High ST and HP are more or less requiredin any campaign that takes places at TL4 or less, and in some cases, arguments can be made for those that take place at TL5. I don’t often run campaigns below TL6 (or some derivation), so for the most part my players tend to “ignore” high ST […]
Continue readingGamemaster’s Guidepost: Pacing Your Game Sessions
Pacing game sessions is hard. It’s not something a GM can (usually) do without learning from experience. You need to have ran multiple game sessions before you get in the RPGroove. Some lucky GMs pick it up easily, but let’s face it, for most of us, it’s something we learned. But fear not ye newb […]
Continue readingTriple Threat: Nightgaunt
Nightgaunts have deep black oily-looking skin and ‘skeletal’ features making them appear (in the dark) to look like emaciated humans. On closer inspection, their tridactyl-clawed hands and feet (three digits) become more noticeable. They come in two known types, the first are the more typical kind and have horns, leathery wings, and a long tail. […]
Continue readingThe Night-Dimmed Day – Part III – Game Session 1
July 3rd 2000, Monday 4:00 pm 3518 S. Halsted St., Chicago, IL Jessie sends a small group (about twenty) of the imperial guard, the Atejaja (ah-jah), to protect their Rani (Angelique). He also sends a “small” chest (a six by six by six cube) of Arkaelian weapons and supplies. He even manages to make it […]
Continue readingBoil and Bubble: Magical Legalese
For campaigns where magic is common, GMs may wish to adopt a “Spell Legality Class” or SLC for various spells, colleges, or types of magic. The GM will have to decide exactly what is what in his campaign, but the following might work for most campaigns: Control Rating Examples for Magical Societies CR0 – Anarchy. […]
Continue readingTriple Threat: Wolpertinger
The wolpertinger takes the form of a small mammal (rabbits and squirrels are typical) with additional morphological features from other animals such as wings, antlers (or other forms of horns), tails, or fangs. Wolpertinger are for the most part harmless; they live in woodlands and eat plants (though legends persist of a carnivorous variety that […]
Continue readingBoil and Bubble: Remedial Ritual Path Magic
Since its release, Thaumatology: Ritual Path Magic has proven to be the hot-ticket (446 copies since October 3rd, 2013, with a rating of 4.6/5) of 2013. That’s a lot for GURPS. Which, since you are reading my blog about that game system, I assume you know that. I’m no PK, but I do arguably know […]
Continue readingBoil and Bubble: Practical (Ritual Path) Magic
The new Thaumatology: Ritual Path Magic has been out for a bit. Since its release there has been a flurry of activity on the Steve Jackson Games Forums regarding it. As PK’s officially unofficial deputy on ritual path magic, I’ve made it my job to answer as many of these questions as fast as I […]
Continue readingThe Night-Dimmed Day – Part II – Game Session 7
July 3rd 2000, Monday 2:10 pm Undisclosed Island in Michigan Lake It takes the eggheads another couple of hours to finish the necessary mathematical equations to get the XDG to spit out the final location of the last crystal shard. Once that’s done the Dead Men make their way back to the R&D floor, gear […]
Continue readingTriple Threat: Mountain Oni
Mountain Oni are corporeal demons who wear tiger skins and wield Tetsubos. They’re very strong. For Any Game…ST: 20 HP: 20 Speed: 7.00DX: 14 Will: 13 Move: 10IQ: 10 Per: 13 Weight: 1,000 lbs.HT: 14 FP: 12 SM: +1Dodge: 10 Parry: 11 DR: 4 (Tough Skin; 2 […]
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