So decided to get a few books from my “maybe” list this weekend on a splurge, and among them was Talents. Talents as I’ve said in a previous. I supported because “It is a free tool to track my gameplays and games collection.” – Steven Hykes (Archive77). +. Please Support The Geek! Learn More . ) [5/level]; Allure (GURPS Fantasy, p. ; GURPS Power-Ups 3: Talents, p. 6 ) [5/level]; Animal Friend (GURPS Basic Set, p. 90; GURPS.

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Shipping will resume January 2nd, Posted by Benjamin Gauronskas at 4: Fortunately for the GM, these power-ups come with guidelines for acquiring and using them. Many options — like the bard’s Songs, elementalist’s Storms, and gurrps Foul Limbs — offer several subtypes and specialties.

Answers to questions about how wildcard skills interact with such fundamental concepts as bonuses, controlling attributes, defaults, and techniques. Inside you’ll find power-ups for every profession and race in Dungeon Fantasy — and for every budget. Preview of the PDF.

And even in the vanilla form, the talents are often a pretty good deal for character points. 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 ppwer the idea of having high level talents because I like high powered games, and the traditional 4 levels grps talent, though nice, feels a bit limited.

Next, it goes into Anti-Talentskinda the reverse of a talent, hurps penalties to skill and reaction, with a careful justification for the pricing of the talent. 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.


Surf our site for the files you want. If you want to make an interesting character and save a few points by keeping to a focused concept, this is a good resource.

Written by Sean Punch. The chapter begins with a discussion of why a player might like a talent, for both objective mechanical reasons and for subjective semantic reasons, and pus out some interesting edge case rulings to keep in mind if you use a lot of talents. At one end are more than 50 perks to modify your spells and combat moves; at the other are more than 80 significant new abilities, priced at up to points.

Monday, August 8, Review: Privacy Policy Contact Us. Crank Talent up to Develop your Talent in play. So decided to get a few books from my ggurps list this weekend on a splurge, and among them was U;s.

Quirks — Minor flaws help build character! Sean Punch 28 pages. It offers clarifications on what ghrps as a unique skill for Talent purposes, how Talents interact with defaults, and how to include combat skills in Talents without breaking the game.

Chapter 1 covers the vanilla approach and the meat of talents, and includes a catalog of several talents.

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.

GURPS Power-Ups 3: Talents (PDF version) | Wiki | BoardGameGeek

The one annoyance I have here is that the entries refer to two mechanics that aren’t even introduced until the next chapter: 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. Also, it proposes many entirely new optional rules for Talents, such as:. Talents solves this problem by collecting all the “official” Talents in one place, noting their point costs, skill lists, and reaction modifiers — and their original sources, for campaigns that use only certain GURPS supplements.


Check out GURPS Powers for everything you need to create every kind of amazing, off-the-chart superhero you can imagine. Wildcard Skills — Replace standard skills with cinematic wildcard skills that can do more! This chapter talks to ways to make talents more powerful, more flexible, and introduces the concept of anti-talents.

From the silliness of Combat Haberdashery through the sheer power of the Secret Teleportation Spell, a true munchkin is sure to see something he likes. Training is good, but being a “natural” is better! Chapter 2 includes some new optional rules for getting more life out of them, and using them in different gutps. The only reason I might not recommend this book to someone is because it might be a bit superfluous; a lot of the talents are pre-existing, though there is a bit of new content too.

Impulse Buys — Discover new and different ways to spend character points to give you taelnts crucial — but temporary — talejts

GURPS Power-Ups 3: Talents

Channel a supernatural ability into whatever weapon you pick up. Surf our site for the files you want.

Also, it proposes many entirely new optional rules for Talents, such as: