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, December 3, 2019

Awareness an Alternate Attribute

This is an alternative attribute for my settings, at least on a trial basis. Its based on GURPS Power-Ups 9: Alternate Attributes and some discussion on the SJG forums.

Awareness

20 points/level
You are extremely aware of thngs and always paying attention, even to minor details others over look. This starts at 10 and costs 20 points per level.
It is the controlling attribute for skills based purely on perception and observation as well as Per rolls.
For many skills a keen awareness of whats happening is important but another attribute such as IQ or DX are also fundamental, this includes skill where analysis and reaction are important.
  • Controlling (Any Per based): Blind Fighting, Body Language, Detect Lies, Esoteric Medicine, Fishing, Observation, Scrounging, Search, Survival, Tracking, Urban Survival.
  • (Awareness + IQ)/2 or (Awareness + DX)/2 or (Awareness + DX)/2: Accounting, Administration, Animal Handling, Area Knowledge, Artist, Bicycling, Boating, Body Sense, Camouflage, Carousing, Climbing, Combat skills, Connoisseur, Computer Operation, Criminology, Cryptography, Current Affairs, Dancing, Diagnosis, Diplomacy, Disguise, Dreaming, Driving, Electronics Operation, Electronics Repair, Erotic Art, Falconry, Farming, Fast-Talk, Filch, Fist Aid, Forensics, Forgery, Fortune-Telling, Forward Observer, Gardening, Gesture, Group Performance, Herb Lore, Hidden Lore, Hiking, Housekeeping, Intelligence Analysis, Interrogation, Intimidation, Invisibility Art, Jeweler, Knot-Tying, Leadership, Lip Reading, Lockpicking, Market Analysis, Merchant, Mimicry, Mount, Naturalist, Navigation, Panhandling, Photography, Physician, Pickpocket, Piloting, Politics, Pressure Points, Pressure Secrets, Propaganda, Prospecting, Psychology, Public Speaking, Research, Riding, Running, Savoir-Faire, Seamanship, Shadowing, Shiphandling, Skating, Skiing, Sleight of Hand, Speed-Reading, Stealth, Strategy, Streetwise, Submarine, Submariner, Surgery, Tactics, Teaching, Teamster, Throwing, Throwing Art, Traps, Veterinary, Weather Sense, Zen Archery.

Monday, December 2, 2019

Opensecrets funding for each of the major Oklahoma candidates for federal office.
General Race data

Kendra Horn (OK-05) 12.79% small dollar
Danyell Lanier (D) vs, Mark Mullin at a horrible 0.37%

Sunday, November 24, 2019

Another Take on GURPS Attributes and Skills

So on the SJG forums where a discussion on GURPS Power-Ups 9: Alternate Attributes I was inspired by Kromm and Douglas Cole to come up with a different model for skills.  Turns out Mr. Cole had already done something similar in By Default, Pyramid #3/65 Alternate GURPS III

Nonetheless, I like where that started but would take it a bit further.
Right now skills are Controlling Attribute + applicable Talent and Technique.
This makes attributes very desirable but after a few skills are purchased to the point where they cost 4/level to increase its more efficient to increase the attribute instead of more points on several skills. Talents help a character fill a niche, especially since they often apply to multiple attributes but the direct additive nature makes Talents still limited in use, especially in higher point campaigns. Techniques are worse as few will take more than one or two of them.
However attributes having an effect on skills is core to GURPS and a feature I really like.
Another issue is that certain skills are and should be very complicated to master, while others should be trivial. The Easy/Average/Hard/Very Hard model  reflects this by making them progressively a point lower in effectiveness. Its kind of --- meh.
So taking a cue from a difficult use of a skill the Active Defense roll (Block, Dodge, and Parry) what if we used that? Turns out Douglas Cole thought of that (see the above referenced Pyramid) and added a bunch of detail that is worth a look.
But, again I like the idea of differentiating and representing increasing complexity of certain skills.
So...
Easy Skills: 5 + (Controlling Attribute/2) + applicable Talent and Technique.
Average Skills: 5 + (Controlling Attribute/3) + applicable Talent and Technique.
Hard Skills: 5 + (Controlling Attribute/4) + applicable Talent and Technique.
Very Hard Skills: 5 + (Controlling Attribute/5) + applicable Talent and Technique.

