> Bio-Tech One of the best GURPS books I have. It covers any biological topic from bloodletting to artificially created bioroid humans. It is a perfect introduction to the wonderful world of genetics and bioengineering. Perhaps too much on the superscience end of the spectrum, but still.
> High-Tech Dull. I very seldom have any use for information on weapons and armor and that is what most of this book is. Guns shoot - armor might stop that, that's all I need to know. But sure, there are some other parts to this book too and it is helpful to be able to group things by TL. > Ultra-Tech Like High-Tech this book has way to much about weaponry. But it has some other stuff too and some of it is quite inspiring. Useful for SF campaigns - mostly for the ideas it might give you. > Martial Arts Like it's 3e equivalent this book is awesome. One improvement is that it is more generic, giving more varied examples of styles and making it easier to create new ones. Of course, this book is more useful to someone who actually have fighting occur every now and then in their campaign - but I still like it. -- Johan _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
