Tuesday, July 10, 2018

Reviewing the GURPS Magic Default System

I am going to review the various ways to handle magic in GURPS.
Unlike most other games GURPS provides several distinct options in an effort to give the GM the ability to get a system that meets the needs of their setting. This includes most fictional works, and folklore.

First up is GURPS Magic 

This is the default system introduced in GURPS Basic and has been around with minor changes since its first edition. The concept was pretty unique for the time and to this day still has a lot going for it.
It is a spells as skills system where each spell is its own learn-able skill and spells are organized into a hierarchical and thematic grouping called spell colleges. The idea is first you have to learn simple spells before you move onto more complex ones. For example Ignite Fire, Create Fire, Shape Fire then Fireball.
Higher skill levels provide better benefits, including easier casting and the ability to absorb penalties such as range or magic resistance.
 It has no formally acceptable name, unlike later systems that needed unique names to separate them for the readers to easily know what magic system is in play. Informal names include Hawthorne magic (after a mage write up from earlier editions) and College magic for how spells are organized.

It has its own book, web page and several supplements at the time of this writing. 
GURPS Magic Plant Spells expands an existing college, GURPS Magic Artillery Spells and GURPS  Magic Death Spells provide spells by function rather than college. GURPS Thaumatology: Magical Styles gives examples and rules to create specialized mages, similar to martial arts styles. GURPS Locations: Worminghall describes a quasi medieval magical school. Also Pyramid (monthly GURPS magazine) includes many special spells. This forum post lists various sources of many GURPS Magic spells and GURPS Thaumatology offers a lot of options to tweak it for different settings. Here is a list of Pyramids with relevant articles.
3/25 Epic Magic Essential Magic
3/25 Epic Magic Quartermaster Mage
3/36 Dungeon Fantasy All Charged Up Over Magic Items
3/43 Thaumatology III Cultists of The Elder Gods (Psi and DF priests)
3/43 Thaumatology III Magic as Technological Progress
3/48 Secret Magic Eidetic Memery: Bibliomancy
3/48 Secret Magic Anything For Power (Symbol Drawing)
3/60 Dungeon Fantasy III Wizardry Refined
3/66 The Laws of Magic Thoroughly Modern Magic
3/66 The Laws of Magic The Material Difference
3/66 The Laws of Magic Designers Notes: Wilderness Adventures
3/76 Dungeon Fantasy IV Hidden Knowledge
3/91 Thaumatology III The Thaumatology of Metallurgy
3/114 Mind Over Magic EM: Glass Magic and the Specularii
3/115 Technomancer Every article in it seems to have something, spells, new options, discussion on enchanted equipment, etc.


This system really attracted positive attention from a lot of my D&D friends at the time, though some twenty years later it has garnered its share of critics. Here are some of the talking points.

