"Go to the sign of Harvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Saturday, December 31, 2016

GURPS - Martial Arts Adventures


From their website:

"Pure Mind. Calm Soul. Hands of Steel!


The indomitable martial artist is unique among adventurers. He does not rely on the trappings of technology, nor does he hide behind the bullet-proof vests or high-powered rifles. He defends himself with his hands, feet and soul. His confidence grows from his mastery, and honor and courage are his guides.


This book contains three ready-to-play scenarios for adventurous masters of martial arts. Inside you'll find:

  • Pawns of the CloneMaster: Chris McCubbin skillfully adapts the now-legendary game Kung Fu: 2100 to the GURPS milleu. Invade the villainous CloneMaster's mansion with your highly-skilled Terminators. Destroy the despot's computer systems and clone banks before the sinister Jellies and gun-wielding technicians can decimate your forces. And above all, beware the CloneMaster!
  • Dark Arena: From the author of GURPS Martial Arts, C.J. Carella, comes a cinematic adventure in the tradition of late-night karate movies. Famous martial artists are being abducted by a scheming millionaire to participate in a highly illegal full-contact tournament . . . to the death! The PCs are caught in the middle as they fly to a secret hideout in mainland China, where the perils of the dark arena await . . .
  • Rightful Possession: Stephen Dedman's gripping adventure sends unsuspecting PCs back in time to Bushido Japan, where they must deal with an irate ghost and battle for control of a very special, and deadly, magical wakizashi.

Also included are new rules for the GURPS Martial Arts system, including new styles, skills and maneuvers. The GURPS Basic Set and GURPS Martial Arts are required to run these adventures."

Friday, December 30, 2016

GURPS - Mars


From their website:

"The Red Planet. To the ancients, it was the God of War. To early astronomers, it seemed to be a world much like ours. To today's space explorers, it's the next step after the Moon . . . a harsh world that we might someday bring to life.

GURPS Mars describes Mars as it's been through the ages . . . as science now believes it really is . . . as it may be someday, mankind's first colony . . . and as the wild imaginations of science fiction writers have pictured it!

Five different settings provide a Mars for every campaign, from hard science to "Attack of the Bug-Eyed Monsters.""

Thursday, December 29, 2016

GURPS - Man to Man


From their website:

"Choose Your Weapons . . .


and your armor, and your shield. You're ready to fight it out – Man to Man.


Design your own fighter: sword-wielding barbarian or fencer, martial artist or archer. Attack, dodge, parry, block, and maneuver, just as you would on the battlefield or in the arena. If you survive, hone your skills for future combats – if you survive . . .


Steve Jackson, designer of Car Wars, Ogre, and Illuminati, now brings you an exciting medieval combat system – the first release from GURPS, the Generic Universal Role Playing System. You can play Man to Man as a fast-moving boardgame, or use it as a combat module for any fantasy or medieval roleplaying adventure."

Wednesday, December 28, 2016

GURPS - Magic Items 3


From their website:

"Enchanted handguns . . . sorcerous spaceships . . . clockwork golems . . . from the Ice Age to the distant future, GURPS Magic Items 3 is full of intriguing and exciting artifacts for magical adventures. There are "generic" items, suitable for a range of settings, as well as creations specifically for popular game settings like GURPS Technomancer, GURPS Steampunk, and GURPS Warehouse 23!

Also included are several more weird and wonderful ways to create magic items; a dozen new guilds, organizations, and corporations involved in the magic item trade; and much more!"

Tuesday, December 27, 2016

GURPS - Magic Items 2


From their website:

"Swords and Sorcery


GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items.


All of the familiar magical shops from GURPS Magic Items 1 are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps, and more. You also get eight new shops for magic-seeking adventurers to visit, with items for bardic magic, adventuring items, holy magic, and toys and entertainment.


You'll also find:

  • Enchantment – Expanded rules on alternate methods of enchantment, including a detailed section on enchanting holy magic items, primitive enchantment, improvised enchantment and creating runic items.
  • Quirking – Optional rules for adding quirks to enchanted items. Complete tables are provided to give GMs the ultimate flexibility in personalizing magic items – from swords that cough to cloaks that insult their wearers.
  • Spellbooks – A detailed section on creating and using Spellbooks as tools for mages.

