Guest Post by Kalzazz Mana Bucklers are usually a fancy, heavy gem marked bracelet traced in magical runes. Unless worn by a mage this is all they are. When worn by a mage the Mana Buckler can be activated by a simple ritual, using either a Concentrate maneuver or an IQ based ‘Fast Draw Mana Buckler’ roll. This consumes […]
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The Hurt Locker: Iron Rations – A Compleat Guide to Victualing in Ye Olde Dungeon, Part II
Guest Post by S. A. Fisher Continuing my post from before, I have some more goodies for the inquiring delver! Staples More seasoned adventurers will skip the expense and novelty of the iron rations and so forth and simply buy food in bulk. Adventurers can certainly get by on iron ration levels of food for […]
Continue readingThe Hurt Locker: Iron Rations – A Compleat Guide to Victualing in Ye Olde Dungeon, Part I
Guest Post by S. A. FisherFor many dungeon delvers, the goal is simple: kick in the door, fight the monster, and loot the room. Rinse and repeat. For them, a week’s worth of “iron rations” and a water skin is more than enough detail to account for how they survive on their adventures outside of […]
Continue readingThe Hurt Locker: Fusion-Powered Chainsaw
I know, you’re reading this and thinking “What and the hell has Christopher come up with this time?” Honestly, I don’t know, man. Something happened. Then something else and now I’m here staring at this crazy thing. This bit of gear is the result of a story one of my players (+Travis Ellis) wrote about his […]
Continue readingThe Hurt Locker: Tangler Pistol
So recently someone posted about the “goo guns” from the Incredibles on the forums. Since that is one of my favorite superhero flicks of all time I decided to poke at the idea of building a “goo gun” using metatronic generators. New Binding ModifiersFirst, some new modifiers for Binding (p. B40): Cosmic, Enhanced Layering: This Cosmic […]
Continue readingThe Hurt Locker: Building an Ambush Point
GURPS After the End 2: The New World has some interesting (simplified) rules for sniper fire. This got me to thinking: How could I create a quick rule set for creating an ambush point/Sniper’s nest? PK’s wonderful little check lists (as I like to call them) such as the Hunting rules (The New World, p. 30). […]
Continue readingThe Hurt Locker: Spoiled and Rurnt
So I’ve been thinking about this for a while now and realistically – which After the End is not – batteries, ammo, etc. would have spoiled a long while back. Batteries will likely last twenty years at most and that’s being optimistic. Gunpowder eventually does go bad. MREs eventually go bad. Everything eventually becomes spoiled or […]
Continue readingThe Hurt Locker: Climbing Lines and Auto-Grapnels
I’ve been kind of chewing on this one for a while – it originally came up in a Dungeon Fantasy game I was in and I came up with an imbuement to make it work (which is fine), but I got to thinking: How does Climbing Line work? Sure, I could just say “It works!” but […]
Continue readingThe Hurt Locker: The Dragonslayer from Berserk
I started watching the new Berserk Golden Age Arc trilogy of movies in anticipation of seeing the new series and I got to wondering what would such a thing look like in GURPS terms? Berserk is an excellent mana and the anime is quite good, but it’s the blackest of dark fantasy and I don’t recommend […]
Continue readingThe Hurt Locker: Gear Repositories for What’s In a Lair?
After one of my C-Team players for my Aeon campaign noted the lack of armories or “gadget” rooms in my rules for “What’s in a Lair?” I came up with some rules on the spot, but that got me thinking: Maybe some other folks could use this too. New Fixture: Gear Repository Varies A room […]
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