GURPS Power-Ups 1: Imbuements

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You've Got the Power!

Want to shoot fire from your hands? Buy an Innate Attack from the GURPS Basic Set - and maybe trick it out with options in GURPS Powers. Want a flaming sword? Slap gadget limitations on that attack, or buy a magic item out of GURPS Magic..

But what if you want to be able to pick up any sword and make it flaming? Or grab any pistol and defeat armor without loading armor-piercing ammo? That's tricky.

Enter GURPS Power-Ups 1: Imbuements. Each of these simple - but truly powerful - skills channels the new Imbue advantage, to charge up bare hands or weapons with supernatural energy: chi, magic, or almost anything else. Now they can blast through armor, erupt into flame, deliver poison, cause festering wounds, and much more.

These rules don’t drop a bomb on your campaign by making other abilities obsolete. They come with clear guidelines on what is and isn't possible, as well as notes on tying imbuements into existing powers and spells . . . including detailed advice on using them in your GURPS Dungeon Fantasy, GURPS Martial Arts, or GURPS Supers campaign.

The power is in your hands!

This is a softcover version of the GURPS Power-Ups 1: Imbuements PDF offered at e23, printed using "print on demand" technology.

Written by Sean Punch.