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GURPS Powers

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construct a Power. Next is a large section devoted to many worked examples to use straight away, and also provide a guide to work from when creating your own powers. Lastly chapters focusing running high powered games, and notes on various genres exist to help players and GMs integrate powers into
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The source and focus of a power are significant. They take the generic abilities that are available, and tie them together in more unique ways. This approach may be familiar to players of the
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The book aims to be genre independent and covers rules for characters from fantasy and myth to supers and science fiction with no bias towards any one.
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that acts like an Enhancement (rare) or Limitation to the power as a whole rather than individual abilities.
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was published in 2005, one of several genre books published by Steve Jackson Games for the fourth edition.
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to better handle high powered characters, and allow highly detailed customization of powers.
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that add color and help to tie together the abilities. Lastly there is an additional
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is a rule book that extends the basic character creation rules presented in the
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The first section provides the framework and rules with which a player and
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Index


Designers
Sean Punch
Steve Jackson Games
GURPS
Sean Punch
vignettes
Phil Masters
GURPS
basic set
Game Master
Hero System
GURPS Supers
GURPS Psionics

adding to it
List of GURPS books
ISBN
978-1-907702-58-7
GURPS Powers at sjgames.com
Review at RPG.net
Second RPG.net Review
Stub icon
role-playing game
stub
expanding it
v
t
e
Categories

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