Futurelore Games
Discounted Prices With Free Shipping


More Games:
   ArsMagica
   Axis&Allies
   BattletechHandbooks
   BattletechJihadBooks
   BattletechMapSets
   BattletechReadouts
   BattletechRules
   BattletechSourcebooks
   BuffyTheVampireSlayer
   CallOfCthulhu
   Catan
   Champions
   Chrononauts
   DiceBorealisSetsOf7
   DiceFestiveSetsOf7
   DiceFrostedSetsOf7
   DiceGeminiSetsOf7
   DiceLeafSetsOf7
   DiceLustrousSetsOf7
   DiceNebulaSetsOf7
   DiceOpaqueSetsOf7
   DiceOtherSetsOf7
   DicePhantomSetsOf7
   DicePoundOfDice
   DiceScarabSetsOf7
   DiceSpeckledSetsOf7
   DiceTranslucentSetsOf7
   DiceVelvetSetsOf7
   DiceVortexSetsOf7
   Dungeons&Dragons4thEd
   Earthdawn
   ElricOfMelnibone
   FlipMats
   Fluxx
   GURPS4thEdition
   Hawkmoon
   HeroSystem
   HeroesUnlimited
   Illuminati
   LegendOf5Rings3rdEd
   Munchkin
   MysteryPartyGames
   Nightbane
   Palladium
   RiftsAdventureBooks
   RiftsChaosEarth
   RiftsConversionBooks
   RiftsDimensionBooks
   RiftsRulebooks
   RiftsSiegeOnTolkeen
   RiftsWorldBooks
   RuneQuest
   Serenity
   Shadowrun3rdEd
   Shadowrun4thEd
   StarFleetBattlesMinis
   StarFleetBattlesModules
   StarFleetBattlesRules
   StarWarsSagaRPG
   TravellerRPG
   Treehouse
   Victoriana








GURPS Basic Set: Characters
With GURPS, you can be anyone you want an elf hero fighting for the forces of good, a shadowy femme fatale on a deep-cover mission, a futuristic swashbuckler carving up foes with a force sword in his hand and a beautiful woman by his side . . . or literally anything else! GURPS has been the premiere universal roleplaying game for almost two decades. The new Fourth Edition makes it even better! GURPS Basic Set: Characters combines information from the Third Edition GURPS Basic Set and GURPS Compendium I, plus hundreds of new and updated rules! This 336-page, full-color hardcover contains everything you need to create and play a GURPS Fourth Edition character. Regular price $39.95
$ 32.00 View Cart Check Out


GURPS Basic Set: Campaigns
GURPS Basic Set: Campaigns combines information from the Third Edition GURPS Basic Set and GURPS Compendium II plus our new core setting, with infinite possibilities for timeline-hopping adventure! (You don't have to play in the core setting there isn't some game-altering metaplot but it's there if you want it.) This 240-page, full-color hardcover contains everything a GM needs to create and run a GURPS Fourth Edition campaign. Regular price $39.95
$ 32.00 View Cart Check Out


GURPS GM's Screen
Put the amazing flexibility and power of GURPS at your fingertips with this data-packed GM's Screen. This four-panel screen features all the crucial charts, tables, and other essentials from GURPS Fourth Edition. . . . complete combat tables, reaction charts, and other references to make the GM's job faster and easier. Also included is a copy of the new Fourth Edition version of GURPS Lite, the 32-page core of the GURPS rules. GURPS Lite is a valuable rules summary, but it's also designed, in particular, as a teaching tool . . . it makes it easy for an experienced player or GM to introduce others to the system. This screen is beautiful, useful . . . and yes, you can use it to hide your die rolls, too. Regular price $19.95
$ 16.00 View Cart Check Out


GURPS Powers
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 spirits . . . even gods! Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly - two crucial concepts for comic-book superheroics. GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover. If you've got a high-powered campaign - or high-powered players - you want GURPS Powers! Regular price $34.95
$ 28.00 View Cart Check Out


GURPS Bio-Tech
The Future is Alive "Who needs chrome, pal? Meat is where it's at now. Mother Nature always did it best - she just needed a little help. Get down to the black clinic, old-timer, and you can be 15 again. That is, if you still want to be human at all." It's the technology of the posthuman age: biotech! Upgrade your old body with steroids and smart drugs, transplants, and viral nano . . . or just get a new one. Maybe you don't think being human is so great? Then improve on nature with eugenics and gene-fixing. Or just go parahuman: if you love cats, become one! The technology's changing fast, but you'll have lots of time to get used to it - death is a temporary inconvenience with cryonics and immortality drugs. And who needs silicon and steel? Vatbrain biocomputers are where it's really at! But it's not just about the future. GURPS Bio-Tech includes a full range of 19th, 20th, and 21st-century medical equipment, from early vaccines to surgical robots, along with game stats for the world's most deadly diseases. GURPS Bio-Tech also includes a complete set of character templates for biotech professions, rules for biotech magic, and two original campaign settings: an alternate Earth ruled by a clone of Alexander the Great, and a a living starship on its way to colonize an alien world! Say goodbye to your old body. Have you upgraded your genetics this year? This is the second edition of GURPS Bio-Tech. It has been revised to the GURPS Fourth Edition rules and expanded to cover medicine, drugs, magic, and new technologies. Some entries were introduced in GURPS Space, GURPS Robots, and the Transhuman Space series. 240 page full-color hardcover. Regular price $34.95
$ 28.00 View Cart Check Out


