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List Of GURPS Books
This is a listing of the publications from Steve Jackson Games and other licensed publishers for the GURPS role-playing game. Fourth edition Core books * '' GURPS Basic Set: Characters'' * '' GURPS Basic Set: Campaigns'' * ''GURPS GM's Screen'' * ''GURPS for Dummies'' by Adam Griffith, Bjoern-Erik Hartsfvang (Author) and Stuart J. Stuple. (Part of the "For Dummies" book series.) Free core books * '' GURPS Lite'' *''GURPS Ultra-Lite''. GURPS rules condensed to a single page. Freely available as a PDF from the Steve Jackson Games website Warehouse 23. *'' GURPS Update''. A conversion guide from 3rd to 4th edition, released as a free PDF file. It is also included in the purchaseable GM's screen. Rules supplements These books detail general rules not used in all possible campaign, such as rules for magic spells, for superpowers and for martial arts, and also state-based treatments of cities, military units and other organizations. *''GURPS Boardroom and Curia'' (PDF) by Matt Rigsby ...
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GURPS Layers
The ''Generic Universal Role Playing System'', or ''GURPS'', is a Role-playing game (pen and paper), tabletop role-playing game system published by Steve Jackson Games. The system is designed to run any genre using the same core mechanics. The core rules were first written by Steve Jackson (American game designer), Steve Jackson and published in 1986, at a time when most such systems were story- or genre-specific. Since then, four editions have been published. The current line editor is Sean Punch. Sessions are run by a Gamemaster, game master (GM), who controls the world and adjudicates the rules, with any number of players controlling the actions of a character. Most actions are resolved by rolling three six-sided dice (3d6), trying to roll below a certain number, usually a skill. GURPS uses a point-based character creation system; characters are represented by four basic stats (Strength, Dexterity, IQ and Health), and players can buy any number of advantages, disadvantages, perk ...
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GURPS Powers
''GURPS Powers'' is a role-playing character book written by Sean Punch (with vignettes and additional writing by Phil Masters) and released in December 2005 for the Fourth Edition of GURPS. Contents ''GURPS Powers'' is a rule book that extends the basic character creation rules presented in the basic set to better handle high powered characters, and allow highly detailed customization of powers. The book aims to be genre independent and covers rules for characters from fantasy and myth to supers and science fiction with no bias towards any one. The first section provides the framework and rules with which a player and Game Master construct a Power. Next is a large section devoted to many worked examples to use straight away, and also provide a guide to work from when creating your own powers. Lastly chapters focusing running high powered games, and notes on various genres exist to help players and GMs integrate powers into their games. What is a Power? A ''Power'' is – like ...
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Detective Fiction
Detective fiction is a subgenre of crime fiction and mystery fiction in which an criminal investigation, investigator or a detective—whether professional, amateur or retired—investigates a crime, often murder. The detective genre began around the same time as speculative fiction and other genre fiction in the mid-nineteenth century and has remained extremely popular, particularly in novels. Some of the most famous heroes of detective fiction include C. Auguste Dupin, Sherlock Holmes, Kogoro Akechi, Miss Marple and Hercule Poirot. Juvenile stories featuring The Hardy Boys, Nancy Drew, and The Boxcar Children have also remained in print for several decades. History Ancient Some scholars, such as R. H. Pfeiffer, have suggested that certain ancient and religious texts bear similarities to what would later be called detective fiction. In the Old Testament story of Susanna (Book of Daniel: 13), Susanna and the Elders (the Protestant Bible locates this story within the apocrypha), t ...
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Science Fiction
Science fiction (often shortened to sci-fi or abbreviated SF) is a genre of speculative fiction that deals with imaginative and futuristic concepts. These concepts may include information technology and robotics, biological manipulations, space exploration, time travel, Parallel universes in fiction, parallel universes, and extraterrestrials in fiction, extraterrestrial life. The genre often explores human responses to the consequences of projected or imagined scientific advances. Science fiction is related to fantasy (together abbreviated wikt:SF&F, SF&F), Horror fiction, horror, and superhero fiction, and it contains many #Subgenres, subgenres. The genre's precise Definitions of science fiction, definition has long been disputed among authors, critics, scholars, and readers. Major subgenres include hard science fiction, ''hard'' science fiction, which emphasizes scientific accuracy, and soft science fiction, ''soft'' science fiction, which focuses on social sciences. Other no ...
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Fantasy
Fantasy is a genre of speculative fiction that involves supernatural or Magic (supernatural), magical elements, often including Fictional universe, imaginary places and Legendary creature, creatures. The genre's roots lie in oral traditions, which later became fantasy literature, fantasy literature and drama. From the twentieth century onward, it has expanded into various media, including film, television, graphic novels, manga, animation, and video games. The expression ''fantastic literature'' is often used for this genre by Anglophone literary critics. An archaic spelling for the term is ''phantasy''. Fantasy is generally distinguished from the genres of science fiction and horror fiction, horror by an absence of scientific or macabre themes, although these can occur in fantasy. In popular culture, the fantasy genre predominantly features settings that reflect the actual Earth, but with some sense of otherness. Characteristics Many works of fantasy use magic (paranorma ...
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Genre
Genre () is any style or form of communication in any mode (written, spoken, digital, artistic, etc.) with socially agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other forms of art or entertainment, based on some set of stylistic criteria, as in literary genres, film genres, music genres, comics genres, etc. Often, works fit into multiple genres by way of borrowing and recombining these conventions. Stand-alone texts, works, or pieces of communication may have individual styles, but genres are amalgams of these texts based on agreed-upon or socially inferred conventions. Some genres may have rigid, strictly adhered-to guidelines, while others may show great flexibility. The proper use of a specific genre is important for a successful transfer of information ( media-adequacy). Critical discussion of genre perhaps began with a classification system for ancient Greek literature, as set out in Aristotle' ...
