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ویرایش: 3rd Rev
نویسندگان: Steve Jackson Games
سری:
ISBN (شابک) : 1556343574, 9781556343575
ناشر: Steve Jackson Games
سال نشر: 1999
تعداد صفحات: 257
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 8 مگابایت
در صورت تبدیل فایل کتاب GURPS Basic Set, 3rd Edition به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب مجموعه پایه GURPS، نسخه سوم نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Introduction How to Learn GURPS Materials Needed for Play About the Author More for GURPS What is Roleplaying? Quick Start A Note on Dice Creating a Character Character Types Individualizing Your Character Beginning Point Levels Game-World Adaptations and Nonhuman Races Sample Character Sheet 1. Basic Attributes Beginning Attribute Levels and Their Meanings How to Select Basic Attributes Handedness Your Speed Score Children Example of Character Creation Listing Attributes on Your Character Sheet 2. Physical Appearance Height and Weight Height/Weight Tables 3. Wealth and Status Wealth Starting Wealth Reputation Literacy Status Example of Character Creation (Continued) 4. Advantages Advantages Allies Patrons New Advantages Example of Advantage Selection 5. Disadvantages Social Disadvantages Physical Disadvantages Mental Disadvantages Dependents Duties Enemies Notes on Disadvantages New Disadvantages Example of Disadvantage Selection 6. Quirks Example of Character Creation (Continued) 7. Skills Index of Skills Learning Skills Improving Your Skills Free Increases in Skills Choosing Your Beginning Skills Prerequisites Specializing Familiarity Point Costs for Skills Physical Skills Mental Skills Skill Defaults: Using Skills You Don’t Know Defaulting to Other Skills Improving Skills with Defaults Meaning of Skill Levels List of Skills New Skills Animal Skills Artistic Skills Athletic Skills Combat/Weapon Skills Craft Skills Hobby Skills Language Skills Magical Skills Medical Skills Outdoor Skills Professional Skills Psionic Skills Scientific Skills Social Skills Thief/Spy Skills Vehicle Skills Example of Skill Selection 8. Equipment and Encumbrance Money Buying Equipment Clothing and Armor Do You Need Armor? Listing Armor on Your Character Sheet Layering Armor Choosing Your Weapons Weapon Effects Basic Weapon Damage Weapon Tables Weapon Quality Improvised Weapons Minimum Strength Choosing Your Shield Drawbacks of Shields Types of Shield Listing Your Shield on Your Character Sheet Encumbrance Encumbrance Levels Don’t Let the Encumbrance Rules Weigh You Down Recording Encumbrance on Your Character Sheet Example of Equipment and Encumbrance Your Move Score 9. Completing Your Character Dai Blackthorn’s Story The Character Illustration Things Not Shown on the Character Sheet Character Stories Jobs 10. Character Development Unspent Points Improvement Through Adventure Disadvantages Gained During Play Improvement Through Study Age and Aging 11. Random Characters Skin, Hair and Eyes Instant NPCs 12. Success Rolls Default Rolls Critical Success and Failure Automatic Success When the GM Rolls Contest of Skills Examples of Contests of Skills Physical Feats Running Jumping Jumping During Combat Jumping with Encumbrance Climbing Lifting and Moving Things Shoving Things and Knocking Them Over Throwing Things Throwing Distance Table Examples of Throwing Things Digging Digging: Some Comparative Holes Swimming Holding Your Breath Sense Rolls Vision Hearing Smelling and Tasting Repeated Attempts on Success Rolls Influence Rolls Long Tasks Will Rolls Fright Checks Fright Check Table 13. Basic Combat Combat Turn Sequence Turn Sequence Maneuvers Move Change Position Ready Aim Flails Attack All-Out Attack Feint Reloading Time "My Weapon’s Stuck!" - The Problem with Picks Wait All-Out Defense Concentrate Long Action Free Actions Making an Attack Example of Combat Adverse Combat Conditions: Hit Penalties Critical Hits Defense Active Defense Dodging Blocking Parrying Passive Defense Basic Weapon Effects Effects of Injury Damage and Injury Ranged Weapons Thrown Weapons Special Ranged Attacks Missile Weapons Unarmed Combat Carrying Weapons (and Other Things) Animals in Combat 14. Advanced Combat Movement The Combat Map "Reach" of a Weapon Facing Forward Movement and Facing Maneuvers Change Position Changing Position in Armor: An Optional Rule Aim Step and Ready Step and Attack When is a Weapon Ready? The Fast-Draw Skill All-Out Attack Wild Swings Step and Feint Knockback Step and Concentrate Step and Wait "Wait" Maneuver Strategy All-Out Defense Long Action Move Costs for Movement Free Actions Attacks Quicker Combats Defense Passive Defense in the Advanced Combat System Dodging Blocking Parrying "Runaround" Attacks Retreating Hit Location Hit Penalties for Different Body Parts Deciding Where To Attack Massive Damage: "Blow-Through" Critical Hits Stunning Advanced Injury Rules Striking at Weapons Critical Misses Critical Misses on Defense Rolls Choosing Your Armor - Advanced Rules Close Combat Maneuvers in Close Combat Step and Attack Maneuver Weapons for Close Combat Step and Ready Maneuver Change Position Maneuver Move Maneuver Evading Free Actions Other Maneuvers Dropped Weapons Broken Weapons Defense in Close Combat Multiple Close Combat Striking Into a Close Combat Shields in Close Combat Modifying Dice + Adds: An Optional Rule Ranged Weapons Thrown Hand Weapons Thrown Objects Missile Weapons Ranged Weapon Stats Arc of Vision Fast-Draw for Archers Shooting Blind Ranged Attacks on Human Targets Attacking with a Ranged Weapon Pop-Up Attacks Aiming Thrown Weapons Firing on the Move Firing Through an Occupied Hex Hitting the Wrong Target Cover and Concealment Opportunity Fire Other "Opportunity" Actions Overshooting Scatter Guns Single-Shot Weapons Automatic Weapons Counting Shots: An Optional Rule Stunners Shotguns Power Supplies Damage to Shields: An Optional Rule Area Effect Explosions Concussion Damage Molotov Cocktails and Oil Flasks Special Situations Suffocation Subduing a Foe Surprise Attacks and Initiative Mass Combat Dirty Tricks Attacking with a Shield Combat at Different Levels Attack from Above Torches and Flashlights Attacking Inanimate Objects Damage Resistance and Hit Points for Some Typical Objects 15. Injuries, Illness, and Fatigue Injuries General Damage (Lost Hit Points) Example of Injury Instant Death Effects of Crippling Injuries First Aid First Aid Table Starvation and Dehydration Natural Recovery Medical Care Medical Help Table Accumulated Wounds: An Optional Rule Last Wounds: An Optional Rule Dying Actions Assorted Hazards Bleeding: An Optional Rule Hit Location from a Fall Poisoned Weapons Examples of Poison Gas Illness Disease Contagion Immunity and Susceptibility Infection Fatigue Fatigue Costs Recovering from Fatigue 16. Mounted and Vehicle Combat Mounted Combat Movement Losing Control of Your Mount and Other Equestrian Disasters Cavalry Weapons Lance Combat: Thrusting Damage for ST 21-50 Weapon Fire from a Moving Vehicle or Howdah Vehicle Weapon Mountings Defense Combat Results Vehicular Combat The Human Target Shots Penetrating an Automobile 17. Flight Movement Combat Maneuvers Attacks and Defenses 18. Animals Combat Biting Damage Animal Descriptions Multi-Hex Creatures Pets and Trained Animals Riding and Draft Animals Individualizing Animals Fantasy Creatures 19. Magic Learning Magic Prerequisites Finding a Teacher Hiring a Wizard Casting Spells Caster and Subject Time Required to Cast Spells Mana The Ethics of Magic Magical Terms Distraction and Injury Energy Cost for Casting Spells Duration of Spells and Maintaining Spells Casting Spells While Maintaining Other Spells The Mage’s Touch Wand and Staff Magic in the Basic Combat System Different Kinds of Magic Colleges of Magic Spell Classes The Area of Effect Hints for Spellcasting Ranged Attack Modifiers Limits on Protection Long-Distance Modifiers Ceremonial and Group Magic Alternate Systems of Magic Magic Items Enchanting: Creating a Magic Item Value of Magic Items Power of a Magic Item Success Rolls when Creating Magic Items Quick and Dirty Enchantment Slow and Sure Enchantment Using a Magic Item "Always On" Items Making Magic Items in a Campaign Controlling PC Enchantment Magical Entities Spell List Animal Spells Communication and Empathy Spells Elemental Spells Earth Spells Elemental Spirit Spells Air Spells Fire Spells Water Spells Enchantment Spells Weapon Enchantments Armor Enchantments Spells for Wizardly Tools Healing Spells Knowledge Spells Light and Darkness Spells Making and Breaking Spells Mind Control Spells 20. Psionics Notes for the GM Power and Skill Using Psi Abilities Fatigue Cost Concentration and Time Required Repeated Attempts Default Use Latent Powers Critical Success and Failure with Psi Extra Effort Telepathy Active and Passive Skills Multiple Feats Glossary Two-Way Communication Three-Way Communication Psionics and Magic So Which Is Better? Using Psi with Other Skills Psychokinesis Telekinetic Attacks Telekinetic Throwing Pside Effects ESP Teleportation Healing Antipsi Limitations 21. Game Mastering Starting a Game Session Advance Preparation Campaign Style Maps Player-Made Maps Mapping Overland Journeys Running the Game Settling Rules Questions Playing the NPCs Playing the Adversary Reaction Rolls Predetermined Reactions Second Reaction Rolls Special Skills Knowledge Keeping the Characters Alive When in Doubt, Roll and Shout Dealing with the Players The Cinematic Campaign Game Time Ending a Play Session Awarding Character Points Time Use Sheets 22. Game Worlds Tech Levels Tech Levels - General Historical Comparison Transportation Weapons and Armor Power Medicine Travel Improving Skills in Alternate Tech Levels Terrain and Travel Weather Laws and Customs Travel Etiquette Law Enforcement and Jail Trials Criminal Punishment Economics Gold and Silver Controlling Inflation Buying and Selling Social Level and Cost of Living Moving Money Between Worlds Making Your Own Goods Jobs Income from Jobs Defining New Jobs Slavery Sample Job Table (Fantasy/Medieval) Hirelings Finding a Hireling Loyalty Checks Religion and Politics 23. Writing Your Own Adventures Where Do You Get Your Ideas? Adventure Design Dungeons Level of Difficulty Background Plot Introduction Traps Maps Characters (NPCs and Adversaries) Encounters Features of a Good Adventure Sample Encounter Table Finale Organizing a Continuing Campaign Shared Campaigns and Travel Between Campaigns Travel Between Game Worlds World-Building We’re Professionals (Don’t Try This at Home) Charts and Tables Ranged Weapon Attacks Ranged Attack Modifiers Size and Speed/Range Table Critical Hits Table Critical Success and Failure Critical Head Blow Table Firearm Critical Miss Table Maneuvers Parts of the Body Table of Positions NPC Reactions Reaction Table Ancient/Medieval Hand Weapon Table Ancient/Medieval Ranged Weapon Table Modern and Ultra-Tech Weapons Ancient/Medieval Armor Modern and Ultra-Tech Armor Areas for Parts of the Body Fantasy/Medieval Equipment Modern Equipment Sample Characters All in a Night's Work Appendix Advantages Disadvantages Skills Other Rules Power Cells Vital Organs Super-Strength Society Control Ratings Weapon Legality Glossary Index