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Pg. 1
Nick: 
Third printing
Publisher: 
Year: 2009
Soft Cover
Product Code: 01-1001S
ISBN-13: 978-1556347962
240 pages
Size: Letter
English
View
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Link Image
Nick: 
Second printing
Publisher: 
Year: 2006
Hard Cover
Product Code: 01-1001
ISBN-10: 1556345194
240 pages
Size: Letter
English
View
Corrections
Link Image
Nick: 
First printing
Publisher: 
Year: 2004
Hard Cover
Product Code: 01-1001
ISBN-10: 1556345194
240 pages
Size: Letter
1.99 pounds
English
View
Corrections
Link Image
Description Edit | History

From the back of the book:

Are you looking for a good fantasy?

From ancient myths to popular films, stories of heroes and magic have captured the human imagination. Now GURPS Fantasy offers roleplayers a comprehensive guide to the entire genre. Building on the flexible, streamlined Fourth Edition rules, it lets you develop a campaign to explore the world of your favorite book or film - or create a new one from your own dreams. The main emphasis is on historical fantasy, in settings from the Bronze Age to the Renaissance, but the principles apply to any fantasy setting, from the prehistoric past to the remote future.

But there's more here than theoretical guidelines and toolkits. You'll find examples of imaginary plants and animals, unique monsters, nonhuman races, occupations, spells, and enchanted objects, ready to use in your own campaign - or to use as models for inventing your own.

A complete campaign setting, Roma Arcana, is ready to use in your own campaign. It can stand on its own, or fit into the Infinite Worlds background from GURPS Fourth Edition. Send a band of adventurers on impossible missions in a magical Roman Empire, as they struggle to win honor and hold back the darkness.

You'll find help in running your campaign here, in Roma Arcana or any other setting: advice on creating balanced parties, devising scenarios to challenge them, and using the game rules to achieve dramatic effects.

Take the most flexible, most consistent game rules system available, and use it to run the campaign you dream of.

GURPS Fantasy requires the GURPS Basic Set, Fourth Edition. The information and ideas here will work with any fantasy game.

More Information Edit | History

There have been three distinct editions of this book, each covering differing topics.

The first edition was the very first supplement for GURPS Basic Set First edition. It covered the Magic System and the World of Yrth, the GURPS official fantasy campaign setting.

The second edition dropped the magic (covered in GURPS Magic) and just covered Yrth. It was released early in the GURPS Basic Set Third Edition Time frame.

Finally, this edition which drops Yrth (now in GURPS Banestorm) and covers the fantasy genre in general and add another fantasy setting, Roma Arcana.

Confused yet? What until this book hits its fourth edition ....

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Pg. 4
Auras of Power

Mighty mystical means of empowering friends and restricting foes. These 17 ready-to-use GURPS abilities are great

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Pg. 14
Eidetic Memory: Eight Artifacts

New magic items

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Pg. 21
Eidetic Memory: Monster Caravan

If you travel the roads of a fantasy world, watch out for the Monster Caravan. This month’s Eidetic Memory

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Pg. 4
The Emerald Hell

Heroes often feel ready for anything, but are they truly prepared to survive if they find themselves in The

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Pg. 37
Random Thought Table: Keeping Reins on the Wilds

This issue also features a Random Thought Table that offers some ideas for how to keep control over the seemingly

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Pg. 35
Sanctuary and Right of Clergy

\"Sanctuary and Right of Clergy,\" an examination of two of the most popular clerical perks enjoyed by

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Pg. 12
The Sin Eaters: An Unclean Clerical Calling

\"The Sin Eaters,\" a group of unusual but useful clerics suitable for any fantasy setting. Their secret

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Pg. 26
Templars: The Fighting Priests

\"Templars: The Fighting Priests,\" a look at the structure of a once-feared historical order, with

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Pg. 32
The Tricks of the Shaman

\"The Tricks of the Shaman,\" a description of the real-world techniques used by those claiming to

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Pg. 30
The Village Green

Not every encounter along the winding path is waiting to kill you; sometimes you find yourself standing in

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