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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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. Michael Eversberg II August 9, at 5: If you want a catalog of a lot of pkwer, this is as good as it gets. It’s ok, friend, daddy’s got you. Check out the entire Power-Ups series!
GURPS Power-Ups 3: 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 like Talents, then you’ll love all the examples and options that Power-Ups 3: It then goes into rules about how to potentially use the optional rules to extend the traditional max 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.
Check out GURPS Powers for everything you need to create every kind of amazing, off-the-chart superhero you can imagine. Pull-quotes are fine, but not extraordinary. Price Talents more precisely, whether to curb abuse or to encourage use. Training is good, but being a “natural” is better! 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.
If you want to make an interesting character and save a few points by keeping to a focused concept, this is a good resource. Maybe they are something of a not-so-secret secret for newcomers.
Gurps Power-ups 2. perks
Flip Talents on their head for characters who suffer from broad-based incompetence. Preview of the PDF. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.
Posted by Benjamin Gauronskas at 4: So decided to get a few books from my “maybe” list this weekend on a splurge, and among them was Talents. 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.
I refer to this book often even though I generally only use the traditional Talent rules.
Let’s GURPS: Review: Power-Ups 3 – Talents
Let’s take a deeper look then. I think anyone gurpz likes GURPS can enjoy this book, especially if you enjoy the character creation aspect and get a kick out of building gameplay gurs characters while also trying to tell a story. The organization is mostly sensible, though having the catalog of talents in the middle of the book leads to some mechanics in the final chapter being referenced early, and I think that might have been prevented with a slightly different organization.
Overview Table of contents. 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 pwoer appropriate and doesn’t feel like lazy recycling. And even in the vanilla form, the talents are often a pretty good deal for character points. I bought this on a whim and I was pleasantly surprised.
But so many Talents appear in so many GURPS supplements that choosing among them can involve tiresome amounts of page-flipping. Sean Punch 28 pages. That said, how could such a simple idea actually fill jps a full supplement?
Chapter 1 covers the vanilla approach and the meat of talents, and includes a 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: 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.
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. It offers clarifications on what counts as a unique skill for Talent purposes, how Talents gurls with defaults, and vurps to include combat skills in Talents without breaking the game.
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.
Crank Talent up to The book then goes into a gugps of all talents that currently existed as of the time of the writing, sometime late I think. Develop your Talent in play. Adapt Talents to work as intensive training powwer of as natural gifts.
Benjamin Gauronskas August 9, at 4: Pkwer 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:. Also, it proposes many entirely new optional rules for Talents, such as: