GURPS Fourth Edition
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GURPS Ultra-Lite Folds and and Much More
TM ULTRA-LITE About GURPS Steve Jackson Games is committed to full support of slit on the dotted line in the middle of the sheet, below pages GURPS players. Our address is SJ Games, P.O. Box INSTRUCTIONS 6 and Back and above 3 and 2; if you cut to either edge of 18957, Austin, TX 78760. Please include a self- After you print this PDF, lightly fold the second page on the paper, you went too far! addressed, stamped envelope (SASE) any time you the faint lines. (Make all folds in both directions to loosen Fold the paper in half lengthwise, text-side-out, and – write us! We can also be reached by e-mail: the creases.) With the page folded in half in either direction, holding the Front and page 1 in one hand and pages 5 and [email protected]. Resources include: the joining edges should match; if they don’t, trim the overly 4 in the other – bring your hands together, so that the pages long edge(s). Then unfold the page and lay it flat. on the top layer (6 and Back) pop up and the pages on the New supplements and adventures. GURPS continues Look at the sheet landscape style, so the Ultra-Lite cover bottom layer (2 and 3) pop down. Looked at from a certain to grow – see what’s new at www.sjgames.com/gurps. is in the upper-right corner (see picture). Make a horizontal view, it should resemble a plus (+) sign. e23. Our e-publishing division offers GURPS adven- Fold page 6 toward page 5, then fold page 1 toward page tures, play aids, and support in PDF form . -
Types of Divination
Types of Divination ASTROLOGY is divination using celestial bodies: the sun, moon, planets, and stars. CARTOMANCY is fortune telling using cards such as the Tarot. CLAIRAUDIENCE is "clear hearing" of divinatory information. Parapsychologist generally regard as a form of extrasensory perception. CLAIRVOYANCE is "clear seeing" of divinatory information. Parapsychologist generally regard as a form of extrasensory perception. CRYSTALLOMANCY is divination through crystal gazing. DOWSING or DIVINING RODS are methods of divination where a forked stick is used to locate water or precious minerals. NUMEROLOGY is the numerical interpretation of numbers, dates, and the number value of letters. OCULOMANCY is divination from a person's eye. PALMISTRY is the broad field of divination and interpretation of the lines and structure of the hand. PRECOGNITION in an inner knowledge or sense of future events. PSYCHOMETRY is the faculty of gaining impressions from a physical object and its history. SCIOMANCY is divination using a spirit guide, a method generally employed by channelers. SCRYING is a general term for divination using a crystal, mirrors, bowls of water, ink, or flames to induce visions. TASSEOGRAPHY is the reading of tea leaves that remain in a tea cup once the beverage has been drunk. AEROMANCY divination from the air and sky, particularly concentrating on cloud shapes, comets, and other phenomena not normally visible in the heavens. ALECTRYOMANCY is divination whereby a bird is allowed to pick corn grains from a circle of letters. A variation is to recite letters of the alphabet noting those at which a cock crows. ALEUROMANCY is divination using "fortune cookies"; answers to questions are rolled into balls of dough and once baked are chosen at random. -
Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Theescapist 065.Pdf
The game was not terribly complex: The were quite familiar, encompassing ideas point of the game is, as CEO, to keep of companies that were no more, such as your fledgling dot-com in business. The “Butler-Hosted search engine,” or “Dot- Allen, I’m in the same boat as you on gameplay emerges through a careful Com Card Game” – whatever that is. this collectible card game thing – I don’t balance of personnel cards and skill And it was these cards that made the To The Editor: If Christian game get it. For those of you wondering, go cards, the personnel cards each carrying game really quite fun in a quirky sort of producers want to be taken seriously by have a read through Allen Varney’s an individual’s burn rate and his skill way, inspiring comments such as, “Wow, the mainstream market (in particularly article in this week’s issue of The level, and the skill cards representing an that really was a bad idea,” and “Yes! I the overseas European and Japanese Escapist, and you’ll see what I mean. action and the personnel skill required to remember the sock puppet!” market) they’re going to have to stop Perhaps this makes me a dimwit, as perform that action. designing their games as blatant well; certainly I’ll admit to some level of But I guess it’s easy to laugh in propaganda and misinformation. dimness on the topic, as many of these During the first couple of dot-com eras hindsight, knowing that these ideas were card games are a smashing success. -
