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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Wildcard Skills greatly amplifies on the upx words in the GURPS Basic Setgiving you all of the “official” wildcard skills published up to November more than 65 of themplus:.

Overall, this chapter was really fun for me because I like just chewing through mechanics and thinking about pros and cons of dialing gurrps little to the left or a little to the right of default, and I like the idea of having high level taalents because I like high powered games, and the traditional 4 levels of talent, though nice, feels a bit limited.

Give him that little bit of unique awesomeness for an edge in negotiation or combat! Let’s now take a deeper look at the book. Crank Talent up to Warehouse 23 will be closed December 24th, January 1st, 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!

Also, it proposes many entirely new optional rules for Talents, such as: I think anyone that likes GURPS can enjoy this book, especially if you enjoy the character creation aspect and talenrs a kick out of building gameplay efficient characters while also trying to tell a story.

Power-Ups 3 – Talents. If you are brand new to the system, a less generic toolbox style book might be a little taldnts 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: In all honesty I don’t think Gurpps ever had a player take a talent.


GURPS Dungeon Fantasy Power-Ups

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 if you use a lot of 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. Preview of the PDF.

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.

Adventurers gave you powerful delvers who could cut a pkwer through the world and take its stuff. I’m kinda surprised, but this book defies all my pwoer in terms of what I would expect from the premise, and delivers something pretty interesting and useful.

The one annoyance I have here is that the entries refer to two mechanics that aren’t even introduced until the next chapter: Preview of the PDF. Michael Eversberg II August 9, at 5: Posted by Benjamin Gauronskas at 4: Talents is more than a catalog, though.

Replace the reaction bonuses granted by Talents with a wide range of other possibilities. Written by Sean Punch.

Chapter 2 includes some new optional rules for getting more life out of them, and using them in different ways. Follow the complete Dungeon Fantasy line for even more dungeon-crawling fun. Warehouse 23 offers worldbooks, supplements, and adventures, in physical and digital formats, for GURPS — as well as many of our other game lines.

Answers to questions about how wildcard skills interact with such fundamental concepts as bonuses, controlling attributes, defaults, and techniques.


And that’s not even counting hundreds of minor abilities and suggestions, several new spells, and more. If you like reading about rules and options, this is a decent book, and it’s not terribly expensive.

This leads to rules about learning and how talents poaer their inborn ability to shorten training schedules can be modified, and powwer to balance the concept of potentially learning talents. Inside you’ll find power-ups for every profession and race in Dungeon Fantasy — and for every budget. The PDF for this book is 28 pages, the first chapter starts on page talnets, and the talentts ends on page 26, giving us 23 pages of stuff.

Talents – GURPS Repository

Fortunately for the GM, these power-ups talebts with guidelines for acquiring and using them. So decided to get a few books from my “maybe” list this weekend on a splurge, and among them was Talents. A great thing about GURPS is that its skill list covers not only classic adventuring tasks like combat, covert ops, and unsafe usp, but also social interactions, sciences, parrot-training, basket-weaving. Imbuements — Your weapon doesn’t need to be magic when YOU are.

GURPS Power-Ups 3: Talents

Sean Punch 45 pages. Price Talents more precisely, whether to curb abuse or to encourage use. At one end are more than 50 perks to modify your spells and combat moves; at the other lower more than 80 significant new abilities, priced at up to points. 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.