GURPS Dungeon Fantasy 6: Artifacts is probably one of my favorite GURPS books to date. It takes an extremely un-GURPS-like approach to solve a problem the system has: it makes up (balanced) stats for things that GURPS might otherwise struggle with (e.g., absolutes like invulnerability or “instant death” attacks). Anyways, here is a new artifact […]
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The Hurt Locker: Special Wooden Weaponry
A few of the more interesting modifiers from my current game for wooden weaponry. This should work “as is” for GURPS Monster Hunters and Dungeon Fantasy – other campaigns may require a bit of a custom fit… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for […]
Continue readingThe Hurt Locker: Doodads and Gewgaws, Part II
The follow-up to a previous post. This post is all about the Doodad perk and a few other odds and ends for gizmos and gizmo-like traits. Foreight, Schmoresight+Pk Levine‘s “Fortunately, I Saw This Coming” from Pyramid #3/53: Action is one of my absolute favorite articles of all time. It’s a bit of brilliance that if there is ever a […]
Continue readingThe Hurt Locker: Doodads and Gewgaws, Part I
No adventurer or hero can carry everything they need. GURPS allows you a extremely broad choice of gear thanks to its many catalogues and tech-books – but what if you really need a bunch of paperclips and you’re not near an office? Or you need to make a repair to an engine and you’ve got no […]
Continue readingThe Hurt Locker: How Tough is Wood?
Guest Post by Euan Hastie So how touch is wood anyways? In GURPS terms? First up a quick reference table for the GM in a hurry. Species of Timber DR per inch of thickness Buloke, Quebracho, Quebracho Colorado, Lignum Vitae 7 Brazilian Tiger Mahogany, snakewood 6 Ebony, Ipê, Olivewood, Ironwood 5 Composite Bamboo, Bloodwood, Live […]
Continue readingThe Hurt Locker: More Psi-Tech I
GURPS Psi-Tech offers a ton of new gear for those using GURPS Psionic Powers. Here are a few new pieces of equipment for your campaign. …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingThe Hurt Locker: The Iugum Mark-7 Crossbow
In Pyramid #3/82: Magical Creations I wrote “The Hunter’s Reliquary” which gave Monster Hunters champions a new tool in their arsenal: relics. I didn’t have enough space for all relics, so here’s one of the leftovers… …if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingThe Hurt Locker: Outrigger Fantasy Airship
Whether it’s Dungeon Fantasy or a typical fantasy campaign, having access to an a means of getting from one place to another is almost required. Usually this would take the form of pack animals, wagons, or traditionally ocean- or river-going sailing vessels. But for some settings, such pedestrian means of conveyance simply will not do. Sometimes you […]
Continue readingThe Hurt Locker: Forging in the Dungeon, Part II
Guest Post by S. A. Fisher A continuation of the previous post (Part I is here) on a new variety of Artificer; the ironmonger. The Forge and Bellows Once he has basic tools and fuel, the ironmonger will also need a forge and bellows. Bellows: the simplest bellows for a portable forge are bag bellows. These […]
Continue readingThe Hurt Locker: Forging in the Dungeon, Part I
Guest Post by S. A. Fisher The Artificer template in GURPS Dungeon Fantasy: Sages serves as the dungeon delving party’s engineer – it’s his job to use technology to overcome the party’s challenges. The ironmonger is a specific type of engineer detailed in this post. His most potent weapon for this purpose is his use […]
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