“It’s all in the reflexes!” Maybe, most likely on your character sheet it’s “all in Ridiculous Luck.” GURPS has quite a few “metagaming” character traits that allow you (the player) the ability to influence a character’s outcomes. Call it Player Agency, “being the star,” or whatever – having these traits allow you to change the narrative […]
Continue readingBoil and Bubble: Cthulhu Mythos Spells, Part II
So here are some more Ritual Path Magic Mythos-flavored spells – enjoy. More Mythos Spells Here are a couple more Mythos spells for use in other campaigns, see here for more information on designing Mythos spells. If yo’d like to read more, head on over to my Patreon and become a patron yourself!
Continue readingGURPS101: How to build a Technopath
By the RAW, the way you create technopath in GURPS is by taking some powers from Machine Telepathy (see GURPS Powers, p. 130) or Cyberpsi (see GURPS Psionic Powers, p. 30) – but what if you want more? Inspired by this recent thread (the second one to pop up in as many months) I weighed […]
Continue readingCarpe Blogiem: 10th Anniversary of GURPS 4th Edition
Today, is a special day for us GURPSers, today is the tenth birthday of GURPS, the previous edition was printed in 1988, and the first and second in 1986. That’s some heady stuff right there for a gamer, especially considering that other game systems (*cough* Dungeons and Dragons *cough*) have been through six editions since then – […]
Continue readingGamemaster’s Guidepost: I’m On the Hunt and After You…
I read about this over on +Douglas Cole‘s blog and it got me thinking: Over on Google+ and the RPG Stack Exchange, +Jeff Demers was asking for help on how to set up a encounter where the players were being hunted. I’ve done this scenario so much in my twenty odd years of GMing I can do it […]
Continue readingBoil and Bubble: A GM’s Guide to Ritual Path Magic Spell Creation
Gamemastering Ritual Path magic can be slightly taxing for new users of the system. Despite it’s nuts and bolts approach to magic and its balanced nature it does require one thing to work well: GM knowledge of the system. Considering that the original system was published in eight freaking pages (GURPS Monster Hunters 1: Champions) […]
Continue readingGURPS101: Evaluate As a Skill Roll
+Douglas Cole tossed down a gauntlet (as he usually does) while I was ill (I hurt my back about 2 weeks ago and it’s just now that I’ve been able to type or write for extended periods of time). While I was laid up I got to thinking, Evaluate is kind of a “special maneuver” […]
Continue readingDesigner’s Notes: Mind and Body
A new Pyramid is out today, and I’m in it (woo-hoo!). Writing Mind and Body was actually fairly easy. I’m a fan of psionic powers and especially PK’s GURPS Psionic Powers (which I playtested), so writing this up was easy. In fact…I already had it written out (along with a style for every power listed […]
Continue readingGURPS101: There Is No “I” In Team
As I am sure you are aware of, I’m currently playing in +Douglas Cole‘s Alien Menace campaign. So far, it’s been a blast. But after our first mission was completed I asked about how others felt about the Teamwork perk and Doug said (and I’m paraphrasing) “Yeah, every character who completed the mission gets that […]
Continue readingTriple Threat – Brownie
Brownie Brownies are the servants of Faerie, everything from cooks to valets to housekeepers. Like leprechauns, they are compelled to perform a specific task, in this case domestic chores. Unlike leprechauns, they like what they do and they do it well. Though they aren’t suited for combat, but they can fight well enough and are […]
Continue reading