Steve Jackson Games GURPS – Generic Universal RolePlaying System

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11. Multibook Campaigns and Worlds

11.1 GURPS Fantasy: The Magical World of Yrth

GURPS Fantasy: The Magical World of Yrth is an original fantasy world where all the typical fantasy races have been put together by the catastrophic Banestorm. Other books describing different places in the Yrth settings are GURPS Harkwood and GURPS Tredroy. GURPS Fantasy Adventures is a set of four adventures taking place in Yrth.

11.2 GURPS Traveller

Marc Miller's Traveller, the classic science-fiction roleplaying game, is now available for GURPS.

GURPS Traveller is the core book and covers the history, geography and technology of the Imperium. Behind the Claw describes the Spinward Marches sector of space, while Rim of Fire cover the Solomani Rim sector. Finally, GURPS Traveller: Sword Worlds describes this small civilization located at the border of the Third Imperium.

Many types of campaign are possible in the Traveller and have their own source book to describe them. They include:

Five books present the most important races of the setting:

There is a series of small books, called Planetary Surveys, each describing one particular planet:

Finally, other Traveller books include:

11.3 Transhuman Space

Transhuman Space is a highly original "hard" science-fiction setting taking place in the year 2100. While there is no aliens and no FTL travel, the possibilities of genetic, biotechnology, memetic engineering, machine sapience and interplanetary travels are fully explored, and their impacts on human societies. The following books are available:

The Transhuman Space core book presents the history of the setting, the Encyclopedia of Transhuman Space, character templates, technologies, and a modular spacecraft design 100% compatible with GURPS Vehicles.

In the Well covers the planets Mars, Venus and Mercury, describing their characteristics, history of colonization and major interest points.

High Frontier covers Earth's orbit, the Lagrange 4 and Lagrange 5 points, and the Moon.

Fifth Wave is an overview of our planet Earth at the end of the 21st century.

Broken Dreams shows the dark side of the Fifth Wave; nations trapped in poverty, ecological disasters, dictatorships, wars, dangerous or obsolete technology, etc.

Under Pressure describes the oceans of the 22nd century, from the teeming seas of Earth to the icy ocean of Europa.

Deep Beyond covers the solar system's final frontier, a vast zone stretching from the asteroid belt to the edge of interstellar space.

Spacecraft of the Solar System describes 28 space vehicles and variants, including civil and military crafts.

Personnel Files presents a list of characters - humans, bioroids, cybershells, or weblifes - of various point levels for the Transhuman Space setting.

Toxic Memes explores cults, conspiracies, urban legends, fads, and more from around the world at the end of the 21st century.

Changing Times offers advice for players and GMs alike, and updated templates suitable for use in GURPS Fourth Edition.

Adventures published for the setting include:

11.4 GURPS World War II

The most defining period of the 20th Century, World War II, has now been brought to GURPS for your roleplaying pleasure.

GURPS WWII is the core book and presents an overview of the war, the nations and armies that participated in it, and the technology they used. It also include a modular vehicle design system compatible with GURPS Vehicles allowing you to easily create the engines of terror used in the war.

GURPS WWII: Hands of Steel describes the different special operations units used during the war, the equipment they used, and the types of mission they accomplished.

GURPS WWII: Iron Cross explores the German Third Reich. Covered are its army, naval and aerial forces, and the different campaigns they had participated in.

GURPS WWII: Return to Honor says all there is to know to play in occuped France, from the Vichy regime to the Resistance.

GURPS WWII: All the King's Men describes the extremely important role of the British forces all through World War II, from its declaration of war to Germany in 1939 to the German capitulation in 1945.

GURPS WWII: Dogfaces covers the american side of World War II, from the soldiers' training to the major victories in Normandy, the Pacific and Japan.

GURPS WWII: Grim Legions is a 48-pages book covering the Italian army of Mussolini, including a summary of the war as seen, and endured, through Italian eyes and descriptions of Italian military organization and tactics.

GURPS WWII: Frozen Hell is another 48-pages book covering the Finnish campaigns of World War II, from the struggles of the diplomats through the sacrifices of soldiers on both sides of the wars.

GURPS WWII: Weird War 2 shows you the weird side of Word War II, from SS super "human" troops and secret antarctic bases to foo fighters and the Arc of the Covenant.

GURPS WWII: Motor Pool has complete stats for combat vehicles of all types, from all theaters and combatants.

GURPS WWII: Their Finest Hour is a complete roleplaying sourcebook for one of the most inspiring episodes in all of World War II: the Battle of Britain.

GURPS WWII: Doomed White Eagle gives you everything you need to know to play Polish characters in a WWII roleplaying campaign, or to use them as NPCs.

GURPS WWII: Michael's Army includes complete information on Romanian infantry, armor, air units, and even navy, with a full discussion of an Axis power that switched sides during the war.

Adventures published for the setting include:

11.5 GURPS Castle Falkenstein

Originally published by R. Talsorian Games, Castle Falkenstein is a world much like our own 19th century, but with wizards, steamtech, Dragons and Faeries.

GURPS Castle Falkenstein is the core book, presenting the history and geography of the setting, its magic and creatures, etc. It also includes a complete conversion system to allow the use of all the original Castle Falkenstein source books.

GURPS Castle Falkenstein: The Ottoman Empire describes in great detail the Ottoman empire, with statistics for GURPS and the original Castle Falkenstein game.

11.6 GURPS Deadlands

Deadlands was originally published by Pinnacle Entertainment Group. It is an Old West setting with Indian magic, undead, cults, and Things Man Was Not Meant To Know.

GURPS Deadlands: Weird West is the core book presenting the setting, with character templates and creature descriptions.

GURPS Deadlands: Hexes is a collection of already-existing and brand new spells for GURPS Deadlands. Statistics are available for both GURPS and the original game.

GURPS Deadlands: Varmints is a collection of old and new monsters for GURPS Deadlands. Statistics are available for both GURPS and the original game.

GURPS Deadlands Dime Novel 1 - Aces and Eight and GURPS Deadlands Dime Novel 2 - Wanted Dead or Alive are short fiction books with GURPS information on characters and locations.


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