A pirate said to Alexander the Great, "Because I have only one ship, I am called a pirate. Because you have a great navy, you are called an Emperor."
Villains. Where would the heroes be without them?
The hero may be the star of his story, but it takes a prize villain to bring out the best in him! GURPS Villains is a compilation of dastardly foes from all ages, genres, and backgrounds. Crackpot spy-movie masterminds, backstabbing patricians, grim undead overlords, hard-bitten crime bosses . . . they're all here! Each villain is described both biographically and in game terms, and is accompanied by "bits" like fiendish plots, evil henchmen, devious deathtraps, and secret strongholds. GURPS Villains also includes a GM's guide to dramatic villain design and use. After all, everybody loves a "good" bad guy!
GMs can use this book for instant opponents, or choose a villain they like and build a whole campaign around him! There are over 50 villains (and villainous groups) with complete stats and writeups, including details of their "evil plans," in this survey of fiends and foes from all times and climes.
The second issue of Hexagram is another 36 pages of TFT goodness, including three combat scenarios by Phil Reed, an adventure by Guy McLimore, two articles by Stefan Jones, and Steve Jackson's own take on the natural history of the Octopus! And more . . . we filled those little pages very full of Stuff. Come for the astrology, stay for the shadow sharks . . .
The Contact advantage is a vital way to represent background helpers in the lives of GURPS characters, but players have found it challenging to harness their full potential . . . until now. GURPS Social Engineering: Keeping in Contact is your guide to all things Contact-related. Coloring in the friendship-forging aspects of GURPS Social Engineering, this supplement features an in-depth exploration of Contacts, including insight into how they compare with other interactional traits.
It offers new options and clarifications to extend the scope of Contacts, including new modifiers to expand the possibilities of what Contacts can do. Whether you've got old friends in the occult, confidantes in the criminal underworld, or associates in the artistic community, Keeping in Contact is your guide to interpersonal power!
Welcome to Ogrezine Mark II, an additional collection of fan-submitted work, further exploring the world of Ogre through another 18 articles. Delve into the psyche of Ogres via "A Fire in the Distance," "Artificial Irreverence," and "Mercy Well Met." Examine the debate over the Superheavy in "The Superheavy Controversy" and decide where you sit on the issue. Revisit the classic scenario and fiction, "Iron Mountain," now updated to Ogre Sixth Edition standards. These and more are collected for you in Ogrezine Mark II!