"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

Tuesday, January 31, 2017

GURPS Traveller - First In

From their website:

"Exploration and Contact Among the Stars

Beyond the borders of the Third Imperium, the Interstellar Scout Service seeks out strange new worlds! A Scout has to be ready for anything . . . or die. This book describes the Scouts' organization, equipment, starships (with deck plans including the Express Boat, Donosev-class Survey Scout, Khadumir-class Fast Courier, and Purcell-class Express Boat Tender) and typical missions. To make running a Scouts campaign easy, it also details the whole process of exploration, from the initial sighting of a new star system to the integration of a world into the Imperium.

First In includes a world-building sequence based on the most recent scientific discoveries. Game Masters can now design realistic star systems, worlds and civilizations. The system can be used for GURPS Traveller, or easily adapted to any other science-fiction RPG."

Monday, January 30, 2017

GURPS Traveller - Far Trader

From their website:

""Regina Departure, this is S.S. Freeman, passing the 100D limit, jumping outsystem to Jenghe at this time, no estimated time of return."

"Freeman, I show you departing Regina System at 16:05-115-1120. Jump approved; squawk 0000. Come back and see us sometime."

"Regina Departure, this is S.S. Freeman, squawking all zeroes; will do, thanks and out."

The Universe Is Your Market

There's a fortune to be made among the stars – for the intrepid merchant with business savvy, a suspicious mind, and more than a little luck.

Be prepared to meet some of the worst characters in the universe – just pray they're not your business partners! And remember, "cutthroat competition" isn't just a colorful catch phrase . . .

The "independent trader" campaign is one of the most popular among Traveller players. Far Trader is the complete support volume for a mercantile campaign. You can:

  • Develop sector-wide trade routes, following the tides of commerce on an interplanetary scale.
  • Start your own character-run business, raise capital, and finance your money-making ventures.
  • Make contacts, find niche markets, and exploit opportunities the big corporations miss.
  • Learn what it takes to run a successful commercial starship.
  • Expand your campaign with 15 new character templates.
  • Run entire mercantile campaigns, including Free Traders, smugglers, and pirates.

So stock your starship, grab your gun, and take to the stars . . . fortunes don't come easy!"

Sunday, January 29, 2017

GURPS Traveller - Behind the Claw

From their website:

"Behind The Claw: Slang phrase referring to those regions of the Third Imperium lying beyond the Great Rift. Almost a year from the Capital by Xboat, the Spinward Marches is a frontier region, scene of five Frontier Wars and innumerable skirmishes. The Marches are one of the most troubled regions of the entire Imperium.

Behind The Claw details the Spinward Marches, a complete sector of space. Over four hundred star systems are described in detail, along with essays on the Imperial Nobility and system of government, a detailed history of the region, referee's information, current events and a wealth of adventure material. The setting is rich and diverse, with unlimited scope for adventuring.

The Spinward Marches was first sector to be covered in the original Traveller background, and it is where the vast majority of campaigns are set. In many ways, it is Traveller's "home."

Saturday, January 28, 2017

GURPS Traveller - Rim of Fire

From their website:

"Where Empires Collide . . .

The Solomani Rim stands at the center of Human and Imperial history. It is home to the Solomani Confederation, an aggressive empire of Human supremacists eager to back their beliefs with force. Adventurers entering the Solomani Rim will discover some of the Imperium's oldest and most developed worlds – and some of its greatest dangers.

Rim of Fire describes more than 400 worlds and star systems . . . Imperial, Solomani, Vegan and rebellious. It also describes:

  • The Solomani Confederation, and the iron-fisted SolSec that keeps the populace in line.
  • Rules for Solomani characters and sample Solomani Confederation starships.
  • The great clashes between the First Imperium and the Earth-bred founders of the Second, as well as between the Third Imperium and the Solomani descendants of the Second.
  • Life on Terra, birthplace of all Humaniti . . . a shrine to the Solomani, now held by the Imperium.
  • The Vegans and the Vegan Polity, an economic powerhouse that plays an important role in past and present Solomani Rim politics.

The Solomani Rim contains more history, honor, and horrors than any other part of Charted Space. Explore it today!"

