My small circle of Aeon players (well, it’s not really small anymore – there’s like 20 of them) have been providing lots for me to chew on recently. It has put me in a position where I have to really look at the rules for character traits when trying to create new superpowers. One thing […]
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GURSP101: Long-Term Fatigue and Extra Effort
I’ve talked about the idea of Long-Term Fatigue before – it’s a damn interesting concept. It lets you do things with Fatigue Points that would otherwise be difficult to do (or at least hard to track) in other ways. So what else could you do with Long-Term Fatigue? An idea that struck me the other […]
Continue readingGURPS101: Dungeon Fantasy Styles – Zodiac Styles
(Note: This was inspired by my work, but not written by me. The author would be +Hal Battywho graciously offered it to me to use however I like. Thank you again, Hal.) “Eastern Adventures” in Pyramid #3/89: Alternate Dungeons II has a box called “Martial-ArtsStyles and Power-Ups” that alludes to the possibility of a simplified […]
Continue readingGURPS101: More Telepathy Powers for Psionic Powers I
GURPS Psionic Powers is one of the better worked examples for a powers-framework in GURPS 4th edition. The only real issue (and it’s the same issue that all worked frameworks have) is that there are just never enough powers… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content […]
Continue readingGURPS101: Alternate Alternate Form Rules
+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 […]
Continue readingGURPS101: 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 […]
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