GURPS Alternate Earths by Ken Hite

By Ken Hite

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

GURPS trade Earths should be made to reserve for a size hopping crusade resembling GURPS Time go back and forth, yet i feel it additionally supplies avid gamers a chance to work out how our personal global "might have been" if only one occasion in background used to be replaced. And it offers possibilities to set complete adventures, or even complete campaigns in these worlds.
The six varied "Earths" during this e-book are virtually textbook examples of the now renowned "What If" line of SF tales. the 1st global, "Dixie", offers us a good suggestion as to what may need occurred if the South had gained the yankee Civil battle. It covers the time from secession to the time while the accomplice States of the USA turned a superpower. the second one global, "Reich 5" supply us a chilling examine the realm below Nazi rule and the resistance attempt nonetheless below 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 international, "Ezcalli", has info for a wierd Earth the place the may possibly of the Aztecs, Incas, and Mayans is unsurpassed. The 6th and ultimate international is the strangest of all. "Gernsback" begins with an easy postulation: what if Nikolai Tesla's innovations labored and have been utilized by an individual with the monetary genius of Morgan? Flying autos and broadcast strength are common.

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

People wishing to take advantage of books like Harry Turtledove's impressive exchange earths books want glance no extra for concepts of the way to recreate his books for a wierd parallel global crusade. hugely steered for GURPS GM's and instructed even to SF enthusiasts eager to discover the ramifications of what may perhaps ensue if...

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You must make a ranged touch attack with this spell. If you strike your target, he takes a 1d6 penalty to his Strength, Dexterity, and Constitution each round. This penalty cannot reduce any attribute to less than 1, and once any of these attributes reaches 1 the target collapses and his body, except his head, becomes paralyzed. While paralyzed in this way, the target retains full use of his senses, including the ability to feel pain, and can speak (including casting spells with only verbal components).

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