GURPS Psionic Powers is one of my favorite power-building blocks for 4th edition. Something I banged out for a cyberpunk campaign that never got off the ground fast enough was the idea that a psychic vampire could steal someone else’s shape… …if you’d like to read more, consider becoming a patron! Note: the link to […]
Continue readingTag Archives: Patreon
GURPS101: More Psychic Vampirism Powers for Psionic Powers
Continuing my series of “Hey, let’s pad out GURPS Psionic Powers!” Today’s entry is all about psychic vampires. Yeah, they’re creepy and their powers are too, but no one can deny how useful they are… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: More Cyberpsi Powers for Psionic Powers
One of the things that’s always fascinated me about the fictional portrayal of electrokinesis is that some users can power machines with their abilities. GURPS can do this by emulating the Create advantage – but it takes a little legwork.,, …if you’d like to read more, consider becoming a patron! Note: the link to the […]
Continue readingThe 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 […]
Continue readingGURPS101: 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 […]
Continue readingThe Hurt Locker: Dungeon Fantasy Duelists
Using two weapons in Dungeon Fantasy is a classic trope (*cough* a certain dark elf *cough*). Pyramid #3/61: Way of the Warrior went a long way toward making two-weapon masters more effective, but how to make them truly terrifying? Well, I got a few ideas.,, …if you’d like to read more, consider becoming a patron! […]
Continue readingBoil 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, […]
Continue readingGURPS101: Dungeon Fantasy Styles – Zodiac Styles
(Note: This was inspired by my work, but not written by me. The author would be +Hal Battywho graciously offered it to me to use however I like. Thank you again, Hal.) “Eastern Adventures” in Pyramid #3/89: Alternate Dungeons II has a box called “Martial-ArtsStyles and Power-Ups” that alludes to the possibility of a simplified […]
Continue readingGURPS101: More Telepathy Powers for Psionic Powers I
GURPS Psionic Powers is one of the better worked examples for a powers-framework 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 to read more, consider becoming a patron! Note: the link to the actual content […]
Continue readingGURPS101: Alternate Alternate Form Rules
+Emily Smirle aka Bruno is perhaps one of my favorite GURPS people (well, people in general)of all time. She’s smart, quick, and has an ability to look at a situation within the rulesand say “This is kind of broken” and then come up with a fix. In my Aeon campaign Emily isplaying “the Rat Queen” a freaky […]
Continue reading