One of the more interesting things about GURPS is that oaths, pacts, etc. can have a mechanical impact on the character. The easiest one to suss out is such agreements as a disadvantage, but the more salient is using the Pact limitation (p. B00) to reduce the cost of advantages (typically powers or some kind) bought by […]
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GURPS101: Deconstructing Size Modifier
Guest Post by Sean “Dr. Kromm” Punch First off, this one isn’t by me. It’s been a bit edited by me to fit in my blog, but is otherwise Sean’s words. This entire post stems from a conversation that was had in the GURPS Discord where Greyman asked: “Is there any way to make your […]
Continue readingGURPS101: Weirdness Magnet Variations
Weirdness Magnet is one of those traits that no GM really wants to see on a player character’s sheet. It offloads so much onto the GM who needs to make sure the character with it pays in game for the points it has given. Worse, it can steal spotlight time from other player characters. All that […]
Continue readingCarpe Blogiem: Rules I Don’t Use, Replace, or Revise
GURPS 4th edition is a very well put together system and one that I deeply enjoy using and writing for… but there are things about it that I rather don’t like and have either ignored or houseruled away. Now, as any of my players can tell you I really don’t have a lot of after-character creation […]
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