Gurps Supporting Cast
Author | : Nigel D. Findley |
Publisher | : Steve Jackson Games |
Total Pages | : |
Release | : 1993-01-01 |
Genre | : |
ISBN | : 9781556342677 |
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Author | : Nigel D. Findley |
Publisher | : Steve Jackson Games |
Total Pages | : |
Release | : 1993-01-01 |
Genre | : |
ISBN | : 9781556342677 |
Author | : Sean Punch |
Publisher | : |
Total Pages | : 34 |
Release | : 2000 |
Genre | : Games & Activities |
ISBN | : |
Author | : Warren "Mook" Wilson |
Publisher | : Steve Jackson Games |
Total Pages | : 76 |
Release | : 2017-07-24 |
Genre | : Games & Activities |
ISBN | : 9781556348082 |
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!
Author | : Steve Jackson |
Publisher | : Steve Jackson Games |
Total Pages | : 244 |
Release | : 2016-11-28 |
Genre | : Games & Activities |
ISBN | : 9781556348112 |
Now available in softcover, this GURPS Fourth Edition book combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic! Within these pages, crackling with mystic energies, you'll find: The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more! Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers. Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign. Plus special material from the GURPS Magic Items series and Wizards. This is a powerful book, indeed. Use it wisely.
Author | : Lynette Cowper |
Publisher | : Steve Jackson Games |
Total Pages | : 156 |
Release | : 2017-06-22 |
Genre | : |
ISBN | : 9781556348181 |
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!
Author | : Phil Foglio |
Publisher | : Studio Foglio |
Total Pages | : 96 |
Release | : 2010-07-20 |
Genre | : Comics & Graphic Novels |
ISBN | : 9781890856502 |
Meet Zesty Tastee, flamboyant gay playboy and heir to the Tastee Corporationfortune. That's what the world knows of him, but Zesty is also Magpie, thecorporate saboteur who fights against his father's corrupt business practices.Zesty's evil tycoon dad is out to destroy an entire rainforest, and he's joinedup with a mysterious sect of ninjas to help keep 'Magpie' from interfering.Prince Ander is the sect agent on the case and Zesty has love at first sight forthis dreamy ninja master. Zesty can't understand why anyone as noble as Princewould ever work with his father. His mission is to find out the secret of therain forest, and win Prince's heart in the process!
Author | : Adam Griffith |
Publisher | : John Wiley & Sons |
Total Pages | : 434 |
Release | : 2006-03-06 |
Genre | : Games & Activities |
ISBN | : 047004361X |
Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
Author | : Phil Masters |
Publisher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1998-12-31 |
Genre | : |
ISBN | : 9781556343674 |
-- Complete descriptions and character stats for 52 of the most intriguing people in history! -- Well-researched and clearly written...a crossover for history buffs. -- A fine demonstration of the educational value of roleplaying.
Author | : Jeff Barbour |
Publisher | : Lulu.com |
Total Pages | : 414 |
Release | : 2006-03 |
Genre | : |
ISBN | : 1411682874 |
What's Up 2006: 365 Days of Skywatching presents the highlights you can see in the night sky for every day in 2006. With a small telescope, binoculars, and sometimes just your eyes, you'll track down features on the Moon, planets, meteor showers, bright and double stars, open and globular clusters, and distant galaxies.Astronomers Tammy Plotner and Jeff Barbour are your guides to the wonders of the night sky.
Author | : Phil Masters |
Publisher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1998-05 |
Genre | : Fantasy games |
ISBN | : 9781556342660 |
-- By the top-selling co-author of GURPS Discworld. -- Includes dozens of new magic spells.