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Old 02-16-2016, 09:53 PM   #991
DouglasCole
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The Cavalry rushes from one fight to the scene of a terrible accident - or was it - at the Indian River nuclear plant. Things rapidly go from bad to worse, and we end struggling to keep a teammate from succumbing to radiation damage. We do this by enlisting the aid of someone quite a few cards short of a full deck, but with a past that seems to intersect with more than one Cavalry members'.
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Old 02-17-2016, 07:33 AM   #992
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A quick thought on a way to handle attacks from a limited set of angles or targets in GURPS, such as found in kendo and similar sports.
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Old 02-17-2016, 08:13 AM   #993
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I am not sure on this . . . I definitely don't feel this is an easier than typical shot to block, so telegraphic doesn't feel right

I've definitely gotten bonked over the head by it more than a few times.

I think in some ways it is a function of say the discussion of shields, where you can hold your shield overhead, level, or down . . . this shot is tricky to defend against as you are trying to block an overhead shot with a level defense
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Old 02-17-2016, 08:31 AM   #994
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A quick thought on a way to handle attacks from a limited set of angles or targets in GURPS, such as found in kendo and similar sports.
Now I'm curious if we could explicitly define more attacks, or if that would even be worth it.
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Old 02-17-2016, 08:41 AM   #995
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Now I'm curious if we could explicitly define more attacks, or if that would even be worth it.
I expanded the post a bit since first post - I think that coming up with a list of generic attacks for all circumstances is probably futile, but having a short list of 4-10 favored attacks for your particular character is just a good idea.
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Old 02-18-2016, 06:47 AM   #996
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Thursday is GURPSDay! While writing a review of GURPS Action 2: Exploits, I realized that the gift that keeps on giving that is this book had given again. One of the sections is Standard Operating Procedures, and just by looking at the Table of Contents preview page, it suggests some great questions that if answered before play by the characters as a party, will help smooth things along and make the game flow more naturally.

These questions and this method are useful for any game, any genre, not just GURPS Action.
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Old 02-18-2016, 06:45 PM   #997
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Thursday is GURPSDay, and here's the blog activity from the last seven days.

Over the last week, there have been about 50 GURPS-Related posts from 28 or so blogs that have popped up on the radar screen, which is a nice chunk of reading material. Not every blog posts about GURPS every week, but some are ridiculously prolific!

As always, if you're interested in having your blog consolidated here, navigate over to The Instructions Page and drop me a line
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Old 02-21-2016, 11:50 AM   #998
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I finally finished the long review of one of the most useful and least appreciated books in the GURPS lineup: GURPS Action 2: Exploits. From good advice to a near-complete list of how to use every action-oriented skill in play to more than a half-dozen major innovations for fast and exciting play, there's something in here for any GURPS player, and for many non-GURPS players as well. Great stuff.
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Old 02-22-2016, 09:52 AM   #999
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It's Monday, so time for another spell at the Reloading Press. Today we hit the 6.5 Grendel. It has one job, which is to reach out to 800 yards or more from an AR15 platform . . . and it does that job admirably.
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Old 02-23-2016, 06:45 AM   #1000
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The team goes to intercept a woman who is set for assassination based on the information on the card. We arrive to foil the worst gang execution ever, but discover that our intended victim is a super-powerful precog, and the last and 'most valuable' of at least 20 targets. We find a book of pictoral prophecy that doesn't bode well for any of us . . .

Aeon Campaign: S1E7 - Makin' Dividends in the Worst Way Possible
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