Higher Purpose is one of the more interesting player-definable traits in GURPS. Originally, it was meant to give a game-mechanical bonus to characters whose raison d’etre was something specific like “Guard the King’s Bloodline.” In supplements like GURPS Horror or GURPS Dungeon Fantasy 1: Adventurers it was further expanded to give a bonus when fighting […]
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Melee Academy: More Psionic Martial Arts II
GURPS Psionic Powers offers a way to create psychic characters using a powers framework. GURPS Martial Arts codifies fighting styles in an easy to use block. In Pyramid #3/69: Psionics II I created the first fusion of these two books with “Mind and Body”. Here is another martial arts style that never made it to […]
Continue readingDesigner’s Notes: GURPS Monster Hunters: Power-Ups 1
Ahhh, where to begin? This was my first solo work. I’d previously written GURPS Dungeon Fantasy 19: Incantation Magic with Antoni Ten Monrós and Dungeon Fantasy Traps with Jason “PK” Levine. Of course, one could say my numerous Pyramid articles were “solo” as well – but there is a difference of length that really makes them […]
Continue readingMelee Academy: More Psionic Martial Arts I
GURPS Psionic Powers offers a way to create psychic characters using a powers framework. GURPS Martial Arts codifies fighting styles in an easy to use block. In Pyramid #3/69: Psionics II I created the first fusion of these two books with “Mind and Body”. Here is a martial arts style that never made it to […]
Continue readingGURPS101: More Psychic Vampirism Powers for Psionic Powers III
GURPS Psionic Powers is one of the best powers frameworks that GURPS fourth edition has yet to offer, seamlessly blending flavor and crunch in a perfect mix. I use it often. Here’s a power from one of my campaigns . . . . . . if you’d like to read more, consider becoming a patron! Note: […]
Continue readingDesigner’s Notes: The Fifth Attribute
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 […]
Continue readingGURPS101: More Electrokinesis Powers for Psionic
GURPS Psionic Powers is one of the best powers frameworks that GURPS fourth edition has yet to offer, seamlessly blending flavor and crunch in a perfect mix. I use it often. Here’s a power from one of my campaigns . . . . . . if you’d like to read more, consider becoming a patron! Note: […]
Continue readingGURPS101: More Cybernetics For Ultra-Tech
GURPS Ultra-Tech offers a rules framework for adding cybernetic abilities to a character, in this Patreon Special I add two more from my own campaigns. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: 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 readingBoil and Bubble: Ritual Path Magic Tellurgy V
Continuing last month’s offering—here is a new framework for ley lines, ley nexuses, etc. for your ritual path tellurgist . . . . . . 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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