Power-Ups 5: Impulse Buys
Strike a Bargain with Fate
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:
- Buying Success. Influence success rolls¸ damage rolls¸ rolls on tables¸ and more -- up to and including avoiding "nuisance rolls."
- Player Guidance. Alter setting and plot¸ obtain cash and favors¸ and seek divine intervention... for a price.
- Survival. Deflect injury¸ infirmity¸ and even death for both yourself and your Allies.
- Amazing Feats. Use points to push your abilities past their limits to pull off combat tricks¸ high-powered magic¸ and super-stunts¸ and even to make permanent changes in the world.
- New Kinds of Points. Learn about splitting character points into multiple categories -- not to mention Destiny Points¸ Impulse Points¸ Serendipity Points¸ and Wildcard Points.
- Shaking the Foundations. Revisit where points come from¸ where they go¸ and whether you even need them.
- And Much More. Bids and wagers with points? Karma? Bullet Time? It's all here!
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.