
GURPS Spaceships
(Reprint)
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 . . . making them 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.
72 black-and-white pages. Softcover.
Stock #01-6199,
ISBN 978-1-55634-775-7.
$14.95.
GURPS Supers
(Reprint)
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 the 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:
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.
152 black-and-white pages. Softcover.
Stock #01-7998,
ISBN 978-1-55634-771-9.
$24.95.
GURPS Mysteries
(Reprint)
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 RPG mysteries. Learn how to be a better investigator. Discover the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery.
GURPS Mysteries covers:
GURPS Mysteries, by the author of GURPS Cops, is designed both for the GM who wants to create and run mystery adventures and for players who want to play investigators in any setting.
128 black-and-white pages. Softcover.
Stock #01-7999,
ISBN 978-1-55634-761-0.
$19.95.
GURPS Classic: All-Star Jam 2004
Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring:
Nine (well, ten, actually) top authors at the top of their games - GURPS All-Star Jam 2004 has something for everybody!
131-page PDF
Stock #30-6421,
$9.00.
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Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes:
GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.
272 pages. Softcover POD.
Stock #01-6107,
ISBN 978-1-55634-758-0.
$34.95.
GURPS Dungeon Fantasy 1: Adventurers
In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds).
Now Dungeon Fantasy 1: Adventurers brings these classic dungeon crawlers into GURPS. Sean Punch, architect of Fourth Edition, guides players and gamemasters alike through the options . . . to create GURPS characters who can kick down doors and slay dragons with the best of 'em.
Adventurers shamelessly cuts corners, focusing on characters who can "hack-n-slash" to the exclusion of almost everything else. This is a quick reference guide for gamers who want a fast, fun adventure; use it in a serious fantasy campaign at your peril. This volume focuses on the characters . . . watch for Dungeon Fantasy 2: Dungeons for advice on running the adventure.
32-page POD softcover.
Stock #01-8971,
ISBN 978-1-55634-787-0.
$12.95.
GURPS Dungeon Fantasy 2: Dungeons
"You open the door, and discover a 10 by 10 room. You see a large orc, and a chest."
When adventures were just hack-n-slash, running the game was easy. Roll for the monster. Randomly determine the treasure. Move on to the next room. But how do you recreate the fun and simplicity of the dungeon crawl using the GURPS system?
Dungeon Fantasy: Dungeons shows you how to speed up combat, defeat fiendish traps, and dispose of the loot after the battle. Sean "Dr. Kromm" Punch dispenses advice and rules tweaks for GMs as well, including how to balance combat so the players are worried, but still have a fair chance; how to install those fiendish traps; and how to keep everyone - from the bulkiest barbarian to the most wizened wizard - involved from start to finish.
Dungeons is a quick reference guide for gamers who want a fast, fun dungeon raid, giving quick-and-dirty rules that are (mostly) compatible with the Basic Set. The shortcuts may not be too sensible outside the dungeon - its all about adapting generic rules to the cinematic underworld. This volume focuses on running the adventure . . . look to Dungeon Fantasy 1: Adventurers for advice on characters, both building and playing.
32-page POD.
Stock #01-8972,
ISBN 978-1-55634-788-7.
$12.95.
GURPS Dungeon Fantasy 3: The Next Level
"My guy is a bard-swashbuckler-thief. And he's half-angel!"
"Oh yeah? Mine is a dual-wielding shadow elf who shoots spells from his bow!"
"Pff, I have a hot nymph wizard with 20 extra energy points and psionics . . ."
Even on a dungeon crawl, there's more to life than loot. A big bank account isn't half as useful as nifty powers, skills, and spells when it comes to killing monsters and taking their stuff. And all that killing earns you experience points that you can spend on even better abilities, making it easier to get more money and power the next time!
Dungeon Fantasy 3: The Next Level offers piles of new things to spend points on. Enter play as a creepy corpse-eater or a lovely nymph, a tiny pixie or a hulking ogre, or any of 33 other nonhuman races. Be an evil cleric or an unholy warrior, invested with sinister spells and powers. Buy unique power-ups for your profession . . . or expand beyond your starting role with 110 lenses for combining character templates from Dungeon Fantasy 1: Adventurers . . . or add completely new capabilities like Psionics and Spell-Archery. All these options come with advice to the GM - including guidelines for accomplishment-based advancement (experience points for killing and looting) and training expenses.
