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Page 1: New July 2003 GURPS Shapeshifters - Steve Jackson Games · 2010. 2. 11. · werewolf to the modern anime “house pet that becomes a giant robot,” here are rules and creatures that

Tell the Players• Shapeshifters is well-researched and

comprehensive . . . just what you expectfrom GURPS.

• The book is full of character-creation rules – “crunchy bits” that give playersmany more options.

• The great ideas and adventure possibilitiesin Shapeshifters can be used in manydifferent roleplaying games.

Trade Sales Points• Shapeshifters adds new character-creation

possibilities to GURPS – and that type ofbook is a fan favorite.

• Because it is well-researched and com-prehensive, there are good crossoverpossibilities with other RPGs.

• Shapeshifters is part of the continuingsupport for one of the strongest lines in allof roleplaying, GURPS.

July 2003

GURPS ShapeshiftersShapeshifting – changing from one form to

another – is a classic element of fantasy, sciencefiction, and horror. It might be caused by magicor by an alien biology . . . or by some wondrousgadget!

GURPS Shapeshifters has complete rules forcreating shapeshifting characters in GURPS,tying together material from several previousbooks. Many examples are included, frompowerful individuals to whole races ofshapeshifters that are the stars (or the villains)of their own campaign settings.

Create shapeshifter heroes, or fight body-switching menaces. From the traditionalwerewolf to the modern anime “house pet thatbecomes a giant robot,” here are rules andcreatures that every campaign can use.

Description: GURPS sourcebook, 128 pages.

Related Products: Many books in the GURPSline, including Basic Set, Magic, Space,Fantasy, Fantasy Bestiary, and Horror.

ISBN 1-55634-452-X, Stock #6533. $22.95.

ISBN 1-55634-452-X

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