Thank you for visiting us. We are currently updating our shopping cart and regret to advise that it will be unavailable until September 1, 2014. We apologise for any inconvenience and look forward to serving you again.
  • Print
  • Share
GURPS For Dummies (047004361X) cover image

GURPS For Dummies

ISBN: 978-0-470-04361-5
410 pages
June 2006
US $17.99 Purchase This E-book

This price is valid for United States. Change location to view local pricing and availability.

How to read this e-book on:
Adobe e-books are read using Adobe Digital Editions. Install Adobe Digital Editions on your PC in order to read or transfer your e-book.

Part I: Getting Started with GURPS.

Chapter 1: Introducing GURPS—The Generic Universal RolePlaying System.

Chapter 2:  Determining Your Role.

Chapter 3: Laying the Attribute Foundation.

Chapter 4:  Taking Advantages.

Chapter 5:  Finding Your Hero's Flaws.

Chapter 6:  Finalizing Your Character with Skills.

Part II: Enhancing Your Character.

Chapter 7: So You Want to Be a Wizard - Magic.

Chapter 8: Powering Your Character.

Chapter 9: Tackling Tech Level.

Chapter 10: Playing Races Outside the Norm.

Part III: Playing with Your Character.

Chapter 11: Doing Unto Others: Combat.

Chapter 12: Tracking the Details.

Chapter 13: Playing the Role.

Part IV: Running Your Own Adventure.

Chapter 14: Playing the GM.

Chapter 15: Building a Simple Adventure.

Chapter 16: Motivating Players.

Part V: Building Your Own World.

Chapter 17: Creating a Complete Campaign.

Chapter 18: Setting the State for Your World.

Chapter 19: Mapping, Planning, and Plotting.

Chapter 20: Creating Memorable NPCs.

Chapter 21: Flavoring your Campaign.

Part VI: The Parts of Ten.

Chapter 22: Ten Rules for Spending Points.

Chapter 23: Ten Advantages We Like.

Chapter 24: Ten Disadvantages That Aren't Too Painful.



  • Print
  • Share