GURPS: Space


Book Description

"This volume will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own"--Cover.




GURPS Lite


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Gurps Mars


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Gurps Basic Set, Third Edition, Revised


Book Description

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 Ultra-Tech


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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 Traveller Star Mercs


Book Description

-- A complete sourcebook for the popular "mercenary" style of campaign. -- Includes deck plans for the Broadsword-class mercenary cruiser.




GURPS Traveller Alien Races 1


Book Description

-- Describes two of the most important alien races in the popular GURPS Travellers series. -- Includes deck plans of four alien ships. -- By top GURPS writer David Pulver.




GURPS Traveller First In


Book Description

-- A complete sourcebook for the popular "scout" style of campaign. -- Includes deck plans for four different scout and courier ships. -- World-building sequence based on the most recent scientific discoveries.




Gurps New Sun


Book Description

-- Gene Wolfe's science fiction is acclaimed for literary excellence. -- Cover by award-winning science fiction and fantasy artist Don Maitz. -- Includes maps and a comprehensive glossary of the "New Sun" background...a valuable resource for any Wolfe fan, gamer or not!