GURPS Warehouse 23

GURPS Warehouse 23
Title GURPS Warehouse 23 PDF eBook
Author S. John Ross
Publisher Steve Jackson Games
Pages 128
Release 1997-01-01
Genre Games
ISBN 9781556343285

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-- Ties in with current Hollywood hits...aliens and conspiracy! -- A fan favorite: a whole book with hundreds of Weird Things which the government is supposedly keeping from us all. -- Launched a whole online feature: www.warehouse23.com/basement/

Gurps Cyberpunk

Gurps Cyberpunk
Title Gurps Cyberpunk PDF eBook
Author Loyd Blankenship
Publisher Steve Jackson Games
Pages 128
Release 1990-11-01
Genre Games
ISBN 9781556341687

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-- 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.

GURPS Lite

GURPS Lite
Title GURPS Lite PDF eBook
Author Sean Punch
Publisher
Pages 34
Release 2000
Genre Games & Activities
ISBN

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Gurps Cyberworld

Gurps Cyberworld
Title Gurps Cyberworld PDF eBook
Author Paul Hume
Publisher Steve Jackson Games
Pages
Release 1993-05-01
Genre
ISBN 9781556342356

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Fantasirollespil.

How to Be a Gurps GM

How to Be a Gurps GM
Title How to Be a Gurps GM PDF eBook
Author Warren "Mook" Wilson
Publisher Steve Jackson Games
Pages 76
Release 2017-07-24
Genre Games & Activities
ISBN 9781556348082

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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 Infinite Worlds

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

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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 Discworld

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

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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.