I had to cut a few things from my article in Pyramid #3/63 Infinite Worlds II to save space. I figured I’d share the outtakes below: Projected Psi-Realm: For Dream Control and Astral Projection the GM may decide that the psi does not travel physically to his domain – instead he projects himself. This is a […]
Continue readingMelee Academy: Outgunned, Outmanned, and Outmaneuvered – Now What?
Never tell me the odds! No, wait, ignore that – tell me the odds. GURPS combat is slanted towards realism and even in cinematic games this can be felt. Since most player character groups (or parties depending on your GMing style) tend to work together at least someone, most of the time they can accomplish […]
Continue readingTriple Threat: Hannya
Hannya were once beautiful women who were cursed for their pridefulness or jealousy to become hideous demons. Their long claws can rend a man, leaving him with terrible wounds that will not heal unless he is treated by a woman who cares for him. Thankfully, they are rare and can be driven off by a […]
Continue readingCasting Lots – Part I – Game Session 3
Angelique Ashur, Jonathan Valerius Baksheesh, Maynard “Alex” Hamilton, & Sergei Romanova June, 18th, 2001, 3:00 pm 41 Hours Since Kidnapping 510 South Bolingbrook Dr., Bolingbrook, IL 60440 The PCs finish a fine meal of beer-battered French fries, micro-brewed ales, and chicken from the Hole in the Wall diner while they figure out there next move. […]
Continue readingBoil and Bubble: Diablorising Ritual Path Magic – The Necromancer – Part I
Before I write anything else, let me first say that recreating spellcasting classes from the Diablo series is probably best down as powers (in fact, I’d probably use PK’s Sorcerous Empowerment article). That said, ritual path magic can work quite well too! A few quick notes. First, in the Diabloverse, it’s probably wise to put […]
Continue readingCasting Lots – Part I – Game Session 2
Angelique Ashur, Jonathan Valerius Baksheesh, & Sergei Romanova June, 18th, 2001, 11:30 am 36.5 Hours Since Kidnapping 5841 S Maryland Ave., Chicago, IL 60637 Angelique has Rebecca taken to the University of Chicago Hospitals (her old place of employment before becoming part of Victor’s Sleep Disorders Institute Staff) to be examined. She has both Jonathan […]
Continue readingTriple Threat: Jiangshi
The so-called “hopping corpse” of Chinese legend, it has near-glowing green-white hair, long fingernails, and glowing green eyes. In the day it sleeps in a coffin or hides in a dark place like a cave, attic, basement, etc. At night it hunts its territory finding human beings whose “chi” it devours. For Any Game… ST: […]
Continue readingGamemaster’s Guidepost: How Tough Is It?
Because GURPS is a point-buy system, figuring out what constitutes as a “tough” opponent can be difficult. Not only difficult, it can be downright arcane. There are situations where a 500-point character can have barely any impact on a combat (lots of social and mental advantages), and a 100-pointer absolutely dominates it (purely combat-oriented advantages). […]
Continue readingCasting Lots – Part I – Game Session 1
Franklin Kasseal, Maynard “Alex” Hamilton June, 18th, 2001, 12:00 am 24 Hours Since Kidnapping 676 N Michigan Ave., Chicago, IL 60611 Alex gets a call at midnight telling him he needs to come to police headquarters first, and then to a crime scene at the Omni Hotel in downtown. When he gets to HQ, he […]
Continue readingGURPS101: How Tough Am I? – What HT and FP Mean To My Players
HT is probably one of the most undervalued attributes in GURPS, in my opinion. It is described in the Basic Set (p. 17) as “energy, vitality, stamina, resistance (to poison, disease, radiation, etc.), and basic ‘grit.’” I take that last part as “physical” grit – because grit isn’t just physical (or mental). To get a […]
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