77 – Spring 2004
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Preview of The
WHO’S WHO 2 MORE OF HISTORY’S MOST INTRIGUING CHARACTERS Compiled and edited by PHIL MASTERS Written by PHIL MASTERS and the WHOOLIGANS . Michel Bélanger, Nicholas Caldwell, Nelson Cunnington, Peter V. Dell’Orto, Thomas Devine, Richard Gadsden, James H. Hay, Kenneth Hite, Alex Johnston, andi jones, Sam Lindsay-Levine, James Maliszewski, Phil Masters, Matt Merrill, Craig Neumeier, Patrick Odonnell, Gareth L. Owen, Matthew Rice, Matt Riggsby, Stephanie Rogers, Marcus L. Rowland, Gene Seabolt, Alexander Shearer, Brian C. Smithson, Joel Sparks, William H. Stoddard, Joe Taylor, David Thomas, James Upp, Andy Vetromile, S.C. Virtes, and David Walker Illustrated by ANDY BENNETT, ANDI JONES, JOHN LUCAS, ED NORTHCOTT, PHILIP J. REED JR., AND KENNETH WATERS Cover art by ANDI JONES Cover design by PHILIP REED GURPS System Design T STEVE JACKSON Managing Editor T ALAIN H. DAWSON GURPS Line Editor T SEAN PUNCH Design T JACK ELMY Production T PHILIP J. REED JR. Production Assistance ALAIN H. DAWSON Print Buying T RUSSELL GODWIN Art Direction T LOREN WISEMAN GURPS Errata Coordinator T MICHAEL BOWMAN Sales Manager T ROSS JEPSON Playtesting and Additional Material Thomas Barnes, Mark Cogan, John Dallman, Chris Davies, Peter V. Dell’Orto, Stephen Deppen, Thomas Devine, Richard Gadsden, Fabian J. Gentner, Joanna Hart, James H. Hay, Kenneth Hite, Bob Huss, Leonardo M. Holschuh, J. Hunter Johnson, Sam Lindsay-Levine, James Maliszewski, Matthew Michalak, T. Carter Ross, Brian C. Smithson, Tim Stellmach, William H. Stoddard, and David Thomas GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Who’s Who 2, Pyramid and Illuminati Online and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. -
GURPS Banestorm
AWORLD OF MAGIC Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - includ- ing 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. Now humans struggle with dwarves, elves, and each other. 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. This is a complete world background - history, religion, culture, politics, races, and a detailed, full-color map - everything needed to start a cam- paign. 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 mys- ticism, all of which conforms to the just-released GURPS Fantasy and GURPS Magic. So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . an orcish pirate . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you! This PDF is an electronic copy of the first printing of GURPS Banestorm. All known errata as of the date of this edition’s publi- cation have been fixed. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Games Incorporated. -
Pyramid #3/66: the Laws of Magic
Stock #37-2666 Play with the laws of magic! CONTENTS FROM THE EDITOR . 3 N HIS I T ALTERNATIVE RITUAL PATH MAGIC . 4 by Christopher R. Rice ISSUE RITUAL PATH SPECIALISTS . 16 by Jason “PK” Levine In the real world, breaking the speed of light isn’t just a bad idea . it’s the law. In fantasy realms, magic often has EIDETIC MEMORY : similar hard-and-fast rules that are not to be trifled with. THE AZURE DRAGON . 21 This Pyramid looks at the fundamental forces of the cosmos by David L. Pulver and the rules that underlie them. Test the laws of the mystical realm with Alternative Ritual THOROUGHLY MODERN MAGIC . 25 Path Magic, one of the meatiest features ever in Pyramid! by Paul Stefko Starting with the foundation of GURPS Thaumatology: Ritual Path Magic, these optional rules explore numerous THE MATERIAL DIFFERENCE . 29 ways to combine Ritual Path magic with other reality-influ - by Sean Punch encing systems, including Book magic, Divine Favor, effect shaping, realms, symbols, craft, and more. It also provides RANDOM THOUGHT TABLE : new perks and advantages. BREAK THE LAW !. 36 The author of Ritual Path Magic – Jason “PK” Levine – by Steven Marsh, Pyramid Editor reveals how you can take such versatile generalists and turn them into Ritual Path Specialists. Explore new abilities, limita - ODDS AND ENDS . 38 tions, perks, specialties, Talents, and techniques that can really help you to focus your energy. BOUT A GURPS . 40 Every occult-themed campaign needs more grimoires, and GURPS Banestorm: Abydos author David L. Pulver discusses another tumultuous tome in this month’s Eidetic Memory, as he reveals the secrets of The Azure Dragon. -
