GURPS101: Illusion-Casting

“Are you ever not going to fall for that?”— Loki, The Avengers (2012) The Illusion advantage (GURPS Powers, p. 94) is probably one of those things that should have been in the Basic Set, but wasn’t. Illusion as Pieces Parts:So what does Illusion do and how does it do it? This requires a Concentrate maneuver to […]

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GURPS101: Injury Resistance

In GURPS there are three forms of damage: basic damage, penetrating damage, and injury. Basic damage is the amount rolled on the dice for the attack, penetrating damage is the amount after applying Damage Resistance and other protections (e.g., Injury Tolerance), and injury is the total amount of hit points you suffered from that attack. […]

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GURPS101: All-Seeing Eyes

The Clairsentience advantage is one of the most underused and overrated of the “information-gathering” traits GURPS has to offer. This is most likely due to it’s high cost (50 points) and low range (starting range is a mere 10 yards). Clairsentience as Pieces Parts”So what does Clairsentience do and how does it do it? Requires you Concentrate for one […]

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GURPS101: Extra, Extra Effort

GURPS Powers introduces a new rule: Godlike Extra Effort (Powers, p. 161). This effectively allows you to enhance the effectiveness of your ability to drastic degrees and is only limited by your FP. GURPS Horror introduces rules for corruption (see Power Corrupts in Horror, pp. 146-148). Finally, GURPS Thaumatology introduces Threshold Magic (pp. 76-82), a form of magic […]

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