GURPS Basic Set: Characters, 4Th 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 . -
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. -
Mythic: Dynamic Role-Playing
TM Create dynamic role-playing adventures without preparation For use as a stand-alone game or as a supplement for other systems TM Adventure Generator Role Playing System by Tom Pigeon Published by Word Mill Publishing Credits “To help, to continually help and share, that is the sum of all knowledge; that is the meaning of art.” Eleonora Duse The author extends his heartfelt thanks to those friendly souls who helped make this book come true. Without contributors, playtesters, friends, helpful advice, guidance and criticism, there would be no Mythic. ARTISTS MORAL SUPPORT RyK Productions My wife, Jennifer, who believes all things are possible. To contact RyK, you can send email to [email protected], or visit Also, my daughter Ally, just because she’s so darn cute. their webpage at www.ryk.nl RyK Productions is responsible for artwork on pages: 12, 16, TECHNICAL SUPPORT 28, 37, 64, 70, 77, 87, 89, 95, 96, 97, 99, & 119 Apple, for making such an insanely great computer. Karl Nordman OTHER FORMS OF SUPPORT To contact Karl, send email to [email protected]. View Word Mill Publishing, my daytime job. his work on the web at www.angelfire.com/art/xxtremelygraphic/ Karl North is responsible for artwork on pages: 8, 19, 32, 34, 41, 47, 50, 57, 60 PRINTING W RDS Printing in Ontario, California. Thanks to Bob for his W guidance and for investing in technology that allows for the production of digital print-on-demand products. Word Mill Publishing 5005 LaMart Dr. #204 • Riverside, CA 92507 PLAYTESTERS [email protected] • www.mythic.wordpr.com A host of online and real-time gamers whose names are lost Mythic © Copyright 2003 by Tom Pigeon and Word Mill Publishing. -
In This Day of 3D Graphics, What Lets a Game Like ADOM Not Only Survive
Ross Hensley STS 145 Case Study 3-18-02 Ancient Domains of Mystery and Rougelike Games The epic quest begins in the city of Terinyo. A Quake 3 deathmatch might begin with a player materializing in a complex, graphically intense 3D environment, grabbing a few powerups and weapons, and fragging another player with a shotgun. Instantly blown up by a rocket launcher, he quickly respawns. Elapsed time: 30 seconds. By contrast, a player’s first foray into the ASCII-illustrated world of Ancient Domains of Mystery (ADOM) would last a bit longer—but probably not by very much. After a complex process of character creation, the intrepid adventurer hesitantly ventures into a dark cave—only to walk into a fireball trap, killing her. But a perished ADOM character, represented by an “@” symbol, does not fare as well as one in Quake: Once killed, past saved games are erased. Instead, she joins what is no doubt a rapidly growing graveyard of failed characters. In a day when most games feature high-quality 3D graphics, intricate storylines, or both, how do games like ADOM not only survive but thrive, supporting a large and active community of fans? How can a game design seemingly premised on frustrating players through continual failure prove so successful—and so addictive? 2 The Development of the Roguelike Sub-Genre ADOM is a recent—and especially popular—example of a sub-genre of Role Playing Games (RPGs). Games of this sort are typically called “Roguelike,” after the founding game of the sub-genre, Rogue. Inspired by text adventure games like Adventure, two students at UC Santa Cruz, Michael Toy and Glenn Whichman, decided to create a graphical dungeon-delving adventure, using ASCII characters to illustrate the dungeon environments. -
MARCH 1St 2018
March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
Med20 Character Creation Rules
