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GURPS Classic: Magic Items 1

GURPS Classic: Magic Items 1


In the Chest You Find . . . Enchanted swords . . . marvelous rings . . . animated armor . . . wands and staffs of devastating power. Here is a catalog of hundreds of original and imaginative enchanted items for use in any campaign, from exotic trinkets to mighty artifacts. Categories include swords and weapons, armor, wizardly tools, thief's supplies, clothing, jewelry, healing tools, necromantic items...   [click here for more]
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GURPS Monster Hunters Power-Ups 1

GURPS Monster Hunters Power-Ups 1


Give the night something to fear. Even with your silver sword and iron dagger, sometimes you need an extra edge. Augment your fight against the forces of darkness with GURPS Monster Hunters Power-Ups 1. In addition to over a dozen abilities suitable for any champion, this supplement features power-up possibilities for champions who don't rely on paranormal traits, especially...   [click here for more]
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GURPS Dungeon Fantasy 09: Summoners

GURPS Dungeon Fantasy 09: Summoners


The awesome eldritch energies harnessed by those who can summon allies from thin air should never be used for deeds as frivolous dungeon-crawling expeditions -- unless there is the promise of really good loot. Dungeon Fantasy 9: Summoners details the amazing abilities of those who can bring powerful beings into the world. Anyone who seeks to tap the natural and unnatural...   [click here for more]
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GURPS Reign of Steel: Will to Live

GURPS Reign of Steel: Will to Live


Fatal Error: (A)void / (R)ebel / (F)lee? For millennia, humanity has mastered tools to further its goals. But what if technology became the master? Imagine a world where robots rule -- a tomorrow where imagination is outlawed. GURPS Reign of Steel: Will to Live includes all the intel required to upgrade the classic GURPS Reign of Steel setting to...   [click here for more]
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GURPS Classic: Space: Unnight

GURPS Classic: Space: Unnight


Wizards of the Lost Colony 500 years ago, a half-million people vanished in space. Now their descendants have been found. What cultures have evolved in half a millennium? What alien works and ways have been discovered? What will the lost children of Earth think of the Universe that is now open for them? Unnight is a GURPS Space supplement for 3 to...   [click here for more]
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GURPS Classic: Rogues

GURPS Classic: Rogues


It Takes a Thief . . . When brute force won't get the job done, you need someone with . . . skills. A specialist. Preferably someone who doesn't let a lot of nagging concerns about law or morality get in the way. Whether you're looking for just the right character to round out an adventuring party, or a dangerous NPC to challenge your players, GURPS Rogues has what you need...   [click here for more]
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GURPS Monster Hunters 5: Applied Xenology

GURPS Monster Hunters 5: Applied Xenology


Not All Threats Are Born From Nightmares Until now, GURPS Monster Hunters has focused on the paranormal: Champions, often empowered by magical and mystical abilities, face supernatural monsters from myth and legend. GURPS Monster Hunters 5: Applied Xenology is here to prove that horror meshes with science, too! Applied Xenology...   [click here for more]
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GURPS Classic: Magic Items 3

GURPS Classic: Magic Items 3


Enchanted handguns . . . sorcerous spaceships . . . clockwork golems . . . from the Ice Age to the distant future, GURPS Magic Items 3 is full of intriguing and exciting artifacts for magical adventures. There are "generic" items, suitable for a range of settings, as well as creations specifically for popular game settings like GURPS Technomancer,...   [click here for more]
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GURPS Sorcery: Protection and Warning Spells

GURPS Sorcery: Protection and Warning Spells


Stop Trouble in Its Tracks The life of an adventurer is one of unexplored places, unexpected monsters, and unforeseen dangers. There's so much to do and so much to see, and you can't do any of that if you're dead. That's why all but the most foolhardy sorcerers need GURPS Sorcery: Protection and Warning Spells. Expanding on GURPS Thaumatology: Sorcery...   [click here for more]
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GURPS Dungeon Fantasy 04: Sages

GURPS Dungeon Fantasy 04: 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...   [click here for more]
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GURPS Dungeon Fantasy 19: Incantation Magic

GURPS Dungeon Fantasy 19: Incantation Magic


A brand new kind of magic user for your dungeon-crawler game Why let wizards have all the fun? Become an incanter with this supplement, and bend reality to your will. These flexible magicians can conjure a variety of effects, but must prepare their most potent rituals in advance. With everything from new gear to new spells, GURPS Dungeon Fantasy 19: Incantation Magic...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Lands Out of Time

GURPS Lands Out of Time


Humans and dinosaurs go together like gamers and pizza. That tens of millions of years separated the last of the dinosaurs from the first of the humans is a mere inconvenience, easily ignored. GURPS Lands Out of Time is a sourcebook for human/dino adventuring, providing all you need to know to place man and giant reptile side-by-side, whether it's a "Lost World" adventure,...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Action 3: Furious Fists

