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 reading

GURPS101: 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 reading

GURPS101: 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 reading