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GURPS Magic: A Tome of Mystic Secrets for Fantasy Roleplaying Second Edition by Steve Jackson 110 册 GURPS Magic: A Tome of Mystic Secrets for Fantasy Roleplaying by Steve Jackson 68 册 GURPS Low-Tech (First Edition) by Evan Jamieson 65 册 GURPS High Tech: Weapons and Equipment Through the Ages Third Edition by Michael Hurst 40 册 GURPS High Tech: Weapons and Equipment Through the Ages Second Edition by Michael Hurst 55 册 GURPS High-Tech: Weapons and Equipment Through the Ages by Michael Hurst 23 册 GURPS Grimoire: Tech Magic, Gate Magic, and Hundreds of Spells for All Colleges by Daniel U. GURPS Creatures of the Night: Sixty-Seven Original Horrors to Haunt Your Dreams by Scott Maykrantz 53 册 GURPS Blood Types: Dark Predators and Deadly Prey: Vampires and Vampire Hunters by Lane Grate 53 册 GURPS Bio-Tech: The Next Step in Human Evolution by David L. GURPS Bestiary: Animals, Monsters and Were-Creatures Second Edition by Steffan O'Sullivan 82 册 Thibault, Kaja Foglio, Lee Gold, Marc Dieruff, Drew Bittner, Evan Jamieson, Steve (edited by) L Creede and Jackson Garitta, Ken Walton, Lane Grate, III Aurelio Locsin, David Dunham, Malcolm Dale, Dale McKee, Matthew Francois, Gary Plana, Alison Brooks, David Ladyman, Janet Naylor, Jo Ramsay, Lisa Evans, Lynette Cowper, Hunter Johnson, Hans-Christian Vortisch, Phil Foglio, James R. Cambias, Nicholas Caldwell, Chris Burke, Robert J. Laws, Thomas Kane, Paul Rickert, Charles Borrall, Curtis Scott, Chris McCubbin, Paul Elliott, James L. Steele, Paul Hume, Micah Jackson, Alexander von Thorn, Robin D.
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Berry, Darius Garsys, Tim Keating, Jak Koke, Scott Paul Maykrantz, Lisa J. Frier, Stefan Jones, David Morgan-Mar, Douglas E. Maliszewski, John Ford, Patrick Sweeney, Constantine Thomas, Christopher Thrash, Neil A. Miller, John Goff, Kevin Andrew Murphy, Robert Schroeck, Scott Haring, Sasha Miller, Dale L. Pinkham, JB Sanders, Steve Hatherley, Thomas L Bont, Derek Pearcy, John J. Andrew Keith, Mark Waltz, Steve Kenson, Scott D. Falco, Paul Drye, Ed Wisniowski, James Maliszewski, Russell Brown, Greg Porter, J. Jones, Andy Akins, Loren Wiseman, Chad Underkoffler, Russell Goodwin, Salvatore T. Ford, Stephen Dedman, Jamais Cascio, Andrew Hackard, Andrew Slack, Martin J. Cole, Mark Johnson, Sean Barrett, John M. John Ross, Elizabeth McCoy, Greg Rose, Nigel Findley, Kirk Tate, Aaron Allston, Michael Hurst, J. Underhill, Steffan O'Sullivan, Loyd Blankenship, Jonathan Woodward, Graeme Davis, William H. Armintrout, Jeff Koke, Gene Seabolt, Brian J.
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McCubbin, Steve Jackson Games, Phil Masters, Kenneth Hite, Robert M. The material on genre conventions, character concepts and relationships, scenario creation, and supers universes can be used with any game system.David L. Using it to run a GURPS campaign requires the GURPS Basic Set and GURPS Powers. GURPS Supers is a new work, but it draws inspiration from the previous editions of GURPS Supers. Guidelines for running superhuman feats and combats under existing rules or adjusting those rules to fit the genre, and new game mechanics specifically for superhuman action New game mechanics for character creation, including new interpretations of advantages, disadvantages, and skills and newly defined perks, quirks, enhancements, limitations, and techniques Rules for creating equipment, vehicles, bases, automata, and magical spellsĪ guide to creating and running supers adventuresĬontinuity creation guidelines and tools, so your supers universe can have the same depth as published worlds Focused on drama and characterization, it provides:Ī history and analysis of the supers genre, its precursors and variationsĪ guide to character creation, including powers and other abilities, codes of conduct, dual identities, and personal relationshipsĢ2 templates for super characters, each customizable to higher or lower power levels GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign. When roleplaying games were invented, supers quickly became one of their most popular genres - and one of the most challenging to do right. 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. The 20th century gave birth to a new genre of fiction: the super-powered adventure. Article Edit | History | Editors Action Page