GURPS Action 3: Furious Fists


In Action 1: Heroes, you got stripped-down, hard-core rules for heroes who were too tough to handle! In Action 2: Exploits, you got so much crunch for running action-movie campaigns that it blew your mind! The excitement continues with Action 3: Furious Fists. This guide to martial-arts mayhem includes...   [click here for more]
Steve Jackson Games  $9.00

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Transhuman Space: Martial Arts 2100

Transhuman Space: Martial Arts 2100


Get a Kick Out of Tomorrow! Sure, humanity may have evolved beyond the need for face-to-face contact – but that doesn't mean we're not still interested in hand-to-hand combat! Transhuman Space: Martial Arts 2100 is your guide to bringing the power and possibilities of GURPS Martial Arts into the world of Transhuman Space....   [click here for more]
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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]
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GURPS Thaumatology: Alchemical Baroque

GURPS Thaumatology: Alchemical Baroque


Welcome to a land that's as familiar as history and as fanciful as a fairy tale. GURPS Alchemical Baroque presents the Known Lands, a place existing between the old history of magical tales and the new realities of exploration and enlightenment. It's a time of ghosts and giants, of spirits and spellcraft, of charm-slinging cunning-men and chubby sly cats. Yet even in these...   [click here for more]
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Transhuman Space: Wings of the Rising Sun

Transhuman Space: Wings of the Rising Sun


Make a Difference Saving Lives! The NKKC (Japan Emergency Rescue Agency) is renowned as the "Wings of the Rising Sun" – first-responders dedicated to saving lives anywhere, from Earth to Luna. When disaster strikes, these heroes deploy from fixed bases and orbital drop ships to provide aid to any country that will accept their help. Transhuman Space: Wings of the Rising Sun...   [click here for more]
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Transhuman Space: Singapore Sling

Transhuman Space: Singapore Sling


In this introductory adventure for Transhuman Space, the players must dig through a mountain of disinformation to find out which of Singapore's elite is ready to sell out his country to the Transpacific Socialist Alliance. But in an era where the truth can be manipulated as easily as pixels on a computer screen, who can you trust? ...   [click here for more]
Steve Jackson Games  $7.00

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GURPS Monster Hunters 4: Sidekicks

GURPS Monster Hunters 4: Sidekicks


Heroes Have What the Darkness Lacks -- Friends Anyone blessed with awesome abilities can take up armor and armaments to attack awful adversity. But what about the friends and allies with slightly less predestined potential? GURPS Monster Hunters 4: Sidekicks continues the fast-paced Monster Hunters series with information on the hunters...   [click here for more]
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GURPS Dungeon Fantasy 05: Allies

GURPS Dungeon Fantasy 05: Allies


Would you rather face a roomful of bloodthirsty monsters alone, or with a 500-pound grizzly bear at your side? Dungeon Fantasy 5: Allies has all the information you need to bring various types of supernatural help to your Dungeon Fantasy game. For druids, this book contains more than a dozen useful animal companions, from anacondas to wolverines....   [click here for more]
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GURPS Dungeon Fantasy 15: Henchmen

GURPS Dungeon Fantasy 15: Henchmen


My People Will Handle It Sometimes you want a faithful assistant, not a mighty peer with his eye on your share of the loot! From the snarling barbarian's glib agent to the fragile wizard's hardy bodyguard, all the way down the pay scale to horse-minders, potion-tasters, and valets, there are countless roles that delvers need filled yet deem beneath them. GURPS Dungeon Fantasy 15: Henchmen...   [click here for more]
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GURPS Magical Styles: Dungeon Magic

GURPS Magical Styles: Dungeon Magic


Stylish Spell-Slingers Some traditional fantasy wizards learn their art as apprentices to archmages, some attend formal academies, and still others are guided by philosophies rather than teachers. This influences what spells and tricks of the trade the magic-user learns, and what guild, brotherhood, or order he eventually joins. Two equally talented mages might master specialties so different that...   [click here for more]
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GURPS Dungeon Fantasy 12: Ninja

GURPS Dungeon Fantasy 12: Ninja


Look around you, right this instant. Do you see anything threatening? No? Uh-oh. That means there might be a ninja in the room. GURPS Dungeon Fantasy 12: Ninja brings these black-clad butt-kickers to your Dungeon Fantasy campaign. The ninja uses a mix of special powers, combat abilities, wits, and gadgets to accomplish his goals . . . and if his...   [click here for more]
Steve Jackson Games  $6.00

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GURPS Dungeon Fantasy 18: Power Items

