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  • Etherscope Corebook, Podreczniki RPG, Etherscope

    [ Pobierz całość w formacie PDF ]

    etHerSPACe AdVeNtureS
    IN AN AGe of INduStry,
    INtrIGue, ANd IMPerIAlISM
    A COMPLETE ROLE PLAYING GAME
    Created by Nigel McClelland and Ben Redmond
    Core rulebook
    For our families and the memory of John Henry Greenwood, loving grandfather of Nigel McClelland,
    whose support and belief have made this book possible.
    Credits
    Etherscope created by Nigel McClelland and Ben Redmond
    Designers:
    Nigel McClelland and Ben Redmond
    Additional Designers:
    Chris Durham and David Schwartz
    Writers:
    Ben Redmond, Nigel McClelland, Chritopher F. Allen, Chris Durham,
    Mark Charke, and David Schwartz
    Developer:
    Luke Johnson
    Editor:
    Ken Hart
    Art Diretion and Graphic Design:
    Shane Hartley
    Cover Art Diretion:
    Sean Glenn
    Cover Art:
    Jonathan Hill
    Interior Art:
    Alex Kosakowski, Alex Shiekman, Chris Watkins, Eduardo Herrera, Ethan Paternack,
    Ilya Atrakhan, James Coper, Jeremy Mohler
    Editor-in-Chief:
    Joseph Goodman
    Playteters:
    Mike Beddes (Rahlyns Falconer-Beddes, Xcylur Beddes, Jason Taylor, Corey Starr, Billy
    Ujhely), Benjie C/S, Jim Crapia, Chris Durham, Mark Gedak, Sean Holland, Jamallo Kreen, Stefan
    Lundsby, Michael McConnell, Scott Moore, Jer Petter ( Jason Bazylak, John Gillepie, Linda Gillepie,
    Brett Watters), Ben Redmond (Melanie Dufy, Mark Fair, Matt Finn, Paul Johnson, Gérard Kraus,
    Beatty Osborne, Matt Sims, James Todd), David Schwartz (Catherine Pegg, Michael Woodhams, Sam
    Noel, Carlene Quedley, Nathan Smith, Carol Phillips), Beckett Warren
    Learn more about Etherscope at www.EtherscopeRPG.com
    Learn more about Goodman Games at www.goodman-games.com
    his printing of
    Etherscope
    is published in accordance with the Open Game License.
    See the Open Game License Appendix of this book for more information. All rights reserved.
    © 2005 Goodman Games.
    Etherscope
    is a trademark of Goodman Games in the U.S. and/or other countries, used with permission. All rights reserved.
    he mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
    tAble oF CoNteNts
    CoNteNts
    CoRE RulEBook
    1
    Inluences Detail
    106
    he Dying Saving hrow 171
    Recovery 172
    Ability Score Damage 172
    ENvIRoNMENT AND hAzARDS 173
    Darkness and Light 173
    Heat and Cold 173
    Catching on Fire 173
    Starvation and hirst 173
    Sufocation and Drowning 173
    Falling 174
    Poison 174
    Disease 175
    Energy Drain and Negative Levels 175
    Acid 175
    Electricity 175
    vEhIClE MovEMENT AND CoMBAT 176
    Characters in Vehicles
    CREDITS
    1
    SPECIAl TRAITS
    108
    CoNteNts
    2
    ChApter iii: equipmeNt 113
    ENCuMBRANCE 113
    Carrying Capacity 113
    MovEMENT AND ovERlAND TRAvEl 114
    ACquISITIoN 114
    Wealth Bonus 115
    Acquiring Goods and Services 115
    Increasing Wealth 116
    CoNCEAlED WEAPoNS AND oBjECTS 116
    WEAPoNS AND ARMouR
    iNtroduCtioN
    5
    jACk
    5
    ThE yEAR IS 1984.
    6
    he Pan-European War
    6
    he New Reich
    7
    Russia
    7
    Britain
    7
    117
    he Paciic War
    8
    Weapons
    117
    he Etherscope
    8
    Armour
    128
    America
    9
    vEhIClES
    129
    Ottoman Empire
    11
    176
    Powered Armour
    132
    he Great Metropolis
    11
    Scale
    176
    CyBERNAuGhTICS
    133
    New Dangers
    11
    Vehicle Sizes
    176
    Classifying Cybernaughtics
    133
    WElCoME
    11
    Facing and Firing Arcs
    176
    Cybernaughtic Purchase Points
    134
    What is Roleplaying?