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Transhuman Space
''Transhuman Space'' (THS) is a role-playing game by David Pulver, published by Steve Jackson Games as part of the "Powered by ''GURPS''" (''Generic Universal Role-Playing System'') line. Set in the year 2100, humanity has begun to colonize the Solar System. The pursuit of transhumanism is now in full swing, as more and more people reach fully posthuman states. ''Transhuman Space'' was one of the first role-playing games to tackle postcyberpunk and transhumanist themes. In 2002, the ''Transhuman Space'' adventure "Orbital Decay" received an Origins Award nomination for Best Role-Playing Game Adventure. ''Transhuman Space'' won the 2003 Grog d'Or Award for ''Best Role-playing Game, Game Line or RPG Setting''. Setting The game assumes that no cataclysm — natural or human-induced — swept Earth in the 21st century. Instead, constant developments in information technology, genetic engineering, nanotechnology and nuclear physics generally improved condition of the average human l ...
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GURPS Ultra-Tech
''GURPS Ultra-Tech'' is a sourcebook published by Steve Jackson Games (SJG) in 1989 for science fiction role-playing games using third edition ''GURPS'' (''Generic Universal Role-playing System'') rules. Description ''GURPS Ultra-Tech'' is written for gamemasters running science fiction campaigns using the third edition ''GURPS'' rules. The equipment is listed in increasing levels of technology. In game terms, the book contains chapters on equipment from Tech Level 8 (near future) to Tech Level 16 (miraculous technology of the distant future). Publication history SJG published ''GURPS'', a set of universal role-playing rules, in 1985, and followed that with many genre sourcebooks, as well as a second and third edition of the general rules. Following the release of the third edition in 1988, SJG published ''GURPS Ultra-Tech'' the following year, a 128-page softcover book designed by David Pulver, with interior art by Michael Barrett, Albert Deschesne, Karl Martin, Michael J. Scot ...
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GURPS Bio-Tech
''GURPS Bio-Tech'' is a GURPS, the Generic Universal Role Playing Game, sourcebook that covers the implementation of biotechnology in the game. The first edition of the book was written for GURPS Third Edition, while the second edition of GURPS Bio-Tech was written for GURPS Fourth Edition. Both editions of the game are primarily focused on providing supplemental rules, campaign material, and examples of the uses of biotechnology for the players and game-master alike. The second edition contains two outlines for campaign settings (''Alexander Athanatos'' and ''Draconis'') but is primarily focused on providing rules and examples of devices that Game Masters could adapt for use in their own campaigns. GURPS is a game where players and game-masters can, and are encouraged to, create whatever characters and settings they choose. The ''GURPS Bio-Tech'' sourcebook gives them a resource to use should they wish to incorporate elements of biotechnology into their games. The books contain ...
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Dan Smith (artist)
Dan Smith is an American illustrator and graphic artist known for his work for Wizards of the Coast, FASA Corporation, FASA, White Wolf Game Studio, White Wolf, Steve Jackson Games, Iron Crown Enterprises, Iron Crown, Hasbro, Nintendo, and Namco. While known primarily as an illustrator, Dan Smith is also a designer of family card games, including ''Battle of the Bands (card game), Battle of the Bands'', ''Portable Adventures'' and ''King of Crime''. Dan Smith has a variety of illustration styles ranging from kid friendly to teen edgy. His black-and-white work for ''GURPS'' became so prominent in the 1990s, he became the unofficial 'house artist'. One of his techniques was to photograph friends in poses as illustration models. This allows friends to flip through role-playing game books and see themselves on the pages dressed as wizards and secret agents. Dan Smith, with fellow graphic designers Jeff Koke and Derek Pearcy, won the 1997 Origins Award for ''Best Graphic Presentation ...
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GURPS Creatures Of The Night
This is a listing of the publications from Steve Jackson Games and other licensed publishers for the GURPS role-playing game. Fourth edition Core books * '' GURPS Basic Set: Characters'' * '' GURPS Basic Set: Campaigns'' * ''GURPS GM's Screen'' * ''GURPS for Dummies'' by Adam Griffith, Bjoern-Erik Hartsfvang (Author) and Stuart J. Stuple. (Part of the "For Dummies" book series.) Free core books * '' GURPS Lite'' *''GURPS Ultra-Lite''. GURPS rules condensed to a single page. Freely available as a PDF from the Steve Jackson Games website Warehouse 23. *'' GURPS Update''. A conversion guide from 3rd to 4th edition, released as a free PDF file. It is also included in the purchaseable GM's screen. Rules supplements These books detail general rules not used in all possible campaign, such as rules for magic spells, for superpowers and for martial arts, and also state-based treatments of cities, military units and other organizations. *''GURPS Boardroom and Curia'' (PDF) by Matt Rigsby ...
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Herbalism
Herbal medicine (also called herbalism, phytomedicine or phytotherapy) is the study of pharmacognosy and the use of medicinal plants, which are a basis of traditional medicine. Scientific evidence for the effectiveness of many herbal treatments remains limited, prompting ongoing regulatory evaluation and research into their safety and efficacy. Standards for purity or dosage are generally not provided. The scope of herbal medicine sometimes includes fungi, fungal and bee products, as well as Dietary mineral, minerals, Exoskeleton, shells and certain animal parts. Paraherbalism is the Pseudoscience, pseudoscientific use of plant or animal extracts as medicine, relying on unproven beliefs about the safety and effectiveness of minimally processed natural substances. Herbal medicine has been used since at least the Paleolithic era, with written records from ancient Sumer, Egypt, Greece, China, and India documenting its development and application over millennia. Modern herbal medici ...
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