Gurps Supers 3rd Edition Pdf

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, dark mine shaft?

GURPS Supers (for GURPS Fourth Edition) – A comprehensive playbook to the supers genre and to capturing it in your campaign. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS – as well as many of our other game lines. It's also where you'll find various worked examples of what can be done in GURPS, from sample characters to writeups of super-powers or other abilities. Historical Folks Conversion for GURPS Fourth Edition. A few years back, Brian C. Smithson released Historical Folks as a free (unofficial) supplement for GURPS Third Edition.

Mark of the Kraken, a two-part adventure, sends the costumed crusaders into the ocean at the behest of the U.N. Can they stop the watery menaces in time, or will the Green Dawn eco-terrorists use the deadly Kraken to drive mankind from the oceans forever?

Finally, Web of the Zyrani takes the supers on a surprise cross-galactic trip to find a missing team of scientists. After visiting the high-energy planet of Zyrane, they'll never be quite the same again.. Although set in the world of GURPS International Super Teams, these adventures can work in any campaign world for any team of heroes. Guidelines are given to help the Game Master increase -- or decrease -- the dangers facing the team, allowing each scenario to be perfectly tailored to the campaign.

Each adventure includes all necessary maps and diagrams, and can be completed in one or two long game sessions. Free prestashop 1.7 modules.

Gurps supers 3rd edition pdf online

GURPS Supers (Third Edition) (PDF Version) [] from the publisher website Men Like Gods The 20th century gave birth to a new genre of fiction: the super-powered adventure. Men and women with strange powers gave a visible expression to the reader's sense of wonder, as they protected ordinary mortals from a variety of threats, from street crime to world-shattering disasters. When roleplaying games were invented, supers quickly became one of their most popular genres - and one of the most challenging to do right. GURPS Fourth Edition provides the game mechanics and tools for the job, and GURPS Supers is your guide to applying them: a comprehensive playbook to the supers genre and to capturing it in your campaign.