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GURPS (& RPGs)
the all-caps name was originally an acronym for "Generic Universal Role-Playing System", its working title whilst in design:
when it came to publishing, they couldn't think of aught better - so they kept it.
this multiple d6-based system is one of the best and most flexible rpg systems ever published.
Core Books
- GURPS Basic 4th Edition, Characters book - New edition in 8th September 2004 hardcover ukL 27.99
Intro; Creating a Character; Advantages; Disadantages; Skills; Magic; Psionics; Templates; Equipment; Character Development; Trait Lists; Iconic Characters (summaries & character sheets); Combat Lite; Index (to both Campaigns and Characters books; 6pp); Character Sheet (double-sided, photocopiable)
- GURPS Basic 4th Edition, Campaigns book - New edition in 8th September 2004 hardcover ukL 24.99
Intro; Success Rolls; Combat; Tactical Combat; Special Combat Situations; Injurues, Illness & Fatigue; Creating Templates; Animals & Monsters; Technology & Artifacts; Game Mastering; Game Worlds; Infinite Worlds (GURPS's cross-worlds setting, for creating alternate history, cross-genre, and/or time-travel campaigns, or for taking characters from one setting into another, or...); Tables (16pp); Glossary (3pp); Ludography (1p); Campaign Planning Form (1p); GM Control Sheet (1p); NPC Character Record Card, Time Use Sheet (1p); Index (to both Campaigns and Characters books; 6pp)
- GURPS Basic 4th Edition, GM's Screen - New edition in 6th October 2004 ukL 12.99
Includes a 48pp full-format booklet with photocopiable Character Sheets, Master List of Character Creation Features, various forms, and GURPS Update, a complete guide to updating your PC (Player Character) to Fourth Edition; and also the 32pp GURPS Lite 4th Edition, both as a handy Fourth Edition Rules Summary, and also as an introductory teaching tool for others to learn to gm with.
- GURPS 4th Edition: Banestorm - New worldbook in 5th October 2005 hardcover ukL 24.99
Welcome to Yrth, the world of GURPS Fantasy, a realm of incredibly varied races and monsters - including people snatched from our Earth & other worlds by the cataclysmic Banestorm!
A complete world - history, religion, culture, politics, races, and detailed, full-color maps - everything needed to start a campaign.
- GURPS 4th Edition: Fantasy - New sourcebook in 1st December 2004 hardcover ukL 24.99
Guide to using GURPS 4th Edition RPG in any fantasy game, and to the use of elements of fantasy in any SF, Swashbuckling, Western (or other Historical), Espionage, Martial Arts, Cyberpunk, Retrotech, Detective or other cross-over game. Examples and Sample Characters, Abilities, Worlds, Monsters Appropriate to these Settings, etc. are included, and Magical Arts, Storylines, an example selection of all being brought together in the final section upon Roma Arcana, a setting of the Roman Empire near the start of its second millennium in a version of our own world's past, but one in which magic and magical beasts & beings and the gods - and the goddesses! - are real, and can - and do - affect events...
Written by William H. Stoddard, author inter alia of
GURPS Steampunk below.
(n.b. not the 4th Edition version of the 1st - 3rd Ed.s' title of the same name; that has metamorphosed - with additions - into GURPS Banestorm, above.)
- GURPS 4th Edition: Fantasy - NEW Edition SOURCEBOOK available 18th March 2009 (hardcover New in 1st December 2004) softcover ukL 22.99
Guide to using GURPS 4th Edition RPG in any fantasy game, and to the use of elements of fantasy in any SF, Swashbuckling, Western (or other Historical), Espionage, Martial Arts, Cyberpunk, Retrotech, Detective or other cross-over game. Examples and Sample Characters, Abilities, Worlds, Monsters Appropriate to these Settings, etc. are included, and Magical Arts, Storylines, an example selection of all being brought together in the final section upon Roma Arcana, a setting of the Roman Empire near the start of its second millennium in a version of our own world's past, but one in which magic and magical beasts & beings and the gods - and the goddesses! - are real, and can - and do - affect events...
Written by William H. Stoddard, author inter alia of
GURPS Steampunk.
(n.b. this is not the GURPS 4th Edition version of the 1st-3rd Edn.s' title of the same name; that has metamorphosed - with additions - into GURPS Banestorm.)
- GURPS 4E: High-Tech - New sourcebook in 21st November 2007 hardcover ukL 24.99
256pp descriptions, illustrations, stats, and rules (where appropriate) for hundreds of historical-to-early modern & present-day weapons & personal armour, tools, electronics, survival gear and vehicles
- GURPS 4E: Infinite Worlds - New sourcebook in 23rd February 2005 hardcover ukL 24.99
The Core Setting Sourcebook for GURPS 4th Edition, written by Kenneth Hite, Steve Jackson & John M. Ford: incorporates and updates material from Third Edition's GURPS Time Travel and Alternate Earths One & Two.
Any campaign can be on one of the Infinite Worlds timelines - whether its principals - or, indeed, anyone in the universe in which it is set - ever realise this.
The shuttles of Infinity Unlimited jump between parallel Earths seeking knowledge and maybe adventure - but above all, profit; adventure has a habit of finding the Infinity Patrol, as a Parallel called Centrum also has the technology to travel to alternate realities - and seeks to control them all. The Infinity Patrollers must deal with these ruthless rivals, as well as with world-jumping criminals, do-gooders of the naivest kinds, and both right and left-wing religious fundamentalist bigots of all varieties, including those on the line Reich-5, who could make things get really nasty, if they ever learn the secret of inter-dimensional travel.
The Good News is that we can visit other Earths.
The Bad News is that Someone Out There doesn't like us.
- GURPS 4E: Magic - New sourcebook in 6th January 2005 hardcover ukL 24.99
Magic - the Great Art - brings great power to its practitioners, conferring the ability to do great good - or great evil.
With GURPS Magic Players can create any wizard they can imagine, whilst GMs can adapt the system to suit their individual campaign worlds, or those of their favourite fantasy authors. The Rules can be modified to fit just about any world and/or wizard, covering as they do Alchemy, Magic Items, Enchantment, and Necromancy; Air, Animal, Body Control, Mind Control, Communication & Empathy, Gate, Earth, Fire, Water, Food, Healing, Knowledge, Illusion and Creation, Making and Breaking, Light and Darkness, Protection and Warning, Movement, Plant, Sound, Weather, Technological, and Meta Spells, and Clerical, Improvisational, Ritual, Supernatural, Syntactic, and Symbolic, Magic.
Contents revised from the second and first editions of GURPS Magic, plus some originally from the first edition of GURPS Fantasy, the entire contents of GURPS Grimoire, plus the new Black Magic system by S. John Ross, and much more that's new, besides.
The Complete Guide to Magic for GURPS Fourth Edition
- GURPS 4E: Magic - NEW Edition SOURCEBOOK available 18th March 2009 (hardcover New in 6th January 2005) softcover ukL 22.99
Magic - the Great Art - brings great power to its practitioners, conferring the ability to do great good - or great evil.
With GURPS Magic Players can create any wizard they can imagine, whilst GMs can adapt the system to suit their individual campaign worlds, or those of their favourite fantasy authors. The Rules can be modified to fit just about any world and/or wizard, covering as they do Alchemy, Magic Items, Enchantment, and Necromancy; Air, Animal, Body Control, Mind Control, Communication & Empathy, Gate, Earth, Fire, Water, Food, Healing, Knowledge, Illusion and Creation, Making and Breaking, Light and Darkness, Protection and Warning, Movement, Plant, Sound, Weather, Technological, and Meta Spells, and Clerical, Improvisational, Ritual, Supernatural, Syntactic, and Symbolic, Magic.
Contents revised from the second and first editions of GURPS Magic, plus some originally from the first edition of GURPS Fantasy, the entire contents of GURPS Grimoire, plus the new Black Magic system by S. John Ross, and much more that's new, besides.
The Complete Guide to Magic for GURPS Fourth Edition
- GURPS 4E: Martial Arts - New sourcebook in 29th August 2007 hardcover (was ukL 18.99; out of stock)
fighting styles from Yeurp as well as Asia, and also Non-Human taining for Fantasy (& SF!) Campaigns; realistic, historic and cinematic feats; also creating your own rpg martial arts system(s)
- GURPS 4E: Powers - New sourcebook in 14th December 2005 hardcover ukL 24.99
Create characters with super-human powers &/or super-heroes; case-by-case advice on turning over 100 Advantages into super-human abilities, with new modifiers, variant traits, optional rules & examples; 5 flexible New Advantages (Control, Create, Illusion, Leech, Static) and dozens of new Enhancements & limitations; Energy Reserves to fuel abilities; Alternative Abilities that don't work immediately.
