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Tables of Contents for Gurps Compendium I
Chapter/Section Title
Page #
Page Count
Introduction
4
1
About the Compiler
4
1
About GURPS
4
1
Attributes
5
10
Attribute Levels and Their Meanings
6
1
Low Attributes as Disadvantages
6
1
Strength
7
8
``Enhanced'' Strength
7
1
Optional Rule: Redefining Hit Points and Fatigue
7
1
The Much-Maligned Will: Optional Will Rules
8
2
Basic Damage for ST Above 20
10
1
Throwing
10
2
Extra Effort Lifting with High ST
12
1
Contests of ST for Very Weak or Very Strong Creatures
13
1
Optional Rule: Treating Figured Quantities as Attributes
13
1
Encumbrance Rules for Superhumnas and Nonhumans
14
1
Advantages
15
59
Inventing New Advantages
16
3
Lead Into Gold: New Advantages for Old
16
1
Secret Advantages
16
1
Starting From Scratch
17
1
Trading Points for Equipment
17
1
Temporary Wealth
18
1
New Advantages
19
1
Mundane Advantages
19
14
Occult and Paranormal Advantages
33
16
Racial and Super Advantages
49
23
Natural Attacks
72
2
Disadvantages
74
33
Inventing New Disadvantages
75
2
Turning Old Problems Into New
75
1
Secret Disadvantages
75
1
Brand-New Problems
76
1
Doing Away With Disadvantages
76
1
New Disadvantages
77
1
Social Disadvantages
77
2
Physical Disadvantages
79
7
Mental Disadvantages
86
10
Occult and Paranormal Disadvantages
96
5
Racial and Super Disadvantages
101
6
Enhancements and Limitations
107
6
Modifying Advantages and Disadvantages
108
1
Turning Enhancements On and Off
108
1
Linked Enhancements and Limitations
108
1
Enhancements
109
1
Limitations
110
3
Skills
113
49
Learning Skills
114
4
Quick Learning Under Pressure: Optional Learning Rules
114
1
Mastery -- High Skill vs. Diversity
114
2
Intensive Training
116
1
Extraordinary Diligence to Maintain High Skill
116
1
Recognizability of Skills
117
1
Skill Degradation
117
1
Using-Skills
118
1
Like the Back of My Hand: Further Definition of the Area Knowledge Skill
118
1
The Gift of Tongues: Optional Language Rules
119
2
Firearms Specialization and Familiarity
119
1
Other Approaches to Language Skills
120
1
Gadgets and Gadgeteering
121
7
Inventing Gadgets
121
2
Gadgeteering During Adventures
123
1
Quick Gadgeteering
123
1
Vehicle Skill Specializations
123
1
``Gizmo'' Gadgets
124
1
Inventing vs. Gadgeteering
125
2
Gadgets for Non-Gadgeteers
127
1
New Skills
128
1
Animal Skills
128
1
Artistic Skills
129
2
Athletic Skills
131
1
Combat/Weapon Skills
132
4
Craft Skills
136
1
Esoteric Skills
137
8
Hobby Skills
145
1
Knowledge Skills
146
2
Magical Skills
148
2
Medical Skills
150
1
Military Skills
150
2
Outdoor Skills
152
1
Professional Skills
153
2
Psionic Skills
155
1
Scientific Skills
155
4
Social Skills
159
1
Thief/Spy Skills
160
1
Vehicle Skills
161
1
Maneuvers
162
11
Creating Maneuvers
163
1
Double Defaults and Maneuvers
163
1
Learning Maneuvers
164
1
Maneuvers and Non-Combat Skills
164
1
Sample Combat Maneuvers
165
8
Maneuvers and Optional Specializations
165
1
Maneuvers and Familiarity
165
1
Just Watch This One! Expanding the Acrobatics Skill with Maneuvers
166
5
Optional Rule: Combinations
171
2
Racial Generation
173
8
The Generation Process
174
6
The Rule of 12
174
1
NPC Races vs. PC Races
174
1
Racial Attribute Modifiers
175
1
They Look Like They Look
175
1
How They Think
175
1
Sub-Races
175
1
Taboo Traits
176
1
Racial Advantages and Disadvantages
177
1
Racial Quirks
177
1
Racial Skills
177
1
Character Cost vs. Racial Strength
177
1
Player-Created Races
178
1
Racial Magic
179
1
Filling in the Blanks
179
1
Personality Traits
180
1
Appendix 1: Abbreviations for GURPS Titles
181
1
Appendix 2: Advantage Listings
182
3
Appendix 3: Disadvantage Listings
185
2
Appendix 4: Skill Listings
187
4
Index
191