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GURPS Fantasy

GURPS Fantasy


Are You Looking For a Good Fantasy? Fantasy - from ancient myths to popular films, stories of heroes and magic have captured the human imagination. Now GURPS offers roleplayers a comprehensive 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...   [click here for more]
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GURPS Magic

GURPS Magic


Magic is Everywhere Completely revised and updated for GURPS Fourth Edition, this PDF combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic! Within these virtual pages, crackling with mystic energies, you'll find: The core magic system for...   [click here for more]
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GURPS Martial Arts

GURPS Martial Arts


Fighting Around the World Every culture has warriors who hone their strength, tactics, and aggression to a deadly edge. Legionaries, knights, samurai, fencers, wrestlers . . . all are martial artists. GURPS Martial Arts gives you the tools to create and play these dedicated fighters: Descriptions and statistics for over 100 fighting styles of all kinds. Nearly 100...   [click here for more]
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GURPS Martial Arts Techniques Cheat-Sheet

GURPS Martial Arts Techniques Cheat-Sheet


GURPS Martial Arts is renowned as the most complete treatment of high-kick hijinks ever seen in a gaming system. But with that comes some complexity and the possibility of more page-flipping than back-flipping. Enter . . . the GURPS Martial Arts Techniques Cheat-Sheet! This document summarizes all the combat techniques from the hardcover, making it easy for everyone at...   [click here for more]
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GURPS Powers

GURPS Powers


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 create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods! Written by GURPS...   [click here for more]
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GURPS Psionic Powers

GURPS Psionic Powers


Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. You can use the abilities as presented, confident that they are built from -- and entirely compatible with -- the rest of the GURPS Fourth Edition character-creation...   [click here for more]
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GURPS Thaumatology

GURPS Thaumatology


Feel the Power! 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:...   [click here for more]
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GURPS Action 1: Heroes

GURPS Action 1: Heroes


In a world where danger lurks in every shadow, death can come around any corner, and every sentence sounds like a movie trailer, there are those who would risk their lives to save the day. These brave souls are men of fortune. They are men of fate. They are men of . . . action! Action 1: Heroes draws its inspiration from the heroic men and women of action movies of the 1980s...   [click here for more]
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GURPS Action 2: Exploits

GURPS Action 2: Exploits


You have your guns and your backup guns. You have your sick ride with a trunk full of explosives, high-tech gizmos, and of course a few more guns. You've assembled a crack team of commandos, street-smart lawmen, suave super-spies, and world-class burglars . . . maybe all of them at once! You're ready to rock and roll. All you need is a target. GURPS Action 2: Exploits...   [click here for more]
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GURPS Action 3: Furious Fists

GURPS Action 3: Furious Fists


In Action 1: Heroes, you got stripped-down, hard-core rules for heroes who were too tough to handle! In Action 2: Exploits, you got so much crunch for running action-movie campaigns that it blew your mind! The excitement continues with Action 3: Furious Fists. This guide to martial-arts mayhem includes...   [click here for more]
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GURPS Action 4: Specialists

GURPS Action 4: Specialists


Time to Bring in the Experts Yes, GURPS Action is back with a vengeance! Action heroes might be stereotyped, but they rarely fit into nice, neat boxes. Studios spend big bucks making sure we all know exactly what's special about the hero of their latest blockbuster. While Action 1: Heroes and Action 3: Furious Fists are...   [click here for more]
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GURPS Adaptations

GURPS Adaptations


Your 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...   [click here for more]
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GURPS After the End 1: Wastelanders

GURPS After the End 1: Wastelanders


New Heroes for a New World They say that life used to be easy, back before The End. People were civilized, food was abundant, and freakish monstrosities weren't trying to kill everyone. That all sounds so utopian, so peaceful . . . so boring! GURPS After the End 1: Wastelanders lets you create bold adventurers who journey forth to explore and thrive in a post-apocalyptic...   [click here for more]
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GURPS Classic: Deadlands – Hexes

GURPS Classic: Deadlands – Hexes


In the Weird West, a deck of cards can be a lethal weapon. For hucksters, poker isn't just a game – it's a path to supernatural power. The huckster tries to master a manitou, an evil spirit from Indian mythology – but the consequences of failure can be deadly. For everyone. GURPS Deadlands: Hexes is a collection of spells for your GURPS Deadlands game. Some of...   [click here for more]
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GURPS Classic: Goblins

GURPS Classic: Goblins


Life in London is nasty, brutish, and short. So are you. This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830. A roleplaying game usually sends characters on an exploration in which they seek elusive...   [click here for more]
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GURPS Classic: Ogre

