Tactics: When in doubt, be Batman (Aeon/Supers)
| | |

Tactics: When in doubt, be Batman (Aeon/Supers)

My GURPS Aeon Campaign character was in a bit of a fix. He wasn’t really shining in his designated role of, well, Commander. That was both his name, and his mission, and frankly, his skill set. He’s got an amazing number of points in Wildcard skills. Actually, that’s not exactly true. His breakdown for what…

Sunday Review: GURPS Action 3 – Furious Fists
| |

Sunday Review: GURPS Action 3 – Furious Fists

GURPS Action 3: Furious Fists brings Kung Fu fighting to the Action series, and it’s a little bit frightening, since it packs a lot of rules goodness into 23 content pages with expert timing. Introduction The Action books (Action 1 and Action 2 reviews from prior posts) have a tendency to pack important points into…

Combat plans courtesy of Action 2
| |

Combat plans courtesy of Action 2

In my review of Action 2, the gift that keeps on giving, I noted that there were several frameworks for thinking through things in a structured way. One was Assess, Analyze, Act, and Avoid. I decided to apply that to the Aeon campaign, and specifically to The Commander, my 1,300-point (or so) super-soldier. What does…