Gurps Discworld Also

Gurps Discworld Also
Author: Steve Jackson Games
Publisher:
Total Pages: 0
Release: 2000-11
Genre: Discworld (Imaginary place)
ISBN: 9781556344473

A role playing game based on Terry Pratchett's Discworld.

GURPS Discworld

GURPS Discworld
Author: Terry Pratchett
Publisher: Steve Jackson Games
Total Pages: 0
Release: 1998-08
Genre: Discworld (Imaginary place)
ISBN: 9781556343865

A role playing game based on Terry Pratchett's Discworld, 2-6 players "make a good group". Equipment needed: pencils, paper, and 3 six-sided dice.

Discworld Roleplaying Game

Discworld Roleplaying Game
Author: Phil Masters
Publisher:
Total Pages: 0
Release: 2002
Genre: Discworld (Imaginary place)
ISBN: 9781556346873

A role playing game based on Terry Pratchett's Discworld, 2-6 players "make a good group". Equipment needed: pencils, paper, and 3 six-sided dice.

GURPS Lite

GURPS Lite
Author: Sean Punch
Publisher:
Total Pages: 34
Release: 2000
Genre: Games & Activities
ISBN:

Gups

Gups
Author: Thomas M. Kane
Publisher:
Total Pages: 0
Release: 1998
Genre: GURPS (Game)
ISBN: 9781556343421

-- A popular roleplaying setting not available in other sourcebooks. -- Well-researched guide to both Egyptian history and mythology.

Gurps Banestorm

Gurps Banestorm
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!

GURPS THAUMATOLOGY

GURPS THAUMATOLOGY
Author: Phil Masters
Publisher: Steve Jackson Games
Total Pages: 276
Release: 2016-11-21
Genre: Games
ISBN: 9781556348099

Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana." Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic." Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

Gurps Cyberpunk

Gurps Cyberpunk
Author: Loyd Blankenship
Publisher: Steve Jackson Games
Total Pages: 128
Release: 1990-11-01
Genre: Games
ISBN: 9781556341687

-- The book that was confiscated by the Secret Service because they thought it contained hacking secrets! (It doesn't) -- Nominated for the Origins Award for Best Roleplaying Supplement.

Gateway

Gateway
Author: Sean Murray
Publisher:
Total Pages: 126
Release: 2014-05-01
Genre:
ISBN: 9780988943612

An illustrated book that tells the stories of several of the most famous and infamous wizards of the City of Gateway, a fictional metropolis where magic, the driving force of life in Gateway, is under threat from an oppressive oligarchy. The book is presented as a form of protest against the ruling class and their desire to keep these stories suppressed.

Gurps Infinite Worlds

Gurps Infinite Worlds
Author: Kenneth Hite
Publisher: Steve Jackson Games
Total Pages: 244
Release: 2017-02-16
Genre: Games & Activities
ISBN: 9781556348136

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.