GURPS Warehouse 23 (Reprint)
The Ark of the Covenant rests in a crate next to the gold plates of Moroni and the dissected corpses of the Martian invaders. Frozen in ice are the Jersey Devil, a Yeti, and a bacteria that can eat any metal – it just can't STOP. Growing in a hidden hydroponics facility is a plant with a fruit that tastes like steak, with enough nutrition in a single serving to sustain you for a week. The plates they serve it on in the cafeteria are made of a 100% biodegradable plastic that – while it's still fresh – can absorb the kinetic energy of a tank shell without even spilling your drink.
You don't want to know what's in the drink.
The global power balance teeters on the brink of chaos. We touch too much too soon. We discover things we were never meant to comprehend: Relics created by the whim of mad genius, or aliens, or gods – or godlike DEMONS . . . substances so potent that a handful could destroy our world, computers so subtle that no network is secure from their manipulation, sorceries dark enough to annihilate the purest soul.
Somewhere, those with true Power have built a facility to imprison these forces . . . for proper study. For our own good. To insure order. Until THEY decide to unleash them. They know WE aren't yet ready for the contents of Warehouse 23. But are they?
Your players will be delighted. At first.
130 black-and-white pages. Softcover.
GURPS Undead (Reprint)
Get GURPS Undead, the complete "book of the dead" for GURPS!
Undead covers everything from subtle hauntings to undead necromancers, from Gothic vampires to the brain-eating zombies of the B-movies. Inside you'll find a history of the undead, guidelines for creating your own undead (including animals, plants, microbes, and even vehicles), and a dozen classic undead archetypes with variants and sample characters. You'll also get extensive advice on how to use the undead dramatically as scenery, plot devices, monsters, villains, or heroes. In addition, Undead features discussions of many related topics, including tombs, death gods, embalming, funerary rites, grave robbery, necromancy, pathology, souls, the afterlife, spells, symbolism, and more. In short, everything you need to inject new life into your undead.
What are you waiting for? Life is short . . .
130 black-and-white pages. Softcover.
Self-righteous ascetics aside, delvers love loot. They especially appreciate rare and unique artifacts, which provide not only powers that enemies don't expect, but also something to brag about to allies (or anybody else who'll listen . . .). The difficulty with such things is that they bend, even break the rules in ways that give GMs headaches.
GURPS Dungeon Fantasy Treasures 4: Mixed Blessings solves this problem with items that fiddle the rules in ways that give munchkins headaches, too. They aren't cursed – far from it! – but they come with features that should make adventurers think twice about relying on them too much. Included is short-but-solid advice on creating your own mixed blessings, for which the 13 treasures in the collection serve as examples.
Void where prohibited by the laws of magic.
This game more or less relates to the sad lives and hard times of persons living in late Georgian London – that is, the city is more or less London, the individuals concerned are more or less persons, and King George is more or less late. The year is 1830.
A roleplaying game usually sends characters on an exploration in which they seek elusive treasure through uncharted jungles, ruins, and dungeons – overcoming obstacles and whacking monsters with magic or astounding technology.
Such things are sadly rare in this game. GURPS Goblins is set in a city where every square inch has been trodden by one and a half million pairs of feet, and all obstacles are marked on a handy street map. The ruins and dungeons are far from uncharted – the only creature who never explores them is the landlord who rents them out. The magic is dubious. The technology isn't astounding.
There are, however, plenty of monsters – in every conceivable shape and size. They live in the characters' houses, eat their food, and buy groceries at the same market. Many of them are relatives. The characters of GURPS Goblins roam well-worn, familiar streets in a sea of unwashed, diseased rogues and villains. The characters are unwashed, diseased rogues and villains. They seek the same elusive treasures that all do – gin, glory, and bags of money.
(This is a digital reprint of a supplement designed for GURPS Third Edition.)