“Are you ever not going to fall for that?”— Loki, The Avengers (2012) The Illusion advantage (GURPS Powers, p. 94) is probably one of those things that should have been in the Basic Set, but wasn’t. Illusion as Pieces Parts:So what does Illusion do and how does it do it? This requires a Concentrate maneuver to […]
Continue readingGURPS101: Injury Resistance
In GURPS there are three forms of damage: basic damage, penetrating damage, and injury. Basic damage is the amount rolled on the dice for the attack, penetrating damage is the amount after applying Damage Resistance and other protections (e.g., Injury Tolerance), and injury is the total amount of hit points you suffered from that attack. […]
Continue readingThe Hurt Locker: Building an Ambush Point
GURPS After the End 2: The New World has some interesting (simplified) rules for sniper fire. This got me to thinking: How could I create a quick rule set for creating an ambush point/Sniper’s nest? PK’s wonderful little check lists (as I like to call them) such as the Hunting rules (The New World, p. 30). […]
Continue readingBoil and Bubble: Water Elementalism Magical Style
GURPS Thaumatology: Magical Styles presents an interesting way to spice up your campaigns.With it you can create flavorful magical methodologies for your campaigns using standardGURPS Magic. The following style assumes that you can only learn one magical elementalstyle or have a capacity to learn multiple styles (which is rarer). …if you’d like to read more, […]
Continue readingDesigner’s Notes: Above the Law
This article was something rather interesting to write – it came from a kernel of an idea from my Aeon supers campaign: how do powers and the law interact? There is a tiny section in GURPS Basic Set about Spell Legality – but that’s it. So I got to thinking, how could I expand it? […]
Continue readingGURPS101: Powers Negation and Mimicry
My small circle of Aeon players (well, it’s not really small anymore – there’s like 20 of them) have been providing lots for me to chew on recently. It has put me in a position where I have to really look at the rules for character traits when trying to create new superpowers. One thing […]
Continue readingThe Hurt Locker: Spoiled and Rurnt
So I’ve been thinking about this for a while now and realistically – which After the End is not – batteries, ammo, etc. would have spoiled a long while back. Batteries will likely last twenty years at most and that’s being optimistic. Gunpowder eventually does go bad. MREs eventually go bad. Everything eventually becomes spoiled or […]
Continue readingThe Hurt Locker: Climbing Lines and Auto-Grapnels
I’ve been kind of chewing on this one for a while – it originally came up in a Dungeon Fantasy game I was in and I came up with an imbuement to make it work (which is fine), but I got to thinking: How does Climbing Line work? Sure, I could just say “It works!” but […]
Continue readingThe Hurt Locker: The Dragonslayer from Berserk
I started watching the new Berserk Golden Age Arc trilogy of movies in anticipation of seeing the new series and I got to wondering what would such a thing look like in GURPS terms? Berserk is an excellent mana and the anime is quite good, but it’s the blackest of dark fantasy and I don’t recommend […]
Continue readingGURSP101: Long-Term Fatigue and Extra Effort
I’ve talked about the idea of Long-Term Fatigue before – it’s a damn interesting concept. It lets you do things with Fatigue Points that would otherwise be difficult to do (or at least hard to track) in other ways. So what else could you do with Long-Term Fatigue? An idea that struck me the other […]
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