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http://www.ravensnpennies.com/2014/10/gurps101-high-archetypes-as-advantages.html#.VDbPUvldU2Q What if titles had power? What if they empowered you to do one thing so well that your skills and abilities were legendary and bordering (or actually are!) godlike? Not suitable for all campaigns, I create a new advantage and look at how you might be able to use it in a campaign...

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Ravens N' Pennies: GURPS101: High Archetypes as Advantages

As I've probably said before, some of my best ideas bloom at the dinner table after game sessions. My players are all relaxed and the urgency to do something to further the plot is gone. Their bellies are full (or getting there) and their minds are still a whir with the events of the session.

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