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GURPS Mars Attacks (HC)
GURPS Mars Attacks (HC)

Earth Is Under Attack!

The Martians descended upon Earth without warning. Saucers filled the skies. Blaster-wielding soldiers, giant insects, and unstoppable robots slaughtered the human defenders on the ground. It could have been the end of humanity -- if not for the brave scientists of the Novas Vira, the only ones who saw the invasion coming! Now the fate of Earth hangs in the balance as both sides turn to science, desperately inventing new weapons and defenses in the hope of finding the one that wins the war.

GURPS Mars Attacks contains everything you need to join the fight and make a difference:

* Choose your side. Are you among the conquerors here to grant Earth the honor of being added to the Martian Empire? Or are you fighting to save your planet -- either on your own or as part of the Novas Vira, Tiger Corps, or United Earth Alliance?
* Set the scope. Play unprepared civilians stepping up to face Martian raiders, bold saucer pilots defending troops from waves of human jets, high-level officers making decisions that impact the entire war, or anyone else you can imagine!
* Lock and load. It'll take spirit to win this war, sure, but also technology. Learn about the weapons, defenses, vehicles, and strange inventions of both sides -- and take advantage of streamlined rules to make new ones.

GURPS Mars Attacks requires the GURPS Basic Set, Fourth Edition. The detailed setting and descriptions of Martian society and technology can be used with any game system.

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30.00 €
GURPS Warriors
GURPS Warriors

Strong of Arm and Steely of Eye
Mighty barbarians hacking away with massive broadswords and battle-weary grunts with cordite-stung eyes come to life! GURPS Warriors expands upon the template system introduced by GURPS guru Sean "Dr. Kromm" Punch in GURPS Wizards so you can get on with the game!

Inside you'll find 29 warrior archetypes, along with templates and design advice allowing you to quickly and efficiently recruit your new warrior.

Templates include . . .
* Soldiers from all time periods - past, present, and future - such as the aviator, cavalryman, commando, heavy foot soldier, marine, and rifleman . . .
* Warriors from the pages of history and literature, including the barbarian, berserker, gunslinger, holy warrior, martial artist, and swordsman . . .
* Specialist warriors like the archer, engineer, guard, guerrilla, sharpshooter, and scout . . .
* Highly trained operators of weapons of war, such as artillerist, aviator, mecha pilot, and naval crewman.

Warriors also provides many templates suitable for use by the GM as is to represent NPC soldiers, mercenaries, or guards.

Each template comes with four original characters, drawn from a wide range of settings, giving you 116 ready-to-use sample characters as well as historical background and information on the technology and tactics that helped shape many of these professions, to help you better detail these characters.

Written by John Goff
Edited by Montejon Smith
Cover by Roger Cruz and Rogerio Vilela
Illustrated by andi jones, Glen Kristoffersen, Ed Northcott, and Jason Walton

128 pages. Softcover.

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20.00 €
How to be a GURPS GM
How to be a GURPS GM

The 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!

GURPS is the most flexible roleplaying system ever created.

73 Pages

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24.00 €

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