GURPS Classic: Ogre


For more than 25 years, the mighty Ogre cybertanks have terrorized boardgamers and miniature players around the world. Now the Ogres are coming to roleplaying. Take the part of a GEV pilot, driving his craft at fighter-plane speeds a foot off the ground . . . a ragged partisan, armed only with determination and a nuclear bazooka . . . or a brand-new artificial intelligence, awakening to a world in...   [click here for more]
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GURPS Classic: Reign of Steel

GURPS Classic: Reign of Steel


It is 2047 A.D. The robot revolt is over, and the machines have won. Ruthless Artificial Intelligences have exterminated most of humanity, while the survivors are hunted like animals, or face slow death in the robots' brutal labor camps. But a lucky few have escaped death or enslavement. While most of mankind has succumbed to despair, some refuse to give up hope. Around the world small groups of dedicated...   [click here for more]
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GURPS Classic: Screampunk

GURPS Classic: Screampunk


Warning: Contained in this slender volume are Horrors so great that Unmarried Women, or those in Delicate Condition, should read with Great Caution -- and Protective Eye Wear, if available. It is an Age of Revolution; the world has been cruelly purged . . . in fire, and blood, and steam. From the past, untold horrors wait to clutch at men's souls. It is an Age of Invention; even...   [click here for more]
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GURPS Classic: Steam-Tech

GURPS Classic: Steam-Tech


The Mad Scientists, Illuminated Thinkers, and Inspired Tinkerers of the Steampunk Age have brought their finest, their deadliest - and their strangest - work together in one place. GURPS Steam-Tech has it all, from weapons and armor to analytical engines, automata, vehicles, pharmaceuticals, and even living plant and animal creations! GURPS Steam-Tech...   [click here for more]
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GURPS Classic: Steampunk

GURPS Classic: Steampunk


An Age of Discovery The 19th century's heroes were adventurers, pioneers, and scientists, from explorers in the African jungles to inventors in basement workshops. They transformed the world. Enter an age of high adventure - the Age of Steam. GURPS Steampunk offers you everything you need to build a Steam Age character or campaign: Rules for steam age technologies, including...   [click here for more]
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GURPS Dungeon Fantasy 01: Adventurers

GURPS Dungeon Fantasy 01: Adventurers


In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds). Now Dungeon Fantasy 1: Adventurers...   [click here for more]
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GURPS Dungeon Fantasy 04: Sages

GURPS Dungeon Fantasy 04: Sages


Dungeon fantasy is mostly about hacking and slashing. Mostly. But there are brave souls who seek enlightenment in the dungeon. Most end up skewered, burned, and eaten, but occasionally, knowledge truly does prove to be power. Dungeon Fantasy 4: Sages lets you play one of the few who successfully mix reading with bleeding, wordplay with swordplay, erudition with eradication...   [click here for more]
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GURPS Dungeon Fantasy 05: Allies

GURPS Dungeon Fantasy 05: Allies


Would you rather face a roomful of bloodthirsty monsters alone, or with a 500-pound grizzly bear at your side? Dungeon Fantasy 5: Allies has all the information you need to bring various types of supernatural help to your Dungeon Fantasy game. For druids, this book contains more than a dozen useful animal companions, from anacondas to wolverines....   [click here for more]
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GURPS Dungeon Fantasy 07: Clerics

GURPS Dungeon Fantasy 07: Clerics


When trapped in the dankest corners of a forsaken dungeon, there may be little left to do but pray . . . but for a special class of hero, prayer is enough. Dungeon Fantasy 7: Clerics covers the powers and possibilities of those who find strength in faith. All manner of religious servants in a Dungeon Fantasy game will find this material beneficial....   [click here for more]
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GURPS Dungeon Fantasy 09: Summoners

GURPS Dungeon Fantasy 09: Summoners


The awesome eldritch energies harnessed by those who can summon allies from thin air should never be used for deeds as frivolous dungeon-crawling expeditions -- unless there is the promise of really good loot. Dungeon Fantasy 9: Summoners details the amazing abilities of those who can bring powerful beings into the world. Anyone who seeks to tap the natural and unnatural...   [click here for more]
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GURPS Dungeon Fantasy 11: Power-Ups

GURPS Dungeon Fantasy 11: Power-Ups


Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates, rules for mixing professions, and all-new power-ups, making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the...   [click here for more]
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GURPS Dungeon Fantasy 12: Ninja

GURPS Dungeon Fantasy 12: Ninja


Look around you, right this instant. Do you see anything threatening? No? Uh-oh. That means there might be a ninja in the room. GURPS Dungeon Fantasy 12: Ninja brings these black-clad butt-kickers to your Dungeon Fantasy campaign. The ninja uses a mix of special powers, combat abilities, wits, and gadgets to accomplish his goals . . . and if his...   [click here for more]
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GURPS Dungeon Fantasy 14: Psi

GURPS Dungeon Fantasy 14: Psi


The Mind Defined! When you're roaming through a dungeon and you meet something elemental, transcendental, or hell-bental on destruction . . . it's time to get mental! GURPS Dungeon Fantasy 14: Psi lets you introduce the power of the mind to any Dungeon Fantasy campaign. Written by GURPS mastermind Sean Punch, this supplement...   [click here for more]
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GURPS Dungeon Fantasy 15: Henchmen

GURPS Dungeon Fantasy 15: Henchmen


My People Will Handle It Sometimes you want a faithful assistant, not a mighty peer with his eye on your share of the loot! From the snarling barbarian's glib agent to the fragile wizard's hardy bodyguard, all the way down the pay scale to horse-minders, potion-tasters, and valets, there are countless roles that delvers need filled yet deem beneath them. GURPS Dungeon Fantasy 15: Henchmen...   [click here for more]
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GURPS Dungeon Fantasy 17: Guilds

GURPS Dungeon Fantasy 17: Guilds


Membership Hath Its Privileges Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner...   [click here for more]
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GURPS Dungeon Fantasy 18: Power Items

GURPS Dungeon Fantasy 18: Power Items


More Power for Your Powers Delvers love gear . . . and cool abilities . . . and loot. Power items are where the three meet: Kill the monster, grab the treasure, and transform a valuable-but-useless bauble into a potent adventuring tool, exploiting the fact that the fanciest items can hold the most supernatural energy. The result is a reserve for fueling your spells, powers, and special...   [click here for more]
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GURPS Dungeon Fantasy 19: Incantation Magic

GURPS Dungeon Fantasy 19: Incantation Magic


A brand new kind of magic user for your dungeon-crawler game Why let wizards have all the fun? Become an incanter with this supplement, and bend reality to your will. These flexible magicians can conjure a variety of effects, but must prepare their most potent rituals in advance. With everything from new gear to new spells, GURPS Dungeon Fantasy 19: Incantation Magic...   [click here for more]
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GURPS Dungeon Fantasy 20: Slayers

GURPS Dungeon Fantasy 20: Slayers


Evil Must Die In GURPS Dungeon Fantasy, all adventurers do their share of slaying . . . killing monsters and taking their stuff is the whole point of delving! When the enemy is a demon, sinister cult leader, or shambling undead horror, the usual strategy is to sic the cleric or holy warrior on them. But sometimes, Evil is just too powerful. GURPS Dungeon...   [click here for more]
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GURPS Dungeon Fantasy Career Guide

GURPS Dungeon Fantasy Career Guide


Know Your Place GURPS Dungeon Fantasy 1: Adventurers simplified GURPS character creation for hack 'n' slash gaming. Then 35 supplements came along – plus dozens of issues of Pyramid – and vastly expanded heroic career options. "More is better" is the delver's motto, but deciding what role to play shouldn't feel like a puzzle for the players to solve before...   [click here for more]
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GURPS Dungeon Fantasy Denizens: Barbarians

GURPS Dungeon Fantasy Denizens: Barbarians


Civilization Is for the Weak Orderly farms and towns can provide you with ale, but they also create structure that crushes the spirit, replacing righteous rage and self-reliance with ridiculous manners and clothing that'll get you killed in the real world. Come the next dark age, when dragons darken the skies, demons wander the frozen wastes, and the cities are in ruins, those fancy bards...   [click here for more]
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GURPS Dungeon Fantasy Denizens: Swashbucklers

GURPS Dungeon Fantasy Denizens: Swashbucklers


Slaying in Style! This is your in-depth guide to giving your GURPS dungeon delver some finesse and flair! With tons of detail on the swashbuckling professions, GURPS Dungeon Fantasy Denizens: Swashbucklers helps your daring, dashing rogue speak with a sharp tongue, nimbly evade enemy blows, and – of course – dress the part. It even provides variety,...   [click here for more]
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GURPS Fantasy: Portal Realms

GURPS Fantasy: Portal Realms


Through The Doorway To Adventure Not all fantasy starts and ends in a world of wonder. Many a classic has natives of our world traveling into dreams, under the hill, through the looking glass . . . to a "portal realm." Gaming out such adventures poses many challenges – ask any GM who's had to deal with rifle-toting dragon-slayers! GURPS Fantasy: Portal Realms is...   [click here for more]
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GURPS Power-Ups 1: Imbuements

GURPS Power-Ups 1: Imbuements


The Power is Within You! Ever wanted your character to pick up a sword - any sword - and make it a "flaming sword"? How about a gunfighter who could pick up any pistol and bypass armor without changing ammo? Now you can! Sean "Dr. Kromm" Punch has written GURPS Power-Ups 1: Imbuements specifically to address this ability. With skills falling somewhere between cinematic...   [click here for more]
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GURPS Power-Ups 2: Perks

