43 pages of character creation rules, power trees, world lore, and endgame mechanics from a GURPS campaign that ran biweekly for 10 years.
Ascension started as a low-fantasy adventure and ended with the players killing gods and hopping dimensions. Every rule in this book was playtested over roughly 260 sessions. If something is in here, it survived a decade of players trying to break it.
Character creation uses a template system where players layer seven choices on top of each other:
Race (Dragon, Minotaur, Fey, Gorgon, or Resulki)
Region of birth (six regions, each with lore, trade routes, and cultural skills)
Birth sign (four astrological signs with mechanical gifts)
Patron god (five gods, each offering two aspects to choose from)
Kit (career path: Acolyte, Alchemist, Assassin, Duelist, Knight, Performer, Survivalist, and more)
Martial style (single-weapon, dual-weapon, ranged, unarmed, or mounted)
Power (ten full power classes, each with their own multi-level ability trees)
The powers are the real draw. Ten classes, each with martial, utility, and thematic branches, all fully statted with GURPS mechanics. The Allomancer controls metal. The Hunter shapeshifts into wolves and bears and summons birds of prey. The Mistborn fights with steam and fog. The Shadow lays rune traps and melts into darkness. The Witch throws fireballs and flies on a broom. Every ability has four levels of progression and real stat blocks you can drop straight into a character sheet.
For campaigns that go long, the book includes Paragon powers (race-specific endgame abilities), plenty of power growth, and a Deck of Blessings mechanic where players draw from a real deck of cards at the start of each session for a random boon.
Built for GURPS 4th Edition. Every stat block references the Basic Set. Use the whole thing as a campaign framework or just steal the power trees for your own game.
Created by Jeff Demers
No generative AI was used in the creation of this product.
43 pages of character creation rules, power trees, world lore, and endgame mechanics from a GURPS campaign that ran biweekly for 10 years.
Ascension started as a low-fantasy adventure and ended with the players killing gods and hopping dimensions. Every rule in this book was playtested over roughly 260 sessions. If something is in here, it survived a decade of players trying to break it.
Character creation uses a template system where players layer seven choices on top of each other:
Race (Dragon, Minotaur, Fey, Gorgon, or Resulki)
Region of birth (six regions, each with lore, trade routes, and cultural skills)
Birth sign (four astrological signs with mechanical gifts)
Patron god (five gods, each offering two aspects to choose from)
Kit (career path: Acolyte, Alchemist, Assassin, Duelist, Knight, Performer, Survivalist, and more)
Martial style (single-weapon, dual-weapon, ranged, unarmed, or mounted)
Power (ten full power classes, each with their own multi-level ability trees)
The powers are the real draw. Ten classes, each with martial, utility, and thematic branches, all fully statted with GURPS mechanics. The Allomancer controls metal. The Hunter shapeshifts into wolves and bears and summons birds of prey. The Mistborn fights with steam and fog. The Shadow lays rune traps and melts into darkness. The Witch throws fireballs and flies on a broom. Every ability has four levels of progression and real stat blocks you can drop straight into a character sheet.
For campaigns that go long, the book includes Paragon powers (race-specific endgame abilities), plenty of power growth, and a Deck of Blessings mechanic where players draw from a real deck of cards at the start of each session for a random boon.
Built for GURPS 4th Edition. Every stat block references the Basic Set. Use the whole thing as a campaign framework or just steal the power trees for your own game.
Created by Jeff Demers
No generative AI was used in the creation of this product.