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Even those familiar with this award-winning system may not feel they've mastered the fundamentals. The Student's Guide to Ultimate Power GURPS! A game with infinite possibilities.
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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!ĬLICK HERE TO GET BOOK Book How to Be a Gurps GM Description/Summary:
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Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others. 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. Terrify your foes with fire, claws, and teeth. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Use it wisely.ĬLICK HERE TO GET BOOK Book Gurps Dragons Description/Summary:ĭragons! The most fabulous of all fabulous beasts.
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Plus special material from the GURPS Magic Items series and Wizards. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign.
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Alternatives to the core magic system, including complete rules for improvised magic and rune magic. with an extensive list of known elixirs and their powers. creating magical elixirs, using them, and even researching new ones. rules for learning magic, casting spells, enchanting magic items, and more! Complete alchemy rules. Now available in softcover, this GURPS Fourth Edition book 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. ThibaultĬLICK HERE TO GET BOOK Book GURPS MAGIC Description/Summary: Yrth awaits the legend of you!Īuthor : Steve Jackson,S. a Muslim double agent commanded to infiltrate the Hospitallers. Plunder elven ruins while evading the desert natives. So prepare to make your own mark on Yrth. 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. It provides GMs with a complete world background - history, religion, culture, politics, races, and a detailed map - everything needed to start a GURPS campaign. This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din. 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. Now humans struggle with dwarves, elves, and each other. 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.
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CLICK HERE TO GET BOOK Book Gurps Banestorm Description/Summary: