Gurps Psionic Powers

Gurps Psionic Powers
Author :
Publisher : Steve Jackson Games
Total Pages : 88
Release :
ISBN-10 : 1556347987
ISBN-13 : 9781556347986
Rating : 4/5 (87 Downloads)

Synopsis Gurps Psionic Powers by : Steve Jackson Games

Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. Players can use the abilities as presented, confident that they are built from and entirely compatible with the rest of the GURPS Fourth Edition character-creation system. Even better, game masters can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. This book does all the work, describing each power 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 a wide variety of psychic ability. Whether the powers are used as individual parts or as a cohesive whole, this supplement is the one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book! Description: 88-page B&W softcover.

GURPS Psionics

GURPS Psionics
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
ISBN-10 : 1556341962
ISBN-13 : 9781556341960
Rating : 4/5 (62 Downloads)

Synopsis GURPS Psionics by : David L. Pulver

-- Adds many new mental powers to GURPS...lets players create more powerful characters. -- By one of the GURPS system's most popular authors.

GURPS Lite

GURPS Lite
Author :
Publisher :
Total Pages : 34
Release :
ISBN-10 : UOM:39015050162729
ISBN-13 :
Rating : 4/5 (29 Downloads)

Synopsis GURPS Lite by : Sean Punch

GURPS THAUMATOLOGY

GURPS THAUMATOLOGY
Author :
Publisher : Steve Jackson Games
Total Pages : 276
Release :
ISBN-10 : 1556348096
ISBN-13 : 9781556348099
Rating : 4/5 (96 Downloads)

Synopsis GURPS THAUMATOLOGY by : Phil Masters

Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana." Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic." Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. 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. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

How to Be a Gurps GM

How to Be a Gurps GM
Author :
Publisher : Steve Jackson Games
Total Pages : 76
Release :
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!

GURPS Martial Arts

GURPS Martial Arts
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
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.

Gurps Magic

Gurps Magic
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
ISBN-10 : 1556347332
ISBN-13 : 9781556347337
Rating : 4/5 (32 Downloads)

Synopsis Gurps Magic by : Gurps

Fantasirollespil.

Gurps Infinite Worlds

Gurps Infinite Worlds
Author :
Publisher : Steve Jackson Games
Total Pages : 244
Release :
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.

Gurps Basic Set, Third Edition, Revised

Gurps Basic Set, Third Edition, Revised
Author :
Publisher : Steve Jackson Games
Total Pages : 276
Release :
ISBN-10 : 1556348266
ISBN-13 : 9781556348266
Rating : 4/5 (66 Downloads)

Synopsis Gurps Basic Set, Third Edition, Revised by : Steve Jackson

Adventure in any world you can think of, with GURPS, the Generic Universal RolePlaying System - the most flexible roleplaying system you can use. If you haven't yet upgraded to the Fourth Edition . . . you're a completist . . . or you're looking for a dose of nostalgia, here's the previous edition! It's easy to learn - you can jump right in with the included quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be "Game Master-friendly," with Table of Contents, Glossary, Appendix, and Index, as well as lots of examples.

Gurps Banestorm

Gurps Banestorm
Author :
Publisher : Steve Jackson Games
Total Pages : 244
Release :
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!