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Hottest GURPS, Player Characters, Fantasy
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Magic is Everywhere
Completely revised and updated for GURPS Fourth Edition, this PDF 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 virtual pages, crackling with mystic energies, you'll find:
The core magic system for... [click here for more] |
Steve Jackson Games |
$25.00
|
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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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. This mighty tome includes:
Minor tweaks for the spell-based magic of the Basic Set:... [click here for more] |
Steve Jackson Games |
$30.00
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Fighting Around the World
Every culture has warriors who hone their strength, tactics, and aggression to a deadly edge. Legionaries, knights, samurai, fencers, wrestlers . . . all are martial artists. GURPS Martial Arts gives you the tools to create and play these dedicated fighters:
Descriptions and statistics for over 100 fighting styles of all kinds.
Nearly 100... [click here for more] |
Steve Jackson Games |
$28.00
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From Zero to Hero!
Even the mightiest delver started somewhere. An apprentice, a squire or man-at-arms, or a backup singer touring seedy taverns with The Backstreet Bards.
Delvers to Grow allows you to take the part of those starting characters, supporting starting play as low as 62 points.
Further, it provides pre-built modules and packages enabling a player... [click here for more] |
Gaming Ballistic, LLC |
$13.99
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You Can Do Anything!
Magic is a creative force, and those who can harness its full potential can change the universe. This is the core of GURPS Thaumatology: Ritual Path Magic, a complete, stand-alone, and self-contained magic system for GURPS. Designed to emulate the magic of real-world traditions and popular books, movies, and television shows,... [click here for more] |
Steve Jackson Games |
$11.00
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Fantastic Dungeon Grappling takes the "attack roll, defense roll, damage roll" basic play of Powered by GURPS and makes it work for grappling as well. A new simplified tracking mechanism - tested over years of play - keeps this fast and light at the table.
And After the Grapple, easily and quickly perform feats such as Takedowns, Disarms,... [click here for more] |
Gaming Ballistic, LLC |
$4.00
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GURPS has never run with such mechanical precision! GURPS Steampunk 1: Settings and Style explores the inner workings of steampunk games.
Get advice for running various models of steampunk campaigns, from a Kipling-inspired “scientific romance” to steampunk anime-style. Find out how to add steampunk technology to your game, with support for styles... [click here for more] |
Steve Jackson Games |
$11.00
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Let the Games Begin!
Explore a world of adventure and intrigue, gladiators and glory. The sprawling Roman Empire is full of campaign options, from orgies in the decadent Roman villas to battles with pirates off the coast of Sicily. As an adventurer in the Imperial Age of Rome, you can . . .
Journey through the narrow streets of the greatest city in the world. Haggle with shop owners, debate with senators... [click here for more] |
Steve Jackson Games |
$9.00
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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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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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We Can't All Be Archmages
Gamers love earth-shattering magic – but that isn't, as the saying goes, "all she wrote." Many fine stories feature apprentice wizards, or cocky dabblers in arcane arts they don't understand; interesting fantasy worlds often depart from the GURPS assumption that magic-users are born gifted; and even a lot of unsubtle, high-powered hack 'n' slash posits that... [click here for more] |
Steve Jackson Games |
$7.00
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Shields Up! expands on defensive shield use and also details the often-neglected roles of shields as offensive weapons and active tools of engagement.
Building off of the Dungeon Fantasy RPG and Fantastic Dungeon Grappling, Shields Up! enhances and expands your shield-using experience.
Leverage the "shield bind" to open lines of attack, or protect yourself
New explicit... [click here for more] |
Gaming Ballistic, LLC |
$10.99
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Unlimited Options, Unlimited Power
GURPS often treats spells as skills, balancing stronger magic not with point costs but by requiring more time, risk, energy, or all three. Yet wizards in some settings can conduct rituals -- even powerful ones -- quickly, safely, and repeatedly. These magic-users wield a kind of innate magic known as sorcery.
GURPS Thaumatology:... [click here for more] |
Steve Jackson Games |
$9.00
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Warning:
Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution -- and Protective Eye Wear, if available.
