Gurps Supers
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Author |
: Lloyd Blakenship |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2000-12 |
ISBN-10 |
: 1556344937 |
ISBN-13 |
: 9781556344930 |
Rating |
: 4/5 (37 Downloads) |
Synopsis GURPS Supers by : Lloyd Blakenship
Author |
: David L. Pulver |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2003-05 |
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.
Author |
: Loyd Blankenship |
Publisher |
: |
Total Pages |
: 132 |
Release |
: 1991 |
ISBN-10 |
: 1556341946 |
ISBN-13 |
: 9781556341946 |
Rating |
: 4/5 (46 Downloads) |
Synopsis GURPS Supers by : Loyd Blankenship
Author |
: Steve Jackson Games |
Publisher |
: Steve Jackson Games |
Total Pages |
: 88 |
Release |
: 2009-09-02 |
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.
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 |
: 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.
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 |
: Steve Kenson |
Publisher |
: |
Total Pages |
: 0 |
Release |
: 2017-11-28 |
ISBN-10 |
: 1934547581 |
ISBN-13 |
: 9781934547588 |
Rating |
: 4/5 (81 Downloads) |
Synopsis Icons Superpowered Roleplaying: the Assembled Edition by : Steve Kenson
Icons Superpowered Roleplaying is a tabletop game of superhero adventure that lets you devise stories of the imagination with your friends, based around the heroes you create. The new Assembled Edition revises and expands the original game, putting all options you want under one cover. Icons features quick character creation, a flexible game system that's easy to learn, and flavorful rules to give your games that comic book feel. Icons is your all-in-one package for superhero roleplaying adventure: quick, easy, descriptive, and fun!
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 |
: Phil Masters |
Publisher |
: Steve Jackson Games |
Total Pages |
: 276 |
Release |
: 2016-11-21 |
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.