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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 37 items by this author. Showing items 1 to 25: | Next--> Ars Magica: Faerie Stories by Neil Taylor and Phil MastersFor Ars Magica • Published by Atlas Games Inspired by the legends of Brittany, Faerie Stories is a collection of ideas and detailed supporting information for Ars Magica, with a common theme: encounters and dealings with faeries. It is a simple but useful tool for storyguides and their troupes; a source of tales and ideas, ready to use when . . . [read more] 2.7 MB ZIP • Stock Number AG0271PDF, $10.00Add to Cart Ars Magica: Tales of Mythic Europe by Timothy Ferguson, Mark Lawford, Phil Masters, Matt Ryan and Alexander White For Ars Magica • Published by Atlas Games An Ars Magica Sourcebook Mythic Europe is a place of heroism and cowardice, honor and betrayal, wonder and horror. Introduce this full range of possibility into your saga's stories with Tales of Mythic Europe, a collection of short adventures for Ars Magica Fifth Edition. From a ship plagued by a faerie, . . . [read more] 168-page PDF (7.9 MB) • Stock Number AG0291PDF, $15.00Add to Cart Cugel’s Compendium by Phil Masters, Robin D. Laws and Aaron Allston For Dying Earth • Published by Pelgrane Press Ltd For sound commercial reasons, we have made this supplement indispensable to both players and Game Moderators alike. A mere sample of this supplements contents offers proof: A new power, the Tweak: Procure advantage in specific situations. Neagate a blunder with "Forgive my companion, who was dropped . . . [read more] 73-page PDF (1.8 MB) • Stock Number PEL004DL, $3.23Add to Cart GURPS Banestorm by Phil Masters and Jonathan Woodward 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, David L. 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 each10,000 words to write about whatever they want. The result isGURPS All-Star Jam 2004,featuring: Kenneth Hite, writing about ghost hunters; Phil Masters, with a fairytale world of muskets, ghosts, andstrange magics; Beth McCoy, channeling . . . [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: Castle Falkenstein by Phil Masters and James L. Cambias For GURPS 3rd Ed. • Published by Steve Jackson Games Steam Meets MagicImagine a world very much like 19th-century Earth, but with wizards and swashbuckling heroes . . . and Dragons and Faerie! A world where Kabbalistic magic meets steam-powered technology against the backdrop of imperial intrigue, and where the writings of Doyle, Shelley, Verne, and their . . . [read more] 37.9 MB ZIP • Stock Number SJG30-6099, $9.99Add to Cart GURPS Classic: Castle Falkenstein - The Ottoman Empire by Phil Masters For GURPS 3rd Ed. • Published by Steve Jackson Games There are many empires in the fantasy-Victorian world of Castle Falkenstein . . . but none like the Ottoman Empire. GURPS Castle Falkenstein: The Ottoman Empire takes you to a land of ancient magicks, mad Sultans, and mazes of mysteries and plots.Based on the historical reality of the declining Ottoman . . . [read more] 8.5 MB ZIP • Stock Number SJG30-6722, $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 For GURPS 3rd Ed. • 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 Classic: Y2K by Scott Haring, Robert Schroeck, Sean Punch, David L. Pulver, Phil Masters, Jeff Koke, Steve Jackson, Kenneth Hite and John M. Ford For GURPS 3rd Ed. • Published by Steve Jackson Games The world DIDN'T end on January 1, 2000. Therefore, this book is good for gaming, rather than just for starting fires. And you know what? We're GLAD. Now that it's just fantasy, visit the world that might have been . . . the world where everything went wrong. The Big Crash. The Bug. The end of technology . . . [read more] 131-page PDF (25.1 MB) • Stock Number SJG30-6090, $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, $10.99Add 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. and GURPS Thaumatology • 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. and GURPS Thaumatology • 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. and GURPS Thaumatology • 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, $5.99Add to Cart GURPS Transhuman Space: Changing Times by Phil Masters An e23 Original! For GURPS 4th Ed. and GURPS Transhuman Space • 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. and GURPS Transhuman Space • 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 L. Pulver, Phil Masters, Steven Marsh and Grant Davis An e23 Original! For GURPS 4th Ed., GURPS Transhuman Space 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 Pyramid #3/22: Banestorm by C.J. Miozzi, Paul Stefko, Andy Vetromile, Matt Riggsby, Phil Masters and Steven Marsh An e23 Original! For GURPS 4th Ed. and Pyramid • Published by Steve Jackson Games If you're looking for a quaint little fantasy getaway, why not consider a trip to Yrth? Be warned; you may find it hard to go home again . . . This month's Pyramid - the PDF magazine for roleplayers - is devoted to GURPS Banestorm, the premier GURPS Fantasy campaign setting. Most of its articles can also . . . [read more] 40-page PDF (4.7 MB) • Stock Number SJG37-2622, $7.99Add to Cart Items 1 to 25 of 37 items found. | Next--> |