GURPS Power-Ups 5: Impulse Buys

2012 · Sourcebook (rules/options to enhance play)

GURPS Power-Ups 5: Impulse Buys

This supplement expands the use of character points beyond permanent abilities, allowing players to influence rolls, outcomes, and the developing story. Points can buy successes, alter damage or table results, obtain money and favors, invoke divine aid, and protect characters from injury or death. It also covers pushing abilities beyond their normal limits, performing extraordinary combat, magic, and superheroic feats, and making lasting changes to the setting. Additional rules introduce alternate point types, bids and wagers, karma, bullet time, and guidance for adapting the system to different campaigns. Requires the GURPS Basic Set, Fourth Edition.

Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)Dice (Primarily d6)

Game facts (players, playing time, age, credits) from BoardGameGeek.