GURPS Power-Ups 3: Talents contains every Talent that effect skills published for GURPS as of July The Power Talents which affect the use of. GURPS Power-Ups 3: Talents · GURPS (4th Edition). Nickname. PDF version. Version Publisher. Steve Jackson Games. Alternate Names. Year Published. along the stinky stream, past the giant billboard for Dr Humayun’s Hair Transplant . O Malalai I am Malala: The Story o Growing Up Spiritually By Kenneth E.

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Privacy Policy Contact Us. Overview Table of contents. Adapt Talents to work as intensive training instead of as natural gifts.

Replace the reaction bonuses granted by Talents with a wide range of other possibilities. Let’s now take a deeper look at the book. GURPS Fourth Edition brings this real-life adage to the gaming table with Talents — advantages that improve groups of related skills and make them easier to learn.

Gurps Power-ups 2. perks by STEVE JACKSON — Translated by humans

Check out GURPS Powers for everything you need to create every kind of amazing, off-the-chart superhero you can imagine. It then goes into rules about how to potentially use the optional rules to extend the traditional guros talent level of 4 to maximally 10 for talents, and strategies for doing so, and advice on where it may or may not be appropriate.

I think anyone that likes GURPS can enjoy this book, especially if you enjoy the character creation aspect and get a kick out of building gameplay efficient characters while also trying to tell a story. Next, it goes into Anti-Talentskinda the reverse of a talent, with penalties to skill and reaction, with a careful justification for the pricing of the talent.

Pull-quotes are fine, but not extraordinary.

Gurps Power-ups 2. perks

That said, how could such a simple idea actually fill out a full supplement? The PDF for this book is 28 pages, the first chapter starts on page 4, and the last ends on page 26, giving us 23 pages of stuff.


They are also, mechanically speaking, pretty easy to put together with only a paragraphish amount of text needed to adequately describe it in the basic set. This chapter talks to ways to make talents more powerful, more flexible, and introduces the concept of anti-talents. I refer to this book often even though I generally only use the traditional Talent rules.

Alternative Cost – a more granular pricing method that requires a bit more calculation, but possibly fairer prices, shifting a lot of talents up or down 1 to 3 points, and more interestingly, an alternative benefit to the typical reaction bonus that most talents give. This leads to rules about learning and how talents with their inborn ability to shorten training schedules can be modified, and how to balance the concept of potentially learning talents.

Overall, this chapter was really fun for me because I like just chewing through mechanics and thinking about pros and cons of dialing a little to the left or a little to the right of default, and I like the idea of having high level talents because I like gurrps powered games, and the traditional 4 levels of gurrps, though nice, feels a bit limited.

I’m kinda surprised, but this book defies all my expectations in terms of what I would expect from the premise, and delivers something pretty interesting and useful.

Newer Post Older Post Home. Maybe they are something of a not-so-secret secret for newcomers.

The illustration quality is fine, but a little anachronistic; this might be because the book is a bit of a “greatest hits” compilation so the art probably comes from several previous releases, though it is appropriate and doesn’t feel like lazy recycling.

I bought this on a whim and I was pleasantly surprised.


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Surf our site for the files you want. Sean Punch 28 pages. Check out the entire Power-Ups series! I like them, mechanically, but for whatever reason the handful u;s times I’ve actually had people generate GURPS characters, it seems like a trait type that gets a pass.

Preview of the PDF. Flip Talents on their head for characters who suffer from broad-based incompetence. Training is good, but being a “natural” is better! The book is mostly guidance for GMs on how to make talents useful for a campaign, and content in the form of several pre-statted talents that players and GMs can peruse for quick, cheap boosts.

It’s ok, friend, daddy’s got you. The book then goes into a catalog of all talents that currently existed as of the time of the writing, sometime late I think. Chapter 1 covers the jps approach and the meat of talents, and includes gkrps catalog of several talents. The one annoyance I have here is that the entries refer to two mechanics that aren’t even introduced until the next chapter: So decided to get a few books from my “maybe” list this weekend on a splurge, and among them was Talents.

If you are brand new to the system, a less generic toolbox style book might be a little bit more helpful, though at the same time, it has a lot of food for thought for neophyte players as well which I might naively boil down to: If you want a catalog of a lot of talents, this is as good as it gets. Power-Ups 3 – Talents.