Gurps Time Travel
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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 |
: 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 |
: Jon F. Zeigler |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1999-05 |
ISBN-10 |
: 155634368X |
ISBN-13 |
: 9781556343681 |
Rating |
: 4/5 (8X Downloads) |
Synopsis GURPS Traveller First In by : Jon F. Zeigler
-- A complete sourcebook for the popular "scout" style of campaign. -- Includes deck plans for four different scout and courier ships. -- World-building sequence based on the most recent scientific discoveries.
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 |
: Hunter Johnson |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1999-11 |
ISBN-10 |
: 1556343884 |
ISBN-13 |
: 9781556343889 |
Rating |
: 4/5 (84 Downloads) |
Synopsis GURPS Japan by : Hunter Johnson
-- Back in print after a long hiatus! -- Detailed discussion of Japanese magic and spirits. -- Samurai, ninja, and ronin...
Author |
: Gene Seabolt |
Publisher |
: Steve Jackson Games |
Total Pages |
: 128 |
Release |
: 1999-12-01 |
ISBN-10 |
: 1556344163 |
ISBN-13 |
: 9781556344169 |
Rating |
: 4/5 (63 Downloads) |
Synopsis Gurps New Sun by : Gene Seabolt
-- Gene Wolfe's science fiction is acclaimed for literary excellence. -- Cover by award-winning science fiction and fantasy artist Don Maitz. -- Includes maps and a comprehensive glossary of the "New Sun" background...a valuable resource for any Wolfe fan, gamer or not!
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 |
: Phil Masters |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1998-12-31 |
ISBN-10 |
: 1556343671 |
ISBN-13 |
: 9781556343674 |
Rating |
: 4/5 (71 Downloads) |
Synopsis GURPS Who's Who 1 by : Phil Masters
-- Complete descriptions and character stats for 52 of the most intriguing people in history! -- Well-researched and clearly written...a crossover for history buffs. -- A fine demonstration of the educational value of roleplaying.
Author |
: Paul Drye |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2005-07 |
ISBN-10 |
: 1556347464 |
ISBN-13 |
: 9781556347467 |
Rating |
: 4/5 (64 Downloads) |
Synopsis Interstellar Wars by : Paul Drye
The struggle between the First Imperium and the Terran Confederation has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time, Traveller players can explore this rich setting.
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!