Many mystical items lurk within these pages! Time to go shopping!"

Monday, December 26, 2016

GURPS - Magic Items


From the website:

"In the Chest You Find . . .


Enchanted swords . . . marvelous rings . . . animated armor . . . wands and staffs of devastating power. Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, from exotic trinkets to mighty artifacts. Categories include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items and curses, tricks, and traps.


GURPS Magic Items also describes the eldritch shops that sell these wonders, and more:

  • Discovering Magical Items – advice to GMs on getting magical treasure into the players' hands . . . and out of them!
  • The Magic Trade – a complete and realistic guide to the economics of enchantment in a medieval fantasy world, including profiles of the typical enchanter, enchanter's patron, and magical merchant.
  • The Compleat Powerstone – everything you ever wanted to know about the enchantment and economics of powerstones, including tables for quick generation of the powerful gems.
  • A reference table of costs, duration, and powers, covering all of the hundreds of magical items previously published in GURPS Magic."

Sunday, December 25, 2016

GURPS - Magic


From their website:

"Within these pages, crackling with mystic energies, you'll find:
  • The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more!
  • Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers.
  • Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
  • Plus special material from the GURPS Magic Items series and GURPS Wizards.
This is a powerful book, indeed. Use it wisely."

Saturday, December 24, 2016

GURPS - Mage: The Ascension


From their website:

"Truth Until Paradox


Humanity lies ignorant, wandering through their empty lives like sheep.


The true power in the world comes not from wealth or armies or science.


There is only one true power. The arcane arts. The power of the soul. Reality programming.


Magick.


Enter the World of Darkness, where mages of the awakened Traditions battle the cold Technocracy in an ancient war to decide the fate of humanity's fragile souls.


Wield incredible, earth-shaking power, but do not be too arrogant, for all power has its price. The forces of Paradox wait to destroy those who bend reality too much.


Enter a world without limits. Enter a world where everything is possible."

Friday, December 23, 2016

GURPS - Lensman


From their website:

"Based on the Classic Novels by E.E. "Doc" Smith

The Galactic Patrol is the army and police force of the Civilization that fills two galaxies. Its prime agents are the Lensmen . . . incorruptible, powerfully psionic, ready for anything. They stand between Civilization and the ancient evil of Eddore. The Eddorians infiltrate with drugs, crime and corruption. The Lensmen fight back with everything from blasters to space fleets.

Players take the part of Lensmen, ultra-tech warriors for good from many alien races. Major characters, important planets, weapons, and the Lens itself are described for player and GM use. The "Space Opera Combat System" lets referees quickly moderate space battles to determine who won and what happened to the major characters."

Thursday, December 22, 2016

GURPS - Japan


From their website:

"Beauty, Terror and Adventure

Experience the rigid etiquette of the Emperor's court, the delicate beauty of the tea ceremony and the savage pleasure of viewing the severed heads of your enemies. In this book, you'll find:
  • Character templates for samurai, ninja, warrior priests, geisha, elemental sorcerers and more. Each template also features a sample character ready for adventure!
  • Racial packages for fox spirits, artifact spirits, long-necks and the vampiric gaki.
  • Rules for Japanese magic, with new spells, new elemental colleges and notes on Asian alchemy.
  • New martial arts styles from weapon arts like Miyamoto Musashi's Nito Ryu (School of Two Swords) to bajutsu (horsemanship) and suieijutsu (fighting in water) to the truly esoteric kiaijutsu (spirit harmony techniques).
Detailed background information on two historic eras, the Warring States Period (1467-1600) and the Late Tokugawa Era (1680-1868); the important people, places and events are all here!

You can stand on either side as the explorers from the West meet the ancient Empire of the Rising Sun. Magic and swordplay, power and poetry, beauty and terror – all await you in GURPS Japan!"

Wednesday, December 21, 2016

GURPS - IOU


From their website:

"Admit it. College would have been more fun if you were allowed to blow up the instructors. And you really would have liked to major in Military Biology, Anti-Social Sciences, Double-Entendre Bookkeeping, or Computer Wizardry. Too bad you didn't know about IOU.

