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PnP News Bot
05-28-2009, 12:11 AM
Check out this new article from the Daily Illuminator that Steve Jackson Games posted:

May 28, 2009: Announcing For August (http://www.sjgames.com/ill/archives.html?m=May&y=2009&d=28)



http://www.sjgames.com/images/30/3059/cover_sm.jpg (http://www.sjgames.com/chezgoth/) Chez Goth (http://www.sjgames.com/chezgoth/) </p>

Angst. Nookie. Roommates. Just another Friday night at Chez Goth.</p>

This stand-alone game puts a new spin on the award-winning (and all too realistic) Chez Geek (http://www.sjgames.com/chezgeek/). You're still living with a bunch of roommates . . . but now you're a Goth!</p>

Work at your dreary job. Spend your hard-earned money and precious time to accumulate Slack points . . . or collect Gloom when life turns against you. As it will! You can earn Slack for buying Clothes, Shinies, and Booze . . . or you can just Cough, Complain, or even Faint Dramatically, especially if you have an audience. And if you get very lucky, there might be some Graveyard Nookie in your future.</p>

The second edition features a larger, sturdier box and includes Slack and Gloom counters and a die.</p>

Yes, you can combine these cards with Chez Geek (http://www.sjgames.com/chezgeek/) and have a house full of Goths AND slackers. Fortunately, it's just a game . . . isn't it?</p>

112 cards, die-cut tokens for Slack and Gloom, a six-sided die, and a rulesheet, in a box. Stock #1396, ISBN 837654320181. $19.95.</p>

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http://www.sjgames.com/images/33/3345/fdcov_sm.jpg Munchkin Fairy Dust (http://www.worldofmunchkin.com/fairydust/) </p>

Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . .</p>

Fairy Dust is a 15-card expansion for classic Munchkin (http://www.worldofmunchkin.com/munchkin/). It introduces the Sparkly Good Fairy and her deck of Fairy Dust cards -- extra rewards for munchkins who are willing to help each other. (It's perfectly munchkinly to be nice . . . as long as you get something cool for doing it!) Every card in the set is full-color, with added glittery pink and silver Fairy Dust.</p>

Munchkin Fairy Dust is fun whether you stick with the core Munchkin set or play with all the expansions you can get their hands on. And at less than four bucks, it's a no-brainer!</p>

Fairy Dust is a finseal pack, sold to stores in a POP of ten packs. All packs contain the same 15 cards.</p>

Finseal pack containing 15 cards. Stock #1427, ISBN 837654320211. $3.95.</p>

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http://www.sjgames.com/images/30/3063/cover_sm.jpg (http://www.sjgames.com/gurps/books/ultra-tech/) GURPS Ultra-Tech (http://www.sjgames.com/gurps/books/ultra-tech/) (Reprint) </p>Weapons, Vehicles, and Gadgets



GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. 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 . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:</p>

Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go!
As technology advances, the line between man and machine may become increasingly blurred. 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.


And 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.</p>

GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.</p>

This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. 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. 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.</p>

From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!</p>

240 pages. B&W softcover. Stock #01-6104, ISBN 978-1-55634-799-3. $29.95.</p>

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http://www.sjgames.com/images/34/3459/cover_sm.jpg (http://www.sjgames.com/gurps/books/psionicpowers/) GURPS Psionic Powers (http://www.sjgames.com/gurps/books/psionicpowers/) </p>

Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers (http://www.sjgames.com/gurps/books/powers/) and turns them into ready-to-use packages of psychic strangeness. You can use the abilities as presented, confident that they are built from -- and entirely compatible with -- the rest of the GURPS Fourth Edition (http://www.sjgames.com/gurps/books/basic/) character-creation system (including GURPS Powers, which is not required to use these packages, but is recommended).</p>

Even better, you can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. Why bother trying to figure out what advantages, enhancements, and limitations you need to describe psychic netrunning (part of the Ergokinesis group) or dream-stealing (just one aspect of Psychic Vampirism)? This book does all the work for you, and each power is described in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate many types of psychic ability.</p>

Whether you take it for individual parts or use it as a cohesive whole, this supplement is your one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book!</p>

88-page B&W softcover. Stock #01-6198, ISBN 978-1-55634-798-6. $19.99.</p>

-- Paul Chapman (paul@sjgames.com)</p>