We’ve been there before – two skills both alike in utility…GM, do I really have to purchase both? Yes, that’s RAW of course…although… So that was my thought a couple of hours ago, well that in anthropomorphizing Shakespeare characters as GURPS traits. In this post I’m going to do something weird and radical and not something […]
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GURPS101: More Ultra-Tech Cybernetics
A couple of new cybernetic implants for GURPS Ultra-Tech. DRone Operation imPlant (TL9) Prerequisites: Wireless Neural Interface Implant. The “dropper implant” (dropper is slang for “drone operator”), allows a cyborg to wirelessly control drones with his mind alone. This functions identically to Possession (p. B77) with Telecontrol, but only works on robots with the drone […]
Continue readingGURPS101: Tech-Genius
One of the things I rather like about GURPS is how it’s divided its skills into different tech levels. TL3 Smith is different from TL9 Smith. Is it crazy granular? Yeah, in a way, but it allows one trait to be multiple traits with minimal new rules and description and that is always a win with […]
Continue readingGURPS101: New Power – Bone Manipulation
I rather like inventing new powers (in the sense of GURPS Powers) for my campaigns and here is one of them from my supers campaign AEON. New Power: Bone Manipulation This power allows the manipulation of bones whether it is someone else or the wielders. Bone Manipulation Source: Any. Focus: Controlling, shaping, and manipulating bones. Bone manipulators […]
Continue readingGURPS101: Deconstructing Pact
One of the more interesting things about GURPS is that oaths, pacts, etc. can have a mechanical impact on the character. The easiest one to suss out is such agreements as a disadvantage, but the more salient is using the Pact limitation (p. B00) to reduce the cost of advantages (typically powers or some kind) bought by […]
Continue readingGURPS101: Deconstructing Size Modifier
Guest Post by Sean “Dr. Kromm” Punch First off, this one isn’t by me. It’s been a bit edited by me to fit in my blog, but is otherwise Sean’s words. This entire post stems from a conversation that was had in the GURPS Discord where Greyman asked: “Is there any way to make your […]
Continue readingGURPS101: Weirdness Magnet Variations
Weirdness Magnet is one of those traits that no GM really wants to see on a player character’s sheet. It offloads so much onto the GM who needs to make sure the character with it pays in game for the points it has given. Worse, it can steal spotlight time from other player characters. All that […]
Continue readingGURPS101: Even More Skill Sets for Specialists
Here are a few new skill sets (per GURPS Action 4: Specialists) that I came up with for my own games. Gadgeteer Here are a few more options for gadgeteer. Miraclemaker 25 points Prerequisite: Medicine. You’re a Quick Gadgeteer (p. B57) with anything remotely medical related. Ordinary repairs (e.g., fixing a malfunctioning dialysis machine) or […]
Continue readingGURPS101: Unlimited Uses of Per Session Abilities
Some of the abilities in GURPS are priced in uses per session, but not all abilities are priced that way. This can lead to some oddities when creating a character who have abilities that are mixed type. Most abilities are either “always on” (e.g., they are active at all times for the character) or “switchable” […]
Continue readingGURPS101: Monster Hunter Inhuman Power-Ups I
The GURPS Monster Hunters series provides a working framework to create campaigns reminiscent of Buffy the Vampire Slayer, the Dresden Files, etc. One of the possible player character templates is the inhuman, monstrous beings who are fighting the good fight against their evil brethren. Here are a two new power-ups to make playing your inhuman more interesting. […]
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