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Examining the majorseries through a range of perspectives, including feminist readings, queertheory, and disability studies, this volume aims to establish beyond doubt theseriousness of intent behind Bujold's various artistic projects and provide aset of rich readings of this engaging, experimental, playful, and popularauthor.

Special Forces soldiers. Swashbuckling pirates. Bare-chested brawlers. From popular Asian bare-handed techniques to European combat arts to fantastic non-human training, this book balances realistic historical schools with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the greatest fighters in the world, or create a style to fit a new campaign; Martial Arts has the techniques and guidelines you need. Not all combat options map to techniques and styles, however. Some of these additions are highly realistic, while others are extremely cinematic - but they're all optional, allowing the GM to decide which rules apply.

Whether you're trying to stop the Dark Lord's invading army, lead a Ranger company against the Axis in WWII, or command your own crack mercenary regiment in a far-flung star empire, you're likely to get into battles that are far too big to resolve with ordinary GURPS combat.

It presents a powerful abstract system that lets you resolve land, sea, and air battles at any tech level. Features include: Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight. Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that's important when the enemy is in sight.

Round-by-round resolution that puts the commander in control, letting him choose his strategies and instantly see the results of his skill and cunning. Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more. Everything is fast and easy to use in play, thanks to extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of numerous unit types. It's all generic, too, covering realistic, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment.

It covers the essentials of character creation, combat, success rolls, magic, adventuring, and game mastering. This time is necessary for searching and sorting links. This site is like a library, you could find million book here by using search form widget. These books detail general rules not used in all possible campaign, such as rules for magic spells, for superpowers and for martial arts. These books describe how to design and play campaigns in a particular genre, such as fantasy, science fiction or detective fiction.

These supplements details how to design and play campaigns set in particular fictional settings, either specific to GURPS such as 'Banestorm', a fantasy setting, or 'Infinite Worlds', about exploration of parallel universes or independent of it such as the Star Trek universe. These handbooks describe the data, in terms of GURPS, of specific objects, gadgets and vehicles, and how to construct new ones. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more.

Other chapters integrate insights from RPG studies around broadly significant topics, like transmedia worldbuilding, immersion, transgressive play, or player—character relations. Each chapter includes definitions of key terms and recommended readings to help fans, students, and scholars new to RPG studies find their way into this new interdisciplinary field.

In this war, immortal cultists worship other-dimensional entities and plot to raise an army of the dead. Incomprehensible undersea intelligences infiltrate and colonize American seaports, and alien races lurk beneath the ice of Antarctica and high in the mountains of Afghanistan.

It is only through constant vigilance and violence that the earth has survived. Also included are threat reports describing the indescribable — humanity's deadliest foes serving Cthulhu and the other Great Old Ones.

Strange times are upon us, the world is changing, and even death may die — but, until then, the war continues. Yet little attention has been devoted to the ways RPGs have shaped society at large over the last four decades. Role-playing games influenced video game design, have been widely represented in film, television and other media, and have made their mark on education, social media, corporate training and the military.

This collection of new essays illustrates the broad appeal and impact of RPGs. The contributors discuss the myriad subtle and not-so-subtle ways in which the values, concepts and mechanics of RPGs have infiltrated popular culture.

Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies.

Melissa Scott shares her successful techniques and insights.



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