GURPS101: Astral Realm Meta-Rules

The astral plane (also called the etheric plane) exists alongside material reality. This is the place where spirits, ghosts, and other stranger beings dwell as well as where astral projectors send their spirits to walk free of mortal flesh. The following rules help to make the astral realm more interesting – especially performing tasks there […]

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GURPS101: Intermediate Range Modifiers

Yet another “micro-rule” – this time playing with Range modifiers for GURPS. First, let’s look at the current existing range bands: Short-Range (-1/yard like a spell, p. B239) Normal-Range (per p. B550) Long-Range (p. B241) No Penalties GURPS Powers (p. 108) says each step up is worth +50%, while each step down is worth -10%. Interpolated Range […]

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GURPS101: Preparation Required New Modifiers

A real quick “micro-rules” post on Preparation Required from stuff I had in one of my own campaigns. Intermediate Levels of Preparation RequiredIf we play with the values we can interpolate different required times with a given value for each one: Preparation Required, 5 seconds (-5%) Preparation Required, 30 seconds (-10%) Preparation Required, 1 minute […]

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GURPS101: Attribute Synergies

Another of my “micro-rules” this time expanding on the idea of Complementary Rolls (GURPS Action 2: Exploits, p. 5; GURPS: Social Engineering, p. 21, 31, 48), but using attributes instead. How It WorksAttribute synergy uses the same rules as complementary skills rolls – make a roll and give a +1 to another roll if you succeed, -1 […]

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