Gurps Villains
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Author |
: James Lowder |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2000-05 |
ISBN-10 |
: 1556344147 |
ISBN-13 |
: 9781556344145 |
Rating |
: 4/5 (47 Downloads) |
Synopsis Gurps Villains by : James Lowder
Author |
: EDS Staff |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 2002-03 |
ISBN-10 |
: 1556345186 |
ISBN-13 |
: 9781556345180 |
Rating |
: 4/5 (86 Downloads) |
Synopsis Gurps Monsters by : EDS Staff
Author |
: Lisa J. Steele |
Publisher |
: Steve Jackson Games |
Total Pages |
: 128 |
Release |
: 2017-04-17 |
ISBN-10 |
: 1556348177 |
ISBN-13 |
: 9781556348174 |
Rating |
: 4/5 (77 Downloads) |
Synopsis Gurps Mysteries by : Lisa J. Steele
A Dame Walks Into Your Office . . . A dead body, no witnesses, and a room full of suspects with perfect alibis. Can you find the killer and bring him to justice? Learn the secrets of mystery fiction - and what will, and will not, work in RPG mysteries. Become a better investigator. Discover the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery. GURPS Mysteries covers: Creating mysteries as stand-alone adventures, as part of an existing campaign, or as campaigns in their own right, with specific discussions of the low-tech, modern-tech, future, magic, and horror settings. Setting the crime scene, including detailed forensic information on causes of death, investigation methods, and a forensics timeline. Bringing interesting villains to life, and matching their disadvantages to their motives and means of carrying out a crime. A template-based character-generation system for iconic investigators, including the genius detective, the hardboiled shamus, police detectives, investigating magicians, even "that darn kid." Sample detective and investigative agencies to hire or bedevil characters. Expanded rules for questioning and interacting with NPCs. GURPS Mysteries, by the author of GURPS Cops, is designed both for the GM who wants to create and run mystery adventures and for players who want to become investigators in any 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!
Author |
: Steffan O'Sullivan |
Publisher |
: Steve Jackson Games |
Total Pages |
: 0 |
Release |
: 1999-02 |
ISBN-10 |
: 1556341849 |
ISBN-13 |
: 9781556341847 |
Rating |
: 4/5 (49 Downloads) |
Synopsis Gurps Fantasy Bestiary by : Steffan O'Sullivan
-- More than 250 fantasy animals and plants, organized for easy use. -- Includes a special section on everyone's favorite monster...dragons!
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 |
: Nigel D. Findley |
Publisher |
: Steve Jackson Games |
Total Pages |
: |
Release |
: 1993-01-01 |
ISBN-10 |
: 1556342675 |
ISBN-13 |
: 9781556342677 |
Rating |
: 4/5 (75 Downloads) |
Synopsis Gurps Supporting Cast by : Nigel D. Findley
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 |
: 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 |
: 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.