  • Creating new spells: Some complain its too hard to create new spells, though it has about two pages on creating new spells, with additional material in GURPS Thaumatology. Some eyeballing is needed but I do not find it hard to do.
  • Some spells are very powerful and many can break the standard medieval fantasy economy. If you think about it this is true of any magic system, though most spells can be learned well enough that a mage could cast them for hours, over and over again. This typically takes a specialist who focuses on one or two signature spells with the rest as backup or out of combat spells. There is advice on banning certain spells or fiddling with duration to address these concerns. The Wizardry Refined article in Pyramid #3/60 is a great source for this.
  • Mages can invade other character types niches. Since there are no character classes this is less an issue than you might think, and in fact most character types could learn a few spells to help them out. However mages in GURPS can be Swiss army knives with a spell for nearly any situation. Magical Styles or templates such as the Dungeon Fantasy line or the Dungeon Fantasy Roleplaying Game simply prohibit certain spells to deal with this.
  • This system works best for low powered to cinematic games and tends to become overpowered at higher point totals. I learned the hard way not to allow this system in my Supers games :)
  • Mages dont deal enough damage, either compared to cinematic warriors and scouts, or  modern and space opera weapons. Most who make this complaint haven't actually bothered with the math or tried to think creatively. First up a mage is versatile in combat so its fair to have a trade off for that versatility compared to someone who has more limited options. Most people think of a missile spell such as fireball or lightning bolt when making this statement. An archer has to carry a bow and use up arrows, the mage just needs to rest up or cast spells at no energy cost. An archer will do 1 or 2 dice of damage, a warrior could do several dice in a cinematic game but of course have to get in close. A mage who has a signature missile spell does on average 1d per 1 fatigue point they put into it and they reduce that by 1 point for skill 15, 2 points for skill 20 (extreme skill but comparable to a swashbuckler or scout) or 3 points for skill 25.  So a mage with fireball 20 can cast 1 or 2d fireballs over and over again. This takes 1 turn to cast then another to throw it at the target which is slower than a cinematic archer. So the mage is weaker at damage per second! On the other hand when your up against a heavily armored foe the archer cant increase their damage by much if any, while the mage can easily do so,  The mage can charge up the missile spell up to their level in magery per turn for up to 3 turns. That means with magery 3 (pretty common for cinematic mages) and skill 20 can fire a 2d fireball every other turn at no energy cost or power up for a big 9d fireball at 7 fatigue cost for three turns and toss it on the fourth. He wont be doing that often but that is a LOT of damage, more than most modern small arms, including blaster rifles!
  • Mages are versatile in combat. Missile spells are the obvious choice, and most mages should have 1 or 2 at skill 15+ as they work at pistol to bow range. Jet spells are great for melee combat as they can be maintained from turn to turn and can have the range of a pole-arm yet still work if your opponent closes. Area spells  cost a lot of energy but can control the ebb and flow of combat. Regular spells are the typical bread and butter and are the classic "Save or Else!" type spells and can sleep, stun or worse to a foe. Move and Shape spells can control the environment and obstruct paths or create openings.
  • Changing the paradigm: There are a lot of published tweaks available for this system to help the GM get it just right for their own setting. Ritual Magic replaces individual spell skills with college skills so they are more versatile on fewer character points. Mass magic allows casters to group up to cast bigger spells. Mana levels can be adjusted to make magic easier or harder. Material Magic, powerstomes, power objects and Energy Reserves help extend the number of spells that can be cast. Threshold Magic encourages more powerful spells but fewer castings by rationing the energy per day rather than relying on personal fatigue. The system can be used as the basis for rune or symbol magic.
To summarize, GURPS Magic is a pretty versatile system that gives casters a lot of flexibility and power and is easy to use in play.  There are also a lot of published options for customizing and it has a very large spell list. However it can be too powerful for some settings so it wont be right for everyone.
Thank you for reading this entry and I hope it gave you a good feel for just how versatile GURPS Magic is,

Monday, July 9, 2018

Air Force One turned into a touristattraction

From Buzzfeed, Trump has found another way to use the Presidency to line his pockets at taxpayer expense. Of course the GOP does nothing about it.
We have to vote in independents or democrats to replace the GOP in November!
Brand New Congress and Justice Democrats are our best hope to save the country from the current and worsening corruption that plagues it.

Saturday, June 30, 2018

Tarrifs, Good or Bad?

A Tariff is a tax on imports or exports, and since it is on the goods it amounts to a sales tax.

The price for the product or goods its is made up of goes up and that means the consumer pays more for it.

When a Tarrif Makes Sense

  • Protecting a domestic industry from foreign competition. If people have to pay more for a foreign product they are more likely to buy local products. In this case the government is telling and trying to force consumers what they should buy.
  • Protecting a vulnerable domestic product while it retools or rebuilds. This is like the above but the argument is for a short term tax to help give an industry time to adapt to a changing market,
  • Sanctioning or punishing a country by hurting its industries and thus citizens. This can make sense if, and only if your the majority customer and they cant just sell to other countries.

When a Tariff Does Not Make Sense

  • Imposing a Tariff on a country without international support. If the country your trying to punish can easily sell elsewhere your not hurting it and instead your hurting your own citizens by making them do without or pay more.
  • Imposing Tariffs on countries that you sell stuff to. This gives them the opportunity to impose counter tariffs and now your hurting your own consumers AND your own industries as they lose sales and likely lay off workers.
The issue is really not that complicated. Tariffs are usually a bad idea, though there are some circumstances where it could be a winning political strategy.  However it is almost never a winning economic strategy.
Tariffs raise prices and cost jobs, especially if you get carried away with them.
We do need to improve Americans economic power and also do something to stop IP theft by countries such as China. Tariffs just are not the way to do that.
In fact right now, were actually helping Chna and by taxing our allies encouraging the rest of the world to make trade deals without us. The current GOP policy has already cost Americans and its going to get worse when and if most Tariffs actually go into effect.
The majority of Republicans are fully aware of this and many admit its a bad idea but since they chose to back Trumps play and not stop it they are #GOPComplict in Americans losing jobs and paying more.

