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.
The power of misdirection begins in the mind. This month's issue of Pyramid, the PDF magazine for roleplayers, looks at the strangeness of shadows, the intrigues of imagination, and the melding of magic and mental matters. Unleash new spells based on glass and names. Stop the machinations of artifacts of evil, or do more of the impossible in dungeons. With this issue, the limits of your imagination are where the magic happens!
A collection of new Ogre articles and art, Ogrezine has 16 fan-submitted articles, exploring the game of Ogre in its many forms. There are scenarios, fiction, historical essays, variants, and new artwork to enjoy. Want to know what happens after an Ogre has decimated your force? Find out in Karl K. Gallagher's "Clean Up." Curious as to the role a wired city might play in your game? Daniel Oney examines this in "Going Downtown: Smart Cities in the Last War." These and 14 other articles await your reading pleasure in Ogrezine!
Dungeon Fantasy heroes see town as a place to hear rumors, buy supplies, and sell loot – but their players often want details. A settlement that serves wanderers obsessed with weapons, armor, magic, and mountains of coins won't look much like anything from Earth's Middle Ages! It'll be more interesting.
GURPS Dungeon Fantasy Setting: Caverntown presents a magical underground city a mere bowshot from the dungeon. Visit and find:
Welcome to Caverntown!
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!