Gurps Basic Set Third Edition Revised

Gurps Basic Set  Third Edition  Revised
Author: Steve Jackson
Publsiher: Steve Jackson Games
Total Pages: 276
Release: 2018-03-19
Genre: Games & Activities
ISBN: 1556348266

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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 Basic Set Campaigns

Gurps Basic Set  Campaigns
Author: David L. Pulver,Sean Punch
Publsiher: GURPS: Generic Universal Role
Total Pages: 0
Release: 2004
Genre: Games & Activities
ISBN: 1556347308

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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

GURPS Lite

GURPS Lite
Author: Sean Punch
Publsiher: Unknown
Total Pages: 34
Release: 2000
Genre: Games & Activities
ISBN: UOM:39015050162729

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GURPS MAGIC

GURPS MAGIC
Author: Steve Jackson,S. John Ross,Daniel U. Thibault
Publsiher: Steve Jackson Games
Total Pages: 244
Release: 2016-11-28
Genre: Games & Activities
ISBN: 1556348118

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Now available in softcover, this GURPS Fourth Edition book combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic! Within these pages, crackling with mystic energies, you'll find: The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more! Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers. Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign. Plus special material from the GURPS Magic Items series and Wizards. This is a powerful book, indeed. Use it wisely.

How to Be a Gurps GM

How to Be a Gurps GM
Author: Warren "Mook" Wilson
Publsiher: Steve Jackson Games
Total Pages: 76
Release: 2017-07-24
Genre: Games & Activities
ISBN: 1556348088

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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 Martial Arts

GURPS Martial Arts
Author: C. J. Carella
Publsiher: Steve Jackson Games
Total Pages: 0
Release: 1996-02
Genre: Fantasy games
ISBN: 1556343140

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-- 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 Fantasy

Gurps Fantasy
Author: Steve Jackson Games
Publsiher: Steve Jackson Games
Total Pages: 0
Release: 2004-10
Genre: Games & Activities
ISBN: 1556345194

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GURPS Psionics

GURPS Psionics
Author: David L. Pulver
Publsiher: Steve Jackson Games
Total Pages: 0
Release: 2003-05
Genre: Electronic Book
ISBN: 1556341962

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-- Adds many new mental powers to GURPS...lets players create more powerful characters. -- By one of the GURPS system's most popular authors.