"Go to the sign of Marvel'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

Wednesday, November 30, 2016

GURPS - Cyberpunk Adventures

From their website:

"Flesh, Chrome and Circuitry

The gritty world of GURPS Cyberpunk is filled with danger, violence and exotic beauty. This book presents three adventures that capture the dark essence of life in the streets of the all-too-near future.

Each adventure offers challenging puzzles, mysterious encounters and heart-stopping action.

GURPS Cyberpunk Adventures won the Origins Award for Best Roleplaying Adventure of 1992!"

Tuesday, November 29, 2016

GURPS - CthulhuPunk

From their website:

"The classic horror of the Cthulhu Mythos meets the dark future of cyberpunk . . . CthulhuPunk! The investigators now have supercomputers, cyborged bodies, and deadly new hand weapons – but the breakdown of society has given the malevolent entities of the Mythos new breeding grounds for corruption and decay.

Produced in cooperation with Chaosium, Inc., GURPS CthulhuPunk provides a complete game world, as well as all the important entities, monsters, spells and malevolent tomes from Chaosium's Call of Cthulhu, converted into GURPS terms."

Monday, November 28, 2016

GURPS - Creatures of the Night

From their website:

"They're real, and they're all around us. Huge buildings that eavesdrop on unsuspecting guests. Hideous fish whose songs drive villages insane. Obscene voices whispering madness through the Net. Gruesome gardens full of living human organs. Crystalline creatures floating between our atmosphere and the starry depths of outer space. And things that look like vampires – but aren't . . .

Creatures of the Night details 67 different modern horrors that will fit perfectly into your Illuminati, Warehouse 23 or Black Ops campaign. Your players aren't ready for this . . ."

Sunday, November 27, 2016

GURPS - Cops

From their website:

"Out on the streets, it's you, your service revolver, and your partner. Remember to wear your vest. The day you forget it is the day some punk pops a cap in your gut.

GURPS Cops is an in-depth look at the world of the police officer. Players can recreate their favorite cop show with details about police forces through history, different sorts of police jobs, what investigations are like in the real world . . . through the courts and sentencing. This is a gritty, no-punches-pulled book for the player and GM who want a realistic game."

Not from their website (but it had to be done):

"Bad boys, whatcha want
Watcha want, whatcha gonna do?
When sheriff John Brown come for you
Tell me whatcha wanna do, whatcha gonna do?

Bad boys, bad boys whatcha gonna do?
Whatcha gonna do when they come for you?
Bad boys, bad boys whatcha gonna do?
Whatcha gonna do when they come for you?"

Saturday, November 26, 2016

GURPS - Conan

From their website:

"The Greatest Hero of the Hyborian Age Was a Barbarian: Conan of Cimmeria!

Black-haired and sullen-eyed was Conan, a thief, a reaver, a slayer, with gigantic melancholies and gigantic mirth. Cycles of legend revolve around his name, glimpses of a world before history, where evil wizards performed dark sorcery, and where the fate of an empire turned on the strength and skill of a single sword.

GURPS Conan lets you enter the Hyborian Age, when shining kingdoms lay spread across the world like blue mantles across the stars . . . Zamora, with its dark-haired women and towers of spider-haunted mystery; Zingara with its chivalry; Stygia with its shadow-guarded tombs; Hyrkania whose riders wore steel, silk, and gold; and powerful Aquilonia, the proudest kingdom of the world.

GURPS Conan includes:

  • A gazetteer featuring the people, customs, laws, religion, and mysteries of 34 lands in the world of Conan.
  • A bibliography of Conan stories: names, races and nationalities, places, and more.
  • Maps and historical information for the entire Thurian continent, from the isles of Antilla to the coast of Khitai.
  • Spells of the Hyborian Age, including the enchantments of the mysterious Black Ring and the potent sorceries of the Book of Skelos.
  • Rules for generating Hyborian Age characters.
  • Advice on running a Hyborian Age campaign and how to roleplay the non-human races, including Degenerate Men, Serpent People, and Satyrs.
  • GURPS stats for characters from the Conan saga, including Conan, Bêlit, and Thoth-Amon.

Based on the Conan stories by Robert E. Howard, L. Sprague de Camp, and others."

