The Clairsentience advantage is one of the most underused and overrated of the “information-gathering” traits GURPS has to offer. This is most likely due to it’s high cost (50 points) and low range (starting range is a mere 10 yards). Clairsentience as Pieces Parts”So what does Clairsentience do and how does it do it? Requires you Concentrate for one […]
Continue readingCarpe Blogiem: Malfunctioning Compy
So several of my keys on my keyboard are malfunctioning. I cleaned it and that’s not helping. So ordered parts which won’t be here till 10th Patreon specials and blog posts will commence as soon as my computer is back in order. Likely, specials will all come at once at the end of the month […]
Continue readingBoil and Bubble: The Return of Magic – After the End
Guest Post by +Asta Kask aka Anders Starmark What if magic returned? What if it never went away? How would magic interact with the post-apocalyptic world? Are magic and technology antithetical or are they capable of enhancing each other? The most important thing to figure out is probably what magic system to use – GURPS has a […]
Continue readingThe Hurt Locker: Shelter Building After the End
GURPS After the End 2: The New World presents several new rules for surviving in the wastelands. “Survival at the End” from Pyramid #3/90: After the End gives even more guidelines and options for survival. Today’s Hurt Locker installment is all about building shelters when you don’t have adequate gear…. …if you’d like to read more, consider becoming […]
Continue readingDesigner’s Notes: Survival at the End
“Survival at the End” was something I’d conceived pretty much on the fly. I had a tight deadline and I knew I’d need to use at least half the time I’d been allotted to let my revisors chew on it. Luckily, one of the the things I’m knowledgeable in is various hunting and survival techniques. […]
Continue readingGURPS101: Somewhat More Super-ST
Guest Post by +Hal Batty Bricks have a bit of problem in GURPS. They’re sometimes spending thousands of points on being able to hit, take a hit, and lift big things. At higher levels ST just doesn’t give enough for it’s cost when compared to getting other, more useful traits like Flight, Enhanced Move, increased DX, […]
Continue readingGamemaster’s Guidepost: Optional Rules for Terminally Ill
In GURPS there’s a disadvantage for seemingly everything. Are you nuts? Take a Delusion! Do you take damage when exposed to green rocks from space? Take Weakness! And so on and so on, GURPS is modular enough that you can represent just about any sort of negative (or positive!) trait with a little ingenuity, even inevitable death. […]
Continue readingGamemaster’s Guidepost: Super-ST Options
One thing that has come up in my Aeon campaign is Super-ST and how it does what it does. One of my (few) house rules is that Costs Fatigue is worth more – I just use PK’s version because it works better. But the discussion of why Super-ST should be discounted more because of that houserule […]
Continue readingGamemaster’s Guidepost: The Adversary
One of the things that shocked me the most when I was talking perspective players for Aeon was the completely lack of knowledge regarding using the rules for having a Adversary (see p. B493). Mind you, it’s only a couple of paragraphs, but when I first read GURPS 4th edition this was a eye-opening passage. The thought that […]
Continue readingGURPS101: More Imbuement Skills
GURPS Power-Ups 1: Imbuements offers one of the cleanest methods to enhance mundane attacks in a supernatural way for GURPS 4th edition. Because you can never have enough imbuement skills – here are a few more…. …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons […]
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