These power-ups and "advanced" rules for Dungeon Fantasy 1: Adventurers are sure to extend the lifespan of any GURPS dungeon-crawl campaign!
44-page POD.
Stock #01-8973,
ISBN 978-1-55634-789-4.
$12.95.
GURPS Dungeon Fantasy 4: Sages
Dungeon fantasy is mostly about hacking and slashing. Mostly. But there are brave souls who seek enlightenment in the dungeon. Most end up skewered, burned, and eaten, but occasionally, knowledge truly does prove to be power.
Dungeon Fantasy 4: Sages lets you play one of the few who successfully mix reading with bleeding, wordplay with swordplay, erudition with eradication . . . well, you get the idea (hey, you're supposed to be smart!). It introduces the artificer, who adds gizmos and technology to the party's swords and spells, and the scholar, who's a true master of obscure lore (such as "Where did ancient cultures hide their stuff?"). These new roles come with character templates, special abilities, and lenses for combining them with other professions.
Even non-sages will find this lore useful! Artificers create funky gadgets that any delver would appreciate. And what good would scholars be without complete rules for books and magical scrolls?
These new character options and gear further expand Dungeon Fantasy 1: Adventurers, and will surely be a hit with any adventuring party that doesn't consist entirely of illiterate ogre barbarians.
20-page POD.
Stock #01-8974,
ISBN 978-1-55634-790-0.
$9.95.
Ever wanted your character to pick up a sword -- any sword -- and make it a "flaming sword"? How about a gunfighter who could pick up any pistol and go through armor without changing ammo? Now you can!
Sean "Dr. Kromm" Punch has written GURPS Power-Ups 1: Imbuements specifically to address this ability. With skills falling somewhere between cinematic combat skills and magic spells, Imbuements allow characters to channel an exotic force -- or supernatural ability! -- into whatever weapon they have in hand.
No more worrying about keeping your favorite weapon around. Now, the power comes from you!
20-page POD.
Stock #01-8991,
ISBN 978-1-55634-791-7.
$9.95.
GURPS Infinite Worlds: Lost Worlds
As the core setting of GURPS Fourth Edition, GURPS Infinite Worlds packed a lot of details about the endless universe. But you can't pack infinite information into a finite form some material just won't fit.
GURPS Infinite Worlds: Lost Worlds is a collection of timelines we couldn't squeeze into GURPS Infinite Worlds. Written by fan-favorite Kenneth Hite, these six worlds run the gamut from unusual historical echoes of interest to Homeline, to bizarre timelines where robots rule the world or steam-powered technology is commonplace!
Although of special interest for long-time GURPS fans -- especially those that refer to classic GURPS settings -- these timelines are suitable for any GURPS Infinite Worlds campaign. Each of these worlds stands on its own, with strange, new vistas to investigate.
So fire up your conveyors; with GURPS Infinite Worlds: Lost Worlds, there's even more to explore!
17-page PDF.
Stock #37-1671,
$6.00.
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From the tiny, winged Ellylon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. This book includes new, expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs, and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors, and magical, mischievous Leprechauns.
GURPS Fantasy Folk treats nonhuman races as unique cultures made up of individuals, not as sketchily-defined "monsters." Each race has its own well-defined psychology, ecology, culture, and politics, making it easy for GMs and players to create their own fully-developed nonhuman characters. Also included are campaign notes, adventure seeds, and sample characters for each race.
And there are complete rules for generating your own fantasy races! The Fantasy Folk race creation rules allow the GM to customize nonhumans. Included are racial advantages like Winged Flight and Cultural Adaptability, disadvantages such as Short Attention Span and Invertebrate, and unique racial features like Mindshare, Innate Skills, and Magic Spells.
The Second Edition of GURPS Fantasy Folk adds 16 pages of material to the previous edition, as well as bringing some of the older rules systems into line with the GURPS Basic Set, Third Edition.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)
147-page PDF
Stock #30-6015,
$9.00.
Buy Now!
