New Releases by Phil Masters

Phil Masters is the author of Gurps Dragons (2018), Gurps Banestorm (2018), GURPS THAUMATOLOGY (2016), The Wars of Atlantis (2015), Sinbad the Sailor (2014).

25 results found

Gurps Dragons

release date: Mar 19, 2018
Gurps Dragons
Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and teeth. Gather your hoard. Study ancient lore and magic . . . and take human form to walk in the world of men! GURPS Dragons includes: Origins of the dragon, through myth and legend and even true history. How do dragons fly? How to hunt dragons . . . and survive. Creating dragon characters in GURPS. Dragon-specific combat maneuvers. Templates for Firedrakes, Naga, Chinese Dragons, Sea Serpents, and others. Ideas for dragon-centric campaigns, including two campaign backgrounds! A special Appendix converts the game material to the GURPS Fourth Edition rules, making it even more useful!

Gurps Banestorm

release date: Feb 05, 2018
Gurps Banestorm
Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far East. Now humans struggle with dwarves, elves, and each other. The Crusades aren''t ancient history here - they''re current events! Characters can journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb''al-Din. This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. It provides GMs with a complete world background - history, religion, culture, politics, races, and a detailed map - everything needed to start a GURPS campaign. Phil Masters (Discworld and Hellboy RPGs) and Jonathan Woodward (Hellboy and GURPS Ogre) have added new peoples, places, and plots, as well as lots more on magic and mysticism, all of which conforms to GURPS Fantasy and GURPS Magic. So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you!

GURPS THAUMATOLOGY

release date: Nov 21, 2016
GURPS THAUMATOLOGY
Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, "unlimited mana." Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for "the stuff of raw magic." Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

The Wars of Atlantis

release date: Jul 20, 2015
The Wars of Atlantis
On the very edge of recorded history, the fabled island of Atlantis formed the centre of a vast and powerful empire. From there, the divinely-descended lords of the western ocean made war on the rest of the world, until a brave resistance drove them back, and the gods punished them for their hubris. In that last cataclysmic struggle between gods and mortals, the whole island continent sank beneath the sea. For the first time, this book reconstructs the fact and fiction of that lost age of gods and heroes, including the political organization of the Atlantean Empire, the equipment and tactics of the armies of Atlantis and their enemies, and the stories of the great wars themselves, from the early struggles between Atlantean colonies and the Amazons of North Africa to the final and catastrophic counter-invasion of Atlantis by the peoples of Europe and Asia.

Sinbad the Sailor

release date: Sep 20, 2014
Sinbad the Sailor
This book retells the story of Sinbad the Sailor and recounts tales of the voyages on which he acquired his wealth, of the strange peoples and monsters he encountered along the way and of lands beyond the horizon. It places the fiction of Sinbad, popularised in the collection of stories known as the Arabian Nights, into the context of medieval Cairo where these tales were originally told. By retracing the history of these stories and the Arabian voyages of exploration and trade which inspired them, and by examining modern incarnations of Sinbad that have appeared since his stories reached the West, this book breathes new life into these ancient tales of adventure, magic and mystery.

The Sands of Time

release date: Aug 01, 2013
The Sands of Time
Fate Plays Strange Tricks... It looks like a pretty small matter at first. Apparently, there''s a particularly brutal, violent outbreak of super powered industrial espionage . Appearances really can be deceptive. Soon, the heroes are pursuing a strange and devious enemy through a maze of clues and underlings. From the inner cities of the USA to burning deserts, haunted jungles - and somewhere even stranger - the hunt is on. The heroes need answers. Because the Sands of Time are running out, and no one can reverse that flow. Or can they? The Sands of Time is a multi-session scenario for a team of four to eight Champions superheroes of almost any power level. It includes details of no less than three new superteams, plus other organizations, groups, places, and NPCs. And it could be the strangest thing ever to happen to your heroes.

Dreaming Cities

release date: Jan 01, 2005
Dreaming Cities
Introducing the ultimate urban fantasy genre and setting book for the Tri-Stat System. Ancient gods and modern myths rub shoulders in night clubs, ghosts and goblins ride the subway, and the fairies are ready to rock and roll! This hardcover book features complete rules for playing and game mastering urban fantasy games, an informative guide to the genre, and four original settings that range in scope from the darkly comedic lives of the wee folk to an epic conflict between immortal powers.

