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GURPS Ring of Fire
$404 purchasedSelecting this will add another hardcover copy of GURPS Ring of Fire to your pledge.EditIncludes 1 item
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×1GURPS Ring of Fire
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GURPS Basic Set, 4th Edition Revised
$8020 purchasedSelecting this will add another hardcover copy of GURPS Basic Set, 4th Edition Revised to your pledge.EditIncludes 1 item
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×1GURPS Basic Set Fourth Edition Revised
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How To Be A GURPS GM (Softcover)
$19.9535 purchasedThe Student's Guide to Ultimate Power GURPS! A game with infinite possibilities. Even those familiar with this award-winning system may not feel they've mastered the fundamentals . . . and those just starting with this game may feel lost amid the possibilities. You want help. You could use a guide. You need How to Be a GURPS GM. For the player, this supplement offers insight into how to create the perfect character to fit your vision, plus three examples of character creation and two new fantasy templates. The chapter dedicated to customizing combat and using various options can be particularly helpful for new and veteran players in making aggressive altercations even more exciting. For the Game Master, the supplement discusses everything needed to run a campaign: how to prepare the game setting, assist the players with the creation of their heroes, create challenging and engaging encounters, and design and run the first adventure. The included overview of the Fourth Edition line, plus recommended resource lists for eight popular genres, can help the GM decide which supplements will be most helpful to craft a new campaign. This supplement also provides canonical insight from Sean "Dr. Kromm" Punch, who draws on decades of experience answering questions and providing clarifications as the GURPS Line Editor. Throughout, it follows a group of example players new to GURPS, from when their GM first opens the Basic Set through the starting session of their inaugural adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the previously perilous step between reading the Basic Set and participating in your first game. Half of power is knowing how to use it. With How to Be a GURPS GM, you'll be on your way to unleashing the full potential of GURPS like never before!EditIncludes 1 item
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×1How To Be A GURPS GM
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GURPS Low-Tech (Softcover)
$24.9522 purchasedWelcome to the Past! GURPS Low-Tech covers the basic tools used by historical adventurers from the Stone Age to the Age of Sail – and still used by modern survivalists and post-apocalypse survivors when the high-tech toys fail. Weapons and armor from antlers and rawhide to warhammers and heavy mail; adventure and travel gear from simple stone knives to early submarines; everyday items and tools of every trade. Low-Tech starts with the basics that suit any setting . . . and adds lots of culturally specialized inventions to support your campaign's particular flavor. For game masters, the discussions of past technologies – based on up-to-date historical and archaeological research – will be valuable no matter what system is used. For GURPS players, this book also covers the skills and traits that let adventurers make the best use of their equipment. Whether the heroes are cavemen taking their first steps toward civilization, pirates on the Seven Seas, or anything in between, GURPS Low-Tech has the technology they need! GURPS Low-Tech replaces GURPS Low-Tech for Third Edition, the TL4 parts of GURPS High-Tech for Third Edition, and the rules for equipment from many historical sourcebooks for Third Edition, from the TL0 tools in GURPS Dinosaurs to the TL4 gear in GURPS Swashbucklers. This softcover printing is black and white (grayscale).EditIncludes 1 item
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×1GURPS Low-Tech
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GURPS High-Tech (Softcover)
$29.9516 purchasedAll the Gear Is Here! Meticulously researched, GURPS High-Tech gives descriptions and stats for hundreds of kinds of historical weapons and personal armor, vehicles from the stagecoach to modern helicopters, and much more. GURPS High-Tech also has the gear and gadgets characters need. Communication, from early telegraphs to modern computers; tools of the trade for detectives, spies, and thieves; camping equipment, rations, and first-aid kits; business cards, watches, and fashionable duds – this book has it all, for encounters from the wilderness to high society and everything in between. GURPS High-Tech is the complete resource for equipment from the 18th century through the modern age, and will be appreciated by Game Masters no matter what system they use! GURPS High-Tech replaces GURPS High-Tech for Third Edition, GURPS Modern Firepower, and portions of GURPS Covert Ops. This softcover printing is black and white (grayscale).EditIncludes 1 item
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×1GURPS High-Tech
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GURPS Social Engineering (Softcover)
$24.9525 purchasedBe More Social! Since the dawn of time, humans have relied on social abilities to survive, thrive, and ensure the continuation of the species. However, these interactions have traditionally been addressed with far fewer rules than combat and other physical challenges. GURPS Social Engineering changes everything. This supplement provides detailed rules for every type of common social interaction. Now it's easy to play a hero who's charming, deceptive, intimidating, or witty, even if you're not! In addition to an extensive overview on the possibilities of social interactions in a campaign, this supplement includes: A detailed examination of Rank, Status, Reputation, and more, including new options and possibilities for each trait. Systems for one-on-one interactions, including using Influence skills and social-perception abilities – as well as both indirect and group interactions. Haggle in person, intimidate by phone, or orchestrate a group con! An in-depth look at reaction rolls in GURPS, including commercial transactions, requests for aid, searching for people and things, and romance. Details on deception – learn how your hero can distract, lie, or assume a false identity . . . or spot such dishonesty. Rules for building relationships, including details on how to establish trust and personal loyalty, and new options for Allies, Contacts, Dependents, and Patrons. Extensive insight on organizations: how to find, infiltrate, and influence any type of group – including your place of employment! Rules for hostile organizations. Discover the mechanics behind arrest, imprisonment, brainwashing, and more. Systems for influencing groups of people. Start rumors, influence the media, advertise, conduct psy ops, or get involved in politics! Insight into more forceful measures, including intimidation, inciting a riot, taunting, and how to start – or avoid – a fight. Whether you're shaking down a punk for information, tricking your way into a high-powered office, courting the governor's daughter, or performing a vital diplomatic function, GURPS Social Engineering has rules and tools you can use. It's a social world; become part of it!EditIncludes 1 item
