Roleplaying Games - GURPS

by Steve Jackson Games

 

 
GURPS Basic Set: Characters

GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character.

336 pages. Hardback.

$39.95

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GURPS Basic Set: Campaigns

GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II -- plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting -- there isn't some game-altering metaplot -- but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.

240 pages. Hardback.

$34.95

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GURPS Fantasy

Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth -- with all its subgenres and inspirations (myth, novels, movies, etc.) -- letting you design just the kind of fantasy setting that you want.

GURPS Fantasy gives detailed, concrete advice -- from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world.

And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans.

Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books, it's a full-color hardcover.

240 pages. Hardback.

$34.95

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GURPS Magic

Completely revised and updated for GURPS Fourth Edition, this full-color hardcover 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 GURPS 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, updated 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 Magic Items series and Wizards.

This is a powerful book, indeed. Use it wisely.

240 pages. Hardback.

$34.95

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GURPS Space

The Future Is Yours!

Now updated for GURPS Fourth Edition, this is the ultimate toolkit for any campaign between the stars. Explore options for space travel and technology, from the realistic to the miraculous. Design alien races and monsters. Create campaigns of every style, from science fantasy to space opera to star merchants. Build worlds, from asteroids to Dyson spheres.

With this book, you can create anything from a single alien beast to a whole galaxy of civilizations and star systems . . . quickly and randomly, or with a detailed step-by-step process that's true to biology and astrophysics as we understand them today.

Written by Jon Zeigler, author of GURPS Traveller: Interstellar Wars and GURPS Traveller: First In, GURPS Space is 240 full-color pages of material any GM can use to develop a starfaring campaign.

$34.95

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GURPS Spaceships

Three, two, one . . . Blast off!

GURPS Spaceships is the long-awaited companion to GURPS Space, presenting rules for TL7-12 spacecraft, from tiny lifeboats to giant dreadnoughts. It covers spaceship design, travel, and operations, along with a (mapless) space combat system.

The ship design and operation rules in GURPS Spaceships are more abstract than those found in GURPS Vehicle Design or GURPS Traveller: Interstellar Wars . . . but they're much faster, with a minimum of math and a maximum of colorful options. It takes only minutes to build even the largest spaceship . . . and wrapped around the design system are basic space travel and combat systems to get you into space right away.

GURPS Spaceships doesn't include detailed finance, trade, or hex-grid based combat rules . . . but these are on the way! It's the core book in a series whose other volumes will present examples of ready-to-use spacecraft and comprehensive rules for commercial space flight, warfare, exploration, ports, industry, and other aspects of space travel.

GURPS Spaceships requires only the GURPS Basic Set, but GURPS Space is highly recommended for its guidelines on stardrives, characters, campaigns, and settings.

$14.95

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GURPS Power

Save the World . . . or Destroy It!

GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!

Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly -- two crucial concepts for comic-book superheroics.

GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardback.

If you've got a high-powered campaign . or high-powered players . you want GURPS Powers!

Written by Sean Punch and Phil Masters Edited by Andrew Hackard

240 full-color pages. Hardback.

$34.95

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GURPS Supers

Men Like Gods

The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of their most popular genres - and one of the most challenging to do right.

GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. Focused on drama and characterization, it provides:

  • A history and analysis of the supers genre, its precursors and variations
  • A guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationships
  • More than 20 new wildcard skills
  • 22 templates for super characters, each customizable to higher or lower power levels
  • Rules for creating equipment, vehicles, bases, automata, and magical spells
  • A guide to creating and running supers adventures
  • Continuity creation guidelines and tools, so your supers universe can have the same depth as published worlds
  • New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills and newly defined perks, quirks, enhancements, limitations, and techniques
  • Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action

GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.

$24.95

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GURPS Bio-Tech

The Future is Alive

"Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best – she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all."

It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it – death is a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at!

But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases.

GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a a living starship on its way to colonize an alien world!

Say goodbye to your old body. Have you upgraded your genetics this year?

This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series.

$34.95

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GURPS Ultra-Tech

Weapons, Vehicles, and Gadgets

GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond.

GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including:

  • Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano.
  • Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . .
  • Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences.
  • Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go!
  • As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs.

And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level.

GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure.

This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space.

From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

$34.95

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GURPS High-Tech 

All the Gear Is Here!

In 256 meticulously researched pages, GURPS High-Tech gives descriptions and stats for hundreds of kinds of historical weapons and personal armor, vehicles from the stagecoach to modern helicopters, and much more.