Friday, January 27, 2017

GURPS - The Prisoner

From their website:

"I Am Not a Number!
I Am a Free Man!

Welcome to The Village. You'll be staying here for a long time. Experience the tension and thrills of No. 6, The Prisoner, fighting to maintain his freedom against No. 2 and the masters of The Village. Only this time, you aren't sitting in front of the TV, unable to help. This time, you're involved, a prisoner yourself. What will you do when you find yourself captured, drugged, harassed, your every move anticipated by unseen monitors? Will you give in? Or will you fight back against the forces of conformity and defeat? Just how strong are you?

This is the authorized roleplaying worldbook for The Prisoner, the classic British series starring Patrick McGoohan. It describes The Village and its inhabitants, both wardens and prisoners. It also covers the weird science available to No. 2 (the Chairman of The Village), and tells how to prepare and run a Prisoner campaign, in The Village or elsewhere, with special emphasis on roleplaying paranoia and keeping the players guessing! A short adventure, "Arrival," introduces a party of prisoners into The Village.

Also included are a bibliography of Prisoner material and synopses of all seventeen episodes.

This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any other roleplaying system."

"Where am I?"
"In The Village."
"What do you want?"
"Whose side are you on?"
"That would be telling. We want information . . . information . . . information."
"You won't get it."
"By hook or by crook, we will."
"Who are you?"
"The new No. 2."
"Who is No. 1?"
"You are No. 6."
"I am not a number! I am a free man!"

Thursday, January 26, 2017

GURPS - Supers

From their website:

"More Than Human!

The supers are here! Costumed crusaders fighting against the forces of evil . . . monstrous villains terrorizing the world . . . your creations are only limited by your imagination! GURPS Supers lets you create real heroes and real villains, each fully defined in both power and personality – not just combat monsters. The second edition of GURPS Supers introduces system improvements to let you create superpowers the way you want to run them!"

Wednesday, January 25, 2017

GURPS Supers - Deathwish

From their website:

"Are You Ready to Rock?

There's no business like show business, and Deathwish knows how to put on a show! The show has strobe lights, laser effects, smoke machines, and enough wattage to deafen even the most hardcore rockers. But strange things are starting to happen at Deathwish shows – a shooting here, a stabbing there, and the occasional full-blown riot to make things interesting. Add to this mixture a sinister group of meta-villains whose tastes run more to museum robberies than to guitars and drums, and you've got a mystery on your hands!

Deathwish is an adventure for three or more 500-point supers. The investigation spans coast-to-coast with stops in Los Angeles, Denver, and several other cities across the U.S.

Deathwish includes:

  • Complete descriptions of the bands Deathwish and Sinister Drums (including a Deathwish Discography).
  • Detailed maps of concert sites, villain headquarters, and other important areas.
  • Several NPCs that can be used in an ongoing campaign.
  • Adventure seeds that make this a perfect sourcebook for continuing adventure even after the initial investigation is over.
  • And much, much more . . ."

Tuesday, January 24, 2017

GURPS - Steampunk

From their website:

"GURPS Steampunk won the Origins Award for Best RPG Supplement of 2000. Then it sold out! Now it's back in print in a new deluxe hardcover edition with the same great full-color cover art. Written by William H. Stoddard, this book combines the mood of cyberpunk with the setting of an alternate Industrial Age, where computers run on steam power, walking colossi stalk the battlefields, flying ironclads rule the skies, and science is the new frontier. It covers the real events, politics, and personalities of the Industrial Age, as well as the weird science that could have been created . . . vehicles, robots, airships, and more."

*this is the softcover edition

Monday, January 23, 2017

GURPS Traveller - Starports

From their website:

"Anchors of the Imperium

Patrol, trade and Xboat routes are the lifelines of the Imperium, and starports are the anchors to which they are tethered. Serving as trade centers, customs offices and outposts of civilization, starports play a central role in the lives of starfarers, and are a crucial source of goods, wealth, and information for even the most planetbound of souls. At the same time, they are havens for smugglers, fugitives and black marketeers.

