Another of my “micro-rules” this time expanding on the idea of Complementary Rolls (GURPS Action 2: Exploits, p. 5; GURPS: Social Engineering, p. 21, 31, 48), but using attributes instead. How It WorksAttribute synergy uses the same rules as complementary skills rolls – make a roll and give a +1 to another roll if you succeed, -1 […]
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GURPS101: Dungeon Fantasy Favored Professions
GURPS Dungeon Fantasy has a nifty notation for it’s non-human races: “Marginal Professions” and “Favored Professions.” Basically, “this is going to be hard due to your race” or “this is going to be easier due to your race.” Now, if we go old skool races had an impact on your character class – why? Because reasons. Because […]
Continue readingGURPS101: Battle Fatigue
GURPS After the End 1: Wastelanders brought us the amazing rules modification “Long-Term Fatigue Points.” A system which allows the GM to assess penalties for lack of food, water, sleep, or a comfortable environment without the hassle the regular rules may pose to some. I’ve repurposed these rules a lot on my blog and in my […]
Continue readingGURPS101: Simplified Skill Maintenance
Last week I talked about how to simplify the Improvement Through Study rules to streamline them in a way that allows you to track such things, without it becoming homework. This week I’m going to talk about another rule that’s great to use . . . but problematic in the execution: Skill Maintenance. Maintaining skills […]
Continue readingGURPS101: Simplified Improvement Through Study
I like to play around with the Basic Set rules – make the complicated stuff simple and the simple stuff complicated. I find you can learn a lot about a rules system by doing that and GURPS is no exception. In my current campaign – The Chronicles of Ceteri – a lot of the external friction I’m […]
Continue readingGURPS101: More Psychokinesis Powers for Psionic Powers
GURPS Psionic Powers offers one of the more interesting power frameworks for GURPS Fourth Edition. The following new power “Psi-Bolt” increases the arsenal of any teke… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: Just Stopped Off for a Pint
GURPS has several disadvantages to create characters that feed off of blood. Today I’m going to talk about a few. Feeds on Blood as a DependencyBeing dependent on blood (any blood) will be considered a Very Common rarity and thus costing -5 points as a base. Human blood would be considered the same, but illegal (without a […]
Continue readingGURPS101: More Ways to Learn
I wrote some material for Bill Stoddard’s GURPS Social Engineering: Back to School, it wasn’t really used. There’s a lot about that book I don’t necessarily agree with, but I think overall it’s not a bad book. Here’s those outtakes… …if you’d like to read more, consider becoming a patron! Note: the link to the […]
Continue readingGURPS101: Psychic Vampirism Power: Steal Form
GURPS Psionic Powers is one of my favorite power-building blocks for 4th edition. Something I banged out for a cyberpunk campaign that never got off the ground fast enough was the idea that a psychic vampire could steal someone else’s shape… …if you’d like to read more, consider becoming a patron! Note: the link to […]
Continue readingGURPS101: Making Friends and Conjuring People
“Friends are as companions on a journey, who ought to aid each other to persevere in the road to a happier life.”— Pythagoras The Allies advantage (p. B00) can represent a plethora of abilities. From a steadfast ally to the supernatural ability to summon a monster to fight for you. Allies as Pieces Parts:So what […]
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