GURPS Dungeon Fantasy 18: Power Items


More Power for Your Powers Delvers love gear . . . and cool abilities . . . and loot. Power items are where the three meet: Kill the monster, grab the treasure, and transform a valuable-but-useless bauble into a potent adventuring tool, exploiting the fact that the fanciest items can hold the most supernatural energy. The result is a reserve for fueling your spells, powers, and special...   [click here for more]
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GURPS Martial Arts: Gladiators

GURPS Martial Arts: Gladiators


Some fight for glory. Some fight for gold. Some fight merely to live another day. These are gladiators, and their valor and martial prowess are renowned even today, nearly 16 centuries after their games were outlawed. GURPS Martial Arts: Gladiators gives you everything you need to bring the excitement and action of Rome's most celebrated events to the gaming table:...   [click here for more]
Steve Jackson Games  $11.00

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Transhuman Space: Polyhymnia

Transhuman Space: Polyhymnia


At the dawn of the 22nd century, Polyhymnia is the coolest nightclub anywhere. In a world where entertainment fads rise and fall so fast that you can't even call them Flavors of the Month anymore, Polyhymnia has been around for more than a decade. It's never in the same place - or even the same experience - twice, thanks to the brilliance of Julian Cressida, one of the greatest memeticists ever. But...   [click here for more]
Steve Jackson Games  $7.00

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GURPS Sorcery: Sound Spells

GURPS Sorcery: Sound Spells


Sounds like magic. Even in the darkest rooms, sound is everywhere . . . and often underestimated. Turn that omnipresent ambience to your advantage, with GURPS Sorcery: Sound Spells. Expanding on GURPS Thaumatology: Sorcery – a must-own tome to use this volume – Sound Spells augments your arcane library with an array...   [click here for more]
Steve Jackson Games  $6.00

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GURPS Martial Arts: Yrth Fighting Styles

GURPS Martial Arts: Yrth Fighting Styles


Become the Best Martial Artist on Yrth! GURPS Martial Arts looks at hand-to-hand combat of all kinds, with an emphasis on what's feasible on our Earthly orb. But what can fighters do in a world where "fantasy" is reality? GURPS Martial Arts: Yrth Fighting Styles explores the violent possibilities in the GURPS Banestorm setting...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Space: Stardemon

GURPS Classic: Space: Stardemon


Welcome to quaint, old-fashioned Anson, where life proceeds at the leisurely and graceful pace of the 20th century. Forget the rush and bustle of spacefaring civilization and learn the simple pleasures of: Organized crime and guerrilla warfare in the steaming jungle. Back-breaking labor for starvation wages. Bugs, beasts and slimy critters in their native habitat . . . and your bedding. Delightful,...   [click here for more]
Steve Jackson Games  $4.00

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GURPS Martial Arts: Technical Grappling

GURPS Martial Arts: Technical Grappling


Master Grappling . . . or Face Defeat! The canny warrior knows that grappling is fundamental to fighting. Any melee -- from a brawl to a swordfight -- could suddenly move into the clinch. Some fighters even specialize in such tactics! This is a hard subject to get a hold on, however; volumes have been written about leverage alone. GURPS Martial Arts: Technical Grappling...   [click here for more]
Steve Jackson Games  $11.00

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GURPS Dungeon Fantasy 07: Clerics

GURPS Dungeon Fantasy 07: Clerics


When trapped in the dankest corners of a forsaken dungeon, there may be little left to do but pray . . . but for a special class of hero, prayer is enough. Dungeon Fantasy 7: Clerics covers the powers and possibilities of those who find strength in faith. All manner of religious servants in a Dungeon Fantasy game will find this material beneficial....   [click here for more]
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GURPS Dungeon Fantasy 20: Slayers

GURPS Dungeon Fantasy 20: Slayers


Evil Must Die In GURPS Dungeon Fantasy, all adventurers do their share of slaying . . . killing monsters and taking their stuff is the whole point of delving! When the enemy is a demon, sinister cult leader, or shambling undead horror, the usual strategy is to sic the cleric or holy warrior on them. But sometimes, Evil is just too powerful. GURPS Dungeon...   [click here for more]
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GURPS Dungeon Fantasy 14: Psi

GURPS Dungeon Fantasy 14: Psi


The Mind Defined! When you're roaming through a dungeon and you meet something elemental, transcendental, or hell-bental on destruction . . . it's time to get mental! GURPS Dungeon Fantasy 14: Psi lets you introduce the power of the mind to any Dungeon Fantasy campaign. Written by GURPS mastermind Sean Punch, this supplement...   [click here for more]
Steve Jackson Games  $11.00

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GURPS MacGuffin Alphabet

GURPS MacGuffin Alphabet


T is for the Twisted Mind of Stefan Jones . . . Twenty-six ways to get get into trouble in a variety of science fiction settings! Whether it involves deciphering intelligence reports disseminated in comic books or being brainwashed by the most comfortable bed in the world, you'll find over two dozen adventure seeds within, each more unusual than the last. A MacGuffin is an object of desire for someone,...   [click here for more]
Steve Jackson Games  $6.00

