Warehouse 23 Gurps.pdf
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Warehouse 23 Gurps.pdf: A Guide to the Ultimate Secret Facility in GURPS
Warehouse 23 Gurps.pdf is a supplement for the GURPS roleplaying game that explores the mysterious and dangerous Warehouse 23, a hidden facility that contains relics, artifacts, and anomalies from across time and space. Whether you are a fan of conspiracy theories, science fiction, horror, or fantasy, Warehouse 23 Gurps.pdf has something for you.
In this article, we will give you an overview of what Warehouse 23 Gurps.pdf offers, how to use it in your GURPS campaigns, and where to find it online.
What is Warehouse 23 Gurps.pdf
Warehouse 23 Gurps.pdf is a 131-page PDF that was written by S. John Ross and edited by Sean Barrett. It was first published by Steve Jackson Games in 1999 as a softcover book, and later reprinted in 2011 with a new cover art by Bruce Popky. It is part of the GURPS line of supplements that provide rules, setting information, and adventure ideas for various genres and themes.
Warehouse 23 Gurps.pdf is based on the premise that there is a secret facility somewhere in the world that houses the most dangerous and powerful objects ever created or discovered by humanity or other beings. These include ancient relics, alien devices, magical artifacts, superweapons, experimental technologies, paranormal phenomena, and more. The facility is run by a shadowy organization that seeks to study and control these forces for their own purposes. However, the facility is also a target for various factions that want to exploit, destroy, or liberate its contents.
Warehouse 23 Gurps.pdf provides a detailed description of the facility, its history, its staff, its security measures, and its secrets. It also gives examples of some of the items stored in Warehouse 23, ranging from mundane to bizarre to terrifying. Some of these items are inspired by real-world legends and myths, such as the Ark of the Covenant, the Spear of Destiny, and the Holy Grail. Others are based on fictional sources, such as the Necronomicon, the One Ring, and the Maltese Falcon. And some are original creations of the author, such as a plant that tastes like steak but can sustain you for a week, a bacteria that can eat any metal but can't stop, and a computer that can manipulate any network.
Warehouse 23 Gurps.pdf also provides guidelines on how to use Warehouse 23 in your GURPS campaigns. It suggests various ways to introduce Warehouse 23 to your players, whether as allies, enemies, or neutrals. It also offers tips on how to create your own items for Warehouse 23, how to design adventures involving Warehouse 23, and how to balance the power level of Warehouse 23 items with your campaign setting. Finally, it gives some sample scenarios and adventure seeds that you can use or adapt for your own games.
How to use Warehouse 23 Gurps.pdf in your GURPS campaigns
Warehouse 23 Gurps.pdf is a versatile supplement that can be used in many different ways in your GURPS campaigns. Here are some possible options:
You can use Warehouse 23 as the main focus of your campaign, where your characters are either agents of Warehouse 23 who protect and investigate its contents, or intruders who try to infiltrate and steal from it.
You can use Warehouse 23 as a background element of your campaign, where your characters occasionally encounter items from Warehouse 23 that have escaped or been stolen from it.
You can use Warehouse 23 as a plot device or a twist in your campaign, where your characters discover that something they are looking for or dealing with is actually related to Warehouse 23.
You can use Warehouse 23 as a crossover tool in your campaign, where you can mix and match items from different genres and settings.
You can use Warehouse 23 as a source of inspiration in your campaign, where you can borrow ideas from its items or scenarios for your own creations.
Warehouse 23 Gurps.pdf is compatible with any GURPS setting or genre. You can use it with GURPS Black Ops if you want a aa16f39245