Gurps 4th Edition Pdf

Download Book Gurps Basic Set Characters Fourth Edition in PDF format. You can Read Online Gurps Basic Set Characters Fourth Edition here in PDF, EPUB, Mobi or Docx formats.

Gurps Basic Set

Author :David L. Pulver
ISBN :1556347294
Genre :

CONTENTS 3 About GURPS Steve Jackson Games is committed to full support of GURPS players. Our address is SJ Games, P.O. Box 18957, Austin, TX 78760. Please include a self-addressed, stamped envelope (SASE) any time you write us! Gurps - 4th edition - transhuman space - changing times.pdf. Gurps - 4th edition - traveller interstellar wars.pdf.

Games & Activities
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'GURPS is the most flexible roleplaying system ever created. With just this book, you can adventure in any world you can imagine'--Cover.

Gurps Fourth Edition Basic Set Campaigns

Author :Steve Jackson
ISBN :1556347308
Genre :GURPS (Game)
File Size : 71.31 MB
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Gurps Basic Set Third Edition Revised

Author :Steve Jackson
ISBN :1556348266
Genre :Games & Activities
EditionFile Size : 83.29 MB
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Adventure in any world you can think of, with GURPS, the Generic Universal RolePlaying System - the most flexible roleplaying system you can use. If you haven't yet upgraded to the Fourth Edition . . . you're a completist . . . or you're looking for a dose of nostalgia, here's the previous edition! It's easy to learn - you can jump right in with the included quick-start rules, pre-designed characters, and an easy-to-play solo adventure. The Basic Set is designed to be 'Game Master-friendly,' with Table of Contents, Glossary, Appendix, and Index, as well as lots of examples.

Gurps For Dummies

Author :Adam Griffith
ISBN :047004361X
Genre :Games & Activities
File Size : 82.95 MB
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This is it—the key that unlocks the riches of GURPS (Generic Universal Role Playing System) and gives you a wealth of information on how to create your character and fine-tune your play. Produced in partnership with Steve Jackson Games, the game's creator, GURPS For Dummies is the ideal companion to GURPS Basic Set, 4th Edition that explains the rules. It gives you insight into the choices you’ll make in everything from creating a fun, dynamic character using the allotted number of points, to playing in an adventure, to becoming a GM. Whether you want to be an Amazon princess or a stalwart warrior, an old-fashioned swashbuckler or a modern investigator, a tough cop or a cat burglar, a sorcerer casting spells or a cosmic ranger, fighting lawlessness in the asteroids, this guide will help you: Determine your character’s basic attributes: IQ, DX (dexterity), ST (strength) and HT (health) Figure out your character’s secondary characteristics Choose advantages (including powers and perks) and disadvantages (including quirks and disadvantages with a self-control roll modifier) Optimize your points by using talents Select your skills based on functional area or the campaign setting Enhance your character with spells, magic items, magic staves, and powerstones Strategically purchase equipment for different characters, tech levels, and campaign types Create and manage a character sheet, write a character background, keep a character log, and more—all with samples Choose good combat techniques and play with your character If you want to become a GM, this guide gets you going with advice on creating the adventure, managing the character creation process, managing combat, and interpreting the rules. There’s even a handy Cheat Sheet tear-out GM screen in the front of the book. There are tips throughout, plus advice on how to: Create your very own GURPS universe for your campaign, whether it’s dungeon-crawl, high-adventure, combat-focused, puzzle-focused, or masquerade-type Provide a basic write-up of the world for your players, including technology level, supernatural and supernormal abilities and powers, races, setting, character templates, cultural and social information, and limitations Create an electronic combat grid, a battle log, a tactical map, and more—with samples Do mapping, planning, and plotting Create memorable NPC (nonplayer characters), both good guys and bad guys GURPS For Dummies helps you create more detailed, exciting, and interesting characters and take your game to the next level. That’s important whether you’re saving a princess or saving the planet...searching for hidden treasure or for secrets to eliminate disease... fighting crime or combating armies of evil robots...casting spells in medieval castles or destroying terrorist cells in modern day milieus. With GURPS, the only limitation is your imagination.

Biology And Manners

Author :Regina Yung Lee
ISBN :9781789621730
Genre :Literary Criticism
File Size : 76.96 MB
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Thisvolume of essays continues the establishment of Lois McMaster Bujold as an importantauthor of contemporary science fiction and fantasy. It argues persuasively thatBujold's corpus spans the distance between two full arcs of US feminism, andhas anticipated or responded to several of its current concerns in ways thatinvite or even require theoretical exploration. The fourteen essays collected here provide wide-ranging scholarly analysesof Bujold's work and worlds so far, covering not only the science fiction and fantasyseries, but taking into account the wealth of ancillary material inspired byher works, such as fan fiction and role-playing games. Examining the majorseries through a range of perspectives, including feminist readings, queertheory, and disability studies, this volume aims to establish beyond doubt theseriousness of intent behind Bujold's various artistic projects and provide aset of rich readings of this engaging, experimental, playful, and popularauthor.

Gurps Thaumatology

Author :Phil Masters
ISBN :1556348096
Genre :Games
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Gurps 4th Edition Pdfs

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Feel the Power! Fantasy settings are defined by their magic . . . so different worlds need different magic systems. GURPS Thaumatology has GURPS Fourth Edition updates of the best Third Edition magic variants, plus many all-new options. This mighty tome includes: Minor tweaks for the spell-based magic of the Basic Set: restructuring prerequisites and colleges, modifying Magery and mana, new magical energy sources, adapting spells on the fly, and more. Radical revisions of spell-based magic, including detailed versions of the clerical and ritual magic options hinted at in the Basic Set, and the return of that Third Edition classic, 'unlimited mana.' Traditional alternatives to spells, such as ceremonial, spirit-mediated, and runic magic. World-shaking freeform magic. Magic as inherent powers. An in-depth look at material magic, with new alchemy, herbalism, and enchantment options; rules for free-willed items and magical gadgets; and guidelines for 'the stuff of raw magic.' Notes on adapting real-world occult concepts - such as the Laws of Magic, astrology, and traditional material components - to any magic system. Guidelines for running magic-oriented games, advice on combining magic systems, and detailed outlines for four distinctly different fantastic campaigns. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. GURPS Thaumatology requires the GURPS Basic Set, Fourth Edition. GURPS Magic is recommended but not required. The discussions of different magical styles would enhance any game that features magic.

Gurps Ultra Tech

Author :David L. Pulver
ISBN :155634810X
Genre :Games & Activities
File Size : 50.8 MB
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Weapons, Vehicles, and Gadgets GURPS Ultra-Tech is the sourcebook for science-fiction technology, from the near future to the farthest reaches of the imagination. It's a valuable companion to GURPS Space, GURPS Bio-Tech, and GURPS Infinite Worlds, and an exceptional resource for any character or campaign that needs technology from tomorrow . . . and beyond. GURPS Ultra-Tech is full of personal equipment for heroes and superheroes from TL9 to TL12, including: Weapons - from caseless assault carbines and monomolecular swords to antimatter warheads and disassembler nano. Protection - How do you stop a nanomorph assassin with a field-jacketed X-ray laser rifle? Try a dreadnought battlesuit and a personal force screen . . . . Medicine - Superscience can heal, rebuild, and improve on nature. Death itself can become a temporary inconvenience. With cybernetics and neural interfaces, ultra-tech medical equipment and mind uploading, 'medical miracles' become everyday occurrences. Transport - Air cars, hovertanks, tilt rotors, grav belts, supercavitating minisubs, matter-transport booths - lots of ways to get where the action is, for the adventurer on the go! As technology advances, the line between man and machine may become increasingly blurred. GURPS Ultra-Tech provides rules for establishing the capabilities and limitations of artificial intelligence, as well as templates for robotic or total cyborg bodies, from handy technical 'bots to shapeshifting nanomorphs. And still more! Living biosuits, computer implants, holographic projectors, psionic amplifiers, neutrino communicators, nanofactories, hyperspectral goggles, chameleon suits, repair paste, Dyson spheres - there's something for every adventure at every tech level. GURPS Ultra-Tech was written by David L. Pulver, co-author of the GURPS Basic Set, Fourth Edition, and author or co-author of over 60 other gaming books, and Kenneth L. Peters, the author of Transhuman Space: Spacecraft of the Solar System, and a co-author of Transhuman Space: Under Pressure. This is the third edition of GURPS Ultra-Tech; it has been revised to the GURPS Fourth Edition rules. The oldest material included here dates back to the first edition of GURPS Space; other material was revised from the GURPS Third Edition versions of GURPS Ultra-Tech, GURPS Ultra-Tech 2, GURPS Cyberpunk , GURPS Psionics, GURPS Robots, and Transhuman Space. The softcover reprint contains the same material as the earlier print run (updated for the latest errata, of course!), with black-and-white interiors and a lower price. From the edge of tomorrow to the star-flung future, GURPS Ultra-Tech can equip your characters and your campaign!

Steampunk

Author :Alex Jahnke
ISBN :9783868993677
Genre :
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Steampunk ist ein Literatur-Genre, das eine Welt beschreibt, in der Stil und Lebensart der viktorianischen Zeit vorherrschen, sich die Technologie jedoch weiterentwickelt hat. Es handelt sich auch um eine Bastler- und Do-It-Yourself-Kultur, die moderne technische Gegenstande dem Design des 19. Jahrhunderts entsprechend modifiziert. Hinter dem Begriff verbirgt sich auerdem eine Mode, die historische Kleidung mit modernen Elementen und Punkelementen durchbricht. Steampunk wird nicht nur im Ledersessel konsumiert, sondern aktiv in Rollenspieltreffen, Kongressen und Bastlertreffen gelebt. Steampunk ist Teil einer Geek-Kultur und wirkt - besonders in visueller Hinsicht -- pragend auf diese Subkultur. Steampunk kurz & geek stellt die zahlreichen Facetten vor, die dieses Genre hervorgebracht hat. Die Autoren, die die popularen Steampunk-Webseiten clockworker.de und daily-steampunk.com betreiben, erlauben dem geneigten Leser einen authentischen Einblick in das Lebensgefuhl der Steampunker.

