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GURPS Adaptations

GURPS Adaptations


Your Favorite Worlds – GURPSified! GURPS is a fun, flexible system, useful in every kind of genre. Now, GURPS Adaptations takes that toolkit and shows you how to build your favorite fictional settings. With six examples ranging from the Odyssey to Dracula, GURPS Adaptations will guide you and your players...   [click here for more]
Steve Jackson Games  $11.00

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GURPS City Stats

GURPS City Stats


Since the dawn of history, people have come to cities – to visit, to pass through, to stay. And bustling streets provide opportunities for adventure. GURPS City Stats offers cohesive rules to define a city's impact on adventurers. A new stat block provides a compact way to write up a city, just like a character, vehicle, or planet. Guidelines for using urban regions in...   [click here for more]
Steve Jackson Games  $7.00

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GURPS Classic: All-Star Jam 2004

GURPS Classic: All-Star Jam 2004


Nine Authors. One Book. 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: Kenneth Hite, writing about ghost hunters; Phil Masters, with a fairytale world of muskets, ghosts, and strange magics; Beth McCoy, channeling Walter Milliken, on a truly dangerous...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Covert Ops

GURPS Classic: Covert Ops


Adventure In The Shadows . . . Assassins, saboteurs, and terrorists have been with us all through history. Sometimes their deeds have changed the course of empires. If you want to change history – or stop those who would – then GURPS Covert Ops is the book you're looking for. GURPS Covert Ops features: A comprehensive catalog of the...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Low-Tech

GURPS Classic: Low-Tech


From the dawn of civilization to the Middle Ages – or in any fantasy game – GURPS Low-Tech is a universal resource for any campaign set before the age of gunpowder and the printing press. It's 128 pages of detailed research and game ideas: Weapons: Cleave an enemy's skull with a stone axe, stab him with a bronze sword, or impale him on your obsidian-tipped...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Steam-Tech

GURPS Classic: Steam-Tech


The Mad Scientists, Illuminated Thinkers, and Inspired Tinkerers of the Steampunk Age have brought their finest, their deadliest - and their strangest - work together in one place. GURPS Steam-Tech has it all, from weapons and armor to analytical engines, automata, vehicles, pharmaceuticals, and even living plant and animal creations! GURPS Steam-Tech...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Steampunk

GURPS Classic: Steampunk


An Age of Discovery The 19th century's heroes were adventurers, pioneers, and scientists, from explorers in the African jungles to inventors in basement workshops. They transformed the world. Enter an age of high adventure - the Age of Steam. GURPS Steampunk offers you everything you need to build a Steam Age character or campaign: Rules for steam age technologies, including...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Fantasy

GURPS Fantasy


Are You Looking For a Good Fantasy? Fantasy - from ancient myths to popular films, stories of heroes and magic have captured the human imagination. Now GURPS offers roleplayers a comprehensive guide to the entire Fantasy genre. Building on the flexible, streamlined Fourth Edition rules, it helps you develop a campaign to explore the world of your favorite book or...   [click here for more]
Steve Jackson Games  $25.00

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GURPS Fantasy: Portal Realms

GURPS Fantasy: Portal Realms


Through The Doorway To Adventure Not all fantasy starts and ends in a world of wonder. Many a classic has natives of our world traveling into dreams, under the hill, through the looking glass . . . to a "portal realm." Gaming out such adventures poses many challenges – ask any GM who's had to deal with rifle-toting dragon-slayers! GURPS Fantasy: Portal Realms is...   [click here for more]
Steve Jackson Games  $9.00

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GURPS High-Tech: Electricity and Electronics

GURPS High-Tech: Electricity and Electronics


The creative spark finds life in wires and silicon! Behold, the power of invention, made possible by power itself! Amp up your modern and recent-history campaigns with two centuries of electrical innovations, courtesy of GURPS High-Tech: Electricity and Electronics. Expanding on the information found in GURPS High-Tech, this supplement includes an unparalleled assortment...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Locations: Worminghall

GURPS Locations: Worminghall


An Institute of Flyer Learning The university represents the formative years in the lives of many -- and that can go doubly so for mages! GURPS Locations: Worminghall describes one such institution, ready to serve as the focus for adventure and excitement in any fantasy world. Learn about the real-world historical workings of a medieval university -- where classes...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Low-Tech

GURPS Low-Tech


Welcome to the Past! 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;...   [click here for more]
Steve Jackson Games  $20.00

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GURPS Low-Tech Companion 1: Philosophers and Kings

GURPS Low-Tech Companion 1: Philosophers and Kings


It's Good To Be the King! The learned and powerful might not labor, but they do work. Low-Tech Companion 1: Philosophers and Kings takes a look at the "technologies" they need to do their jobs at TL0-4. With it, you can: Take charge by choosing your political system and learning what abilities you need to stay on top. Wow the masses with temples,...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Low-Tech Companion 2: Weapons and Warriors

GURPS Low-Tech Companion 2: Weapons and Warriors


The Art Of War The master warrior doesn't simply snatch up his sword and hurl himself into battle. He adapts his tools to his goals, knows his weaknesses as well as his strengths, and leads his allies to victory. Low-Tech Companion 2: Weapons and Warriors expands on the already-encyclopedic information on TL0-4 warfare in GURPS Low-Tech, adding: History....   [click here for more]
Steve Jackson Games  $9.00

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GURPS Low-Tech Companion 3: Daily Life and Economics

GURPS Low-Tech Companion 3: Daily Life and Economics


Butcher, Baker, Candlestick-Maker Society is built on the backs of people who gather resources and turn them into food, shelter, and finished goods. Low-Tech Companion 3: Daily Life and Economics looks at the lot of ordinary TL0-4 folk -- much of which is of concern to adventurers, too! Contents include: Food. How to gather and prepare it, whether you're raising...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Powers: Enhanced Senses

GURPS Powers: Enhanced Senses


It's a Sensation! Special abilities come in many flavors. But if you don't notice the enemy sneaking up on you, you can't attack or protect yourself. If you don't notice tiny clues, you can't solve mysteries. Improved senses can solve your problems -- or save your life! GURPS Powers: Enhanced Senses is your guide to sensory powers. Use it in a wide range of campaigns, from...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Powers: The Weird

GURPS Powers: The Weird


Weird And Wonderful Fiction and folklore are full of strange powers. Most of these are so familiar to us from comics, movies, games, and novels that they're "strange" only in the sense that we don't deal with them in our daily lives. Although this lack of evidence leads to disagreements over the details, every gamer has a clear personal picture of magic, psionics, super-powers, and similar phenomena....   [click here for more]
Steve Jackson Games  $11.00

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GURPS Social Engineering

GURPS Social Engineering


Be More Social! Since the dawn of time, humans have relied on social abilities to survive, thrive, and ensure the continuation of the species. However, these interactions have traditionally been addressed with far fewer rules than combat and other physical challenges. GURPS Social Engineering changes everything. This supplement provides detailed rules for every type of common...   [click here for more]
Steve Jackson Games  $15.00

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GURPS Social Engineering: Back to School

GURPS Social Engineering: Back to School


You Have a Lot to Learn GURPS is one of the rare few RPGs that lets characters improve between adventures as well as from them. The challenge is in making study interesting -- perhaps even an adventure in itself. GURPS Social Engineering: Back to School is the ideal textbook for gamers who want to learn how. Drama geeks will like...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Supers

GURPS Supers


Men Like Gods 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...   [click here for more]
Steve Jackson Games  $16.00

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GURPS Template Toolkit 2: Races

GURPS Template Toolkit 2: Races


Humans Are Only A Suggestion A big part of what makes a game world interesting is its inhabitants – especially the nonhumans. This doesn't just mean the elves and dragons of fantasy, the aliens and robots of science fiction, the zombies and werewolves of horror, and the "toons" of animated features . . . GURPS lets you define real-world animals, plants, and machines...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Thaumatology: Chinese Elemental Powers

GURPS Thaumatology: Chinese Elemental Powers


Wield the Might of the Five Elements! The Chinese view of the elements (xing) is rich and nuanced, with cycles of creation and destruction: earth refines into metal, smothers fire, is covered by wood, and absorbs water. These interactions are as flavorful as they are balanced – perfect for a magic system! GURPS Thaumatology: Chinese Elemental Powers blends...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Thaumatology: Urban Magics

GURPS Thaumatology: Urban Magics


In fantasy tales, cities can be safe havens, goals of quests, or places to visit along the way. Indeed, magical metropolises have served as settings for entire fantasy campaigns, where the heroes can find arcane adventure by going out their own front doors. When it comes to creating fantastic cities, you don't need an eldritch tome crackling with power; you only need GURPS Thaumatology:...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Underground Adventures

GURPS Underground Adventures


Look Out Below! Some adventurers are down-to-earth . . . and some go even further! With GURPS Underground Adventures, you'll explore the dark downward domains like never before. In this well-grounded supplement, you will . . . Discover a sampling of what people around the world have thought about Earth, from early legends to modern speculations. It has an overview of current...   [click here for more]
Steve Jackson Games  $9.00

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GURPS WWII Classic: Weird War II

GURPS WWII Classic: Weird War II


Everyone's heard the stories of World War II -- now take a look at the stories your teachers couldn't tell you in high school. Nazi mystic archmages, SS super-"human" troops, secret antarctic bases, "foo fighters" -- and that's just what the Axis was up to! Now your characters can fight the occult Nazi menace as well. Race for the Ark of the Covenant, steal Nazi tomes, and fight the Werewolves...   [click here for more]
Steve Jackson Games  $11.00

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Pyramid #3/015: Transhuman Space

Pyramid #3/015: Transhuman Space


This month's Pyramid – the PDF magazine for roleplayers – is devoted to Transhuman Space, the science-fiction setting that's getting closer every day. This month's futuristic features are: "Transhuman Action," a full set of guidelines for combining the fast-paced GURPS Action rules with Transhuman Space. Written by Transhuman Space...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/039: Steampunk

Pyramid #3/039: Steampunk


Get All Steamed Up! It was a time when the genius of gears and the power of perseverance seemed enough to shape the world. This month's Pyramid – the PDF magazine for roleplayers – revisits this exciting era, bringing to life the power of "Steampunk." This impossibly imaginative issue includes: "Order of Precedence," a look at social hierarchies and their implications in Victorian England....   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/048: Secret Magic

Pyramid #3/048: Secret Magic


Good Magicians Never Reveal the Secret Magic lurks in shadows, and many who practice the impossible do so discreetly. This month's issue of Pyramid – the PDF magazine for roleplayers – is devoted to secret magic and those who maintain the supernatural subterfuge. Our ghostly grimoire includes: "Magical Tradecraft," an expansion of the Ritual Path magic system found in GURPS Monster...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/054: Social Engineering

Pyramid #3/054: Social Engineering


Master the Social Arts! You don't need to be an expert extrovert to play one in your game! This month's issue of Pyramid – the PDF magazine for roleplayers – is devoted to all aspects of interpersonal relations, especially as detailed in GURPS Social Engineering. This issue's "talking points" include: "The Civil Arts in GURPS," an optional expansion for Social...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/062: Transhuman Space II

Pyramid #3/062: Transhuman Space II


The Future Is Back! The world of tomorrow comes into focus again, as countless near-future possibilities coalesce in front of your eyes. This month's issue of Pyramid – the PDF magazine for roleplayers – takes a look at the Transhuman Space setting. The latest installment unleashes the following memes: "Three Offices, Port Lowell" explores a handful of the factions active...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/065: Alternate GURPS III

Pyramid #3/065: Alternate GURPS III


New Tools for Tinkerers You can do anything with GURPS . . . but sometimes, you want to push the envelope even more. This month's Pyramid – the PDF magazine for roleplayers – offers new GURPS character-creation options, rules you can use, and ways to work together like never before. This game-tweaking issue includes: "Bucket of Points," GURPS Line...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/068: Natural Magic

Pyramid #3/068: Natural Magic


Nature Is Magic! Arcane forces can be pretty wild . . . and the wilderness can be pretty arcane! This month's Pyramid – the PDF magazine for roleplayers – looks at how the natural and supernatural collide . . . for good and ill. This preternatural publication presents: "The Magic Desert," a sandy site to explore (or escape). Written by GURPS Fantasy-Tech 1: The Edge of Reality...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/070: Fourth Edition Festival

Pyramid #3/070: Fourth Edition Festival


A Decade of Greatness? Go, Fourth! It was August 2004 when the GURPS Basic Set for GURPS Fourth Edition made its debut. This month's Pyramid – the PDF magazine for roleplayers – celebrates the first 10 years of the Fourth Edition. Many of the authors who've brought the Fourth Edition to life are here, revisiting classic supplements with new options and material....   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/086: Organizations

Pyramid #3/086: Organizations


Get Organized! It's never been easier to spotlight organizations in your GURPS game, thanks to GURPS Boardroom and Curia and GURPS Dungeon Fantasy 17: Guilds. We're amping up our organizational efforts with this month's Pyramid – the PDF magazine for roleplayers – as we look at all things group-related. This issue features: "What's in a Lair?,"...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/102: Epic

Pyramid #3/102: Epic


The impossible is all in a day's work. Sometimes you just want to take your games to the extreme, where too much of a good thing makes it even better. Behold, this month's epic issue of Pyramid, the PDF magazine for roleplayers! Forge mighty weapons and useful artifacts in GURPS with the power of imbuements. Face fearsome armies amid all-out war in GURPS Dungeon Fantasy....   [click here for more]
Steve Jackson Games  $9.00

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Transhuman Space: Transhuman Mysteries

Transhuman Space: Transhuman Mysteries


Investigate the Future! The world of 2100 is a bright and exciting place. But among the dazzle of LED screens and the glitter of cybershell casings linger shadows – and within shadows lurk mysteries. Transhuman Mysteries brings nail-biting noir and heart-pounding whodunits to the world of Transhuman Space: The types of mystery tales suitable for...   [click here for more]
Steve Jackson Games  $9.00

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