GURPS For DummiesISBN: 978-0-471-78329-9
Paperback
432 pages
March 2006
This is a Print-on-Demand title. It will be printed specifically to fill your order. Please allow an additional 10-15 days delivery time. The book is not returnable.
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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.
Glossary.
Index.