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gurps banestorm: Gurps Banestorm Phil Masters, Jonathan Woodward, 2018-02-05 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 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 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! |
gurps banestorm: Gurps Banestorm Phil Masters, Jonathan Woodward, 2005-05 Welcome to the land of Yrth, a realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here - they're current events. And on this world, magic works! |
gurps banestorm: GURPS Lite Sean Punch, 2000 |
gurps banestorm: Gurps Magic Gurps, Steve Jackson, S. John Ross, Daniel U. Thibault, 2004-12 Fantasirollespil. |
gurps banestorm: Gurps Mass Combat David L. Pulver, 2017-10-19 There Will Be War! Whether you're trying to stop the Dark Lord's invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you're likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include: Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight. Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that's important when the enemy is in sight. Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning. Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more. Everything is fast and easy to use in play, thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It's all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game - every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them. GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition. |
gurps banestorm: GURPS Martial Arts C. J. Carella, 1996-02 -- A sleeper worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles. |
gurps banestorm: Gurps Martial Arts Peter Dell'orto, Sean Punch, 2017-06-22 Inscrutable masters from hidden temples. Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers. GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the greatest fighters in the world, or create a style to fit a new campaign; Martial Arts has the techniques and guidelines you need. Not all combat options map to techniques and styles, however. Many require extensions to the combat system itself, so Martial Arts expands on the combat and injury rules from GURPS Basic Set. Some of these additions are highly realistic, while others are extremely cinematic - but they're all optional, allowing the GM to decide which rules apply. Customizing the GURPS combat system has never been easier. This book replaces and expands on the information and rules from the previous edition of GURPS Martial Arts for Third Edition. |
gurps banestorm: GURPS THAUMATOLOGY Phil Masters, 2016-11-21 Feel the Power! 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: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, unlimited mana. Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for the stuff of raw magic. Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. 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. |
gurps banestorm: Gurps Low-Tech Steve Jackson Games, 2010-12 |
gurps banestorm: Gurps Illuminati University Walter Milliken, 2018-11-21 Admit it. College would have been more fun if you were allowed to blow up the instructors. And you really would have liked to major in Military Biology, Anti-Social Sciences, Double-Entendre Bookkeeping, or Computer Wizardry. Too bad you didn't know about IOU. Illuminati University is THE best place to learn Things Man Was Not Meant To Know. With departments like Weird and Unusual Science and Engineering, Inapplicable Mathematics, Misanthropology, and Zen Surrealism . . . not to mention extracurricular activities like Democrats for Cthulhu, Moopsball, and food fights that set off nuclear alerts . . . this is college as it should have been. And gadgets? Everything from the Crockpot of the Gods to the Enigmatic Alien Device Button-Pushing Table. Illustrated by the one and only (two and only?) Phil and Kaja Foglio, this book supports three different campaign styles . . . Silly, Weird, and Darkly Illuminated. GURPS IOU takes you from creating a character to enrolling in classes, to study, finals, and the occasional academic blood feud, all the way to graduation. If you survive. |
