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GURPS RebornRebirth
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 These are the books necessary to play, with the core rules used in all settings (''GURPS Basic Set: Characters'' and ''Campaigns''), plus basic accessories. ; '' GURPS Basic Set: Characters'' ; '' GURPS Basic Set: Campaigns'' ; ''GURPS GM's Screen'' Free core books ; ''GURPS Lite'' : A 32-page introduction to the rules of GURPS based on the core rules in the ''GURPS 4e Basic Set'' (mainly ''Characters''). It includes basic character creation with advantages, disadvantages, skills and equipment, as well as some rules for playing. It is freely available, as a PDF from the Steve Jackson Games website Warehouse 23. It is a supplement to some GURPS books. ::Unlike the 3E version of ''GURPS Lite'', this did not include Magery or any spells, but does include the new "Jumper" Advantage. ; ''GURPS Ultra-Lite'' : Core GURPS rules conden ...
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GURPS Layers
The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems were story- or genre-specific. Players control their in-game characters verbally and the success of their actions are determined by the skill of their character, the difficulty of the action, and the rolling of dice. Characters earn points during play which are used to gain greater abilities. Gaming sessions are story-told and run by " Game Masters" (often referred to as simply "GMs"). ''GURPS'' won the Origins Award for ''Best Roleplaying Rules of 1988'', and in 2000 it was inducted into the Origins Hall of Fame. Many of its expansions have also won awards. History Prior RPG history Prior to ''GURPS'', most roleplaying games (RPGs) of the 1970s and early 1980s were developed especially for certain gaming environments, and they were lar ...
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GURPS Martial Arts
GURPS Martial Arts is a source book for the GURPS role-playing game, published by Steve Jackson Games; the most recent edition, by Peter Dell'Orto and Sean Punch, was released in 2007. ''GURPS Martial Arts'' includes new perks, skills, techniques, styles, weapons, and combat rules for GURPS, as well as history on the martial arts, pregenerated NPCs, and ideas for martial-arts campaigns. The book is an essential for any game that features large amounts of melee combat, in any genre or setting. Contents Fourth edition This is a greatly expanded version of the third-edition ''GURPS Martial Arts'' source book, revised to work with the fourth-edition GURPS rules. It adds updated versions of combat rules from third-edition books like GURPS Compendium II, many of the weapons and weapon customization rules from GURPS Low Tech, and martial arts-related elements taken from third-edition historical worldbooks such as GURPS Japan and GURPS Swashbucklers. Detailed rules for low-tech battlefie ...
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High Fantasy
High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot.Brian Stableford, ''The A to Z of Fantasy Literature'', (p. 198), Scarecrow Press, Plymouth. 2005. The term "high fantasy" was coined by Lloyd Alexander in a 1971 essay, "High Fantasy and Heroic Romance", which was originally given at the New England Round Table of Children's Librarians in October 1969. Characteristics High fantasy is set in an alternative, fictional ("secondary") world, rather than the "real" or "primary" world. This secondary world is usually internally consistent, but its rules differ from those of the primary world. By contrast, low fantasy is characterized by being set on Earth, the primary or real world, or a rational and familiar fictional world with the inclusion of magical elements. The romances of William Morris, such as ''The Well at the World's End'', set in an imaginary medieval world, are ...
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GURPS Fantasy
''GURPS Fantasy'' is a ''Genre Toolkit'' source book which was first designed by Steve Jackson and published by Steve Jackson Games in 1986 for the ''GURPS'' role-playing game. It presented a magic system for the game as well as background information for the fantasy campaign world of Yrth. A second edition by new writers was published in 1990 as ''GURPS Fantasy: The Magical World of Yrth''. These two editions received mixed reviews in game periodicals including ''Dragon'', '' Space Gamer/Fantasy Gamer'', and ''Games International''. The fourth edition of ''GURPS'' separates the fantasy parts into fantasy and a setting book called '' GURPS Banestorm''. Contents The first edition of ''GURPS Fantasy'' (1986) delivers the GURPS magic system and the background to the campaign world; with over 300 spells and 20 colleges of magic, the magic system is wide, varied, and detailed. Snatched from Earth the Crusaders still wage war on their ancient enemy, the Saracens, simultaneously conte ...
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Detective Fiction
Detective fiction is a subgenre of crime fiction and mystery fiction in which an 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, 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 and the Elders (the Protestant Bible locates this story within the apocrypha), the account told by two witnesses broke down when Daniel cross-examines th ...
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Science Fiction
Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, extraterrestrial life, sentient artificial intelligence, cybernetics, certain forms of immortality (like mind uploading), and the singularity. Science fiction predicted several existing inventions, such as the atomic bomb, robots, and borazon, whose names entirely match their fictional predecessors. In addition, science fiction might serve as an outlet to facilitate future scientific and technological innovations. Science fiction can trace its roots to ancient mythology. It is also related to fantasy, horror, and superhero fiction and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers. Science fiction, in literature, film, television, and other media, has beco ...
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Fantasy
Fantasy is a genre of speculative fiction involving Magic (supernatural), magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror fiction, horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient mythology, myths and legends to many recent and popular works. Traits Most fantasy uses magic (paranormal), magic or other supernatural elements as a ma ...
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Genre
Genre () is any form or type 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, whether written or spoken, audio or visual, based on some set of stylistic criteria, yet genres can be aesthetic, rhetorical, communicative, or functional. Genres form by conventions that change over time as cultures invent new genres and discontinue the use of old ones. 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. Genre began as an absolute classification system for ancient Greek literature, a ...
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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. Scott ...
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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 distinctive "SMIF" signature, and his work for Wizards of the Coast, FASA, White Wolf, Steve Jackson Games, Iron Crown, Hasbro, Nintendo, Namco and others. While known primarily as an illustrator, Dan Smith is also a designer of family card games, including '' 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 The Origins Awards are American awards for outstanding work in the game industry. They ar ...
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