Gurps Steam Tech

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Gurps Steam Tech

Author : EDS Staff,Steve Jackson Games
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 51,9 Mb
Release : 2001-12
Category : Electronic
ISBN : 1556345631

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Gurps Steam Tech by EDS Staff,Steve Jackson Games Pdf

Gurps Infinite Worlds

Author : Kenneth Hite,Steve Jackson,John M. Ford
Publisher : Steve Jackson Games
Page : 244 pages
File Size : 53,9 Mb
Release : 2017-02-16
Category : Games & Activities
ISBN : 1556348134

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Gurps Infinite Worlds by Kenneth Hite,Steve Jackson,John M. Ford Pdf

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 Ultra-Tech

Author : David L. Pulver,Kenneth Peters
Publisher : Steve Jackson Games
Page : 240 pages
File Size : 41,8 Mb
Release : 2007-01-08
Category : Games
ISBN : 1556347537

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Gurps Ultra-Tech by David L. Pulver,Kenneth Peters Pdf

Gurps Basic Set: Campaigns

Author : David L. Pulver,Sean Punch
Publisher : GURPS: Generic Universal Role
Page : 0 pages
File Size : 51,9 Mb
Release : 2004
Category : Games & Activities
ISBN : 1556347308

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Gurps Basic Set: Campaigns by David L. Pulver,Sean Punch Pdf

"GURPS is the most flexible roleplaying system ever created. With just this book, you can adventure in any world you can imagine"--Cover

A Worldbuilder's Guide to Societies

Author : Brent A. Stypczynski
Publisher : McFarland
Page : 244 pages
File Size : 54,5 Mb
Release : 2023-09-29
Category : Literary Criticism
ISBN : 9781476693637

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A Worldbuilder's Guide to Societies by Brent A. Stypczynski Pdf

In fantastic worlds like Gondor, Westeros, Ankh-Morpork, Waterdeep, and Hogsmeade, the societies that inhabit them play important roles in capturing the feel of their settings. Societies create characters and plots, provide space for action, and reflect history. Building vibrant and interesting societies is a core element of worldbuilding in the fantasy genres. This guide walks the reader through different aspects of societies to help construct fictional worlds with greater ease. Examples of societies built by numerous authors in the fantasy, urban/modern fantasy, and paranormal romance genres are interwoven to illustrate concepts. Throughout, this book is descriptive and suggestive rather than prescriptive, and is intended to inform as well as inspire the worldbuilder.

How to Be a Gurps GM

Author : Warren "Mook" Wilson
Publisher : Steve Jackson Games
Page : 76 pages
File Size : 51,5 Mb
Release : 2017-07-24
Category : Games & Activities
ISBN : 1556348088

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How to Be a Gurps GM by Warren "Mook" Wilson Pdf

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 Fantasy

Author : Steve Jackson Games
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 48,6 Mb
Release : 2004-10
Category : Games & Activities
ISBN : 1556345194

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Gurps Fantasy by Steve Jackson Games Pdf

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Gurps Spirits

Author : EDS Staff,Steve Jackson Games,Stephen Kenson
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 52,8 Mb
Release : 2001-06
Category : Electronic
ISBN : 155634516X

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Gurps Spirits by EDS Staff,Steve Jackson Games,Stephen Kenson Pdf

Gurps Banestorm

Author : Phil Masters,Jonathan Woodward
Publisher : Steve Jackson Games
Page : 244 pages
File Size : 47,6 Mb
Release : 2018-02-05
Category : Games & Activities
ISBN : 1556348258

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Gurps Banestorm by Phil Masters,Jonathan Woodward Pdf

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!

GURPS Castle Falkenstein

Author : Jim Cambias,Phil Masters,James L Cambias
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 51,6 Mb
Release : 2000-08
Category : Electronic
ISBN : 1556344384

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GURPS Castle Falkenstein by Jim Cambias,Phil Masters,James L Cambias Pdf

Steve Jackson Games and R. Talsorian combine forces to produce blockbuster crossover game! New Europa is similar to our Earth of the alte 19th century - if our Earth had Faeries, Magick, and Dragons, that is. To say nothing of huge Prussian steam-powered war machines... With full conversion notes, GURPS characters can now adventure in the "steampunk" and "day in court" setting of Castle Falkenstein, or Falkenstein games can cross over into any of the more than 100 settings for the GURPS game. This is an exciting resuource for fans of either game...

Gurps Bio-Tech

Author : David Morgan-Mar,David L. Pulver
Publisher : Steve Jackson Games
Page : 244 pages
File Size : 50,7 Mb
Release : 2017-02-16
Category : Games & Activities
ISBN : 1556348142

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Gurps Bio-Tech by David Morgan-Mar,David L. Pulver Pdf

The Future is Alive "Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best -- she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all." It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it -- death is only a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at! But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases. GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a living starship on its way to colonize an alien world! Say goodbye to your old body. Have you upgraded your genetics this year? This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.

The Years of Rice and Salt

Author : Kim Stanley Robinson
Publisher : Spectra
Page : 777 pages
File Size : 55,8 Mb
Release : 2003-06-03
Category : Fiction
ISBN : 9780553897609

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The Years of Rice and Salt by Kim Stanley Robinson Pdf

With the same unique vision that brought his now classic Mars trilogy to vivid life, bestselling author Kim Stanley Robinson boldly imagines an alternate history of the last seven hundred years. In his grandest work yet, the acclaimed storyteller constructs a world vastly different from the one we know. . . . “A thoughtful, magisterial alternate history from one of science fiction’s most important writers.”—The New York Times Book Review It is the fourteenth century and one of the most apocalyptic events in human history is set to occur—the coming of the Black Death. History teaches us that a third of Europe’s population was destroyed. But what if the plague had killed 99 percent of the population instead? How would the world have changed? This is a look at the history that could have been—one that stretches across centuries, sees dynasties and nations rise and crumble, and spans horrible famine and magnificent innovation. Through the eyes of soldiers and kings, explorers and philosophers, slaves and scholars, Robinson navigates a world where Buddhism and Islam are the most influential and practiced religions, while Christianity is merely a historical footnote. Probing the most profound questions as only he can, Robinson shines his extraordinary light on the place of religion, culture, power—and even love—in this bold New World. “Exceptional and engrossing.”—New York Post “Ambitious . . . ingenious.”—Newsday

GURPS Lite

Author : Sean Punch
Publisher : Unknown
Page : 34 pages
File Size : 42,8 Mb
Release : 2000
Category : Games & Activities
ISBN : UOM:39015050162729

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GURPS Lite by Sean Punch Pdf

GURPS For Dummies

Author : Adam Griffith,Bjoern-Erik Hartsfvang,Stuart J. Stuple
Publisher : John Wiley & Sons
Page : 438 pages
File Size : 52,7 Mb
Release : 2006-03-21
Category : Games & Activities
ISBN : 9780471783299

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GURPS For Dummies by Adam Griffith,Bjoern-Erik Hartsfvang,Stuart J. Stuple Pdf

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.

Authentic Thaumaturgy

Author : Isaac Bonewits
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 54,5 Mb
Release : 1998
Category : Fantasy games
ISBN : 1556343604

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Authentic Thaumaturgy by Isaac Bonewits Pdf

-- Treat this book as a crossover to your occult section. -- The author, a professional occultist, is the only person ever to earn a degree in Magic from the University of California. Written by professional occultist Isaac Bonewits, Authentic Thaumaturgy describes how to create "realistic" magical systems for roleplaying games. It also reveals the "real magical" roots of the popular trading card game Magic: The Gathering. Any GM who likes modifying his game's magic systems will get a lot of ideas here.