Gurps Infinite Worlds
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Author |
: Kenneth Hite |
Publisher |
: Steve Jackson Games |
Total Pages |
: 244 |
Release |
: 2017-02-16 |
ISBN-10 |
: 1556348134 |
ISBN-13 |
: 9781556348136 |
Rating |
: 4/5 (34 Downloads) |
Synopsis Gurps Infinite Worlds by : Kenneth Hite
Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
Author |
: Steve Jackson |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1991-08 |
ISBN-10 |
: 1556341156 |
ISBN-13 |
: 9781556341151 |
Rating |
: 4/5 (56 Downloads) |
Synopsis GURPS Time Travel by : Steve Jackson
-- By GURPS system designer Steve Jackson, and World Fantasy Award winner John M. Ford. -- Winner of the Origins Award for Best Roleplaying Supplement.
Author |
: Kenneth Hite |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1999-10 |
ISBN-10 |
: 155634399X |
ISBN-13 |
: 9781556343995 |
Rating |
: 4/5 (9X Downloads) |
Synopsis GURPS Alternate Earths 2 by : Kenneth Hite
Guidebook to creating and playing in one of six parallel Earths. Includes maps, histories, character types and everything you need for an alternate Earth campaign.
Author |
: Steve Jackson Games |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2004-10 |
ISBN-10 |
: 1556345194 |
ISBN-13 |
: 9781556345197 |
Rating |
: 4/5 (94 Downloads) |
Synopsis Gurps Fantasy by : Steve Jackson Games
Fantasirollespil.
Author |
: Harry Turtledove |
Publisher |
: Del Rey |
Total Pages |
: 321 |
Release |
: 2011-05-18 |
ISBN-10 |
: 9780307792334 |
ISBN-13 |
: 0307792331 |
Rating |
: 4/5 (34 Downloads) |
Synopsis A World of Difference by : Harry Turtledove
When the Viking lander on the planet Minerva was destroyed, sending back one last photo of a strange alien being, scientists on Earth were flabbergasted. And so a joint investigation was launched by the United States and the Soviet Union, the first long-distance manned space mission, and a symbol of the new peace between the two great rivals. Humankind's first close encounter with extraterrestrials would be history in the making, and the two teams were schooled in diplomacy as well as in science. But nothing prepared them for alien war—especially when the Americans and the Soviets found themselves on opposite sides. . . . Praise for A World of Difference “A master storyteller.”—Houston Chronicle “[Harry] Turtledove has proved he can divert his readers to astonishing places. he's developed a cult following over the years. . . . I know I'd follow his imagination almost anywhere.”—San Jose Mercury News “Turtledove never tires of exploring the paths not taken, bringing to his storytelling a prodigious knowledge of his subject and a profound understanding of human sensibilities and motivations.”—Library Journal
Author |
: Phil Masters |
Publisher |
: Steve Jackson Games |
Total Pages |
: 244 |
Release |
: 2018-02-05 |
ISBN-10 |
: 1556348258 |
ISBN-13 |
: 9781556348259 |
Rating |
: 4/5 (58 Downloads) |
Synopsis Gurps Banestorm by : Phil Masters
Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here - they're current events! Characters can journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din. This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. It provides GMs with a complete world background - history, religion, culture, politics, races, and a detailed map - everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism, all of which conforms to GURPS Fantasy and GURPS Magic. So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you!
Author |
: Sean Punch |
Publisher |
: |
Total Pages |
: 34 |
Release |
: 2000 |
ISBN-10 |
: UOM:39015050162729 |
ISBN-13 |
: |
Rating |
: 4/5 (29 Downloads) |
Synopsis GURPS Lite by : Sean Punch
Author |
: Warren "Mook" Wilson |
Publisher |
: Steve Jackson Games |
Total Pages |
: 76 |
Release |
: 2017-07-24 |
ISBN-10 |
: 1556348088 |
ISBN-13 |
: 9781556348082 |
Rating |
: 4/5 (88 Downloads) |
Synopsis How to Be a Gurps GM by : Warren "Mook" Wilson
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
Author |
: Gurps |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2004-12 |
ISBN-10 |
: 1556347332 |
ISBN-13 |
: 9781556347337 |
Rating |
: 4/5 (32 Downloads) |
Synopsis Gurps Magic by : Gurps
Fantasirollespil.
Author |
: C. J. Carella |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1996-02 |
ISBN-10 |
: 1556343140 |
ISBN-13 |
: 9781556343148 |
Rating |
: 4/5 (40 Downloads) |
Synopsis GURPS Martial Arts by : C. J. Carella
-- 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.