Gurps space atlas 4 pdf download






















Written by David L. This double-sized Space Atlas is your guide to two of the worst neighborhoods in the galaxy — the divided Phoenix Sector and the chaotic Saga Sector.

Forty-nine systems are presented with detailed descriptions of planets, a populated asteroid belt and the mysterious Phoenix Nebula. This is the most flexible Space Atlas so far. You can combine the sectors, use them separately, or choose individual worlds and fit them into your campaign. Each sector's introduction includes historical and background information to fit them into any campaign type — Anarchy, Federation, Corporate State, or Empire.

Also included are suggestions for combining the two sectors and using them as allies. Each world description includes a complete Planetary Record Sheet with an overview of the whole star system and a detailed description of the planet itself, following the format GURPS Space.

Eight sample characters are included. All the basic information needed to run a GURPS campaign is here with genre or world-specific information in other books. Many source books published after the release of the compendiums required them for play. The fourth edition basic set shifts the majority of that material into the core rule books.

In a move from previous editions, the books are hardbound and in color, a trend which has been followed in successive GURPS 4e books, with mixed reactions from players. To facilitate the transition from third edition to fourth, a free PDF update was released. It includes a quick but comprehensive guide to change characters or source book information to the new rules.

Rowland in issue 83 of White Dwarf magazine November In the long run, GURPS and all its supplements may cover more ground than other systems, possibly at less expense, but in the short term there isn't enough support material to run a fully rounded game of any type, apart from gladitorial combat and medieval adventures.

It combines old ideas with new and surpasses its contemporaries. Playability is paramount, though reality is sacrificed. Its ambitious goal of covering all game worlds looks to be accomblishable. If you want a fine RPG, get this game. It is worth it. 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.



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