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Steve
Jackson Games
Gurps 4th Edition
GURPS
4th Edition Mass Combat
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.
Retail Price $16.50
$13.20 (You Save $3.30)
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GURPS
4th Edition Low Tech
GURPS Low-Tech covers the basic tools used
by historical adventurers from the Stone Age to the Age of Sail and still
used by modern survivalists and post-apocalypse survivors when the high-tech toys fail.
Weapons and armor from antlers and rawhide to warhammers
and heavy mail; adventure and travel gear from simple stone knives to early submarines;
everyday items and tools of every trade. Low-Tech starts with the basics
that suit any setting . . . and adds lots of culturally specialized inventions
to support your campaign's particular flavor. For game masters, the discussions of past
technologies based on up-to-date historical and archaeological research will
be valuable no matter what system is used. For GURPS players, this book also
covers the skills and traits that let adventurers make the best use of their equipment.
Retail Price $34.95
$27.95 (You Save $7.00)
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Gurps 4th Edition Magic
Now available in softcover (at a lower price!),
this book is completely revised for GURPS Fourth Edition. It 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 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
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 GURPS Magic Items
series and Wizards.
Hard Cover, Page Count 240
Retail Price $39.95
$31.95 (You Save $8.00)
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Gurps 4th Edition Infinite Worlds
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 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.
Hard Cover, Page Count 240
Retail Price $39.95
$31.95 (You Save $8.00)
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Lois McMaster Bujold's Vorkosigan Saga
From the award-winning science-fiction stories of Lois
McMaster Bujold comes the Vorkosigan Saga Sourcebook and Roleplaying Game .
. . set in a future universe of honor and betrayal, war and intrigue, great victories and
great defeats. Miles Vorkosigan is brilliant, charismatic, the heir to a noble house on a
warrior planet . . . and hopelessly crippled.
No. Not hopelessly. A Vorkosigan never gives up. And when
the fragile, dwarfed, odd-looking Miles charges headlong against the universe . . . Miles
may break, but he's used to breaking. And he'll pay that price, for his Emperor's honor
and his own, because when Miles hits it hard enough, the universe gives way.
Now you can enter the world of Miles Vorkosigan. Play his
soldiers, his agents, his comrades. Play Miles himself, if you're up to the challenge . .
. and if you think you can dare as much, and talk as fast, as the "little
Admiral."
Retail Price $45.95
$36.95 (You Save $9.00)
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Gurps 4th
Edition Thaumatology
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.
Retail Price $43.95
$35.95 (You Save $8.00)
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Gurps
Fourth Edition Mysteries
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.
Retail Price $22.95
$18.95 (You Save $4.00)
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Gurps
Fourth Edition Spaceships
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.
Retail Price $16.95
$13.95 (You Save $3.00)
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Gurps 4th
Edition Supers
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.
Retail Price $28.95
$22.95 (You Save $6.00)
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