Illuminati University is THE best place to learn Things Man Was Not Meant To Know. With departments like Weird and Unusual Science and Engineering, Inapplicable Mathematics, Misanthropology, and Zen Surrealism . . . not to mention extracurricular activities like Democrats for Cthulhu, Moopsball, and food fights that set off nuclear alerts . . . this is college as it should have been. And gadgets? Everything from the Crockpot of the Gods to the Enigmatic Alien Device Button-Pushing Table.

Illustrated by the one and only (two and only?) Phil and Kaja Foglio, this book supports three different campaign styles . . . Silly, Weird, and Darkly Illuminated. GURPS IOU takes you from creating a character to enrolling in classes, to study, finals, and the occasional academic blood feud, all the way to graduation.

If you survive."

Tuesday, December 20, 2016

GURPS - Imperial Rome


From their website:

Let the Games Begin!


"Explore a world of adventure and intrigue, gladiators and glory. The sprawling Roman Empire is full of campaign options, from orgies in the decadent Roman villas to battles with pirates off the coast of Sicily. As an adventurer in the Imperial Age of Rome, you can . . .

  • Journey through the narrow streets of the greatest city in the world. Haggle with shop owners, debate with senators on the floor of the Forum, or run through dark alleys with the infamous Roman gangs.
  • Fight gruesome battles as a slave gladiator in the Colosseum – clashing with other warriors or dangerous beasts. Or race your chariot around the Circus Maximus, cheating death and vying for Imperial favor.
  • Visit exotic provinces like Greece, Egypt and Asia, and meet traveling thinkers, merchants, soldiers and mysterious natives – from the barbarian Celts of northern Britain to the nomadic Berbers of Africa.
  • March to war with the Roman legions, defending the borders against Carthaginian invaders or the savage Huns of Asia.

GURPS Imperial Rome also includes maps of Rome and its provinces, adventure ideas and much more . . ."

Monday, December 19, 2016

GURPS - Illuminati


From the website:

"The Secret Masters have denied all knowledge of the various conspiracy theories put forth in the new GURPS Illuminati.

"To begin with, we don't even exist," said a spokesman. "The Illuminati are a myth." He went on to deny specifically that:
  • Everything you read in the tabloids is true! Aliens regularly visit Earth, and are in contact with high government officials.
  • The Men in Black are everywhere, and will snatch you from your home if you ask too many questions or just see something you shouldn't see.
  • Orbital Mind Control satellites cruise the skies, influencing international politics and deciding the fates of billions.
  • The Gnomes of Zurich control the world's monetary supply, and manipulate it to fit their own sinister plans.
  • The world is such a complex web of secrets, mysteries and conspiracies that nobody really knows what is happening. But everyone in power lies . . . all the time.
  • The only real way to protect yourself is to join the conspiracy. But even then, you'll never know who is pulling your strings.
  • Everything you know is a lie. Everything you suspect is true. The world is a very strange place.
Hail Eris! All Hail Discordia!

The publishers of GURPS Illuminati, Steve Jackson Games, admitted that it was a work of fiction, but added, "It's all true anyway! Just look at the book. It's closer than you think."

Sunday, December 18, 2016

GURPS - Ice Age



From their website:

"A World Of Danger!


You're in the Ice Age, where mankind battles for survival. The weather is harsh. Gigantic beasts, and your own savage cousins, surround you on every side. You have no Uzis or bulletproof vests, no automobiles, no penicillin, not even as much as a match (or a Fire spell). You have only your wits and the weapons you can make by hand.


Can you survive?


Included in this GURPS worldbook are:

  • An overview of the Pleistocene Epoch, the dawn of mankind.
  • Detailed information on seven hominid races – Australopithecus gracilis, Australopithecus robustus, Homo habilis, Homo erectus, archaic Homo sapiens, Neanderthal man, and Cro-Magnon man.
  • Character creation and roleplaying for all races, including new advantages, disadvantages and skills.
  • A system of primitive magic – Shamanism – with its own spells.
  • A bestiary of Ice Age animals – including dinosaurs, for a "Lost World" adventure.
  • A complete adventure pitting Neanderthal tribes folk against Cro-Magnon invaders.

