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GURPS Classic: Cyberworld
For GURPS 3rd Ed.
Written by Paul Hume
Published by Steve Jackson Games
131-page PDF (41.8 MB)
Stock Number SJG30-6051, $7.99
Life is Cheap on the Edge
So, paryeni, you think you got what it takes to live on the Edge. Lots of livewires think so. Most of them wind up rotting in the body banks. We'll see . . . we'll see.
GURPS Cyberworld is your guide to the world of the One-and-Twenty, where the United States is under the totalitarian hold of the Provisional Government, the cities are floundering in their own decay and technology races forward faster and faster.
This book has everything players and GMs need to explore a dangerous and brutal world. If you're quick enough, you can outwit the black-clad Nerks, get enough cred and connections to fix yourself up with some street cyberwear, and maybe even jack into the global network and poke around for some easy loot. But if the korp console jockeys catch you in their part of the matrix, you'll be dodging zeromen for the rest of your short life.
Inside you'll find:
This book also includes maps, tables and lots of new adventure ideas for GURPS Cyberpunk roleplaying.
So come on, dyadooska, get with it. Don't be the only one in the world who hasn't arrived in the One-and-Twenty.
Visit the official web page for more info, resources, product support, and links.
Download a preview (6-page PDF (1.9 MB)) of this item!