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 […]
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GURPS101: 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 […]
Continue readingGURPS101: High Archetypes as Advantages
As I’ve probably said before, some of my best ideas bloom at the dinner table after game sessions. My players are all relaxed and the urgency to do something to further the plot is gone. Their bellies are full (or getting there) and their minds are still a whir with the events of the session. That’s […]
Continue readingGURPS101: I Got All the Heals
Been a lot of chatter about the Healing advantage on the forums lately and I always seem to end up in the discussion so I thought I might expound on this a bit on my blog. So…Healing…how does it break down? Healing as Pieces Parts So what does Healing do and how does it […]
Continue readingGURPS101: Wound Absorption
Sitting around a table with your friends after a good game is some of the best times to breed ideas. Hell, they replicate like rabbits in such a situation. While gaming recently I had several ideas “fall” into my lap, but the most radical of them came from a conversation about a old World of […]
Continue readingGURPS101: More Cyber Claws for Ultra-Tech
Since GURPS Ultra-Tech got a update today and GURPS Ultra-Tech Tables was updated I thought I’d do something in honor of that. So here you go, more Cyber Claw implants (inspired by this thread). Enhanced Cyber Claws (varies)Like Cyber Claws (see GURPS Ultra-Tech, p. 211), but enhanced with one of the following: Superfine Claws: The […]
Continue readingGURPS101: How to build a Technopath
By the RAW, the way you create technopath in GURPS is by taking some powers from Machine Telepathy (see GURPS Powers, p. 130) or Cyberpsi (see GURPS Psionic Powers, p. 30) – but what if you want more? Inspired by this recent thread (the second one to pop up in as many months) I weighed […]
Continue readingGURPS101: There Is No “I” In Team
As I am sure you are aware of, I’m currently playing in +Douglas Cole‘s Alien Menace campaign. So far, it’s been a blast. But after our first mission was completed I asked about how others felt about the Teamwork perk and Doug said (and I’m paraphrasing) “Yeah, every character who completed the mission gets that […]
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