Ice Age can be used in many ways, for many types of campaigns:

  • A full background for a realistic or romanticized prehistoric campaign.
  • A guide for primitive tribes in a post-holocaust campaign.
  • A sourcebook for a lost realm in a pulp or adventure campaign.
  • A "primitive" world for an outer-space adventure.
  • Or, for a change of pace, try cave man slapstick, with dinosaurs, giant bugs, big clubs, and ancient astronauts!"

Saturday, December 17, 2016

GURPS - Humanx


From their website:

"Man's Best Friend Is a Bug!

600 years ago, in the early 24th century, mankind met alien intelligence – the insect Thranx. Despite their physical differences, humans and thranx soon found they had much in common. Within a hundred years, they had united as the Humanx Commonwealth. Today, humans and thranx stand shoulder-to-thorax against the ruthless reptilian AAnn, defending the dozens of intelligent races and hundreds of inhabited worlds that make up the Commonwealth.

GURPS Humanx, a world book for GURPS, takes you planet-hopping through Alan Dean Foster's Humanx Commonwealth, where Ethan Fortune and Skua September sailed the Icerigger across the frozen wastes of Tran-Ky-Ky, Flinx and his minidrag Pip activated The Tar-Aiym Krang and solved the mystery of Bloodhype, and the great whales still swim the seas of Cachalot.
Inside GURPS Humanx you'll find:
  • The Commonwealth Gazetteer, a spacefarer's guide to humanx space, detailing 28 worlds within the Humanx Commonwealth. The Gazetteer describes the climate, sentient races, interesting creatures, spaceport facilities and adventure possibilities on each of these worlds.
  • Complete rules for player characters of nine alien races: Thranx, Ornithopes, Tholians, AAnn, Dolphins, Tran, Saia, Mai and Tsla.
  • Basic rules for psionics.
  • A complete galactic history and timeline, from half a billion years in the past through the six centuries of the Commonwealth.
  • Equipment from the Commonwealth novels, ranging from the Cetacean Translator to the Samstead Duty Suit, plus weapons like the Phonic Stiletto and the Neuronic Pistol.
  • Complete GURPS stats for humanx characters, including Flinx and Mother Mastiff, Maxim Malaika, Bran Tse-Mallory and Truzenzuzex, and their AAnn nemesis, the Baron Riidi WW.
  • A complete multi-session adventure set in Drallar, on the world of Moth."

Friday, December 16, 2016

GURPS - Horseclans


From their website:

"The Horseclans Are Coming!


They ride the plains of a post-holocaust America, mind-reading prariecats by their sides. They're deadly warriors . . . for honor, for loot, or just for the joy of a good fight. They would follow their leader, the undying Milo Morai, straight to Hell. And they'd come back with trophies.

Now, Robert Adams' bestselling Horseclans series comes alive in this supplement to GURPS. In the 96 pages of GURPS Horseclans, you'll find:

  • A complete bibliography and reference to all 17 currently published Horseclans novels: names, races and nationalities, places, and more.
  • Biographies and game statistics for Milo Morai, Bili the Axe, Mara, Aldora, Dr. Bookerman, and other important characters.
  • Maps and historical information for campaigns in several different time periods – from just after the Great Dying, through the days of the Horseclans riding the plains and on the march east, to the "present-day" Eastern Confederation.
  • New rules for two kinds of immortals: The Undying, and the body-stealing Witchmen.
  • The telepathic prariecats: complete rules for cat characters, combat, and "mindspeak" abilities.
  • A quick system for resolving large battles and their effects on participating player characters – both in terms of survival and of honor won!

Now you, too, can ride to glory, and help Milo Morai rebuild civilization . . . with the Horseclans."

Thursday, December 15, 2016

GURPS - Horror


From the website:

"What's That Behind You?

Do you fear the Bad Things that stalk us all? Or is it the things you cannot grasp that scare you the most - that make you realize just how irrelevant you really are? Or is the true horror the things that simply cannot be grasped? Then get ready to scream, because because your fears are about to come to life. . .