Hundreds of suggested super-human abilities to choose from; Rules for Super Powers, with groups of abilities linked by origin; Guidelines on biological, chi, divine, elemental, magical, moral, natural, psionic, spirit & super powers, and their interaction.
Advice to gms on how to prevent high-powered heroes taking over games; balancing super-powered heroes with suitably demanding tasks - and similarly-powerful opposition.
This GURPS 4e book replaces the third edition books, GURPS Psionics GURPS Supers. written by Sean Punch & Phil Masters
- 4E: Space - New title in 5th April 2006 hardcover ukL 24.99
Sourcebook & tool-kit by John F. Zeigler & James L. Cambias for adventures between Planets, Stars & Galaxies, including Space Travel, Aliens, Monsters & Tech from the realistic to the miraculous, in particular example and general design principles, Star System & World Design - including Dyson Spheres & Asteroids - and Civilisations; both quick & dirty random generation and detailed, steb-by-step development processes true to astrophysics & biology as currently understood.
- GURPS 4E: Space - NEW Edition SOURCEBOOK available 18th March 2009 (hardcover New in 5th April 2006) softcover ukL 22.99
Sourcebook & tool-kit by John F. Zeigler & James L. Cambias for adventures between Planets, Stars & Galaxies, including Space Travel, Aliens, Monsters & Tech from the realistic to the miraculous, in particular example and general design principles, Star System & World Design - including Dyson Spheres & Asteroids - and Civilisations; both quick & dirty random generation and detailed, steb-by-step development processes true to astrophysics & biology as currently understood
- 4E: Supers - NEW SOURCEBOOK - in 1st October 2008 ukL 17.99
men & women with strange super powers protect - or threaten - ordinary folk from (or with) everything from street crime tnrough disasters on a world-shattering scale
n.b. requires GURPS Powers and the 4e rpg
- 4E: Thaumatology - NEW SOURCEBOOK - in 19th November 2008 hardcover ukL 27.99 (out of stock)
a veritable tome for GURPS 4th Edition, updating the best of the 3rd Ed. sourcebook and adding many completely new options, including fully-detailed Clerical and Ritual Magic Systems, Traditional Alternatives to Spells, including Ceremonial, Spirit-Mediated and Runic Magic; World-shaking Free-Form Magic; Magic as Inherent Powers
and including an in-depth look at Material Magic, with new Alchemy, Herbalism and Enchantment Options; Notes on adapting real-world Occult Concepts; Guidelines for running magic-oriented games; advice on combining magic systems [i'd generally advise, "don't!" - pp.]; and detailed outlines for fopur distinctly different fantastic campaigns
- GURPS Traveller
- GURPS 4E Traveller: Interstellar Wars
see the main Traveller RPG page for details of this & all GURPS Traveller sourcebooks, adventures, etc, all of which are indicated
- GURPS 4E: Ultratech - New sourcebook in 7th March 2007 hardcover ukL 27.99
third edition of the sourcebook for Science-Fictional & futuristic technology, from near-future to the furthest reaches of time, imagination & dreams, for GURPS 4th Edition RPG
bio-suits that are themselves alive, computer mod implants & nano-fabricatories, repair paste, Dyson Spheres & their little cousins, neutrino communications, psionic amplifiers, hyperspectral goggles, chamaeleon suits...
See full listing of the GURPS RPG and sourcebooks, etc. in stock
- GURPS Basic RPG Book 3rd Edition, revised hardcover ukL 19.99 (out of stock)
- GURPS Basic RPG Book 3rd Edition, revised softcover ukL 15.99 (out of print, & out of stock)
- GURPS Character Sheets ukL 9.99
12 two-sided GURPS character sheets, four two-sided grimoire sheets, four two-sided gm's control sheets; plus a set of Cardboard Heroes, including adventurers, skeletons & mummies and two undead giants (there were going to be four, "but...")
- GURPS GM's Screen ukL 7.99
- GURPS Bestiary ukL 9.99
- GURPS Bestiary 3rd edition ukL 13.99
the current GURPS Book of Beasts
- GURPS Compendium (was last in at ukL 15.99) (out of stock & out of print)
Character Creation
- GURPS Compendium II ukL 15.99
Combat and Campaign
- GURPS Character Builder ukL 19.99 (got to customer order)
("This CD-ROM runs under windows 95, 98, ME, NT, 2000, and XP")
"lets you design, optimize, store, modify, and print out characters.. ..including.. ..advantages, disadvantages, and skills. Lots of extras, including a die roller, round out this package."
