If anyone has the PDF or Download Link of the complete version of Codex .. View SameGoogleiqdbSauceNAOTrace GURPS - 4th Edition - ronaldweinland.info, 3MiB, 1x1 GURPS Low tech for you GURPS Fans out there. PDF. * Price $ * Stock number Always Available – Click here to GURPS Low-Tech covers the basic tools used by historical adventurers from. Now in its fourth edition, Step-Up to Medicine has been completely revised We hope that the new STEP-UP to MEDICINE, F.
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Covering the Paleolithic to the Age of Sail, GURPS Low-Tech is your guide to TL equipment for historical adventurers, modern survivalists, post-apocalypse . Gurps - Low ronaldweinland.info - Download as PDF File .pdf), Text File .txt) or read online. ronaldweinland.info Uploaded by. GURPS Low-Tech requires the GURPS Basic Set, Fourth Edition. The information on .. support in PDF form digital copies of our books, plus exclusive mate-.
Magic rules from the Basic set are expanded, detailing a large number of spells, and rules for alternative magic systems, magic item creation, alchemy etc. GURPS Mass Combat   Gives rules for large-scale battles between military units, as well as allowing for the actions of player characters. GURPS Powers  Extends the basic character creation rules to better handle high powered characters, and allow highly detailed customization of powers in which each power consists of a range of abilities ie, advantages and a talent, with a "source" and a "focus", adding color and helping to tie together the abilities, and an additional "power modifier" that acts like an enhancement rare or limitation to the power as a whole. Extends further the rules about magic, adding ceremonial, spirit, runic, freeform, material alchemy, herbalism , and real-world-inspired magic. Genre toolkits[ edit ] These books describe how to design and play campaigns in a particular genre , such as fantasy , science fiction or detective fiction. Zeigler and James L.
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. Superscience: Monomolecular wire and plasma weaponry are developed.
TL9 cultures can spread out rapidly to other worlds. Inexpensive sapient machines are commonplace. Swarms of tiny microbots can be built, and biomechanical nanomachines can perform prodigious feats of medicine and genetic engineering.
People who can afford to take full advantage of TL10 medicine may live for centuries or more. As science gains a greater understanding of the human mind, more complex neuro-tech and cybernetics become available.
Molecular nanotechnology is routinely used in manufacturing. The tools used are biomechanical in nature, combining proteins and engineered viruses with metals and other inorganic materials.
One example of the new bio-nanotech products is pseudoalive polymers that are capable of self-repair. Material and power generation technology continues to improve. Super-strong composite materials are relatively inexpensive.
Nuclear fusion reactors are small enough to power battle tanks and fighter-sized spacecraft. Superscience: Gravity control technology leads to artificial gravity and contragravity being used in personal vehicles, houses, and weapons, as well as reactionless space drives. It opens up with a discussion of "Realistic Weapons".
Nothing here that is a revelation, but it manages to cover all the interesting bits for a non-cinematic campaign that the Dungeon Fantasy series does over its several volumes. This is low and historical fantasy gold. And then it covers "Cinematic Weapons" to boot! Then we have a section on "Shield Options". Next in section 2 is "Scaling Weapons and Armor".
That is, rules for dealing with non-standard sized weapons and wielders. No rant on this one, but this section is LONG overdue. Closing out section 2 is "Damage to Weapons and Armor". This section addresses the most egregious omissions in the main book. I have no idea why this stuff was cut and move to a companion PDF. Ok, taking a deep breath, on to Chapter 3, "Fortifications".
I love this section, but I'll begrudgingly admit this was best cut from the main book.
It's a great read and really useful for a more militaristic campaign. Chapter 4, "Mobility", could be boiled down a bit and put in the main book.
The section on "Military Transportation" is useful for a historical campaign as are the sections on "Naval Combat" and "Warcraft".
Much of this material should have been in the "Mobility and Transportation" chapter of the main book, though certainly in a briefer form. As always an excellent index concludes the book.
Conclusion I love this book. Chapter 2 is what I wanted out of the original book in the first place.