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.
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GURPS101 – 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 […]
Continue readingGURPS101: 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 […]
Continue readingGURPS101: Dungeon Fantasy Favored Professions
GURPS Dungeon Fantasy has a nifty notation for it’s non-human races: “Marginal Professions” and “Favored Professions.” Basically, “this is going to be hard due to your race” or “this is going to be easier due to your race.” Now, if we go old skool races had an impact on your character class – why? Because reasons. Because […]
Continue readingGURPS101: 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 […]
Continue readingGURPS101: Simplified Skill Maintenance
Last week I talked about how to simplify the Improvement Through Study rules to streamline them in a way that allows you to track such things, without it becoming homework. This week I’m going to talk about another rule that’s great to use . . . but problematic in the execution: Skill Maintenance. Maintaining skills […]
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