Showing posts with label GURPS Fantasy. Show all posts
Showing posts with label GURPS Fantasy. Show all posts

Thursday, June 1, 2023

Artifacts of Legend and Artifacts of Saga

 Gaming Ballistic, a third party publisher for DFRPG (Dungeon Fantasy Roleplaying Game) by Steve Jackson Games has a new kickstarter.

Artifacts of Legend and Artifacts of Saga

YouTube interview

So after my last post Gaming Ballistic sent me preview copies of these two supplements. It was a courtesy to me so that I could evaluate whether or not I should reference these in my next supplement which I wouldn't be able to do if I didn't see it until I get my production copies.

First off, let me say that the production value is as awesome as I expected, The items are not just stock "extra damage" weapons or basic armor but interesting weapons, armor, and other things. Each item gives a description, art, history, abilities, and adventure seeds. None of that is a surprise as I have purchased most of Gaming Ballistics GURPS products so knew what to expect. They always deliver quality and detail.

What I was most interested about though was the bound spirit rules.  Its for DFRPG so I wasn't expecting much as thats a slimmed down version of GURPS with a lot of mechanics hidden under the hood. The rules are the same, so its all compatible but the Dungeon Fantasy RPG tends to bury the mechanics so its easier to play.

Would these new rules be just a paragraph and a random item generator?

Well it turns out they are several pages (in both books, different rules focusing on different things) and rather interesting. The rules were written by Douglas, who tweaked a few things from Thaumatology and expanded and added stuff  of his own. The published rules here are simple and easy to understand

Legendary Possessions

As the kickstarter preview tells us this is based off the Named Possession perk from GURPS Thaumatology, which I think was based off GURPS Fantasy, maybe even earlier material. However it expands and combines a few things and then provides several "powers" for items. Accuracy to help hit your foe, Adjustable so it works for different size people, etc. In fact I count 7 pages of these abilities :) Need something new and quick? Several pages for randomly generating items are also included.
I always liked those rulesd and am glad they got some fresh exposure and some updates.

Spirit Binding

This is in Artifacts of Saga and my preview copy is less far along, no bookmarks for example. So I wont give page counts. This section justifies a mention in my upcoming supplement.
It includes how to make and break these kinds of items, as well as good flavor rules for how they work.
Also some consequences for using for example demon bound items.
Douglas came up with a new GURPS Magic spell to help here.

Ley Line Motes

Making a magic item in a place of power is perhaps an uncommon trope but one I really like and there are some short rules for that here too.

Summary

If you have any interest in fantasy gaming you will get value out of these books, even if you do not play GURPS the items include enough detail that they can be readily ported into most fantasy games.
I look forward to getting my production copies!
As a RPG player and supporter I recommend buying quality new product to encourage the best producers to keep producing and giving us what we want. Their profit margins are slim and we see many fail or give up for more profitable careers. If we want quality we need to support those we like so they can survive and grow to keep giving us what we want.
You can wait and buy these things later, after they funded and from the store. But early purchases are what really drive publication.
And Gaming Ballistic does not disappoint on quality.



Wednesday, May 31, 2023

More Magic items!

 Gaming Ballistic, a third party publisher for DFRPG (Dungeon Fantasy Roleplaying Game) by Steve Jackson Games has a new kickstarter.

Artifacts of Legend and Artifacts of Saga

Production quality for this company is always top notch and I personally am interested in the rules for spirit bound items and any new (or even reused but tweaked) ideas for making magic items in GURPS.

Sadly it will come out well after I send in my revised final draft of GURPS Template Toolkits: Spirits so I don't know if I should reference these new books in my supplement.

However, even if the rules are things I already have seen in say GURPS Thaumatology I expect some interesting unique items that can be dropped into any Dungeon Fantasy type campaign.

And definitely some fun art and descriptions!

Douglas Cole sent me a preview of these two books as a courtesy since I am an author and he saw my post. I'll post more tomorrow but after a brief skim stand by my assertion that the production quality of this product is awesome!!

Wednesday, January 19, 2022

Insiders Peek: Nordland Bestiary

 Douglas Cole of Gaming Ballistic launched a kickstarter for a full color bestiary for the Dungeon Fantasy Roleplaying Game (Powered by GURPS). I knew from prior experience this was going to be a very good book and went in as much as I could afford, even adding the VTT tokens for Foundry as an add-on though I don't have a license (I'll give my copy as a late Christmas present to someone who does). Also bought the hard copy as I know it will be excellent in quality and appearance, even if I am unlikely to be playing face to face instead of over the internet. His products are just that good and well worth supporting!

