This series of posts takes the Melee Academy concept beyond hitting people with stuff. In it, a diverse set of authors talk about whatever suits their fancy, and how to implement it in GURPS Fourth Edition.
- A Whole New World (of Dungeon Fantasy)
- Accessibility Modifiers For Number of Skills
- After the End – Snowpocalypse
- All-Seeing Eyes
- Attribute Synergies
- Avoiding Combat Analysis-Paralysis in GURPS (Dungeon Fantastic)
- Barter and Trade
- Battle Fatigue
- Call of the Wild
- Chained and Contiguous Innate Attacks
- Cybernetic Distortion
- Designing New Imbuements
- Even More Skill Sets for Specialists
- Expanded Higher Purpose Categories
- Expanded Long-Term Fatigue Rules
- Final Fantasy-Style Summoning
- FP Cost Limited by Margin
- High Archetypes as Advantages
- Hordes, Hives, and Human Minds
- How to build a Technopath
- I Got All the Heals
- Illusion-Casting
- Injury Resistance
- Intermediate Range Modifiers
- It Ain’t Heavy, It’s my Shield
- Just Stopped Off for a Pint
- Leeches, Vampires, and Succubi (Oh, my!)
- Long-Term Fatigue and Extra Effort
- Luck Variant – Storing Dice Rolls
- Making Friends and Conjuring People
- Monster Hunter Inhuman Power-Ups I
- More Blessed Options II
- More Blessed Options III
- More Cyber Claws for Ultra-Tech
- More Divine Favor Learned Prayers II
- More Human Than the Humans
- More New Talents I
- More Ultra-Tech Cybernetics
- New Power – Bone Manipulation
- Other Trained by a Master Advantages
- Powers Negation and Mimicry
- Preparation Required New Modifiers
- Simplified Improvement Through Study
- Simplified Skill Maintenance
- Simplified Unarmed Combat
- Sin-Eating
- Somewhat More Super-ST
- Standard Operating Procedure Perks for Monster Hunters
- Tactfully Tactical – More Uses For Tactics
- Tech-Genius
- There Is No “I” In Team
- Those Who Help Themselves
- Unlimited Uses of Per Session Abilities
- Variation of Racial Memory
- Weirdness Magnet Variations
- Will as HP
- Wound Absorption
- You Are Going to Hell
Alternate Rules
- Alternate Climbing Rules
- Alternate HP and Healing
- Evaluate As a Skill Roll
- Merging Autohypnosis and Meditation
What Statistics Mean
- Agility, Speed, and Reaction Time – What DX/Speed/Move Mean To My Players
- How Tough Am I? – What HT and FP Mean To My Players
- I’m How Smart? – What IQ, Will, and Perception Mean To My Players
- Mass and Power – What ST/HP Means To My Players
Deconstructing Advantages
- Deconstructing Damage Resistance
- Deconstructing Detect
- Deconstructing Enhanced Time Sense
- Deconstructing Pact
- Deconstructing Size Modifier
- Deconstructing Supernatural Durability
- Deconstruction of True Faith
- Deconstructing Whirlwind Attack
