve problems and break encryption by computing every possible solution at once, but quantum communication systems trump that with unbreakable encryption. Neural interfaces link mind and machine, and cybernetic implants do not merely replace injured body parts, but actually enhance them. Mobile robots are commonplace, used in everything from nursing to vehicle operation to combat.
However, they lack self-initiative, and many are teleoperated. Improvements in material technology lead to affordable space transport systems, such as single-stage-to-orbit shuttles or space elevators. Cheaper access to orbit may boost other space technology, such as nuclear engines for interplanetary journeys, beamed power from solar satellites, and life support technology.
Industry and even colonists may go into space, taking advantage of the gravity-free environment to mine asteroids or develop better industrial processes. Small arms technology still relies on conventional guns with improved ammunition and smart electronics but specialized non-lethal energy weapons such as electrolasers and sonic nauseators appear.
So do the first bulky laser sniper rifles, heavy electromagnetic railguns, and laser cannon. Antimatter is now routinely manufactured. Mini-nukes increase the risk of nuclear war by blurring the boundaries between conventional and nuclear arms. Body armor advances even more rapidly than weapons. Comfortable climate-controlled suits can protect the entire body, and space suits become lightweight vacc suits. Advances in micro-turbines and robotics make powered suits feasible, both exoskeletons for civilian and military applications and battlesuits.
Perhaps the most significant developments are in bioscience. Functional organs can be grown with tissue engineering and transplanted into the body.
Wonder drugs and other treatments can be delivered in smart capsules. Not all diseases are cured, but lifespans may increase substantially. Monomolecular wire and plasma weaponry are developed. TL9 cultures can spread out rapidly to other worlds.
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Log In with Facebook. Log In I am new here. Remember me. Password forgotten? Click here. 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. 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.
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