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Shipped December 10, 2018

How to Be a GURPS GM

How to Be a GURPS GM makes the power of GURPS easier than ever to master. For players, it explains ways to create perfect characters and have fun with combat. For Game Masters, it guides you in running your own campaign, showing you how to prepare the setting, create encounters, and design and run your first adventure. How to Be a GURPS GM is an invaluable aid for getting started with GURPS, bridging the formerly formidable steps between reading the Basic Set and participating in your first game.

74 black-and-white pages. Softcover. Stock #01-6099, ISBN 978-1-55634. $19.95.


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Shipped December 6, 2018

GURPS Monster Hunters 6: Holy Hunters

Gotta Have Faith

Champions and sidekicks built using the crusader, brother, or gifted template, mystic lens, or clergy motivational lens are likely to draw power – or at least conviction – from forces beyond the temporal. Some call their devotion "spirituality" or "philosophy" rather than "religion," but by any name it's faith. Yet while the topic is broad and deep, games too often reduce it to "Wielders of generic powers granted by anonymous forces battle nameless evil. News at 11."

GURPS Monster Hunters 6: Holy Hunters aims to make the beliefs themselves an interesting part of the game. It brings respectful realism to the subject, offering:

  • Game-friendly summaries of real-world creeds: Hinduism, Abrahamic faiths (Christianity, Islam, Judaism), indigenous religions (of Africa, Asia, Australia, and the Americas), Neo-Paganism, and more. Each comes with worldviews for your characters to adopt and suggestions on how to select skills and abilities that fit.
  • New abilities for the Mysticism power: Animated Servitor (have your own golem or zombi), Astral Projection, Divine Vessel (let spirits and divine avatars "ride" your body!), Instant Karma, Purifying Incense, Rapid Cleansing, and Totem Bond. All with advice on tailoring them to specific belief systems.
  • Yet more monsters to hunt, each associated with the myth and legend of a specific religion.
  • Asides on working around the thorny issues that inevitably arise when dice collide with devotion: respect, tolerance, the distinction between miracles and magic, and "Why didn't X make the cut?"

Because however many gods you have, by whatever names, you want them on your side when you're hunting The Enemy!

24-page PDF. Stock #37-0347, $6.00.
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