One of the more useful traits in GURPS is the ability to take less damage. But Damage Resistance is so much more. Modified in the right way it can create force fields, walls, prenaturally hard skin that looks normal, and much more. So how does Damage Resistance break down? Damage Resistance as Pieces Parts So exactly […]
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GURPS101: Dungeon Fantasy Benefactors
Having a patron in GURPS Dungeon Fantasy (other than a god) could use with the same treatment it got in GURPS Monster Hunters. Here’s how I’d do it as a utility power-up . . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for […]
Continue readingGURPS101: Deconstructing Enhanced Time Sense
(Well, I’ve done quite a few of these posts now and I guess I can quit with the cutesy names at this point and add a proper tag.) Today I’m talking about Enhanced Time Sense and yes, I know that I haven’t talked about Combat Reflexes yet since this trait relies on that one so […]
Continue readingGURPS101: Intermediate Range Modifiers
Yet another “micro-rule” – this time playing with Range modifiers for GURPS. First, let’s look at the current existing range bands: Short-Range (-1/yard like a spell, p. B239) Normal-Range (per p. B550) Long-Range (p. B241) No Penalties GURPS Powers (p. 108) says each step up is worth +50%, while each step down is worth -10%. Interpolated Range […]
Continue readingGURPS101: Art of the Wild Part II
Some more cuts from my “Born to Be Wild” Pyramid article… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101 – Art of the Wild Part I
I recently wrote a Pyramid article expanding wildcard skills for GURPS Monster Hunters champions. Not all of them made the cut for one reason or another, but most of the ones I did cut had little to do with actual monster hunting and therefore didn’t have room or make sense within the series… …if you’d […]
Continue readingGURPS101: 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 […]
Continue readingGURPS101: 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 […]
Continue readingGURPS101: FP Cost Limited by Margin
So one of my players and I got to talking about how you might design an ability where the FP cost were variable depending on how well you rolled to activate it. This got me to thinking – how the heck could I do something like this? I eventually came up with a conclusion that wasn’t […]
Continue readingGURPS101: Alternate Forms as Fake IDs
One of the more interesting ideas I had lately was treating Alternate Identity as if it were an Alternate Form. I figure I’d go through the basics of the concept and see if it’s worth developing further… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons […]
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