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GURPS WWII: Michael's Army

GURPS WWII: Michael's Army


Romania was the third member of the European Axis powers, casting their lot with Germany in the hope that the Nazis could help them reclaim territory lost to the Russians in the aftermath of World War I. When the tide of the war turned, Romania switched sides, fighting Hitler with his own weapons and supplies. Michael's Army is a sourcebook for GURPS World War...   [click here for more]
Steve Jackson Games  $6.00

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GURPS WWII: Doomed White Eagle

GURPS WWII: Doomed White Eagle


Squeezed between two much larger rivals who looked at its territory with hungry eyes, Poland was dealt perhaps the worst hand in all of World War II. Yet through it all, the Polish people fought for their freedom with determination and honor, paying the highest price of any country in the global conflict. GURPS WWII: Doomed White Eagle gives you everything you need to know...   [click here for more]
Steve Jackson Games  $9.00

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GURPS WWII: Leyte Gulf

GURPS WWII: Leyte Gulf


The tide was turning in the Pacific, and the U.S. was sending a massive invasion force to the Philippines. Protecting the troopships was the Third Fleet, and Japan saw its last best chance to win the war. The result was the largest naval battle in history . . . the Battle of Leyte Gulf. GURPS WWII: Leyte Gulf puts you in the middle of this epic battle, with roleplaying opportunities...   [click here for more]
Steve Jackson Games  $6.00

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GURPS WWII: Their Finest Hour

GURPS WWII: Their Finest Hour


In 1940, after tearing through Western Europe in a dazzling series of victories, the seemingly unstoppable Nazis were poised to take England. But Hitler could not cross the English Channel without undisputed control of the skies. The Germans would use the Luftwaffe, battle-tested in the Spanish Civil War and the blitzkrieg victories in Czechoslovakia, Poland, Belgium, and France, experienced...   [click here for more]
Steve Jackson Games  $9.00

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GURPS WWII: Red Tide

GURPS WWII: Red Tide


In the earliest days of World War II, the Soviet Union agreed to split Eastern Europe with Nazi Germany like two lions sharing a carcass. But in June 1941, Hitler turned on Stalin and launched Operation Barbarossa, a massive invasion of Russia. Long mistrusted by the other Allies, Stalin was now of necessity an ally . . . though one to keep at arm's length. GURPS WWII: Red Tide...   [click here for more]
Steve Jackson Games  $15.00

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GURPS Weird War II: The Secret of the Gneisenau

GURPS Weird War II: The Secret of the Gneisenau


The German battlecruiser Gneisenau has just successfully - and most improbably - run the gauntlet of the English Channel. Now her luck has to hold as she steams toward Holland with the Allies in pursuit. And luck is a commodity in short supply . . . The Secret of the Gneisenau is an adventure for GURPS WWII: Weird War II, where the fantastic is mixed with...   [click here for more]
Steve Jackson Games  $6.00

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GURPS Classic: Y2K

GURPS Classic: Y2K


The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD. Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong. The Big Crash. The Bug. The end of technology - the end of humanity. In GURPS Y2K, 10 of your favorite GURPS...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Boardroom and Curia

GURPS Boardroom and Curia


Strength In Numbers From street gangs to armies, through political and religious groups, to businesses all the way up to multinational corporations, organizations feature prominently in many adventures. They can be tough to get a handle on, though. Juggling lots of people and resources can leave you feeling like "GM" stands for "General Manager," not "Game Master"! GURPS Boardroom...   [click here for more]
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GURPS Classic: Fantasy - Harkwood

GURPS Classic: Fantasy - Harkwood


Tournament of Treachery Welcome to Harkwood! Fame and fortune await you in Baron Fenmarc's Prize Tourney, the largest tournament in southern Caithness! But it won't be easy - there are over a hundred knights and adventurers, ready to compete with sword and lance, bow and crossbow. The bazaar at the Tournament carries its own enticements and opportunities. Merchants have journeyed to Harkwood as well,...   [click here for more]
Steve Jackson Games  $4.00

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GURPS Classic: Cyberpunk Adventures

GURPS Classic: Cyberpunk Adventures


Flesh, Chrome, and Circuitry The gritty world of GURPS Cyberpunk is filled with danger, violence and exotic beauty. This book presents three adventures that capture the dark essence of life in the streets of the all-too-near future. Each adventure offers challenging puzzles, mysterious encounters and heart-stopping action. The Medusa Sanction sends a group of agents...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Classic: Supers Adventures