MIDDLE -EARTH D20 CHARACTER CREATION RULES To create characters for this campaign, o +4 racial bonus on any Craft skill of the players will use 25 points to purchase abilities player's choice — it should be noted that according to the Purchase rules on pages 15-16 Ñoldor were legendary for their work with of the Pathfinder Roleplaying Game Core precious metals and jewelry. Rulebook . Then, character creation proceeds as o +2 racial bonus on any Perform (Sing) described in the Pathfinder Roleplaying Game checks. Core Rulebook . Additionally, players will create o +2 racial bonus on saves vs. fire. a 2 nd -level character, but the 1 st -level must be a o +2 racial bonus on saves vs. poison. basic NPC class ! Players may use the Pathfinder o Immune to Aging: Ñoldor Elves are Roleplaying Game Advanced Player’s Guide , immortal unless killed. Pathfinder Roleplaying Game Ultimate Combat , o Ñoldor Elves do not sleep, meditating and Pathfinder Roleplaying Game Ultimate Magic instead for about three hours every day. to create their characters. For all sources, use o Immune to natural cold. the following rules modifications. In addition, o Immune to disease, mundane or magical. the Variant Rules for Armor as Damage o Immune to scarring. Reduction, Called Shots, Piecemeal Armor, o Movement unimpeded by snow or wooded and Wounds and Vigor from Pathfinder terrain. Roleplaying Game Ultimate Combat (pp. 191-207) o Immune to any fear effects caused by are being utilized. Please note that these rules undead. are subject to change at any time without prior o Cannot be turned into undead. -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
Last Children of the Gods
Last Children of The Gods Adventures in a fantastic world broken by the Gods By Xar [email protected] Version: alpha 9 Portals of Convenience Portals of Convenience 1 List of Tables 3 List of Figures 4 1 Childrens Stories 5 1.1 Core Mechanic ............................................... 5 1.2 Attributes.................................................. 6 1.3 Approaches................................................. 6 1.4 Drives.................................................... 7 1.5 Considerations ............................................... 8 2 A Saga of Heroes 9 2.1 Character Creation............................................. 9 2.2 Player Races ................................................ 9 2.3 Talents.................................................... 11 2.4 Class..................................................... 13 2.5 Secondary Characteristics......................................... 14 2.6 Bringing the character to life ....................................... 14 2.7 Considerations ............................................... 14 3 Grimoire 16 3.1 Defining Mages............................................... 16 3.2 The Shadow Weave............................................. 16 3.3 Elemental Magic .............................................. 16 3.4 Rune Magic................................................. 16 3.5 True Name Magic.............................................. 16 3.6 Blood Magic ................................................ 17 3.7 Folklore .................................................. -
Dragon Magazine #127
CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions. -
A Player's Guide to Tabletop Role-Playing Games in Libraries
Western University Scholarship@Western FIMS Publications Information & Media Studies (FIMS) Faculty 2019 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Carlie Forsythe University of Western Ontario, [email protected] Follow this and additional works at: https://ir.lib.uwo.ca/fimspub Part of the Library and Information Science Commons Citation of this paper: Forsythe, Carlie, "Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries" (2019). FIMS Publications. 343. https://ir.lib.uwo.ca/fimspub/343 Running head: ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 1 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Submitted by Carlie Forsythe Supervised by Dr. Heather Hill LIS 9410: Independent Study Submitted: August 9, 2019 Updated: February 4, 2020 ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 2 INTRODUCTION GM: You see a creepy subterranean creature hanging onto the side of a pillar. It is peering at you with one large, green eye. What do you do? Ranger: I’m going to drink this invisibility potion and cross this bridge to get a closer look. I’m also going to nock an arrow and hold my attack in case it notices me. Cleric: One large green eye. Where have I seen this before? Wait, I think that’s a Nothic. Bard Can I try talking to it? GM: Sure, make a persuasion check. Bard: I rolled a 7, plus my modifier is a 3, so a 10. What does that do? GM: The Nothic notices you and you can feel its gaze penetrating your soul. -
GURPS Low-Tech Companion 2: Weapons and Warriors Is Copyright © 2010 by Steve Jackson Games Incorporated
Written by PETER V. DELL’ORTO, DAN HOWARD, and WILLIAM H. STODDARD Edited by SEAN PUNCH Illustrated by ROD REIS An e23 Sourcebook for GURP S® STEVE JACKSON GAMES ® Stock #37-1662 Version 1.0 – December 2010 CONTENTS I NTRODUCTION . 3 The Modern Army . 11 Stakes/Pickets . 26 About the Authors . 3 Naval Warfare . 11 Trench . 26 About GURPS . 3 Roman Field Camp . 26 2. WEAPONS CITY DEFENSES . 27 1. HISTORICAL EVOLUTION AND ARMOR . 12 Ditch and Rampart (TL0) . 27 OF COMBAT GEAR . 4 WEAPON DESIGN . 12 Dry Stone (TL0) . 27 HUNTERS AND GATHERERS . 4 Realistic Weapons . 12 Hard Earth (TL0) . 27 Axes (TL0) . 4 Armor-Piercing Weapons . 12 Hedge (TL0) . 27 Spears (TL0) . 4 Training Weapons . 13 Wooden Palisade (TL0) . 27 Throwing Sticks (TL0) . 4 Combination Weapons . 15 Brick (TL1) . 27 Bolas (TL0) . 4 Determining Weapon ST . 15 Cribwork (TL1) . 28 THE FIRST CIVILIZATIONS . 5 Cinematic Weapons . 16 Mortared Stone (TL1) . 28 Early Warfare . 5 Cool Ethnic Weapons Piled Turf (TL1) . 28 Clubs and Maces (TL0) . 5 and Armor . 16 Concrete (TL2) . 28 Microlithic Edges (TL0) . 5 Throwing the Unthrowable . 17 Embossing (TL2) . 28 Slings (TL0) . 5 Spiky Bits . 18 FORTRESSES . 28 Blades (TL0) . 5 SHIELD OPTIONS . 18 Causewayed Enclosure (TL0) . 28 Circumvallation . 5 Fighting With Shields . 18 Hill Fort (TL1) . 28 Massed Combat . 6 Shield Damage . 19 Terramara (TL1) . 28 The Bow . 6 Customizing Shields . 19 Motte and Bailey (TL2) . 29 The Rise of the Chariot (TL1) . 6 SCALING WEAPONS Castles (TL2) . 29 THE ANCIENT WORLD . 7 AND ARMOR . 20 Guards and Watchers . 29 The Iron Age (TL2) . -
Da Archive Annex (^^) July 14 2016 New Links Will Be Placed Here for a While Before Adding Them to Da Archive
Da Archive Annex (^^) July 14 2016 New links will be placed here for a while before adding them to Da Archive. .. .. .. .. …. Some more fills for Da Wishlist - Fills F-O FASA Star Trek adventures from the 80's - 90's Fate of the Norns Ragnarok: Denizens of the North Fates Worse Than Death Fellowship - A Tabletop Adventure Game Fellowship (for the author, actually) Fiasco set "The Call of the Necronomicon" by AnDrE Geist Fireborn stuff Fragged Empires - Protagonist Archive 1 (Antagonist Archive?) Fragged Empires- DM Screen Fragged Empires- "Genetic Spectres" Fragged Empires- "Let Sleeping Gods Lie" Fudge 10th Anniversary Fuzion Appleseed.pdf Fuzion Guns and Butter.pdf Hellas: Worlds of Sun & Stone Hellboy Corebook.pdf (not the GURPS one) Hero System Bestiary Hero System Equipment Guide Jeremiah RPG - Mongoose Publishing Liber Chaotica complete edition (probably) LotR The Bringer of Gifts Part 1.pdf LotR The Bringer of Gifts Part 2.pdf Mars Martian Characters by City.pdf Mars The Master Mind of Mars.PDF Marvel Universe books, esp Core book and Guide to the X-Men, OCR (Alas not OCR) Masters of Magic from Legend of the five rings -3rd- edition MERP Far Harad The Scorched Land Maps 2.pdf MERP Far Harad The Scorched Land Maps.pdf MERP Far Harad The Scorched Land.pdf Morrow Project 4th Edition Musha Shugyo Mutant Year Zero - Zone Sector 1 - Doom Sphere (Eng. or Swedish) Night Witches, based on the Russian bomber division OutWorlds Star Sector Atlas for FGUs Space Opera https://www.mediafire.com/folder/1on6w9542dw47/Da_Wish_List_(F-O) Nephilim