Today’s post is about the werewolves, vampires, and succubi of the Ceteri setting. These monsters make up part of the “core” of civilized supernatural beings and can be found in most cities or towns. The Forsaken One of the largest and most organized groups of nonhumans, the Forsaken refers to vampires, werewolves, succubi, and nephilim that are […]
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Carpe Blogiem: The Chronicles of Ceteri Primer – Supernatural Beings I
With the powers and history posts behind me it’s now time to talk about the supernatural creatures that reside within the campaign setting. First, this post will be broad strokes – assume that most supernatural creatures exist within the setting in some form or another. This post will concentrate on the important monsters that make […]
Continue readingCarpe Blogiem: The Chronicles of Ceteri Primer – Supernatural Beings IV
Today’s post is going to be about angels and demons. The Host Above Angels were one of the first thing God created. They were meant to both bear witness, and help Him in his works and to ease His loneliness. They are also first and foremost soldiers and warriors. They were the first ones to […]
Continue readingCarpe Blogiem: The Chronicles of Ceteri Primer – Extrinsic Magic Part II
As we were talking about in the previous installment (TBA), this post is also about extrinsic magic. The Limits of Magic I made it so magic had a few limits, things it couldn’t do no matter how powerful you were: Creation and Transformation: Magic cannot be used to permanently create or transform objects any such […]
Continue readingCarpe Blogiem: The Chronicles of Ceteri Primer – Extrinsic Magic Part I
The last of the paranormal powers posts for The Chronicles of Ceteri is extrinsic magic (it might take two or three entries to do). Extrinsic magic (called “gramarye”) is probably the most common form of magic in the Chronicles setting. It can be understand by anyone willing to learn and meet its harsh requirements. These casters […]
Continue readingCarpe Blogiem: The Chronicles of Ceteri Primer – Intrinsic Magic
In The Chronicles of Ceteri magic is broken up into two forms: extrinsic magic and intrinsic magic. Extrinsic magic is essentially ritual path magic, while intrinsic magic (often called “rote magic”) encompasses everything else. This includes racial magical powers, chi skills, imbuements, logos (magical words of power), and wyrdling aptitudes (the ability to perform a specific […]
Continue readingCarpe Blogiem: The Middle Kingdom, Post-Mortem
Let me start this post with explaining how agitated I am. The Middle Kingdom ran for exactly four sessions and then it died. I had two players withdraw from an already light group and it collapsed. I’m so angry that I didn’t see the reasons for the withdraw as clearly as I could have. I’m not […]
Continue readingCarpe Blogiem: The Chronicles of Ceteri Primer – Schwarzgerät
For the most part the universe of Ceteri is TL8 (or less in some areas). It’s a contemporary campaign set in the modern world – but that doesn’t mean weird technology doesn’t exist. Schwarzgerät is a word that means “black device” and has come to mean any sort of science or technology that uses variant, unknown, […]
Continue readingBoil and Bubble: Different Tradition – Chaos Magick
GURPS Thaumatology: Ritual Path Magic is one of my favorite systems and I love making new add-ons, micro-rules sets, and spells for it. Today’s patron special is a lens to turn regular casters into chaos magicians who rely on chance and circumstance to determine what their spells do.. . . . . . if you’d […]
Continue readingBoil and Bubble: AEON Sorcery Spells II
The second installment of Sorcery spells from my GURPS AEON supers campaign. . . . . . if you’d like to read more, consider becoming a patron! Note: the link to the actual content for patrons is here. This is now a free special open to all. Get it here.
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