+Emily Smirle aka Bruno is perhaps one of my favorite GURPS people (well, people in general)of all time. She’s smart, quick, and has an ability to look at a situation within the rulesand say “This is kind of broken” and then come up with a fix. In my Aeon campaign Emily isplaying “the Rat Queen” a freaky […]
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GURPS101: After the End – Snowpocalypse
GURPS After the End 2: The New World talks about a cold climate in the new world but really only reiterates some information from Basic Set: Campaigns about snow. Where’s the acid snow? Where’s the Day After Tomorrow-equse storms so cold that they freeze you when you are exposed to them? Well, the author most likely had a […]
Continue readingGURPS101: Wildcard Races
There are wildcard skills (p. B175), wildcard powers (GURPS Supers, p. 41), and (recently)wildcard techniques (Pyramid #3/61 Way of the Warrior, p. 7), but not races… But really,what would such a trait do… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: All-Seeing Eyes
The Clairsentience advantage is one of the most underused and overrated of the “information-gathering” traits GURPS has to offer. This is most likely due to it’s high cost (50 points) and low range (starting range is a mere 10 yards). Clairsentience as Pieces Parts”So what does Clairsentience do and how does it do it? Requires you Concentrate for one […]
Continue readingGURPS101: Somewhat More Super-ST
Guest Post by +Hal Batty Bricks have a bit of problem in GURPS. They’re sometimes spending thousands of points on being able to hit, take a hit, and lift big things. At higher levels ST just doesn’t give enough for it’s cost when compared to getting other, more useful traits like Flight, Enhanced Move, increased DX, […]
Continue readingGURPS101: More Imbuement Skills
GURPS Power-Ups 1: Imbuements offers one of the cleanest methods to enhance mundane attacks in a supernatural way for GURPS 4th edition. Because you can never have enough imbuement skills – here are a few more…. …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons […]
Continue readingGURPS101: Extra, Extra Effort
GURPS Powers introduces a new rule: Godlike Extra Effort (Powers, p. 161). This effectively allows you to enhance the effectiveness of your ability to drastic degrees and is only limited by your FP. GURPS Horror introduces rules for corruption (see Power Corrupts in Horror, pp. 146-148). Finally, GURPS Thaumatology introduces Threshold Magic (pp. 76-82), a form of magic […]
Continue readingGURPS101: Expanded Long-Term Fatigue Rules
So the wildly anticipated and long awaited GURPS After the End by +Pk Levine is finally out. +Douglas Cole has a review up here that’s rather good. But I want to concentrate on one particular aspect of the book: Long-Term Fatigue Points. The concept is simple: don’t eat, don’t sleep, don’t drink, etc. and you lose the ability to […]
Continue readingGURPS101: More Bioenhancement Abilities for Monster Hunter Experiments III
Like the previous two installments, today’s Special is all about the experiment from GURPS MonsterHunters. With even more new abilities for experiments, between the three issues it’s practically a Power-Ups book for GURPS Monster Hunter experiments! ..if you’d like to read more, consider becoming a patron! If you are already a patron click here for […]
Continue readingGURPS101: More Bioenhancement Abilities for Monster Hunter Experiments II
Like the previous installment, today’s Special is all about the experiment from GURPS MonsterHunters. With new abilities for your favorite Frankenstein or Prometheus person, whatcould possibly go wrong with making a monster… ..if you’d like to read more, consider becoming a patron! If you are already a patron click here for the full article.
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