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دانشجوعلاقه‌مند یادگیری
کتابخوان حرفه‌ایلذت مطالعه
نویسندهالهام‌گیری

GURPS 4th edition. Powers

Sean Punch; Phil Masters; Andrew Hackard

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۴۰٬۰۰۰ تومان۴۹٬۰۰۰ تومان۱۸٪ تخفیف
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تحویل فوری
پرداخت امن
ضمانت فایل
پشتیبانی

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مشخصات کتاب

سال انتشار
۲۰۰۵
فرمت
PDF
زبان
انگلیسی
حجم فایل
۶٫۹ مگابایت
شابک
9781556347429، 1556347421

دربارهٔ کتاب

Table of Contents Introduction 1. Building Powers What Is a Power? Anatomy of a Power Choosing Abilities Attacks Defenses Movement Abilities Mental Abilities Physical Transformations Evaluating Power Modifiers Countermeasures Required Disadvantages Channeled Energies Other Factors Finalizing the Modifier Sample Modifiers Pricing Talents Relationships Between Powers Powers With Similar Sources Power vs. Power Powers, Great and Small Adding and Improving Powers Starting Out With Powers Adding and Improving Powers in Play 2. Building Abilities Advantages Existing Advantages New Advantages Modifiers Selecting Modifiers New Enhancements New Limitations Special Effects "Functional" Special Effects Cosmetic Effects Minor Benefits and Drawbacks Finishing Up Naming Your Ability Special Cases Multiple-Choice Problems Emulating Fictional Abilities Absolutes 3. Examples Sample Powers Air Animal Control Anti-Magic Antipsi Anti-Super Astral Projection Bioenergy Body Alteration Body Control Chaos Cold/Ice Cosmic Darkness Death Dimension Travel Divine Earth Electricity Electrokinesis ESP Evil Force Constructs Good Gravity Healing Heat/Fire Illusion Kinetic Energy Life Light Machine Telepathy Magic Magnetism Matter Control Order Plant Control Probability Alteration Psychokinesis Radiation Sound/Vibration Spirit Control Telepathy Teleportation Time Mastery Vampirism Water Weather Control Sample Abilities Attacks Defenses Movement Abilities Mental Abilities Physical Transformations 4. Powers in Action Turning Abilities Off and On "Switchability" Voluntary Activation and Deactivation Involuntary Deactivation Losing Control Success Rolls for Abilities The Role of Talent Multiple Feats Repeated Attempts Extra Effort Using Abilities with Skills Skills Enhancing Abilities Abilities Enhancing Skills Detecting Abilities Obvious Effects Subtle Effects Superhuman Abilities in Combat Attacking Defending with Powers Resisting with Abilities Stunts Combining Powers Temporary Enhancements Using Abilities at Default Source-Specific Rules Biological Powers Chi Powers Cosmic Powers Divine Powers Elemental Powers Magical Powers Moral Powers Nature Powers Psionic Powers Spirit Powers Super-Powers 5. Power Games Origins Biological Powers Chi Powers Cosmic Powers Divine Powers High-Tech Powers Magic Powers Psionic Powers Spirit Powers Super Powers Characters Power Level Possible Origins What's Allowed Unusual Backgrounds Balancing Powers Powers vs. Other Abilities Gaming With Powers vs. Power-Gaming Constraints Adventures Powers as Plots Meaningful Challenges Plot-Stoppers Running Adventures Meaningful Rewards Campaigns Background Style Prevalence of Powers Secrecy 6. Empowered Genres Mythic Fantasy By the Book: Mythic Fantasy Subgenres Mythic Fantasy Genre Conventions Mythic Origins Mythic Fantasy Antagonists Mythic Magic Mythic Fantasy Adventures Modern Adventures By the Book: Modern Adventure Subgenres Modern Adventure Genre Conventions Origins for Modern Action Heroes Modern Antagonists Modern Adventures Secret Powers By the Book: Secret Powers Subgenres Secret Powers Genre Conventions Secret Power Origins Secret Power Antagonists Secret Power Adventures Psionics By the Book: Psionics Subgenres Psionics Genre Conventions Psionic Origins Psionic Antagonists Psionic Adventures Futuristic SF By the Book: Futurisitic SF Subgenres SF Genre Conventions Origins for SF Heroes SF Antagonists SF Adventures Supers By the Book: Supers Subgenres Supers Genre Conventions Super Origins Types of Supers Super Antagonists Super Teams Super Adventures Glossary Index

Save the World . . . or Destroy It!
GURPS Powers is the ultimate book for the ultimate characters in the new Fourth Edition of GURPS! Here's everything you need to create every kind of amazing, off-the-chart superhero you can imagine . . . as well as amazing wizards, wuxia fighters, shamans who command spirits . . . even gods!
Written by GURPS Line Editor and Fourth Edition co-author Sean Punch, GURPS Powers introduces some new rules, but it is mostly about using the rules that are already in the GURPS Basic Set to cover superpowered characters, megawizards, and earth-shattering psionics. GURPS Powers also include guidelines for "special effects" and several different ways to vary a power on the fly—two crucial concepts for comic-book superheroics.
GURPS Powers is a Fourth Edition GURPS book that completely replaces the Third Edition books GURPS Supers and GURPS Psionics. Like our other Fourth Edition supplements, it's a gorgeous 240-page, full-color hardcover.
If you've got a high-powered campaign—or high-powered players—you want GURPS Powers!

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