Gurps Mysteries

Author: Lisa J. Steele
Publisher: Steve Jackson Games
ISBN: 9781556348174
Size: 52.50 MB
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A Dame Walks Into Your Office . . . A dead body, no witnesses, and a room full of suspects with perfect alibis. Can you find the killer and bring him to justice? Learn the secrets of mystery fiction - and what will, and will not, work in RPG mysteries. Become a better investigator. Discover the problems you are likely to encounter in a low-tech, magic, super-tech, or horror mystery. GURPS Mysteries covers: Creating mysteries as stand-alone adventures, as part of an existing campaign, or as campaigns in their own right, with specific discussions of the low-tech, modern-tech, future, magic, and horror settings. Setting the crime scene, including detailed forensic information on causes of death, investigation methods, and a forensics timeline. Bringing interesting villains to life, and matching their disadvantages to their motives and means of carrying out a crime. A template-based character-generation system for iconic investigators, including the genius detective, the hardboiled shamus, police detectives, investigating magicians, even "that darn kid." Sample detective and investigative agencies to hire or bedevil characters. Expanded rules for questioning and interacting with NPCs. GURPS Mysteries, by the author of GURPS Cops, is designed both for the GM who wants to create and run mystery adventures and for players who want to become investigators in any setting.

Gurps For Dummies

Author: Adam Griffith
Publisher: John Wiley & Sons
ISBN: 9780470043615
Size: 41.74 MB
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This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.

Julie Moffett S Lexi Carmichael Mystery Series Books 1 3

Author: Julie Moffett
Publisher: Carina Press
ISBN: 1459292278
Size: 21.11 MB
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Get to know geek extraordinaire Lexi Carmichael, her friends and her more-than-friends in three fast-paced, high-tech mysteries. Includes bonus prequel novella! NO ONE LIVES TWICE Lexi Carmichael spends her days stopping computer hackers at the NSA and her nights avoiding her mother and a slew of blind dates. Even though she works for a top-secret agency, her life is anything but exciting. Until the day that two gun-toting thugs appear and her best friend vanishes. Enlisting a team of geniuses—plus a sexy government agent and a rich, handsome lawyer who both have the hots for her—Lexi must navigate a maze of leads to find her friend and save the day. NO ONE TO TRUST A series of extraordinary events prompts Lexi to leave government life behind for a fresh start with a brand-new company and an incredibly sexy boss. But when their first client goes missing and his staff think Lexi is involved, she'll have to use her best geek skills—and some help from her friends—to solve the mystery and keep herself safe. NO PLACE LIKE ROME Italy might seem like a long way to go to hide after a disastrous date. But when sexy überhacker Slash (no, that's not his real name) asks Lexi Carmichael to go with him to Rome on an investigation, the timing is sort of perfect. Her messed-up love life becomes the least of her worries, though, thanks to a dead body, a near-kidnapping and the discovery of a top secret encrypted file that not even she can hack. Racing against time, Lexi calls in her genius friends to help uncover a secret—one that someone would kill to keep. NO MONEY DOWN—bonus prequel novella! Lexi + the legendary Zimmerman twins = a friendship made in geek heaven. It all started back when she worked for the NSA…

No One To Trust A Lexi Carmichael Mystery Book Two

Author: Julie Moffett
Publisher: Carina Press
ISBN: 1426891733
Size: 80.36 MB
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SWFG: Single, White, Female, Geek. That's me, Lexi Carmichael, a reformed hacker who was gainfully employed by the National Security Agency. But a series of extraordinary events led me to leave government life behind for a fresh start with a brand-new company and an incredibly sexy boss, Finn Shaughnessy. It may not be kosher to have the hots for your boss, but he seems to have the hots for me, too. If only things didn't get so complicated... Darren Greening, a genius researcher from Flow Technologies (our first client!) is missing, and his bosses think I'm involved. And they aren't the only ones—the man who nearly snapped my neck in the parking garage thinks so, too. Now I'm caught in the middle of a complex and dangerous case. I'll have to use all my geek skills and a little help from my friends to solve the mystery of Darren's disappearance before Neck-Snapping-Man makes a return visit... 65,000 words

Gurps Arabian Nights

Author: Phil Masters
Publisher: Steve Jackson Games
ISBN: 9781556342660
Size: 16.16 MB
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-- By the top-selling co-author of GURPS Discworld. -- Includes dozens of new magic spells.

