Guest Post by +Asta Kask aka Anders Starmark What if magic returned? What if it never went away? How would magic interact with the post-apocalyptic world? Are magic and technology antithetical or are they capable of enhancing each other? The most important thing to figure out is probably what magic system to use – GURPS has a […]
Continue readingTag Archives: After the End
The Hurt Locker: Shelter Building After the End
GURPS After the End 2: The New World presents several new rules for surviving in the wastelands. “Survival at the End” from Pyramid #3/90: After the End gives even more guidelines and options for survival. Today’s Hurt Locker installment is all about building shelters when you don’t have adequate gear…. …if you’d like to read more, consider becoming […]
Continue readingDesigner’s Notes: Survival at the End
“Survival at the End” was something I’d conceived pretty much on the fly. I had a tight deadline and I knew I’d need to use at least half the time I’d been allotted to let my revisors chew on it. Luckily, one of the the things I’m knowledgeable in is various hunting and survival techniques. […]
Continue readingTriple Threat: Crocoroach
Crocoroach That’s right. It’s part insect, part reptile. It’s all nightmare. Maybe a wizard did it. Maybe a mad scientist. It doesn’t matter who did it you got to deal with it now, and really, that’s just not fair. The size of a small cat, the crocoroach is a consummate omnivorous scavenger. Usually found only […]
Continue readingGURPS101: Expanded Long-Term Fatigue Rules
So the wildly anticipated and long awaited GURPS After the End by +Pk Levine is finally out. +Douglas Cole has a review up here that’s rather good. But I want to concentrate on one particular aspect of the book: Long-Term Fatigue Points. The concept is simple: don’t eat, don’t sleep, don’t drink, etc. and you lose the ability to […]
Continue reading