Gurps Old West
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Author |
: Ann Dupuis |
Publisher |
: Steve Jackson Games |
Total Pages |
: 128 |
Release |
: 2000-01-26 |
ISBN-10 |
: 1556344392 |
ISBN-13 |
: 9781556344398 |
Rating |
: 4/5 (92 Downloads) |
Synopsis GURPS Old West by : Ann Dupuis
Author |
: Steve Jackson Games |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2001-11 |
ISBN-10 |
: 1556344554 |
ISBN-13 |
: 9781556344558 |
Rating |
: 4/5 (54 Downloads) |
Synopsis Gurps Deadlands Weird West by : Steve Jackson Games
Author |
: Khara Khang |
Publisher |
: |
Total Pages |
: 90 |
Release |
: 2010-10-19 |
ISBN-10 |
: 1453829520 |
ISBN-13 |
: 9781453829523 |
Rating |
: 4/5 (20 Downloads) |
Synopsis A Wild West Role-Playing Game: True West by : Khara Khang
True West was written way back in 1979 and play tested thoroughly at gaming convention tournaments for about 5 years before it was copyrighted and trademarked in 1984. That makes True West one of the oldest Wild West Roleplaying games and the most play tested RPG's. Nine character templates are provided within this book, making character creation and game setup quick and easy. Many historically accurate weapons and items have been included within the rules. The system is unique and covers everything you ever wanted to know about the old west. The front and back covers and cover art was created by the famous western artist Tom C. Horn, who is a long time friend and gamer himself. I hope you enjoy True West as much as I have in creating it. Get your game on now!
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 |
: 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 |
: Lane Grate |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1995-10 |
ISBN-10 |
: 155634113X |
ISBN-13 |
: 9781556341137 |
Rating |
: 4/5 (3X Downloads) |
Synopsis GURPS Blood Types by : Lane Grate
-- A tie-in for fans of all different vampire games. -- Vampires are especially popular right now. GURPS Blood Types is a look at the vampire in legend...and, yes, in history...through the centuries and around the world.
Author |
: Kevin Ross |
Publisher |
: Chaosium |
Total Pages |
: 0 |
Release |
: 2017-10-30 |
ISBN-10 |
: 1568824483 |
ISBN-13 |
: 9781568824482 |
Rating |
: 4/5 (83 Downloads) |
Synopsis Down Darker Trails: Terrors of the Mythos in the Wild West by : Kevin Ross
Call of Cthulhu scenarios
Author |
: Steve Jackson Games |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2000-11 |
ISBN-10 |
: 1556344473 |
ISBN-13 |
: 9781556344473 |
Rating |
: 4/5 (73 Downloads) |
Synopsis Gurps Discworld Also by : Steve Jackson Games
A role playing game based on Terry Pratchett's Discworld.
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.