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Spending character points on permanent abilities is wonderful – but it doesn't guarantee that the dice will be nice. Sometimes, you don't want to leave the story to the mercy of random rolls! To solve this problem, GURPS Fourth Edition offers the alternative of players using points to buy successes and influence the game world. GURPS Power-Ups 5: Impulse Buys takes this idea and runs with it, collecting all previously published rules for spending points on in-play outcomes, clarifying and expanding them, adding new possibilities, challenging the basic concept of points, and offering guidance on how to tailor everything to your campaign.
Power-Ups 5: Impulse Buys is an exhaustive study of escaping the mindset that character points are for keeps and only the GM has a say in the story. Highlights include:
If you've ever felt that character points should do more than buy skills and Hit Points, or yearned to adapt points-for-outcomes systems from other RPGs, then you'll find Power-Ups 5: Impulse Buys refreshing and useful!
Power-Ups 5: Impulse Buys requires only the GURPS Basic Set, Fourth Edition.
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Written by Sean Punch