The Hurt Locker – More Options for Metatronic Generators I

Seemingly one of the more popular of my articles, Metatronic Generators lets you create just about any sort of weird-science, magic, or superscience gizmo by using the already-present advantage build system. Here’s two new ways to use Metatronic Generators: ammunition, smaller generators, and disadvantageous generators…   . . if you’d like to read more, consider […]

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GURPS101: 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 […]

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GURPS101: 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 […]

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