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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Michael Eversberg II August 9, at 5: Crank Talent up to I bought this on a whim and I was pleasantly surprised. In all honesty I don’t think I’ve ever had a player take a talent.
GURPS Power-Ups 3: Talents
Also, it proposes many entirely new optional rules for Talents, such as: Follow the complete Dungeon Fantasy line for even more dungeon-crawling fun.
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 points out some interesting edge case rulings to keep in mind powr you use a lot of talents.
While intended for Dungeon Fantasythese power-ups are suitable for any GURPS campaign involving dungeon crawls, and are sure to provide players and GMs alike with new ideas no matter what genre they prefer! The organization is mostly sensible, though having the catalog of talents in the middle of the book leads to some halents in upw final chapter being referenced early, and I think that might have been prevented with a slightly different organization. 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.
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. This leads to rules about learning and how talents with their inborn ability to shorten training schedules can be modified, and how to gurpe the concept of potentially learning talents. Answers to questions about how wildcard skills interact with such fundamental concepts as bonuses, controlling attributes, defaults, and techniques.
Imbuements — Your weapon doesn’t need to be magic when YOU are. 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. Overview Table of contents. 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. 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.
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 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. Gift Certificates fnord23 Contact Us. Sean Punch 28 pages.
Preview of the PDF. Flip Talents on their head for characters who suffer from broad-based incompetence. Price Talents more precisely, whether to curb abuse or to encourage use. Now Dungeon Fantasy That said, how could such a simple idea actually fill out a full supplement?
Overall, this chapter gueps 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 high powered games, and the traditional 4 levels of talent, though nice, feels a bit limited.
Channel a supernatural ability into whatever weapon you pick up.
Let’s GURPS: Review: Power-Ups 3 – Talents
Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines. Power-Ups raises the stakes again, poower more — poaer more-powerful — power-ups to the table that will really boost your heroes’ kill counts and bank accounts!
Optional rules for wildcard skills to relax penalties, combine multiple wildcards, grant bonuses that reach beyond skill taalents, enhance critical successes, and even bend the story itself! Training is good, but being a “natural” is better! Discussion of how to use wildcard skills in your campaign, ranging from “no wildcards” all the way up to “wildcards only.
But so many Talenhs appear in so many GURPS supplements that choosing among them can involve tiresome amounts of page-flipping. Wildcard Skills greatly amplifies on the few words in the GURPS Basic Setgiving you all of the “official” wildcard skills published up to November more than 65 of themplus:.
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.
GURPS Power-Ups 3: Talents
If you like reading about rules and options, this is a decent book, and it’s not terribly expensive. Monday, August 8, Review: It’s ok, friend, daddy’s got you. 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.
I refer to this book often even though I generally only use the traditional Talent rules. 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.