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دانلود کتاب GURPS Basic Set, 3rd Edition

دانلود کتاب مجموعه پایه GURPS، نسخه سوم

GURPS Basic Set, 3rd Edition

مشخصات کتاب

GURPS Basic Set, 3rd Edition

ویرایش: 3rd Rev 
نویسندگان:   
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 

قیمت کتاب (تومان) : 42,000



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فهرست مطالب

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




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