Gurps Martial Arts

Author :Peter Dell'orto
ISBN :1556348215
Genre :Games & Activities
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Inscrutable masters from hidden temples. Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers. GURPS Martial Arts brings fighting styles from throughout history to Fourth Edition. From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood. 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. Many require extensions to the combat system itself, so Martial Arts expands on the combat and injury rules from GURPS Basic Set. 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. Customizing the GURPS combat system has never been easier. This book replaces and expands on the information and rules from the previous edition of GURPS Martial Arts for Third Edition.

Character Driven Game Design

Author :Petri Lankoski
ISBN :9789526000022
Genre :
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How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns. “The use of Lajos Egri’s bone structure for a three dimensional-character and of Murray Smith’s three levels of imaginative engagement with characters allows the candidate to expose the full complexity of the imaginary persons represented and controlled in a single-player game. What makes his design-center approach even more interesting is that game play is an integral part of it.” Comments Bernard Perron, Associate Professor of Université de Montréal on Lankoski´s work.

Role Playing Game Studies

Author :Sebastian Deterding
ISBN :9781317268314
Genre :Games & Activities
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This handbook collects, for the first time, the state of research on role-playing games (RPGs) across disciplines, cultures, and media in a single, accessible volume. Collaboratively authored by more than 50 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Fallout and World of Warcraft. 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.

Gurps 4th Edition Pdf Download

Gurps Spaceships

Author :David L. Pulver
ISBN :1556348169
Genre :Games & Activities
File Size : 31.27 MB
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Three, two, one . . . Blast off! GURPS Spaceships is the long-awaited companion to GURPS Space, presenting rules for spacecrafts of every size and function. It covers spaceship design, travel, and operations, along with a (mapless) space-combat system. The ship design and operation rules in GURPS Spaceships are quick to learn and easy to put into action, with a maximum of colorful options. It takes only minutes to build even the largest spaceship. And the design systems are augmented by straightforward space travel and combat systems, to get you into space right away. GURPS Spaceships requires only the GURPS Basic Set, but GURPS Space is highly recommended for its guidelines on stardrives, characters, campaigns, and settings.

Gurps Magic

Author :Steve Jackson
ISBN :1556348118
Genre :Games & Activities
File Size : 79.58 MB
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Now available in softcover, this GURPS Fourth Edition book combines the spells from the Third Edition GURPS Magic and GURPS Grimoire, plus dozens of all-new spells, for the ultimate tome of magic! Within these pages, crackling with mystic energies, you'll find: The core magic system for GURPS, expanding on the material presented in the Basic Set . . . rules for learning magic, casting spells, enchanting magic items, and more! Complete alchemy rules . . . creating magical elixirs, using them, and even researching new ones . . . with an extensive list of known elixirs and their powers. Alternatives to the core magic system, including complete rules for improvised magic and rune magic. There are also guidelines for the GM who wants to change how magic works in particular worlds in a multi-world campaign. Plus special material from the GURPS Magic Items series and Wizards. This is a powerful book, indeed. Use it wisely.

Computer Gaming World

Author :
ISBN :UCSD:31822032243693
Genre :Computer games
File Size : 37.7 MB
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Conventional Thinking

Author :Simon Burley
ISBN :9781326596071
Genre :
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Do you play Tabletop Role-playing Games? Or do you fancy giving it a try? Have you ever considered going to a Games Convention? Then this is the book for you! Simon Burley - award winning author of classic Table-top Role-playing Games such as Golden Heroes, Squadron UK, The Comics Code and more - shares his experiences of the UK Games Convention scene. Find out: * What conventions are available * How they're organised and what they offer * What makes each one unique * How much they cost * How to get the most out of your convention-going experience. Written in an engaging and easily accessible style, this volume covers Simon's adventures at all the major UK Games conventions from September 2015 through to February 2016. An invaluable resource.

Algernon Files 3 0

Author :Aaron Sullivan
ISBN :1613187513
Genre :Games & Activities
File Size : 26.51 MB
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Round Two! The Algernon Files series continues, bringing you more threats and allies (and sometimes characters that can be both) to complicate the lives of Mutants & Masterminds player characters. Run in terror before the power of The Assembly or unravel the many schemes of Baron Brimstone. Stop the soul-ending depredations of The Bargainer or fight alongside Blackheart to stop the likes of Bad Penny and Battalion. The Algernon Files 3.0 is a series of sourcebooks for Mutants & Masterminds 3rd edition. You'll revisit classic characters from earlier editions, as well as meet many new heroes and villains as the series continues.

Books In Print 2004 2005

Author :
ISBN :0835246493
Genre :Literature
File Size : 88.38 MB
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Books In Print

Author :
ISBN :STANFORD:36105025888475
Genre :American literature
File Size : 49.57 MB
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