GURPS Traveller First In

GURPS Traveller First In
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
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.

Interstellar Wars

Interstellar Wars
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
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.

GURPS: Space

GURPS: Space
Author :
Publisher : Steve Jackson Games
Total Pages : 240
Release :
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.

Starports

Starports
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
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.

Traveller5 Core Rules

Traveller5 Core Rules
Author :
Publisher : Far Future Enterprises
Total Pages : 656
Release :
ISBN-10 : 1558780009
ISBN-13 : 9781558780002
Rating : 4/5 (09 Downloads)

Synopsis Traveller5 Core Rules by : Marc Miller

Ground Forces

Ground Forces
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
ISBN-10 : 1556344449
ISBN-13 : 9781556344442
Rating : 4/5 (49 Downloads)

Synopsis Ground Forces by : Douglas E. Berry

GURPS Traveller Modular Cutter

GURPS Traveller Modular Cutter
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
ISBN-10 : 1556344341
ISBN-13 : 9781556344343
Rating : 4/5 (41 Downloads)

Synopsis GURPS Traveller Modular Cutter by : Andy Akins

GURPS Traveller Alien Races 1

GURPS Traveller Alien Races 1
Author :
Publisher : Steve Jackson Games
Total Pages : 0
Release :
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.

GURPS Myth

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

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!