GURPS Sourcebooks
Almost All GURPS Sourcebooks are "easily usable with Fourth Edition"
[- Where We're Going #79 - Steve Jackson Games Inc.]
"" = those there so indicated; they do not list out-of-print sourcebooks, however, so no indication is given for any of these;
"3e" is my indication that a then in-print sourcebook was not listed as easily usable with Fourth Edition.
"Almost Core" Sourceooks
the division between these and "Settings", below, is of my making - these are sourcebooks liable to be of use in any setting to which their subject matter is appropriate, and may be found to be strongly advisable, or even necessary for such a game;
"Settings" Sourcebooks are much more specific in place, atmosphere, and/or "feeling", and sometimes also in time... - i won't hazard "meaning" ...
- GURPS Biotech - New sourcebook available 1st November 2006 hardcover ukL 19.99
revised to GURPS 4th Edition rules & expanded to cover Medicine, Drugs, Magic, New Technologies - from the 19th Century through the 21st.
- GURPS Bio-Tech First Edition, for GURPS 3rd Edition rules ukL 14.99 (in stock, though out of print)
- GURPS Cops c. ukL 14.99 (out of stock)
- GURPS Creatures of the Night 3e ukL 13.99
- GURPS Dragons - New sourcebook in 8th July 2004 ukL 19.99
- GURPS Fantasy - New sourcebook in 1st December 2004 hardcover ukL 19.99
The GURPS Fourth Edition RPG book; see fuller description
above; unrelated to earlier incarnations of the same title presenting a proprietary fantasy world (a new edition of which world, together with others, & endless possibilities for more, has now been published as the 4th Ed. sourcebook,
GURPS Banestorm), q.v. sup.
- GURPS Fantasy Bestiary ukL 13.99 (in stock, though out of print)
- GURPS Fantasy Folk 2nd Edition (out of stock)
- GURPS Grimoire 3e ukL 13.99
- GURPS High-Tech 3rd Edition 3e ukL 13.99
- GURPS Horror 3rd Edition ukL 14.99
- GURPS Horror GM's Screen 3e ukL ?.99 (out of stock)
- GURPS Ice Age ukL 8.99 (out of stock & out of print)
- GURPS Low-Tech 3e ukL 13.99 (in stock, though out of print)
- GURPS Magic 2nd Edition ukL 13.99 (in stock, though out of print)
- GURPS Magic Items ukL 13.99
- GURPS Magic Items 2 ukL 13.99
- GURPS Magic Items 3 ukL 14.99 (out of stock)
- GURPS Martial Arts 3e ukL 14.99
- GURPS Modern Firepower New sourcebook in 2002 ukL 7.99
- GURPS Monsters 3e ukL 14.99 (in stock, though out of print)
- GURPS Places of Mystery ukL 13.99 (out of stock & out of print)
- GURPS Psionics 3e ukL 13.99
replaced in 4e by GURPS 4th Edition Powers
- GURPS Religion 3e ukL 14.99
- GURPS Robots 3e ukL 13.99
- GURPS Rogues New title in 29th March 2003 3e ukL 14.99
The Book of Villains & Rogues, including 116 ready-to-use sample characters, 29 character templates, historical background & information on the technology & tactics they used, &c.
- GURPS Shapeshifters New title in 31st July 2003 3e ukL 14.99
Moon-linked accursed... Shape-stealing Aliens... Strange Gifts & Genetic Quirks... Ancestral Curses... Chamaeleonic Spies... Doppelgangers... Body-morphing Symbionts... At first glance, your campaign may look the same...