    12
    Getting Started
    176
    Tolerance
    135
    he World of Etherscope
    12
    Initiative
    176
    Minimum Constitution
    135
    Playing the Game
    13
    Vehicle Speed
    177
    Cybernaughtic Apps
    136
    hoW To uSE ThIS Book
    13
    Moving
    177
    Cybernaughtic Arm
    136
    System Basics
    13
    Pilot Options
    177
    Cybernaughtic Eye
    137
    INSPIRATIoN
    14
    Collisions and Ramming
    179
    Cybernaughtic Leg
    138
    Losing Control
    180
    Dermal/Subdermal Plating
    138
    ChApter i: ChArACters 17
    ChARACTER CREATIoN
    Hide and Seek
    180
    Motor Neuron Accelerators
    139
    Fighting from Vehicles
    180
    17
    Scope Jack
    139
    Damaging Vehicles
    181
    ABIlITy SCoRES
    19
    GENERAl EquIPMENT
    140
    Ability Modiiers
    19
    Equipment Tables
    140
    ChApter V: the
    World oF ethersCope 183
    GEoGRAPhy 183
    he Great Metropolis 183
    he British Empire 184
    North America 185
    Europe and Western Asia 185
    he Paciic 186
    South America 187
    Unexplored Regions 187
    SoCIETy 187
    Espionage: he Great Game 187
    he Eugenics League 188
    Religion 188
    he Northumbrian Republican Movement 189
    Counterculture
    Using Ability Scores
    19
    lIfESTylE
    147
    ChARACTER RACES
    20
    SERvICES
    151
    Humans
    20
    Alpha Humans
    20
    ChApter iV: CombAt 153
    CoMBAT RouND—ThE BASICS 153
    Combat Statistics 153
    INITIATIvE 155
    ACTIoNS IN CoMBAT 155
    he Combat Round 155
    Action Types 156
    Attack Actions 156
    Move Actions 157
    Full-Round Actions 158
    Miscellaneous Actions 159
    Attacks of Opportunity 159
    MovEMENT AND PoSITIoN 160
    Tactical Movement 160
    CoMBAT MoDIfIERS 160
    Favourable and Unfavourable Conditions 160
    CovER
    he Transgenic Strains
    21
    Fey
    25
    SoCIAl TEMPlATES
    26
    Template Descriptions
    27
    BASIC ClASSES
    30
    Overview
    30
    Broker
    30
    Combatant
    33
    Enginaught
    36
    Pursuer
    38
    Savant
    41
    Scoundrel
    44
    189
    Gamma Sewer Kingdoms
    190
    ChApter ii: trAits
    49
    Criminal Organisations
    190
    PERSoNAlITy TRAITS
    49
    Craftsman Guilds
    190
    Values
    49
    161
    Occult Societies
    190
    Allegiances
    51
    CoNCEAlMENT
    161
    SAvING ThRoWS
    51
    hElPlESS DEfENDERS
    162
    ChApter Vi: the sCope 193
    SCIENCE AND TEChNoloGy
    ExCEllENCE PoINTS
    52
    SPECIAl INITIATIvE ACTIoNS
    162
    193
    SkIllS
    52
    Delay
    162
    A Brief History of Ether Science
    193
    Getting Skills
    52
    Ready
    162
    Technology
    195
    Using Skills
    53
    SPECIAl ATTACkS
    163
    GEoGRAPhy of ThE SCoPE
    198
    Skill Descriptions
    56
    Aid Another
    163
    A Typical Scope City
    198
    fIGhTING TEChNIquES
    80
    Firearms
    163
    New London
    199
    Combat Styles
    81
    Grenades and Explosives
    163
    Centropolis
    199
    oCCulT SkIllS
    84
    Attack an Object
    164
    Schopheim
    199
    Occult Science
    84
    Bull Rush
    165
    Haven
    199
    Occult Powers
    84
    Overrun
    166
    he Pleasure Domes
    199
    Occult Skill Descriptions
    85
    Trip
    166
    Other Cities
    199
    Occult Lore Powers
    85
    Grapple
    167
    SCoPE RIDING
    199
    Psychic Powers
    88
    Bind
    168
    Scope Avatars
    200
    Spirit Medium Powers
    90
    ChARACTER STATuS
    169
    Avatars and Equipment
    201
    fEATS
    92
    Conditions
    169
    Movement in the Scope
    202
    INfluENCES
    104
    DEATh, DyING, AND hEAlING
    171
    Remote Users
    203
    Gaining Inluences
    105
    Injury and Death
    171
    Entering the Scope
    203
    Using Inluences
    105
    Healing
    171
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