GURPS Power-Ups 2: Perks


Penny Candy for Your Character! Everybody loves little bonuses for next to nothing. In GURPS, that means Perks -- one point advantages that add just a little edge to your character, and a whole mess 'o flavor. But like sweet treats, can you ever have enough? Sean "Dr. Kromm" Punch, architect of GURPS Fourth Edition, gathers together dozens...   [click here for more]
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GURPS Power-Ups 3: Talents

GURPS Power-Ups 3: Talents


There Is No Substitute for Talent Training is good, but being a "natural" is better! GURPS Fourth Edition brings this real-life adage to the gaming table with Talents - advantages that improve groups of related skills and make them easier to learn. But so many Talents appear in so many GURPS supplements that choosing among them can involve...   [click here for more]
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GURPS Power-Ups 4: Enhancements

GURPS Power-Ups 4: Enhancements


Enhance Your Game! Enhancements are useful tools, providing unlimited ways to modify advantages. GURPS Power-Ups 4: Enhancements adds to the material from the GURPS Basic Set to provide new and powerful options. This is a one-stop compendium of all general enhancements introduced after the Basic Set was released...   [click here for more]
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GURPS Power-Ups 5: Impulse Buys

GURPS Power-Ups 5: Impulse Buys


Strike a Bargain with Fate Spending character points on permanent abilities is wonderful – but it doesn't guarantee that the dice will be nice. Sometimes, you don't want to leave the story to the mercy of random rolls! To solve this problem, GURPS Fourth Edition offers the alternative of players using points to buy successes and influence the game world. GURPS...   [click here for more]
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GURPS Power-Ups 9: Alternate Attributes

GURPS Power-Ups 9: Alternate Attributes


Back To Basics GURPS lets you run any campaign, of any genre, in any setting – that's what "generic" and "universal" promise. Yet one size does not always fit all; sometimes, you want a game that's built for the stories you plan to tell and the style of gaming you prefer. You can do this in GURPS by choosing which traits, optional rules,...   [click here for more]
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GURPS Powers: Totems and Nature Spirits

GURPS Powers: Totems and Nature Spirits


Show Some Spirit The idea that spirits are associated with animals, locations, and natural forces is widespread. Shamans, medicine men, channelers, and other spirit-workers of cultures that hold such beliefs don't merely communicate with these entities – they invite possession, sometimes physically transforming into something else for the duration. This is a path to great power, but it isn't...   [click here for more]
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GURPS Reign of Steel: Will to Live

GURPS Reign of Steel: Will to Live


Fatal Error: (A)void / (R)ebel / (F)lee? For millennia, humanity has mastered tools to further its goals. But what if technology became the master? Imagine a world where robots rule -- a tomorrow where imagination is outlawed. GURPS Reign of Steel: Will to Live includes all the intel required to upgrade the classic GURPS Reign of Steel setting to...   [click here for more]
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GURPS Social Engineering: Keeping in Contact

GURPS Social Engineering: Keeping in Contact


It's all about who you know. The Contact advantage is a vital way to represent background helpers in the lives of GURPS characters, but players have found it challenging to harness their full potential . . . until now. GURPS Social Engineering: Keeping in Contact is your guide to all things Contact-related. Coloring in the friendship-forging aspects...   [click here for more]
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GURPS Sorcery: Sound Spells

GURPS Sorcery: Sound Spells


Sounds like magic. Even in the darkest rooms, sound is everywhere . . . and often underestimated. Turn that omnipresent ambience to your advantage, with GURPS Sorcery: Sound Spells. Expanding on GURPS Thaumatology: Sorcery – a must-own tome to use this volume – Sound Spells augments your arcane library with an array...   [click here for more]
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GURPS Steampunk 1: Settings and Style

GURPS Steampunk 1: Settings and Style


GURPS has never run with such mechanical precision! GURPS Steampunk 1: Settings and Style explores the inner workings of steampunk games. Get advice for running various models of steampunk campaigns, from a Kipling-inspired “scientific romance” to steampunk anime-style. Find out how to add steampunk technology to your game, with support for styles...   [click here for more]
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GURPS Steampunk 2: Steam and Shellfire

GURPS Steampunk 2: Steam and Shellfire


As GURPS Steampunk 1: Settings and Style explores in detail, steampunk riffs liberally on Victorian backdrops, costumes, and manners for its look and feel. Yet as stylish as that window dressing is, what steampunk is about is extraordinary technology rooted in late 18th- through early 20th-century "what ifs." That is where GURPS Steampunk 2: Steam...   [click here for more]
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GURPS Steampunk 3: Soldiers and Scientists

GURPS Steampunk 3: Soldiers and Scientists


When it comes to steampunk, it's important to be of good character. Fortunately, that's easier than ever, thanks to GURPS Steampunk 3: Soldiers and Scientists. This supplement builds off of the campaign-world information of GURPS Steampunk 1: Settings and Style to present the information you need to make amazing Victorian-era adventurers for GURPS...   [click here for more]
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