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GURPS Fantasy Folk Paperback – July 3, 2020

4.7 4.7 out of 5 stars 17 ratings

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Guess Who's Coming to Dinner?

From the tiny, winged Ellylon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. This book includes new, expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs, and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors, and magical, mischievous Leprechauns.

GURPS Fantasy Folk treats nonhuman races as unique cultures made up of individuals, not as sketchily-defined "monsters." Each race has its own well-defined psychology, ecology, culture, and politics, making it easy for GMs and players to create their own fully-developed nonhuman characters. Also included are campaign notes, adventure seeds, and sample characters for each race.

And there are complete rules for generating your own fantasy races! The Fantasy Folk race creation rules allow the GM to customize nonhumans. Included are racial advantages like Winged Flight and Cultural Adaptability, disadvantages such as Short Attention Span and Invertebrate, and unique racial features like Mindshare, Innate Skills, and Magic Spells.

The Second Edition of GURPS Fantasy Folk adds 16 pages of material to the previous edition, as well as bringing some of the older rules systems into line with the GURPS Basic Set, Third Edition.

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From the Publisher

GURPS Fantasy Folk, RPG, Steve Jackson Games
GURPS Fantasy Folk, RPG, Steve Jackson Games

From the tiny, winged Ellyllon to treetop-tall Giants, this book brings 24 nonhuman fantasy races to GURPS. It includes expanded versions of such fantasy "standards" as Elves, Dwarves, Orcs, and Halflings, as well as exotic creatures such as savage Minotaurs, four-armed Insect Warriors, and magical, mischievous Leprechauns.

GURPS Fantasy Folk treats nonhuman races as unique cultures made up of individuals, not as sketchily-defined "monsters." Each race has its own well-defined psychology, ecology, culture, and politics, making it easy for GMs and players to create their own fully-developed nonhuman characters. Also included are campaign notes, adventure seeds, and sample characters for each race.

And there are complete rules for generating your own fantasy races! The Fantasy Folk race creation rules allow the GM to customize nonhumans. Included are racial advantages like Winged Flight and Cultural Adaptability, disadvantages such as Short Attention Span and Invertebrate, and unique racial features like Mindshare, Innate Skills, and Magic Spells.

Here is a brief content overview:

  • Race Generation: The Generation Process/Extra Limbs/Arms/Legs/Teeth, Claws & Strikers/Split ST for Hybrid Races/Racial Magic/Filling in the Blanks/Example of Racial Creation/Multiple Racial Templates/Racial Advantages/Racial Disadvantages/Racial Skills/New Racial Advantages/Natural Attacks/New Racial Disadvantages
  • Race Introduction: Multi-Racial Campaigns
  • Bales/Centaurs/Dwarves & Gnomes/Ellyllon/Elves/Exalted Horses/Fauns/Fishmen/Gargoyles/Ghouls/Giants/Goblins/Great Eagles/Halflings/Insect Men/Kobolds/Leprechauns/Merfolk/Minotaurs/Ogres/Orcs/Reptile Men/Wildmen/Winged Folk
  • Appendix

GURPS Fantasy Folk, RPG, Steve Jackson Games GURPS Magic, RPG, Steve Jackson Games GURPS Dragons, RPG, Steve Jackson Games GURPS Faerie, RPG, Steve Jackson Games GURPS Shapeshifters, RPG, Steve Jackson Games GURPS Blood Types, RPG, Steve Jackson Games
GURPS Fantasy Folk GURPS Magic GURPS Dragons GURPS Faerie GURPS Shapeshifters GURPS Blood Types
Customer Reviews
4.7 out of 5 stars
17
4.8 out of 5 stars
14
4.6 out of 5 stars
12
4.5 out of 5 stars
21
4.6 out of 5 stars
10
4.3 out of 5 stars
16
Price $24.95 $22.95 $29.95 $22.95 $22.95 $22.95
What is this? Detailed psychology, ecology, culture, and politics for 25 common fantasy nonhumans, plus tips for creating new ones. Colorful, detailed magic system designed for customization, including over 300 new spells and options for creating variant systems. Guide to the myths, abilities, magic, and society of dragons from around the world. Includes tips for players and GMs. Handbook about faeries from around the world, including options for magic, character creation, and adding the Fair Folk to campaigns. Sourcebook for creatures that change their bodies, with character-creation rules, campaign guidelines, and sample shifters of every shape and size. Comprehensive guide to vampires, covering legends, history, magic, sample vampires, character creation, and campaign tips.
What do I get? A 146-page softcover book with black and white pages A 130-page softcover book with black and white pages A 162-page softcover book with black and white pages A 130-page softcover book with black and white pages A 130-page softcover book with black and white pages A 130-page softcover book with black and white pages
Which edition is this? GURPS Third Edition GURPS Third Edition GURPS Third Edition GURPS Third Edition GURPS Third Edition GURPS Third Edition
GURPS, RPG, Steve Jackson Games

Product details

  • Publisher ‏ : ‎ Steve Jackson Games Incorporated (July 3, 2020)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 146 pages
  • ISBN-10 ‏ : ‎ 1556349009
  • ISBN-13 ‏ : ‎ 978-1556349003
  • Item Weight ‏ : ‎ 15.7 ounces
  • Dimensions ‏ : ‎ 8.5 x 0.33 x 11 inches
  • Customer Reviews:
    4.7 4.7 out of 5 stars 17 ratings

Customer reviews

4.7 out of 5 stars
17 global ratings

Top reviews from the United States

Reviewed in the United States on July 26, 2021
some mechanical things are better in 4E but 3E has the content laid out in a digestible format that world builders like myself can draw from. 4E lacks some core essentials and it feels like the editors expect people like me to do their job. I make my own stuff but it is much less time consuming and fun when I have a good foundation to start from.

Things like Fantasy folk and bestiary help build that foundation, far more than more guns and gadgets do.
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