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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 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 ............................ -
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 MAGIC ITEMS 3 STEVE JACKSON GAMES Is the USA Printed in 2003 RINTING P GURPS IRST and EBRUARY ,F F 6531 Campaign, and Are Recommended
GURPS In The Chest You Find . A Vorpal Six-Gun? MAGIC ITEMS 3 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, GURPS Steampunk, and GURPS Warehouse 23! Also included are: The GURPS Basic Set is required to use these items in a GURPS campaign, and Magic Items Across Time and Dimension – GURPS Magic and GURPS Guidelines for magic items at every tech level Grimoire are recommended. The items in this book can and in dozens of GURPS settings, including Secret be a source of inspiration for Magic settings and the dark Post-Manaclysm magical campaigns in any future. system. THE MAGIC MAKERS: Alternate Enchantment Techniques – More Compiled by weird and wonderful ways to create magic items, Jonathan Woodward covering charms, sacred items, qabala, and Edited by magic-as-technology. Andrew Hackard Cover by Brom STEVE JACKSON People and Organizations – More than a dozen Illustrated by new guilds, organizations, and corporations Paul Daly, David Day, intimately involved in the magic item trade. Justin De Witt, Craig Henderson, Zach Howard, Plus a new reference table covering hundreds Matt Morrow, Dan Smith, of “off the rack” magic items from and Grey Thornberry GURPS Grimoire, and much more! FIRST EDITION,FIRST PRINTING PUBLISHED FEBRUARY 2003 GAMES ISBN 1-55634-418-X ® STEVE JACKSON GAMES www.sjgames.com 9!BMF@JA:RSSPWRoY`Z]ZgZnZ` Printed in SJG02295 6531 the USA GURPS In The Chest You Find . -
STEVE JACKSON GAMES ® Stock #37-0130 Version 1.0 – November 2009 CONTENTS
Urban MagicsTM Written by WILLIAM H. STODDARD Edited by JASON “PK” LEVINE and NIKOLA VRTIS Illustrated by LARRY MCDOUGALL, SHEA RYAN, and DAN SMITH An e23 Sourcebook for GURPS® STEVE JACKSON GAMES ® Stock #37-0130 Version 1.0 – November 2009 CONTENTS INTRODUCTION . .3 SACRED 5. THE ENCHANTED MAGICALLY CREATED Publication History . .3 ARCHITECTURE . .21 CITY . .32 BEINGS . .42 About the Author . .3 The Language ENCHANTED Phantasms . .43 About GURPS . .3 of Stone . .21 HOUSEKEEPING . .32 HAUNTED STREETS . .43 Placing Buildings . .22 Alienation . .43 1. ONTHESTREET ENCHANTED Drawing Plans . .22 Criminal Spirits . .44 OF THE Construction . .22 BUILDINGS . .32 Disease Spirits . .44 WIZARDS . .4 Conflicting Aspects . .22 PUBLIC WORKS . .34 Gargoyles . .44 Effects . .23 Water . .34 ORGANIZING MAGIC . .4 Haunted Houses . .44 Ornamentation . .23 Rank in Local Guilds . .4 Sewers and Dumps . .35 Lost Souls . .45 Mages’ Guilds . .4 URBAN DIVINATION . .23 Light . .35 Necropolises . .45 Specialists . .5 Agoramancy . .23 Cities of Darkness . .35 The Spirit Schools for Sorcery . .5 Demomancy . .24 Weather and of the Mob . .45 Magical Factories . .5 Geomancy . .24 Climate . .36 Urban Vampires . .46 Magical Texts . .6 Mediospicy . .24 Power . .36 Vermin Spirits . .46 Magical Research Numerology . .24 TRAVEL AND Rat Kings . .46 Institutes . .6 Electronic Voice TRANSPORTATION . .36 Mafias . .6 Phenomena . .24 Personal Travel . .36 7. URBAN Street Gangs . .6 Vehicular Travel . .36 SETTINGS AND 4. MAGIC IN URBAN SPIRIT TRANSACTIONS . .7 Transportation CAMPAIGNS . .47 ENVIRONMENTS Infrastructure . .37 Death Will Not SCALE . .47 Release You . .7 . .25 Flight . .37 Isolate . .47 Sacrificial ENERGY SOURCES . .25 Ley Lines and Travel . .37 Village . .47 Brokerages . .8 Mass Magic . -
Steve Jackson Games
SUMMER 2005 TRADE NEWS FROM STEVE JACKSON GAMES Super Munchkin e23: Electronic Game GURPS Fourth Edition Flies into Stores! Support for this Century Status Report Munchkin has parodied the Since its launch in January What can you expect from the classic dungeon, the kung-fu warrior, 2005, e23 has steadily built GURPS line in the third and fourth the space epic, and the creatures of a solid foundation of quarters of 2005? Read on . the night. Now it’s the superheroes’ high quality digital GURPS Banestorm is the Fourth turn! gaming products. With • Edition update of the world of Yrth. over 350 items from 15 The timeline has been expanded and publishers, e23 covers the spectrum updated, bringing long out-of-print from GURPS Fourth Edition support material (including free material such as and new GURPS Lite and the GURPS Magic characters Spell Charts) to d20 adventures and to fans of GM aides from such best sellers as this classic Ronin Arts and Goodman Games. world. Find long out-of-print GURPS books like China and Swashbucklers, and Be a Mutant, brand-new supplements like GURPS an Exotic, a Mysteries, written by Lisa J. Steele. Mystic, or a Surf on by e23.sjgames.com and • GURPS Traveller: Interstellar Techno. The higher check out our free samples. There is Wars explores a new milieu of your Level, the more Powers you never a minimum order, never an Traveller mythology – the Interstellar can have. From the low-ranked ones annoying copy protection scheme, Wars between the fledgling Terran like Psychic Blast and Beer Belch, to and always free updates! Confederation and the ancient Vilani empire. -