gurps banestorm: Deathwatch Ross Watson, 2010-09-28 Deathwatch is a roleplaying game set in the Warhammer 40,000 universe, where you take on the role of a member of the Adeptus Astartes - the devout, bio-engineered super-soldiers also known as Space Marines. Only the most exceptional candidates from the fighting forces of the Adeptus Astartes are invited to join the Deathwatch, and take on a new oath to safeguard the Imperium from the darkest of threats. United in this newly forged brotherhood, all Deathwatch Marines must learn to put aside their differences and work together to succeed in the most extraordinary operations - whether facing the threat of total annihilation when confronted by implacable alien foes, or fighting against the foul daemon menace that crawls forth hungrily from beyond the Warp. Deathwatch offers a brand-new roleplaying experience by focusing on elite, special-missions style action at the furthest fringes of Imperial space, involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer! |
gurps banestorm: GURPS Discworld Terry Pratchett, Phil Masters, 1998-08 A role playing game based on Terry Pratchett's Discworld, 2-6 players make a good group. Equipment needed: pencils, paper, and 3 six-sided dice. |
gurps banestorm: GURPS Warehouse 23 S. John Ross, 1997-01-01 -- Ties in with current Hollywood hits...aliens and conspiracy! -- A fan favorite: a whole book with hundreds of Weird Things which the government is supposedly keeping from us all. -- Launched a whole online feature: www.warehouse23.com/basement/ |
gurps banestorm: Gurps Dragons Phil Masters, 2018-03-19 Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men! GURPS Dragons includes: Origins of the dragon, through myth and legend and even true history. How do dragons fly? How to hunt dragons . . . and survive. Creating dragon characters in GURPS. Dragon-specific combat maneuvers. Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others. Ideas for dragon-centric campaigns, including two campaign backgrounds! A special Appendix converts the game material to the GURPS Fourth Edition rules, making it even more useful! |
gurps banestorm: GURPS For Dummies Adam Griffith, Bjoern-Erik Hartsfvang, Stuart J. Stuple, 2006-03-21 Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination. |
gurps banestorm: Gurps Fantasy Bestiary Steffan O'Sullivan, 1999-02 -- More than 250 fantasy animals and plants, organized for easy use. -- Includes a special section on everyone's favorite monster...dragons! |
gurps banestorm: GURPS: Space Jon F. Zeigler, James L. Cambias, 2009-03-01 This volume will help you create campaigns of every style, from science fantasy to space opera to realistic. Recreate your favorite science-fiction background, or develop an original world of your own--Cover. |
gurps banestorm: Lone Wolf 22: The Buccaneers of Shadaki Joe Dever, 2015-05-28 |
gurps banestorm: GURPS For Dummies Adam Griffith, Bjoern-Erik Hartsfvang, Stuart J. Stuple, 2006-03-06 Let the adventure begin with this straightforward guide to GURPS! This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination. |
gurps banestorm: Gurps Basic Set, Third Edition, Revised Steve Jackson, 2018-03-19 Adventure in any world you can think of, with GURPS, the Generic Universal RolePlaying System - the most flexible roleplaying system you can use. If you haven't yet upgraded to the Fourth Edition . . . you're a completist . . . or you're looking for a dose of nostalgia, here's the previous edition! It's easy to learn - you can jump right in with the included quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be Game Master-friendly, with Table of Contents, Glossary, Appendix, and Index, as well as lots of examples. |
gurps banestorm: Gurps Ultra-Tech David L. Pulver, Kenneth Peters, 2007-01-08 |
gurps banestorm: Gurps Wizards Sean Punch, Alex Koponen, 1998-04 -- 28 different templates for quick creation of wizard characters. -- Cover by award-winning fantasy artist Rowena! GURPS Wizards is the complete guide to magical character design. It has essays on 28 wizard archetypes, accompanied by templates that let you quickly design complete and efficient characters. |
gurps banestorm: Gurps Cabal EDS Staff, Steve Jackson Games, 2001-08 |
gurps banestorm: Gurps Religion Janet Naylor, Caroline Julian, Susan Pinsonneault, 1994-03-01 |
gurps banestorm: Tales of Arcana 5E Race Guide , 2021-07-31 The Tales of Arcana® 5E Race Guide features over 200 5E playable races for use as player or non-player characters in your 5E (5th Edition) campaigns. This guide is essential for Story Masters and players who wish to go beyond traditional races like humans, elves, and dwarves. With the races in these pages, you'll be able to reimagine your roleplaying games and create weird, fantastical campaigns. Even if you have no desire to play 5E, this guide is a great resource for worldbuilding. Will you play as a forest-dwelling sasquatch or tree squid? Swim the murky depths as a grindylow or merfolk? Or perhaps entertain villagers as a toon or a clown? Perhaps your Story Master will have you square off in combat with the foul-smelling krampus or a band of mischievous kasa-obake? There are races here that will resonate with traditional players as well as newer or younger players. Welcome, Arcanaut, to your next adventure! |