GURPS Classic: Supers Adventures


The Devil and the Deep Blue Sea Saving the world isn't just an adventure -- it's a job! GURPS Supers Adventures is a mind-boggling ride from the depths of the oceans to the far corners of the galaxy. In Jupiter Blues, the heroes must quell a rebellion on Jupiter's turbulent moon, Io. Can they handle the mind-controlled Raveners, or will they end up buried in a cold,...   [click here for more]
Steve Jackson Games  $9.00

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GURPS High-Tech: Weapon Tables

GURPS High-Tech: Weapon Tables


While GURPS High-Tech covers all aspects of life in TL5-8, the most referenced section is always the weapons. Should your character carry a Walther P38 or Franchi SPAS-12? What's the weight of the mook's unloaded Enfield Sten Mk II? Can the team pick up an anti-tank weapon for less than $500? For these common questions, you don't need to flip through the entire chapter; you...   [click here for more]
Steve Jackson Games  $4.00

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GURPS Ultra-Tech: Weapon Tables

GURPS Ultra-Tech: Weapon Tables


Future Firepower Facts in a Flash! While GURPS Ultra-Tech covers all aspects of sci-fi stuff, the most referenced section is always the weapons. Do I want the heavy X-ray laser pistol or the electrolaser carbine? What kind of range do the bad guys get with their EMP gun? What are the options for someone looking to spend $100 on hand grenades? For these common questions, why...   [click here for more]
Steve Jackson Games  $4.00

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GURPS GM's Screen

GURPS GM's Screen


Put the amazing flexibility and power of GURPS at your fingertips with this data-packed GM's Screen. This screen features a gorgeous John Zeleznik painting with all of the Fourth Edition iconic characters, plus six panels of the crucial charts, tables, and other essentials from GURPS Fourth Edition. . . . complete combat...   [click here for more]
Steve Jackson Games  $6.00

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Pyramid #3/034: Alternate GURPS

Pyramid #3/034: Alternate GURPS


The Tweak-ist Link When it comes to helping craft exactly the kind of game you want, GURPS has choices galore. This month's Pyramid – the PDF magazine for roleplayers – is dedicated to optional tweaks and techniques that shake up the system, adding new possibilities or challenging the underlying assumptions of the game. This issue's molecular manipulations include: "Alternate...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/044: Alternate GURPS II

Pyramid #3/044: Alternate GURPS II


Rules Made To Be Broken! GURPS is designed to be the game system you want it to be, with a plethora of possibilities and options of all types. But sometimes, you want to push the system to strange new places. Sometimes you want to be radical or experimental. This issue of Pyramid – the PDF magazine for roleplayers – is for you. This month's theme is Alternate GURPS...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/065: Alternate GURPS III

Pyramid #3/065: Alternate GURPS III


New Tools for Tinkerers You can do anything with GURPS . . . but sometimes, you want to push the envelope even more. This month's Pyramid – the PDF magazine for roleplayers – offers new GURPS character-creation options, rules you can use, and ways to work together like never before. This game-tweaking issue includes: "Bucket of Points," GURPS Line...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/083: Alternate GURPS IV

Pyramid #3/083: Alternate GURPS IV


Consider the Alternatives! The possibilities are endless with GURPS, and in the latest Pyramid – the PDF magazine for roleplayers – we push the limits of how much awesomeness mortal minds can comprehend! Innovative optional rules, fresh possibilities for making characters, and daring system tweaks can all be found within these pages. Its scintillating selections include: "Pointless...   [click here for more]
Steve Jackson Games  $9.00

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Pyramid #3/120: Alternate GURPS V

Pyramid #3/120: Alternate GURPS V


Push beyond the limits of your imagination. GURPS is a system that's perfect for those who like to tweak and build. This month's Pyramid, the PDF magazine for roleplayers, is devoted to new rules and alternate systems to really shake up your games. Keep the thrills flowing between combat and exciting non-lethal endeavors, with new rules from GURPS Action mastermind...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Dungeon Fantasy 01: Adventurers

GURPS Dungeon Fantasy 01: Adventurers


In the beginning, an adventure consisted of meeting an old wizard in a tavern, and following the dusty map he gave you and your friends. Inevitably, you were led to a complex series of rooms, usually underground, filled with monsters and their treasure. You slew the monsters, took the treasure, and returned to the tavern to celebrate (or heal your wounds). Now Dungeon Fantasy 1: Adventurers...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Dungeon Fantasy 02: Dungeons

GURPS Dungeon Fantasy 02: Dungeons


"You open the door, and discover a 10 by 10 room. You see a large orc, and a chest." When adventures were just hack-n-slash, running the game was easy. Roll for the monster. Randomly determine the treasure. Move on to the next room. But how do you recreate the fun and simplicity of the dungeon crawl using the GURPS system? Dungeon Fantasy: Dungeons...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Dungeon Fantasy 03: The Next Level