The author shared a preview copy with some people to get feedback and gave me permission to post this sneak peak.

Overall Impression

As expected the layout is very nice! I like that each entry gets a good picture and each picture includes a shadow of a Viking to help scale things. The descriptions, stat blocks, and summaries all are easy to read and pleasing to the eye. Also included is just enough humor to make reading it fun. The way an entry is laid out it will be very easy to just turn to a page and have the relavant information jump out at you. The addition of the creature reference cards, standup art, and Foundry tokens will also be very useful in helping the GM and players get a fast feel for each creature.
As should be no surprise to anyone who has bought material from Gaming Ballistic, were getting good value for our money here!

Introduction

Honestly? This was a pleasant surprise!  I expected the standard bit, but what I saw was so much more useful and fun. As this is for a specific setting the author was able to tailor some things. The "Not Norse Mythology" cosmology section was brief but gave a good feel for the Nine Worlds and had me thinking for a moment "I didn't realize the void was like that!"  The entry blends together the Lovecraftian Elder Things into the setting in a very fitting manner that suits the mythology. The origin and function of each of the Nine Worlds works well and is very evocative, while being fairly close to the source mythology as I recall it.
But you know what really stood out and made me take notice?
The section on faerie and how it blended with Irish and European folklore as well as common tropes into what feels like a cohesive cosmology.  Also the trait descriptions for various advantages and disadvantages really works for me. It made me want to play in the setting.

The Creatures

The bulk of the bestiary is of course the creatures, and I have only seen up to the letter E in the sneak peak. 
  • Aesir: What would a Norse bestiary be without some Aesir? So far only the Dark Pack are here but boy do they stand out as fearsome and fun foes! Not just wolves, but undead wolves that keep coming back!
  • Alfur and Faerie: We get some standards from folklore but also some new, or at least relatively unknown critters as well. Further the examples fit together in a way that gives is chaos and diversity, yet flows well enough that new creatures are easily inspired. Frankly, they just make better sense as a whole than I have often seen.
  • Animals: Each animal entry covers several known species, typically with a collage of pictures. Animals are often overlooked but they provide not only low level foes but also useful companions and background. We have the staples here, and a few odd ducks that you wont always see.  Also of course there are dire and giant versions.
  • Demons and Elder Things: They have a set place in the cosmology and we get to see some interesting and scary varieties.
  • Dragons: A nice variety here too, with more to come; These are typically creatures of Jotunheim and come in a good variety of scariness.
  • Elementals: They hail mostly from Nifleheim which I found an interesting choice and contrast with the typical elemental and para-elemental planes we see in That Other Game.
I wont go into detail on the specific creatures, we have so many good ones and some nice creatures to bring a gleam to any DMs evil or appeal to the avarice of most delvers.

Summary or Buy This Now!

This project promised a great deal, and no surprise its delivering on that promise. I am confident that not only is it going to be well worth my money, it will help generate even more goodness for GURPS, The Fantasy Trip, and Dragon Heresay in the future.

Tuesday, November 23, 2021

Nordland Bestiary, Fantastic New Book

 

GURPS has several monster books already, but what it does not have for Fourth Edition is a really big general monster manual. That is about to change!

Douglas Cole and Gaming Ballistic has just put on Kickstarter a bestiary for the DFRPG (basically Dungeon Fantasy powered by GURPS).

If it funds (pretty much a sure thing) it will be 128 pages of animals and monsters, including many of the classics and most useful ones.  If it meets all stretch goals (and I really hope it does) it will be 240 pages!

Every critter has art so you know what it looks like and a nice description, not just a stat block. So you not only know what they  can do but how they fit into the world of Nordland (Norse themed fantasy setting that Gaming Ballistic publishes) and of course they can easily be ported to other settings.

In fact since many are classic creatures they can be used to run a lot of published modules and adventures for other game systems.

I have purchased all of the GURPS material from this company and some of the TFT material and its all quality. Besides the book in PDF and hardback a number of add on's will be available, including standing cardboard figures and combat reference cards.

Any further questions? Pop by the Discussion thread and ask them!

