Steve Jackson Games Contents Introduction
Want to create a superhero? A wuxia fighter? An earth-shattering psi? A wizard or shaman with abilities beyond spells and rituals? A god? With the GURPS Basic Set and Powers, you have POWERS everything you need to create superhuman heroes: 5 Case-by-case advice on how to turn over 100 advantages from the Basic Set into superhuman abilities – with new modifiers, variant traits, optional rules, and plenty of examples. 5 Five flexible new advantages: Control, Create, Illusion, Leech, and Static. 5 Dozens of new enhancements and limitations to fine-tune your abilities. 5 Energy Reserves to fuel abilities, “alternative abilities” that don’t all work at once, and ways to substitute abilities you have for those you don’t. 5 Hundreds of sample abilities – energy blasts, curses, defenses, mental gifts, and more. 5 Rules for powers – groups of abilities linked by origin – with over 40 ready-to-use examples. 5 Guidelines on biological, chi, divine, elemental, magical, moral, nature, psionic, spirit, and super powers – even godlike cosmic powers – and their interactions. 5 Advice to GMs on how to keep it fun and prevent high-powered heroes from taking over! GURPS Powers requires the GURPS Basic Set, Fourth Edition, and replaces the Third Edition books GURPS Supers and GURPS Psionics. The advice on abilities and powers can be used with any game that features superhuman characters. By Sean Punch and Phil Masters Edited by Andrew Hackard Cover Art by Romas Kukalis, Bob Stevlic, Eva Widermann, and John Zeleznik Illustrated by Abrar Ajmal, Alex Fernandez,
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