Gurps Tactical Shooting


Book Description




How to Be a Gurps GM


Book Description

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 Martial Arts


Book Description

-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.




Gurps Modern Firepower


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Gurps Dragons


Book Description

Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men! GURPS Dragons includes: Origins of the dragon, through myth and legend and even true history. How do dragons fly? How to hunt dragons . . . and survive. Creating dragon characters in GURPS. Dragon-specific combat maneuvers. Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others. Ideas for dragon-centric campaigns, including two campaign backgrounds! A special Appendix converts the game material to the GURPS Fourth Edition rules, making it even more useful!




GURPS Blood Types


Book Description

-- A tie-in for fans of all different vampire games. -- Vampires are especially popular right now. GURPS Blood Types is a look at the vampire in legend...and, yes, in history...through the centuries and around the world.




Gurps Ultra-Tech


Book Description




Feng Shui 2


Book Description

Ancient sorcerers. Slick conspirators. Control freak monks. Cyborg apes. Armed with the secrets of Feng Shui, all aim to conquer the past, present, and future. It's back in all its explodey, chi-blasting glory - 'Feng Shui,' the classic game of Hong Kong-inspired cinematic action - refurbished with a fresh bag full of ammo for a new roleplaying generation! Original designer Robin D. Laws rushes your way on a bullet-riddles gurney to serve up the thrills fans remember, furiouser and faster than ever. Loaded with Game Master advice, easier to run than ever, and including a fully fleshed, mayhem-rich introductory adventure, 'Feng Shui 2' is more than ready for you. ARE YOU READY FOR IT?




Combat HQ


Book Description

Combat HQ is a fast-paced set of rules for playing large-scale World War Two battles. Combat HQ features rapid movement, decisive combat, and exciting decision making. Rapid Command Pulses and opposed dice rolls keep players constantly involved. It uses Command Dice to establish the ebb and flow of combat, and Staff Orders to handle artillery support, smoke missions, and the commitment of Reserves. Combat HQ includes seven combat missions and a campaign system, along with starter battle groups for late war German, Commonwealth, Soviet and US forces. It's playable with 2mm to 28mm figures.




Gurps Banestorm


Book Description

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!