Gurps Deadlands Weird West
Author: Steve Jackson Games
Publisher: Steve Jackson Games
Published: 2001-11
Total Pages: 0
ISBN-13: 9781556344558
DOWNLOAD EBOOKRead and Download eBook Full
Author: Steve Jackson Games
Publisher: Steve Jackson Games
Published: 2001-11
Total Pages: 0
ISBN-13: 9781556344558
DOWNLOAD EBOOKAuthor: Steve Jackson Games
Publisher: Steve Jackson Games
Published: 2002-09
Total Pages: 0
ISBN-13: 9781556340161
DOWNLOAD EBOOKAuthor: John Goff
Publisher: Pinnacle Entertainment Group
Published: 1997-03-01
Total Pages: 128
ISBN-13: 9781889546056
DOWNLOAD EBOOKDeadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science. Hucksters draw their knowledge of magic from cryptic codes scattered throughout Hoyle's Book of Games. This mystical sourcebook reveals Hoyle's innermost secrets, as well as all sorts of new hexes and other arcane lore.
Author: Pinnacle Entertainment
Publisher:
Published: 2010-10-04
Total Pages: 155
ISBN-13: 9780982642733
DOWNLOAD EBOOK"The Marshal's Handbook is the setting book for Deadlands Reloaded." -- From back cover
Author: Gurps
Publisher: Steve Jackson Games
Published: 2004-12
Total Pages: 0
ISBN-13: 9781556347337
DOWNLOAD EBOOKFantasirollespil.
Author: John Goff
Publisher: Pinnacle Entertainment Group
Published: 2000-04-29
Total Pages: 128
ISBN-13: 9781889546865
DOWNLOAD EBOOKDeadlands: The Weird West, Pinnacle's award-winning game of supernatural horror in the Old West continues to roll along. In 2000, new products allow players to take on the role of operatives for the Agency, wrestle with the curses of lycanthropy and vampirism, and learn the secrets of the latest developments in the New Science. Are your huckster's cards a little worn from shuffling? Then this is the book for you! Not only does this spellbook contain new hexes, miracles, and favors, it also presents and expands on the rules for voodoo, martial artists, metal mages, and steam-punk body augmentations from our popular boxed campaign sets.
Author: Warren "Mook" Wilson
Publisher: Steve Jackson Games
Published: 2017-07-24
Total Pages: 76
ISBN-13: 9781556348082
DOWNLOAD EBOOKThe Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!
Author: Steve Jackson
Publisher: Steve Jackson Games
Published: 2018-03-19
Total Pages: 276
ISBN-13: 9781556348266
DOWNLOAD EBOOKAdventure 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.
Author: Paul Green
Publisher: McFarland
Published: 2016-03-09
Total Pages: 320
ISBN-13: 147662402X
DOWNLOAD EBOOKFrom automatons to zombies, many elements of fantasy and science fiction have been cross-pollinated with the Western movie genre. In its second edition, this encyclopedia of the Weird Western includes many new entries covering film, television, animation, novels, pulp fiction, short stories, comic books, graphic novels and video and role-playing games. Categories include Weird, Weird Menace, Science Fiction, Space, Steampunk and Romance Westerns.