- GURPS Space 3rd Edition 3e ukL 16.99
- GURPS Space Bestiary was ukL 13.99 (out of stock & out of print)
- GURPS Special Ops ukL 13.99
- GURPS Spirits ukL 14.99 (in stock, though out of print)
- GURPS Steamtech ukL 14.99 (out of stock)
- GURPS Supers (Second Edition) 3e ukL 13.99
replaced in 4e by GURPS 4th Edition Powers
- GURPS Super Scum ukL 7.99 (in stock, though out of print)
for GURPS Supers
- GURPS Super Temps ukL 7.99 (in stock, though out of print)
for GURPS Supers
- GURPS Time Travel 3e ukL 13.99
- GURPS Time Travel Adventures ukL 13.99 (out of print, and now out of stock)
- GURPS Ultra-Tech (2nd Edition, revised 3rd printing) 3e ukL 14.99
- GURPS Ultra-Tech 2 ukL 13.99 (in stock, though out of print)
- GURPS Undead 3e ukL 13.99 (in stock, though out of print)
- GURPS Vehicles 2nd Edition 3e ukL 15.99
- GURPS Vehicles Expansion I 3e ukL 5.99
- GURPS Vehicles Expansion II 3e ukL 5.99
- GURPS Villains 3e ukL 13.99
- GURPS Warehouse 23 ukL 13.99
- GURPS Warriors 3e ukL 13.99
- GURPS Who's Who 1 ukL 13.99 (in stock, though out of print)
- GURPS Who's Who 2 3e ukL 13.99
- GURPS Wizards ukL 13.99 (in stock, though out of print)
GURPS System RPGs
RPGs written for, or converted for, the GURPS system; all should be presumed to require the use of GURPS Basic (and some recommend the use of various of the other Core Books & rules expansions) unless otherwise stated
increasingly carrying the flash, "Powered by GURPS", on front & back covers
- GURPS Blue Planet - New title in 20th June 2003 ukL 14.99
see Blue Planet rpg page for the sourcebooks
- GURPS Castle Falkenstein ukL 14.99
Conversion from the R. Talsorian Games alternate 19th century rpg, with electro-mechanical steam-driven computers, Frankenstein, Dracula, Professor Challenger and Sherlock Holmes available to be called upon - and Captain Nemo, too, should one be that way inclined; but would any of them prove a match for the Steam Lords, or the denizens of the Seelie & Unseelie Courts?
(This is the only form in which Castle Falkenstein RPG is currently available, as the R. Talsorian game itself is no longer in print)
- GURPS Castle Falkenstein: the Ottoman Empire New title in July 2002 ukL 14.99
Though designed to be a sourcebook for GURPS Castle Falkenstein, this includes stats for the original Castle Falkenstein RPG.
- GURPS Conspiracy X (degree of Fourth Edition compatibility not known) ukL 19.99
requires use of the GURPS RPG & GURPS Psionics to use in a GURPS RPG campaign;
See Also Conspiracy X RPG listing for sourcebooks, etc.
RPG for paranoia & conspiracy theory enthusiasts - and their victims!
- GURPS Deadlands: Weird West 3e ukL 15.99 (in stock, though out of print)
see also the listing of all the original
Deadlands RPG Sourcebooks
- GURPS Deadlands: Hexes 3e c.ukL 9.99 (out of stock)
GURPS Deadlands Magic
- GURPS Deadlands: Varmints 3e c.ukL 14.99 (out of stock)
GURPS Deadlands Beasts & Monsters
- GURPS Deadlands: Dime Novel #1 3e c.ukL 6.99 (out of stock)
- GURPS Deadlands: Dime Novel #2 3e c.ukL 6.99 (out of stock)
scene & atmosphere-setting fiction; i do not know if these GURPS Dime Novels also contain an adventure in the setting of the piece of fiction, as do the original native Deadlands RPG system Dime Novels.
- Discworld RPG hardcover c. ukL 25.99 (out of stock)
Unrevised re-titling of GURPS Discworld; cover redesigned, but using same interior artwork & same cover painting, both by paul kidby
- GURPS Discworld hardcover ukL 39.99 (one in stock, though out of print)
signed by Terry; on one side for intending customer
- GURPS Discworld Also ukL 13.99 (out of stock)
Unsigned copies
- GURPS Discworld hardcover (out of stock, and out of print)
- GURPS Discworld softcover (out of stock & out of print)
Unsigned copies
- GURPS In Nomine ukL 16.99 (out of stock)
& see also the
In Nomine Sourcebooks
- GURPS Mage: the Ascension ukL 19.99 (in stock, though out of print)
the Mage: the Ascension Sourcebooks
- GURPS Prime Directive 4th Edition - New title in January 2005 (well, new edition) c. ukL 16.99 (out of stock)
the core rulebook for the GURPS translation of the
Star Trek-derived rpg.
- GURPS Prime Directive: Klingons - New sourcebook in January 2005 c. ukL 16.99 (out of stock)
- GURPS Prime Directive: Romulans - New sourcebook in February 2005 c. ukL 16.99 (out of stock)
There being no Prime Directive rpg run locally, i'm not currently stocking these, but can obtain it to customer's order, usually in a matter of days.
