GURPS Template Toolkit 2 Races 1st Edition by William H Stoddard, Sean Punch – Ebook PDF Instant Download/Delivery:
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Author: William H Stoddard, Sean Punch
Introduction Nonhuman races have been in GURPS from the start. The original edition of GURPS Fantasy (1986) presented dwarves, elves, orcs, and other fantasy races of Yrth; GURPS Banestorm (2005) still has them. Many advantages and disadvantages are now classed as “exotic” or “supernatural,” meaning they don’t occur in standard human beings but may be found in other races – and both racial templates and metatraits are intended for use in describing such races. The Basic Set has two chapters on templates: one on how players should use them (pp. B258-263) and one on how GMs can design them (pp. B445-454). But there’s a lot more to be said about templates! GURPS Template Toolkit 1: Characters spent 48 pages on occupational, dramatic, and cultural templates and lenses for individual characters. This book continues the job by bringing the same level of detail to racial templates. Here you’ll find guidelines for creating templates for all sorts of nonhumans,
supplemented by discussions of meta-traits and features that such beings could have; a few new and modified traits; and some more detailed game mechanics on relevant topics.
GURPS Template Toolkit 2 Races 1st Edition Table of contents:
1. Racial Templates and Meta-Traits
What Are Racial Templates?
Alternatives: Simplified Statistics
Alternatives: No Statistics
Patrons
Enemies
Contacts
Alternatives: Unique Beings
Character vs. Racial Templates
What Are Races?
Humanoids
Aliens
Toons
Animals
Chimerae
Robots and Automata
Vehicles
Complexity of Computers
Infomorphs
Spirits
The Undead
Hybrids
Meta-Traits
Animated Character
Bioroid
Machine
Mentality Meta-Traits
Morphology Meta-Traits
Organisms
Vehicles and Other Machines
Angeloid, Asteroid, Helminth, Scorpionoid, Serpentoid, and Tritonoid Hit Location Table
Nanotechnology
Spirit Meta-Traits
Features and Taboo Traits
2. Basic Parameters
Size and Weight Table
Scale
Realistic Scale
Under the Hood: Full Realism
Cinematic Scale
Swarms
Habitats
Atmosphere
Gravity
Gravity Table
Basic Move Table
Mana and the Environment
Illumination
Radiation
Temperature
Table of Solvents
Substance
Density and Weight
Density Table
Densities of Materials
Worked Example: Putting Together Scale, Gravity, and Density
Composition
Biochemical
Technological
Virtual and Illusory Beings
Elemental
Energy
Postmortal
Worked Example: Skeletal Bodies
3. Choosing Traits
Conceptual Design
Fitting the Race to the Campaign
Sets of Races
Perks and Quirks
Lenses and Sub-Races
Attributes, Secondary Characteristics, and Talents
Physical Traits
Sustenance
Scale and Food
The Senses
Compound Eyes
Communication
Movement
Manipulation
Attack
Defense
Outward Form
Mental Traits
Consciousness
Cognition
Motivation and Behavior
Chauvinism
Concentration
Curiosity
Egoism
Empathy
Gregariousness
Imagination
Playfulness
Suspicion
Skills
Magic
Social Traits
The Reference Culture
Cultures, Languages, and Skills
Reaction Modifiers
Culturally Defined Traits
Races and Powers
4. Races in Play
How Much Do They Cost?
Super-Races
Modification
Player-Designed Races
Inventing Races
Shapeshifting
Transformational Abilities
Under the Hood: Materialization
Under the Hood: Elastic Skin
Permanent Transformation
Behavior and Mentality
Roleplaying
Worldbuilding
Presentation
Grace
Appendix A: New Traits
Advantages
New Advantages
Under the Hood: Signals
Perks
Disadvantages
Quirks
Appendix B: Examples
Dayton-Wright DH-4 (Vehicle)
Decabrach (Alien)
Fly Demon (Embodied Spirit)
Prosthetic Body (Robot)
Raven (Animal)
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