GURPS101: All-Seeing Eyes

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 […]

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The 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 […]

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