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Phil MastersPhil Masters is a UK-based RPG writer who's worked on several GURPS books and for a number of other companies. More information is available on his Web site at www.philm.demon.co.uk and his personal bibliography at www.philm.demon.co.uk/Miscellaneous/Past_RPG_Work.html.
e23 has 23 items by this author: For GURPS 4th Ed. • Published by Steve Jackson Games A World of Magic Welcome to the land of Yrth, a magical realm of incredibly varied races and monsters - including people snatched from our Earth and other worlds by the cataclysmic Banestorm! Whole villages were transported - from such diverse locales as medieval England, France, Germany, and the Far . . . [read more] 260-page PDF (12.1 MB) • Stock Number SJG31-2002, $24.99Add to Cart GURPS Classic: All-Star Jam 2004 by Jon F. Zeigler, Jonathan Woodward, Brian J. Underhill, William H. Stoddard, Gene Seabolt, David Pulver, Beth McCoy, Phil Masters and Kenneth Hite For GURPS 3rd Ed. • Published by Steve Jackson Games Nine Authors. One Book. Take nine fan-favorite GURPS authors. Give them each 10,000 words to write about whatever they want. The result is GURPS All-Star Jam 2004, featuring: Kenneth Hite, writing about ghost hunters; Phil Masters, with a fairytale world of muskets, ghosts, and strange magics; Beth McCoy, . . . [read more] 131-page PDF (9.1 MB) • Stock Number SJG30-6421, $7.99Add to Cart GURPS Classic: Arabian Nights by Phil Masters For GURPS 3rd Ed. • Published by Steve Jackson Games Open Sesame! Flying carpets and magic lamps . . . flashing scimitars and scheming viziers . . . crusaders, Mongols, and Bedouin . . . sultans, poets, merchants, and the original Assassins -- all this and more can be found in GURPS Arabian Nights. Confront a shapeshifting djinn, or cast spells that move . . . [read more] 133-page PDF (14.2 MB) • Stock Number SJG30-6062, $7.99Add to Cart GURPS Classic: Atlantis by Phil Masters For GURPS 3rd Ed. • Published by Steve Jackson Games Lost, But Not Forgotten Long ago, beyond the edge of the world, a great empire grew decadent . . . and sank forever beneath the waves. The Lost Land; the Sunken City; the Ancient Birthplace of Secrets. It has haunted our dreams since the days of ancient Greece. In some of those dreams, the Lost Land . . . [read more] 131-page PDF (14.2 MB) • Stock Number SJG30-6536, $7.99Add to Cart GURPS Classic: Places of Mystery by Alison Brooks and Phil Masters For GURPS 3rd Ed. • Published by Steve Jackson Games Lost Worlds. Hidden Cities. Holy Ground. Have you ever wanted to visit Stonehenge? With GURPS Places of Mystery, you can. Or uncover the mystery of the lost city of Atlantis. Travel back in time to ancient Babylon. Journey to Shangri-la and explore the Dreamtime beneath Ayers Rock. Endless adventure awaits . . . [read more] 131-page PDF (13.4 MB) • Stock Number SJG30-6520, $9.99Add to Cart GURPS Classic: Who's Who 1 by Phil Masters For GURPS 3rd Ed. • Published by Steve Jackson Games History is full of people who were stranger than fiction. People you'd want to meet. People you'd pray to avoid. People who changed the world. This book gives complete descriptions and character stats for 52 of the most interesting people in history, ready to serve as patrons, allies, enemies, or role-models. . . . [read more] 131-page PDF (14.2 MB) • Stock Number SJG30-6088, $7.99Add to Cart GURPS Classic: Who's Who 2 by Phil Masters • Published by Steve Jackson Games Stranger Than Fiction -- and Stranger Than Ever The second volume of 52 real-life characters for historical and time-travel games introduces an even more varied collection of personalities. From the Bronze Age to Punk Rock, the Mayan Empire to Japan, From priest-kings to rocket scientists, philosophers . . . [read more] 131-page PDF (14.7 MB) • Stock Number SJG30-6528, $7.99Add to Cart GURPS Dragons by Phil Masters For GURPS 3rd Ed. and GURPS 4th Ed. • Published by Steve Jackson Games Dragons! The most fabulous of all fabulous beasts. Throughout history, around the world, tales of fire-breathing monsters have stirred awe and terror. Now . . . play a dragon. Take to the air with prodigious wingbeats, soaring effortlessly for hundreds of miles. Terrify your foes with fire, claws, and . . . [read more] 163-page PDF (44.7 MB) • Stock Number SJG31-6540, $19.99Add to Cart GURPS Dungeon Fantasy 7: Clerics by Phil Masters An e23 Original! For GURPS 4th Ed. and GURPS Dungeon Fantasy • Published by Steve Jackson Games When trapped in the dankest corners of a forsaken dungeon, there may be little left to do but pray . . . but for a special class of hero, prayer is enough. Dungeon Fantasy 7: Clerics covers the powers and possibilities of those who find strength in faith. All manner of religious servants in a Dungeon . . . [read more] 983 KB ZIP • Stock Number SJG37-0311, $7.99Add to Cart GURPS Dungeon Fantasy 9: Summoners by Phil Masters An e23 Original! For GURPS 4th Ed. and GURPS Dungeon Fantasy • Published by Steve Jackson Games The awesome eldritch energies harnessed by those who can summon allies from thin air should never be used for deeds as frivolous dungeon-crawling expeditions -- unless there is the promise of really good loot. Dungeon Fantasy 9: Summoners details the amazing abilities of those who can bring powerful . . . [read more] 44-page PDF (912 KB) • Stock Number SJG37-0314, $7.99Add to Cart GURPS Infinite Worlds: Britannica-6 by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games Aerostats and Heirs Apparent! On the timeline known as Britannica-6, the 19th century is a time of great