Friday, June 29, 2018

GOP Continues to Attack and Harass the FBI and DOJ

Why does the GOP want to protect Putin?

I get why Trump does, he owes him too much money and I suspect getting out of paying by declaring bankruptcy again wont work in this case. He has to do Putins bidding to pay the debt off, hence stalling and reducing sanctions as much as he can, weakening NATO, and making China and Russia more powerful on the political and economic stages at the expense of America.
But why are so many Republicans trying to help those efforts?

The GOP has..
  • Blocked a bill to require Tariffs be voted on. Remember Tariffs are in effect a sales tax. Tariffs on incoming goods mean Americans pay more, and as long as Americans buy the goods or foreign countries can sell elsewhere they are not hurt at all.
  • Allowed the withdrawal of multiple international treaties and agreements. Most of the benefit is going to China, but Russia is also gaining as the USA steps back other countries make new deals and trade partners. So our farmers and manufacturers are losing business.
  • Allowed the weakening of the US dollar by massively increasing the national debt. If this continues the dollar will be replaced by the Euro or something else as the default currency. At that point we are in major trouble and unlikely to recover.
  • Sabotaging the Mueller investigation into Russian meddling with the 2016 election. In doing this they are further eroding Americans confidence in the government, just so they can protect Trump.  If they really believed he was innocent they would wait for the investigation to finish and then declare victory.  No one fights that hard to obstruct justice if they are innocent. One of thier current excuses is that its gone on too long with no proof of collusion. 
    • Russia Investigation; 397 days over 20 indictments and 5 guilty pleas so far, including 4 ex-trump advisers and a bunch of Russians.
    • Benghazi, over 2 years
    • Hillary Clinton's email investigation, over 3 years
    • Iran-Contra; 2,420 days
    • Whitewater; 2,978 days.
The evidence that Trump is helping Russia at the expense of the USA is clear and indisputable, the only thing we dont know for sure is if that is because of an arrangement or just incompetence.
Most of the GOP dont get the possibly incompetent excuse, they dont have a history of multiple bankruptcies and are reasonably presumed to be competent.
So why are they selling America out? 

Wednesday, June 20, 2018

GURPS Alchemy Redux

Alchemy and Herb Lore are well setup in GURPS but I needed something a little different for the Chalice World which uses a mix of Chinese and Indian elemental systems rather than the Western one.  It is primarily based on the Chinese 5 elements but mixed with the Indian system in that I added two ideas from Indian culture and changed them somewhat. Air and Void are not treated as traditional elements but as Chi/Life force and the absence of energy (Void).

Magnum Opus from Pyramid #3/109 came up with a colorful way to decide what components you need to make a potion that can add more flavor for players. Its based on the classic 4 western elements and you mix and match for the desired result.
Blackening: Earth, body, maturity, resilience.
Reddening: Air, personality, creation, avoidance.
Yellowing: Fire, spirit, growth, action.
Whitening: Water, mind, decay, adaptation.

For the Chalice World setting I needed something a little different and below is the starting point. To use this system you will need to understand the Magnum Opus article.  However with that in hand the notes below should help my players figure out what to use.  If I get a PC Alchemist we will start a formula and material listing.


*References GURPS Thaumatology Chinese Elemental Powers, GURPS Thaumatology
NOTE: Ill review non game sources later. I have some Feng Shui books I can use to add to what is below but they are not as handy as the above referenced sources.

All materials can thus be categorized by thier elemental natures and the standard order in books on the subject is...
Red (Fire) Green (Wood) Yellow(Earth) White (Metal) Black (Water) Gray (Void)
The article expresses every material as having a value from -2 to +2 but as this is a high fantasy setting I choose to rank them as -3 to 3.

