Gurps Swashbucklers
Author | : Steve Jackson |
Publisher | : Steve Jackson Games |
Total Pages | : 128 |
Release | : 1990-06-01 |
Genre | : Fantasy games |
ISBN | : 9781556341144 |
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Author | : Steve Jackson |
Publisher | : Steve Jackson Games |
Total Pages | : 128 |
Release | : 1990-06-01 |
Genre | : Fantasy games |
ISBN | : 9781556341144 |
Author | : Steffan O'Sullivan |
Publisher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1999-12 |
Genre | : |
ISBN | : 9781556343940 |
-- Pirates are popular this year! -- Cover by award-winning fantasy artist Don Maitz, who painted the Captain Morgan's Spiced Rum pirate!
Author | : C. J. Carella |
Publisher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1996-02 |
Genre | : Fantasy games |
ISBN | : 9781556343148 |
-- 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.
Author | : Peter Leeson |
Publisher | : Princeton University Press |
Total Pages | : 288 |
Release | : 2009-03-31 |
Genre | : Business & Economics |
ISBN | : 1400829860 |
Pack your cutlass and blunderbuss--it's time to go a-pirating! The Invisible Hook takes readers inside the wily world of late seventeenth- and early eighteenth-century pirates. With swashbuckling irreverence and devilish wit, Peter Leeson uncovers the hidden economics behind pirates' notorious, entertaining, and sometimes downright shocking behavior. Why did pirates fly flags of Skull & Bones? Why did they create a "pirate code"? Were pirates really ferocious madmen? And what made them so successful? The Invisible Hook uses economics to examine these and other infamous aspects of piracy. Leeson argues that the pirate customs we know and love resulted from pirates responding rationally to prevailing economic conditions in the pursuit of profits. The Invisible Hook looks at legendary pirate captains like Blackbeard, Black Bart Roberts, and Calico Jack Rackam, and shows how pirates' search for plunder led them to pioneer remarkable and forward-thinking practices. Pirates understood the advantages of constitutional democracy--a model they adopted more than fifty years before the United States did so. Pirates also initiated an early system of workers' compensation, regulated drinking and smoking, and in some cases practiced racial tolerance and equality. Leeson contends that pirates exemplified the virtues of vice--their self-seeking interests generated socially desirable effects and their greedy criminality secured social order. Pirates proved that anarchy could be organized. Revealing the democratic and economic forces propelling history's most colorful criminals, The Invisible Hook establishes pirates' trailblazing relevance to the contemporary world.
Author | : EDS Staff |
Publisher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 2001-06 |
Genre | : |
ISBN | : 9781556345166 |
Author | : Steffan O'Sullivan |
Publisher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1999-02 |
Genre | : |
ISBN | : 9781556341847 |
-- More than 250 fantasy animals and plants, organized for easy use. -- Includes a special section on everyone's favorite monster...dragons!
Author | : Phil Masters |
Publisher | : Steve Jackson Games |
Total Pages | : 244 |
Release | : 2018-02-05 |
Genre | : Games & Activities |
ISBN | : 9781556348259 |
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!
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.
Author | : Steve Jackson Games |
Publisher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 2004-10 |
Genre | : Games & Activities |
ISBN | : 9781556345197 |
Fantasirollespil.
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.