The GURPS Basic Set is packed with character-design options, but you'll inevitably run into weird and wonderful character concepts that need more stuff to get just right. Sometimes, this calls for a big book that covers a major set of capabilities, like GURPS Magic for spells, GURPS Martial Arts for combat moves, or GURPS Powers for psi and super-powers. But not every interesting little detail demands a major rules expansion that fills its own hefty tome. Enter the GURPS Power-Ups series. Each Power-Ups supplement adds a small set of new abilities for your characters to buy. These might take the form of more examples of things found in the Basic Set . . . or little afterthoughts from the authors of your favorite rulebooks . . . or entirely new systems that aren't wordy enough to fill an entire book. All are "official" in the sense that SJ Games has checked and approved them, but they're also entirely optional. The GM can use them, or not, as he sees fit – perhaps as options for new characters or maybe as actual power-ups awarded in play. So if you can never have enough new and nifty goodies for your heroes, keep an eye on this page!
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