-- A complete sourcebook for the popular "scout" style of campaign. -- Includes deck plans for four different scout and courier ships. -- World-building sequence based on the most recent scientific discoveries.
The Spinward Marches is one of the most volatile sectors with the Zhodani Consulate and Third Empire frequently clashing over frontier worlds, both militarily and through more subtle means via proxies and espionage. This book details the sector, with descriptions of many of the worlds, their governments, the vast corporations active there and the alien species that inhabit many of the systems. Besides basic planetary statistics detailing government types, population, atmosphere and much more there are short descriptions and multiple plot hooks spread throughout the book making it an invaluable aid to any Traveller campaign.
TO SAVE THE GALAXY, A DEAD HERO MUST RISE AGAIN! NEWLY REVISED AND EXPANDED NOVEL SET IN THE TRAVELLER UNIVERSE FROM LEGENDARY GAME DESIGNER MARC MILLER Jonathan Bland is a Decider, empowered by the Emperor himself to deal with the inevitable crises of an empire. In the service of the Empire, he has killed more people than anyone in the history of Humanity, to save a hundred times as many. He died centuries ago, but they reactivate his recorded personality whenever a new threat appears. When the crisis is over, they expect he will meekly return to oblivion. He has other ideas. The chronicle of Bland reveals secrets of the history of the star-spanning Third Imperium and spans 400 years from early Imperium (about year 300) through the mid-post Civil War period (about year 700) touching known and unknown events you may have encountered in your own reading of the Imperium: everyday events, political intrigue, deadly dangers, Arbellatra, Capital, Encyclopediopolis, the Karand's Palace, and a Tigress-class Dreadnought. If you know the Traveller science-fiction role-playing game, then some of this is already familiar; if not, no matter—this story introduces the vast human-dominated interstellar empire of the far future in ways only the designer and chronicler of this particular universe can.
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!
-- Describes two of the most important alien races in the popular GURPS Travellers series. -- Includes deck plans of four alien ships. -- By top GURPS writer David Pulver.
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.
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!
The struggle between the First Imperium and the Terran Confederation has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time, Traveller players can explore this rich setting.