One of the things I rather like about GURPS is how it’s divided its skills into different tech levels. TL3 Smith is different from TL9 Smith. Is it crazy granular? Yeah, in a way, but it allows one trait to be multiple traits with minimal new rules and description and that is always a win with […]
Continue readingTag Archives: Powers
GURPS101: New Power – Bone Manipulation
I rather like inventing new powers (in the sense of GURPS Powers) for my campaigns and here is one of them from my supers campaign AEON. New Power: Bone Manipulation This power allows the manipulation of bones whether it is someone else or the wielders. Bone Manipulation Source: Any. Focus: Controlling, shaping, and manipulating bones. Bone manipulators […]
Continue readingBoil and Bubble: Sorcerous Druids
Guest Post by Anders Starmark This is a system for Sorcery but for druids in Dungeon Fantasy. The word briga (pl brigas) means roughly “power, might” and it is only taught by members of the Druidic Order. Under normal circumstances no outsider would learn the principles – they are not set down in writing […]
Continue readingCarpe Blogiem: Powers Systems I’ve Used, Adapted, or Changed in My Campaigns
This month’s theme for the Brotherhood of Bloggers Who Blog Too Much is all about powers systems we’ve used in our games. What we used “out of the box”, what we’ve adapted to suit the campaign, and what we changed because we didn’t like it. Instead of giving you specifics for what I did dear […]
Continue readingGURPS101: Unlimited Uses of Per Session Abilities
Some of the abilities in GURPS are priced in uses per session, but not all abilities are priced that way. This can lead to some oddities when creating a character who have abilities that are mixed type. Most abilities are either “always on” (e.g., they are active at all times for the character) or “switchable” […]
Continue readingGURPS101: Monster Hunter Inhuman Power-Ups I
The GURPS Monster Hunters series provides a working framework to create campaigns reminiscent of Buffy the Vampire Slayer, the Dresden Files, etc. One of the possible player character templates is the inhuman, monstrous beings who are fighting the good fight against their evil brethren. Here are a two new power-ups to make playing your inhuman more interesting. […]
Continue readingGURPS101: Cybernetic Distortion
I got to thinking about cyberpsychosis and cyberpunk (since that’s popular again). Here is what I thought of. New Rule: Cybernetic Distortion All implanted cybernetics have a chance to cause issues in the form of nerve damage, overstimulation, and other neurological issues. This is Cybernetic Distortion. A disadvantage-like mechanic that balances the fact that […]
Continue readingGURPS101: More Divine Favor Learned Prayers II
A couple of new learned prayers for those with Divine Favor. Angelic Communion Learned Prerequisite: Divine Favor 10. Learned Prayer Cost: 14 points. This miracle requires a minute of prayer as it calls upon one of the messengers of God, asking them a question and getting a truthful honest answer, the angel is considered to […]
Continue readingGURPS101: Variation of Racial Memory
The following is a variation of Racial Memory meant for immortals and long-lived beings. It represents the fact that they’ve lived exceedingly long lives and may have learned, mastered, and forgotten skills in that time. Racial Memory see p. B78 Racial Memory (Long-Lived): You’ve been around for a while. Whenever you encounter a situation, go […]
Continue readingGURPS101: More Blessed Options III
One thing that’s fairly common in fiction is the ability to be in the spirit world and the real world at the same time. GURPS lacks this ability in RAW, but I got you covered. Blessed (Dual Spiritual Nature) 15 or 45 points You exist simultaneously in the Spirit and Material Worlds. For those with a partial […]
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