GURPS Powers.Qxp
SAVE THE WORLD . OR DESTROY IT! GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here’s everything you need to cre- ate every kind of amazing, off-the-chart super- hero you can imagine . as well as amazing wizards, wuxia fighters, shamans who com- mand spirits . even gods! Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also includes guide- lines for “special effects” and several different ways to vary a power on the fly – two crucial concepts for comic-book superheroics. If you’ve got a high-powered campaign . or high-powered players . you want GURPS Powers! This PDF is an electronic copy of the recently released printed edition of GURPS Powers. All known errata from that edition have been corrected, as of the publication date, listed below. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Games Incorporated. Pyramid, GURPS Powers, and the PRINT. names of all products published by Steve Jackson Games Incorporated are reg- PLAY. istered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. All rights reserved. GURPS Powers is copyright © 2005, 2006 by Steve Jackson Games Incorporated. The scanning, uploading, and distribution of this material via the Internet or e23 via any other means without the permission of the publisher is illegal, and pun- ishable by law. -
GURPS Thaumatology: Chinese Elemental Powers Is Copyright © 2013 by Steve Jackson Games Incorporated
CHINESE ELEMENTAL POWERS TM Written by WILLIAM H. STODDARD Edited by JASON “PK” LEVINE Illustrated by TOPPER HELMERS and NIKOLA VRTIS Additional Material by JASON “PK” LEVINE and SEAN PUNCH GURPS System Design T STEVE JACKSON e23 Manager T STEVEN MARSH GURPS Line Editor T SEAN PUNCH Marketing Director T LEONARD BALSERA Managing Editor T PHILIP REED Director of Sales T ROSS JEPSON Assistant GURPS Line Editor T JASON “PK” LEVINE Prepress Checker T NIKKI VRTIS Production Artist & Indexer T NIKOLA VRTIS Page Design T PHIL REED and JUSTIN DE WITT Art Direction T MONICA STEPHENS GURPS FAQ M aintainer T VICKY “MOLOKH” KOLENKO Reviewers: Roger Burton West and Matt Riggsby GURPS , Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid , Thaumatology, Chinese Elemental Powers, e23, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Thaumatology: Chinese Elemental Powers is copyright © 2013 by Steve Jackson Games Incorporated. Some art © 2013 JupiterImages Corporation. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. An e23 Sourcebook for GURP S® STEVE JACKSON GAMES Stock #37-1654 Version 1.0 – November 2013 ® CONTENTS I NTRODUCTION . 3 SKILLS . 18 About GURPS . -
STEVE JACKSON GAMES Ceremonial Castings
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: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. • Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, “unlimited mana.” • Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. • World-shaking freeform magic. • Magic as inherent powers. • An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for “the stuff of raw magic.” • Notes on adapting real-world occult concepts – such as the Laws of Magic, astrology, and traditional material components – to any magic system. • Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic. By Phil Masters Additional Material by C. J. Carella, Kenneth Hite, Steve Kenson, Robin D. Laws, Sean Punch, S. John Ross, William H. Stoddard, Michael Suileabhain-Wilson, Jo Walton, Ken Walton, and Jonathan Woodward Edited by Sean Punch Cover Art and Illustrations by Igor Kieryluk, Aaron Panagos, Bob Stevlic, and Chris Wood 1ST EDITION, 1ST PRINTING PUBLISHED OCTOBER 2008 ISBN 978-1-55634-758-0 9!BMF@JA:RSVTWOoY`Z^ZnZnZ` Printed in $39.95 SJG 01-0107 Thailand Written by PHIL MASTERS Additional Material by C. -
GURPS Classic Technomancer
