I got to thinking about cyberpsychosis and cyberpunk (since that’s popular again). Here is what I thought of. New Rule: Cybernetic Distortion All implanted cybernetics have a chance to cause issues in the form of nerve damage, overstimulation, and other neurological issues. This is Cybernetic Distortion. A disadvantage-like mechanic that balances the fact that […]
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GURPS101: More Divine Favor Learned Prayers II
A couple of new learned prayers for those with Divine Favor. Angelic Communion Learned Prerequisite: Divine Favor 10. Learned Prayer Cost: 14 points. This miracle requires a minute of prayer as it calls upon one of the messengers of God, asking them a question and getting a truthful honest answer, the angel is considered to […]
Continue readingGURPS101: More New Talents I
Here are a few new talents – mostly culled from my own campaigns. Born to the Blade 10/level Broadsword, Fast-Draw (Knife, Sword, or Two-Handed Sword), Knife, Rapier, Saber, Shortsword, Smallsword, and Two-Handed Sword. Reaction Bonus: None! You’re natural adeptness with a blade is enough. Alternative Benefit: On the other hand, instead of a reaction […]
Continue readingGURPS101: Variation of Racial Memory
The following is a variation of Racial Memory meant for immortals and long-lived beings. It represents the fact that they’ve lived exceedingly long lives and may have learned, mastered, and forgotten skills in that time. Racial Memory see p. B78 Racial Memory (Long-Lived): You’ve been around for a while. Whenever you encounter a situation, go […]
Continue readingGURPS101: More Blessed Options III
One thing that’s fairly common in fiction is the ability to be in the spirit world and the real world at the same time. GURPS lacks this ability in RAW, but I got you covered. Blessed (Dual Spiritual Nature) 15 or 45 points You exist simultaneously in the Spirit and Material Worlds. For those with a partial […]
Continue readingGURPS101: Deconstructing Whirlwind Attack
Recently while working on my wuxia fantasy campaign I got to thinking about attacking tons of opponents at once. Obviously, Whirlwind attack came to mind. But that ability doesn’t really match up to how you see it working in kung fu flicks. So I thought I’d do one of my deconstructions for it. (The actual […]
Continue readingGURPS101: Luck Variant – Storing Dice Rolls
the Basic Set Luck advantage allows you to roll the dice two additional times (for a total of three rolls for one task) and take the result you want. This allows for turning a failure or critical failure into a success or failure (or vice versa in some situations like if you were attacking an ally […]
Continue readingGURPS101: Standard Operating Procedure Perks for Monster Hunters
A few new Standard Operating Procedure perks for GURPS Monster Hunters: Esoteric Gear Mastery: After its been determined what sort of supernatural foe your character and their allies are facing its assumed you’ve “gear up” to fight that foe. This could be as simple as silver weapons for werewolves or as complicated as a Nanu-ku-sh tablets […]
Continue readingGURPS101: Dungeon Fantasy Mystic Knight Elemental Affinity
In Pyramid #3/60: Dungeon Fantasy III, Antoni Ten Monrós wrote “Mystic Power-Ups”. One of the neat things he did there was create “imbued soul” power-ups. For one of my games I expanded this for a PC and this is what he was using: Lightning Affinity 12, 32, 41, 68, 128 points Levels 1 and 2 function […]
Continue readingGURPS101: Designing New Imbuements
GURPS Power-Ups 1: Imbuements introduces a new system to turn your weapon into fire or make your weapon more capable of striking through armor. It’s been quite popular spawning multiple Pyramid articles (with at least two by Y.T.) and is used by many gamers. It’s a bit of a whole cloth system instead of one you can […]
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