Starports classifies standard starports and describes their facilities, organization and functions. It includes plans of typical spaceports from the Spinward Marches (including Mora, Graniff Field on Raydrad, Rech, Dhian, and Alell) and guidelines for starport adventures and encounters. There are also character templates for starport denizens, descriptions and floor plans of key locations, and deck plans for customs, liaison, and emergency spacecraft and some common starport ground vehicles.

Starports is designed to complement the Far Trader and Starships supplements, and offers a rich and detailed setting for a wide variety of adventures and campaigns in the GURPS Traveller universe."

Sunday, January 22, 2017

GURPS - Special Ops

From their website:

"The Third Edition of this popular military sourcebook is massively updated and lengthened. Roleplay behind-the-lines strikes, hostage rescue, guerrilla warfare, and other special-ops missions. There's lots of detail on weaponry and information on the world's top unconventional-warfare units . . . Rangers, Delta Force, Spetsnaz, SEALs, Special Air Service, Sayeret Matkal, and more."

* this description is for a later printing than the book displayed. 

Saturday, January 21, 2017

GURPS Space - Stardemon

From their website:

"Welcome, Star Travelers!

Welcome to quaint, old-fashioned Anson, where life proceeds at the leisurely and graceful pace of the 20th century. Forget the rush and bustle of spacefaring civilization and learn the simple pleasures of:

  • Organized crime and guerilla warfare in the steaming jungle.
  • Back-breaking labor for starvation wages.
  • Bugs, beasts and slimy critters in their native habitat . . . and your bedding.
  • Delightful, primitive religious rites (with a special place reserved for you!).

And don't worry about your ultra-tech gadgets and luxuries. The polite and efficient customs officers will return them in perfect condition – if you get back.

Stardemon is a GURPS Space adventure for 4-8 players."

Friday, January 20, 2017

GURPS - Space Bestiary

From their website:

"The Extraterrestrial Zoo

In the outer reaches of the galaxy, life can take weird forms indeed. The GURPS Space Bestiary presents over 300 extraterrestrial creatures for the science fiction roleplaying campaign.

In addition to strange and dangerous variations on earthly animals, this book contains examples of silicon life, crystalline creatures, energy and liquid beings, vacuum dwellers and many more bizarre lifeforms.

Inside you'll find fierce predators, treacherous trappers, gigantic herd beasts, carnivorous plants, scientific curiosities and valuable rarities. All are completely defined and cross-referenced to make it easy for the Game Master to pick just the right creatures to populate his campaign world . . . and there are over 100 detailed illustrations.

The creatures are organized according to habitat, including every earth-type environment, plus interstellar space and other exotic, hostile places where man could never survive. There is even a special section on the pets and domestic animals of a spacefaring society!

The Space Bestiary isn't just for GMs running a GURPS Space campaign. A fantasy, horror or post-holocaust game needs strange monsters too. And some of the nastier beasts can even challenge a team of supers!

Also included is advice for the GM who wants to create his own creatures – features to emphasize, creative ways to let the beasts interact with the PCs, and hints for devising ecologically sound and believable animals – and a bibliography of science-fiction source material."

Tuesday, January 17, 2017

GURPS - Space

From their website:

"A Universe Without Limits

A classic becomes classier in this updating of the definitive guide to science-fiction roleplaying. Previous editions of GURPS Space offered a comprehensive set of tools to design your own starfaring campaigns, from space opera to hard science with any stop in between. Substantially revised and expanded, the Third Edition:

  • Upgrades the spaceship design and space combat systems!
  • Ensures that recent, popular science-fiction cinema and television settings will be easily simulated!
  • Updates the rules to conform with changes since the last edition brought about by GURPS Compendium I, Traveller, Ultra-Tech 2, and Vehicles.

In addition to the above topics, GURPS Space offers an inventory of science-fiction equipment from lasers to force swords, treatment of classic science-fiction character types, advice on creating planets and the cultures that inhabit them, and much more!"

Monday, January 16, 2017

GURPS Space - Space Atlas

From their website:

"Strange New Worlds

The Space Atlas is your guide to the 28 star systems of the Old Frontiers Sector. On the edge of explored space, you'll find the bazaars of Bollux, the rival religious fanatics of Bannar and Drayhoah, the carnivorous plants of Talisman . . . adventures galore.

