Ten for Ten (Sean Punch) is a presentation of 10 rules from Sean Punch's writing that he wishes he could beam to his last-decade self, because they're worthy to be part of the Basic Set
The Ten[]
- Appearance Rolls as Loyalty Rolls (Dungeon Fantasy 15: Henchmen)
- Complementary Skills (Action 2: Exploits and Dungeon Fantasy 2: Dungeons)
- Damage Reduction (GURPS Powers)
- Gunslinger Reloaded (Action 1: Heroes and Gun Fu)
- Ham Clause (Action 1: Heroes)
- Other Kind of Points (Power-Ups 5: Impulse Buys)
- Pulling Rank (Action 1: Heroes and Social Engineering: Pulling Rank)
- Restricted Dodge Against Firearms (GURPS Martial Arts)
- Tactics For the Win (GURPS Martial Arts)
- Team Efforts (Action 2: Exploits and Dungeon Fantasy 2: Dungeons
- Not Quite a Rule: Quick-and-Dirty Modifiers (Dungeon Fantasy 2: Dungeons and Dungeon Fantasy 16: Wilderness Adventures
Honorable Mentions[]
- Everyman Traits (Template Toolkit 1: Characters, p. 17)
- The Control, Create, and Illusion advantages in (GURPS Powers)
- Alternative Benefits (Power-Ups 3: Talents pp. 18-19)
- Creating New Techniques (GURPS Martial Arts, pp. 89-95)
- Imbuement Skills (GURPS Power-Ups 1: Imbuements)
- The tables โ if not the rules โ in Horde Rolls (GURPS Zombies, pp. 112-114)
- Stunts (GURPS Powers, pp. 170-174)
- Chases (Action 2: Exploits, pp. 31-35)
- Ambushes (Dungeon Fantasy 16: Wilderness Adventures, pp. 37-38)