77 – Spring 2004
SPRING 2004 TRADE NEWS FROM STEVE JACKSON GAMES ® GURPS Third Edition was published 15 years ago. It was a simpler time . Iraq was a prob- lem, the Rolling Stones were on tour, and Bush was president. Things seem so different now . This August, we’re releasing GURPS Fourth Edition, starting with the two-volume Basic Set. Fans have been asking about a new edition for years, and we’ve always said it wouldn’t happen until we could justify the change in terms of both rules and presenta- tion. Well, we’re there. NEW RULES NEW PRESENTATION Sean Punch and David Pulver took two The physical quality of the line will take years to break GURPS down and rebuild a big jump with the Fourth Edition. All it, guided by a decade and a half of gamer books now on the schedule . and we’re feedback. We don’t want to get into specif- scheduling almost three years ahead . ic rule changes (yet) . but the new rules will be hardcover, with full-color interi- are designed to build up the key features ors. And we won’t accept any art that’s of GURPS: compatibility with all genres not gorgeous. The two Basic Set books, and flexibility for the GM. Fans will still for instance, will have covers by John recognize it, but a lot of little things – and Zeleznik, who has done a lot of our a few big ones! – are different. best covers over the years. The inte- And, for the first time, we’re offering a rior art is being created by our “core setting” for GURPS – one that sup- new staff artist, Bob Stevlic . -
GURPS Fourth Edition
MAGIC IS EVERYWHERE Finally, the secrets of the sorcerers are collect- ed in a single volume. Magic – The Great Art – brings great power to its practitioners, and offers the opportunity to do great good or great evil. This book is the complete guide to magic for GURPS Fourth Edition. GURPS Magic presents an expansive, colorful magic system. Players can create any sort of wizard they can imagine. GMs can adapt the system to fit their own campaign or set adven- tures in the world of their favorite fantasy author. The rules can be modified to fit almost any world or wizard. This book is completely compatible with the magic rules in the GURPS Basic Set, with hun- dreds of new spells and several alternate magic systems, including improvisational magic, sym- bol magic, clerical magic, ritual magic, and alchemy. Open, and learn strange new wonders . This PDF is an electronic copy of the first (and only to date) printed edition of GURPS Magic for the Fourth Edition of GURPS. All known errata as of the date of publication have been fixed. GURPS, Warehouse 23, and the all-seeing pyramid are registered trademarks DOWNLOAD. of Steve Jackson Games Incorporated. Pyramid, GURPS Magic, 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 Magic is copyright © 1989, 1990, 1994, 1998, 2000. 2004, 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 Classic Grimoire
Mages struggle to probe th everal new sub-colleges also mysteries of life, death, time dd flexibility in dealing with and space. At last, we gather weather, electricity, their magical knowledge ice and acid. together — GURPS Grimoire, the ultimate An expanded chart resource for would-be i f spell prerequisites, sorcerers and and a handy table established mages. for quick reference, This indispensable are included. rulebook gives new, And Scott Paul powerful spells for Maykrantz, all campaigns, from author of GURPS Ice-Age epics to Creatures of the Night, expands the gritty cyberpunk GURPS Magic slumcrawls. tables for GURPS Grimoire generating has over 400 new Demons. spells, as well as two This book is new colleges. The completely adventurous — or the compatible with the desperate — can now rules in the GURPS manipulate time and Basic Set, as well as space using Gate Magic. hose in GURPS Magic, Savvy wizards stay current Second Edition. with Technology Magic, and give "machine power" and Open, then, and learn "rad" entirely new meaning trange new wonders . Written by Daniel U. Thibault and S. John Ross Edited by Susan Pinsonneault Cover by Peter Scanlan Illustrated by Guy Burwell and Ruth Thompson STEVE JACKSON GRIMOIRE Tech Magic, Gate Magic, and Hundreds of Spells for All Colleges By Daniel U. Thibault and S. John Ross Additional Material by J. C. Connors, Steve Crotty, Graeme Davis, Jeff "Rabulias" Gaines, Lee Gold, Raymond Paul Holmes, Thomas M. Kane, Phil Masters, Scott Paul Maykrantz, Lance McComber, Sasha and Ben W. Miller, Walter Milliken, Curtis M. Scott, Brett Slocum and Bob Traynor Edited by Susan Pinsonneault Cover by Peter Scanlan Illustrated by Guy Burwell and Ruth Thompson Title Page Illustration by Dan Smith GURPS System Design by Steve Jackson Steve Jackson, Editor in Chief Page Layout and Typography by Jeff Koke Interior and Color Production by Jeff Koke Print Buying by Andrew Hartsock Dana Blankenship, Sales Manager Most enthusiastic spellcrafter: Joe Jackson Spell suggestions and other useful comments by: Anthony Affrunti, Tom Bither, C.