Assuming base attribute of 10 this gives us...

  • Current method for 1 point Easy [Stat] -10, Average [Stat -1] -9, Hard [Stat -2] -8, Very Hard [Stat -3] -7.
  • New Method for 1 point Easy [Stat] -10, Average [Stat -3] -7, Hard [Stat -5] -5, Very Hard [Stat -6] -4.
This makes many skills worse than using the default for the first level or so, but Douglas addressed that issue in his article.
The difference here is that while still important, skills benefit more point for point expenditure in buying up Talents, Techniques, and certain advantages which increases variety between characters. This is especially true for the more complicated and difficult skills!

Friday, November 22, 2019

Advantage: Chi Adept

This was inspired by GURPS Power-Ups 9: Alternate Attributes which I reviewed here.

Chi Adept

5 points +15/level.
You have awakened your inner chi and learned how to directly harness it. This creates a new attribute "Chi"starting at 10 that has several effects.
  • As long as Chi is at or above 10 use the better of this or the normal attribute for using chi based skills, powers, and resisting chi and physical supernatural effects.
  • May be used to replace any HT roll, including most HT skills (see below), resistance, and any HT check such as staying conscious or avoiding death.
  • May be used to replace Will for extra effort rolls.
  • May be used instead of normal Per rolls to sense chi related effects.
  • May be temporarily lowered to power chi effects and extra effort, exactly as if it were HT and FP.  However using this energy lowers the effective score for all purposes until its recovered through rest or other means.
  • Use the worst of this or the appropriate attribute when resisting effects, or for chi and HT based skills and abilities if the Chi attribute is currently below 10 for any reason.

Chi skills

Chi skills include Autohypnosis, Blind Fighting, Body Control, Body Language, Body Sense, Breaking, Blow, Breath Control, Esoteric Medicine, Flying Leap, Hypnotic Hands, Immovable Stance, Invisibility Art, Kiai, Light Walk, Lizard Climb, Meditation, Mental Strength, Mind Block, Parry Missile Weapons, Power Blow, Pressure Points, Pressure Secrets, Push, Sensitivity, Throwing Art, and Zen Archery.

HT and Other Skills

Carousing, Erotic Art, Hiking, Lifting, Running, Sex Appeal, Singing, Skating, Skiing, Swimming.

Review: GURPS Power-Ups 9: Alternate Attributes

The Power-Ups series is a look at a narrow thing and expanding it. A few books introduce new ideas, such as Power-Ups 1: Imbuements and Power-Ups 5: Impulse Buys but most expand on and consolidate ideas from the Basic Set. This is more the latter, but a lot like a long Alt GURPS Pyramid issue.
One of the biggest core parts of GURPS is the streamlined attribute system. This book looks at ways to tweak it, goes in depth over possible consequences, and overs related ideas such as new attributes.
GURPS Power-Ups 9: Alternate Attributes is a tinker heavy book, not for newbies or those afraid of some math and analysis, but for those who like to tinker, it has some great material!

Chapter 1: Playing With Points

9 pages
The heaviest read, this chapter really points out how well balanced the attributes (Primary and Secondary) are and provides not only Under the Hood math but some brief history and concept origins. As a fan of GURPS from its beginning in Orcslayer and Man to Man and its predecessor The Fantasy Trip I understood the history but it was a nice call out. This was the most boring and hard to read chapter for me (quite a bit of math, not my strong suit) but really enlightening. I already knew the attributes were pretty well balanced and why certain decisions were made but the authors explanations and thoughts gave me new appreciation for just how well this system was designed and why its lasted so long as my favorite RPG.
Edited to add....
One bit here is the TL adjustments to ST which gives alternatives, including a chart for lower cost ST at higher tech levels since its arguably less useful.

