Gurps Traveller First In
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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 |
: 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 |
: Jon F. Zeigler |
Publisher |
: Steve Jackson Games |
Total Pages |
: 240 |
Release |
: 2009-03-01 |
ISBN-10 |
: 1556347979 |
ISBN-13 |
: 9781556347979 |
Rating |
: 4/5 (79 Downloads) |
Synopsis GURPS: Space by : Jon F. Zeigler
"This volume will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own"--Cover.
Author |
: John M. Ford |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1999-12 |
ISBN-10 |
: 1556344015 |
ISBN-13 |
: 9781556344015 |
Rating |
: 4/5 (15 Downloads) |
Synopsis Starports by : John M. Ford
Co-author, John M. Ford, is Minnesota author.
Author |
: Marc Miller |
Publisher |
: Far Future Enterprises |
Total Pages |
: 656 |
Release |
: 2013-02-01 |
ISBN-10 |
: 1558780009 |
ISBN-13 |
: 9781558780002 |
Rating |
: 4/5 (09 Downloads) |
Synopsis Traveller5 Core Rules by : Marc Miller
Author |
: Douglas E. Berry |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2000-11 |
ISBN-10 |
: 1556344449 |
ISBN-13 |
: 9781556344442 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Ground Forces by : Douglas E. Berry
Author |
: Andy Akins |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2000-11 |
ISBN-10 |
: 1556344341 |
ISBN-13 |
: 9781556344343 |
Rating |
: 4/5 (41 Downloads) |
Synopsis GURPS Traveller Modular Cutter by : Andy Akins
Author |
: David L. Pulver |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1998-11 |
ISBN-10 |
: 1556343612 |
ISBN-13 |
: 9781556343612 |
Rating |
: 4/5 (12 Downloads) |
Synopsis GURPS Traveller Alien Races 1 by : David L. Pulver
-- Describes two of the most important alien races in the popular GURPS Travellers series. -- Includes deck plans of four alien ships. -- By top GURPS writer David Pulver.
Author |
: Gene Seabolt |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1999-12 |
ISBN-10 |
: 1556344139 |
ISBN-13 |
: 9781556344138 |
Rating |
: 4/5 (39 Downloads) |
Synopsis GURPS Myth by : Gene Seabolt
-- Based on the best-selling MYTH computer games from Bungie Software! -- A gripping add-on for anyone who enjoys Myth, whether he plays GURPS or not. -- Includes guidelines for using the computer game's world-generation software for GURPS simulation.
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!