Thursday, February 18, 2021

Pyramid Scheme: Fantasy Issue

 So the kickstarter is out and at this point most backers have their copies of the three issues. This is my review f the Fantasy issue.

Other reviews are listed here. Mailanka and Dungeon Fantastic

Toxic Grimoire

This introduces the Poison college for GURPS Magic with 40 spells, most of them new to this issue and a handful of existing spells from other colleges. There are some really neat and innovative spells here and if your a fan of GURPS Magic this is a very nice addition.

Utatsumi

This is ideas for poem magic and is heavily influenced by Japanese lore. It discusses the metaphysics behind poem magic and some specifics for Japanese culture and how it could influence these mages. It is not a new magic system but provides ideas for working with GURPS Magic, Sorcery, and Ritual Path Magic.

The Demonic Temple of Felltower

This is a Dungeon Fantasy adventure. I wont go into details as that would be a spoiler.

Healing and Purification Ritual Path Magic

A collection of premade spells for the Ritual Path Magic system. One of the reviewers wondered what is the point of building spells for a flexible magic system. The thing is that while anyone could come up with these spells that doesn't mean they would. Christopher Rice made several spells nd they are playtested (I'm in a campaign that used them) so they have had a chance to observe and address any unforseen consequences. Also just as with spells as powers someone else building them saves the reader time and may be done in a way that reader would not have thought of.  The Succor spells in this issue for example are done in a way I would not have thought of.

Fraxinetum

A historical location in southeastern France in the late ninth century. Like all of Matt Riggsby's stuff it is well written and researched.
Basically the story is a small band (reportedly) took over a castle almost by accident. Very useful fodder for adventurers doing the same in your campaign!

Tactical Looting

This is ideas for a dungeon run on the clock.  Resource management is essential to much adventuring, yet many dungeons let you rest between fights and bypass that problem. Kromm gives lots of advice for these speed runs and even if your not into that the "How Long Does it Take" section gives handy times for certain common delving activities.

Stilpnotita, the City of Lamps

This is a city on the elemental plane of earth and its an interesting base for adventurers. Basically a settlement in a large cavern lit by lots of lamps, from whence it gets its name. It is in my opinion really well thought out and has some useful ideas.

Supernatural Energy

This is my article so I'll refrain from offering an opinion and just say what its about. It is two sections, the frst takes a fresh look at Magery and imagines how it could have been built if it were designed for GURPS Fourth Edition from the ground up instead of being relatively unchanged from the original GURPS.  Also looks at how to make Magery work better for powers based magic such as Sorcery.  The latter is mainly ways for mages to cooperate with each other and duplicate feats possible in various magic systems. The second portion focuses on tapping external energy such as ley lines, fires, storms, etc. I was inspired by psychic vampires and shows such as Lost Girl so tapping emotions are also referenced. I use a lot of this material in my Chalice World setting, for Sorcery and Vampires.

Pandemonium

An alternate earth setting where the landscape is littered with demons, both petty and powerful. A lot of reference to GURPS Infinite Worlds but really it can be used as a standalone setting concept or inspiration. I found it interesting, though obviously incomplete due to space limitations.  Maybe it will get its own supplement.

Fusion Alchemy

Christopher Rice keeps adding to and tweaking his Metatronic generator rules and this time its adapted for alchemy.  Good article and can be ported into other genres as tech or supers based drugs.

The Cube

An interesting puzzle room. Basically its a cube that rolls around inside a larger cube and you have to maneuver it next to a wall in the right position for a door to match up.

Random Thought Table (Lack of Speed Kills)

This is some really good GM advice for helping keep the game moving along.  Probably worth the price of the issue all by itself as odds are you have run or played in campaigns where this would have been helpful.

Overall I loved this issue and can't wait to see more feedback on it and the others.  If things go well this may be an annual thing.  I will point out as an author on the project, we had specific guidelines on how long each article had to be.  Several articles would have merited much more space, while some were a concise and natural fit at the targeted word count. With good feedback on the SJG forums and purchase of issues when they eventually go on sale for those who missed the kickstarter we may see some of these get more detail.

