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Recreate the greatest fighters in the world, or create a style to fit a new campaign; Martial Arts has the techniques and guidelines you need. Not all combat options map to techniques and styles, however.

Some of these additions are highly realistic, while others are extremely cinematic - but they're all optional, allowing the GM to decide which rules apply. Whether you're trying to stop the Dark Lord's invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you're likely to get into battles that are far too big to resolve with ordinary GURPS combat. It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level.

Features include: Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight. Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that's important when the enemy is in sight.

Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning. Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more. Everything is fast and easy to use in play, thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types.

It's all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game - every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them.

Score: 3. Score: 5. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player—character relations.

Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field. Either Staff A. Jan 17, Symbol Drawing, Thaumatology. Reaction Bonus: Anyone who sees you work. Centaur [87] 9' long, 7' tall, , lbs p. Gurps basic set characters fourth edition also available in docx and mobi. Read gurps basic set characters fourth edition online, read in mobile or Kindle.

Magic items, magic staves, and powerstones Strategically purchase equipment for different characters. Skip to content. Free eBooks PDF. Just another PDF Download site. Contact; DMCA. Magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet. If the content not Found, you must refresh this page manually. These handbooks describe the data, in terms of GURPS, of specific objects, gadgets and vehicles, and how to construct new ones.

These handbooks give a streamlined method for spacecraft construction and combat. Volumes 1 through 8 written by David Pulver. These supplements describe how to reduce GURPS to the essential abilities and rules you need to play in games inspired by action movies of the s and beyond. These handbooks describe how to reduce GURPS to the essential abilities and rules you need to play in a typical modern 'Monster Hunting' type of game.

The following fictional settings are adaptations of preceding fictional works originating in novels:. Traveller was originally published in by Game Designers' Workshop.



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