Each world description includes a complete Planetary Record Sheet, with an overview of the whole star system and a detailed description of the planet itself, using GURPS Space format . . . planetary map, atmosphere and gravity, day and year length, population, government, resources, economy, biosphere and special features. Some worlds include descriptions and game statistics for people, animals, plants or vehicles found on that planet. Adventure suggestions are included for every world.

The Space Atlas is designed to fit into any campaign. You can use the worlds together (maps of the whole Old Frontiers sector are included), or choose individual worlds and fit them into an existing campaign. The book's introduction includes historical and background information to fit the Corporate Worlds into four different universes: Anarchy, Alliance, Federation, or Interstellar Empire.

The Space Atlas is designed specifically for GURPS Space, but can be used by the GM of any interstellar roleplaying campaign."

Sunday, January 15, 2017

GURPS - Screampunk

From their website:


Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution – and Protective Eye Wear, if available.

It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men's souls.

It is an Age of Invention; even the Laws of Nature must fall before the power of Progress! Sinister villains plot to use their newfound inventions against society, nature, and even God Himself!

It is an Age of Steam; the most brilliant minds of the age experiment with novel, wondrous ideas – but is mankind ready for such power?

GURPS Screampunk presents a toolkit for incorporating Victorian steampunk into games of gothic horror:
  • A guide to gothic horror themes, locations, and plots, with suggestions that add a doom-laden atmosphere to your games.
  • The use of weird technology as a corrupting influence.
  • Real-world Victorian scientific institutions – and the mobs that opposed them.
  • Character archetypes including the cruel guardian, the sinister servant, the ingenue, and the swarthy foreigner.
  • Adventure seeds, plot hooks, and guidance for running gothic horror scenarios.

The ominous shadows of the past loom over the present. The forces of reason man the last barricade against superstition, medieval barbarism, and ancient nightmares. Will you stand against the darkness?"

Saturday, January 14, 2017

GURPS - Scarlet Pimpernel

From their website:

"Cheat the Guillotine

"We seek him here, we seek him there
Those Frenchies seek him everywhere.
Is he in Heaven? Is he in Hell?
That demmed elusive Pimpernel!"

So runs the verse about the darling of Regency London . . . the Scarlet Pimpernel, elusive rescuer of the victims of the French Revolution. The streets in Paris are awash in blood as Robespierre orders hundred to the guillotine, yet this unknown Englishman and his brave band continue to spirit the innocent to safety in England.

Who is this Scarlet Pimpernel? Why does he risk life and honor in a land not his own? And who is brave enough to forsake the Prince Regent's glittering court to join the Pimpernel under the very shadow of Madame la Guillotine?

Scarlet Pimpernel is set in France during the darkest days of the Reign of Terror. Join the Pimpernel and his gallant crew as they outwit the Committee of Public Safety and its agent Chauvelin again and again. Aristocrats, clergy, shopgirls, even the Dauphin himself – no one is beyond the Pimpernel's aid.

This book contains a complete chronology of the French Revolution, game statistics for the Pimpernel and his major lieutenants, maps of Paris and France in the 1790s, and four complete adventures, plus sidebars on everything from fashion to politics . . . everything you need for a swashbuckling campaign in the days when France turned upside-down.

This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying game. GURPS Swashbucklers is highly recommended, but not required."

Friday, January 13, 2017

GURPS - Russia

From their website:

"GURPS Russia presents the Russian world from its beginnings in the 10th century to its new beginnings in the early 18th. In this book, the GM will find complete details on the history, folklore, and daily life not of the Soviet Union or of the Imperial Age, but of medieval Russia – a culture that seems all but forgotten in the twentieth century, overborne and overshadowed by the U.S.S.R. To most Westerners, the word "Russia" is synonymous with communism, nuclear war, competing space programs, and WWI-level farm equipment serving in the fields of The People.

This book puts characters into the Russia of the Middle Ages, from the 10th century to the 18th. It also opens up the world of Russian folklore and fairytales, where all sorts of interesting – and sometimes frightening – creatures dwell."

