My last article. The last article I would write for Pyramid . . . was not written completely by myself. I co-write it with Hal “Wavefunction” Batty. In actuality, I had written the chevalier as standalone article with lots of mount choices, new gear, and more power-ups that were not in the final draft then I […]
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Designer’s Notes: The Fifth Attribute
The Fifth Attribute began life in my campaign “The Awakening” in mid-2014. I wanted a way to tie in all the supernatural powers of that campaign setting along with a few campaign features to make a working cohesive framework. It took me the better part of a month to write it and I began with […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany II
Here’s another installment of Ritual Path Magic Miscellany – today I’m talking about extra effort, supernatural healing limits, and tracking magic. Extra Effort for Ritual Path Magic The GM may allow casters to use a form of Extra Effort with magic. If so, use the following guidelines: Agile Magic: This can only be used on external-based spells. […]
Continue readingGURPS101: Deconstruction of True Faith
So how does True Faith break down? True Faith as Pieces Parts So exactly what does this trait do and how does it do it? You have access to skills (such as Exorcism) or other traits that require the character be considered “holy.” You can cause creatures opposed to your deity’s ethics/morality to flee […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany
Today’s post is a small collection of random rules add-ons for ritual path magic designed to change the system’s dynamic and give it a bit of extra flavor. Curses! External Afflictions and RPM Damaging spells can be “external” based spells meaning the caster must succeed on a skill roll such as Brawling or Innate Attack […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany IV
Here’s another installment of Ritual Path Magic Miscellany – today I’m talking about area buff/debuffs, alternate spell modifiers, draining spells, and suspendable spells. Area Buff/Debuff Spells Having a spell that allies you to enhance your allies and weaken your enemies is a classic sort of magic – but RPM cannot natively handle it. You cannot with […]
Continue readingBoil and Bubble: Ritual Path Magic Miscellany III
Here’s another installment of Ritual Path Magic Miscellany – today I’m talking about spell requirements, renewable charms, and techbane magic. Requirements for Spells Some spells might require specific ingredients, components, gestures, or motions to even cast. To simulate this, use the following rule: If a spell requires a series of complex hand gestures or foot motions […]
Continue readingGURPS101: Those Who Help Themselves
Most religions teach at least a modicum of self-reliance – faith that your god will sustain you through your trials, but the trials themselves are up to you to endure and figure out. GURPS Powers: Divine Favor offers a fairly comprehensive framework for characters who are divinely empowered by God, gods, powerful spirits, etc. But […]
Continue readingGURPS101: Intermediate Range Modifiers
Yet another “micro-rule” – this time playing with Range modifiers for GURPS. First, let’s look at the current existing range bands: Short-Range (-1/yard like a spell, p. B239) Normal-Range (per p. B550) Long-Range (p. B241) No Penalties GURPS Powers (p. 108) says each step up is worth +50%, while each step down is worth -10%. Interpolated Range […]
Continue readingGamemaster’s Guidepost: When to Follow, Make, Ignore, Bend, or Break Rules
GURPS is one of those games where if you try to use every rule for every circumstance you’re going to create an unusable pile of crap. It’s like sticking a bunch of magnets on a refrigerator and then expecting to see what color the fridge is. You can do it – but it’s barely recognizable. So how do […]
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