  • Mundane materials are -1 to 1
  • Exotic and supernatural materials are -2 to +2
  • Legendary materials are -3 to +3

Earth, Element of Balance

  • Body: Mouth, Heart, Spleen, Stomach
  • Mind: Desire, Intelligence, Love
  • Taste/Smell: Sweet/Fragrant
  • Animals: Oxen, Hairless Animals
  • Plant: Panicled Millet
  • Direction & Number: Center, 5
  • Season & Weather: Adulthood, Thunder
  • Location: Internal Courtyard
  • Paths: Earth effects
  • Other: 

Fire, Element of Greater Yang

  • Body: Heart, Small Intestine, Tongue, Lungs
  • Mind: Joy, Insight, Passion
  • Taste/Smell: Bitter/Burning
  • Animals: Fowl, Feathered Animals
  • Plant: Beans
  • Direction & Number: South, 7
  • Season & Weather: Youth, Summer, Heat
  • Location: Hearth
  • Paths: Elements (Fire/Heat effects)
  • Other: Growth, Speech, Virtue

Metal, Element of Lesser Yin

  • Body: Nose, Kidneys
  • Mind: Sorrow, Speech
  • Taste/Smell: Acrid/Rank
  • Animals: Dogs, Hairy Animals
  • Plant: Hemp
  • Direction & Number: West, 9
  • Season & Weather: Old Age, Autumn, Cold
  • Location: Outside a Door
  • Paths: Gadgets
  • Other: Fulfillment of Oaths, Smell

Void/Sound

  • Body: Legs, Wings
  • Mind:
  • Taste/Smell
  • Animals:
  • Plant:
  • Direction & Number:
  • Season & Weather:
  • Location:
  • Paths:
  • Other:

Water, Element of Greater Yin

  • Body: Bladder, Ears. Kidney, Liver
  • Mind: Fear. Perceptiveness
  • Taste/Smell: Salty/Rotten
  • Animals: Pigs, Shelled Animals
  • Plant: Millet
  • Direction & Number: North, 6
  • Season & Weather: Winter, Rain
  • Location: Well
  • Paths: Elements (Water effects)
  • Other: Death, Hearing

Wood

  • Body: Eyes, Gall Bladder, Liver, Spleen
  • Mind: Anger, Overall Personality
  • Taste/Smell: Sour/Goatish
  • Animals: Sheep, Scaly Animals
  • Plant: Wheat
  • Direction & Number: East, 8
  • Season & Weather: Spring, Birth, Wind
  • Location: Inside a Doorway
  • Paths: Health, Nature (Plant effects)
  • Other: Charity, Sight

Sunday, June 17, 2018

Deadpool with GURPS

Check out this article on Geek & Sundry about some alternate Deadpool covers!
https://geekandsundry.com/comic-cover-mashups-rpgs-that-deadpool-would-love/

Tuesday, June 12, 2018

M.A.S.K

The Meta-human Agency for Security and Knowledge is a Cabinet level agency and the premiere government organization for dealing with meta-humans and related issues.

Bureau 1

This bureau runs the training schools for meta-humans and normal agents who work with them. Most students enter in junior high and stay through college levels. After graduation they are required to serve for 4 years to help compensate the agency for its training costs.

Bureau 2

Working with the FBI, state and local law enforcement this is really the most public face of MASK.
Meta-humans assigned here are under strict ethics and reporting guidelines.
The standard meta-human agent has: 
Advantages: Code of Honor (Police) [-1 or -10]; Legal Enforcement Powers [10]; Police Rank 2 [10].
Disadvantages: Duty (-15) [-15].
Skills: Area Knowledge (City) IQ/E; Criminology IQ/A; Law IQ/H; Leadership IQ/A; Professional Skill (Law Enforcement) IQ/A; Writing IQ/A
Those who have a high profile often have Status 2 as well.

Bureau 3

This bureau is the official liaison to civilian and government agency's at all levels with the exception of law enforcement and military agencies. It works heavily with FEMA, the CDC, and city or state authorities when they request emergency assistance.
Meta-human agents in Bureau 3 do not have law enforcement powers but may still work with a city's defense team. They are typically trained in First-Aid  and serve the role of first responders and help out with disaster relief, depending on their abilities.

Bureau 4

The research arm of MASK. Originally responsible for researching the sources of powers and how to deal with them but now work on a variety of subjects. Inventions are owned by the Bureau, which has an expedited and confidential patent process but the inventor (team or individual) get a cut on proceeds.  This is 10% in the beginning and 25% after research and development costs have been covered. Companies pay fees to lease technologies from MASK which in turn helps defray overall operating costs.

Bureau 5

Responsible for national defense and security this Bureau trains and maintain elite teams of combat ready meta-humans. Bureau 5 is effectively a special ops unit and has handled everything from rescue missions in foreign countries to surgical strikes but its primary mission is to protect the country from foreign super teams.

Bureau 6

Maintains the meta-human prison system.

Equipment List