The Fifth Attribute began life in my campaign “The Awakening” in mid-2014. I wanted a way to tie in all the supernatural powers of that campaign setting along with a few campaign features to make a working cohesive framework. It took me the better part of a month to write it and I began with […]
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GURPS101: Deconstruction of True Faith
So how does True Faith break down? True Faith as Pieces Parts So exactly what does this trait do and how does it do it? You have access to skills (such as Exorcism) or other traits that require the character be considered “holy.” You can cause creatures opposed to your deity’s ethics/morality to flee […]
Continue readingGURPS101: Deconstructing Detect
Detect is one of those advantages in GURPS that can be used for a multitude of things. It can be used for strange alien races that can “hear” radio, telepaths who can sense other minds, and many other things. So how does Detect break down? Detect as Pieces Parts So exactly what does this trait do […]
Continue readingGURPS101: Those Who Help Themselves
Most religions teach at least a modicum of self-reliance – faith that your god will sustain you through your trials, but the trials themselves are up to you to endure and figure out. GURPS Powers: Divine Favor offers a fairly comprehensive framework for characters who are divinely empowered by God, gods, powerful spirits, etc. But […]
Continue readingGURPS101: Deconstructing Damage Resistance
One of the more useful traits in GURPS is the ability to take less damage. But Damage Resistance is so much more. Modified in the right way it can create force fields, walls, prenaturally hard skin that looks normal, and much more. So how does Damage Resistance break down? Damage Resistance as Pieces Parts So exactly […]
Continue readingGURPS101: Deconstructing Enhanced Time Sense
(Well, I’ve done quite a few of these posts now and I guess I can quit with the cutesy names at this point and add a proper tag.) Today I’m talking about Enhanced Time Sense and yes, I know that I haven’t talked about Combat Reflexes yet since this trait relies on that one so […]
Continue readingGURPS101: Preparation Required New Modifiers
A real quick “micro-rules” post on Preparation Required from stuff I had in one of my own campaigns. Intermediate Levels of Preparation RequiredIf we play with the values we can interpolate different required times with a given value for each one: Preparation Required, 5 seconds (-5%) Preparation Required, 30 seconds (-10%) Preparation Required, 1 minute […]
Continue readingGURPS101: Accessibility Modifiers For Number of Skills
Just a quick post on the number of skills in GURPS by their controlling attributes and then computed into Accessibility modifiers for advantages (GURPS Powers, p. 99). What can you use it for? No idea, but is probably will be useful at some point. This intentionally excludes required specialities for skills as that may fluctuate depending […]
Continue readingBoil and Bubble: Sorcerous Video Game Spells I
Ohhhhh, yeah. It’s that time again. The time for me to scavenge treasures from the past and turn them into Sorcery spells for GURPS. So what’s up first? Well, I asked three random folks what spell they’d like to see for Sorcery and these were the things that popped up (and interested me). Cureja – Final FantasyKeywords: Area […]
Continue readingGURPS101: FP Cost Limited by Margin
So one of my players and I got to talking about how you might design an ability where the FP cost were variable depending on how well you rolled to activate it. This got me to thinking – how the heck could I do something like this? I eventually came up with a conclusion that wasn’t […]
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