gurps banestorm: Requiem for a God White Wolf Games Studio, 2002-11 Fantasirollespil. |
gurps banestorm: Gurps Illuminati Nigel D. Findley, 2018-11-20 The Secret Masters have denied all knowledge of the various conspiracy theories put forth in GURPS Illuminati. To begin with, we don't even exist, said a spokesman. The Illuminati are a myth. He went on to deny specifically that: Everything you read in the tabloids is true! Aliens regularly visit Earth, and are in contact with high government officials. The Men in Black are everywhere, and will snatch you from your home if you ask too many questions or just see something you shouldn't see. Orbital Mind Control satellites cruise the skies, influencing international politics and deciding the fates of billions. The Gnomes of Zurich control the world's monetary supply, and manipulate it to fit their own sinister plans. The world is such a complex web of secrets, mysteries and conspiracies that nobody really knows what is happening. But everyone in power lies . . . all the time. The only real way to protect yourself is to join the conspiracy. But even then, you'll never know who is pulling your strings. Everything you know is a lie. Everything you suspect is true. The world is a very strange place. Hail Eris! All Hail Discordia! The publishers of GURPS Illuminati, Steve Jackson Games, admitted that it was a work of fiction, but added, It's all true anyway! Just look at the book. It's closer than you think. |
gurps banestorm: Gurps Bio-Tech David Morgan-Mar, David L. Pulver, 2017-02-16 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 only 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 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. |
gurps banestorm: GURPS Grimoire Daniel U. Thibault, S. John Ross, 1994-02 -- Supplements the GURPS magic system with hundreds of new spells and two completely new colleges of magic! -- Includes new Spell Prerequisite Charts, making it far easier for players and GMs to assign magic spells. |
gurps banestorm: Island in the Sea of Time S. M. Stirling, 1998 Through a freak of nature, the island of Nantucket is transported 3,000 years back in time. The novel describes the way its inhabitants adjust to primitive living and the reaction of the Indians on the mainland. By the author of The Ship Avenged. |
gurps banestorm: GURPS Supers Lloyd Blakenship, 2000-12 |
gurps banestorm: GURPS Traveller Behind the Claw Neil Frier, Martin Dougherty, 1998-10 -- A detailed background setting for the hot GURPS Travellers series. -- More than 400 individual star system descriptions, plus alien races! |
gurps banestorm: The Wars of Atlantis Phil Masters, 2015-07-21 On the very edge of recorded history, the fabled island of Atlantis formed the centre of a vast and powerful empire. From there, the divinely-descended lords of the western ocean made war on the rest of the world, until a brave resistance drove them back, and the gods punished them for their hubris. In that last cataclysmic struggle, between gods and mortals, the whole island continent was cast into the sea. For the first time, this book reconstructs the fact and fiction of that lost age of gods and heroes, including the political organization of the Atlantean Empire, the equipment and tactics of the armies of Atlantis and their enemies, and the stories of the great wars themselves, from the early struggles between Atlantean colonies and the Amazons of North Africa to the final and catastrophic counter-invasion of Atlantis by the peoples of Europe and Asia. |
gurps banestorm: Gurps , |
gurps banestorm: Gurps War Against the Chtorr C. J. Carella, Steve Jackson, Games Staff, 1993-09-01 |
gurps banestorm: GURPS Mixed Doubles Steve Jackson, Games Staff, 1992-08-01 |
gurps banestorm: Gurps Supers I.S.T. Robert M. Schroeck, Chris McCubbin, 1991-08-01 |
gurps banestorm: Gurps Best of Pyramid EDS Staff, Steve Jackson Games, 2001-03 |
gurps banestorm: Gurps Steve Jackson Games, Incorporated, 2003-04-01 |
gurps banestorm: Gurps Steve Jackson Games, Incorporated, 2003-10-01 |
Help me decide - GURPS, Genesys, Mythras or Savage Worlds!
