Change the name also URL address, possibly the category of the page. Also, I thought if you buy an enhancement on something, it made an improvement. All I can suggest is that GMs keep an eye on it to keep it from getting out of hand. Append content without editing the enhancmeents page source. For jets, that would be the exhaust.

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They make advantages slightly better in slightly different ways and are about half of the customization tool we have to get the exact look-and-feel we want from them.

This book, though not incredibly novel, and by today might be a smidgen out of date, is still a pretty good resource and more than just a catalog of enhancements. Overview Table of contents This is a 25 page supplement with a 3 page pre-amble, and a 3 page summary table, and a 1 page index, giving us 18 pages of substance. It is split into two chapters, the first 8 page chapter covers the substance of enhancements and goes over existing ones, and the second 10 page chapter is a list of brand new enhancements.

The book is mostly data or content, with a bit of rules at the beginning, with a teeny bit of guidance, and almost zero in terms of fluff. The really nice thing about this book is that enhancements include a really helpful rating, a scale that shows how closely one should watch the use of an enhancement for world shaking abuse potential. This shows up wherever any enhancements are listed.

That said, the way the list of enhancements is broken up between the two chapters seems a bit odd to me. I think making the first chapter the mechanical information, and the second chapter the data might have worked a bit better. Overall, this is a really good resource if you enjoyed GURPS Powers, and you want a supplement that contains all your enhancements in one place.

Enhancing Your Game The first chapter speaks to the mechanics of what exactly an enhancement is: the little extra charge in character points one can associate with an advantage to give it extra or enhanced functionality. Then it introduces a pretty straightforward idea of meta-enhancements which are similar to meta-traits, and gives some examples of their earlier usage. The chapter ends with a conversation on modifying physical or weapon attacks, something of a bit of a problem because of how flexible they can turn out to be, so the advice is really helpful.

I think the chapter does a good job of tackling some of the more weird but common edge cases with discrete examples for discrete problems, but I would have liked a bit more conversation to abstract holistic solutions to problems. The organization of the chapter is also a little weird; the list is broken down into sub-sections depending on themes for the enhancements, and in each theme, they are in alphabetical order.

The book seems small enough that I could think it not exactly necessary, but I think it totally adds a value. I stated my opinion before: This is a helpful reference for someone already deeply entrenched in the ability building systems for GURPS, either for superhero powers, or some magic system like Divine Favor. Posted by.







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Power-Ups 4: Enhancements




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