Munchkin Cthulhu Guest Artist Edition Rules
® exaMPle oF CoMBat, running away suPer-sized MUNCHKIN with nuMBers and everything If nobody will help you . or if somebody tries to help, and CURSES Studies have shown that 8.4 out of 9.7 Munchkin players your fellow party members interfere so the two of you still cannot If drawn face-up during the Kick Open The Door phase, Curse just can’t get enough of the game. Here are some ideas to take Margot is a 4th-Level Cultist with the Frothing win . you must Run Away. You don’t get any levels or Treasure. cards apply to the person who drew them. your Munchkin games to new heights – or lows: enhancer (which gives her a +3 to her combat strength). You don’t even get to Loot the Room. And you don’t always Combining different Munchkin sets. You can mix two (or There is one other Cultist, Gene, so she has another +2. escape unharmed . If acquired some other way, such as by Looting The Room, She kicks open the door and finds the Grape Old Ones, a Curse cards go into your hand and may be played on any player at more) base sets and expansions together for a genre-crossing Level 12 monster with -2 against females. Margot’s at a 9 Roll the die. You escape on a 5 or more. Some abilities and any time. ANY time, do you hear me? Reducing someone’s abilities mega-Munchkin adventure! Space plus Old West? Kung fu and the Grape Old Ones are at a 10, so Margot is losing. -
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. -
D I V I N a T I O N Culture a N D the H a N D L I N G of The
Originalveröffentlichung in: G. Leick (Hrsg), The Babylonian World, New York/London, 2007, S. 361-372 CHAPTER TWENTY-FIVE DIVINATION CULTURE AND THE HANDLING OF THE FUTURE Stefan M. Maul n omen is a clearly defined perception understood as a sign pointing to future A events whenever it manifests itself under identical circumstances. The classification of a perception as ominous is based on an epistemological development which establishes a normative relationship between the perceived and the future. This classification process is preceded by a period of detailed examination and is thus initially built on empirical knowledge. Omina only cease to be detected empirically when a firm conceptual link has been established between the observed and the future which then allows omina to be construed by the application of regularities. In the Mesopotamian written sources from the first and second millennia BC, omina based on regularities far exceed those based on empirical data. Mesopotamian scholars generally collected data without formally expressing the fundamental principles behind their method. It was the composition of non-empirical omina as such which allowed students to detect the regularities on which they were based without this formulated orally or in writing. Modern attempts at a systematic investigation of such principles however, are still outstanding. It is interesting that there is no Sumerian or Akkadian equivalent for the terms 'oracle' or 'omen'. Assyriologists use the term omen for the sentence construction 'if x then y' which consists of a main clause beginning with summa ('if') describing the ominous occurence, and a second clause which spells out the predicted outcome. -
Cunning Folk and Wizards in Early Modern England
Cunning Folk and Wizards In Early Modern England University ID Number: 0614383 Submitted in part fulfilment for the degree of MA in Religious and Social History, 1500-1700 at the University of Warwick September 2010 This dissertation may be photocopied Contents Acknowledgements ii Abstract iii Introduction 1 1 Who Were White Witches and Wizards? 8 Origins 10 OccupationandSocialStatus 15 Gender 20 2 The Techniques and Tools of Cunning Folk 24 General Tools 25 Theft/Stolen goods 26 Love Magic 29 Healing 32 Potions and Protection from Black Witchcraft 40 3 Higher Magic 46 4 The Persecution White Witches Faced 67 Law 69 Contemporary Comment 74 Conclusion 87 Appendices 1. ‘Against VVilliam Li-Lie (alias) Lillie’ 91 2. ‘Popular Errours or the Errours of the people in matter of Physick’ 92 Bibliography 93 i Acknowledgements I would like to thank my undergraduate and postgraduate tutors at Warwick, whose teaching and guidance over the years has helped shape this dissertation. In particular, a great deal of gratitude goes to Bernard Capp, whose supervision and assistance has been invaluable. Also, to JH, GH, CS and EC your help and support has been beyond measure, thank you. ii Cunning folk and Wizards in Early Modern England Witchcraft has been a reoccurring preoccupation for societies throughout history, and as a result has inspired significant academic interest. The witchcraft persecutions of the early modern period in particular have received a considerable amount of historical investigation. However, the vast majority of this scholarship has been focused primarily on the accusations against black witches and the punishments they suffered. -
