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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The Hurt Locker: Shelter Building After the End

GURPS After the End 2: The New World presents several new rules for surviving in the wastelands. “Survival at the End” from Pyramid #3/90: After the End gives even more guidelines and options for survival. Today’s Hurt Locker installment is all about building shelters when you don’t have adequate gear…. …if you’d like to read more, consider becoming […]

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