- GURPS TransHuman Space ukL 19.99
see also the list of Gurps TransHuman Space Soucebooks, etc.
- GURPS Traveller ukL 19.99
see details including the
list of Gurps Traveller Soucebooks & adventures, etc, all of which are indicated
- GURPS Vampire: the Masquerade ukL 13.99 (out of stock)
- GURPS Vampire Companion ukL 14.99 (in stock, though out of print)
and see also the
Vampire: the Masquerade Sourcebooks
- GURPS Werewolf: the Apocalypse ukL 13.99 (in stock, though out of print)
and see also the
Werewolf: the Apocalypse Sourcebooks
- GURPS World War II RPG
see listing below of GURPS World War II "Powered by GURPS" RPG books & Soucebooks , Adventures etc, almost all of which are indicated as
"Settings" Sourcebooks
the distinction between these, and
"Almost Core" Sourcebooks above, is mine: these are supplements specific as to places and cultures of the settings, major non-player characters, etc, and so also to the likely atmosphere and particular "flavour" of the role-playing games to which one might be drawn to set within their bounds, as well as to their own peculiar gameworld or universe:
- GURPS All-Star Jam 2004 - New title in 3rd March 2004 3e ukL 16.99
Ten GURPS writers were given Ten thousand words' space each to write whatever they wanted...
And the results are:
Ghost-Breaking by Kenneth Hite; Alchemical Baroque by Phil Masters; Mythic Baby-Sitting by Elizabeth McCoy & Walter Milliken; Meridian by David Pulver (2901, and if you're not on the Galactic Railway, you're Nowhere); The Last Spartan by Gene Seabolt; Underground by William H. Stoddard (Cthonian Tales...); Airships by Brian J. Underhill; Precursors by Jonathon Woodward; The Chariot Age by John F. Zeigler
- GURPS Alpha Centauri (Sid Meier's) - New title in December 2002 hardcover ukL 19.99
- GURPS Alternate Earths ukL 13.99 (out of stock)
- GURPS Alternate Earths 2 ukL 13.99 (in stock, though out of print)
- GURPS Arabian Nights ukL 13.99
- GURPS Atlantis was ukL 14.99 (out of stock & out of print)
- GURPS Atomic Horror ukL 13.99
"Science" runs amok in 1950s B-Movie Adventures!
- GURPS Aztecs ukL 14.99 (out of print, and out of stock)
- GURPS Black Ops 3e ukL 13.99
- GURPS Blood Types 3e ukL 13.99
- GURPS Cabal ukL 14.99
- GURPS Callahan's Crosstime Saloon ukL 15.99 (in stock, though out of print)
- GURPS Celtic Myth ukL 13.99
- GURPS Cliffhangers 2nd Edition ukL 14.99
- GURPS Cthulhupunk ukL 13.99 (out of stock)
- GURPS Cyberpunk ukL 14.99 (out of stock)
"the book that was seized by the U.S. Secret Service!"
- GURPS Deathwish ukL 5.99 (in stock, though out of print)
Deathwish may be a "death metal" band, but that wasn't meant to mean...
a GURPS Supers adventure
- GURPS Egypt ukL 14.99
- GURPS Fantasy Adventures ukL 15.99 (out of stock)
- GURPS For Love of Mother-Not ukL 7.99 (in stock, though out of print)
Solo adventure in Alan Dean Foster's Humanx Commonwealth (i'll send this with a - free - copy of GURPS LITE for immediate playability - unless asked to refrain from so doind *g*)
- GURPS Goblins ukL 14.99
- GURPS Greece: The Age of Gods and Heroes ukL 13.99 (out of stock)
- GURPS Harkwood ukL 7.99 (in stock, though out of print)
Action and intrigue at a medieval tourney: a fantasy adventure
- GURPS Illuminati ukL 13.99
- GURPS Illuminati Online University ("I.O.U.") c. ukL 13.99 (out of stock)
(now got to customer order)
- GURPS Imperial Rome ukL 13.99
- GURPS Japan ukL 13.99 (in stock, though out of print)
- GURPS Lensman ukL 13.99
Sourcebook for SF roleplaying in the universe of E. E. "Doc" Smith's Space Opera
- GURPS Mars ukL 14.99 (out of stock)
- GURPS Mecha 3e ukL 13.99
- GURPS Middle Ages 1 2nd Edition New title in 19th July 2002 ukL 14.99
- GURPS Myth ukL 12.99
role-playing in the computer game-world of Myth
- GURPS New Sun ukL 13.99 (in stock, though out of print)
the world, races & charcters of Gene Wolfe's Shadow of the Torturer & sequels
- GURPS Ogre 3e ukL 13.99
- GURPS Old West ukL 14.99
- GURPS Planet of Adventure New title in 10th October 2003 ukL 14.99
Roleplay in the world of Jack Vance's Tschai tetrology, where aliens war, a mysterious race rules from the shadows, and humans descended from those brought long ago as slaves serve their alien masters more, or less happily - and an Earth Scout has only recently discoverd the place, by crashing upon it.
