The Hurt Locker: Outrigger Fantasy Airship

Whether it’s Dungeon Fantasy or a typical fantasy campaign, having access to an a means of getting from one place to another is almost required. Usually this would take the form of pack animals, wagons, or traditionally ocean- or river-going sailing vessels. But for some settings, such pedestrian means of conveyance simply will not do. Sometimes you […]

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GURPS101: More Psychic Healing Powers for Psionic Powers I

Like previous installments, here are a few new powers for GURPS Psionic Powers. For GMs who split Psychic Healing into Psychometabolism and Biokinesis the Anamorphosis power belongs in the former in GURPS 4th edition. The only real issue (and it’s the same issue that all worked frameworks have) is that there are just never enough powers… …if you’d like […]

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Boil and Bubble: Water Elementalism Magical Style

GURPS Thaumatology: Magical Styles presents an interesting way to spice up your campaigns.With it you can create flavorful magical methodologies for your campaigns using standardGURPS Magic. The following style assumes that you can only learn one magical elementalstyle or have a capacity to learn multiple styles (which is rarer). …if you’d like to read more, […]

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Gamemaster’s Guidepost: Contemporary Encounter – The Black Sun Road

In May 2013, a road construction crew destroyed the ancient Mayan pyramid of Noh Mul incurrent-day Belize. While those responsible feigned ignorance at what had happened, what ifit was something more? What if it had been intentionally planned? This article offers a quicksession starter for GMs in modern-day or contemporary campaigns. …if you’d like to […]

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GURPS101: Wildcard Races

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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