They chase you, baying, through woods far from home. They lurk in the shadows to grab the unwary. They possess your friends and change them subtly. They smash through your bedroom wall and are on you before you can even scream. But you scream anyway.
Some creatures are tragically misunderstood -- fearsome in appearance, but basically harmless, or even good.
But the ones in this book are just . . . monsters.
GURPS Monsters contains 48 of the meanest, vilest people, animals, and things to infest this (or any other) universe. With detailed biographies, motivations, and suggestions for encounters, each creature will make an impressive character or adversary. Meet:
Plus an entire chapter on playing monsters . . . and the people who hunt them!
Some threats you can fight; others you may flee. With the rest, all you can do is scream, and scream, and scream.
(This is an e23 reprint of a GURPS Third Edition product.)
You don't need to be an expert extrovert to play one in your game! This month's issue of Pyramid -- the PDF magazine for roleplayers -- is devoted to all aspects of interpersonal relations, especially as detailed in GURPS Social Engineering. This issue's "talking points" include:
This month's Random Thought Table considers ways to encourage indirect confrontation, while Odds and Ends provides some ideas for when that doesn't happen. Murphy's Rules wraps up the issue with a scream. If you think your heroes will ever talk their way out of (or into) trouble, you need this issue!
This book is the bible of Discordianism . . . the worship of Eris, the goddess of Chaos. This great "cult classic" first appeared in 1965. This edition adds 20 pages of new material, as revealed by Eris to her faithful worshipers when they probably should have been mowing the lawn or something.
WARNING: This book contains subversive truths, absurd lies, guerrilla philosophy, and several very naughty words. Open mind before reading!
Q: Is Eris true?
A. Everything is true.
Q. Even false things?
A. Even false things are true.
Q. How can that be?
A. I don't know, man. I didn't do it!
(This electronic version is $5.99, but those whom the goddess has touched might see the price appear as $5.23; such individuals should accept her Discordian blessing.)
He triggered the rear guns once more. A direct hit! The blue car skidded as the driver lost control – then flipped and caught fire.
That would teach him not to tailgate . . .
Drive the freeways of the future -- where the right of way goes to the biggest guns. Players choose their vehicles -- complete with weapons, armor, power plants, suspension, and even body style. Then they take them out on the road . . . to come home as "aces," or to crash and burn. If a driver survives, his abilities improve, and he can earn money to buy bigger and better cars. Advanced rules let players design their own customized cars, trucks, and cycles.
Playing time 30 minutes and up, for players 10 and older. Any number can play . . . games with 2 to 8 are best.
Game components include:
This is the original version of the game; it's great as a starter set. Check out Deluxe Car Wars for a fancier presentation of the same game.
The maps for this supplement were originally printed on oversized paper, so this PDF contains two formats: the original map size, for those with access to oversize printers, and modified versions that span multiple regular sheets.