Gurps Rogues

Gurps Rogues

Author: Lynette Cowper

Publisher: Steve Jackson Games

Published: 2017-06-22

Total Pages: 156

ISBN-13: 9781556348181

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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!


Gurps New Sun

Gurps New Sun

Author: Gene Seabolt

Publisher: Steve Jackson Games

Published: 1999-12-01

Total Pages: 128

ISBN-13: 9781556344169

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-- Gene Wolfe's science fiction is acclaimed for literary excellence. -- Cover by award-winning science fiction and fantasy artist Don Maitz. -- Includes maps and a comprehensive glossary of the "New Sun" background...a valuable resource for any Wolfe fan, gamer or not!


Gurps Warriors

Gurps Warriors

Author: John Goff

Publisher: Steve Jackson Games

Published: 2017-06-22

Total Pages: 156

ISBN-13: 9781556348198

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Strong of Arm and Steely of Eye They lead the way and take the lumps. When it all falls apart, they cover the retreat. Some live for a cause; some die for it. They are warriors. The warrior is the backbone of every adventure group. GURPS Warriors gives you 29 fighter templates, letting you quickly create the warrior that's right for you. No two need be the same. Templates include . . . Soldiers from all time periods -- past, present, and future -- such as the aviator, cavalryman, commando, heavy foot soldier, marine, and rifleman. Warriors from the pages of history and literature, including the barbarian, berserker, gunslinger, holy warrior, martial artist, and swordsman. Specialists like the archer, engineer, guard, guerrilla, sharpshooter, and scout. High-tech fighters like the artillerist, aviator, mecha pilot, and naval crewman. 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 Warriors 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!


How to Be a Gurps GM

How to Be a Gurps GM

Author: Warren "Mook" Wilson

Publisher: Steve Jackson Games

Published: 2017-07-24

Total Pages: 76

ISBN-13: 9781556348082

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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!


Gurps Wizards

Gurps Wizards

Author: Sean Punch

Publisher: Steve Jackson Games

Published: 1998-04

Total Pages: 128

ISBN-13: 9781556342707

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-- 28 different templates for quick creation of wizard characters. -- Cover by award-winning fantasy artist Rowena! GURPS Wizards is the complete guide to magical character design. It has essays on 28 wizard archetypes, accompanied by templates that let you quickly design complete and efficient characters.


Gurps Infinite Worlds

Gurps Infinite Worlds

Author: Kenneth Hite

Publisher: Steve Jackson Games

Published: 2017-02-16

Total Pages: 244

ISBN-13: 9781556348136

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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.


Gurps Voodoo

Gurps Voodoo

Author: C. J. Carella

Publisher: Steve Jackson Games

Published: 2018-04-26

Total Pages: 132

ISBN-13: 9781556348334

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GURPS Voodoo: The Shadow War takes the myths of the mystical religions known as Voudoun and Santeria and gives them a twist, placing the believers and practitioners of Voodoo in the middle of a cosmic struggle. Voodoo priests and the shamans of many ancients cultures have unique views in how they can shape the world; this supplement includes a magic system to replicate those beliefs. The Shadow War is a conflict fought on many fronts. Voodoo Initiates contend with the Lodges, which consist of European magicians who have kept their occult power hidden and consider themselves the secret masters of the Western world. Beneath that struggle, some Initiates have begun to realize, lies a battle between Humankind and beings that have no use for power or wealth - only destruction. Unlike many "dark" RPGs, Voodoo is not about enduring horror, but fighting it. Human Spirit Warriors, monstrous In-Betweener renegades, and even ghosts can join forces and stop the manipulators and deceivers. The world of the Shadow War needs heroes, however frail or flawed they may be. Your characters may just be those heroes.


Gurps Banestorm

Gurps Banestorm

Author: Phil Masters

Publisher: Steve Jackson Games

Published: 2018-02-05

Total Pages: 244

ISBN-13: 9781556348259

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Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here - they're current events! Characters can journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din. This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. It provides GMs with a complete world background - history, religion, culture, politics, races, and a detailed map - everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism, all of which conforms to GURPS Fantasy and GURPS Magic. So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you!