Today is a fine GURPSday and today I’m going to ramble on about a topic near and die to every gamer’s heart: How can the complexity of mechanics affect the actual roleplaying of a game? First, a few things. To play a roleplaying game is to have some measure of mechanical institutions within the game […]
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 readingGURPS101: More Psychic Healing Powers for Psionic Powers II
Some more powers and variations for psychic healers using the GURPS Psionic Powers framework . . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here.
Continue readingBoil and Bubble: Technomagic Ritual Path Magic Spells
A couple of technologically related ritual path magic spells for all the technomancers out there . . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here. This special is free to all and can be found here.
Continue readingMelee Academy: A Decisive Blow
+Douglas Cole is talking about an alternate way to perform the Evaluate maneuver and I got to thinking (a dangerous pastime, I know) “Why isn’t their a maneuver to sacrifice skill for damage?” We have one for making it hard to avoid an attack, but not one to increase its potency? There is always All-Out Attack […]
Continue readingBoil and Bubble: RPM Spell Loadouts – Mistakes Kal Makes
Guest Post by Kalzazz Notes based on Mistakes Kal Makes When Designing Spell Loadouts. Ritual Path Magic (RPM) is an awesome system where you can design your own spells and your mage can know any spell they want (and that the DM allows), this is part of what makes RPM great. Much like the Vancian […]
Continue readingCarpe Blogiem: A New Chronicle Part II
In the previous post we talked about the rules of the campaign world. This time I want talk about the players and their characters. Now to the rosters! A-Team LineupThe A-Team are set at a minimum of 400 points and they will be dealing with all manner of things. They are part of a private investigative […]
Continue readingCarpe Blogiem: A New Chronicle Part I
My GURPS campaign has ended, long-live my GURPS campaign! Aeon came to a final close about 6-8 weeks ago. I answered some questions and left more questions unanswered. That’s usually a good way to leave things I’ve found. So what’s next? Returning to a previous campaign is what’s next. I’ve talked about my urban fantasy […]
Continue readingDesigner’s Notes: Mad as Bones
“That boy is mad as bones.” My grandmother would say that about me often as a child. I was . . . a handful. Hiding in places and shouting “Boo!” at passersbys, climbing on the roof at night to look at the stars, playing out in a nor’easter, and in general just running wild. As […]
Continue readingCarpe Blogiem: Aeon Campaign Arc 1, Post Mortem
Ok, folks. Buckle up. This is going to be a slightly long post. First, if you don’t know about my Aeon campaign here’s the gist from my Session Recap page. It’s 2016 and superpowers are real. They appear to have been born out of a strange energy pulse that hit the middle of the Atlantic […]
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