GURPS101: Expanded Higher Purpose Categories

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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GURPS101: Attribute Synergies

Another of my “micro-rules” this time expanding on the idea of Complementary Rolls (GURPS Action 2: Exploits, p. 5; GURPS: Social Engineering, p. 21, 31, 48), but using attributes instead. How It WorksAttribute synergy uses the same rules as complementary skills rolls – make a roll and give a +1 to another roll if you succeed, -1 […]

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GURPS101: Call of the Wild

Wildcard skills are awesome. They just are. They’re a great way to represent cinematic skill mastery or even realistic legit “skill broadness” if you restrict the level to attribute or less. So how could they be better? Well, most of that’s been answered by Sean Punch in GURPS Power-Ups 7: Wildcard Skills – if you don’t […]

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