inventions and huge engineering projects -- but this isn't the Victorian Age! Queen Victoria was never born, and the Georgian period never ended. Royal "Bloods" and outrageous dandies gamble fortunes . . . [read more] 70-page PDF (2.3 MB) • Stock Number SJG37-0605, $9.99Add to Cart GURPS Powers by Sean Punch and Phil Masters For GURPS 4th Ed. • Published by Steve Jackson Games Save the World . . . or Destroy It! GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command . . . [read more] 244-page PDF (6.1 MB) • Stock Number SJG31-0102, $24.99Add to Cart GURPS Thaumatology by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic . . . [read more] 275-page PDF (4.9 MB) • Stock Number SJG31-0107, $29.99Add to Cart GURPS Thaumatology: Age of Gold by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games "I'm an alchemist," snarled the masked mystery man. "You crooks try to shoot me" -- he thumped his fist into his palm -- "and I'll turn your lead bullets into gold teeth." In the world of the 1930s, costumed crimefighters clash with cunning criminals. The eldritch forces that empowered Merlin and Circe . . . [read more] 46-page PDF (1009 KB) • Stock Number SJG37-1651, $7.99Add to Cart GURPS Thaumatology: Alchemical Baroque by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games Welcome to a land that's as familiar as history and as fanciful as a fairy tale. GURPS Alchemical Baroque presents the Known Lands, a place existing between the old history of magical tales and the new realities of exploration and enlightenment. It's a time of ghosts and giants, of spirits and spellcraft, . . . [read more] 24-page PDF (1.3 MB) • Stock Number SJG37-0607, $4.99Add to Cart GURPS Transhuman Space: Changing Times by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games Welcome to the Future . . . In the coming decades, genetic engineering, artificial intelligences, and nanotechnology will transform humanity. Earth will no longer confine us. Space tourism, Moon and asteroid mining, a permanent settlement on Mars: all are dreams poised to take flight. A strange new world . . . [read more] 74-page PDF (2.2 MB) • Stock Number SJG37-6701, $9.99Add to Cart GURPS Transhuman Space: Shell-Tech by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games You're Hardware! Cybershells are everywhere in the world of Transhuman Space. Some of them are player characters, while others are faithful allies or dangerous opponents. Shell-Tech lets you fill your games with these robotic marvels and monstrosities. GURPS Third Edition supplements for Transhuman Spac . . . [read more] 32-page PDF (1.1 MB) • Stock Number SJG37-6702, $7.99Add to Cart Pyramid #3/15: Transhuman Space by J. Edward Tremlett, William H. Stoddard, David Pulver, Phil Masters, Steven Marsh and Grant Davis An e23 Original! For GURPS 4th Ed. and Pyramid • Published by Steve Jackson Games This month's Pyramid -- the PDF magazine for roleplayers -- is devoted to Transhuman Space, the science-fiction setting that's getting closer every day. This month's futuristic features are: "Transhuman Action," a full set of guidelines for combining the fast-paced GURPS Action rules with Transhuman Spac . . . [read more] 40-page PDF (3.5 MB) • Stock Number SJG37-2615, $7.99Add to Cart Transhuman Space: Personnel Files 2 - The Meme Team by Phil Masters For GURPS 4th Ed. • Published by Steve Jackson Games Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But it's so rich in detail that it can be difficult to know what to do with it. That's where Personnel Files come in handy. Transhuman Space: Personnel Files 2 -- The Meme Team presents a group . . . [read more] 18-page PDF (887 KB) • Stock Number SJG37-6703, $4.99Add to Cart Transhuman Space: Personnel Files 3 - Wild Justice by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But its rich in detail can make it difficult to know what to do with it. That's where Personnel Files come in handy. When the assassins killed Steve Hollick and blasted his house apart, they made . . . [read more] 17-page PDF (1.3 MB) • Stock Number SJG37-6704, $4.99Add to Cart Transhuman Space: Personnel Files 4 - Martingale Security by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But it's so rich in detail that it can be difficult to know what to do with it. That's where Personnel Files come in handy. In the world of Transhuman Space, some people still feel the need for . . . [read more] 21-page PDF (570 KB) • Stock Number SJG37-6705, $4.99Add to Cart Transhuman Space: Personnel Files 5 - School Days 2100 by Phil Masters An e23 Original! For GURPS 4th Ed. • Published by Steve Jackson Games Transhuman Space presents a rich and varied background that is excellent for near-now science-fiction gaming. But it's so rich in detail that it can be difficult to know what to do with it. That's where Personnel Files come in handy. Transhuman Space: Personnel Files 5 -- School Days 2100 presents a group . . . [read more] 464 KB ZIP • Stock Number SJG37-6706, $4.99Add to Cart Transhuman Space: Teralogos News - 2100, Fourth Quarter by Kenneth Peters, Jon F. Zeigler, Patrick Sweeney, Jurgen Hubert, Phil Masters and Jamais Cascio An e23 Original! For Any Game System • Published by Steve Jackson Games Keep up with tomorrow's news, today! Revised and compiled from information previously hidden on the Transhuman Space website, the Teralogos News series contains brief news reports that can be incorporated into that setting. Teralogos News: 2100, Fourth Quarter reports items that came to light at the . . . [read more] 8-page PDF (318 KB) • Stock Number SJG37-6707, FREE!Add to Cart |