Gurps Spaceships

Author: David L. Pulver
Publisher: Steve Jackson Games
ISBN: 9781556348167
Size: 31.30 MB
Format: PDF
View: 5891
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 Spaceships

Author: Steve Jackson Games
Publisher: Steve Jackson Games
ISBN: 9781556347757
Size: 63.54 MB
Format: PDF, ePub, Mobi
View: 259

Gurps For Dummies

Author: Adam Griffith
Publisher: John Wiley & Sons
ISBN: 9780470043615
Size: 27.51 MB
Format: PDF, ePub
View: 4102
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.

Star Wars Encyclopedia Galactica

Author: Ares Van Jaag
Publisher: Editorial Alvi Books
ISBN: 1533386374
Size: 11.49 MB
Format: PDF, ePub, Docs
View: 3024
A long, long, time ago, in a galaxy far, far, away…The Emperor has been dead for a little over 25 years, Grand Admiral Thrawn for 20 years. The forces of the Galactic republic are in a truce with the Empire, a shadow of its past might. Since the end of the rebellion, the Galactic Republic as constantly striven to outwit, outrun and outgun the Empire. Now, they seem to be winning and the balance of power appears to be shifting in the Republic’s favor. Yet, unbeknownst to Galactic Republic forces, the Empire plots and prepares another offensive. Under the powerful leader ship of a student of Grand Admiral Thrawn and of an Imperial Bastard, the Empire is not yet destroyed and plans revenge against the « Rebellion ».

Gurps Magic

Author: Steve Jackson
Publisher: Steve Jackson Games
ISBN: 9781556342868
Size: 31.15 MB
Format: PDF, ePub, Docs
View: 4177
-- Over 300 new magic spells adaptable to any game. -- Two whole new optional systems of magic! -- Written by system designer Steve Jackson.

Brave New Words

Author: Jeff Prucher
Publisher: Oxford University Press
ISBN: 0199885524
Size: 22.58 MB
Format: PDF, Mobi
View: 5583
Winner of a 2008 Hugo Award, this new paperback takes readers on spectacular tour of the language created by science fiction. From "Stargate" to "Force Field," this dictionary opens a fascinating window into an entire genre, through the words invented by science fiction's most talented writers, critics, and fans. Each entry includes numerous citations of the word's usage, from the earliest known appearance forward. Drawn not only from science fiction novels and stories, citations also come from fanzines, screenplays, comics, songs, and the Internet.

The Nazi Occult

Author: Kenneth Hite
Publisher: Bloomsbury Publishing
ISBN: 1782009345
Size: 74.38 MB
Format: PDF, Mobi
View: 3398
In the dark dungeons beneath Nazi Germany, teams of occult experts delved into ancient and forbidden lore, searching for lost secrets of power. This book tells the complete history of the Nazi occult programs, from their quests for the Ark of the Covenant, the Spear of Destiny, and the Holy Grail, through their experiments with lycanthrope and zero-point energy. It also includes information on the shadow war fought in the dying days of the Reich as the Nazis deployed strange flying saucers that battled to save their final stronghold in the Antarctic. For years, the Allied governments worked to keep this information from reaching the public, and sought to discredit those few who dared to seek the truth. Now, using a combination of photography and artwork reconstructions, the true story of the most secret battles of World War II can finally be told.

Conceiving The Heavens

Author: Melissa Scott
Publisher: Heinemann Drama
ISBN: 9780435070083
Size: 35.68 MB
Format: PDF, Docs
View: 7480
How does one write science fiction so that it is believable and meaningful? Melissa Scott shares her successful techniques and insights.


Author: Douglas Rushkoff
Publisher: Harper San Francisco
Size: 29.82 MB
Format: PDF
View: 5386
A trip through modern computer culture that examines the cyberpunk movement, the hacker sub-culture, virtual reality, and smart drugs