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GURPS 101: DX, Speed, and Move

Continuing the GURPS 101 series on the fundamental stats (ST, DX, IQ, HT) and the derived statistics, we turn our sights on Dexterity, as well as two of the things it influences: Basic Speed and Move. Look for +Peter V. Dell’Orto‘s contribution over at Dungeon Fantastic. +Jason Packer knocks it out of the park, listing nearly every…

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Pyramid #3/38: Seven Mythical Artifacts for Dungeon Fantasy

Talk about the titular polar opposite of the previous article, The Golden Geniza of Ezkali. Seven Mythical Artifacts for Dungeon Fantasy is precisely what it says on the tin. Seven items, taken from real-world myth and legend, with which to spice up your Dungeon Fantasy campaign. Each one gives a brief overview of the mythological origin…

Attacks from Behind

Over at the SJG Forums, there’s a fairly involved thread about dealing with attacks from behind. So, with that: p. B374: An active defense is a deliberate attempt to avoid a particular attack. It’s only possible if the defender is aware of the possibility of an attack from his assailant and is free to react…