Gurps Time Travel Adventures
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GURPS Time Travel
Author | : Steve Jackson,John M. Ford |
Publsiher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1991-08 |
Genre | : Fantasy games |
ISBN | : 1556341156 |
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-- By GURPS system designer Steve Jackson, and World Fantasy Award winner John M. Ford. -- Winner of the Origins Award for Best Roleplaying Supplement.
Gurps Time Travel Adventures
Author | : Steve Hatherly,Jeff Koke,David L. Pulver |
Publsiher | : Unknown |
Total Pages | : 135 |
Release | : 1992 |
Genre | : Electronic Book |
ISBN | : 1556342349 |
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Gurps Infinite Worlds
Author | : Kenneth Hite,Steve Jackson,John M. Ford |
Publsiher | : Steve Jackson Games |
Total Pages | : 244 |
Release | : 2017-02-16 |
Genre | : Games & Activities |
ISBN | : 1556348134 |
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Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
GURPS Traveller First In
Author | : Jon F. Zeigler |
Publsiher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1999-05 |
Genre | : Electronic Book |
ISBN | : 155634368X |
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-- 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 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 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 Discworld
Author | : Terry Pratchett,Phil Masters |
Publsiher | : Steve Jackson Games |
Total Pages | : 0 |
Release | : 1998-08 |
Genre | : Discworld (Imaginary place) |
ISBN | : 1556343868 |
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A role playing game based on Terry Pratchett's Discworld, 2-6 players "make a good group". Equipment needed: pencils, paper, and 3 six-sided dice.
Gurps Banestorm
Author | : Phil Masters,Jonathan Woodward |
Publsiher | : Steve Jackson Games |
Total Pages | : 244 |
Release | : 2018-02-05 |
Genre | : Games & Activities |
ISBN | : 1556348258 |
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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!