Over on the forums, Anders asked: A special type of undead are gastar, who consist entirely of psychic energy. This means that their HP = Will, and each time they get damaged they lose Will as well. And when they reach 0 they are destroyed. The second part is easily covered, but what about them […]
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GURPS101: Hordes, Hives, and Human Minds
I like to poke my head outside of my own bubble and work on topics that I might not otherwise pick. I think that if you’re going to keep your mind flexible the best way is to solve a problem someone else gives you rather than one you decide needs solving. Over in this thread, […]
Continue readingGURPS101: Lens for Scholar – The Physick
I like playing support characters whenever I play in a game. Bookworms, healers, “buff” mages, and so on are some of my favorite roles. I’ve always liked GURPS Dungeon Fantasy 4: Sages – both character templates are just so cool to me as a GM and a game designer. While working on my new […]
Continue readingGURPS101: Cultures in Dungeon Fantasy
One of the things that I really liked about Forgotten Realms for Dungeons and Dragons 3.0/3.5 was the “Regional Feats.” With a single trait you could give your otherwise two-dimensional character real depth. One of the many things I’m seeking to emulate in my Dungeon Fantasy campaign setting, Aersalus, are some of my favorite things […]
Continue readingGURPS101: Call of the Wild
Wildcard skills are awesome. They just are. They’re a great way to represent cinematic skill mastery or even realistic legit “skill broadness” if you restrict the level to attribute or less. So how could they be better? Well, most of that’s been answered by Sean Punch in GURPS Power-Ups 7: Wildcard Skills – if you don’t […]
Continue readingGURPS101: Simplified Unarmed Combat
So I occasionally take requests from my fellow forumites or the random guy on G+ “Hey! You should do [this]!” and…sometimes I do exactly that. So Nerdvana asked “What do you think about simplifying unarmed combat?” to which I replied “Well, Nerdy, I hadn’t thought of it really till now. But now that I think […]
Continue readingGURPS101: Final Fantasy-Style Summoning
So, I’m a pretty simple guy. I like having a routine. I like having the same breakfast every morning (red wheat, one slice of toast with strawberry jam, half a banana, and one cup of coffee with 2 packets of splenda and creme). The reason I bring this up is that my girlfriend and best […]
Continue readingGURPS101: Barter and Trade
GURPS Basic Set assumes that characters can go to shops, stores, or whatever and exchange currency for whatever item they are seeking. This is built in deep to the system and several advantages (Wealth, Status, Independent Income, etc.) rely on it. Now, this does work for most campaigns, but what about post-apocalyptic campaigns where the […]
Continue readingGURPS101: Other Trained by a Master Advantages
Nothing helps build a character concept like the hint of some kind of secret or special training. In GURPS this can go be done in several ways, by taking high skills, having high attributes, or by taking advantages. The chief among these in the Basic Set are Gunslinger, Trained by a Master, or Weapon Master. […]
Continue readingGamemaster’s Guidepost: Playing Child Characters
Being a grown-up is overrated. You got bills and responsibilities and maybe kids of your own. Basically, it’s a pain and people always look at your funny when you throw up all over your shirt. GURPS has a wonderful and simple method for taking a character from childhood all the way to adulthood. Inspired by […]
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