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1 AADA Road Atlas and Survival Guide Volume Four: Australia (Supplement for Gurps Autoduel and Car Wars) 
Steve Jackson Games 1987 1556340958 / 9781556340956 Paperback Fine 
64 pages 
Price: 10.99 USD
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2 Aces Abroad (GURPS Wild Cards RPG) Murphy, Kevin Andrew
Steve Jackson Games 1991 155634211X / 9781556342110 Paperback New 
"GURPS Aces Abroad is your guide to the world of the wild card outside of New York. In this action-packed adventure, players take on the roles of government agents striving to defuse a plot to cause worldwide outbreaks of the wild card -- instigated by the international joker-terrorist group, the Twisted Fists. Or players can be the terrorists themselves -- intent on subverting the mission and achieving worldwide equality! Agents and terrorists travel the globe, discovering more each mission while they explore the exotic and dangerous world of Aces Abroad. Also included are two new powers to use with GURPS Supers and Psionics and a dozen new creatures to populate the mysterious Australian Dreamtime. The agents will visit ... The Highlands of Peru, where they face the perils of Incan blood rituals, guerilla warfare and international drug lords. The Parliament of South Africa, where African magic and the wild card mix with the politics and policies of apartheid. Tumultuous Northern Ireland, where warring factions battle with petrol bombs, Armalites and the wild card, and the creatures of Celtic myth run wild through the night. The markets of Bali, where the ancient battle between the evil Rangda and the heroic Barong is fought anew, and where the shadows of the wayang theater can spring to life. The Australian outback, where supers and jokers fight the forces of evil in the Dreamtime of aboriginal legend."; 128 pages 
Price: 16.44 USD
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3 Aces Abroad (GURPS Wild Cards RPG) Murphy, Kevin Andrew
Steve Jackson Games 1991 155634211X / 9781556342110 Paperback Very Good 
"GURPS Aces Abroad is your guide to the world of the wild card outside of New York. In this action-packed adventure, players take on the roles of government agents striving to defuse a plot to cause worldwide outbreaks of the wild card -- instigated by the international joker-terrorist group, the Twisted Fists. Or players can be the terrorists themselves -- intent on subverting the mission and achieving worldwide equality! Agents and terrorists travel the globe, discovering more each mission while they explore the exotic and dangerous world of Aces Abroad. Also included are two new powers to use with GURPS Supers and Psionics and a dozen new creatures to populate the mysterious Australian Dreamtime. The agents will visit ... The Highlands of Peru, where they face the perils of Incan blood rituals, guerilla warfare and international drug lords. The Parliament of South Africa, where African magic and the wild card mix with the politics and policies of apartheid. Tumultuous Northern Ireland, where warring factions battle with petrol bombs, Armalites and the wild card, and the creatures of Celtic myth run wild through the night. The markets of Bali, where the ancient battle between the evil Rangda and the heroic Barong is fought anew, and where the shadows of the wayang theater can spring to life. The Australian outback, where supers and jokers fight the forces of evil in the Dreamtime of aboriginal legend."; 128 pages 
Price: 11.99 USD
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4 Deathwish (GURPS Supers) Blankenship, Loyd
Steve Jackson Games 1989 1556341563 / 9781556341564 Paperback Very Good 

Price: 1.00 USD
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5 Deathwish (GURPS Supers) Blankenship, Loyd
Steve Jackson Games 1989 1556341563 / 9781556341564 Paperback Good 
INTERNATIONAL CUSTOMERS, this item ships by USPS Air Mail/Global Priority Mail. 
Price: 0.99 USD
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6 Far Trader: Profit and Pitfalls Among the Stars (GURPS Traveller) Thrash, Christopher
Steve Jackson Games 1999 1556343736 / 9781556343735 Paperback Very Good 
"Next to the mercenary game, the 'independent trader' campaign is the most popular among Traveller players. This new book is the complete support volume for the Trader campaign. You can: * Develop sector-wide trade routes, following the demands of commerce on an interplanetary scale. * Start your own character-run business, raise capital, and finance your money-making ventures. * Make contacts, find niche markets, and exploit opportunities the big corporations miss. * Learn what it takes to run a successful commercial starship. * Expand your world with 15 new character templates. * Run entire mercantile campaigns, including free traders, smugglers, and pirates."; 144 pages 
Price: 39.99 USD
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7 Ground Forces (GURPS Traveller) Berry, Douglas E.