By David L. Pulver Additional Material by S. John Ross and Daniel U. Thibault Edited by Sean M. Punch Illustrated by Dan Smith, Kurt Brugel and Ray Lunceford Additional Illustrations by Glenn Grant, John Lucas, David Plunket, Shea Ryan, Ashley Underwood and Clifford VanMeter Cover by Alan Rabinowitz GURPS System Design ! Steve Jackson Chief Operations Officer ! Gene Seabolt GURPS Line Editor ! Sean Punch Design, Production and Typography ! Jack Elmy Print Buying ! Melissa Brunson Art Direction ! Alain H. Dawson GURPS Errata Coordinator ! Hunter Johnson Special Thanks: Hubert Bartels, Jim Duncan and Tim Pulver. Playtesters: Mark Cogan, Peter Donald, John Dunn, John Freiler, James Galloway, Leonardo Holschuh, Robert Huss, John Karakash, Stephen Mann, Phil Masters, Peter Meilinger, John Nowak, Nana Yaw Ofori, Daniel Rice, Mike Sands, Dalton Spence, David Starner, Jeff Stone, Geoff Underwood, Andy Vetromile, Phillip Weiss, and the other Pyramid playtesters. Note: GURPS Technomancer is completely unrelated to White Wolf’s MAGE: The Ascension roleplaying game and does not in any way challenge the copyrights and terms used therein. GURPS and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. GURPS Technomancer, Pyramid and Illuminati Online and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Technomancer is copyright © 1998 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com. ISBN 1-55634-359-0 1 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES CONTENTS INTRODUCTION ..............................4 NECROMANTIC SPELLS.................... 27 About the Author ............................ -
GURPS Magic: Artillery Spells Is Copyright © 2018 by Steve Jackson Games Incorporated
ARTILLERY SPELLSTM Written by SEAN PUNCH Illustrated by GLENN KRISTOFFERSEN, NEIL MELVILLE, and DAN SMITH GURPS System Design z STEVE JACKSON Chief Executive Officer z PHILIP REED GURPS Line Editor z SEAN PUNCH Chief Creative Officer z SAM MITSCHKE Assistant GURPS Line Editor z JASON “PK” LEVINE Chief Operating Officer z SUSAN BUENO GURPS Project Manager z STEVEN MARSH Marketing Director z RHEA FRIESEN Executive Editor z MIRANDA HORNER Director of Sales z ROSS JEPSON Production Artist and Indexer z NIKOLA VRTIS Page Design z PHIL REED and JUSTIN DE WITT GURPS FAQ Maintainer z VICKY “MOLOKH” KOLENKO Art Direction and Prepress Checker NIKKIz VRTIS Reviewers: Peter V. Dell’Orto, Christopher R. Rice, and William H. Stoddard GURPS, Pyramid, Warehouse 23, the pyramid logo, Artillery Spells, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Magic: Artillery Spells is copyright © 2018 by Steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the author’s rights is appreciated. STEVE JACKSON GAMES Stock #37-0154 Version 1.0 – May 2018 ® CONTENTS INTRODUCTION ...................... .3 Gate Spells . 15 About GURPS . 3 Hell Zone (VH) . 16 Recommended Books . 3 Null Sphere (VH) . 16 About the Author . 3 Splat (VH) . -
Steve Jackson • Third Edition, Revised
BASIC SET game design by steve jackson • third edition, revised COVER BY JEFF KOKE ILLUSTRATED BY DAN SMITH Andrew Hackard, Managing Editor Sean Punch, GURPS Line Editor Page Layout and Typography by Jeff Koke Interior and Color Production by Jeff Koke Proofreading by Susan Pinsonneault and Bob Apthorpe Print Buying by Monica Stephens Art Direction by Bruce Popky and Lillian Butler Ross Jepson, Sales Manager Editorial Assistance: Norman Banduch, Mike Hurst, Jeff Koke, Sharleen Lambard, C. Mara Lee, Charles Oines, Ravi Rai, Lisa A. Smith, Melinda Spray, Monica Stephens, Loyd Blankenship Additional Material: Steve Beeman, Craig Brown, Jerry Epperson, Jeff George, Scott Haring, Mike Hurst, Stefan Jones, Jim Kennedy, David Ladyman, Jeff Lease, Walter Milliken, Steffan O’Sullivan, Ravi Rai, W. Dow Rieder, Art Samuels, Curtis Scott, Scorpia Playtest: Norman Banduch, Jeb Boyt, Keith Carter, Caroline Chase, James Crouchet, Jim Gould, Scott Haring, Rob Kirk, David Ladyman, Martha Ladyman, Creede Lambard, Sharleen Lambard, C. Mara Lee, Mike Lopez, Michael Moe, David Noel, Susan Poelma, Warren Spector, Gerald Swick, Allen Varney, Dan Willems Blindtest: Aaron Allston, Mark Babik, Sean Barrett, Bill Barton, Vicki Barton, James D. Bergman, David Castro, Bruce Coleman, Jerry Epperson, Jeff Flowers, Dave Franz, Cheryl Freedman, Jeff George, Kevin Gona, Kevin Heacox, Carl Leatherman, Alexis Mirsky, Guy McLimore, Joseph G. Paul, Greg Poehlein, Greg Porter, Randy Porter, Mark Redigan, Glenn Spicer, John Sullivan, Rick Swan, Kirk Tate, David Tepool, Bob -
Banestorm Book.Qxp
