GURPS has several disadvantages to create characters that feed off of blood. Today I’m going to talk about a few. Feeds on Blood as a DependencyBeing dependent on blood (any blood) will be considered a Very Common rarity and thus costing -5 points as a base. Human blood would be considered the same, but illegal (without a […]
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GURPS101: Making Friends and Conjuring People
“Friends are as companions on a journey, who ought to aid each other to persevere in the road to a happier life.”— Pythagoras The Allies advantage (p. B00) can represent a plethora of abilities. From a steadfast ally to the supernatural ability to summon a monster to fight for you. Allies as Pieces Parts:So what […]
Continue readingGURPS101: Leeches, Vampires, and Succubi (Oh, my!)
“Listen to them. Children of the night. What music they make.”— Bram Stoker, Dracula (1897) The Leech advantage (GURPS Powers, p. 96) is the more generalized version of the Vampiric Bite advantage (p. B96) that appeared in the Basic Set. (Buckle your seatbelts up kiddies because this is a long post. Note I’m intentionally ignore the Vampiric Bite […]
Continue readingGURPS101: Chained and Contiguous Innate Attacks
I’ve let this simmer for a while so I could think about it a bit more, but a forumite recently asked how to create an attack that would leap from one target to the next. Over the years, there have been a few attempts to make this sort of enhancement for innate attacks. I think there […]
Continue readingGURPS101: Dungeon Fantasy Sensory Power-Ups
Today is GURPSDay and the penultimate day before the Dungeon Fantasy Roleplaying Game Kickstarter closes. So I figured I’ve give a nice crunchy powers on Power-Ups in GURPS Dungeon Fantasy. The Five Senses Any delver can benefit from the following sensory power-ups. Ears Like a Bat 10, 22, 37, or 45 points for levels 1-4, additional […]
Continue readingGURPS101: A Whole New World (of Dungeon Fantasy)
Guest Post by Scott “Rocketman” Rochat “Where’s Dungeon Master when you need him?”“Forget Dungeon Master, we need a SWAT team!”— Presto and Eric, in “Servant of Evil” from Dungeons & Dragons The crossworld visitor is a common sight in fantasy fiction. Whether it’s Dorothy arriving in Oz, Lucy coming to Narnia, or Thomas Covenant trying […]
Continue readingGURPS101: Dungeon Fantasy Sharpshooter Power-Ups
Guest Post by +Hal Batty aka Wavefunction A while back, while constructing some styles, I came up with a few different techniques for crossbow users, so after seeing Merlin’s super cool Sharpshooter template, found here, I had no choice but to write some power-ups for it. Sharpshooter Power-UpsSharpshooter power-ups focus on precision and power. Arm ST (Both […]
Continue readingGURPS101: Dungeon Fantasy Sharpshooters
Guest Post by Merlin Avery (check out his blog here!) The crossbow is quite a deadly weapon that appears in a great many fantasy works. Dungeon Fantasy leaves few templates that incorporate heavy use of the crossbow. The sharpshooter not only makes heavy use of the crossbow, it is the focus of the template. Sharpshooter […]
Continue readingGURPS101: Illusion-Casting
“Are you ever not going to fall for that?”— Loki, The Avengers (2012) The Illusion advantage (GURPS Powers, p. 94) is probably one of those things that should have been in the Basic Set, but wasn’t. Illusion as Pieces Parts:So what does Illusion do and how does it do it? This requires a Concentrate maneuver to […]
Continue readingGURPS101: Injury Resistance
In GURPS there are three forms of damage: basic damage, penetrating damage, and injury. Basic damage is the amount rolled on the dice for the attack, penetrating damage is the amount after applying Damage Resistance and other protections (e.g., Injury Tolerance), and injury is the total amount of hit points you suffered from that attack. […]
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