It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men's souls.
It is an Age of Invention; even... [click here for more] |
Steve Jackson Games |
$4.00
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Magic Awaits
Mages struggle to probe the mysteries of life, death, time and space. At last, we gather their magical knowledge together – GURPS Grimoire, the ultimate resource for would-be sorcerers and established mages. This indispensable rulebook gives new, powerful spells for all campaigns, from Ice-Age epics to gritty cyberpunk slumcrawls.
GURPS Grimoire has over... [click here for more] |
Steve Jackson Games |
$9.00
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The World of Magic
Sorcery, Thaumaturgy, The Black Art, Necromancy, Alchemy, or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. Here is the complete guide to that knowledge for GURPS.
GURPS Magic presents a colorful, detailed magic system – and much more. It is designed for easy modification... [click here for more] |
Steve Jackson Games |
$9.00
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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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The Power is Within You!
Ever wanted your character to pick up a sword - any sword - and make it a "flaming sword"? How about a gunfighter who could pick up any pistol and bypass armor without changing ammo? Now you can!
Sean "Dr. Kromm" Punch has written GURPS Power-Ups 1: Imbuements specifically to address this ability. With skills falling somewhere between cinematic... [click here for more] |
Steve Jackson Games |
$6.00
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The ultimate hand-to-hand combat book! The 160-page GURPS Martial Arts, Second Edition, covers more than 50 armed and unarmed fighting arts, including the historical and modern styles of both the East and the West, as well as fantasy and science-fiction styles, presented in realistic and cinematic forms. From the French fencing of swashbuckling cinema to Kendo down at the... [click here for more] |
Steve Jackson Games |
$11.00
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As GURPS Steampunk 1: Settings and Style explores in detail, steampunk riffs liberally on Victorian backdrops, costumes, and manners for its look and feel. Yet as stylish as that window dressing is, what steampunk is about is extraordinary technology rooted in late 18th- through early 20th-century "what ifs." That is where GURPS Steampunk 2: Steam... [click here for more] |
Steve Jackson Games |
$11.00
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Guess Who's Coming to Dinner?
From the tiny, winged Ellylon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. It includes new, expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs, and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors, and magical, mischievous Leprechauns.
GURPS... [click here for more] |
Steve Jackson Games |
$9.00
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Academy, fraternity, guild, order, school, society . . . fantasy has many names for wizardly cliques and factions. Sometimes, these are merely social constructs. Just as often, though, such groups represent philosophically distinct sects with unique magical methods, known as magical arts or styles.
GURPS Thaumatology: Magical Styles aims to bring this richness to... [click here for more] |
Steve Jackson Games |
$9.00
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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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Time on Your Hands?
GURPS Timeline is the ultimate resource for the Time Travel GM. It presents all of human history – from the Big Bang to Operation Desert Storm – in a convenient, easy-to-use chronology. History is big, but GURPS Timeline makes it easy for the GM to find his way around.
GURPS Timeline... [click here for more] |
Steve Jackson Games |
$9.00
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Show Some Spirit
The idea that spirits are associated with animals, locations, and natural forces is widespread. Shamans, medicine men, channelers, and other spirit-workers of cultures that hold such beliefs don't merely communicate with these entities – they invite possession, sometimes physically transforming into something else for the duration. This is a path to great power, but it isn't... [click here for more] |
Steve Jackson Games |
$6.00
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In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds).
Now Dungeon Fantasy 1: Adventurers... [click here for more] |
Steve Jackson Games |
$9.00
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Know Your Place
GURPS Dungeon Fantasy 1: Adventurers simplified GURPS character creation for hack 'n' slash gaming. Then 35 supplements came along – plus dozens of issues of Pyramid – and vastly expanded heroic career options. "More is better" is the delver's motto, but deciding what role to play shouldn't feel like a puzzle for the players to solve before... [click here for more] |
Steve Jackson Games |
$6.00
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When it comes to steampunk, it's important to be of good character. Fortunately, that's easier than ever, thanks to GURPS Steampunk 3: Soldiers and Scientists. This supplement builds off of the campaign-world information of GURPS Steampunk 1: Settings and Style to present the information you need to make amazing Victorian-era adventurers for GURPS... [click here for more] |
Steve Jackson Games |
$12.00
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Life in London is nasty, brutish, and short. So are you.
