Download GURPS Alternate Earths by Ken Hite PDF

By Ken Hite

Guidebook to making and taking part in in a single of six parallel Earths. contains maps, histories, personality forms and every little thing you would like for another Earth campaign.

GURPS trade Earths can be made to reserve for a size hopping crusade corresponding to GURPS Time commute, yet i think it additionally supplies players a chance to work out how our personal global "might have been" if only one occasion in heritage was once replaced. And it offers possibilities to set entire adventures, or even entire campaigns in these worlds.
The six diverse "Earths" during this booklet are nearly textbook examples of the now well known "What If" line of SF tales. the 1st global, "Dixie", supplies us a good suggestion as to what may need occurred if the South had gained the yank Civil struggle. It covers the time from secession to the time while the accomplice States of the United States grew to become a superpower. the second one global, "Reich 5" provide us a chilling examine the area less than Nazi rule and the resistance attempt nonetheless lower than means years later. The 3rd global "Rome Aeterna", assumes the Roman empire by no means fell. The fourth international, "Shikaku-Mon", assumes the traditional eastern Empire conquered the realm. The 5th global, "Ezcalli", has info for a wierd Earth the place the could of the Aztecs, Incas, and Mayans is unsurpassed. The 6th and ultimate global is the strangest of all. "Gernsback" starts off with an easy postulation: what if Nikolai Tesla's innovations labored and have been utilized by somebody with the monetary genius of Morgan? Flying vehicles and broadcast strength are common.

There are rules for adventures, characters, or even entire campaigns for every of the worlds, together with numerous paragraphs approximately even stranger worlds that diverged from those six. those "reality seeds" supply artistic GM's much more exchange worlds to explore.

People wishing to take advantage of books like Harry Turtledove's really good trade earths books want glance no additional for concepts of ways to recreate his books for a wierd parallel global crusade. hugely prompt for GURPS GM's and suggested even to SF enthusiasts desirous to discover the ramifications of what may possibly occur if...

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Using the staff for this purpose does not increase the casting time of these spells. , tree stride Melee crook of Cildhureen +3 (1d6–2) Ranged thorn dart +8 (1d4–2 plus greenblood oil) Spell-Like Abilities (CL 11th; concentration +16) 1/day—faerie fire, speak with animals, speak with plants Bloodline Spell-Like Abilities (CL 11th; concentration +16) 8/day—laughing touch At will—fleeting glance (11 rounds/day) Spells Known (CL 11th; concentration +16) 5th (5/day)—baleful polymorph (DC 20), shadow evocation (DC 21), tree stride 4th (7/day)—bestow curse (DC 19), poison (DC 19), shadow conjuration (DC 20), summon monster IV 3rd (7/day)—deep slumber (DC 20), dispel magic, major image (DC 19), suggestion (DC 20), vampiric touch 2nd (7/day)—blindness/deafness (DC 17), detect thoughts (DC 17), hideous laughter (DC 19), hypnotic pattern (DC 18), levitate, minor image (DC 18) 1st (8/day)—charm person (DC 16), entangle (DC 16), mage armor, magic missile, shield, silent image (DC 17) 0 (at will)—arcane mark, dancing lights, daze (DC 17), detect magic, ghost sound (DC 16), mage hand, message, prestidigitation, read magic Bloodline fey Construction Requirements Craft Staff, major image, shadow conjuration, shadow evocation; Cost 8,400 gp Visionary Lens Aura strong divination, enchantment, and illusion; CL 20th Slot none; Weight 50 lbs.

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Morale If the battle turns against Rhoswen, she uses tree stride to flee from her throne room into the pillars of her bedchamber (area H23) to recover and prepare for a last stand. Base Statistics Without her mage armor and shield spells, Rhoswen has AC 16, touch 16, flat-footed 12 (+2 deflection, +3 Dex, +1 dodge). A permanent floating disc of rose-colored crystal magically lowers from here into Rhoswen’s bedchamber (area H23) to provide access to the tower’s rooftop. Permanently bound to the rest of the crystal capping the spire, the piece also forms a magic circle containing a six-pointed fairy star when it reaches its highest point.

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