Friday, November 25, 2016

GURPS - Conan: The Wyrmslayer

From their website:

"Can You Conquer the Snow Devil?

The Aesir speak of Snow Devil Pass with dread – and with good reason. Whole parties have vanished there without a trace. Can the mighty Conan master the bitter cold, the savage beastmen – and the other horrors that lie beyond?

Experience the glorious Hyborian Age in this solo adventure for GURPS. Based on the story "Lair of the Ice Worm," featuring Robert E. Howard's legendary barbarian, Conan of Cimmeria, it can be played many times without taking the same course. Relive the exploits of the mighty Conan, or send a hero of your own design on the road to fame and glory.

Inside, you'll find:
  • GURPS statistics for Conan at age 23.
  • Rules for designing your own hero.
  • All the necessary maps and tables.
  • Game statistics of the people and animals you will meet."

Thursday, November 24, 2016

GURPS - Conan: Beyond Thunder River

From their website:

"A Savage Horde Is Out for Blood

. . . And only the mighty Conan stands in their path!

When the army of Aquilonia marched across Thunder River and into savage Pictland, the tribes of the Picts were driven away. To secure his rich new territory, King Numedides built Fort Tuscelan, a powerful outpost meant to keep the barbarian Picts from striking back.

But Numedides' lone fort is not enough to stop the Pict raiders. In recent days, the ruthless natives have burned Aquilonian homesteads, raided merchant caravans, and brutally murdered several soldiers from the fort.

For the Picts have united behind a sorcerous leader: the great witch-doctor, Zogar Sag. Even now, he is raising a vast Pict horde to crush Fort Tuscelan.

You are Conan of Cimmeria, commander of the scouts at Fort Tuscelan. Can you stop Zogar Sag and his army?

GURPS Conan Beyond Thunder River is based on the story "Beyond the Black River," by Robert E. Howard. In it you'll find:
  • Adventure – a 560-entry solo adventure for Conan of Cimmeria, or your own character. There are dozens of alternate paths . . . you can play over and over and never have the same adventure twice!
  • Conan Character Sheet – the bold Cimmerian at age 40, as an officer in the service of Aquilonia.
  • Maps – Northwestern Hyboria, showing Aquilonia and Pictland; Conajohara Province, between the two nations; and several combat maps, for the battles in this adventure.
  • Monsters – nine fearsome Hyborian animals for your campaigns.

All of Aquilonia is depending upon you to save the land Beyond Thunder River!"

Wednesday, November 23, 2016

GURPS - Compendium II

From their website:

"GURPS Compendium II is full of material from scores of GURPS worldbooks published in the last eight years – many of them out of print – about how to run a better GURPS game, how to handle roleplaying problems that come up (some universal, some particular to GURPS), expanded rules for character combat, injury and illness, mass combat, spaceship combat, and much, much, more!"

Tuesday, November 22, 2016

GURPS - Cliffhangers

From their website:

"Living on the Edge!

Adventure on the crumbling brink of disaster, dodging the jaws of death with barely a pause for breath between perils. This is the world of the dauntless men and daring women of 1920s and 1930s adventure tales. Live the pulse-quickening, heart stirring, cliche-inspiring exploits chronicled in pulp magazines, movie serials, and newspaper comic strips. Visit the exotic trouble-spots of a world in peril; travel the trackless wastes of unexplored continents; soar through the wide, blue skies of the first generation of manned flight.
GURPS Cliffhangers includes:
  • Background material on the world of 1925-1939, including a detailed timeline of this turbulent period.
  • Rules and guidelines for generating characters with the style and stamina for cliffhanging adventures.
  • New hazards to be faced by the intrepid adventurer! Feel the slashing jaws of the savage piranha; thrill to the ululating war cries of the wild Tuareg; shudder at the sinister schemes of the mad scientist!
  • Suggestions for campaigns and adventures, and adapting the cliffhanging style to other milieus.
  • A guide to the style, rhetoric, and fiendish cunning of pulp-era villainy."

Monday, November 21, 2016

GURPS - China

From their website:

"Empire of the Dragon

With 5,000 years of history and a quarter of the world's population, China is the perfect adventure setting . . . whether your campaign is magical or purely historical.

