Gurps Warehouse 23
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Author |
: S. John Ross |
Publisher |
: Steve Jackson Games |
Total Pages |
: 128 |
Release |
: 1997-01-01 |
ISBN-10 |
: 1556343280 |
ISBN-13 |
: 9781556343285 |
Rating |
: 4/5 (80 Downloads) |
Synopsis GURPS Warehouse 23 by : S. John Ross
-- Ties in with current Hollywood hits...aliens and conspiracy! -- A fan favorite: a whole book with hundreds of Weird Things which the government is supposedly keeping from us all. -- Launched a whole online feature: www.warehouse23.com/basement/
Author |
: Loyd Blankenship |
Publisher |
: Steve Jackson Games |
Total Pages |
: 128 |
Release |
: 1990-11-01 |
ISBN-10 |
: 1556341687 |
ISBN-13 |
: 9781556341687 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Gurps Cyberpunk by : Loyd Blankenship
-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets! (It doesn't) -- Nominated for the Origins Award for Best Roleplaying Supplement.
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 |
: Paul Hume |
Publisher |
: Steve Jackson Games |
Total Pages |
: |
Release |
: 1993-05-01 |
ISBN-10 |
: 1556342357 |
ISBN-13 |
: 9781556342356 |
Rating |
: 4/5 (57 Downloads) |
Synopsis Gurps Cyberworld by : Paul Hume
Fantasirollespil.
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 |
: 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 |
: Terry Pratchett |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1998-08 |
ISBN-10 |
: 1556343868 |
ISBN-13 |
: 9781556343865 |
Rating |
: 4/5 (68 Downloads) |
Synopsis GURPS Discworld by : Terry Pratchett
A role playing game based on Terry Pratchett's Discworld, 2-6 players "make a good group". Equipment needed: pencils, paper, and 3 six-sided dice.
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 |
: 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 |
: 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.