Apr 30, 2025 · GURPS is much more granular than Savage Worlds is, and GURPS has a grounded feel while Savage Worlds has a more action adventure feel. You can tune either to …
gurps - RPGnet Forums
May 14, 2025 · Interest: GURPS World of Kung Fu: Taking Back the Streets The martial arts gangs have taken over the streets and the city isn’t safe for decent, law-abiding people. If the …
A GURPS discussion thread | Tabletop Roleplaying Open
Mar 12, 2024 · GURPS 4e also has a lot of toolkit books for genres and PDFs. Many of the topics in PDF are shorter, but there's an active Print-on-Demand program with Amazon so you can …
GURPS Official Template List - Steve Jackson Games Forums
Dec 16, 2010 · Full Book Title is the actual title of the book, in boldface italics, with the "GURPS" intact, and any volume number or subtitle included. Note that Pyramid titles look like this: …
GURPS - what are the best sourcebooks? - RPGnet Forums
Jun 3, 2020 · GURPS Dinosaurs was one of my sources for the paper. GURPS Fantasy has had several iterations. The first edition was pretty short and Yrth, the 'official' GURPS fantasy …
[GURPS 4e] Interactive/Fillable PDF Character Sheet
Oct 11, 2010 · I recently decided to feed my obsessive nature by creating an interactive/fillable version of the GURPS 4e character sheet. It can be found here. In addition to the blank one, …
Necro - GURPS - Is it good? Or is it bad? | Tabletop Roleplaying …
Apr 20, 2010 · GURPS, for me, is a quandry. I cant decide if its great or if its crap. People seem to have a divided opinion on it. Ive heard people complain about it being rules heavy, Ive heard …
GURPS Vs BRP, Which would you pick and why?
Aug 1, 2009 · GURPS claimed this twenty-something years ago but in the end it ended up being just a "really good game". GURPS and BRP are very similar (roll-under, generally unopposed, …
GURPS 3rd vs 4th | Tabletop Roleplaying Open | RPGnet Forums
Apr 1, 2015 · GURPS 3e compendia added rules to the existing system and clarified advantages, disadvantages and skills presented throughout a bunch of books. Basically call the two …
Compare/Contrast GURPS vs Hero System - RPGnet Forums
Nov 26, 2012 · Later GURPS Magic system felt limited, as there was no clear way to add to it, unlike HERO where we just went back to the powers list. GURPS 4th ed clearly addresses this …
Help me decide - GURPS, Genesys, Mythras or Savage Worlds!
Apr 30, 2025 · GURPS is much more granular than Savage Worlds is, and GURPS has a grounded feel while Savage Worlds has a more action adventure feel. You can tune either to …
gurps - RPGnet Forums
May 14, 2025 · Interest: GURPS World of Kung Fu: Taking Back the Streets The martial arts gangs have taken over the streets and the city isn’t safe for decent, law-abiding people. If the …
A GURPS discussion thread | Tabletop Roleplaying Open
Mar 12, 2024 · GURPS 4e also has a lot of toolkit books for genres and PDFs. Many of the topics in PDF are shorter, but there's an active Print-on-Demand program with Amazon so you can …
GURPS Official Template List - Steve Jackson Games Forums
Dec 16, 2010 · Full Book Title is the actual title of the book, in boldface italics, with the "GURPS" intact, and any volume number or subtitle included. Note that Pyramid titles look like this: …
GURPS - what are the best sourcebooks? - RPGnet Forums
Jun 3, 2020 · GURPS Dinosaurs was one of my sources for the paper. GURPS Fantasy has had several iterations. The first edition was pretty short and Yrth, the 'official' GURPS fantasy …
[GURPS 4e] Interactive/Fillable PDF Character Sheet
Oct 11, 2010 · I recently decided to feed my obsessive nature by creating an interactive/fillable version of the GURPS 4e character sheet. It can be found here. In addition to the blank one, …
Necro - GURPS - Is it good? Or is it bad? | Tabletop Roleplaying …
Apr 20, 2010 · GURPS, for me, is a quandry. I cant decide if its great or if its crap. People seem to have a divided opinion on it. Ive heard people complain about it being rules heavy, Ive heard …
GURPS Vs BRP, Which would you pick and why?
Aug 1, 2009 · GURPS claimed this twenty-something years ago but in the end it ended up being just a "really good game". GURPS and BRP are very similar (roll-under, generally unopposed, …
GURPS 3rd vs 4th | Tabletop Roleplaying Open | RPGnet Forums
Apr 1, 2015 · GURPS 3e compendia added rules to the existing system and clarified advantages, disadvantages and skills presented throughout a bunch of books. Basically call the two …
Compare/Contrast GURPS vs Hero System - RPGnet Forums
Nov 26, 2012 · Later GURPS Magic system felt limited, as there was no clear way to add to it, unlike HERO where we just went back to the powers list. GURPS 4th ed clearly addresses this …