From the Great Wall to Tiananmen Square, from the Imperial Wars to the Boxer Rebellion, from Marco Polo to Mao, no fictional roleplaying setting can equal the scope and grandeur of China!

GURPS China also includes complete rules for translating the GURPS third edition magic system into a mythically accurate Chinese campaign. The Bestiary chapter describes the traditional ghosts, spirits, and monsters of Chinese legend, including Oriental dragons!"

Sunday, November 20, 2016

GURPS - Castle Falkenstein

From their website:

"Steam Meets Magic

Imagine a world very much like 19th-century Earth, but with wizards and swashbuckling heroes . . . and Dragons and Faerie! A world where Kabbalistic magic meets steam-powered technology against the backdrop of imperial intrigue, and where the writings of Doyle, Shelley, Verne, and their contemporaries are fact. A world of high fantasy and romance. This is the world of Castle Falkenstein.

This critically-acclaimed RPG setting was originally published by R. Talsorian Games. It found an enthusiastic fandom . . . gamers even showed up at conventions in elaborate Falkenstein court costumes. For its fans, there is no setting quite like "Falk," with its combination of courtly graces, 19th-century intrigue, and steampunk.

Now, GURPS players can join the dance with the Steve Jackson Games adaptation of Castle Falkenstein. GURPS Castle Falkenstein is true to the original in style and substance, and includes full conversion notes so GMs of either system can use all the sourcebooks published for the other."

Saturday, November 19, 2016

GURPS - Callahan's Crosstime Saloon

From their website:

"Welcome to Callahan's, the Most Amazing Bar in the Universe!

Based on the books by award-winning author Spider Robinson. Callahan's is a place where anything can – and does – happen. From world-threatening aliens to time-traveling rock stars, you never know who will drop in!"

Friday, November 18, 2016

GURPS - Cabal

From their website:

"A new Horror book by Kenneth Hite!

The creatures of myth are real. The vampires, the warlocks, the shape-changers and dopplegangers, the ghosts and trolls, and more. They're real . . . they're here today . . . and they're organized.

The Cabal is the conspiracy, trade union, and mutual-assistance society that lets all these creatures survive in a world of hostile humans. If a demon needs a lawyer to keep the exorcists off his back . . . or if a little old vampire lady needs a bit of daylight muscle . . . who are they gonna call? The mortal-busters . . . the Cabal.

Written by Ken Hite, this book also includes a detailed system of Hermetic magic that expands the original GURPS magic system.

The Cabal can be a Patron for monstrous PCs or an antagonist for monster-hunters. This book includes a complete alternate (true!) history of the world, adventure seeds, occult cosmology, an assortment of artifacts and supernatural creatures, and suggestions for bringing horror and conspiracy into a variety of campaigns."

Thursday, November 17, 2016

GURPS - Black Ops

From their website:

"The Greys. Vampires. Evil Psis.
Better Bring a Spare Clip.

Wrestle enraged gargoyles on rain-slick ledges high over dark city streets! Endure the rew psychic fury of the dreaded soul dog! Above all, watch out for the insidious Greys, as they kidnap human women and steer the destiny of entire nations!

Our only defense against these terrifying foes is the Company, which takes conspiracy from theory to practice. As one of its best recruits, you'll endure five years at the hellish Academy, where only the best of the best graduate and failing grades become tombstone inscriptions. Upon becoming a black op, you'll possess attributes and deadly expertise to make mere normals tremble.

You'll need them – because it's all true. Ancient alien visitors and recent arrivals, things slithering in sewers and alleys by night, dark plots by paranormal cabals to bend humanity to their will – all these dangers and more lurk in society's shadow.

Odds are you'll die in style. Your job is to take as many of them with you as you can.

Experience GURPS as never before in Black Ops, an adventure setting that takes cinematic roleplaying to the edge and over the top!"

Wednesday, November 16, 2016

GURPS - Bio-Tech

From their website:

"The Future is Alive

"Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all."

It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it – death is a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at!

But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases.

GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a a living starship on its way to colonize an alien world!

Say goodbye to your old body. Have you upgraded your genetics this year?"

Tuesday, November 15, 2016

GURPS - Bili the Axe - Up Harzburk!