GURPS Magical Styles: Dungeon Magic Is Copyright © 2014 by Steve Jackson Games Incorporated
TM DUNGEON MAGICTM Written by SEAN PUNCH Illustrated by ABRAR AJMAL, JEAN ELIZABETH MARTIN, PAT MORRISSEY, DOUGLAS SHULER, BOB STEVLIC, and MICHAEL S. WILSON 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 and NIKKI VRTIS GURPS FAQ Maintainer T VICKY “MOLOKH” KOLENKO Reviewers: Jason “PK” Levine and Steven Marsh GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks of Steve Jackson Games Incorporated. Pyramid, Magical Styles, Dungeon Magic, 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 Magical Styles: Dungeon Magic is copyright © 2014 by Steve Jackson Games Incorporated. Some art © 2014 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. STEVE JACKSON GAMES Stock #37-1655 Version 1.0 – March 2014 ® CONTENTS I NTRODUCTION . 3 Publication History . 3 About the Author . 3 There were really only 1. SEVEN SORCEROUS SOCIETIES . -
LOOKING for FANTASY? Fantasy Ð from Ancient Myths to Popular Films, Sto- Ries of Heroes and Magic Have Captured the Human Imagination
LOOKING FOR FANTASY? Fantasy – from ancient myths to popular films, sto- ries of heroes and magic have captured the human imagination. Now GURPS offers roleplayers a com- prehensive 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 film – or create a new one from your own dreams. The main emphasis is on historical fantasy, in settings from the Bronze Age to the Renaissance, but the principles apply to any fantasy setting, from the prehistoric past to the remote future. A complete campaign setting, Roma Arcana, is ready to use in your own campaign. It can stand on its own, or fit into the Infinite Worlds campaign frame- work from GURPS Fourth Edition. Send a band of adventurers on impossible missions in a magical Roman Empire, as they struggle to hold back the darkness from their native city and win honor. You’ll find help in running your campaign in Roma Arcana or any other setting – advice on creating bal- anced parties, devising scenarios to challenge them, and using the game systems to achieve dramatic effects. Take the most flexible, most consistent game rules system available, and use it to run the campaign of your dreams. This PDF is the latest edition of GURPS Fantasy. All known errata at the time of the creation of this edition have been incorporated into this document. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Games Incorporated. Pyramid, GURPS Fantasy, and the PRINT. -
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. -
A List of Other Psychic Arts
List of Psychic Arts - Compiled by Gary L. Wimmer - www.garywimmer.com/psychic PSYCHIC ART DEFINITION 1 Abacomancy The art of foretelling future events by the observation of patterns of dust 2 Aeromancy Divination from the air and sky, cloud patterns, comets and other phenomena not normally visible in the sky 3 Alchemy Transmutation, dissolving or combining of base metals to form gold though chemical or supernatural processes 4 Alectryomancy Divination by means of a bird picking grains of corn from a circle of letters 5 Aleuromancy Divination with flour and baked goods such as fortune cookies 6 Alomancy A form of divination by using salt 7 Alphitomancy Divination using barley or cakes digestible by persons with a clear conscience but are unpleasant to others 8 Amniomancy Divination by using a caul or membrane which sometimes envelopes a child's head at birth 9 Anthropomancy Divination using human entrails, often from human sacrifices 10 Anththroposcopy Divination by observing facial features 11 Apantomancy Divination of an object, but usually an animal, which presents itself by chance 12 Arithmancy Divination by numbers 13 Aromatherapy Holistic health practice of seeking to heal certain diseases or illnesses by inhaling scented steam or fragrances 14 Ashagalomancy A system of divination of casting small bones or dice, also known as Astraglomancy or Astragyromancy 15 Astrology Ancient system of divination based on the position of the planets and the Zodiac 16 Augury Divination by studying the behaviour and flights of birds 17 Aura reading