GURPS Psionic Powers is one of the best powers frameworks that GURPS fourth edition has yet to offer, seamlessly blending flavor and crunch in a perfect mix. I use it often. Here’s a power from one of my campaigns . . . . . . if you’d like to read more, consider becoming a patron! Note: […]
Continue readingTag Archives: Alternate GURPS
Carpe Blogiem: Powers Systems I’ve Used, Adapted, or Changed in My Campaigns
This month’s theme for the Brotherhood of Bloggers Who Blog Too Much is all about powers systems we’ve used in our games. What we used “out of the box”, what we’ve adapted to suit the campaign, and what we changed because we didn’t like it. Instead of giving you specifics for what I did dear […]
Continue readingGURPS101: Weirdness Magnet Variations
Weirdness Magnet is one of those traits that no GM really wants to see on a player character’s sheet. It offloads so much onto the GM who needs to make sure the character with it pays in game for the points it has given. Worse, it can steal spotlight time from other player characters. All that […]
Continue readingGURPS101: Unlimited Uses of Per Session Abilities
Some of the abilities in GURPS are priced in uses per session, but not all abilities are priced that way. This can lead to some oddities when creating a character who have abilities that are mixed type. Most abilities are either “always on” (e.g., they are active at all times for the character) or “switchable” […]
Continue readingGURPS101: Variation of Racial Memory
The following is a variation of Racial Memory meant for immortals and long-lived beings. It represents the fact that they’ve lived exceedingly long lives and may have learned, mastered, and forgotten skills in that time. Racial Memory see p. B78 Racial Memory (Long-Lived): You’ve been around for a while. Whenever you encounter a situation, go […]
Continue readingGURPS101: Luck Variant – Storing Dice Rolls
the Basic Set Luck advantage allows you to roll the dice two additional times (for a total of three rolls for one task) and take the result you want. This allows for turning a failure or critical failure into a success or failure (or vice versa in some situations like if you were attacking an ally […]
Continue readingMelee Academy: Evaluation 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 readingGURPS101: Designing New Imbuements
GURPS Power-Ups 1: Imbuements introduces a new system to turn your weapon into fire or make your weapon more capable of striking through armor. It’s been quite popular spawning multiple Pyramid articles (with at least two by Y.T.) and is used by many gamers. It’s a bit of a whole cloth system instead of one you can […]
Continue readingGURPS101: More Blessed Options II
A new ideas for the Blessed advantage: Blessed (Dominion) Varies You have claimed a location as your own. The maximum amount of space you can claim as your own depends on your IQ. Look up your IQ+7 in the Size column of the Size and Speed/Range Table (p. B550), read across to the Linear Measurement […]
Continue readingGURPS101: Sin-Eating
Sin-eating is a practice that goes back for hundreds, maybe thousands of years. In essence, a sin-eater takes all the wrong-doings and evil acts a person has committed into themselves. This is typically done after the subject dies, but before they die is possible as well. Sin-Eating can be found in many cultures and religions. […]
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