GURPS Dungeon Fantasy 03: The Next Level


"My guy is a bard-swashbuckler-thief. And he's half-angel!" "Oh yeah? Mine is a dual-wielding shadow elf who shoots spells from his bow!" "Pff, I have a hot nymph wizard with 20 extra energy points and psionics . . ." Even on a dungeon crawl, there's more to life than loot. A big bank account isn't half as useful as nifty powers, skills, and spells when it comes...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Dungeon Fantasy 05: Allies

GURPS Dungeon Fantasy 05: Allies


Would you rather face a roomful of bloodthirsty monsters alone, or with a 500-pound grizzly bear at your side? Dungeon Fantasy 5: Allies has all the information you need to bring various types of supernatural help to your Dungeon Fantasy game. For druids, this book contains more than a dozen useful animal companions, from anacondas to wolverines....   [click here for more]
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GURPS Dungeon Fantasy 06: 40 Artifacts

GURPS Dungeon Fantasy 06: 40 Artifacts


"You open the chest and find a bone whistle and two crystal spheres full of swirling yellow smoke." "Uh-oh . . . I remember the last bone item. And those purple spheres." What would a dungeon crawl be without amazing treasures that you simply can't buy at Ye Olde Magick Shoppe? Boring! GURPS Dungeon Fantasy: 40 Artifacts saves GMs from this fate . . . and...   [click here for more]
Steve Jackson Games  $7.00

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GURPS Dungeon Fantasy 08: Treasure Tables

GURPS Dungeon Fantasy 08: Treasure Tables


In a GURPS Dungeon Fantasy campaign, there's no such thing as "too much treasure" . . . but over 80 trillion possible treasures should last a while! Dungeon Fantasy 8: Treasure Tables contains everything you need to deck your halls - and dungeons, towers, and arcane temples - with goodies. Ample tables (almost 50 of them!) let you generate...   [click here for more]
Steve Jackson Games  $12.00

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GURPS Dungeon Fantasy 11: Power-Ups

GURPS Dungeon Fantasy 11: Power-Ups


Dungeon Fantasy 1: Adventurers gave you powerful delvers who could cut a swath through the world and take its stuff. Dungeon Fantasy 3: The Next Level added racial templates, rules for mixing professions, and all-new power-ups, making your adventurers even more awesome. Now Dungeon Fantasy 11: Power-Ups raises the...   [click here for more]
Steve Jackson Games  $9.00

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GURPS Dungeon Fantasy 12: Ninja

GURPS Dungeon Fantasy 12: Ninja


Look around you, right this instant. Do you see anything threatening? No? Uh-oh. That means there might be a ninja in the room. GURPS Dungeon Fantasy 12: Ninja brings these black-clad butt-kickers to your Dungeon Fantasy campaign. The ninja uses a mix of special powers, combat abilities, wits, and gadgets to accomplish his goals . . . and if his...   [click here for more]
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GURPS Dungeon Fantasy 14: Psi

GURPS Dungeon Fantasy 14: Psi


The Mind Defined! When you're roaming through a dungeon and you meet something elemental, transcendental, or hell-bental on destruction . . . it's time to get mental! GURPS Dungeon Fantasy 14: Psi lets you introduce the power of the mind to any Dungeon Fantasy campaign. Written by GURPS mastermind Sean Punch, this supplement...   [click here for more]
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GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon

GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon


A Reflection of Adversity An eldritch mirror holds the key to demonic power. Courageous and mighty adventurers must face impossible odds to track it down. You have to stop those guys from taking the treasure you plan to steal! GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon presents an adventure for four or more GURPS Dungeon Fantasy...   [click here for more]
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GURPS Dungeon Fantasy 15: Henchmen

GURPS Dungeon Fantasy 15: Henchmen


My People Will Handle It Sometimes you want a faithful assistant, not a mighty peer with his eye on your share of the loot! From the snarling barbarian's glib agent to the fragile wizard's hardy bodyguard, all the way down the pay scale to horse-minders, potion-tasters, and valets, there are countless roles that delvers need filled yet deem beneath them. GURPS Dungeon Fantasy 15: Henchmen...   [click here for more]
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GURPS Dungeon Fantasy 16: Wilderness Adventures

