: Provides templates for monsters and superhumans, ranging from SS super-soldiers and werewolves to giant monsters like Godzilla and King Kong.
is a 144-page tabletop RPG sourcebook that blends historical World War II settings with the occult, superscience, and conspiracy theories . Edited and co-written by Kenneth Hite, the book serves as a "buffet" of ideas for GMs to create alternate history campaigns. Key Content & Themes
: Features "Armoury 23," a section filled with pulp and weird technology statistics, including mecha, personal battlesuits, death rays, and Nazi flying saucers. Gurps Wwii Weird War Ii Secret Weapons And Twis...
The supplement organizes its "weirdness" into several distinct categories to help players navigate a war where reality has taken a sharp turn:
: Explores alternate history turning points, such as an Axis victory at Pearl Harbor or a successful Operation Sealion. : Provides templates for monsters and superhumans, ranging
You can find this title in both physical and digital formats across various retailers: Go to product viewer dialog for this item. Gurps WWII: Weird War II [Book]
: Details secret Antarctic bases, the Hollow Earth (Agartha), and expeditions to legendary lands like Atlantis and Lemuria. Purchasing Options Key Content & Themes : Features "Armoury 23,"
: Deals with the occult, covering Nazi mystic archmages, rune magic, vril force, and the search for powerful relics like the Ark of the Covenant.