There are wildcard skills (p. B175), wildcard powers (GURPS Supers, p. 41), and (recently)wildcard techniques (Pyramid #3/61 Way of the Warrior, p. 7), but not races… But really,what would such a trait do… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
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The Hurt Locker: Gear Repositories for What’s In a Lair?
After one of my C-Team players for my Aeon campaign noted the lack of armories or “gadget” rooms in my rules for “What’s in a Lair?” I came up with some rules on the spot, but that got me thinking: Maybe some other folks could use this too. New Fixture: Gear Repository Varies A room […]
Continue readingCarpe Blogiem: Aeon Team Rosters – Part I
I’ve been a busy little beaver – and if my keyboard hand’t crapped out on me at the beginning of the month I’d’ve had a lot more done. As it stands, I feel pretty good at the state of my campaign (s). I’ve add another team to the roster (C-Team) and I’ve almost completed everything […]
Continue readingDesigner’s Notes: Codex Duello
Codex Duello was one of those things that came out of a “I wonder if I could…” after a conversation that started in Pyramid Write Club and degenerated into a off-list email conversation with +Douglas Cole. Doug thought that Control Points from GURPS Martial Arts: Technical Grappling might be more broadly applicable elsewhere. I just happened to […]
Continue readingGURPS101: 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 […]
Continue readingBoil and Bubble: The Return of Magic – After the End
Guest Post by +Asta Kask aka Anders Starmark What if magic returned? What if it never went away? How would magic interact with the post-apocalyptic world? Are magic and technology antithetical or are they capable of enhancing each other? The most important thing to figure out is probably what magic system to use – GURPS has a […]
Continue readingThe 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 […]
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. […]
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