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Let the Games Begin! GURPS Imperial Rome takes you to a world of adventure and intrigue, gladiators and glory. The sprawling Roman Empire is full of campaign options, from orgies in the decadent Roman villas to battles with pirates off the coast of Sicily. As an adventurer in the Imperial Age of Rome, you can . . . Journey through the narrow streets of the greatest city in the world. Haggle with shop owners, debate with senators on the floor of the Forum, or run through dark alleys with the infamous Roman gangs. Fight gruesome battles as a slave gladiator in the Colosseum - clashing with other warriors or dangerous beasts. Or race your chariot around the Circus Maximus, cheating death and vying for Imperial favor. Visit exotic provinces like Greece, Egypt, and Asia; and meet traveling thinkers, merchants, soldiers, and mysterious natives - from the barbarian Celts of northern Britain to the nomadic Berbers of Africa. March to war with the Roman legions, defending the borders against Carthaginian invaders or the savage Huns of Asia. Includes maps of Rome and its provinces, adventure ideas, and much more . . .
The land we call Greece was the home of one of the greatest cultures the world has ever known. With GURPS Greece, you can experience the challenges of the heroes of myth: Contend with the love and the wrath of the gods as you set out on epic quests. Fight for loot and honor, or earn a bitter death on the plain before the gates of fabled Troy. Win prestige as a statesman in the city Assembly - or lose everything as the people turn against you and send you into exile. GURPS Greece includes detailed timelines and maps describing the world as the Greeks knew it, information on their religion, rules for the magic of the Hellenic myths, and a Bestiary describing the monsters and animal foes faced by Greek heroes.
-- A popular roleplaying setting not available in other sourcebooks. -- Well-researched guide to both Egyptian history and mythology.
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Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
"This book contains setting information for role-playing in Rome during its Monarchy and Republic. Although it includes some complementary rules and skills it is not a game in its own right and is designed for use with Design Mechanism's MYTHRAS system for play - although it should be easy to use with any percentile based role-playing game."--Page 4.
-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.
The Secret Masters have denied all knowledge of the various conspiracy theories put forth in GURPS Illuminati. "To begin with, we don't even exist," said a spokesman. "The Illuminati are a myth." He went on to deny specifically that: Everything you read in the tabloids is true! Aliens regularly visit Earth, and are in contact with high government officials. The Men in Black are everywhere, and will snatch you from your home if you ask too many questions or just see something you shouldn't see. Orbital Mind Control satellites cruise the skies, influencing international politics and deciding the fates of billions. The Gnomes of Zurich control the world's monetary supply, and manipulate it to fit their own sinister plans. The world is such a complex web of secrets, mysteries and conspiracies that nobody really knows what is happening. But everyone in power lies . . . all the time. The only real way to protect yourself is to join the conspiracy. But even then, you'll never know who is pulling your strings. Everything you know is a lie. Everything you suspect is true. The world is a very strange place. Hail Eris! All Hail Discordia! The publishers of GURPS Illuminati, Steve Jackson Games, admitted that it was a work of fiction, but added, "It's all true anyway! Just look at the book. It's closer than you think."
A guide to the glory of Rome. Covering major periods from Rome's founding to the final barbarian incursions, it gives you what you need to explore this era. Packed with historical and mythic details, it presents historical games, providing the necessary tools to bring Roman culture into existing d20 games.
GURPS Voodoo: The Shadow War takes the myths of the mystical religions known as Voudoun and Santeria and gives them a twist, placing the believers and practitioners of Voodoo in the middle of a cosmic struggle. Voodoo priests and the shamans of many ancients cultures have unique views in how they can shape the world; this supplement includes a magic system to replicate those beliefs. The Shadow War is a conflict fought on many fronts. Voodoo Initiates contend with the Lodges, which consist of European magicians who have kept their occult power hidden and consider themselves the secret masters of the Western world. Beneath that struggle, some Initiates have begun to realize, lies a battle between Humankind and beings that have no use for power or wealth - only destruction. Unlike many "dark" RPGs, Voodoo is not about enduring horror, but fighting it. Human Spirit Warriors, monstrous In-Betweener renegades, and even ghosts can join forces and stop the manipulators and deceivers. The world of the Shadow War needs heroes, however frail or flawed they may be. Your characters may just be those heroes.