Steve Jackson Games 2000 1556344449 / 9781556344442 Paperback Fine 
"When human worlds are threatened, people depend on the Imperial Marines and the Unified Armies -- the Ground Forces. They are the only soldiers most citizens ever see. People may follow orbiting battleships as bright 'stars' in the sky, but for the average man it is the Marine in battledress and the imposing bulk of an Army grav tank that embody the Imperium. GURPS Traveller: Ground Forces covers the "ground pounders" of the Third Imperium and their comrades in arms, the sailors of the "wet" navy and the pilots of the Close Orbit and Aerospace Command. "; 144 pages 
Price: 10.99 USD
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8 GURPS Atlantis Masters, Phil
Steve Jackson Games 2002 1556344783 / 9781556344787 Paperback Fine 
128 pages 
Price: 18.44 USD
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9 GURPS Autoduel: Roleplaying in the World of Car Wars 
Steve Jackson Games 1986 1556340532 / 9781556340536 Paperback Very Good- 
Light cover wear. Unmarked inside. Sheet of cardboard vehicles uncut. ; 84 pages 
Price: 8.99 USD
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10 GURPS Blood Types: Dark Predators and Deadly Prey: Vampires and Vampire Hunters 
Steve Jackson Games 1995 155634113X / 9781556341137 Paperback Very Good 
128 pages 
Price: 11.49 USD
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11 GURPS Callahan's Crosstime Saloon McCubbin, Chris W. & Spider Robinson
Steve Jackson Games 1992 1556342217 / 9781556342219 Paperback New 
"Welcome to Callahan's, the Most Amazing Bar in the Universe! Based on the books by award-winning author Spider Robinson. Callahan's is a place where anything can - and does - happen. From world-threatening aliens to time-traveling rock stars, you never know who will drop in!"; 128 pages 
Price: 14.44 USD
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12 GURPS Compendium I : Character Creation 
Steve Jackson Games 1997 155634290X / 9781556342905 Paperback Very Good 
192 pages 
Price: 11.99 USD
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13 GURPS CthulhuPunk: Ancient Horror Crawls into the Dark Future 
Steve Jackson Games 2001 1556345615 / 9781556345616 Paperback Fine 
"The classic horror of the Cthulhu Mythos meets the dark future of cyberpunk . . . CthulhuPunk! The investigators now have supercomputers, cyborged bodies, and deadly new hand weapons - but the breakdown of society has given the malevolent entities of the Mythos new breeding grounds for corruption and decay. Produced in cooperation with Chaosium, Inc., GURPS CthulhuPunk provides a complete game world, as well as all the important entities, monsters, spells and malevolent tomes from Chaosium's Call of Cthulhu, converted into GURPS terms."; 128 pages 
Price: 36.99 USD
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14 GURPS Dinosaurs and Other Prehistoric Creatures Dedman, Stephen & Jack Horner
Steve Jackson Games 1996 1556342934 / 9781556342936 Paperback Fine 
Crisp, collector's copy.; 128 pages 
Price: 24.99 USD
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15 GURPS Dinosaurs and Other Prehistoric Creatures Dedman, Stephen & Jack Horner
Steve Jackson Games 1996 1556342934 / 9781556342936 Paperback Very Good 
128 pages 
Price: 18.99 USD
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16 GURPS Fantasy Harkwood: Actions and Intrigue at a Medieval Tourney Allston, Aaron & J. David George
Steve Jackson Games 1988 1556341032 / 9781556341038 Paperback Very Good 
"Harkwood is an adventure/sourcebook for GURPS Fantasy, set in the world of Yrth. Inside, you'll find: * Tourney Rules - new rules for non-lethal tournament combat and knightly jousting - including the Lance skill! * Intrigue in Harkwood - an action/intrigue adventure for 3 to 6 players, set during Baron Fenmarc's Summer's Day Tourney. * Caithness - the sourcebook for a medieval kingdom in the world of Yrth, including its sixteen baronies and lordings, and their rulers... with the seeds of a civil war in which the PCs can play a heroic part. * Harkwood - detailed background material for a campaign set in this Caithness barony, complete with maps of important locations and over 20 non-player characters."; 64 pages 
Price: 5.49 USD
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17 GURPS Fantasy II: Adventures in the Mad Lands Laws, Robin D.