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×1GURPS Social Engineering
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GURPS Infinite Worlds (Softcover)
$29.9514 purchasedInfinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards – from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.EditIncludes 1 item
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×1GURPS Infinite Worlds
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GURPS Adaptations (Softcover)
$15.9552 purchasedYour Favorite Worlds – GURPSified! GURPS is a fun, flexible system, useful in every kind of genre. Now, GURPS Adaptations takes that toolkit and shows you how to build your favorite fictional settings. With six examples ranging from the Odyssey to Dracula, GURPS Adaptations will guide you and your players as you tell new stories in worlds you already know.EditIncludes 1 item
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×1GURPS Adaptations (Softcover)
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GURPS Martial Arts (Softcover)
$29.9510 purchasedInscrutable masters from hidden temples. Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers. GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the greatest fighters in the world, or create a style to fit a new campaign; Martial Arts has the techniques and guidelines you need. Not all combat options map to techniques and styles, however. Many require extensions to the combat system itself, so Martial Arts expands on the combat and injury rules from GURPS Basic Set. Some of these additions are highly realistic, while others are extremely cinematic – but they're all optional, allowing the GM to decide which rules apply. Customizing the GURPS combat system has never been easier. This book replaces and expands on the information and rules from the previous edition of GURPS Martial Arts for Third Edition.EditIncludes 1 item
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×1GURPS Martial Arts
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GURPS Mass Combat (Softcover)
$14.9521 purchasedThere Will Be War! Whether you're trying to stop the Dark Lord's invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you're likely to get into battles that are far too big to resolve with ordinary GURPS combat. GURPS Mass Combat is the answer! It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include: Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight. Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that's important when the enemy is in sight. Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning. Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more. Everything is fast and easy to use in play, thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It's all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game – every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them. GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition.EditIncludes 1 item
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×1GURPS Mass Combat
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GURPS Mysteries (Softcover)
$19.9511 purchasedA Dame Walks Into Your Office . . . A dead body, no witnesses, and a room full of suspects with perfect alibis. Can you find the killer and bring him to justice? Learn the secrets of mystery fiction – and what will, and will not, work in RPG mysteries. Become a better investigator. Discover the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery. GURPS Mysteries covers: Creating mysteries as stand-alone adventures, as part of an existing campaign, or as campaigns in their own right, with specific discussions of the low-tech, modern-tech, future, magic, and horror settings. Setting the crime scene, including detailed forensic information on causes of death, investigation methods, and a forensics timeline. Bringing interesting villains to life, and matching their disadvantages to their motives and means of carrying out a crime. A template-based character-generation system for iconic investigators, including the genius detective, the hardboiled shamus, police detectives, investigating magicians, even "that darn kid." Sample detective and investigative agencies to hire or bedevil characters. Expanded rules for questioning and interacting with NPCs. GURPS Mysteries, by the author of GURPS Cops, is designed both for the GM who wants to create and run mystery adventures and for players who want to become investigators in any setting.EditIncludes 1 item
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×1GURPS Mysteries
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GURPS Tactical Shooting (Softcover)
$24.9513 purchasedAs Real as a Fistful of Steel! The smell of black powder and cordite. The quick blinding of a muzzle flash. The deafening roar of a close-quarter gunshot. Forget the movies; true shooting is exciting enough for a thousand stories — if you live long enough to tell the tale. GURPS Tactical Shooting does for life-like shooting what GURPS Martial Arts brings to real hand-to-hand combat — gives all the information you need to bring realistic firearm combat to the gaming table: Dozens of new rules, options, and possibilities for realistic shooting. Discover the different stances shooters use to give them an edge. Recognize the advantages and pitfalls of high-speed shooting. Train in the tactics that will keep you alive in ambushes or urban battlefields. Learn who shoots first in a standoff! Over 20 new perks for realistic shooters. Now you can be Cool Under Fire, Sure-Footed, or the Fastest Gun in the West! Nearly 20 techniques for firearm fans. Hone your Precision Aiming, become proficient in a Dual-Weapon Attack, or learn how to Work by Touch. Six styles of gunfighting. Discover what you need to know to be a rifleman, sharpshooter, or shotgunner! More than 40 new firearms! Information on new handguns, rifles, shotguns, machine guns, grenade launchers, and more. New gear for gun enthusiasts. Expanding and augmenting the equipment from GURPS High-Tech with more than 30 new gun-related items and options, including tripods, slings, sights, and camouflage — all designed to give the shooter a realistic advantage. New ammo options. Learn how, where, and why you might want to use hollow-point, buckshot, match-grade, or subsonic ammunition. And more! Find out what weapons are issued to some of the world's best militaries. Debunk the myth of "tin star armor." And learn why "gangsta shooting" is never a good idea! Whether you're looking to ramp up the realism of your modern-day adventures, build and equip characters who are sharpshooting specialists, or arm the heroes (and villains!) with tactics and tricks to shift the odds, GURPS Tactical Shooting is loaded for bear!EditIncludes 1 item
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×1GURPS Tactical Shooting
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Split Shipment
$534 purchasedBe selecting this add-on, we will take the necessary actions to ship your copy of GURPS Basic Set, 4th Edition Revised Hardcover early, generally in advance of GURPS Ring of Fire. Delivery timelines will be provided at a later date when more information is available.EditIncludes 1 item
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×1Split Shipment - GURPS Basic Set, 4th Edition Revised Hardcover
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