From their website:

"In the Service of the Iron King

Fostered to the kingdom of Harzburk at a tender age to learn the arts of war, young Bili the Axe must now hack out a career in the royal army. Will he triumph over his foes . . . or die trying?
Only you can find out. Accompany Bili the Axe on four years of Middle Kingdoms campaigning, finding adventure (and experience) along the way. Bring your own young characters along, as well – even Bili will need help against the Pitzurk hordes!
Join Bili:
  • on the assault ladders and towers!
  • beneath the surface in a siege tunnel
  • battling in swamps and forests!
  • with the High Lady Aldora, campaigning against the Ahrmehnee mountain tribes!
  • leading the charge against rebellious peasants, professional free fighters . . . even a pike-bristling hedgehog!
  • brawling in the taverns of Harzburk!
  • in the company of the Duchess of Dawfinburk . . .
This campaign book is written in "solo" or programmed adventure format. No Game Master is required. You will need the GURPS Basic Set. The GURPS Horseclans worldbook is not required, but can make play more interesting."

Monday, November 14, 2016

GURPS - Bestiary

From their website:

"Rule the animal kingdom with GURPS Bestiary! This new edition of the popular supplement includes many of the popular creatures from prior editions, as well as dozens of new beasts. There is an expanded section on using animals as PCs, with templates (and rules for making new ones) and sample animal characters. GURPS Bestiary also includes animal folklore from around the world."

Sunday, November 13, 2016

GURPS - Basic Set: Third Edition Revised

From the back of the book:

"There are no limits!

GURPS, the Generic Universal Roleplaying System, is THE most flexible roleplaying system ever created. With just this Basic Set, you can adventure in any world you can imagine. Rules are included for all types of weapons from clubs to lasers ... for wizards and magic, with more than 100 spells ... for psionic powers.

No more switching game systems whenever you want to change campaigns! GURPS lets you learn one set of clear, comprehensive rules to cover any background.

And the GURPS system is fully support. Over 80 different worldbooks, sourcebooks and adventures are available for all kinds of campaigns.

GURPS makes the Game Master's job easy and fun. All rules are carefully organized, indexed and cross-referenced. Charts and tables are clear and legible. There's even a "Quick Start" section, with a solo adventure, to help you introduce new players to the system.

And the rules let you choose the level of complexity that you want.

GURPS is user-friendly for players, too. The character rules are detailed and flexible.

There are no "classes" or "levels". Instead, you can create exactly the character you want to play ... your favorite fictional hero, or your own original invention.

Choose from dozens or Advantages and Disadvantages, and over 130 Skills. Customize your character with some personal Quirks, and you're ready to play.

This revised edition adds an 18-page appendix of new material - over 50 additional Advantages and Disadvantages and Skills to give you even more options for creating unique, exciting characters.

GURPS is the roleplaying game that everyone can enjoy. You can create the game world that's perfect for you. See for yourself..."

Saturday, November 12, 2016

GURPS - Autoduel: Car Warriors

From their website:

"36 pre-generated duellists, MONDOs, troopers, bikers and dregs for your GURPS Autoduel campaign.

A selection of 100-point characters make "instant" player characters, and busy GMs will delight in the variety of non-player characters.

Also includes cut-apart counters – vehicles and obstacles – on the back cover."

Friday, November 11, 2016

GURPS - Aztecs

From their website:

"Blood And Sacrifice!

The empire of the Aztecs stretched from ocean to ocean. They worshipped hundreds of gods, kept elaborate calendars and built gigantic stone pyramids that still stand as testament to their might. Their relentless armies seemed unstoppable.

Then, in 1519, a few hundred Spanish invaders toppled it all.

To the Spanish, the Aztecs were monstrous savages . . . pagans who tore the living hearts from thousands of innocent victims to feed a bloody idol. They never understood the culture they were destroying . . . or the philosophy behind the cruelty. The Aztec society was totally alien, stranger than any fantasy land. Now you can visit the world of the Aztecs from the inside."

Thursday, November 10, 2016

GURPS - Autoduel

From their website:

"Life in the Fast Lane . . .
. . . Just Got Faster!