Within the pages of GURPS Horror you will find everything you need to run a horror campaign, including:
  • A systematic dissection of horror as a genre and as a genre treatment - everything from the most brutal splatter to the most subtle psychological horror.
  • Plenty of advice on horror gaming, for players and GMs.
  • Character templates, including the troubled Artist, the innocent Child, the dabblind Occulist, and the stalwart Policeman.
  • New and thoroughly unnatural advantages, and some disturbing new takes on old disadvantages.
  • Evil clowns, werewolves, undead, and even Things Man Was Not Meant To Know - with full game statistics and guidance on using them in a horror campaign.
  • Three original campaign frames: Seas of Dread, Sails of Daring; Blood in the craters; and the Madness Dossier."

Wednesday, December 14, 2016

GURPS - Horror GM Screen


From their website:

"Four cardstock pages are all that stand between you and your rabid players . . . On the front is the full-color art from the four new "Summer of Horror" covers, by Christopher Shy. On the back is a selection of GURPS charts and tables chosen especially for the Horror GM, with special attention to Fright Checks and magic. This screen is four panels in one solid piece (no two-panel bits to paper clip together!) with a durable gloss finish on both sides. Also included: a 17" × 22" floorplan of a deserted country farmhouse and a sheet of Cardboard Heroes miniatures . . . heavy on the zombies, because zombies always attack the farmhouse . . ."

Tuesday, December 13, 2016

GURPS - High-Tech


From their website:

"From Blunderbuss to Bazooka . . . and Beyond!

GURPS High-Tech is a sourcebook for the technology that extends man's mind and hands. On the battlefields of 14th-century Europe or in the lonely alleys of 20th-century America, adventurers need the best equipment. Whether the problem is navigating the trackless seas or stopping the monster cold in his tracks, GURPS High-Tech has the gadget for the job.

This book details the period from the ascendance of gunpowder (Tech Level 4) through the modern era (Tech Level 7).

High-Tech covers:
  • Personal Weapons – From the matchlock musket to the assault rifle, with rules for loading, firing, malfunctions, and special weapon and ammo characteristics. There are complete descriptions and game stats for more than 100 small arms, including a few military weapons that won't be issued in this decade!
  • Personal Armor – The development of gunpowder made body armor obsolete . . . or did it? High-Tech details many varieties of personal armor, including today's (and tomorrow's) high-protection combat vests.
  • Heavy Weapons – From the muzzle-loading cannon to the homing missile . . . along with rules for weapon crews, forward observers and tacticians. There are complete descriptions and game stats for more than 50 heavy weapons.
  • Explosives – Complete rules for determining the explosive force of anything from a firecracker to an H-bomb, both in real-world terms (tons of TNT) and game terms (dice of damage).
  • Communication and Vehicles – High-Tech traces the development of trade and transport, from heliograph to cellular phone, ox cart to space shuttle, in enough detail to let players and GMs know what is available or feasible in any period.
  • Medicine – A concise survey of medical techniques and capabilities for each period.
  • Tools – The "don't leave home without them" devices of every period, from flint and steel to the transistor radio."

Monday, December 12, 2016

GURPS - Grimoire


From their website:

"Magic Awaits

Mages struggle to probe the mysteries of life, death, time and space. At last, we gather their magical knowledge together – GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice-Age epics to gritty cyberpunk slumcrawls.

GURPS Grimoire has over 400 new spells, as well as two new colleges. The adventurous – or the desparate – can now manipulate time and space using Gate Magic. Savvy wizards stay current with Technology Magic, and give "machine power" and "rad" entirely new meaning!

Several new sub-colleges also add flexibility in dealing with weather, electricity, ice, and acid.
An expanded chart of spell prerequisite, and a handy table for quick reference, are included. And Scott Paul Maykrantz, author of GURPS Creatures of the Night, expands the GURPS Magic tables for generating Demons.

This book is completely compatible with the rules in GURPS Magic, Second Edition.

Open, then, and learn strange new wonders . . ."

