Combines information from the Third Edition GURPS Basic Set and GURPS Compendium II, plus our new core setting, with infinite possibilities for timeline-hopping adventure!
This 240-page, full-colour hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign.
The World of Magic
Sorcery, Thaumaturgy, The Black Art, Necromancer, Alchemy or the Great Art. By any name, arcane knowledge brings great power to its possessor . . . for good or for evil. This book is the complete guide to magic for the Generic Universal RolePlaying System.
GURPS Magic presen......
Journey through the off-kilter imagination of Sir Terry Pratchett in the Discworld Roleplaying Game.
There's a lot of unusual stuff on the Disc, but don't worry about getting lost – game author Phil Masters has crafted a roadmap to Pratchett-inspired storytelling.
Visit settings like the most dubi......