(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 […]
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Boil 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 […]
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 […]
Continue readingGURPS101: Alternate Forms as Fake IDs
One of the more interesting ideas I had lately was treating Alternate Identity as if it were an Alternate Form. I figure I’d go through the basics of the concept and see if it’s worth developing further… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons […]
Continue readingCarpe Blogiem: A New Chronicle Part II
In the previous post we talked about the rules of the campaign world. This time I want talk about the players and their characters. Now to the rosters! A-Team LineupThe A-Team are set at a minimum of 400 points and they will be dealing with all manner of things. They are part of a private investigative […]
Continue readingCarpe Blogiem: A New Chronicle Part I
My GURPS campaign has ended, long-live my GURPS campaign! Aeon came to a final close about 6-8 weeks ago. I answered some questions and left more questions unanswered. That’s usually a good way to leave things I’ve found. So what’s next? Returning to a previous campaign is what’s next. I’ve talked about my urban fantasy […]
Continue readingGURPS101: Making Friends and Conjuring People
“Friends are as companions on a journey, who ought to aid each other to persevere in the road to a happier life.”— Pythagoras The Allies advantage (p. B00) can represent a plethora of abilities. From a steadfast ally to the supernatural ability to summon a monster to fight for you. Allies as Pieces Parts:So what […]
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