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 […]
Continue readingDesigner’s Notes: Eastern Adventures
I’d originally conceived Eastern Adventures as a one-stop-shopping for Dungeon Fantasy GMs who wanted to run games in “the Mysterious East”, but that quickly became nothing but wishful thinking. I was effectively trying to squeeze three books into one article. That just was not happening. I quickly trimmed my outline down to templates, races, a few power-ups, and […]
Continue readingTriple Threat: Crocoroach
Crocoroach That’s right. It’s part insect, part reptile. It’s all nightmare. Maybe a wizard did it. Maybe a mad scientist. It doesn’t matter who did it you got to deal with it now, and really, that’s just not fair. The size of a small cat, the crocoroach is a consummate omnivorous scavenger. Usually found only […]
Continue readingBoil and Bubble: Subtle Sorcery
I had a burst of inspiration hit me (thanks O Lady Muse) over the weekend regarding the kind of campaign I wanted to run for my face to face game. I got my players involved and they’re game for it. Originally, I wanted to run a full on high-powered supers game. Force blasts, people changing […]
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