Monday, March 23, 2020

Building a GURPS Setting 1: Fantasy

My favorite thing about GURPS is its flexibility and one of the parts of that is its not tied to any specific setting. However,for some people thats a drawback because they are used to integrated settings and many GM's do not have the time to design their own setting. I have previously put some of this information on the following pages of this blog


Official Settings

There were a LOT of Third Edition licensed settings, unfortunately most of the licences have expired and those books are no longer in distribution, hence not included in this list.
  • Banestorm is the update to the Third Edition Ysgarth setting. Basically its a fantasy world with several transplanted cities from earth and elsewhere. Several books make it one of the most supported GURPS fantasy settings.
  • Conan A licensed Third Edition supplement that is easy to convert to Fourth Edition if you want to play in the Age of Hyboria!
  • Nordland Reviewed by me here this is basically a fantasy vikings setting.  Its pretty cool, produced by Gaming Ballistic under a Third Party licence and offers several books with a steady supply coming. High quality art and content, if I wanted to run a setting without making one up this is a very strong candidate. Its written for GURPS and d20 so pay attention to what book your buying
  • Historical's: GURPS Third Edition had a number of historical books published and while stats will need to be converted they provide great information, focused on a gamer's point of view.

Mix it up settings

This are partial settings, rich in detail but not a fully developed or mapped world. As such they can be dropped into many fantasy settings.

Making Your Own Setting

This is really my favorite part of running or playing in GURPS, the toolkit approach lets a GM create whatever world they have in mind without being restricted by system mechanics.
GURPS Fantasy is the starting book. If you already know what you want and are experienced at world design much of this material will be less useful to you. However there is a lot of material here and even experienced world builders are likely to get something out of it.
GURPS Religion is a Classic or Third Edition book discussing various religions and how to design your own. This book is very light on stats so using it in Fourth Edition requires no extra effort.
  • GURPS Monster Hunters 6: Holy Hunters was not built for this genre but the chapter on real world religions is about the best your going to find anywhere. It is therefore a great book for using those religions, especially if your running a pseudo-historical setting. It also has some nifty abilities for religious types.
  • GURPS Spirits is also useful.Its Third Edition so stats will need to be converted and the magic system in it was updated and published in GURPS Thaumatology. However it has some good information and ideas for spirits.
  • GURPS Totem and Nature Spirits by yours truly deals specifically with Totem type spirits and local nature spirits. Its mostly a Powers book aimed at playing a type of spirit based character but has some material to add flavor to a shamanic setting.
GURPS Low-Tech and its expansions help develop the science side of your world and provide details for how long it takes to build things, whats available, etc. Like with everything but the Core Rules you do not truly need these books to play but, wow they sure can add depth and detail to your world!

GURPS Adaptations provides guidelines for converting books or movies to your own GURPS setting.
GURPS Template Toolkit 2: Races gives guidance and tools for building your own races.

Summary

With GURPS you have most historical periods already covered, a few unique fantasy settings, and rich tools to design your own fantasy worlds from scratch or based on your favorite book!




Thursday, January 16, 2020

One With the Land

The idea of a lands ruler being tied to the land so that the health of each are connected is an old one. GURPS Fantasy first proposed this as a variation of Special Rapport "The Kings Two Bodies". Freelance Christopher Rice took that a few steps further in this blog entry. this effort is great for the local druid or protector, though the area is too small to reflect a typical ruler.
Another version called Divine Monarch [30] is in Blessed Be, Pyramid #3/78 Unleash Your Soul.

Attuned to the Land
40 points
You have the ability to sense the health and status of a territory you claim and assume responsibility for. You can also exorcise spirits from the area or those in it. The process takes a week and requires travel and observation of the entire land. Optionally ritually prepared materials from various areas can be brought to the new ruler, common in large kingdoms with local rulers who may have the same ability. Once the attunement has taken hold the ruler has the benefits of Special Rapport (p. B88) with everyone and everything in the area that considers themselves a resident. So it does not cover strangers or visitors, though the user would know by the lack of feeling they were not local. This is generally a collective perception, taking a penalty equal to the area on the Size and Speed/Range Table (p. B550) as per the Area Perception modifier, though this can be focused to smaller areas or individuals as desired.
Statistics: Licensed Exorcist [1] + Special Rapport (Area Perception, +300%; Cosmic, Universal Truth, +100%; One Way, +20%; Onset, 1 week, -40%; Reliable +10, +50%; Transferable, +250%) [39]. 40 points.
Note: Using it to sense the collective whole has precedent in published material. Letting it focus down to smaller areas is a trivial extension of that, though focusing on individuals is perhaps a bit too much a stretch for some. On the other hand we are talking about +400% in Cosmic for this ability, so there is that. If the reader prefers those modifiers could be dropped and various the Empathy advantages added as alternates as focus changes.