Sunday, December 11, 2016

GURPS - Greece


From their website:

"The land we call Greece was the home of one of the greatest cultures the world has ever known. With GURPS Greece, you can experience the challenges of the heroes of myth: Contend with the love and the wrath of the gods as you set out on epic quests. Fight for loot and honor, or earn a bitter death on the plain before the gates of fabled Troy. Win prestige as a statesman in the city Assembly – or lose everything as the people turn against you and send you into exile.

GURPS Greece includes detailed timelines and maps describing the world as the Greeks knew it, information on their religion, rules for the magic of the Hellenic myths, and a Bestiary describing the monsters and animal foes faced by Greek heroes."

Saturday, December 10, 2016

GURPS - GM Screen


From their website:

"Put the amazing flexibility and power of the GURPS roleplaying system at your fingertips with this fact-packed GM's Screen. Two two-panel screens feature up-to-date charts, tables, and other essentials. Also included is a copy of GURPS Lite, the 32-page core of the GURPS rules designed to provide a simple introduction to the system. It's everything the enterprising GM needs in one compact package."

Friday, December 9, 2016

GURPS - Fantasy - Tredroy


From their website:

"The City of Three Laws


Located at the juncture of three very different nations, the city of Tredroy has evolved an identity all its own. It's a place of sophistication, trade, diplomatic intrigue . . . and sometimes knives in the night. It's a place where everyday behavior on the West Bank can be a serious offense on the East, and your only hope for freedom might be a dash across the hundred-yard bridge!


From brawling docksides to Council chambers, from wizards' workrooms to wealthy Guildhalls, here is a complete city that will add spice to any fantasy campaign. Tredroy includes places to visit, people to meet, customs, economics, politics, and a short adventure.


Tredroy was designed for use with the GURPS Basic Set. Nothing else is required, but since Tredroy is set in the world of Yrth, it fits seamlessly with GURPS Fantasy, GURPS Magic and GURPS Grimoire. Or it can easily be adapted to any fantasy background and roleplaying system. You can also use this supplement with the Fourth Edition worldbook for Yrth, GURPS Banestorm.


Welcome to the City of Three Laws. Be careful . . ."

Thursday, December 8, 2016

GURPS - Fantasy Folk





From their website:

"Guess Who's Coming to Dinner?



From the tiny, winged Ellylon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. This book includes new, expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors and magical, mischievous Leprechauns.


GURPS Fantasy Folk treats nonhuman races as unique cultures made up of individuals, not as sketchily-defined "monsters." Each race has its own well-defined psychology, ecology, culture and politics, making it easy for GMs and players to create their own fully-developed nonhuman characters. Also included are campaign notes, adventure seeds and sample characters for each race.


And there are complete rules for generating your own fantasy races! The Fantasy Folk race creation rules allow the GM to customize his nonhumans. Included are racial advantages like Winged Flight and Cultural Adaptability, disadvantages such as Slave Mentality and Invertebrate, and unique racial features like Mindshare, Innate Skills and Magic Spells.


The Second Edition of GURPS Fantasy Folk adds 16 pages of new material, as well as bringing some of the older rules systems into line with the GURPS Basic Set, Third Edition."

Wednesday, December 7, 2016

GURPS - Fantasy Bestiary


From their website:

"Creatures of Fantasy

This extensively researched book, based on authentic folklore and legends from all over the world, is a perfect resource for the GM of any fantasy campaign. It includes more than 250 fantasy animals and plants, ranging from interesting nuisances to monstrous menaces. Each is covered in detail, with a physical description, likes and dislikes, attitude toward mankind, and means of attack.

The main section is organized alphabetically, with creatures ranging from the voratious Afanc to the noxious undead rodents that men know as Zombie Gerbils.

These rules and creatures are written for use with the GURPS Basic Set, Third Edition, but can be used with any fantasy system. Some of this material was previously published in the GURPS Bestiary but the majority is newer. All of the older beast descriptions have been reworked and brought up to Third Edition standards.