Steve Jackson Games 1993 1556342640 / 9781556342646 Paperback Very Good 
Color FOLD-OUT MAP of the Mad Lands still attached. Light cover wear. ; 128 pages 
Price: 39.99 USD
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18 GURPS GM's Screen 
Steve Jackson Games 1999 1556343973 / 9781556343971 Fine 
COMPLETE, with two 2-panel screens and GURPS Lite booklet. 
Price: 29.99 USD
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19 Gurps Horror: The Old Stone Fort - Battle Against Cherokee Spirits in '20s Tennessee Rapp, Don
Steve Jackson Games 1988 1556341016 / 9781556341014 Paperback Very Good 
Some light rubs at spine, otherwise unmarked, unread.; "The Old Stone Fort near Manchester, Tennessee, has been the setting for legends of the Ancient Ones since before the white man came. The Indians told tales of the Sungnawyee Eddahee - the Night Goers - and of other spirits. Intrigued by these legends, Professor Geoffrey Moorehead decided to investigate . . . and vanished from the face of the earth. Now it falls to you to solve the mystery of Moorehead's disappearance. Your search will take you to Manchester and the Old Stone Fort, through the forests and caves of the surrounding areas. It will pit you against the spirits of Cherokee mythology. Will you discover Moorehead's fate . . . or share it? The Old Stone Fort is a GURPS Horror adventure for 3 to 6 players. Also in this book: * New skills and spells for your GURPS Horror campaigns. * Maps and background to help you set up a campaign in '20s Tennessee. * Guidelines for adapting the adventure for a modern-day campaign. * A complete town description, suitable for use in any adventure."; 60 pages 
Price: 13.99 USD
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20 GURPS Humanx: Roleplaying in Alan Dean Foster's "Humanx Commonwealth" Scott, Curtis M.
Steve Jackson Games 1987 1556340869 / 9781556340864 Paperback Very Good 
"600 years ago, in the early 24th century, mankind met alien intelligence — the insect Thranx. Despite their physical differences, humans and thranx soon found they had much in common. Within a hundred years, they had united as the Humanx Commonwealth. Today, humans and thranx stand shoulder-to-thorax against the ruthless reptilian A Ann, defending the dozens of intelligent races and hundreds of inhabited worlds that make up the Commonwealth. GURPS Humanx, a worldbook for the Generic Universal RolePlaying System, takes you planet-hopping through Alan Dean Foster's Humanx Commonwealth, where Ethan Fortune and Skua September sailed the Icerigger across the frozen wastes of Tran-Ky-Ky, Flinx and his minidrag Pip activated The Tar-Aiym Krang and solved the mystery of Bloodhype, and the great whales still swim the seas of Cachalot. — The Commonwealth Gazetteer, a spacefarer's guide to humanx space, detailing 28 worlds within the Humanx Common wealth. The Gazetteer describes the climate, sentient races, interesting creatures, spaceport facilities and adven ture possibilities on each of these worlds. — Complete rules for player characters of nine alien races: Thranx, Ornithopes, Tolians, AAnn, Dolphins, Tran, Saia, Mai and Tsla. — Basic rules for psionics. — A complete galactic history and timeline, from half a billion years in the past through the six centuries of the Commonwealth. — Equipment from the Commonwealth novels, ranging from the Cetacean Translator to the Samstead Duty Suit, plus weapons like the Phonic Stiletto and the Neuronic Pistol. — Complete GURPS stats for humanx characters, including Flinx and Mother Mastiff, Maxim Malaika, Bran Tse-Mallory and Truzenzuzex, and their AAnn nemesis, the Baron Riidi WW. — A complete multi-session adventure set in Drallar, on the world of Moth."; 96 pages 
Price: 16.44 USD
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