GURPS High-Tech also has the gear and gadgets characters need. Communication, from early telegraphs to modern computers; tools of the trade for detectives, spies, and thieves; camping equipment, rations, and first-aid kits; business cards, watches, and fashionable duds – this book has everything, for encounters from the wilderness to high society and everything in between.

GURPS High-Tech is the complete resource for equipment from the 18th century through the modern age, and will be appreciated by Game Masters no matter what system they use!

GURPS High-Tech replaces GURPS High-Tech for Third Edition, GURPS Modern Firepower, and portions of GURPS Covert Ops.

$37.95

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GURPS Martial Arts

Fighting Around the World

Every culture has warriors who hone their strength, tactics, and aggression to a deadly edge. Legionaries, knights, samurai, fencers, wrestlers . . . all are martial artists. GURPS Martial Arts gives you the tools to create and play these dedicated fighters:

  • Descriptions and statistics for over 100 fighting styles of all kinds.
  • Nearly 100 combat techniques covering realistic and cinematic moves with bare hands and weapons. Customize a multi-attack Combination or a precise Targeted Attack or use the design system to invent new techniques.
  • Detailed statistics for more than 70 weapons and notes on over 200 plus rules for improvising and customizing weapons.
  • Expanded combat rules that double the options in the Basic Set.
  • Dozens of flexible Style Perks that let you bend the rules to personalize your fighting style.
  • Advice to players on how to create any kind of martial artist. Includes quick-start templates, innovative uses for existing abilities, and new cinematic skills.
  • Biographies of famous martial artists and a timeline to assist historical games.
  • Guidance for GMs on how to use all of this in an exciting campaign.

GURPS Martial Arts requires the GURPS Basic Set, Fourth Edition. The research on history, fighting arts, and weapons will enhance any game that features martial-arts action.

256 pages, full-color, hardcover.

$37.95

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GURPS Character Assistant

GURPS Fourth Edition lets roleplayers create any character they can imagine, from any time or place. They can be customized with hundreds of advantages, disadvantages, and skills, not to mention magic spells, psionic powers, martial arts moves, superpowers, and equipment from pitchforks to starships.

And yes . . . it can all get a little complicated. If only there was some sort of super-smart machine that could remember all the rules for creating characters, recall them instantly, memorize characters after you made them without ever forgetting, do all the math without making a mistake . . . but that would take some kind of computer or something . . .

Introducing GURPS Character Assistant, created by Armin Sykes! This new CD-ROM from Steve Jackson Games has every character creation rule from the Fourth Edition GURPS Basic Set. You can create and save any character, and print it out on an official Fourth Edition character sheet. GURPS Character Assistant will also let you save and share character files with other players who have GCA. Templates are also fully supported . the program will let you create, modify and share them with others.

So now that you've brought your GURPS game up to Fourth Edition, it's time to bring your characters into the computer age, with GURPS Character Assistant!

GURPS Character Assistant requires a computer running Windows ME (or more recent) and at least a Pentium II processor, 64 MB RAM, and 5MB free disk space. For better performance, use a faster processor and more RAM. GURPS Character Assistant will also be available by direct download.

$19.95

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GURPS Infinite Worlds

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 they want 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 full-color hardcover 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 kind 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.

240 pages. Hardback.

$34.95

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GURPS Banestorm

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, full-color 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 the just-released 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!

240 pages. Hardback.

$34.95

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GURPS Mysteries

A Dame Walks Into Your Office . . .

A dead body, no witnesses, and a room full of suspects with perfect alibis - can you find the killer and bring him to justice? Learn the secrets of mystery fiction and what will, and will not, work in an RPG mystery. Learn how to be a better investigator. Learn the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery.

GURPS Mysteries covers:

  • Creating mysteries as stand-alone adventures, as part of an existing campaign, or as a campaign in their own right, with specific discussions of the low-tech, modern-tech, future, magic, and horror settings.
  • Setting the crime scene, including detailed forensic information on causes of death, investigation methods, and a forensic timeline.
  • Creating interesting villains, including matching disadvantages to motives and means of carrying out a crime.
  • A template-based character generation system for iconic investigators, including the genius detective, the hardboiled shamus, police detectives, investigating magicians, even "that darn kid."
  • Sample detective and investigative agencies to hire or bedevil characters.
  • Expanded rules for questioning and interacting with NPCs.

GURPS Mysteries is designed both for the GM who wants to create and run mystery adventures and for players who want to create and portray more effective investigators in any setting.

$19.95

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