|


|
Roleplaying Games - GURPS

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
|
GG010517

|
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
|
GG010518

|
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
|
GG011487

|
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
|
GG011486

|
|
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
|
GG011420

|
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 |
|
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
|
GG011283

|
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 |
|
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
|
GG011845

|
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
|
GG012051

|
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 |
|
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 |
|
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
|
GG010991

|
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
|
GG010767

|
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
|
GG011158

|
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 |
|
|