Transhuman Space (Reprint)
It's the year 2100. Humans have colonized the solar system. China and America struggle for control of Mars. The Royal Navy patrols the asteroid belt. Nanotechnology has transformed life on Earth forever, and gene-enhanced humans share the world with artificial intelligences and robotic cybershells. Our solar system has become a setting as exciting and alien as any interstellar empire. Pirate spaceships hijacking black holes . . . sentient computers and artificial "bioroids" demanding human rights . . . nanotechnology and mind control . . . Transhuman Space is cutting-edge science-fiction adventure that begins where cyberpunk ends.
This Powered by GURPS line was created by David L. Pulver and illustrated by Christopher Shy. The core book, Transhuman Space, opens with nearly one hundred pages of world and background material. This edition includes a customized GURPS Lite – no other books are required to use it, although the GURPS Basic Set for Third Edition and GURPS Compendium I are recommended for GMs.
242 black-and-white pages. Softcover.
Transhuman Space: Fifth Wave (Reprint)
The Third Wave was information. The Fourth Wave was biotech. The Fifth Wave is a combination of nanotechnology, memetics, and artificial intelligence, and it's changing mankind more than the first four waves put together.
Transhuman Space: Fifth Wave is an overview of our home planet at the end of the 21st century. Most humans (and other sapient life) still live on Earth, doing business, raising families, and fighting wars just as they have always done. Humanity and its partners may be scattering into deep space, but Earth is still the center of the human universe . . . crowded, busy, fast-moving, and still picking up speed.
Fifth Wave includes new racial packages, plus rules for cutting-edge technology: virtuality nodes, software for network intrusion and defense, and various land, sea and air vehicles of interest to adventurers.
Welcome home. It's different here.
146 black-and-white pages. Softcover.
GURPS Basic Set (Reprint)
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.
274 black-and-white pages. Softcover.
GURPS Compendium I (Reprint)
GURPS Compendium I has it all! We've searched over a hundred GURPS Third Edition books and dozens of Roleplayer and Pyramid articles to bring you the most complete compilation of character generation rules ever. Compendium I includes updated and revised versions of every character-related rule for GURPS Third Edition that has been published since the release of Third Edition's Basic Set – all in an easy-to-use format.
With Compendium I and Basic Set in hand, you will be able to handle all character design without ever opening another book, except to select world-specific abilities like spells and cyberwear. Compendium I is a companion volume to the Basic Set and is a must-have for any serious GURPS Third Edition player or GM!
194 black-and-white pages. Softcover.
GURPS Dragons (Reprint)
Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men!
GURPS Dragons includes:
162 black-and-white pages. Softcover.
Tombs teem with trouble and tricks, but terrific trinkets await the intrepid! This issue of Pyramid, the PDF magazine for roleplayers, gives gaming goodness for both the Dungeon Fantasy Roleplaying Game and the GURPS Dungeon Fantasy line. Make heroes in new ways courtesy of Dungeon Fantasy architect Sean Punch. Face monsters that are treasures themselves, and discover the genesis of Dungeon Fantasy Traps. With this issue, there are dozens of ways to die . . . but it's all worth it!
18 pawns, 1 bookmark.
For heroes of the Dungeon Fantasy Roleplaying Game, a well-timed modicum of magic can mean the difference between victory and death. Dungeon Fantasy Magic Items offers you an emporium of enchantment, stocked with wondrous weapons, armor, wands, jewelry, potions, and more. It's an assortment of awesome aids for GMs and looters alike.