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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GURPS101: Lens for Bard – The Warsinger
When I was starting to run Dungeon Fantasy for the first time I decided that I’d make a bunch of options that I knew my players would like or use. I did this both to fill out my handout a little more and to be able to use the content later on in a publication […]
Continue readingGURPS101: Tactfully Tactical – More Uses For Tactics
So +Douglas Cole talks about a few more uses for the Tactics skill in a recent blog post. I’ve already covered Evaluate as a skill. But the idea of Tactics doing is certainly a great springboard. So what would I do? Well, like always, I have a few ideas at hand. More Tactical EffectsBesides its Basic Set uses, […]
Continue readingGURPS101: Alternate HP and Healing
So +Peter V. Dell’Orto threw down this interesting post about an alternative approach to how HP can affect your healing. Normally, at HP 20 you multiply all sources of healing by two, at HP 30 you multiply them by three, and so on. Now, that works well enough – if you have monstrous HP then you get […]
Continue readingGURPS101: More Bioenhancement Abilities for Monster Hunter Experiments I
The Experiment template is one of the cooler ones in GURPS Monster Hunters in my opinion. They’ve got a wide-range of capabilities and have an “otherness” quality that can make them more fun to play than the inhuman if done right. But what is an experiment other than a collection of neat powers? So maybe […]
Continue readingGURPS101: Lens for Bard – The Meistersinger
My other half’s favorite “class” is bard. She loves playing bards no matter the system and when she came to me and asked if I could help her make a “meistersinger” for GURPS Dungeon Fantasy I couldn’t say no. So here’s what we came up with… …if you’d like to read more, consider becoming a patron! (If […]
Continue readingGURPS101: The Fifth Attribute
I like to toy around with game mechanics when I create campaign settings. It allows me to make a campaign setting feel unique and give it its own flavor. The rules for a single attribute for all paranormal powers came to me after a discussion on physics (of all things) and how you might apply […]
Continue readingGURPS101: Lens for Holy Warrior – Justice and Retribution
An eye for an eye, a tooth for a tooth. Revenge is best served cold. Justice will be served. Our language is littered with phrases like this. But what’s the difference between justice and revenge? Who cares! This! Is! Dungeon! Fantasy! Whether It’s a noose or bringing ‘em back alive you get your man and he gets what’s […]
Continue readingGURPS101: Lens for Multi-Professions – Flying Blade
Fiction is chock full of examples where the hero throws a knife and sticks it in the bad guy and he falls over dead. In GURPS…not so much. Today’s GURPS101 is about emulating that badassitude. Throw a knife. Bad guy falls over. Or, in this case, throw a knife, monster falls over, take it’s stuff… …if you’d like […]
Continue readingGURPS101: It Ain’t Heavy, It’s my Shield
I’m not sure where I got the idea (I’d attribute it if I could), but someone asked why shields didn’t have a minimum ST requirement like other handheld weapons did. That’s actually a really good question. From a game design perspective I understand why it’s been done the way it’s done in GURPS. Think about it, […]
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