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I use only wildcard skills. RPG is about storytelling and not about wasting time with stupid rules. To submit your own, follow these steps:. Personally, I find the book useful both in terms of its examples and of the under-the-bonnet guidelines to making your own Wildcards.
Surf our site for the files you want. Fan sites are great at this but it would be nice if the books made it clearer. By adding some fitting drawbacks to your cool abilities, you can power up your character on the cheap and make the game more interesting for everyone — you start play with a few new challenges to meet, while kps GM gets some “hooks” to exploit. I use it regularly as a GM for npcs and mooks as due to how easy it is. Influence success rolls, damage rolls, rolls on tables, and more — up to and including avoiding “nuisance rolls.
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GURPS Power-Ups 6: Quirks
Click here to toggle editing of individual sections of the page if possible. Notify administrators if there is objectionable content in this page. Whether you always find yourself a few points short or just like the game-within-a-game of building funky abilities, GURPS Power-Ups 8: Gift Certificates fnord23 Contact Us. It will automatically be listed upa this page. If you’ve ever felt that character points should do more ppwer buy skills and Hit Points, or yearned to adapt points-for-outcomes systems from other RPGs, then you’ll find Power-Ups 5: Especially with 4th edition all the supplements are worth the price if one finds the subject interesting.
New Kinds of Points. Log in or sign up in seconds. It’s easy enough to make ones own wild card skills, and that lets my players pick roles they and I want make relevant to our game.
Revisit where points come from, where they go, and whether you even need them. Impulse Buys takes this idea and runs with it, collecting all previously published rules for spending points on in-play outcomes, clarifying and expanding them, adding new possibilities, challenging the basic concept of points, and offering guidance on how to tailor everything to your campaign.
Create account or Sign in. Haven’t gotten it, but that’s solely because wildcard skills don’t work well for the sorts of games I’d generally be in. Preview of the PDF.
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Making your mooks have “Thug! Spending character points on permanent abilities is wonderful — but it doesn’t guarantee that the dice will be nice.
Something does not work as expected? I think I’d prefer wild card skills, but my game tends towards action. It helped me play my character’s “profession” without getting bogged down or overwhelmed, while remaining flexible enough to personalise him.
Click here to edit poder of this page. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Warehouse 23 will be closed December 24th, January 1st, Tips for getting the most out of existing limitations and fairly pricing new ones.
Enter the name of your power-up and submit it. To solve this problem, GURPS Fourth Edition offers the alternative of players using points to buy successes and influence the game world. Sean Punch 23 pages. If there ever is a 5th edition, I would want them to put more emphasis on rules lite gaming in the poer rules in addition to providing the heartier stuff for people that want it.
Want to add to the discussion? Ultimately the decision to buy is with the buyer sure however there is something to be said for peer opinions- which i appreciate yours: