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GURPS Time Travel,Used
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Anything Can Happen!GURPS Time Travel is the complete guide to dimensionhopping 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 fiction and current scientific thought. Travel by time machine, by dimension gate, even by powers of the mind!Six complete campaign backgrounds (and several minibackgrounds) 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 timetravel 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 parallelworld campaign.With this book, the GURPS system reaches its full potential for universal adventure. Any time, any place, any world, any genre. Anything can happen!Looking for a Fourth Edition treatment of this topic? GURPS Infinite Worlds replaces this book, but focuses primarily on the setting from Chapter 7 of Time Travel.
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