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 […]
Continue readingCategory Archives: GURPS 101
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: The Art of the Wild XXVIII
Like the previous installments of this, this Patreon Special covers two new wildcard skills. . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: The Art of the Wild XXVII
Like the previous installments of this, this Patreon Special covers two new wildcard skills. . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: The Art of the Wild XXVI
Like the previous installments of this, this Patreon Special covers two new wildcard skills. . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: The Art of the Wild XXV
Like the previous installments of this, this Patreon Special covers two new wildcard skills. . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: More ESP Powers for Psionic Powers
GURPS Psionic Powers is one of the best powers frameworks that GURPS fourth edition has yet to offer, seamlessly blending flavor and crunch in a perfect mix. I use it often. Here’s a power from one of my campaigns . . . . . . if you’d like to read more, consider becoming a patron! Note: […]
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