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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.
-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.
The Future is Alive "Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best -- she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all." It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it -- death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at! But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases. GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a living starship on its way to colonize an alien world! Say goodbye to your old body. Have you upgraded your genetics this year? This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.
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.
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets! (It doesn't) -- Nominated for the Origins Award for Best Roleplaying Supplement.
Admit it. College would have been more fun if you were allowed to blow up the instructors. And you really would have liked to major in Military Biology, Anti-Social Sciences, Double-Entendre Bookkeeping, or Computer Wizardry. Too bad you didn't know about IOU. Illuminati University is THE best place to learn Things Man Was Not Meant To Know. With departments like Weird and Unusual Science and Engineering, Inapplicable Mathematics, Misanthropology, and Zen Surrealism . . . not to mention extracurricular activities like Democrats for Cthulhu, Moopsball, and food fights that set off nuclear alerts . . . this is college as it should have been. And gadgets? Everything from the Crockpot of the Gods to the Enigmatic Alien Device Button-Pushing Table. Illustrated by the one and only (two and only?) Phil and Kaja Foglio, this book supports three different campaign styles . . . Silly, Weird, and Darkly Illuminated. GURPS IOU takes you from creating a character to enrolling in classes, to study, finals, and the occasional academic blood feud, all the way to graduation. If you survive.