GURPS Powers

2005 · Sourcebook (rules/options to enhance play)

GURPS Powers

This rules supplement expands GURPS character creation with guidance for building superhuman abilities for comic-book heroes, martial artists, psis, wizards, shamans, and gods. It introduces new advantages, enhancements, limitations, energy reserves, alternative abilities, and special effects, along with hundreds of worked examples covering attacks, defenses, curses, mental gifts, and other powers. The book presents rules for biological, chi, divine, elemental, magical, moral, nature, psionic, spirit, super, and cosmic powers, plus advice for using, combining, and controlling abilities in play. It also includes guidance for Game Masters running high-powered campaigns. Requires the GURPS Basic Set, Fourth Edition.

Complexity
4 / 5
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.