
GURPS Spaceships 7: Divergent and Paranormal Tech
GURPS Spaceships 7: Divergent and Paranormal Tech introduces dozens of new options for spacefaring vessels, allowing them to go where no traditional technology has gone before! Now shipwrights can add tachyon sails, digestive systems, magical power plants, armor made of wood or orichalcum, plus other strange and wonderful innovations. This supplement also provides new rules for unusual or divergent settings: zombie spaceships, pseudo-atmospheric movement, cosmic crystal spheres, and more. Finally, it includes eight ready-to-use vessels that demonstrate the weird options here, such as the ether-crossing Soul Slaver; the psionicly powered psi-jammer; and a spaceship that's the upper torso, head, and arms of a dead god! It also discusses two more "ships" that are actually space monsters -- wise captains avoid angering space whales . . .
With this information, the only limit is your imagination -- and even that's not an absolute barrier.
This is the seventh volume in the GURPS Spaceships series by David Pulver (co-author of GURPS Fourth Edition). It requires only the GURPS Basic Set and GURPS Spaceships. It expands on the tactical combat rules presented in GURPS Spaceships 3: Warships and Space Pirates, adding new options suitable for unusual space vessels.
39-page PDF.
Stock #37-0126,
$9.00.
Buy Now!
Pyramid #3/15: Transhuman Space
This month's Pyramid -- the PDF magazine for roleplayers -- is devoted to Transhuman Space, the science-fiction setting that's getting closer every day. This month's futuristic features are:
This month's installment of Pyramid also includes other goodies that make a magazine fun: an Earth-Mars Calendar insert (good through 2101), Murphy's Rules with Greg Hyland, Steven Marsh's Random Thought Table, and other odds and ends. Until the day you can plug into a slinky simulation of the Transhuman Space universe, this issue of Pyramid is the next best thing!
40-page PDF.
Stock #37-2615,
$9.00.
Buy Now!
GURPS Dungeon Fantasy 9: Summoners
The awesome eldritch energies harnessed by those who can summon allies from thin air should never be used for deeds as frivolous dungeon-crawling expeditions -- unless there is the promise of really good loot. Dungeon Fantasy 9: Summoners details the amazing abilities of those who can bring powerful beings into the world. Anyone who seeks to tap the natural and unnatural realms in a Dungeon Fantasy game will find much to covet herein:
These fundamental forces of the universe are waiting to be commanded by anyone willing and able to seize them. But be careful: With Dungeon Fantasy 9: Summoners, the difference between life and death could be in keeping good spirits.
44-page PDF.
Stock #37-0314,
$9.00.
Buy Now!
GURPS WWII Classic: Frozen Hell
GURPS WWII: Frozen Hell covers the Finnish campaigns of World War II. Strap on your skis and scrounge for ammo to fight for young Finland's continued freedom, or join the Russian armies trying to secure their border from German attack.
Frozen Hell covers all of the Finnish involvement in WWII, from the struggles of the diplomats through the sacrifices of soldiers on both sides of the wars. It includes:
GURPS WWII: Frozen Hell brings you into an unfamiliar corner of World War II -- a very cold corner of a very hot war.
50-page PDF.
Stock #30-8008,
$4.00.
Buy Now!