GURPS Dungeon Fantasy 16: Wilderness Adventures


Back to Nature Is a dungeon absolutely essential to killing things and taking their stuff? Not really! Every fantasy hero spends at least as much time trekking through the wilds as skulking underground -- and of course the great outdoors is big, which spells opportunity. So don't let the "Dungeon" in GURPS Dungeon Fantasy 16: Wilderness Adventures fool you. This weighty...   [click here for more]
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GURPS Dungeon Fantasy Monsters 2: Icky Goo

GURPS Dungeon Fantasy Monsters 2: Icky Goo


Puddings and Oozes and Slimes, Oh My! When you think of Dungeon Fantasy, three sorts of monsters come readily to mind: serious bosses, like liches and dragons; in-between threats, like trolls and dire animals; and hordes of lesser foes, like orcs and zombies. But another very old, very basic category of enemy lurks in every dungeon, and that's goo -- squidgy, nasty,...   [click here for more]
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GURPS Dungeon Fantasy Denizens: Barbarians

GURPS Dungeon Fantasy Denizens: Barbarians


Civilization Is for the Weak Orderly farms and towns can provide you with ale, but they also create structure that crushes the spirit, replacing righteous rage and self-reliance with ridiculous manners and clothing that'll get you killed in the real world. Come the next dark age, when dragons darken the skies, demons wander the frozen wastes, and the cities are in ruins, those fancy bards...   [click here for more]
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GURPS Dungeon Fantasy Treasures 1: Glittering Prizes

GURPS Dungeon Fantasy Treasures 1: Glittering Prizes


Did Somebody Say "Money"? Any delver who has ever met a dishonest merchant can attest that it pays -- literally! -- to know exactly what you've dragged home from the dungeon. Sometimes it's good ol' gold and silver, but the world is older and stranger than even scholars and wizards admit. Canny treasure-hunters consult books before brokers, poring over tomes like GURPS Dungeon...   [click here for more]
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GURPS Dungeon Fantasy 17: Guilds

GURPS Dungeon Fantasy 17: Guilds


Membership Hath Its Privileges Delvers need civilization in the sense that without it, selling loot, collecting rewards, buying better gear, and scoring lucrative quests would be difficult. On the other hand, paying taxes, obeying petty laws, and kowtowing to your "betters" . . . well, those aspects aren't so appealing. While even the toughest heroes rarely go it alone, savvy ones would sooner...   [click here for more]
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GURPS Classic: Horseclans

GURPS Classic: Horseclans


The Horseclans Are Coming! They ride the plains of a post-holocaust America, mind-reading prariecats by their sides. They're deadly warriors . . . for honor, for loot, or just for the joy of a good fight. They would follow their leader, the undying Milo Morai, straight to Hell. And they'd come back with trophies. Now, Robert Adams' bestselling Horseclans series comes alive in this supplement...   [click here for more]
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GURPS Classic: Space Atlas 4

GURPS Classic: Space Atlas 4


Chaos at the Galaxy's Edge! This double-sized Space Atlas is your guide to two of the worst neighborhoods in the galaxy – the divided Phoenix Sector and the chaotic Saga Sector. Forty-nine systems are presented with detailed descriptions of planets, a populated asteroid belt, and the mysterious Phoenix Nebula. This is the most flexible Space Atlas so far. You can combine...   [click here for more]
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GURPS Dungeon Fantasy 18: Power Items

GURPS Dungeon Fantasy 18: Power Items


More Power for Your Powers Delvers love gear . . . and cool abilities . . . and loot. Power items are where the three meet: Kill the monster, grab the treasure, and transform a valuable-but-useless bauble into a potent adventuring tool, exploiting the fact that the fanciest items can hold the most supernatural energy. The result is a reserve for fueling your spells, powers, and special...   [click here for more]
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GURPS Dungeon Fantasy Treasures 2: Epic Treasures

GURPS Dungeon Fantasy Treasures 2: Epic Treasures


More Artifacts, More Power Are ordinary old magic items not as thrilling as they used to be? Then it's time to reach back into the treasure chest . . . GURPS Dungeon Fantasy Treasures 2: Epic Treasures is a collection of remarkable items for the delvers who have everything. Its nonmagical booty is impressive and includes platinum weapons and armor, a carriage fit for a king,...   [click here for more]
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GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic

GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic


Legends Come to Life . . . Seeking Your Death! The most common threat standing between GURPS Dungeon Fantasy heroes and some well-deserved loot is monsters. Now, the dangers are newer than ever, yet some are as old as legend. GURPS Dungeon Fantasy Monsters 3: Born of Myth & Magic brings you 16 new creatures, inspired by sagas of times...   [click here for more]
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GURPS Dungeon Fantasy 19: Incantation Magic