Area Perception is from GURPS Powers: Totem and Nature Spirits for clairsentience and Detects.
One Way and Transferable are from GURPS Powers (p. 77-78).
Cosmic, Universal Truth is from Blessed Be, Pyramid #3/78 Unleash Your Soul and is pretty similar to the True Sight enhancement in Powers.


Additional abilities are often associated with this and if they only affect or work within the area they can be purchased as alternative abilities, though this temporarily blinds the normal supernatural sensitivity. These abilities often include: Absolute Direction, Clairsentience, Common Sense, Energy Reserve (Slow Recharge, 1 day), Enhanced Move, Hard to Kill, Healing, Higher Purpose, Intuition, Luck, Oracle, Precognition, Psychometry, Regeneration, Serendipity, Speak With Animals, Speak With Plants, Telesend, and Terrain Adaptation.

Wednesday, January 15, 2020

Totem Powers - Imbuements

I have looked at Imbuements but never played them, though that is about to change. I will be playing a Mystic in one game and have been playing a powers based shaman in another for awhile now. Shadow Speaker relies on Afflictions, Totem-Bearer with Horse and Raven, and tokens for Bear, Dove, and Turtle. This gives him a decent mix of abilities which I have used to fine tune a few things.
However, I have been looking at ways to improve the buffing role and with the thought going into the Mystic of Horus I have some ideas on Imbuements to go along with GURPS Powers: Totem and Nature Spirits.

So here are some ideas on what Imbuements fit specific totems. This list is drawn from GURPS Power-Ups 1: Imbuements and several Pyramid issues. Remember whats appropriate is up to the setting and the GMs interpretation, some are pretty obvious, while others are more of a stretch. So these are just some ideas.

  • All: Dancing Weapon, Ghostly Weapon, Healthful Armor, Nullifying Armor (Spirit), Returning Weapon, Spiritual Defense, Supreme Control, 
  • Most Birds: Aerial Operation, Arching Shot, Far Shot, Guided Weapon, Homing Weapon, Stabilizing Shot.
  • Baselisk: Acid Weapon, Corrosive Strike,
  • Bear: Crushing Attack, Forceful Blow.
  • Beaver: Aquatic Operation,
  • Cougar/Puma: Agile Operation,
  • Coyote: Arching Shot,
  • Deer: Agile Operation,  Hasten Vehicle, 
  • Dolphin: Aquatic Operation, Crushing Attack, Ramming Vehicle,
  • Dove: Dazzling Display,
  • Eagle:  Impaling Strike,
  • Electric Eel: Electric Weapon, Fulminating Strike,
  • Elemental (Air): Imbue 1 – Deafening Display, Supreme Control, Thunderous Defense. Imbue 2 – Arching Shot, Far Shot, Guided Weapon, Returning Weapon. Imbue 3 – Electric Weapon, Insulated Armor.
  • Elemental (Earth): Imbue 1 – Crushing Strike, Lighten Armor, Reinforce Weapon. Imbue 2 – Reinforce Armor, Shattershot. Imbue 3 – Blunting Armor, Impenetrable Armor, Padded Armor, Penetrating Strike.
  • Elemental (Fire): Imbue 1 – Ghostly Weapon, Spiritual Defense. Imbue 2 –Annihilating Weapon, Burning Strike, Blinding Defense, Dazzling Display. Imbue 3 –
  • Fireproof Armor, Incendiary Weapon.
  • Elemental (Water): Imbue 1 – Rigid Armor, Stealthy Attack, Subtle Defense, Underwater Strike, Imbue 2 – Fatiguing Strike. Imbue 3 – Binding Shot, Chilling Strike, Impaling Strike, Restorative Armor.
  • Elephant: Animate Vehicle, Armored Vehicle, Crushing Attack, Forceful Blow, Lighten Armor, Ramming Vehicle,
  • Hippopotamus: Armored Vehicle, Ramming Vehicle,
  • Horse: Agile Operation, Animate Vehicle, Efficient Vehicle, Hardy Vehicle, Hasten Vehicle, Tireless Mount,
  • Hummingbird: Agile Operation,
  • Marten: Bank Shot, Clinging Vehicle, Impaling Strike,
  • Mole: Stealthy Attack, Underground Operation,
  • Octopus/Squid: Telescoping Blow.
  • Otter: Aquatic Operation,
  • Owl: Stealthy Attack,
  • Peacock: Deafening Display,
  • Porcupine: Vengeful Defense,
  • Raven:
  • Snake: Drugged Weapon, Envenomed Weapon, Sudden Death, Toxic Strike.
  • Songbird:
  • Spider: Binding Shot, Envenomed Weapon, Sudden Death, Toxic Strike, Vampiric Weapon,
  • Turtle: Armored Vehicle, Dancing Shield, Impenetrable Armor, Widen Shield.
  • Wolf: Crippling Blow,
  • Unicorn:

Working List (Not every published Imbuement is included and several arent used in the lists above)

·        Acid Weapon, Aerial Operation, Agile Operation, All-Terrain Operation, Alluring Vehicle, Animate Vehicle, Annihilating Weapon, Aquatic Operation, Arching Shot, Armored Vehicle, Bank Shot, Binding Shot, Blinding Defense, Blunting Armor, Burning Strike, Chameleon Vehicle, Chilling Strike, Clinging Vehicle, Conic Blast, Continuing Attack, Corrosive Strike, Crippling Blow, Crushing Attack, Cutting Strike, Dancing Shield, Dancing Weapon, Dazzling Display, Deafening Display, Drugged Weapon, Efficient Vehicle, Electric Weapon, Energizing Defense, Envenomed Weapon, Expand Armor, Far Shot, Fatiguing Strike, Fireproof Armor, Forceful Blow, Fulminating Strike, Ghostly Weapon, Guided Weapon, Hardy Vehicle, Hasten Vehicle, Healthful Armor, Homing Weapon, Impaling Strike, Impenetrable Armor, Incendiary Weapon, Insulated Armor, Lighten Armor, Multi-Shot, Multistrike, Nullifying Armor (Spirit), Padded Armor, Penetrating Strike, Phantom Hold, Phasing Vehicle, Piercing Strike, Project Blow, Ramming Vehicle, Reinforce Armor, Reinforce Weapon, Resilient Armor, Restorative Armor, Returning Weapon, Rigid Armor, Self-Repairing Vehicle, Shattering Shot, Shockwave,  Sovereign Armor, Spiritual Defense, Stabilizing Shot, Stable Vehicle, Stalwart Vehicle, Stealthy Attack, Strike of Negation, Stupefying Blow, Subtle Defense, Sudden Death, Superior Life Support, Supreme Control, Telescoping Blow, Thunderous Defense, Tireless Mount, Toxic Strike, Transform Vehicle, Traumatic Blow, Underground Operation, Vacuum Operation, Vampiric Weapon, Vengeful Defense, Widen Shield, Withering Strike

Tuesday, October 22, 2019

House Rule Advantage: Energy Transfer

In some supers and fantasy fiction a being can transfer energy to another or power a device.
There is no real obvious way to do this in GURPS.

  • DR with Absorbtion lets you regenerate HP or FP.
  • Healing lets you spend FP to heal others HP (or other injury).
  • Leech lets you drain someone elses energy to heal yourself.
  • Regeneration can be bought for FP.
Those are good options for taking, not giving.
You can use an Affliction or Affects Others to let someone have one of the above abilities but that requires them to use it. Doesn't work too well if your charging up a battery or something and it just doesn't have the right feel.
So what do we do?
Healing and Leech could just be hand waived as new advantages that reversed the effects.  Healing would let you transfer any amount of FP to another, while Leech is limited to 1 FP per level.
The latter feels the best to me so here is a variant totally not cannon advantage.

Energy Transfer

25 + 4/level
You can transfer your energy to an unresisting or helpless subject. This requires touch on a willing subject or a grapple on an unwilling one. The energy must fit a specified source and can only transfer energy to beings or objects that can contain the same energy, this includes Energy Reserves.
It costs the user 2 FP per FP the subject receives, and is limited to 1 FP received per level per turn.
Examples Sources: Chi, Divine, Heroic, Magic, Spirit, Vitality (normal FP), and mundane sources such as electricity.
Modifiers: 
  • Efficient Transfer, +25% allows you to transfer on a 1 to 1 basis.
  • Hazard, varies. can restore FP lost to the specific hazard (Dehydration, lost sleep, suffocation, etc,) in addition to normal FP loss. Use the typical modifier for Hazards and halve it (round up).
  • Malediction, varies. Your able to concentrate and gather the energy around the subject instead of shooting a beam. Use normal Malediction modifiers, Ranged is not required, as it is for Leech.
  • Range, +40% allows you to project a beam of energy over a distance, uses normal range modifiers and can be increased with the normal modifiers.

