Steve Jackson Games GURPS – Generic Universal RolePlaying System

GURPS School of Hard Knocks – Cover

Download "GURPS School of Hard Knocks" from Warehouse 23!

GURPS School of Hard Knocks

Available as a digital file!

Written by Aaron Allston * Edited by Loyd Blankenship * Cover art by David Dorman
Illustrated by Doug Shuler

GURPS Line Editor: Sean Punch

34 pages. PDF. * Price $2.99 * Stock number 30-6107
Always AvailableClick here to buy!

32 pages. Softcover. * Suggested Retail Price $4.95
Stock number 6107 * ISBN 1-55634-149-0
Out Of PrintClick here for dealer info

New Kids on the Block!

High school – a time for proms, football, and homework. But at Knox High, it's also time for some of the students to try out their new super abilities! They're powerful, confused, and misunderstood. They create destruction and chaos wherever they go. They're hunted by the authorities . . . and by dark powers.

In School of Hard Knocks, your GURPS Supers heroes must track down the city's brand new metahumans, discover what they want . . . find out who wants them . . . and decide how to deal with them!

School of Hard Knocks is a four-color adventure for supers of 500 points or greater. It is also a sourcebook for GURPS Supers, with characters, settings, story ideas, and a continuing campaign plot that can be used after the adventure is done.

School of Hard Knocks includes:

  • The Hell-Raisers – a team of maniacal villains led by a hell-spawned demon.
  • The Forty Thieves – a team of high school supers with problems that ordinary teens never dreamed of.
  • Maps for two super-battlegrounds: Knox High School and Ridgecrest Mall.
  • Adventure seeds – springboards to further adventure, providing the GM with ideas to keep players busy for months.
  • And much, much more . . .

School of Hard Knocks requires the GURPS Basic Set, Third Edition and GURPS Supers. Ideas are included for the GM who wishes to translate the adventure to another genre, such as espionage or outer space. The adventure can fit into an ongoing campaign – or it can be used as an introductory scenario for a brand new set of supers! Plenty of GM advice is also included, to smooth the pain if things go wrong. So buckle down, it's time to get an education . . . from the School of Hard Knocks!

Related Products

  • GURPS Supers – The definitive GURPS Third Edition sourcebook for superpowers and the supers genre.
  • GURPS Supers (for GURPS Fourth Edition) – A comprehensive playbook to the supers genre and to capturing it in your campaign.
  • Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS – as well as many of our other game lines. Surf our site for the files you want . . . and get them instantly with a credit card or PayPal!

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