Gurps 3rd edition pirates
It's a bit dated, but does have some useful material, including some ship information/layouts. I've used elements in one of my FH settings' date=' which used a bunch of stuff from the 3rd edition Campaign Classics book, Pirates. 27), which could easily play into a cinematic pirate game. I'd also point out the Hero System Martial Arts book for a great treatment of Fencing (p. Ours was more of a high magic campaign with swashbuckling and clockpunk bolted on, so one of the players had a character who could use magic to "keep his powder dry" as well as a penetrating mist to dampen the gunpowder of the enemies. You can find more information about early firearms in the Hero System Equipment Guide starting on p. We found that firearms are effectively a one shot weapon due to reloading time in most Hero combat, so it was common for those who could afford it to have a couple of pistols, and then a sword for when the bullets ran out. A late addition to the campaign was the concept of Combat Luck (6E 110), which worked extremely well for non-armored swashbucklers. Second, I increased the encumbrance penalties for armor (making a Conquistador-look sectional defense popular for some). First of those was to assume that firearms had an automatic AP vs armor. I also added a few house rules to make heavy armor less effective. Most of the weapon information has been superseded by the Hero System Equipment Guide. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price.I've used elements in one of my FH settings, which used a bunch of stuff from the 3rd edition Campaign Classics book, Pirates. The oldest material included here dates back to the first edition of GURPS Space other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk, GURPS Psionics, GURPS Robots, and Transhuman Space. This is the third edition of GURPS Ultra-Tech it has been revised to the GURPS Fourth Edition rules. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.
Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. 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.Īnd still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level.
Gurps 3rd edition pirates full#
GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow. GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. Article Edit | History | Editors Action Page