Core books These are the books necessary to play, with the core rules used in all settings (GURPS Basic Set: Characters and Campaigns), plus basic accessories. GURPS Basic Set: Characters[1] GURPS Basic Set: Campaigns[2] GURPS Basic Set Deluxe Edition[3] Limited, luxury edition ('bound in bonded leather with two-color foil stamping.
Donna Harrington (NPC Super Hero [Hell's Harlot]) GURPS Character Sheet.pdf Description: Donna Harrington is a librarian at a moderate sized middle school in the suburbs. GURPS Supers is the Generic Universal Role Playing System's superhero expansion. Two editions were published in the 1980s as supplements for GURPS 3rd. All of these can now be purchased in PDF form from Steve Jackson Games'.
They have buckram-textured endpapers and sewn head and foot bands') of the two volumes of the Basic Set. GURPS Lite[4] A 32-page introduction to the rules of GURPS based on the core rules in the GURPS 4e Basic Set (mainly Characters). It includes basic character creation with advantages, disadvantages, skills and equipment, as well as some rules for playing. It is freely available, as a PDF from the Steve Jackson Games website, and a supplement to some GURPS books. GURPS Ultra-Lite Core GURPS rules condensed to a single page.
Freely available as a PDF from the Steve Jackson Games website. GURPS GM's Screen GURPS Update The official conversion guide from 3rd to 4th edition, released as a free PDF file and together with the GM's Screen Rules supplements These books detail general rules not used in all possible campaign, such as rules for magic spells, for superpowers and for martial arts. GURPS Magic[5] Magic rules from the Basic set are expanded, detailing a large number of spells, and rules for alternative magic systems, magic item creation, alchemy etc.[6] GURPS Martial Arts[7] Includes new perks, skills, techniques, styles, weapons, and extended combat and injury rules, as well as history on the martial arts, pregenerated NPCs, and ideas for martial-arts campaigns. I love you naa oopiri arya 2 song download torrent. GURPS Mass Combat (PDF) gives rules for large-scale battles between military units, as well as allowing for the actions of player characters. GURPS Powers[8] Extends the basic character creation rules to better handle high powered characters, and allow highly detailed customization of powers in which each power consists of a range of abilities (ie, advantages) and a talent, with a 'source' and a 'focus', adding color and helping to tie together the abilities, and an additional 'power modifier' that acts like an enhancement (rare) or limitation to the power as a whole.[9] GURPS Thaumatology[10] By Phil Masters.
Extends further the rules about magic, adding ceremonial, spirit, runic, freeform, material (alchemy, herbalism), and real-world-inspired magic. Genre toolkits These books describe how to design and play campaigns in a particular genre, such as fantasy, science fiction or detective fiction.
GURPS Fantasy (William H. Stoddard, 20063, ISBN 1-55634-519-4) - This toolkit covers creation of different types of fantasy settings include 'High' and 'Low', 'Dark' and 'Light', Swords and Sorcery, and Myth; it also covers typical fantasy races and nonstandard settings, such as 'Roma Arcana', based on a fantastical Rome that never completely fell. It was a nominee at the 2005 Origins Award for Best Roleplaying Game.[11] GURPS Horror (Kenneth Hite, 2011, ISBN 1-55634-803-7) Provides time-tested advice on running horror campaigns including current trends and tropes, showing how to run everything from old-fashioned Gothic and supernatural horror to the latest J-horror, survival horror, and torture horror. GURPS Mysteries (Lisa Steele, 2006, ISBN 1-55634-761-8) - A PDF file and POD release about detective fiction based adventures and campaigns, crime scenes, and advanced rules for interrogating NPCs.[12] GURPS Space (Jon F. Zeigler and James L. Cambias, 20064, ISBN 1-55634-245-4) - Covers the planning and running of science fiction campaigns with special emphasis on the creation of star systems, worlds and alien races.[13] GURPS Supers (William H.
Stoddard,, ISBN 978-1-55634-771-9) - Builds on GURPS Powers to describe powers, rules, and guidelines to run a superhero campaign.[13] Fictional settings These supplements details how to design and play campaigns set in particular fictional settings, either specific to GURPS (such as 'Banestorm', a fantasy setting, or 'Infinite Worlds', about exploration of parallel universes) or independent of it (such as the Star Trek universe). GURPS Banestorm (Phil Masters and Jonathan Woodward, 2005, ISBN 1-55634-744-8), detailing a fantasy setting called Yrth in which standard fantasy tropes such as Wizards, Orcs, Elves, Dwarves are present, along with more unusual fantastic races like the Reptile Men. A basic premise of the setting is that magical banestorms pick up people, whole villages, etc. From other worlds (including Earth) and deposit them on Yrth.[14] Changing Times (PDF) updates the rules of the Transhuman Space setting for compatibility with GURPS 4th edition. GURPS Infinite Worlds (Kenneth Hite, Steve Jackson, and John M.