GURPS101: Leeches, Vampires, and Succubi (Oh, my!)

“Listen to them. Children of the night. What music they make.”— Bram Stoker, Dracula (1897) The Leech advantage (GURPS Powers, p. 96) is the more generalized version of the Vampiric Bite advantage (p. B96) that appeared in the Basic Set. (Buckle your seatbelts up kiddies because this is a long post. Note I’m intentionally ignore the Vampiric Bite […]

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Gamemaster’s Guidepost: What Makes Dungeon Fantasy Special, Part II

Guest Post by +Antoni Ten Monrós Continued from his earlier post, Toni continues talking about what makes Dungeon Fantasy special. GURPS Characters are DiverseGURPS is not constrained by classes or level. Dungeon Fantasy has templates, but the biggest difference between templates and actual classes is that classes give define your character’s abilities, while templates give you suggestions […]

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Gamemaster’s Guidepost: What Makes Dungeon Fantasy Special, Part I

Guest Post by Antoni Ten Monros Steve Jackson Games is running the “Dungeon Fantasy Roleplaying Game, Powered by GURPS” Kickstarter, and one of the questions you often get, is why? Why use GURPS to handle dungeon delving games, when the 800-pound gorilla of the industry, D&D, and it’s (retro)clones have that market niche well covered? What does […]

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GURPS101: Illusion-Casting

“Are you ever not going to fall for that?”— Loki, The Avengers (2012) The Illusion advantage (GURPS Powers, p. 94) is probably one of those things that should have been in the Basic Set, but wasn’t. Illusion as Pieces Parts:So what does Illusion do and how does it do it? This requires a Concentrate maneuver to […]

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