GURPS After the End 2: The New World presents several new rules for surviving in the wastelands. “Survival at the End” from Pyramid #3/90: After the End gives even more guidelines and options for survival. Today’s Hurt Locker installment is all about building shelters when you don’t have adequate gear…. …if you’d like to read more, consider becoming […]
Continue readingCategory Archives: The Hurt Locker
The Hurt Locker: Drones and Unmanned Aerial Vehicles
Just a few decades ago, planes without a pilot were science fiction. Now they are everywhere. Known as Unmanned Aerial Vehicles (UAVs) or “drones,” these aircraft can be easily bought in a store or online for a couple hundred dollars (well, the commercial versions, not the actual war machines). Yet they’ve also changed how we fight wars […]
Continue readingThe Hurt Locker: The Shroud of Turin
Even in campaigns that don’t allow methods to resurrect the dead, the very thought of bringing the dead back to life is a compelling hook. Mythology has many places, things, or people that bring back the dead to life, but one of the most interesting is the so-called Shroud of Turin. Supposedly the burial shroud […]
Continue readingThe Hurt Locker: Metatronic Generators for Monster Hunters
GURPS Monster Hunters 5: Applied Xenology is out to day and man it is AWESOME. No, to be fair, I got to see if beforehand so I knew of its awesomeness, but seeing it released is pretty great too. New rules for magic, monsters, and making Monster Hunters totally non-magical if that’s something the GM […]
Continue readingThe Hurt Locker: The Golden Monk
Self-mummification is a real (and kind of squicky) practice. But what could possibly be better fodder for a RPG MacGuffin then a statue of a dead monk covered in gold? The following uses generic terms that could fit into any sort of campaign. DescriptionResembling a man sitting in the lotus position, the Golden Monk is […]
Continue readingThe Hurt Locker: Deck of Wonders
I have a long (and troubling) relationship with the “Deck of Many Things” there hasn’t been a single DnD campaign I’ve ran where I haven’t willingly introduced it…or it showed up on its own. Put simply, I have a deck of cards with my other DnD things that I carried for a reason. So today’s […]
Continue readingThe Hurt Locker: Staff of the Archmagi
A classic icon of Dungeons and Dragon is the “Staff of the Magi,” a mage’s best friend. Without further-ado – the “Staff of the Archmagi” a Dungeon Fantasy artifact knockoff for today’s Hurt Locker: Staff of the Archmagi Power Item: 50 FP Suggested Origins: Cosmic or Magical (always wizardry). This powerful mage tool is much […]
Continue readingThe Hurt Locker: Castlevania Battle Cross
So Jpomena asked over on the forums what Castlevania’s Battle Cross might look like in GURPS terms. That’s a excellent question and one I decided to run with. Castlevania has a special place in my heart for many reasons and it’s by far one of my favorite video game series and I’ve played most of […]
Continue readingThe Hurt Locker: Occult Emergency Kits
So my best friend likes to randomly send me links to imgur (it’s his latest obsession) and sometimes I retweet them or put them on my Facebook account. Most of them are damn funny and he knows me well enough to know what I find amusing. Last night though, he sent me this link to […]
Continue readingThe Hurt Locker: How to Build a Hand of Glory
Note: In this post I’ll be reiterating a post I made on the Steve Jackson Games Forums (I’m putting it out there for my subscribers and a wider audience in general). It makes use of the rules for Metatronic Generators. The Hand of Glory is a powerful occult artifact. Made from a dismembered human hand […]
Continue reading