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GURPS Classic: Time Travel

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Anything Can Happen!

GURPS Time Travel is the complete guide to dimension-hopping adventure. Now GURPS players can tie all their campaigns together . . . adventuring across time, or in parallel universes, to visit every GURPS worldbook ever published.

Winner of the 1991 Origins Award for Best Roleplaying Supplement, this book is a collaboration between two previous winners – Steve Jackson (Illuminati, Car Wars, GURPS) and John M. Ford (Yellow Clearance Black Box Blues).

GURPS Time Travel includes:

  • A survey of time and dimension travel as presented in both fiction and current scientific thought. Travel by time machine, by dimension gate, even by powers of the mind!
  • Six complete campaign backgrounds (and several mini-backgrounds) for travel through time or parallel worlds, or both! Each has its own rules for characters, travel, and paradoxes.
  • A detailed discussion of the paradoxes you should consider in creating your own time-travel campaign. Is meddling with history easy? Impossible? Or just a Very Bad Idea?
  • Parallel worlds . . . "what if" dimensions where something, or everything, is different.
  • A timeline of interesting dates in our own world's history . . . as places for time travelers to visit, or as "branch points" for parallel-world campaigns.

With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!

(This is a digital reprint of a supplement designed for GURPS Third Edition.)