Prepare for your finest hour as GURPS explores the defining event of the 20th century - World War II. GURPS WWII provides an overview of the war that transformed the globe, reviews of the nations and armies in the thick of the fighting, and descriptions of their primary weapons and vehicles. It also includes a modular vehicle-design system for tailoring equipment in alternate-history campaigns or simply perfecting the unstoppable tank! This is the core book for a complete line of GURPS WWII volumes. These further illustrate specific nations and theaters, the naval and air wars, additional equipment, and much more.
Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
It Takes a Thief . . . When brute force won't get the job done, you need someone with . . . skills. A specialist. Preferably someone who doesn't let a lot of nagging concerns about law or morality get in the way. Whether you're looking for just the right character to round out an adventuring party, or a dangerous NPC to challenge your players, GURPS Rogues has what you need - 29 different templates, letting you quickly create the scoundrel that's right for the job. Templates include . . . Thieves who are only in it for the money, such as the armed robber, cat burglar, pirate, pickpocket, housebreaker, and forger. Rogues who have other goals than mere material gain, like the spy, hacker, evil mastermind, mad scientist, and saboteur. Charmers who work more with people's minds than with lockpicks and prybars . . . the con man, bard, fixer, gambler, prostitute, and street doctor. Mysterious figures who work on the shadowy edges of society -- the tracker, poacher, assassin, master thief, smuggler, mobster, and black marketeer. Each template comes with four complete characters, drawn from a wide range of settings. All told, you get 116 ready-to-use sample characters, as well as historical background and information on the technology and tactics that shaped their professions. This version of GURPS Rogues also comes bundled with the 24-page GURPS Update, providing information on how to upgrade these GURPS Third Edition templates and characters to Fourth Edition!
Adventure in any world you can think of, with GURPS, the Generic Universal RolePlaying System - the most flexible roleplaying system you can use. If you haven't yet upgraded to the Fourth Edition . . . you're a completist . . . or you're looking for a dose of nostalgia, here's the previous edition! It's easy to learn - you can jump right in with the included quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be "Game Master-friendly," with Table of Contents, Glossary, Appendix, and Index, as well as lots of examples.
-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.
Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men! GURPS Dragons includes: Origins of the dragon, through myth and legend and even true history. How do dragons fly? How to hunt dragons . . . and survive. Creating dragon characters in GURPS. Dragon-specific combat maneuvers. Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others. Ideas for dragon-centric campaigns, including two campaign backgrounds! A special Appendix converts the game material to the GURPS Fourth Edition rules, making it even more useful!
STOP!DON'T BUY THIS BOOK!At least, not yet.The basic rules for the Micro Chapbook RPG system as well as ALL of the scenarios in this book can be downloaded for FREE through DriveThruRPG.com. With that in mind, this Deluxe Scenario Collection contains the absolute basic rules for you to play the game. It also includes the complete volume 1 of scenarios (collecting numbers 1 through 5 of the individually released Micro Chapbooks) with a few updates. Each scenario has been broken down into the following subsections for your convenience: Backstory: A bit of background story to help get you into the experience.Village Shop: A list of the weapons, armor, and items available in town.Armory: Short descriptions of each weapon for added flavor and context. Dungeon: The full complement of charts/tables needed for the scenario.Bestiary: A short description of each monster found in the dungeon for added flavor and context.Boss: A short description of the boss monster as well as the NEW REWARD you will earn for beating him (only found in this deluxe collection). You may earn this reward for each successful playthrough of a scenario