Jack Vance has a superb facility for inventing exotic intelligent races and their cultures, and they make wonder-full & rewarding, as well as subtly - sometimes, not so-subtly - perilous places for adventurers to travel.
The four novels are City of the Chasch, Servants of the Wankh (not "Wanek", as SJG've coyly rechristened them), The Dirdir & The Pnume; they are sometimes available in omnibus
- GURPS Planet Krishna ukL 13.99 (in stock, though out of print)
L. Sprage de Camp's Viagens Interplanetarias universe, where the dominant space powers are latin american, private space travel to the exotic worlds is largely the preserve of the rich, be they retirement couple or megalomaniac, dangerous - or embarassingly successful - criminals, missionaries, or star-crossed lovers, naive do-gooder or calculatingly cynical arms salesman... - and of the private eyes, police detectives, package holiday/tour guides and even accountants (!) charged with discovering quite what mischief they've got up to, hauling 'em back to face the music, and/or sorting out the major political upsets that can occur when one man - or woman - decides that the ban upon introducing modern weapons, science, technology, medicine or original sin doesn't apply to them...
- GURPS Reign of Steel 3e ukL 13.99
- GURPS Russia ukL 13.99 (out of stock & advised out of print)
- GURPS Screampunk ukL 5.99 (possibly in stock - can't find atm - though out of print)
- GURPS School of Hard Knocks ukL 6.99 (in stock, though out of print)
At Knox High, some of the students regard high school as the right place to try out their newly acquired super powers... a GURPS Supers adventure
- GURPS Sid Meier's Alpha Centauri - New title in December 2002 hardcover ukL 19.99
- GURPS Steampunk hardcover ukL 23.99
- GURPS Swashbucklers ukL 13.99 (may still be in stock, though out of print - must check the 2nd gurps stock box asap)
- GURPS Technomancer (out of stock, out of print)
- GURPS TransHuman Space RPG, sourcebooks, etc, almost all of which are
- GURPS Tredroy ukL 6.99 (in stock, though out of print)
A fantasy city, its history & its major citizens, plus an adventure
- GURPS Unnight ukL 8.99 (in stock, though out of print)
Adventuring in the lost colony: a GURPS Space adventure
- GURPS Uplift 2nd Edition - New title in 12th September 2003 ukL 18.99
Adventuring in the universe of David Brin's Uplift novels, where humans are regarded with suspicion by many older space-faring races; for they were not uplifted to self-consciousness and civilisation by an elder race, but are "wild" - and have had the temerity to start uplifting other races from their own planet, such as chimps and dolphins, without waiting to be formally adopted themselves...
- GURPS Vikings 2nd Edition ukL 14.99
- GURPS War Against The Chtorr ukL 13.99 (out of stock and out of print)
Pinky-purple, virtually fire-proof wormlike alien invaders? David Gerrold's SF series' setting of Earth invaded by an alien ecosystem
- GURPS Y2K ukL 12.99
So how would you like the world to end?
GURPS TransHuman Space RPG
- GURPS TransHuman Space ukL 19.99
- GURPS TransHuman Space hardcover c.ukL 25.99
(the hardcover not currently stocked; got to customer order)
- GURPS TransHuman Space Personnel Files c.ukL 8.99
3e (no longer stocked; got to customer order)
- Deep Beyond - New title in 25th April 2003 ukL 16.99
From the Asteroid Belt to the edge of interstellar space, Deep Beyond is the Solar System's Final Frontier, with its oddball original pioneers, miners, visionaries, pirates & all manner of other outlaws. Details of the asteroids, the gas giants Jupiter, Saturn, Neptune & Uranus, and their moons, and also of the comets; also, growing up in the Deep Beyond, as a Duncanite parahuman, a sapient AI, or an enslaved bioroid... Details of the rebel Ghosts of Axon, the Cyber-Soldiers of the 82nd Spaceborne, and dozens more Deep Beyond organisations; New Character types, including judges-for-hire, Jump RATS and Swarmdozers; New Vehicles & technologies: Ice-hulled spacecraft, portable lasers, prospector swarms, and the black hole power plant...
