This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet…searching for hidden treasure or for secrets to eliminate disease… fighting crime or combating armies of evil robots…casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.
SWFG: Single, White, Female, Geek. That's me, Lexi Carmichael, a reformed hacker who was gainfully employed by the National Security Agency. But a series of extraordinary events led me to leave government life behind for a fresh start with a brand-new company and an incredibly sexy boss, Finn Shaughnessy. It may not be kosher to have the hots for your boss, but he seems to have the hots for me, too. If only things didn't get so complicated... Darren Greening, a genius researcher from Flow Technologies (our first client!) is missing, and his bosses think I'm involved. And they aren't the only ones—the man who nearly snapped my neck in the parking garage thinks so, too. Now I'm caught in the middle of a complex and dangerous case. I'll have to use all my geek skills and a little help from my friends to solve the mystery of Darren's disappearance before Neck-Snapping-Man makes a return visit... 65,000 words
Steve Jackson Games and R. Talsorian combine forces to produce blockbuster crossover game! New Europa is similar to our Earth of the alte 19th century - if our Earth had Faeries, Magick, and Dragons, that is. To say nothing of huge Prussian steam-powered war machines... With full conversion notes, GURPS characters can now adventure in the "steampunk" and "day in court" setting of Castle Falkenstein, or Falkenstein games can cross over into any of the more than 100 settings for the GURPS game. This is an exciting resuource for fans of either game...
-- By the top-selling co-author of GURPS Discworld. -- Includes dozens of new magic spells.
Infinite Worlds . . . Infinite Adventure! The good news is, there are other Earths. Maybe an infinite number. The bad news is, somebody out there doesn't like us. The shuttles of Infinity Unlimited jump between parallel Earths, seeking adventure, profit, knowledge, and even entertainment. But a parallel called Centrum has also developed the technology to hop between the worlds . . . and it wants to rule them all. The Infinity Patrol must deal with their ruthless rivals, as well as with world-jumping criminals, and with the possibility that the secret of dimension travel might escape to some of the really nasty alternate worlds like Reich-5. Welcome to the core setting of GURPS Fourth Edition! Every other GURPS setting is on one of the Infinite Worlds timelines . . . whether they know it or not! GMs can use this to create a whole meta-campaign, or just as an excuse to move characters between worlds when the plot requires it. Compiled by Kenneth Hite, the master of alternate histories, GURPS Infinite Worlds combines and updates material from GURPS Time Travel, GURPS Alternate Earths, and GURPS Alternate Earths 2 into one volume, and gives dozens of new worlds to explore as well! This is the complete genre book on both alternative-world gaming and time travel. It offers detailed advice on the unique challenges of running this type of campaign, and on designing and playing characters who regularly cross between settings. It also provides a wide variety of suitable threats and hazards - from evil cross-time Nazis and cosmic conspiracies to "ordinary" monsters and disasters. And it gives guidelines for building alternate worlds from the perspectives of the setting, the story, and the rules. Whether you're playing accidental travelers or the hardened troops of the Infinity Patrol, this book is your gateway to adventure. Infinite adventure.
-- Ties in with current Hollywood hits...aliens and conspiracy! -- A fan favorite: a whole book with hundreds of Weird Things which the government is supposedly keeping from us all. -- Launched a whole online feature: www.warehouse23.com/basement/
JFK, Karl Marx, the Pope, Aristotle Onassis, Queen Elizabeth II, Howard Hughes, Fox Mulder, Bill Clinton -- all have been linked to vastly complicated global (or even galactic) intrigues. In this enlightening tour of conspiracy theories, Mark Fenster guides readers through this shadowy world and analyzes its complex role in American culture and politics. Fenster argues that conspiracy theories are a form of popular political interpretation and contends that understanding how they circulate through mass culture helps us better understand our society as a whole. To that end, he discusses Richard Hofstadter's The Paranoid Style in American Politics, the militia movement, The X-Files, popular Christian apocalyptic thought, and such artifacts of suspicion as The Turner Diaries, the Illuminatus! trilogy, and the novels of Richard Condon. Fenster analyzes the "conspiracy community" of radio shows, magazine and book publishers, Internet resources, and role-playing games that promote these theories. In this world, the very denial of a conspiracy's existence becomes proof that it exists, and the truth is always "out there." He believes conspiracy theory has become a thrill for a bored subculture, one characterized by its members' reinterpretation of "accepted" history, their deep cynicism about contemporary politics, and their longing for a utopian future. Fenster's progressive critique of conspiracy theories both recognizes the secrecy and inequities of power in contemporary politics and economics and works toward effective political engagement. Probing conspiracy theory's tendencies toward scapegoating, racism, and fascism, as well as Hofstadter's centrist acceptance of a postwar American"consensus, " he advocates what conspiracy theory wants but cannot articulate: a more inclusive, engaging political culture.
I'm Lexi Carmichael, geek extraordinaire. I spend my days stopping computer hackers at the National Security Agency. My nights? Those I spend avoiding my mother and eating cereal for dinner. Even though I work for a top-secret agency, I've never been in an exciting car chase, sipped a stirred (not shaken) martini, or shot a poison dart from an umbrella. Until today, that is, when two gun-toting thugs popped up in my life and my best friend disappeared. So, I've enlisted the help of the Zimmerman twins—the reclusive architects of America's most sensitive electronic networks—to help me navigate a bewildering maze of leads to find her. Along the way, my path collides with a sexy government agent and a rich, handsome lawyer, both of whom seem to have the hots for me. Hacking, espionage, sexy spy-men—it's a geek girl's dream come true. If it weren't for those gun-toting thugs... 112,000 words
"This book is intended for Game Masters and advanced players. It covers physical feats, combat, vehicles and technology, animals and monsters, world design, and Game Mastering"--Cover.
A Lexi Carmichael Mystery Italy might seem like a long way to go to hide after a disastrous date. But when sexy überhacker Slash (no, that's not his real name) asks me to go with him to Rome on an investigation, the timing is sort of perfect. My messed-up love life becomes the least of my worries, though, after the dead body, the near-kidnapping and the discovery of a top secret encrypted file that even I can't hack. With time running out, there's only one thing to do: call in the legendary Zimmerman twins and my best fluent-in-Italian friend, Basia, to crack the code. Now if only someone could help me solve the mystery of whether Slash is flirting, or if all the kissing is just one of those "when in Rome" things… But when we finally uncover the secret someone would kill to keep, it's up to me to solve the case and save the lives of my best friends. Just another week in the life of geek-girl Lexi Carmichael. Read about Lexi's previous adventures in No One Lives Twice, No One to Trust and No Money Down. 61,000 words