So +Peter V. Dell’Orto threw down this interesting post about an alternative approach to how HP can affect your healing. Normally, at HP 20 you multiply all sources of healing by two, at HP 30 you multiply them by three, and so on. Now, that works well enough – if you have monstrous HP then you get […]
Continue readingDesigner’s Notes: Pointless Monster Hunting
As a poster pointed out in this thread, Pointless Monster Hunting was a huge piece with a large word count (though I admit – I just submit and let the editor decide what he wants to do). It was easily as large as Alternative Ritual Path Magic and as information dense. Luckily, I got to work off […]
Continue readingGURPS101: More Bioenhancement Abilities for Monster Hunter Experiments I
The Experiment template is one of the cooler ones in GURPS Monster Hunters in my opinion. They’ve got a wide-range of capabilities and have an “otherness” quality that can make them more fun to play than the inhuman if done right. But what is an experiment other than a collection of neat powers? So maybe […]
Continue readingMelee Academy: Reordering Initiative I
I like noodling with alternate rules sometimes or just plain tinkering with how combat works. As I’ve noted before – Speed Kills. The faster you are the quicker you can attacker and the more damage you can inflict. The way GURPS combat functions combatants go in order of decreasing Basic Speed (e.g., Basic Speed 9.25 goes […]
Continue readingTriple Threat: Marrowsucker
Marrowsucker Marrowsuckers are large, salamander-like creatures that resemble komado dragons with hooked, needle-like teeth. Their long, whip-like tails end with a bony protrusion that the creatures habitually rake across hard surfaces (mostly rock) to sharpen. This protrusion is attached to a series of ligaments and biomechanical “gears” that allows for it to be […]
Continue readingCarpe Blogiem: End of Blogcation 2015
The blogcation is at an end. in summary: Reason #1: Solved! The man I call father had a stroke in early September, It was pretty bad. It was terrifying. He’s since come through it with a speed the doctor’s are calling a miracle. He’s stubborn that way. Within ten months all of his facilities will […]
Continue readingBoil and Bubble: Magical Styles – Luna di Fiamma
GURPS Thaumatology: Magical Styles is probably one of the most groundbreaking books on standard magic that has yet to come out for GURPS 4th edition. It describes various ways to tweak standard magic into a more flavorful – yet formulaic – way. The following magical style works best for a contemporary campaign, but can fit […]
Continue readingTriple Threat: Demonic Facade
Today’s special is similar to the previous patrons-only Triple Threat (the Whispermen) in that it came from an idea I had. Why do we wear masks? I know it dates back thousands of years, but why? What do masks do? Do they hide you from something? Or does it let you hide from everyone… …if […]
Continue readingGURPS101: Lens for Bard – The Meistersinger
My other half’s favorite “class” is bard. She loves playing bards no matter the system and when she came to me and asked if I could help her make a “meistersinger” for GURPS Dungeon Fantasy I couldn’t say no. So here’s what we came up with… …if you’d like to read more, consider becoming a patron! (If […]
Continue readingGURPS101: The Fifth Attribute
I like to toy around with game mechanics when I create campaign settings. It allows me to make a campaign setting feel unique and give it its own flavor. The rules for a single attribute for all paranormal powers came to me after a discussion on physics (of all things) and how you might apply […]
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