Book Description
-- Hundreds more magical items to add zest and variety to any fantasy game. -- Eight new magic shops, to add to a GM's world background.
Author : Drew Bittner
Publisher : Steve Jackson Games
Page : 128 pages
File Size : 20,47 MB
Release : 1992-04-01
Category : Games
ISBN : 9781556342073
-- Hundreds more magical items to add zest and variety to any fantasy game. -- Eight new magic shops, to add to a GM's world background.
Author : Gurps
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 16,77 MB
Release : 2004-12
Category : Fantasy games
ISBN : 9781556347337
Fantasirollespil.
Author : EDS Staff
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 41,93 MB
Release : 2002-09
Category :
ISBN : 9781556344183
Author : Steve Jackson Games
Publisher : Steve Jackson Games
Page : 0 pages
File Size : 30,7 MB
Release : 2004-10
Category : Games & Activities
ISBN : 9781556345197
Fantasirollespil.
Author : Phil Masters
Publisher : Steve Jackson Games
Page : 276 pages
File Size : 26,21 MB
Release : 2016-11-21
Category : 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.
Author : Peter V. Dell'orto
Publisher : Steve Jackson Games
Page : 80 pages
File Size : 35,12 MB
Release : 2017-07-25
Category : Games & Activities
ISBN : 9781556348228
More Is Better! The Dungeon Fantasy Companion comprises all three stretch-goal supplements from the Dungeon Fantasy Roleplaying Game Kickstarter campaign: Traps. Ready-made traps for home-made adventures: nasty gadgets, complicated architecture, hidden poison, malicious magic, and devious tricks. Magic Items. This emporium of enchantment contains wondrous weapons, armor, wands, jewelry, potions, and more, allowing GMs and looters alike to grab and go. Against the Rat-Men. This ready-to-play sequel to I Smell a Rat offers heroes new dangers - and new rewards. Dungeon Fantasy Companion is intended for the Dungeon Fantasy Roleplaying Game but would work with GURPS, especially GURPS Dungeon Fantasy.
Author : Steve Jackson
Publisher : Steve Jackson Games
Page : 276 pages
File Size : 28,10 MB
Release : 2018-03-19
Category : Games & Activities
ISBN : 9781556348266
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.
Author : Warren "Mook" Wilson
Publisher : Steve Jackson Games
Page : 76 pages
File Size : 50,72 MB
Release : 2017-07-24
Category : Games & Activities
ISBN : 9781556348082
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!
Author : S. John Ross
Publisher : Steve Jackson Games
Page : 128 pages
File Size : 39,57 MB
Release : 1997-01-01
Category : Games
ISBN : 9781556343285
-- 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/
Author : James Wyatt
Publisher :
Page : 0 pages
File Size : 42,53 MB
Release : 2005
Category : Dungeons and Dragons (Game)
ISBN : 9780786937011
A new source of power for the Dungeons & Dragons(R) roleplaying game! This supplement introduces a magical substance called incarnum into the D&D game. With this book, the players characters can meld incarnum--the power of souls living, dead, and unborn--into magical items and even their own bodies, granting them special attacks, defenses, and other abilities (much as magic items and spells do). Incarnum can be shaped and reshaped into new forms, giving characters tremendous versatility in the dungeon and on any battlefield. This book also features new classes, prestige classes, feats, and other options for characters wishing to explore the secrets of incarnum, as well as rules and advice for including incarnum in a D&D campaign.