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GURPS Basic Set

GURPS Basic Set Author David L. Pulver
ISBN-10 1556347294
Release 2004-08-01
Pages 336
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"GURPS is the most flexible roleplaying system ever created. With just this book, you can adventure in any world you can imagine"--Cover.



Gurp s Basic Set

Gurp s Basic Set Author Steve Jackson
ISBN-10 155634127X
Release 1991-01-01
Pages 256
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-- One of the best-selling roleplaying systems for more than a decade, and still getting stronger...currently ranked #3 by Comics Retailer Magazine. -- Winner of both the Origins Award and Gamer's Choice Award for Best Roleplaying Game! -- Written by Steve Jackson, one of the best-known names in roleplaying. GURPS, the Generic Universal RolePlaying System, is the most flexible roleplaying system you can use. One set of rules that works for all genres. Adventure in any world you can think of. It's easy to learn...you can jump right in with quick-start rules, pre-designed characters, and an easy-to-play solo adventure.



GURPS Fourth Edition Basic Set Characters

GURPS Fourth Edition Basic Set  Characters Author
ISBN-10 1556347294
Release 2004
Pages 336
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GURPS Fourth Edition Basic Set Characters has been writing in one form or another for most of life. You can find so many inspiration from GURPS Fourth Edition Basic Set Characters also informative, and entertaining. Click DOWNLOAD or Read Online button to get full GURPS Fourth Edition Basic Set Characters book for free.



GURPS Fourth Edition Basic Set Campaigns

GURPS Fourth Edition Basic Set  Campaigns Author Steve Jackson
ISBN-10 1556347308
Release 2004
Pages 240
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GURPS Fourth Edition Basic Set Campaigns has been writing in one form or another for most of life. You can find so many inspiration from GURPS Fourth Edition Basic Set Campaigns also informative, and entertaining. Click DOWNLOAD or Read Online button to get full GURPS Fourth Edition Basic Set Campaigns book for free.



Gurps Basic Set Third Edition Revised

Gurps Basic Set  Third Edition  Revised Author Steve Jackson
ISBN-10 1556348266
Release 2018-03-19
Pages 276
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Adventure in any world you can think of, with GURPS, the Generic Universal RolePlaying System - the most flexible roleplaying system you can use. If you haven't yet upgraded to the Fourth Edition . . . you're a completist . . . or you're looking for a dose of nostalgia, here's the previous edition! It's easy to learn - you can jump right in with the included quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be "Game Master-friendly," with Table of Contents, Glossary, Appendix, and Index, as well as lots of examples.



Gurps Supers

Gurps Supers Author William H. Stoddard
ISBN-10 155634824X
Release 2018-01-31
Pages 154
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Men Like Gods The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of the most popular genres - and one of the most challenging to do right. GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides: A history and analysis of the supers genre, its precursors and variations. A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships. More than 20 new wildcard skills. 22 templates for super characters, each customizable to higher or lower power levels. Rules for creating equipment, vehicles, bases, automata, and magical spells. A guide to creating and running supers adventures. Continuity-creation guidelines and tools, so your supers universe can have the same depth as published worlds. New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills, and newly defined perks, quirks, enhancements, limitations, and techniques. Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action. GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.



Gurps Powers

Gurps Powers Author Sean Punch
ISBN-10 1556348207
Release 2017-06-22
Pages
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Save the World . . . or Destroy It! GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods! Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also includes guidelines for "special effects" and several different ways to vary a power on the fly - two crucial concepts for comic-book superheroics. GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. If you've got a high-powered campaign - or high-powered players - you want GURPS Powers!



GURPS Lite

GURPS Lite Author Sean Punch
ISBN-10 UOM:39015050162729
Release 2000
Pages 32
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GURPS Lite has been writing in one form or another for most of life. You can find so many inspiration from GURPS Lite also informative, and entertaining. Click DOWNLOAD or Read Online button to get full GURPS Lite book for free.



GURPS GM s Screen

GURPS GM s Screen Author Steve Jackson Games
ISBN-10 1556347324
Release 2004-10-01
Pages 32
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GURPS GM s Screen has been writing in one form or another for most of life. You can find so many inspiration from GURPS GM s Screen also informative, and entertaining. Click DOWNLOAD or Read Online button to get full GURPS GM s Screen book for free.



How to Be a Gurps GM

How to Be a Gurps GM Author Warren "Mook" Wilson
ISBN-10 1556348088
Release 2017-07-24
Pages 76
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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 Fantasy

Gurps Fantasy Author Steve Jackson Games
ISBN-10 1556345194
Release 2004-10-01
Pages 256
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Gurps High Tech

Gurps High Tech Author S. a. Fisher
ISBN-10 1556348126
Release 2017-02-16
Pages 260
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All the Gear Is Here! Meticulously researched, GURPS High-Tech gives descriptions and stats for hundreds of kinds of historical weapons and personal armor, vehicles from the stagecoach to modern helicopters, and much more. GURPS High-Tech also has the gear and gadgets characters need. Communication, from early telegraphs to modern computers; tools of the trade for detectives, spies, and thieves; camping equipment, rations, and first-aid kits; business cards, watches, and fashionable duds - this book has it all, for encounters from the wilderness to high society and everything in between. GURPS High-Tech is the complete resource for equipment from the 18th century through the modern age, and will be appreciated by Game Masters no matter what system they use! GURPS High-Tech replaces GURPS High-Tech for Third Edition, GURPS Modern Firepower, and portions of GURPS Covert Ops.



Gurps Psionic Powers

Gurps Psionic Powers Author Steve Jackson Games
ISBN-10 1556347987
Release 2009-09-02
Pages 88
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Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. Players can use the abilities as presented, confident that they are built from and entirely compatible with the rest of the GURPS Fourth Edition character-creation system. Even better, game masters can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. This book does all the work, describing each power in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate a wide variety of psychic ability. Whether the powers are used as individual parts or as a cohesive whole, this supplement is the one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book! Description: 88-page B&W softcover.



Gurps Basic Set

Gurps Basic Set Author Steve Jackson Games
ISBN-10 1556347308
Release 2004
Pages 576
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"This book is intended for Game Masters and advanced players. It covers physical feats, combat, vehicles and technology, animals and monsters, world design, and Game Mastering"--Cover.



GURPS ULTRA TECH

GURPS ULTRA TECH Author David L. Pulver
ISBN-10 155634810X
Release 2016-11-28
Pages 244
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Weapons, Vehicles, and Gadgets GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs. And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level. GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure. This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space. 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. From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!



Gurps Horror

Gurps Horror Author Kenneth Hite
ISBN-10 1556348231
Release 2017-09-21
Pages 180
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It's back . . . and the fear has grown! GURPS Horror, Fourth Edition, is the latest incarnation of one of the most popular GURPS supplements ever . . . and now it's been given a new lease on unnatural life by horror master Kenneth Hite. Its time-tested advice on running scary campaigns has been expanded to include current trends and tropes, showing you how to run everything from old-fashioned Gothic and supernatural horror to the latest J-horror, survival horror, and torture horror. The famous bibliography of unspeakable tomes and frightening films has grown to match. And the monsters return with unpleasant friends, as monsters inevitably do - all with GURPS Fourth Edition racial templates that let you use them as foes, as sinister Allies and cursed Alternate Forms, and even as PCs! Add the new and disturbing powers, the expanded rules for madness and corruption, and countless other updates, and you have everything you need to drag your horror campaign screaming into the 21st century.



GURPS THAUMATOLOGY

GURPS THAUMATOLOGY Author Phil Masters
ISBN-10 1556348096
Release 2016-11-21
Pages 276
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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.