So Matt Riggsby’s “GURPS Dungeon Fantasy Treasures: Glittering Prizes” came out recently (I was one of the playtesters) and it’s useful for worldbuilders in general, not just those who play Dungeon Fantasy. (See here for Matt’s Designer’s Notes.) One of the things he included there was a cool little throwaway line: “For example, if mystical techniques […]
Continue readingBoil and Bubble: Inaugural Post
Since I talk about magic a lot on my blog, I figured that it might deserve its own post.header, so today I’m launching “Boil and Bubble.” So what will this series cover? Just about everything to do with magic (except actual magic gear or enchanted items – the Hurt Locker covers that!), alchemy, magical systems, […]
Continue readingGURPS101: Alternate HP and Healing
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 […]
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