This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830.
A roleplaying game usually sends characters on an exploration in which they seek elusive... [click here for more] |
Steve Jackson Games |
$11.00
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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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Feel the Power!
Cunning bards, holy paragons, tree-friends, and subtle wizards, quick to anger. All of them break the natural order of the mundane, even while protecting it. Find within these pages examples of each type, with advice to match.
Built with and expanding on the material presented in the Delvers to Grow core book, Smart Delvers provides... [click here for more] |
Gaming Ballistic, LLC |
$9.99
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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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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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Flashing Blades, Lethal Arrows
Deadly archers, subtle thieves, flamboyant swashbucklers, and dedicated unarmed martial artists deliver death from the flanks. And they’ll never see it coming.
Built with and expanding on the material presented in the Delvers to Grow core book, Fast Delvers provides examples of the four key professions as they... [click here for more] |
Gaming Ballistic, LLC |
$9.99
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"My guy is a bard-swashbuckler-thief. And he's half-angel!" "Oh yeah? Mine is a dual-wielding shadow elf who shoots spells from his bow!" "Pff, I have a hot nymph wizard with 20 extra energy points and psionics . . ."
Even on a dungeon crawl, there's more to life than loot. A big bank account isn't half as useful as nifty powers, skills, and spells when it comes... [click here for more] |
Steve Jackson Games |
$9.00
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Hold the Line!
Stalwart fighters, powerful grapplers, raging barbarians, and divinely empowered warriors for the gods. All take their place on the front line of combat, meeting the foes head-on.
Built with and expanding on the material presented in the Delvers to Grow core book, Strong Delvers provides examples of the four key professions as... [click here for more] |
Gaming Ballistic, LLC |
$9.99
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In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone.
GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of... [click here for more] |
Steve Jackson Games |
$8.00
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Power Of Life And Death
Tales of magic almost always include "death spells" among the abilities of sorcerers. These curses don't merely wound, control, immobilize, or incapacitate their victims -- they kill in one shot. GURPS Magic: Death Spells offers 48 genuine death spells spanning every college of magic. Each has its own strengths, weaknesses, peculiarities, and... [click here for more] |
Steve Jackson Games |
$7.00
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Membership Hath Its Privileges
Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner... [click here for more] |
Steve Jackson Games |
$9.00
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Vegetation -- omnipresent, silent, essential for life, and able to kill. The fauna discounts the flora at its own peril.
GURPS Magic: Plant Spells expands on the green-based magical college from GURPS Magic with a cornucopia of new information, including:
Full GURPS information on broad botanical categories and stats for... [click here for more] |
Steve Jackson Games |
$7.00
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Swords and Sorcery
GURPS Magic Items 2 once again opens the doors to shops full of arcane artifacts and enchanted objects . . . over 450 completely new items.
All of the familiar magical shops from GURPS Magic Items 1 are here, with new items for armor and protection, magical weaponry, mystical healing, necromantic magic, curses, tricks and traps,... [click here for more] |
Steve Jackson Games |
$9.00
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Enemies All Around!
GURPS Bunnies & Burrows is a translated version of the classic roleplaying game originally published in 1976. Completely revised, expanded and converted to GURPS Third Edition, it presents a world in which player characters are rabbits . . . faced with a land full of monstrous, hungry foes, with humans worst of all!
GURPS... [click here for more] |
Steve Jackson Games |
$9.00
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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] |
Steve Jackson Games |
$9.00
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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] |
Steve Jackson Games |
$9.00
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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] |
Steve Jackson Games |
$9.00
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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] |
Steve Jackson Games |
$6.00
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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] |
Steve Jackson Games |
$9.00
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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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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] |
Steve Jackson Games |
$6.00
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