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Yup, changed the Avatar for self-promotion.
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And here I am again, readers, with my first (of many) updates regarding that conspiratorial company, Steve Jackson Games.
There are a couple of new items to take note of from these guys.
We have a few GURPS (3rd Edition) reprints (in PDF format), from the end of November on. These can be found through e23.
Released Nov. 23: GURPS WWII: Hand of Steel
Join the elite . . . the highly trained and battle-hardened special forces of World War II. From the first daring assaults by parachute and glider to the top-secret gadgetry of the war's end, Hand of Steel gives you:
•The different types of special-forces mission, with historical examples.
•Details on commando training and skill sets.
•The weapons and exotic tools favored by commando troops.
•Additional rules for parachuting and silenced weapons, useful for any WWII-era campaign.
•Data on many different special-forces units.
GURPS WWII: Hand of Steel lets you confront the enemy on his own ground . . . when he least expects it.
Do you have what it takes?
Released Dec. 1: GURPS Traveller: Sword Worlds
The Day After Ragnarok
The Sword Worlds stand at the border of the Third Imperium, a small but proud civilization descended from ancient Terran migrants. Their inhabitants have spent centuries fighting for independence - from the Imperium, from the other great empires, even from each other.
A decade ago, the Sword Worlds went to war against the Third Imperium. They lost. Today, the Sword Worlders are in search of a new destiny, in a universe where their fierce pride seems headed for an inevitable fall.
GURPS Traveller: Sword Worlds brings this unique culture to life for the player and GM. Every world in the area is described in detail, as are local history, social features, special technologies, and important people. A wealth of adventure seeds gives the GM plenty of starting points, for any campaign set in this distinctive region of the Traveller setting.
Released Dec. 8: GURPS Shapeshifters
Looking for a Change?
Moon-linked curses. Shape-stealing aliens. Strange gifts and genetic quirks passed down through your bloodline. Ancestral curses. Cute little critters that gladly turn into the latest technotoy and back again. Chameleonic spies. Body-morphing symbionts. Doppelgängers.
They're all shapeshifters . . .
In GURPS Shapeshifters, GMs and players will find all they need to build creatures that change their bodies as easily as most people change their clothes. Character-creation rules, campaign guidelines, and sample shifters of every shape and size -- they're all here. Drop a Cinematic Werewolf into your game, or craft a mysterious alien species that is far more than it seems.
Also included are suggestions on incorporating shapeshifting creatures into a new or existing campaign and examples of fully fleshed-out shifters -- races and individuals, cursed and gifted.
Your campaign will never look the same again!
And that's it for Steve Jackson updates for today! Check back soon, and perhaps fnord we'll have some more for you.
Until then, the eye is watching...
---edited to clarify that the reprints are in PDF format and not physical reprints of PDFs.