Faerie Stories

release date: Dec 01, 2003

Transhuman Space Personel File

release date: Sep 01, 2002

Discworld Roleplaying Game

release date: Jan 01, 2002
Discworld Roleplaying Game
A role playing game based on Terry Pratchett''s Discworld, 2-6 players "make a good group". Equipment needed: pencils, paper, and 3 six-sided dice.

GURPS Castle Falkenstein

release date: Jan 01, 2002

Hosts of Heaven

release date: Oct 01, 2001
Hosts of Heaven
It began with a cannon blast. It ended with a world in chains. Rising from the darkness, a visionary order shakes back the cloak of superstition and raises the lamp of Reason. The fires of that lamp burn the magi of these Mythic Times, and now they unite to save the future of their Arts. Across the world, magick, faith and reason grapple in the twilight, while in the distance the witch-fires grow bright and hungry. Be a wizard. Be a priest. Be a dragon or dragon-slayer. Dance to the tune of a Renaissance revel. It''s a hell of a time to be alive. Explores the role of faith and magick in Mage: The Sorcerers Crusade.

Manual de capa y espada

release date: Jan 01, 2001

Gurps Discworld Also

release date: Nov 01, 2000
Gurps Discworld Also
A role playing game based on Terry Pratchett''s Discworld.

The Swashbucklers Handbook

release date: Apr 01, 2000
The Swashbucklers Handbook
It began with a cannon blast. It ended with a world in chains. Rising from the darkness, a visionary order shakes back the cloak of superstition and raises the lamp of Reason. The fires of that lamp burn the magi of these Mythic Times, and now they unite to save the future of their Arts. Across the world, magick, faith and reason grapple in the twilight, while in the distance the witch-fires grow bright and hungry. Be a wizard. Be a priest. Be a dragon or dragon-slayer. Dance to the tune of a Renaissance revel. It''s a hell of a time to be alive. The guide to surviving the seduction, intrigue, assassination and plain-old villainy of the Dark Fantastic world.

El manual de los artesanos

release date: Jan 01, 2000

GURPS Who's Who 2

release date: Nov 01, 1999
GURPS Who's Who 2
-- Complete descriptions and character stats for 52 more of the most intriguing people in history! -- Well-researched and clearly written...a fine demonstration of the educational value of roleplaying.

GURPS Y2K

release date: Oct 01, 1999
GURPS Y2K
-- A detailed look at the ''survivalist" and "after the holocaust" adventure genres. -- The world didn''t end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. -- Written by ten top GURPS authors, and edited by GURPS line editor Sean Punch.

The Artisans Handbook

release date: Mar 31, 1999
The Artisans Handbook
It began with a cannon blast. It ended with a world in chains. Rising from the darkness, a visionary order shakes back the cloak of superstition and raises the lamp of Reason. The fires of that lamp burn the magi of these Mythic Times, and now they unite to save the future of their Arts. Across the world, magick, faith and reason grapple in the twilight, while in the distance the witch-fires grow bright and hungry. Be a wizard. Be a priest. Be a dragon or dragon-slayer. Dance to the tune of a Renaissance revel. It''s a hell of a time to be alive. The source on the craftsmen and engineers of the Dark Fantastic world.

Gurps Scheibenwelt.

release date: Jan 01, 1999

GURPS Who's Who 1

release date: Dec 31, 1998
GURPS Who's Who 1
-- Complete descriptions and character stats for 52 of the most intriguing people in history! -- Well-researched and clearly written...a crossover for history buffs. -- A fine demonstration of the educational value of roleplaying.

GURPS Discworld

release date: Aug 01, 1998
GURPS Discworld
A role playing game based on Terry Pratchett''s Discworld, 2-6 players "make a good group". Equipment needed: pencils, paper, and 3 six-sided dice.

GURPS Arabian Nights

release date: May 01, 1998
GURPS Arabian Nights
-- By the top-selling co-author of GURPS Discworld. -- Includes dozens of new magic spells.

GURPS Places of Mystery

release date: Dec 01, 1996

How the Lord Reached Me Through the Iowa Rural Bible Crusade

25 results found


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