No One Lives Twice A Lexi Carmichael Mystery Book One

Author: Julie Moffett
Publisher: Carina Press
ISBN: 1426890494
Size: 20.12 MB
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I'm Lexi Carmichael, geek extraordinaire. I spend my days stopping computer hackers at the National Security Agency. My nights? Those I spend avoiding my mother and eating cereal for dinner. Even though I work for a top-secret agency, I've never been in an exciting car chase, sipped a stirred (not shaken) martini, or shot a poison dart from an umbrella. Until today, that is, when two gun-toting thugs popped up in my life and my best friend disappeared. So, I've enlisted the help of the Zimmerman twins—the reclusive architects of America's most sensitive electronic networks—to help me navigate a bewildering maze of leads to find her. Along the way, my path collides with a sexy government agent and a rich, handsome lawyer, both of whom seem to have the hots for me. Hacking, espionage, sexy spy-men—it's a geek girl's dream come true. If it weren't for those gun-toting thugs... 112,000 words

No Place Like Rome A Lexi Carmichael Mystery Book Three

Author: Julie Moffett
Publisher: Carina Press
ISBN: 1426897499
Size: 65.91 MB
Format: PDF, Mobi
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Just another week in the life of geek-girl Lexi Carmichael Italy might seem like a long way to go to hide after a disastrous date. But when sexy Ÿberhacker Slash (no, that’s not his real name) asks me to go with him to Rome on an investigation, the timing is sort of perfect. My messed-up love life becomes the least of my worries, though, after the dead body, the near-kidnapping and the discovery of a top secret encrypted file that even I can’t hack. With time running out, there’s only one thing to do: call in the legendary Zimmerman twins and my best fluent-in-Italian friend, Basia, to crack the code. Now if only someone could help me solve the mystery of whether Slash is flirting, or if all the kissing is just one of those “when in Rome” things… But when we finally uncover the secret someone would kill to keep, it’s up to me to solve the case and save the lives of my best friends. This book is approximately 61,000 words Carina Press acknowledges the editorial services of Alissa Davis Other Books in the Lexi Carmichael Mystery Series: No One Lives Twice (Book 1) No One To Trust (Book 2) No Money Down (Book 2.5) — Novella No Place Like Rome (Book 3) No Biz Like Showbiz (Book 4) No Test for the Wicked (Book 5) No Woman Left Behind (Book 6) No Room for Error (Book 7) No Strings Attached (Book 8) No Living Soul (Book 9) No Regrets (Book 10) And Coming Soon: No Stone Unturned (Book 11) No Title Yet (Book 12 — LOL!)

Gurps Magic

Author: Steve Jackson
Publisher: Steve Jackson Games
ISBN: 9781556342868
Size: 65.50 MB
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-- Over 300 new magic spells adaptable to any game. -- Two whole new optional systems of magic! -- Written by system designer Steve Jackson.

Gurps Illuminati

Author: Nigel D. Findley
Publisher: Steve Jackson Games Incorporated
ISBN: 9781556348617
Size: 78.57 MB
Format: PDF
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The Secret Masters have denied all knowledge of the various conspiracy theories put forth in GURPS Illuminati. "To begin with, we don't even exist," said a spokesman. "The Illuminati are a myth." He went on to deny specifically that: Everything you read in the tabloids is true! Aliens regularly visit Earth, and are in contact with high government officials. The Men in Black are everywhere, and will snatch you from your home if you ask too many questions or just see something you shouldn't see. Orbital Mind Control satellites cruise the skies, influencing international politics and deciding the fates of billions. The Gnomes of Zurich control the world's monetary supply, and manipulate it to fit their own sinister plans. The world is such a complex web of secrets, mysteries and conspiracies that nobody really knows what is happening. But everyone in power lies . . . all the time. The only real way to protect yourself is to join the conspiracy. But even then, you'll never know who is pulling your strings. Everything you know is a lie. Everything you suspect is true. The world is a very strange place. Hail Eris! All Hail Discordia! The publishers of GURPS Illuminati, Steve Jackson Games, admitted that it was a work of fiction, but added, "It's all true anyway! Just look at the book. It's closer than you think."

The Wars Of Atlantis

Author: Phil Masters
Publisher: Osprey Publishing
ISBN: 9781472809322
Size: 71.85 MB
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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 was cast into 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.