GURPS101: Preparation Required New Modifiers

A real quick “micro-rules” post on Preparation Required from stuff I had in one of my own campaigns. Intermediate Levels of Preparation RequiredIf we play with the values we can interpolate different required times with a given value for each one: Preparation Required, 5 seconds (-5%) Preparation Required, 30 seconds (-10%) Preparation Required, 1 minute […]

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GURPS101: Accessibility Modifiers For Number of Skills

Just a quick post on the number of skills in GURPS by their controlling attributes and then computed into Accessibility modifiers for advantages (GURPS Powers, p. 99). What can you use it for? No idea, but is probably will be useful at some point. This intentionally excludes required specialities for skills as that may fluctuate depending […]

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GURPS101: Attribute Synergies

Another of my “micro-rules” this time expanding on the idea of Complementary Rolls (GURPS Action 2: Exploits, p. 5; GURPS: Social Engineering, p. 21, 31, 48), but using attributes instead. How It WorksAttribute synergy uses the same rules as complementary skills rolls – make a roll and give a +1 to another roll if you succeed, -1 […]

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GURPS101: Battle Fatigue

GURPS After the End 1: Wastelanders brought us the amazing rules modification “Long-Term Fatigue Points.” A system which allows the GM to assess penalties for lack of food, water, sleep, or a comfortable environment without the hassle the regular rules may pose to some. I’ve repurposed these rules a lot on my blog and in my […]

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