- Fifth Wave ukL 16.99
Sourcebook: Earth at the end of the 21st century; still the centre of human space and society - crowded, busy, fast-moving, and getting even faster
- High Frontier - New title in 31st July 2003 ukL 16.99 (out of stock)
What's going on in Earth Orbit, from the L-point O'Neill colonies - including what's cooking in the ghetto of dreamers, idealogues and others with a scheme, but insufficient resources of their own - to the Moon, and what's being found out about the universe on Luna's Far Side...
- In the Well ukL 16.99
the inner-system worlds deeper in the Sun's gravity-well, where things are hotter; sourcebook for Mars, Venus & Mercury, and the inner-system Asteroids, including environments/habitats, geography, colonisation and exploitation, and ensuing histories, limited 6pp bestiary; plus chapters on/of example characters, and technology, including vehicles, both with full stats, campaign outlines, ideas & story seeds; plus appendix on wheeled vehicle modular design system, outfitting incl. arms, and use; glossary; bibliography; simple maps of the planets; index
- Spacecraft of the Solar System 3e - New title in July 2002 ukL 7.99
Over two dozen spaceships & variants, both civilian & military
- Orbital Decay 3e ukL 5.99
Adventure scenario: is this a zombie, or a plague victim that we see approaching?...
- Toxic Memes - New title in 28th April 2004 ukL 17.99
Cults, conspiracies, urban legends - not necessarily untrue - and fads - not all of them innocent - at the end of the 21st century: in a world where ideology, belief and fear can be sculpted like soft clay, how does anyone know what they truly think?
Provides detailed rules for the construction and propagation of such memes, technologies for controlling information and managing reputations; new characters, new templates, new campaign ideas; and over a hundred cults, movements, conspiracies, myths & fringe subcultures for use as story seeds, background flavour, or anything else that takes your fancy; written by Jamais Cascio
- Under Pressure - New title in 10th October 2003 ukL 17.99
Oceans & Ocean Life of the 22nd Century, from the teeming seas of Earth, to the icy floes of Europa; Arcologies & Sea-Mining Operations, Terrorism, Adventure & Intrigue in environments far more hostile than those of space...
GURPS World War II RPG
all bar "Motor Pool"
- GURPS WWII World War II hardcover ukL 23.99
- GURPS WWII World War II - New title in 20th June 2003 softcover ukL 19.99 (out of stock)
Nazi mysticism, SS "superhuman" troops, secret Antarctic bases, "foo fighters"... "World War II RPG Powered by GURPS"
- GURPS World War II: ALL THE KING'S MEN - New title in 25th February 2004 ukL 14.99
Soldiers from all around the British Empire, the way they were recruited, trained, sent to war, the men who led them and the battles they won & lost...
Also the weapons with which they were equippeed, from small arms to the Light Tank mk IV, the Valentine & the Churchill, from the immediately post-WWI relict battle-cruiser, H.M.S. Hood, to the battleship, H.M.S. King George V, and covering aeroplanes, such as the Supermarine Spitfire, Short Sunderland and the Avro Lancaster, and more (and also from the very good to the excruciatingly poor examples of each weapon type...) -
- GURPS WWII: Dogfaces ukL 14.99
- GURPS WWII: Frozen Hell c.ukL 7.99 (out of stock)
- GURPS WWII: Grim Legions ukL 7.99
- GURPS WWII: Hand of Steel c.ukL 5.99 (out of stock)
handbook on the special foorces of WWII
- GURPS WWII: Iron Cross ukL 13.99
- GURPS WWII: Motor Pool 3e ukL 13.99
- GURPS WWII: Return to Hono[u]r ukL 7.99
To Enquire Further, regarding Postage Costs, & to Order: e-mail me; v$imt$v at my subdomain, i-m-t.demon.co.uk (written out to reduce harvesting by spamlist-builders).
i can readily get most out-of-stock-but-in-print titles to customer order, usually within a matter of days.
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