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GURPS Martial Arts: Fairbairn Close Combat Systems

GURPS Martial Arts: Fairbairn Close Combat Systems


William Ewart "Dan" Fairbairn was one of the most influential combat instructors of the first half of the 20th century. In his lifetime, he worked with organizations from the international Shanghai Municipal Police to MI-6 to the OSS. He developed combat instruction techniques, SWAT-type tactics, and even his own unarmed combat style. His teaching methods are still in use among law enforcement groups...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Best of Pyramid 2

GURPS Classic: Best of Pyramid 2


Pyramid Magazine has been bringing you the best in gaming since 1993. Here's a second volume of the best of Pyramid's GURPS coverage, all in one convenient place. GURPS Best of Pyramid 2 includes the "Unlimited Mana" variant rules, "The Hole" – one of the most requested articles ever, straight from Pyramid #1 – plus...   [click here for more]
Steve Jackson Games  $9.00

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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 Dungeon Fantasy 11: Power-Ups

GURPS Dungeon Fantasy 11: Power-Ups


Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates, rules for mixing professions, and all-new power-ups, making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Thaumatology: Age of Gold

GURPS Thaumatology: Age of Gold


"I'm an alchemist," snarled the masked mystery man. "You crooks try to shoot me" -- he thumped his fist into his palm -- "and I'll turn your lead bullets into gold teeth." In the world of the 1930s, costumed crimefighters clash with cunning criminals. The eldritch forces that empowered Merlin and Circe have emerged anew. With two-fisted research and fearless forays to far lands, a new generation...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Dungeon Fantasy Denizens: Swashbucklers

GURPS Dungeon Fantasy Denizens: Swashbucklers


Slaying in Style! This is your in-depth guide to giving your GURPS dungeon delver some finesse and flair! With tons of detail on the swashbuckling professions, GURPS Dungeon Fantasy Denizens: Swashbucklers helps your daring, dashing rogue speak with a sharp tongue, nimbly evade enemy blows, and – of course – dress the part. It even provides variety,...   [click here for more]
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GURPS Dungeon Fantasy Denizens: Barbarians

GURPS Dungeon Fantasy Denizens: Barbarians


Civilization Is for the Weak Orderly farms and towns can provide you with ale, but they also create structure that crushes the spirit, replacing righteous rage and self-reliance with ridiculous manners and clothing that'll get you killed in the real world. Come the next dark age, when dragons darken the skies, demons wander the frozen wastes, and the cities are in ruins, those fancy bards...   [click here for more]
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GURPS Alphabet Arcane

GURPS Alphabet Arcane


Boons from the Court of Twilight to aid Condor Boy on his journey to the rim of the world . . . GURPS Alphabet Arcane describes these and more -- 26 unusual items for GURPS Fantasy campaigns. Most of these magical artifacts are designed to be the focal point of an adventure, complete with NPC stats, spells, and other information to make the encounter...   [click here for more]
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GURPS Aliens: Sparrials

GURPS Aliens: Sparrials


From The Trees To The Stars With their small size, deft hands, and keen senses, the sparrials are made to order for the GM in need of a race of alien thieves. And certainly, they have a predisposition toward that role. Yet as always with sparrials, there's a lot more going on than meets the eye . . . A GURPS fixture since they popped up in Roleplayer #10 (May 1988),...   [click here for more]
Steve Jackson Games  $9.00

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Combate Épico em Masmorras

Combate Épico em Masmorras


Combate Épico em Masmorras (Fantastic Dungeon Grappling em inglês) pega a estrutura básica de “rolar o ataque, rolar a defesa, rolar o dano” dos jogos Powered by GURPS e faz com que ela também funcione para manobras de agarrar, combate de solo, etc. Anos de experiência de jogo demonstraram que estas regras de fato são rápidas e leves na mesa. Este PDF de 10 páginas apresenta estes...   [click here for more]
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GURPS Martial Arts Techniques Cheat-Sheet

GURPS Martial Arts Techniques Cheat-Sheet


GURPS Martial Arts is renowned as the most complete treatment of high-kick hijinks ever seen in a gaming system. But with that comes some complexity and the possibility of more page-flipping than back-flipping. Enter . . . the GURPS Martial Arts Techniques Cheat-Sheet! This document summarizes all the combat techniques from the hardcover, making it easy for everyone at...   [click here for more]
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GURPS Update

GURPS Update


GURPS Update has all the information you need to bring nearly all of your PCs into the Fourth Edition. Painstakingly compiled by David Morgan-Mar, Update has side-to-side charts with every single advantage, disadvantage, and skill in Third Edition, with its Fourth Edition counterpart listed alongside. Where there's not a good fit, a detailed note...   [click here for more]
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