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 […]
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GURPS101: 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 […]
Continue readingGamemaster’s Guidepost: Ritual Mass Combat
Today is Patreon Day and the topic selected by my patrons was “Ritual Path Magic and Mass Combat.” So…what do I have to say about that. A lot it turns out – I playtested both books rather extensively and got a writing credit for GURPS Thaumatoloyg: Ritual Path Magic. I’m going to make a few […]
Continue readingGURPS101 – You Are Going to Hell
In this thread, RyanW asked “What happens in Monster Hunters if you go to Hell and die there?” That is a very interesting question (See what I did there? I pulled a +Douglas Cole, now I have to go drink a shot of whiskey – don’t ask, inside joke. ~_^). What does happen? Well, that […]
Continue readingGURPS101: How Tough Am I? – What HT and FP Mean To My Players
HT is probably one of the most undervalued attributes in GURPS, in my opinion. It is described in the Basic Set (p. 17) as “energy, vitality, stamina, resistance (to poison, disease, radiation, etc.), and basic ‘grit.’” I take that last part as “physical” grit – because grit isn’t just physical (or mental). To get a […]
Continue readingGURPS101: I’m How Smart? – What IQ, Will, and Perception Mean To My Players
Like the previous two installments, this post is all about me (like it always is!), while Peterand Doug talk about GURPS statistics in general, I prefer to dish out my practical experience on the subject. What players in my games tend to take, why they take it, and how often they do. First up, Intelligence. […]
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