Chapter 2: Changing The Game

24 pages
This chapter comprises the bulk of the book and is the one I found most useful. It has three main sections, Reformulating Secondary Characteristics, Adding Attributes, and Doing Away with Attributes.  The first was a lot like chapter 1 but laid important groundwork for the rest of the chapter. The fun part for me was in the second two sections, especially Adding Attributes.
Some highlights...
  • Status and Wealth as Attributes provide a new way to handle these aspects in GURPS, Wealth could be used as the idea from Abstract Wealth, Pyramid #3/44 Alt GURPS II, which though less complete might even be simper to use. I'm considering combining both for a future post.
  • Charisma as an Attribute is something thats come up on the forums and one of the few things I would like to tweak in GURPS, especially in socially focused campaigns. In fact combined with some other ideas, particularly expending resources I may use this to create a new subsystem for interacting with spirits, and possibly animals and plants.
  • Magery as an Attribute explores ideas discussed in GURPS Thaumatology and further explored in The Fifth Attribute, Pyramid #3/120 Alternate GURPS V. Much as with Abstract Wealth combining these ideas can make for a nice change to the magic system that is fairly easy to implement but changes the flavor. Allowing for low IQ but still powerful mages, mages that weaken themselves to cast spells, etc.
  • Chi as an Attribute is closely related, and one I have already started working on the details - expect that post within a week or so.
  • Dividing up Attributes is a nice section that explores different aspects of current Attributes and could be useful, though needs to be watched carefully to avoid problems with game balance.
  • Splitting Up the Universe explores attributes done in games such as InNomine and Vampire The Masquerade. I doubt I will use it for my InNomine conversion but others might like to do so, it would make for a closer adaptation than GURPS Classic InNomine. In fact,I just got an idea for a GURPS Toon adaptation after coming across InNomine Animae when grabbing those links!
  • New Resources closes the main section with addressing things like FP and Energy Reserves and using them as Attributes.  Combined with Adding Attributes (such as Magery) its a good source of inspiration, with just enough guidance to help a GM design a new system pretty quickly.
Overall this is the key chapter for those of us who link to tinker and comes with not only ideas, but new perspectives.

Chapter 3: Fallout

This chapter deals with the ramifications and consequences of changing things around and helps with a lot of the math and heavy lifting to keep things from slipping beneath the cracks in unpleasant and surprising ways. It includes costs for Attributes based on number of skills they affect (also discussed earlier) and other useful bits.

Summary

This book is definitely not for everyone, nor is it a 'drop in the game ready to play' like most of the series. But its a really good book for those who like to tinker with the system and I thoroughly enjoyed it.

I created a new advantage Chi Adept for my Chalice World setting based on this book. Probably making a Per based attribute fr that settings Fae and Buddhists as well.

Tuesday, November 12, 2019

Why You Should Not Vote for Trump in 2020

Coal Miners


  • See those promised jobs come back?  Nope. Meantime the companies got bailouts, McConnell and the Republicans fighting the promised pension funding. Truth is those jobs will not come back, deregulation lets them use alternative and cheaper mining methods such as mountain topping which require fewer workers. And fracking and other energy sources are cheaper than coal. Workers need real healthcare and good paying jobs, not empty promises of jobs coming back. Specifically this group needs to support Paula Jean Swearengin for US Senate, Coal miners daughter fighting for YOU

Farmers

  • Soybean sales tanked due to trade war to boost manufacturers. Fun Fact - not only are farmers losing sales, those sales are largely going to Brazil and a major Trump and GOP donor, the Blackstone Group.
  • Corn sales down to boost profits for oil companies.
  • Farm bankruptcies up 25% and climbing, mostly due to the Tariffs but Climate Change is a factor as well with planting season issues and a mix of flooding and droughts.

Manufacturing Companies

  • Trumps haphazard trade wars have increased your input costs and hurt your customer demand. In picking a fight with so many countries at once in his hope of seeking bilateral one on one deals he has alienated many of our allies and weakened Americas economic power,
  • For example his trade war with China would be going a lot better if it was in coordination with our allies.  Also because its one sided, China put counter tariffs on the USA and lowered tariffs from other countries. So lower demand for American products due to higher prices compared to elsewhere.

Manufacturing Workers


  • Jobs are still going overseas and the Republicans kept in a 50% tax cut for companies making plants overseas when they did tax reform.
  • Trade wars raising costs and of course that means companies cut jobs to compensate, maybe they will come back, maybe not. But in the meantime you need to pay the bills so that is no consolation.