Gurps Psionic Powers

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Gurps Psionic Powers
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Author : Steve Jackson Games
language : en
Publisher: Steve Jackson Games
Release Date : 2009-09-02
Gurps Psionic Powers written by Steve Jackson Games and has been published by Steve Jackson Games this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-09-02 with Games categories.
Behold the power of the mind! GURPS Psionic Powers takes the freeform options of GURPS Powers and turns them into ready-to-use packages of psychic strangeness. Players can use the abilities as presented, confident that they are built from and entirely compatible with the rest of the GURPS Fourth Edition character-creation system. Even better, game masters can use the entire system in a campaign: GURPS Psionic Powers distills the complexity of hundreds of possibilities into individual powers and power groups. This book does all the work, describing each power in levels, making it easy to represent stronger psychic gifts. In addition, the new rules and suggestions allow the entire system to work together to simulate a wide variety of psychic ability. Whether the powers are used as individual parts or as a cohesive whole, this supplement is the one-stop shop for mental mastery. With GURPS Psionic Powers, the mind is an open book! Description: 88-page B&W softcover.
Gurps Martial Arts
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Author : C. J. Carella
language : en
Publisher: Steve Jackson Games
Release Date : 1996-02
Gurps Martial Arts written by C. J. Carella and has been published by Steve Jackson Games this book supported file pdf, txt, epub, kindle and other format this book has been release on 1996-02 with Fantasy games categories.
-- A "sleeper" worldbook that has just continued to sell and sell. -- Martial arts are applicable to every sort of campaign...fantasy, SF, or modern! -- Detailed discussions of over 50 different fighting styles.
Gurps Thaumatology
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Author : Phil Masters
language : en
Publisher: Steve Jackson Games
Release Date : 2016-11-21
Gurps Thaumatology written by Phil Masters and has been published by Steve Jackson Games this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-11-21 with Games categories.
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 Warehouse 23
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Author : S. John Ross
language : en
Publisher: Steve Jackson Games
Release Date : 1997-01-01
Gurps Warehouse 23 written by S. John Ross and has been published by Steve Jackson Games this book supported file pdf, txt, epub, kindle and other format this book has been release on 1997-01-01 with Games categories.
-- Ties in with current Hollywood hits...aliens and conspiracy! -- A fan favorite: a whole book with hundreds of Weird Things which the government is supposedly keeping from us all. -- Launched a whole online feature: www.warehouse23.com/basement/
Gurps For Dummies
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Author : Adam Griffith
language : en
Publisher: John Wiley & Sons
Release Date : 2006-03-06
Gurps For Dummies written by Adam Griffith and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-03-06 with Games & Activities categories.
Let the adventure begin with this straightforward guide to GURPS! 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.
Gurps Psionics
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Author : David L. Pulver
language : en
Publisher: Steve Jackson Games
Release Date : 2003-05
Gurps Psionics written by David L. Pulver and has been published by Steve Jackson Games this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-05 with categories.
-- Adds many new mental powers to GURPS...lets players create more powerful characters. -- By one of the GURPS system's most popular authors.
Playing With Power
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Author : Michelle Nephew
language : en
Publisher: Michelle Nephew
Release Date : 2003-05-01
Playing With Power written by Michelle Nephew and has been published by Michelle Nephew this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-05-01 with Games & Activities categories.
This study examines roleplaying games (RPGs) as both a literary and cultural phenomenon, in which the text’s producers take the role of an authorial multiplicity. --- ABSTRACT: Authorship has undergone drastic revision in the twentieth century. A fundamental transformation in literature, wherein the author has become a multiplicity of voices, is evinced by the development of roleplaying games as both literary and cultural texts. The literary roots of roleplaying games are self-evident, as they draw on writers such as H. P. Lovecraft and J. R. R. Tolkien. However, a consequence of the development of the roleplaying game has been a subsequent departure from these authorial beginnings; roleplaying games have irrevocably transformed the role of the writers who inspired them, altering the authorial position to become a border-blurring multiplicity. Not only do roleplaying game designers reinterpret literary texts as literary games, often borrowing rules material from other designers in the process, in modifying the function of the author from a single creative entity to an empowered storytelling among groups roleplaying games further complicate previous distinctions between author and audience. Players create a fictional world as a group endeavor, authoring a complex structure of fantasy that addresses Freudian concepts of dreams and wish fulfillment. In this way, roleplaying becomes a locus for issues of identity, including questions of performance, spectatorship, and gender construction. And by allowing play in regard to identity, roleplaying games are able to transgressively navigate expressions of difference, encouraging players to subtly work against the traditional split between spectacle and narrative. The thriving fan subculture surrounding roleplaying only emphasizes the transgressiveness of the hobby; this is a social formation that aggressively utilizes new technology such as the internet, through which fans are able to explore culturally subversive methods of authoring in the face of hostility from the surrounding cultural environment. They, too, are active producers and manipulators of meanings, rather than passively accepting dominant ideology. By fusing the broader perspectives of literary and cultural criticism with personal experiences, this study examines the development of roleplaying games from the fiction of individual writers to the interactive roleplaying based on them, wherein fiction writers, the hobby’s creators, designers, editors, publishers, fans, players, and the cultural environment are all invested with the creative power to contribute meaningfully to the narrative.
Gurps Supers
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Author : Loyd Blankenship
language : en
Publisher:
Release Date : 1991
Gurps Supers written by Loyd Blankenship and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 1991 with Games & Activities categories.
Megayear Future History
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Author : David H Wegert AssDipx3
language : en
Publisher: AuthorHouse
Release Date : 2018-09-01
Megayear Future History written by David H Wegert AssDipx3 and has been published by AuthorHouse this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09-01 with Fiction categories.
This book covers three time periods (Post Mayan Event, 2012 AD): years 1,000–10,000 in chapters 1 to 9 cover psychic development, singularities, scientology, time travel, explorations in space and time, and communications; years 10,000 to 100,000 in chapters 10 to 19 cover technology developments, explorations, communications, psychic powers, singularities, teleportation, fields of science (astronomy, biology, chemistry, geology, and physics); and years 100,000 to 1,000,000 in chapters 20 to 30 covers singularities, levels of consciousness, technology, exploration, space colonies, higher planes of existence, and a channeled overview.