INTRODUCTION This world to me is like a lasting Publication History it also received passing mentions in storm . The GURPS fantasy world of Yrth various “generic” fantasy-oriented – William Shakespeare, Pericles is actually older than GURPS itself. It GURPS supplements over the years. first appeared in 1985 as the setting This book returns to Yrth, advanc- Welcome to Yrth – the world of for Orcslayer, by Warren Spector and ing its history 15 years from its last the Banestorm. Here humanity and a Steve Jackson; this adventure focused substantial depiction and bringing dozen other races, orphans and on the region of Caithness and worked game mechanics in line with GURPS authors of the storm alike, wield with the core combat system for Fourth Edition. We’ve broadened the swords and spells in a struggle for GURPS, published the following year. general scope in some spots, explored survival and glory. Although trolls In 1986, a larger world-rendering more detail in others – and taken the and dragons lurk in the dark places, appeared in the first edition of opportunity to change a few things. the worst dangers of all may be GURPS Fantasy, by Steve Jackson. A found in the verdant forests and general guide to running fantasy Ytarria great palaces . games in GURPS, it also outlined Yrth This book, like its predecessors, as a sample setting, still focusing on focuses on the continent of Ytarria. Caithness. That land reappeared in Located in Yrth’s northern hemi- ABOUT 1988 as the location for Aaron Allston sphere, Ytarria spans roughly 3,000 and J. -
GURPS Bestiary for Third Edition
G U R P S B E S T I A R Y No matter where or when your campaign is set – from prehistoric times to the jungles of modern Africa – GURPS Bestiary provides all the GURPS Basic Set, Third Edition creatures of fact and fantasy you need to bring Revised and Compendium I: your world to life. So come on – take a walk on Character Creation are required to use this book in a GURPS the wild side! campaign. GURPS Bestiary can also be used as a sourcebook for Inside this third edition, you’ll find: any roleplaying system. Complete descriptions of more than 150 real THE BEAST MASTERS: and imaginary creatures, from Antelope to Written by Water Buffalo, from Agropelter to Yeti. STEFFAN O’SULLIVAN Revised by Expanded information for creating an animal HUNTER JOHNSON character – how to build a racial template from bestiary stats and adapt the template to a Edited by MONICA STEPHENS, character for your campaign. STEVE JACKSON, Guidelines for using animals in your campaign, AND JEFF KOKE S including detailed rules for hunting and Cover by T KEN KELLY E trapping, venom, animals in combat, and V animal companions. Illustrated by E KENT BURLES, J Suggestions for inventing new creatures to keep A DAN CARROLL, C players on their toes. AND SEAN MURRAY K S A complete set of habitat tables, showing where O THIRD EDITION, FIRST PRINTING N each species is most often found and giving UBLISHED CTOBER P O 2000 G their important stats at a glance. A ISBN 1-55634-412-0 M E S ® 9!BMF@JA:RSSPQPoY`ZfZdZnZ` STEVE JACKSON GAMES Printed in the www.sjgames.com SJG01995 6011 U.S.A. -
Steve Jackson
Barrett M107 sniper rifle with (Unertl scope. Body armor is Point Blank OTV, PASGT helmet, and SPECS eyewear. BY HANS-CHRISTIAN VORTISCH VON. ASSISTANCE BY THE HELLIONS: RUPERT BOLEYN, HAROLD CARMER, DOUGLAS COLE, THOMAS ENGEL, PAULI HAKALA, MI HYYPIÄ, NI JONES, MATT JONES, NIGEL MCCARTY-EIGENMANN, ONNO MEYER, KENNETH PETERS, AND PAUL VISSIND CONTENTS EDITED BY WILLIAM STODDARD ILLUSTRATED 8Y ANDI JONES Introduction 2 COVER ILLUSTRATION BY EDWIN HERDER Nigel McCarty-EigenmannLEAD 1: Ammunition 3 2: Weapon Accessories and GURPS SYSTEM DESIGN STEVE JACKSON PLAYTESTERS: Modifications 11 MANAGING EDITOR ANDREW HACKARD Frederick Brackin, 3: Infantry Weapons of Today 18 CREATIVE DIRECTOR PHILIP REED Peter Dell'Orto. 4: Body Armor 34 BURPS LINE EDITOR PROJECT ADMINISTRATOR SEANMONIQUE PUNCH John Freiler. 5: The Edge of Tomorrow 37 PRODUCTION GENE CHAPMAN Weapon Tables 42 Daniel Howard, Bob Huss. SEABOLT Sources 47 Steve Schonberger, and PRINT BUYER MONICA STEPHENS Index 48 Lisa Steele GURPS ERRATA COORDINATOR ANDY VETROMILE SALES MANAGER Ross Om GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Modern Firepower, Pyramid, and the names of all products published by Steve Jackson Games Incorporated are registered trademarks or trademarks of Steve Jackson Games Incorporated, or used under license. GURPS Modern Firepower is copyright © 2002 by Steve Jackson Games Incorporated. All rights reserved. Some art copyright www.arttoday.com. Printed in the USA. ISBN 1-55634-580-I I 2 3 4 5 6 7 8 9 10 STEVE JACKSON GAMES "Okay, what do you need - besides a miracle?" ABOUT GURPS "Guns. Lots of guns!" Steve Jackson Games is committed to full support of the - Tank and Neo in The Matrix GURPS system.