
and your armor, and your shield. You're ready to fight it out -- Man to Man.
Design your own fighter: sword-wielding barbarian or fencer, martial artist or archer. Attack, dodge, parry, block, and maneuver, just as you would on the battlefield or in the arena. If you survive, hone your skills for future combats -- if you survive . . .
Steve Jackson, designer of Car Wars, Ogre, and Illuminati, now brings you an exciting medieval combat system -- the first release from GURPS, the Generic Universal RolePlaying System. You can play Man to Man as a fast-moving boardgame, or use it as a combat module for any fantasy or medieval roleplaying adventure.
Some elements of this set were originally printed on oversized paper, so the PDF version contains two formats: the original size, for those with access to oversize printers, and modified versions that span multiple regular sheets.
95-page PDF.
Stock #30-1204,
$11.00.
Generations ago, the orc-hordes swarmed east into the peaceful kingdom of Caithness. Now they're coming back.
Last time, it took an army to stop them.
This time, your lord is sending you . . .
Orcslayer is the first combat adventure for Man to Man. It's both a combat game and a roleplaying adventure. Nine linked combat scenarios are divided by roleplaying "interludes" - a whole new concept in adventure supplements.
Orcslayer also include the NPC Reaction Table from GURPS; random encounters; four new maps (double-sized Castle Keep, Castle Wall that can be duplicated to completely surround the Keep, and Cavern); and 15 pre-generated NPCs of several different races. The book is suitable for three-hole punching.
Orcslayer is set in the fantasy kingdom of Caithness - which can become part of any GM's game-world. Further adventures will use the same background, allowing the adventure to continue.
But first, you must survive Orcslayer!
52-page PDF.
Stock #30-6002,
$4.00.
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You're in the Ice Age, where mankind battles for survival. The weather is harsh. Gigantic beasts, and your own savage cousins, surround you on every side. You have no Uzis or bulletproof vests, no automobiles, no penicillin, not even as much as a match (or a Fire spell). You have only your wits and the weapons you can make by hand.
Can you survive?
Included in this GURPS worldbook are:
Ice Age can be used in many ways, for many types of campaigns:
This book is designed for use with the GURPS Basic Set, Third Edition, but can be used as a sourcebook for any other roleplaying game system.
68-page PDF.
Stock #30-6014,
$4.00.
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GURPS Classic: Scarlet Pimpernel
"We seek him here, we seek him there
Those Frenchies seek him everywhere.
Is he in Heaven? Is he in Hell?That demmed elusive Pimpernel!"
So runs the verse about the darling of Regency London . . . the Scarlet Pimpernel, elusive rescuer of the victims of the French Revolution. The streets in Paris are awash in blood as Robespierre orders hundred to the guillotine, yet this unknown Englishman and his brave band continue to spirit the innocent to safety in England.
Who is this Scarlet Pimpernel? Why does he risk life and honor in a land not his own? And who is brave enough to forsake the Prince Regent's glittering court to join the Pimpernel under the very shadow of Madame la Guillotine?
Scarlet Pimpernel is set in France during the darkest days of the Reign of Terror. Join the Pimpernel and his gallant crew as they outwit the Committee of Public Safety and its agent Chauvelin again and again. Aristocrats, clergy, shopgirls, even the Dauphin himself - no one is beyond the Pimpernel's aid.
This book contains a complete chronology of the French Revolution, game statistics for the Pimpernel and his major lieutenants, maps of Paris and France in the 1790s, and four complete adventures, plus sidebars on everything from fashion to politics . . . everything you need for a swashbuckling campaign in the days when France turned upside-down.
This book is designed for use with the GURPS Basic Set, but can be used as a sourcebook for any roleplaying game. GURPS Swashbucklers is highly recommended, but not required.
100-page PDF.
Stock #30-6045,
$6.00.
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The empire of the Aztecs stretched from ocean to ocean. They worshipped hundreds of gods, kept elaborate calendars and built gigantic stone pyramids that still stand as testament to their might. Their relentless armies seemed unstoppable.
Then, in 1519, a few hundred Spanish invaders toppled it all.
To the Spanish, the Aztecs were monstrous savages . . . pagans who tore the living hearts from thousands of innocent victims to feed a bloody idol. They never understood the culture they were destroying . . . or the philosophy behind the cruelty. The Aztec society was totally alien, stranger than any fantasy land. Now you can visit the world of the Aztecs from the inside.
(Note that this is an e23 reprint of a GURPS Third Edition product.)
132-page PDF.
Stock #30-6054,
$9.00.
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In the world of the spy, nothing is as it seems. Your closest friends are your enemies; every plot has a hidden agenda; fact is stranger than rumor, and no one can be trusted. Anyone who enters the deadly world of espionage must have the sharpest wits, the best equipment, and the most complete information. Only the truly brave and cunning will live to see their next mission . . .
Welcome to the world of spies and counterspies, codes and ciphers, ruthless subversion and desperate heroism. GURPS Espionage covers both the high-tech world of the cinematic super-spy and the gritty adventures of the real-life secret agent. Includes gadgets, a comprehensive list of real-world agencies, and a glossary of spy talk.
132-page PDF.
Stock #30-6055,
$9.00.
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Flying carpets and magic lamps . . . flashing scimitars and scheming viziers . . . crusaders, Mongols and Bedouin . . . sultans, poets, merchants and the original Assassins – all this and more can be found in GURPS Arabian Nights.
Inside this fascinating book are descriptions of the world of the Arabian Nights, its tumultuous history, the religions that define its culture, character development, beasts of fact and fantasy, outlandish magic and unique campaign ideas. There are a thousand and one journeys in GURPS Arabian Nights!
(Note that this is an e23 reprint of a GURPS Third Edition product.)
133-page PDF.
Stock #30-6062,
$9.00.
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GURPS Classic: Fantasy – Harkwood
Welcome to Harkwood! Fame and fortune await you in Baron Fenmarc's Prize Tourney, the largest tournament in southern Caithness! But it won't be easy - there are over a hundred knights and adventurers, ready to compete with sword and lance, bow and crossbow.
The bazaar at the Tournament carries its own enticements and opportunities. Merchants have journeyed to Harkwood as well, bringing exotic wares from all corners of the known world. Also here are alchemists and wizards, selling their talents and enchantments to those who can afford them.
But this year, someone else is attending His Excellency' festival - a base villain, plotting to ruin Fenmarc and seize control of Harkwood. Can this evil Mastermind be unmasked in time to stop his diabolical plan and save the baron and the barony?
Harkwood is an adventure/sourcebook for GURPS Fantasy, set in the world of Yrth. Inside, you'll find:
68-page PDF.
Stock #30-6101,
$4.00.
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GURPS Classic: Space – Unnight
500 years ago, a half-million people vanished in space. Now their descendants have been found. What cultures have evolved in half a millenium? What alien works and ways have been discovered? What will the lost children of Earth think of the Universe that is now open for them?
Unnight is a GURPS Space supplement for 3 to 6 players. It includes:
68-page PDF.
Stock #30-6105,
$4.00.
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GURPS Classic: Fantasy – Tredroy
Located at the juncture of three very different nations, the city of Tredroy has evolved an identity all its own. It's a place of sophistication, trade, diplomatic intrigue . . . and sometimes knives in the night. It's a place where everyday behavior on the West Bank can be a serious offense on the East, and your only hope for freedom might be a dash across the hundred-yard bridge!
From brawling docksides to Council chambers, from wizards' workrooms to wealthy Guildhalls, here is a complete city that will add spice to any fantasy campaign. Tredroy includes places to visit, people to meet, customs, economics, politics, and a short adventure.
Tredroy was designed for use with the GURPS Basic Set. Nothing else is required, but since Tredroy is set in the world of Yrth, it fits seamlessly with GURPS Fantasy, GURPS Magic and GURPS Grimoire. Or it can easily be adapted to any fantasy background and roleplaying system. You can also use this supplement with the Fourth Edition worldbook for Yrth, GURPS Banestorm.
Welcome to the City of Three Laws. Be careful . . .
68-page PDF.
Stock #30-6106,
$4.00.
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In 1940, after tearing through Western Europe in a dazzling series of victories, the seemingly unstoppable Nazis were poised to take England. But Hitler could not cross the English Channel without undisputed control of the skies. The Germans would use the Luftwaffe, battle-tested in the Spanish Civil War and the blitzkrieg victories in Czechoslovakia, Poland, Belgium, and France, experienced and deadly. The British would defend themselves with the Royal Air Force, plus the grit and determination of over a million civilians who pitched in and served in the Home Guard, Observer Corps, and as firemen, rescue workers, ambulance drivers, and more.
Their Finest Hour is a complete roleplaying sourcebook for one of the most inspiring episodes in all of World War II. A complete history of the campaign kicks off the sourcebook, followed by suggestions on the many kinds of characters you can play in a Battle of Britain game, complete stats on aircraft that flew in the battle that have not been covered in previous GURPS WWII releases, and an entire chapter of campaign and adventure ideas - plus ideas for where to send veterans of the campaign after the Battle of Britain is over!
67-page PDF.
Stock #37-8004,
$9.00.
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