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ویرایش: نویسندگان: Adam Griffith, Bjoern-Erik Hartsfvang, Stuart J.Stuple سری: For Dummies ISBN (شابک) : 2005937350, 0471783293 ناشر: Wiley Publishing, Inc. سال نشر: 2006 تعداد صفحات: 433 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 3 مگابایت
کلمات کلیدی مربوط به کتاب GURPS: است
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GURPS For Dummies About the Author Dedication Contents at a Glance Table of Contents Introduction About This Book Why You Need This Book How to Use This Book How This Book Is Organized Icons Used in This Book Where to Go from Here Part I: Getting Started with GURPS Chapter 1: Introducing GURPS — The Generic Universal RolePlaying System Who Is Involved When and Where: The Game World Defines the Game What You Need How the Game Is Played Chapter 2: Determining Your Role Identifying the Character Framework Determining Competencies and Personality Outlining Your Character Chapter 3: Laying the Attribute Foundation Selecting the Right Attributes for Your Role Understanding Social Standing Chapter 4: Taking Advantages Spending Points for Advantages Improving Your Survival Chances Getting More from Your Environment Increasing Your Skill Bettering Your Social Standing Chapter 5: Finding Your Hero’s Flaws Getting the Point of Disadvantages Embracing Human Nature Limiting Your Mental Abilities Tackling Physical Disadvantages Fighting a Losing Battle Worsening Your Social Standing Chapter 6: Finalizing Your Character with Skills Deciding Which Skills to Take Calculating Skill Levels Adjusting Your Character Points Part II: Enhancing Your Character Chapter 7: So You Want to Be a Wizard — Magic Using Magic in GURPS Deciding Your Magical Focus Extending Magic with Magical Items Creating Potions with Alchemy Chapter 8: Powering Your Character Understanding the Types of Abilities Calculating an Ability Combining Abilities into Powers Chapter 9: Tackling Tech Level Understanding Tech Levels Mixing Magic and Technology Purchasing Equipment Creating Gizmos and Gadgets Chapter 10: Playing Races Outside the Norm Understanding Racial Templates Reviving the Undead Shapeshifting Drifting Away from Human Part III: Playing with Your Character Chapter 11: Doing Unto Others: Combat Selecting Combat Skills Doing Damage Preparing Your Defense Understanding Combat Flow Supplementing Your Character’s Combat Skills Cinematic Martial Arts Overcoming Common Combat Problems Chapter 12: Tracking the Details Creating a Character Sheet Writing a Character Background Logging the Adventure Managing Your Points What GMs Want from Their Players Chapter 13: Playing the Role Sharing the Storytelling Acting Out Social Interactions What to Do between Fights Part IV: Running Your Own Adventure Chapter 14: Playing the GM Introducing the Campaign No, Your Wizard Can’t Have a Machine Gun — Reviewing Characters The GM Cheat Sheet Keeping Your Players Honest (Or Dishonest) Making and Breaking the Rules Managing the Flow of Combat Chapter 15: Building a Simple Adventure Covering the Basics Adjusting the Level of Might of Your Campaign Providing Starting Information Preparing for the Session Chapter 16: Motivating Players Understanding Your Players Rewarding Your Players: Scrooge or Monty Hall? Part V: Building Your Own World Chapter 17: Creating a Complete Campaign Finding Inspiration — Worldviews and Plot Seeds Deciding on the Type of Campaign Establishing and Maintaining Game Balance Chapter 18: Setting the Stage for Your World Deciding on Deity Pondering the Perils of Powers Tackling the Terrors of Technology Considering Culture Chapter 19: Mapping, Planning, and Plotting Developing and Managing a Plotline Keeping the Party on Track Puzzling Your Parties The Ins and Outs of Architecture Basic Cartography Chapter 20: Creating Memorable NPCs Getting Good Mileage out of Your Bad Guys — Adversaries Making the Most out of the Good Guys — The Cronies Leading the Party by the Nose — Dependable Dependents Encountering the Outré — NPCs Who Really Stand Out Providing Background Texture — Extras and Walk-ons Chapter 21: Flavoring Your Campaign Setting the Mood Creating Your Own Skills, Advantages, and Disadvantages Creating Your Own Character Templates Creating Your Own Races Ad-libbing Goofing Up Part VI: The Part of Tens Chapter 22: Ten Rules for Spending Points Have a Character Focus Raise Attributes Rather Than Skills Increase Your Basic Speed to a Whole Number Consider Splitting Your Stats Always Take All Your Quirks Usually Take Maximum Disadvantages Defer Purchasing Advantages Make Sure You Can Attack in Combat Make Sure You Can Defend Yourself Use Talents Chapter 23: Ten Advantages We Like Combat Reflexes (15) Damage Resistance (5 per level) Extra Attack (25) or Weapon Master (25) Flight (40) Gadgeteer (50)/Gizmos (5) High Manual Dexterity (5 per level) Intuition (15) Luck (15) Magery (5 + 10 per level) Rapid Healing (5)/Very Rapid Healing (15) Talent (5, 10, 15, or 20 per level) Chapter 24: Ten Disadvantages That Aren’t Too Painful Appearance (Variable) Charitable (–15 SCM) Curious (–5 SCM)/Incurious (–5 SCM) Colorblindness (–10) Duty (Variable) Impulsiveness (–10 SCM) Odious Personal Habits (–5/–10/–15) Pacifism (–5/–10/–15) Phobias (Variable SCM) Weirdness Magnet (–15) Glossary Index