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Versions
Pg. 1
Nick: 
First printing
Publisher: Steve Jackson Games
Year: 2008
Saddle Stapled (modules/pamphlets)
Product Code: 01-8991
ISBN-13: 9781556347917
20 pages
Size: Letter
English
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Nick: 
PDF Version
Publisher: Steve Jackson Games
Year: 2008
Electronic (PDF, DOC, eBook, HTML, etc.)
Product Code: 37-0128
22 pages
Size: 11.00 x 8.50 inches
English
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Description Edit | History

"You've Got the Power"

From the back cover:

"Want to shoot fire from your hands? Buy an Innate Attack from GURPS Basic Set – and maybe trick it out with options in GURPS Powers. Want a flaming sword? Slap gadget limitations on that attack, or buy a magic item out of GURPS Magic.

"But what if you want to be able to pick up any sword and make it flaming? Or grab any pistol and defeat armor without loading armor-piercing ammo? That's tricky.

"Enter GURPS Power-Ups 1: Imbuements. Each of these simple – but truly powerful – skills channels the new Imbue advantage, to charge up bare hands or weapons with supernatural energy: chi, magic, or almost anything else."

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Pg. 4
Crafting Imbuements

Unlike normal Imbuement Skills, Crafting Imbuements are based on IQ, not DX and can only be used on an object that

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Pg. 24
Psi-Powered Imbuements

\"Psi-Powered Imbuements,\" a fun character option written by Jason \"PK\" Levine, author of

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Pg. 16
The Mystic Knight

\"The Mystic Knight,\" a template for GURPS Dungeon Fantasy that draws its power from GURPS Power-Ups 1:

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Pg. 25
Vehicle Imbuements

Imbuements allow adventurers to perform amazing feats, from calling fie onto a blade to penetrating the thickest

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Num Ratings: 5
Average Rating: 7.80
Standard Deviation: 0.98
Num Views: 573
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Avg. Game Weight: 4.0
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