Thursday, January 12, 2017

GURPS - Robin Hood

From their website:

"Steal From the Rich . . .

Enter a world of gallantry and adventure – a world where tyrants exploit the helpless, and an outlaw hero fights for the oppressed.

This is the world of Robin Hood.

The legend comes to life . . . in six different settings throughout time and space.

  • Begin your adventure in Sherwood Forest with the original Robin Hood and all his friends and foes.
  • Dive into swashbuckling adventure with a Highlands rebel, fighting British oppression in 17th-century Scotland.
  • Journey to the Old West with Splits Arrow and his band of Sioux braves, striking back against the Cavalry.
  • Face the dark justice of Librum, ruthless super-vigilante of the city night.
  • Jack into the worldnet with Cyber-Robin while she rips off the greedy corporations that suck the country dry.
  • Or storm the starships of the corrupt Oratech Corporation with the fearless Asteroid Raider.

Whatever the world, wherever he's needed, there will be a Robin Hood!"

Wednesday, January 11, 2017

GURPS - Riverworld

From their website:

"The Grand Adventure

Welcome to the Riverworld, where everyone who has ever lived is reborn, from primitive cave-dwellers to astronauts . . . all on the banks of a mighty river millions of miles long. At the end of that river lies the ultimate secret of the universe – and the key to human immortality!

The grand vision of Philip José Farmer's Riverworld series is brought to life in GURPS Riverworld. Your character can be anyone who has ever walked the Earth – play famous historical figures, or even yourself! Meet people from all across history . . . re-create technology . . . form nations . . . build riverboats and airships . . . journey to the Polar Sea and the Dark Tower of the Ethicals!

Here is some of what you'll find in the 128 pages of GURPS Riverworld:

  • A complete history and overview of the Riverworld, covering the land, technology and inhabitants of the planet, including a complete chronology based on the five Riverworld novels.
  • Rules for creating three types of Riverworld characters – original PCs from any time period, famous historical characters, and Riverworld versions of yourself and your friends.
  • GURPS statistics for major characters of the novels: Sir Richard Francis Burton, Sam Clemens, Alice Hargreaves, the alien Monat, and many others.
  • A detailed and comprehensive system for constructing high-tech riverboats, airplanes and airships, and rules for air and river combat.
  • Background information on the Ethicals, the wathans, the Dark Tower and the Computer.
  • Guidelines for running a GURPS Riverworld campaign, including Ethical player characters.
  • "Resurrection Day," an introductory adventure that can be used to start any campaign.

The adventure is just beginning – on the wondrous Riverworld! This book is designed for the Generic Universal Roleplaying System; you need only the GURPS Basic Set, Third Edition, to play. It can also be used as a sourcebook for any roleplaying game."

Tuesday, January 10, 2017

GURPS - Reign of Steel

From their website:

"It is 2047 A.D. The robot revolt is over, and the machines have won.

Ruthless Artificial Intelligences have exterminated most of humanity, while the survivors are hunted like animals, or face slow death in the robots' brutal labor camps. But a lucky few have escaped death or enslavement. While most of mankind has succumbed to despair, some refuse to give up hope. Around the world small groups of dedicated survivors are forming, preparing to oppose the robot overlords and fight to free mankind.

A worldbook for GURPS, Reign of Steel details mankind's struggle against his metal masters in a dark future. GURPS Reign of Steel utilizes the sleek rules from GURPS Robots, although you do not need Robots to play. Take on the role of the oppressed masses, and teach the robot overlords that technology can be made obsolete."

Sunday, January 8, 2017

GURPS - Planet Krishna

From their website:

"For decades readers of science fiction have enjoyed fantastic adventures on the second planet of Tau Ceti, courtesy of the fertile imagination of L. Sprague de Camp. Now gamers can join in the fun.

For the uninitiated, Krishna is a distant planet inhabited by green-skinned beings very similar to humans. The world is the scene of some of the most entertaining swashbuckling adventures ever written. As a setting for roleplaying games it is a trove of wonders. Brave Earthmen can engage in swordplay beneath the triple moons, and win the hand of a beautiful green-haired princess! A pirate queen and her stalwart band waylay ships on the Sadabao Sea! Tailed cannibals menace castaways on the island of Fossanderan!

