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 […]

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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 […]

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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 […]

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GURPS101: 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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