GURPS Autoduel was one of the first worldbooks ever published for the GURPS system – over ten years ago! Its post-apocalyptic world, based on the classic Car Wars boardgame, was a fan favorite as players faced a world devastated by war, famine and despair . . . on lawless highways where the right of way went to the biggest guns.
Ten years later, things have gotten better in Autoduel America – but not much. This all-new Second Edition is 32 pages longer than the original, and includes:
  • A detailed history and description of "Autoduel America".
  • An updated and expanded "AADA Road Atlas and Survival Guide".
  • Vehicle construction rules completely compatible with GURPS Vehicles Second Edition, with a dozen sample vehicles.
  • Complete character creation guidelines, including guns, equipment and gadgets galore.
  • Loads of campaign ideas for everything from a corporate autoduelling team to a lone wolf vigilante, and more!
And Remember . . . Drive Offensively!"

Wednesday, November 9, 2016

GURPS - Atomic Horror

From the website:

"Watch the Skies!

Alien invaders! Giant lizards from another age! Flesh-eating zombies! Colossal insects! Mad scientists! Blobs! Only you can defend humanity, civilization, and the American Way from these terrible horrors.
GURPS Atomic Horror contains everything you need to roleplay the science-fiction and horror movies of the 1950s. The campaign can be as scary as The Thing, as dramatic as The Day the Earth Stood Still, as strange as Little Shop of Horrors, or as goofy as Plan 9 From Outer Space – the choice is yours. Characters can be square-jawed scientists and military men, heroic explorers, misunderstood teenagers, cold-war spies, G-men, gangsters . . . or just ordinary folks caught up in unearthly weirdness.
GURPS Atomic Horror contains:
  • A comprehensive guide to '50s politics, society, and attitudes suitable for any campaign – not just science fiction/horror.
  • Five new alien races, completely described and ready to invade the Earth. In fact, some of them are already here!
  • Guidelines for creating more than a dozen different kinds of movie monsters, from gill-men to carnivorous plants to living human brains in jars.
  • Alternate world campaign ideas, like a '50s where the Nazis won World War II, or a futuristic '50s where our own flying saucers conquer space.
  • A detailed filmography listing dozens of '50s science horror films, from the classics to the turkeys."

Tuesday, November 8, 2016

GURPS - Atlantis

From the website:

 "Lost, But Not Forgotten?

Atlantis: one of the great legends. Somewhere, beyond the edge of the world, a great empire grew decadent and fell, sinking forever beneath the waves.

The Lost Land; the Sunken City; the Ancient Birthplace of Secrets. It has haunted our dreams since the days of Ancient Greece. In some of those dreams, the Lost Land is still out there.

GURPS Atlantis is a gamer's guide to the story, the history, and the myth. From Greek philosophy to superhero comics, from fantasies of prehistory to the depths of the sea, it's all here.

This book includes details of legends of other sunken lands, rules for underwater operations, details of a wide range of submarines, and no less than three campaign background – one high fantasy, one conspiratorial, and one for steampunk or superhero goes.

Come to Atlantis!"

Tuesday, November 1, 2016

GURPS - Arabian Nights

From the website:

"Open Sesame!

Flying carpets and magic lamps . . . flashing scimitars and scheming viziers . . . crusaders, Mongols and Bedouin . . . sultans, poets, merchants and the original Assassins – all this and more can be found in GURPS Arabian Nights.
  • Play a merchant, mercenary or dervish in the burgeoning Islamic civlization, as the Arabs spread across Persia and Africa to the very gates of Europe.
  • Confront the terrible shapeshifting djinni, creatures of smokeless fire. Battle them for glory and remembrance . . . and an irresistible black sword.
  • Cast spells that move mountains and tame fantastic beasts – or use wits and stealth to defeat evil wizards.
  • Voyage like Sinbad – or ride with Marco Polo – in search of Chinese silk, exotic Indian blades and wild foreign magic.
  • Fight in the Crusades, when Christendom sought to free the Holy Lands – and Islam held off the Frankish invasion.
  • Battle alongside brave Mamelukes, Turkish slave soldiers of Egypt.
  • Dream of "a rose-red city, half as old as time" – then go there, and learn what kismet, destiny, has in store for you.
Inside this fascinating book are descriptions of the world of the Arabian Nights, its tumultuous history, the religions that define its culture, character development, beasts of fact and fantasy, outlandish magic and unique campaign ideas. There are a thousand and one journeys in GURPS Arabian Nights!"

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