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GURPS 4th edition. Powers

โœ Scribed by Sean Punch, Phil Masters


Publisher
Steve Jackson Games Incorporated
Year
2005
Tongue
English
Leaves
243
Category
Library

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โœฆ Synopsis


http://www.sjgames.com/gurps/books/powers/

โœฆ Table of Contents


Table of Contents
Introduction
1. Building Powers
What Is a Power?
Anatomy of a Power
Choosing Abilities
Attacks
Defenses
Movement Abilities
Mental Abilities
Physical Transformations
Evaluating Power Modifiers
Countermeasures
Required Disadvantages
Channeled Energies
Other Factors
Finalizing the Modifier
Sample Modifiers
Pricing Talents
Relationships Between Powers
Powers With Similar Sources
Power vs. Power
Powers, Great and Small
Adding and Improving Powers
Starting Out With Powers
Adding and Improving Powers in Play
2. Building Abilities
Advantages
Existing Advantages
New Advantages
Modifiers
Selecting Modifiers
New Enhancements
New Limitations
Special Effects
"Functional" Special Effects
Cosmetic Effects
Minor Benefits and Drawbacks
Finishing Up
Naming Your Ability
Special Cases
Multiple-Choice Problems
Emulating Fictional Abilities
Absolutes
3. Examples
Sample Powers
Air
Animal Control
Anti-Magic
Antipsi
Anti-Super
Astral Projection
Bioenergy
Body Alteration
Body Control
Chaos
Cold/Ice
Cosmic
Darkness
Death
Dimension Travel
Divine
Earth
Electricity
Electrokinesis
ESP
Evil
Force Constructs
Good
Gravity
Healing
Heat/Fire
Illusion
Kinetic Energy
Life
Light
Machine Telepathy
Magic
Magnetism
Matter Control
Order
Plant Control
Probability Alteration
Psychokinesis
Radiation
Sound/Vibration
Spirit Control
Telepathy
Teleportation
Time Mastery
Vampirism
Water
Weather Control
Sample Abilities
Attacks
Defenses
Movement Abilities
Mental Abilities
Physical Transformations
4. Powers in Action
Turning Abilities Off and On
"Switchability"
Voluntary Activation and Deactivation
Involuntary Deactivation
Losing Control
Success Rolls for Abilities
The Role of Talent
Multiple Feats
Repeated Attempts
Extra Effort
Using Abilities with Skills
Skills Enhancing Abilities
Abilities Enhancing Skills
Detecting Abilities
Obvious Effects
Subtle Effects
Superhuman Abilities in Combat
Attacking
Defending with Powers
Resisting with Abilities
Stunts
Combining Powers
Temporary Enhancements
Using Abilities at Default
Source-Specific Rules
Biological Powers
Chi Powers
Cosmic Powers
Divine Powers
Elemental Powers
Magical Powers
Moral Powers
Nature Powers
Psionic Powers
Spirit Powers
Super-Powers
5. Power Games
Origins
Biological Powers
Chi Powers
Cosmic Powers
Divine Powers
High-Tech Powers
Magic Powers
Psionic Powers
Spirit Powers
Super Powers
Characters
Power Level
Possible Origins
What's Allowed
Unusual Backgrounds
Balancing Powers
Powers vs. Other Abilities
Gaming With Powers vs. Power-Gaming
Constraints
Adventures
Powers as Plots
Meaningful Challenges
Plot-Stoppers
Running Adventures
Meaningful Rewards
Campaigns
Background
Style
Prevalence of Powers
Secrecy
6. Empowered Genres
Mythic Fantasy
By the Book: Mythic Fantasy
Subgenres
Mythic Fantasy Genre Conventions
Mythic Origins
Mythic Fantasy Antagonists
Mythic Magic
Mythic Fantasy Adventures
Modern Adventures
By the Book: Modern Adventure
Subgenres
Modern Adventure Genre Conventions
Origins for Modern Action Heroes
Modern Antagonists
Modern Adventures
Secret Powers
By the Book: Secret Powers
Subgenres
Secret Powers Genre Conventions
Secret Power Origins
Secret Power Antagonists
Secret Power Adventures
Psionics
By the Book: Psionics
Subgenres
Psionics Genre Conventions
Psionic Origins
Psionic Antagonists
Psionic Adventures
Futuristic SF
By the Book: Futurisitic SF
Subgenres
SF Genre Conventions
Origins for SF Heroes
SF Antagonists
SF Adventures
Supers
By the Book: Supers
Subgenres
Supers Genre Conventions
Super Origins
Types of Supers
Super Antagonists
Super Teams
Super Adventures
Glossary
Index

โœฆ Subjects


GURPS


๐Ÿ“œ SIMILAR VOLUMES


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