Tuesday, September 17, 2019

Mantles, Supernatural Titles

In the Harry Dresden series of books the author introduces something called "Mantles". The concept is not original to that series (Piers Anthony's Incarnations series is another example) but I credit it for giving a good example of the concept.
A Mantle is a unique title that can be given to an individual, granting powers and personality changes. Examples are Mother Winter, Winter Queen, Winter Lady, and the Winter Knight with corresponding versions for the Summer Court.
These can actually be built in GURPS using the Spirit Vessel rules from GURPS Thaumatology, or the Totem-Bearer rules from GURPS Powers: Totem and Nature Spirits.
Some tweaking of the power modifiers may be needed but this ability is well represented by the Alternate Form advantage.
The Winter Knight mantle for example can be removed for ignoring or violating "Winters Law" and grants several traits and personality changes. Since the personality changes over time I would probably use the Spiritual Distortion rules from GURPS Thaumatology or the Corruption rules from GURPS Horror which are essentially a refined variant of the distortion rules from Thaumatology.
As a mantle is designed to be worn most, if not all the time it fits Totem-Bearer better than the more exhausting Totem advantage from GURPS Horror: The Madness Dossier or GURPS Monster Hunters: Holy Warriors which add an ongoing FP cost. However the Requires Skill Roll is inappropriate for Dresden Mantles  (though might work for other concepts), and Shamanic, Mediated works but might be renamed.
Mantle Modifiers

  • Shamanic, Mediated, -5%
  • Corrupting, -20%
  • Reduced Time 5. +100%
  • Total +75%
Thus a Mantle costs 27 points plus it's pool cost.

The granted abilities of the new form are not entirely known but for the Winter Knight probably include High Pain Threshold, Heroic Reserves, a magical ER limited to winter powers and perhaps other toughness related traits. Note that it does not need to include a healing ability as he seems to heal normally (though Wizards heal a little faster in the setting) and as an Alternate Form it swaps out the paralysis he has in his normal form.


Monday, June 24, 2019

Manasynthesis

I have had a few of these for my Chalice World setting but the venerable TBone issued a challenge so here is my response and a listing of plants that rely on mana for energy instead of light.
Unless noted otherwise the ambient energy they gather is not large enough to affect the local mana level. They do tend to grow better in areas of higher mana levels and along dragon or ley lines.

Mage Moss

This white moss grows in thick clumps and sheets, particularly in damp and dark conditions. It is valued by alchemists as its easily harvested and ground up for use as a base in potions.

Mage Stools

This fungus sprouts quickly in areas where mages have recently cast multiple spells. The turbulence in local mana from frequent spell casting seems to be especially friendly to this fungus. They are a serious problem for spell casters and cause a -1 penalty to normal casting and a -5 penalty to ceremonial casting, including enchantment. They are also highly resistant to spells and enjoy a +5 resistance to regular spells cast on them.

Glow Flowers

These flowers come in many varieties and use some of the mana they gather to attract insects and other animals. This helps spread their pollen to other caves.  The light they provide is pretty dim, each flower is about a candles brightness but a cavern full of them can add up. Dwarves and other subterranean dwellers will breed them in a variety of colors and plant them as decorative background lighting.

Fae Bane

This is a parasitical plant, much like a hyperactive mistletoe and is a threat to magical creatures. Once in contact it slowly siphons off innate magic draining 1 point a minute from magical ERs and making casting very painful (treat as Agony). It requires little water or nutrients from soil and can live for days off a magical source even if uprooted.  Used by some to shackle mages.

Wednesday, June 19, 2019

Review of Dungeon Fantasy Monsters 2

As Preorders close on June 23 I thought now would be a good time to review this book. Before I do so here is another review to give you a second look. Dungeon Fantastic another review by Blind Mapmaker

This book has 24 monsters, each with a picture and 2 pages of text.  Some are old classics like Giants, Stirges, Chimera, and the Naga.  Others are new monsters. The book is based on stock art so some will look like classic monsters from various games but are given unique and often exciting life here.
Each monster has stats,and many have a special attack that is well described in the text. The text also includes adventure seeds (I think all have 2) which helps the GM quickly drop them into a campaign.

Most of these are rather tough, if not boss level, and the variety is enough that something here will be good for any DF type campaign. Some are pretty creepy and most have enough flavor to amuse me and add to a campaign.
For an idea of the contents here are the monster by type:
Construct 2, Demon 3, Dire Animal 3, Divine Servitor 2, Elder Thing 2, Elemental 2, Faerie 2, Hybrid, Mundane 3, Plant 2, Slime, Undead 3

As a kickstarter backer I received my PDF copy a few weeks ago, and I am looking forward to my printed copy later this year. I really liked the book and hope you get yours as well.

Thursday, May 23, 2019

Designers Notes for GURPS Powers: Nature and Totem Spirits


Its been a long road but this is my first GURPS book, though hopefully not my last.
This was originally part of a much larger book, but Steven Marsh wisely suggested a smaller book for my first time. In my mind shaman and spirits are given short shrift in most RPGs in that spirits are mostly things to fight and shaman are typically just another spell caster. GURPS has the structure to do so much more and we have seen glimpses but I wanted more for my favorite system.

The Totems, there are a decent amount included, I only had to cut one from the playtest draft (rat) which was a nice urban type totem but replaced it with Dragon and Nymph at the request of the play testers who wanted more non animal totems. There a bunch of notes for others that did not get a writeup, just some short notes on their aspects.
The play testers were great, especially William Stoddard and Jon Lang who kept the discussion on the power modifier going a few days after it officially closed. They had specific concerns and because they were willing and able to discuss them objectively we managed to come up with a rewrite that hopefully works for more people than the original.

Going into this I knew I would get requests for additional totems (Octopus was one such), expected to get some recommendations to cut, and was expecting (and received) requests for more detail and lore on certain favorites. However the goal was to get in as many worked examples as possible and cover several professions and character needs.
Overall that part went better than I expected, for those familiar with the subject a lot of this can be very personal.

The Role section was added during the review and let me keep more totems than I expected and do a better job of helping GMs and players make new totems. It adds an extra step but I think keeps complexity to a minimum.

Drafts, I actually did rewrites and sent them out daily the first week.  Most would not do this, but it helped the manuscript was short and it helped me track word count and turn in the final draft faster by editing in virtually real time instead of after the test. The only playtest I have participated in that was similar was GURPS Technical Grappling where it was important to the author we saw changes quickly for improved feedback.
I tried to make it as painless as possible by noting the changes in each draft from the previous one.

Hows the Crunch?

Primarily this is a book of templates and lenses and no new rules. However I created some new modifiers, including one that addressed something I have wanted in GURPS since GURPS Lensmen!
Also added were some skill and advantage clarifications. Overall I think its pretty crunchy but still has plenty of flavor. But that is the authors opinion, whats yours?

What was changed or cut?

In the end the presentation had the most changes, with sections of text being moved around, a few things were deemed redundant and cut, other sections reworded for clarity.
The Power modifier and a few advantages received some feedback and changes but in the end they came out as I wanted but better written due to the feedback. The Role change was a nice addition and saved a lot of repetitiveness. That saved a lot of word count but also makes an easier read. The old way each Totem was a larger wall of text, good for fast reference but not as pleasant to read in my opinion.

Other Reviews

Thursday, May 31, 2018

GURPS Technomamcer

This setting was built for Third Edition but is of course still usable with GURPS Fourth Edition.
Recently Pyramid #3/115 Technomancer came out which updated some templates, added some backstory for whats been going on since it was published, and had articles to adapt it to the GURPS Action! and the GURPS Monster Hunters lines.  See my review here.
So what is the setting all about?

Technomancer

Its earth just like ours, until the Atomic Bomb was tested.  This unleashed magic into the world, though it took a second more powerful bomb for people to really start to understand what was unleashed on the world.
It uses modern technology mixed with the default GURPS Magic system but looked at with modern eyes.  Industrial magic and mass production of enchanted items is a thing.
This makes for an easy to play modern fantasy world, just use real world maps in most cases.
Since things have come through the dimensional hole and magic warps living beings a lot of the standard critters exist, though twists like Atomic Liches and radioactive zombies add a scary change.

Books like Anita Blake: Vampire Hunter or The Case of  the Toxic Spell Dump and many others could easily be adapted, in whole or in part to this setting.