GURPS Dungeon Fantasy 19: Incantation Magic


A brand new kind of magic user for your dungeon-crawler game Why let wizards have all the fun? Become an incanter with this supplement, and bend reality to your will. These flexible magicians can conjure a variety of effects, but must prepare their most potent rituals in advance. With everything from new gear to new spells, GURPS Dungeon Fantasy 19: Incantation Magic...   [click here for more]
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GURPS Dungeon Fantasy Denizens: Swashbucklers

GURPS Dungeon Fantasy Denizens: Swashbucklers


Slaying in Style! This is your in-depth guide to giving your GURPS dungeon delver some finesse and flair! With tons of detail on the swashbuckling professions, GURPS Dungeon Fantasy Denizens: Swashbucklers helps your daring, dashing rogue speak with a sharp tongue, nimbly evade enemy blows, and – of course – dress the part. It even provides variety,...   [click here for more]
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GURPS Dungeon Fantasy Encounters 1: The Pagoda of Worlds

GURPS Dungeon Fantasy Encounters 1: The Pagoda of Worlds


Where peace and tranquility lead to peril and treasure The tavern rumors promise adventure; the beacon in the dangerous wilderness promises respite; both are correct, and both lead to an abandoned monastery. The Pagoda of Worlds is an ancient spiritual retreat holding many secrets and hazards for GURPS Dungeon Fantasy heroes . . . including the promise of a gate to other...   [click here for more]
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GURPS Dungeon Fantasy Setting: Caverntown

GURPS Dungeon Fantasy Setting: Caverntown


Land Of The Underground Sun Dungeon Fantasy heroes see town as a place to hear rumors, buy supplies, and sell loot – but their players often want details. A settlement that serves wanderers obsessed with weapons, armor, magic, and mountains of coins won't look much like anything from Earth's Middle Ages! It'll be more interesting. GURPS Dungeon...   [click here for more]
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GURPS Dungeon Fantasy Adventure 2: Tomb of the Dragon King

GURPS Dungeon Fantasy Adventure 2: Tomb of the Dragon King


It's dangerous, disturbing dragons . . . Bold adventurers are recruited to retrieve a lost artifact. But the tomb wherein it dwells is crawling with lizard cultists, lurking monsters, and – of course – a few dragons. Can the delvers use their swordfighting, sneaking, and spellcasting abilities to complete their quest and get out alive? GURPS Dungeon Fantasy Adventure 2: Tomb of the...   [click here for more]
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GURPS Dungeon Fantasy Monsters 4: Dragons

GURPS Dungeon Fantasy Monsters 4: Dragons


Here Be Dragons Strong contenders for the title "king of the monsters," dragons have been strangely absent from GURPS Dungeon Fantasy . . . until now! Don't ask where they were – what matters is that they're here, they're as dangerous as their reputation suggests, and they're hungry. This bestiary zooms in on the classic winged, reptilian interpretation of these...   [click here for more]
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GURPS Dungeon Fantasy 20: Slayers

GURPS Dungeon Fantasy 20: Slayers


Evil Must Die In GURPS Dungeon Fantasy, all adventurers do their share of slaying . . . killing monsters and taking their stuff is the whole point of delving! When the enemy is a demon, sinister cult leader, or shambling undead horror, the usual strategy is to sic the cleric or holy warrior on them. But sometimes, Evil is just too powerful. GURPS Dungeon...   [click here for more]
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GURPS Dungeon Fantasy Treasures 3: Artifacts of Felltower

GURPS Dungeon Fantasy Treasures 3: Artifacts of Felltower


Mighty artifacts await your discovery. Treasure! Nothing else makes the risk to life and limb so worthwhile for GURPS Dungeon Fantasy heroes. GURPS Dungeon Fantasy Treasures 3: Artifacts of Felltower features dozens of new items worth endangering your life over, from the mind – and campaign – of Peter V. Dell'Orto. Wield the deadly broadsword...   [click here for more]
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GURPS Classic: Time Travel

GURPS Classic: Time Travel


Anything Can Happen! GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published. Winner of the 1991 Origins Award for...   [click here for more]
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GURPS Dungeon Fantasy Setting: Cold Shard Mountains

GURPS Dungeon Fantasy Setting: Cold Shard Mountains


Adventure is everywhere! From the myriad subterranean tunnels to the strange structures from bygone eras dotting the land to the teeming rocky ranges that give the region its name, the Cold Shard Mountains are synonymous with adventure. GURPS Dungeon Fantasy Setting: Cold Shard Mountains presents a complete ready-to-use setting for GURPS Dungeon Fantasy....   [click here for more]
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