GURPS Ultra-Tech
Weapons, Vehicles, and Gadgets. GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: * Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. * Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . * Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, "medical miracles" become everyday occurrences. * Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! * As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs. And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level. From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign! 240 page full-cover hardcover. Regular price $34.95
$ 28.00 View Cart Check Out


GURPS Martial Arts
Inscrutable masters from hidden temples. Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers. GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the greatest fighters in the world, or create a style to fit a new campaign, Martial Arts has the techniques and guidelines you need. Not all combat options map to techniques and styles, however. Many require extensions to the combat system itself, so Martial Arts expands on the combat and injury rules from GURPS Basic Set. Some of these additions are highly realistic, while others are extremely cinematic - but they're all optional, allowing the GM to decide which rules apply. Customizing the GURPS combat system has never been easier. This book replaces and expands on the information and rules from the previous edition of GURPS Martial Arts for Third Edition. 256 page full-color hardcover. Regular price $37.95
$ 30.40 View Cart Check Out


GURPS High-Tech
All the Gear Is Here! In 256 meticulously researched pages, GURPS High-Tech gives descriptions and stats for hundreds of kinds of historical weapons and personal armor, vehicles from the stagecoach to modern helicopters, and much more. GURPS High-Tech also has the gear and gadgets characters need. Communication, from early telegraphs to modern computers; tools of the trade for detectives, spies, and thieves; camping equipment, rations, and first-aid kits; business cards, watches, and fashionable duds this book has everything, for encounters from the wilderness to high society and everything in between. GURPS High-Tech is the complete resource for equipment from the 18th century through the modern age, and will be appreciated by Game Masters no matter what system they use! GURPS High-Tech replaces GURPS High-Tech for Third Edition, GURPS Modern Firepower, and portions of GURPS Covert Ops. 256 page full-color hardcover. Regular price $37.95
$ 30.40 View Cart Check Out


GURPS Fantasy
Create a world that could never be! GURPS Fantasy is the complete toolkit to let you build a campaign of heroic deeds and wondrous magic. It discusses the genre in depth - with all its subgenres and inspirations (myth, novels, movies, etc.) - letting you design just the kind of fantasy setting that you want. GURPS Fantasy gives detailed, concrete advice - from the basics of the landscape itself, through its inhabitants and cultures, to the details of believable histories and politics. It also examines the nature of supernatural forces, and discusses the impact of wizards, monsters, and gods. And, of course, it looks at the many different ways that magic and users of magic can work in a fantasy world. And, perhaps most importantly, it advises GMs and players alike on the kinds of characters appropriate to fantasy -- including ordinary folks, people with fantastic powers, and nonhumans. Whether your model is Tolkien, Jordan, or Leiber, this book will let create a town, a country, or an entire world. Like all Fourth Edition books, it's a full-color hardcover. 240 pages. Regular price $34.95
$ 28.00 View Cart Check Out


GURPS Banestorm
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 East. Now humans struggle with dwarves, elves, and each other. The Crusades aren't ancient history here - they're current events! Characters can journey from the windswept plains of the Nomad Lands - where fierce Nordic warriors seek a valiant death to earn a seat in Valhalla - to Megalos, the ancient empire where magic and political intrigue go hand in hand. Or trek south to the Muslim lands of al-Wazif and al-Haz to explore the forbidden city of Geb'al-Din. This book updates the original Yrth of GURPS Third Edition Fantasy and Fantasy Adventures. It provides GMs with a complete world background - history, religion, culture, politics, races, and a detailed, full-color map - everything needed to start a GURPS campaign. So prepare to make your own mark on Yrth. Plunder elven ruins while evading the desert natives. Play a peasant-born hero . . . an orcish pirate . . . a Muslim double agent commanded to infiltrate the Hospitallers. Yrth awaits the legend of you! 240 page full-color hardcover. Regular price $34.95
$ 28.00 View Cart Check Out


GURPS Traveller: Interstellar Wars
The transition between the First Imperium, governed by the Vilani, and the Rule of Man, led by the Terran Confederation, has always been a pivotal era in Marc Miller's Traveller universe. Now, for the first time in any game system, Traveller players can explore the depths of this rich setting. GURPS Traveller: Interstellar Wars covers the 200 years of war, peace, and overwhelming change as the ancient Vilani Imperium falls to the upstart Terrans. In this time of conflict, the opportunities for adventure are more exciting than ever before! Forge new trade routes within the Imperium itself. Defend the homeworld from invaders during the Siege of Terra. Make first contact with alien races. Help guide the Terran Confederation in its expansion from a single planet to a sector-spanning empire. GURPS Traveller: Interstellar Wars is an official GURPS Fourth Edition sourcebook for the Traveller universe. It includes a detailed timeline, along with rules for tailoring characters to the last days of the First Imperium, starship design, interstellar trade, exploration, and ship-to-ship combat. 240 page full-color hardcover. Regular price $39.95
$ 32.00 View Cart Check Out
  Home   |  About Us   |  Contact Us