The GURPS Fantasy Bestiary also includes:
  • Special chapters on Dragons and Fabulous Plants, with many examples of each.
  • A chapter on Mythological Motifs that lets players customize any creature from this book or the GURPS Bestiary. These rules can enhance the creatures of any fantasy game you play, making this a truly generic book!
  • The spells needed for many of the magical beasts and plants in this book.
  • A detailed look at different types of animal and plant poisons.
  • Two tables, each listing every creature in the book. One is arranged alphabetically, for easy reference. The other is organized by habitat, to let the GM quickly find an appropriate creature for any terrain or any situation."

Tuesday, December 6, 2016

GURPS - Fantasy


From their website:

"Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth – with all its subgenres and inspirations (myth, novels, movies, etc.) – allowing you to handle any kind of fantasy.

GURPS Fantasy gives detailed, concrete advice for assembling fantasy settings – from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many ways that magic and users of magic can work in a fantasy world.

And, perhaps most important, it advises GMs and players alike on the kinds of characters appropriate to fantasy – including ordinary folks, people with fantastic powers, and nonhumans.

Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. The softcover reprint contains the same material, with black-and-white interiors and a lower price."

Monday, December 5, 2016

GURPS - Espionage


From their website:

"In the world of the spy, nothing is as it seems. Your closest friends are your enemies; every plot has a hidden agenda; fact is stranger than rumor, and no one can be trusted. Anyone who enters the deadly world of espionage must have the sharpest wits, the best equipment, and the most complete information. Only the truly brave and cunning will live to see their next mission . . .

Welcome to the world of spies and counterspies, codes and ciphers, ruthless subversion and desperate heroism. GURPS Espionage covers both the high-tech world of the cinematic super-spy and the gritty adventures of the real-life secret agent. Includes gadgets, a comprehensive list of real-world agencies, and a glossary of spy talk."

Sunday, December 4, 2016

GURPS - Egypt


From their website:

"When Greek historians first declared the Pyramids to be one of the Seven Wonders of the World, they had already been ancient for almost 3,000 years. The nameless Pharaoh confronted by Moses before the Exodus of the Hebrews from Egypt was only one out of an unbroken string of 200 "living gods" in that country. Tutankhamun, Cleopatra, Rameses, mummies, evil priests of Set: the names have resonated in the Western world for five millennia.

There's a lot of adventure to be found in 5,000 years . . ."

Saturday, December 3, 2016

GURPS - Dinosaurs


From their website:

"GURPS Dinosaurs – the ultimate sourcebook for introducing the "terrible lizards" of eons past to your roleplaying game! Hundreds of dinosaurs, described with complete scientific accuracy (the book has been approved by The Dinosaur Society!). Take a trip back to a time when the toughest player-characters went by another name – Lunch."

Friday, December 2, 2016

GURPS - Cyberworld


From their website:

" Life is Cheap on the Edge


GURPS Cyberworld is your guide to the world of the One-and-Twenty, where the United States is under the totalitarian hold of the Provisional Government, the cities are floundering in their own decay and technology races faster and faster.


This book has everything players and GMs need to explore a dangerous and brutal world. If you're quick enough, you can outwit the black-clad Nerks, get enough cred and connections to fix yourself up with some street cyberwear, and maybe even jack into the global net and poke around for some easy loot. But if the corp console jockeys catch you in part of the matrix, you'll be dodging zeromen for the rest of your short life."

Thursday, December 1, 2016

GURPS - Cyberpunk


From their website:

"Welcome to a world on the edge. Launched by the novels of William Gibson, propelled by the visions of Bruce Sterling, Rudy Rucker, Neil Stephenson and others, Cyberpunk is the fusion of science fiction and "noir," a world in which the street finds its own uses for the gifts of science.

In this gritty high-tech, low-life future, technology is merely another tool of power, likelier to corrupt its users than ennoble them. But those without technology have no chance at all. Is it a victory if you survive but lose your freedom . . . or your humanity?

From ruthless corporations to half-mechanical back-alley killers, this book has it all. Also included are new advantages and disadvantages, netrunning rules, advice on tailoring a cyberpunk world to fit your own vision of the future, and dozens of deadly, miraculous gadgets that just might give your character the edge he needs to survive.

This is the book that was seized by the Secret Service."

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