How do you make new custom powers for your GURPS games?
Che and Pat discuss creating and evolving custom powers in GURPS, using examples from Pat’s campaigns. They review how to design abilities based on player concepts, such as “Visual Spatial Savant” for Steven’s Star Trek character and new psychic powers for his Dire Passages character, focusing on limitations, accessibility, and pricing. They also talk about the importance of immersive play, player agency, and how custom powers should enhance roleplaying rather than just add modifiers.
Thanks to Steven for creating characters that inspire his GM.
The material presented here is our original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.
GURPS is a registered trademark of Steve Jackson Games, and any GURPS art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.
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