
In a world where danger lurks in every shadow, death can come around any corner, and every sentence sounds like a movie trailer, there are those who would risk their lives to save the day. These brave souls are men of fortune. They are men of fate. They are men of . . . action!
Action 1: Heroes draws its inspiration from the heroic men and women of action movies of the 1980s and beyond, bringing high-octane, high-stakes adventure to GURPS.
With templates, focused options, and lists of appropriate gear, players and Game Masters alike can create characters looking as though they were shot on 35mm film, ready for some shooting of their own. Heroes is a guide for gamers looking to get their action-movie campaigns going quickly and explosively!
This volume focuses on characters. Watch for the sequel -- Action 2: Exploits -- for the how-tos of making fast-paced adventures.
35-page PDF.
Stock #37-0307,
$9.00.
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GURPS Tales of the Solar Patrol
After the terrifying war with the Overlord of Jupiter, the Solar Patrol was commissioned to police the interplanetary space lanes, protecting traffic from pirates and the insidious Red Hive! Drawing inspiration from the films, novels, comic books, and radio shows of the '30s, '40s, and '50s, GURPS Tales of the Solar Patrol presents an original setting for GURPS. In this alternate future-history, computers use punchcards, the swamps of Venus are home to strange natives, and the mighty Telsa coil has made it possible for humanity to explore and colonize the Solar System.
Get the templates, equipment, and ships you need as a Patrolman in this pulp-science fiction “world of tomorrow”!
52-page PDF.
Stock #37-0604,
$11.00.
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Everybody loves little bonuses for next to nothing. In GURPS, that means Perks -- one point advantages that add just a little edge to your character, and a whole mess o' flavor. But like sweet treats, can you ever have enough?
Sean "Dr. Kromm" Punch, architect of GURPS Fourth Edition, gathers together dozens of perks from previously published material, including the combat perks from Martial Arts. Power-Ups 2: Perks is your one-stop-shop for one point edges.
But that's not all! We've expanded on the old perks, making them easier to customize and fit into your character sheet. And then we added dozens more -- over 160 perks in all!
For the player looking for a bit of personality to add to his character, or the GM looking for examples to help him create his own campaign specific perks, Power-Ups 2: Perks has the goods.
22-page PDF.
Stock #37-0129,
$7.00.
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GURPS High-Tech: Pulp Guns, Volume 2
The two-fisted heroes of the Roaring Twenties and the Thrilling Thirties were hard-boiled detectives and beautiful dames, investigators of the supernatural, masked vigilantes, and other gun-toting adventurers. And when their foes were to big to put down with fists or pistols, they weren't shy about bringing out the really big stuff.
High-Tech: Pulp Guns, Volume 2 covers infantry rifles, machine guns, cannon, grenades, and even flamethrowers! In addition to the military hardware, the book also describes many hunting and gallery rifles, flare pistols, and similar civilian arms. Lock and load for a World War II campaign, or any Cops or military action in the '20s and '30s!
35-page PDF.
Stock #37-1632,
$9.00.
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Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology includes GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. In this mighty tome you'll find:
GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles will enhance any game that features magic.
275-page PDF.
Stock #31-0107,
$30.00.
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