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 […]
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GURPS101: Astral Realm Meta-Rules
The astral plane (also called the etheric plane) exists alongside material reality. This is the place where spirits, ghosts, and other stranger beings dwell as well as where astral projectors send their spirits to walk free of mortal flesh. The following rules help to make the astral realm more interesting – especially performing tasks there […]
Continue readingGURPS101: More Cyberpsi Powers for Psionic Powers II
You can always use more psionic powers for GURPS Psionic Powers – so here’s a new cyberpsi ability for investigators and the like. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
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: Dungeon Fantasy Martial Artist Power-Ups
GURPS Dungeon Fantasy martial artists require broad attributes, investment in special skills or advantages, and all on a limited budget. Despite that, playing one is cool and within the genre. The following adds more options to the budding martial artist’s repertoire. . . . . . if you’d like to read more, consider becoming a patron! […]
Continue readingGURPS101: Dungeon Fantasy Assassin Power-Ups II
GURPS Dungeon Fantasy assassins are one of my favorite templates – so here are a few power-ups to give them some more legs in combat. . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingGURPS101: Dungeon Fantasy Knight Power-Ups II
The knight template in Dungeon Fantasy is a template of many hats. It can be your tank, your leader, your tactician, and so on. Here’s a new power-up for knights who are in the latter camp. A good tactician can mean life or death for a delving party . . . . . . if […]
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 readingBoil and Bubble: Trained by an Arch-Caster
GURPS Dungeon Fantasy has a lot to offer– even (or especially) to those who don’t play it. The power-ups framework shows quite well how to do or build a myriad number of things. The following new caster power-up helps to differentiate casters who’ve had special training or genius teachers/mentors… . . if you’d like to […]
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