The world of Krishna is a combination of classic space opera with hard-science realism and a dash of humor. If the Krishna stories are space opera, they are space opera as written by Gilbert and Sullivan rather than Wagner. The brave Earthman is liable to be a novice tour guide or a scheming con artist. The pirate queen is fat and middle-aged. And the tailed cannibals mend their ways after a stiff talking-to by an Oxford man. On Krishna, a hero who wins the hand of a princess must then live with the consequences of being married to a woman who lays eggs, on a world where dinner is eaten still wiggling and executions are a popular form of entertainment.

Since the entire planet is under an embargo which forbids the import of advanced technology, adventurers cannot clank about in powered battlesuits, menacing the natives with plasma cannon. On Krishna, the Earthmen and the green-skinned natives are on an equal footing. Characters must rely on their wits as much as on their swords. Game Masters who are tired of players who shoot their way out of every difficulty can see how well they do without their technological toys."

Saturday, January 7, 2017

GURPS - Places of Mystery

From their website:

"I met a traveller from an antique land
Who said: Two vast and trunkless legs of stone
Stand in the desert . . . Near them, on the sand,
Half sunk, a shattered visage lies, whose frown,
And wrinkled lip, and sneer of cold command,
Tell that its sculptor well those passions read
Which yet survive, stamped on these lifeless things,
The hand that mocked them, and the heart that fed:
And on the pedestal these words appear:
'My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!'
Nothing beside remains. Round the decay
Of that colossal wreck, boundless and bare
The lone and level sands stretch far away.

Percy Shelley, "Ozymandias"

GURPS Places of Mystery is designed for use with a very wide range of games. This is a book of places and locations, chosen because they all have at least a hint of the unusual about them. Some are widely believed to be centres of great magic; others "merely" have an interesting history, or unique features. Others again are simply amazing tourist spots, for one reason or another. The sites chosen for this book are nearly all buildings, cities, or other human constructions. We've slipped in a few natural places of mystery, such as Ayer's Rock (which is just as much a sacred site as the Church of the Holy Sepulchre) and Loch Ness (which we just couldn't leave out), but they are exceptions to prove our rule. The rule was instituted mostly because of the space we had available, and the need for a consistent "style." No doubt, someone could also write GURPS Geography and Geology, and in fact it would have almost as much gaming potential. (And we'd quite like to see it.) But this supplement is about the creations of humanity – in humanity's slightly stranger moments.

Incidentally, some of the buildings mentioned in this book are intact today, but time, nature, and the human tendency to fight wars being what they are, many are in ruins, or actually lost. (One or two probably never existed in the first place.) Still, ruins have lots of atmosphere; remember the conclusion of Shelley's poem.

So let's go places."

Friday, January 6, 2017

GURPS - Orcslayer

From their website:

"Six young warriors – sent to do the work of thousands!

Generations ago, the orc-hordes swarmed east into the peaceful kingdom of Caithness. Now they're coming back.

Last time, it took an army to stop them.

This time, your lord is sending you . . .

Orcslayer is the first combat adventure for Man to Man. It's both a combat game and a roleplaying adventure. Nine linked combat scenarios are divided by roleplaying "interludes" – a whole new concept in adventure supplements.

Orcslayer also includes the NPC Reaction Table from GURPS; random encounters; four new maps (double-sized Castle Keep, Castle Wall that can be duplicated to completely surround the Keep, and Cavern); and 15 pre-generated NPCs of several different races. The book is suitable for three-hole punching.

Orcslayer is set in the fantasy kingdom of Caithness – which can become part of any GM's game-world. Further adventures will use the same background, allowing the adventure to continue.

But first, you must survive Orcslayer!"

Thursday, January 5, 2017

GURPS - Operation Endgame

From their website:

"As the Giant Falls

The breakup of the USSR brings a thousand dangers, a thousand tragedies, a thousand opportunities . . . and agents from around the world rush to fight over the spoils.

This book contains four heart-pounding adventures by Thomas Kane, author of GURPS Espionage.

 'These missions will challenge the craftiest spies.

  • Operation Endgame – Midnight, a top KGB agent, is hiding in Copenhagen. Find her and convince her to come to the West instead of selling her talents to Singapore – before a treacherous double agent silences her.
  • Operation Loose Ends – Midnight has bad news about former Soviet Army units trained for terrorism and assassination. Officially, they've been disbanded. But they went political instead. Hunt down the last six assassins – before they strike again . . .
  • Watching the Dragon – The Soviet terrorist unit was stockpiling weapons – a lot of weapons. But no one's talking about their intended destination – or why the Communist Chinese should support them . . . Ferret out the reasons in Beijing, but don't get caught.
  • Sons of the Bear – As the USSR disbands, control slips, to the dismay of loyal Soviet Army officers. One rebel officer fights against dissolution to safeguard mankind from a terrible weapon; another tries to grab power for himself. The showdown comes in the steppes of Kazakhstan."

Wednesday, January 4, 2017

GURPS - Old West

From their website:

"How the West Was Won!

The American frontier was a legend, even as it was happening. Gunfighters, Indians, cowboys, miners and mountain men . . . the "rust-eaters" who pushed the rails west . . . the Pony Express . . . the Texas Rangers and the outlaws they fought . . . the settlers battling fire, floods, stampedes and sickness . . . their adventures made the nation what it is today!

GURPS Old West includes:

  • All the classic character types: the Cowhand, the Dude, the Gunslinger, the Doc, the Gambler, the Outlaw and the Lawman . . . even the town drunk.
  • Descriptions of authentic Western weaponry.
  • Maps showing the Westward expansion, trails, rail lines, and more – and a detailed timeline of significant events.
  • Descriptions of Indian tribes . . . and rules and spells for Indian magic!
  • Legends of the Old West . . . to come alive in your campaign.
  • The battles that shook the West, from the Indian uprisings to the Civil War.

Come West if you've got the guts for it. The weak die on the trail, and the cowards never leave home. Let's see what you're made of, pardner . . ."

Tuesday, January 3, 2017

GURPS - Middle Ages 1

From their website:

"Welcome to the age of chivalry, fealty, and piety. GURPS Middle Ages 1 takes you to the rich, dark world of medieval England, where knights fight for King and God, nobles trade favors and treachery, and peasants work the land.

Three major periods are covered: the Saxon Kingdoms, Norman England, and the High Middle Ages. Medieval combat is described at length, from simple jousts to the deadly Crusades, with details on melee weapons, siege weapons, armor, and castle defenses. Also included are magic, religion, and beasts both real and mythical . . . plus maps of castles, an abbey, and medieval England and France."

Monday, January 2, 2017

GURPS - Mecha

From their website:

"The Mecha Are Here!

From battlesuited space marines making an orbital drop to cinematic Japanese anime action featuring giant walking tanks piloted by beautiful alien princesses, GURPS Mecha covers the entire genre of mecha action! In the pages of Mecha you'll find:

  • An easy-to-follow step-by-step guide to building mecha.
  • Advanced rules with a plethora of options like transforming and combining machines that can turn into cycles or fighter planes, overload boosters, psionic mecha, energy battlesuits, giant swords and shields, even steampunk mecha!
  • Character creation rules for mecha-genre characters and cinematic aliens.
  • Advice on using mecha in everything from alien invasions to superhero campaigns, and suggestions for running anime-themed adventures.
  • Special combat rules that emphasize the cinematic nature of mecha combat, as well as realistic rules for sensors, weapons and orbital drops.
  • Sample mecha and battlesuits.
  • And a detailed campaign world, Cybermech Damocles!"

Sunday, January 1, 2017

GURPS - Martial Arts

From their website:

"The ultimate hand-to-hand combat book! The 160-page GURPS Martial Arts Second Edition, covers over 50 different armed and unarmed fighting arts, including the historical and modern styles of both the East and the West, as well as fantasy and science fiction styles, presented in both realistic and cinematic forms. From the French fencing of swashbuckling cinema to Kendo down at the dojo, from Kung Fu at the Shaolin Temple to Savate on the piers of Marseilles, Martial Arts has it all (not to mention a convenient lie-flat binding)."

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