Skip to main content

Posts

Game Designers I Think Are Awesome: Cam Banks

I first noticed Cam Banks' work when I was running Dragonlance in college. His name kept popping up in these great adventures and sourcebooks I was buying. Since then, he's gone on to lead the design of the Cortex Plus system for Margaret Weis Productions and is the RPG Director at Atlas Games, where I've had the pleasure of working with him on Feng Shui 2.

One thing I've learned from following Cam's work is to be flexible and not get tied down to a single idea or a way of thinking. His design work with Amanda Valentine on the Demon Hunters: A Comedy of Terrors RPG for Dead Gentlemen Productions merged Cortex Plus and Fate Core in a way I didn't really expect was possible.

I was overjoyed when Cam announced that he had licensed Cortex and would be taking over its next evolution under his own banner at Magic Vacuum Design Studio. If you want to follow the great stuff he's putting out, head over to Cam's Patreon. I'm a backer, and I've already see…
Recent posts

Loi Scout Saucer (TL 11^)

Note: The Loi are an alien race featured in GURPS Atomic Horror. This can be used as a stock flying saucer for any B-movie inspired GURPS campaign.

The scout saucer features artificial gravity, gravitic compensators, a stealth hull (-10 to detect), and FTL comm/sensor arrays. Its tractor beam can generate 30 tons of force.
Front Hull [1] Armor, Diamondoid (dDR 20)
[2] Multipurpose Comm/Sensor Array
[3] Habitat (6 cabins)
[4] Habitat (20 hibernation chambers, 1-bed sickbay)
[5!] Weapon Battery, Major (turret-mounted 300MJ tractor beam)
[6] Cargo Hold (50 tons)
Central Hull [1] Armor, Diamondoid (dDR 20)
[2] Control Room
[3!] Weapon Battery, Medium (turret-mounted 100MJ laser, turret-mounted 28cm antimatter missile launcher, 15 tons cargo space)
[4!] Force Screen, Heavy (dDR 70)
[5-6] Cargo Hold (100 tons)
[core!] Stardrive Engine (FTL-1)
Rear Hull [1] Armor, Diamondoid (dDR 20)
[2] Engine Room
[3!] Reactionless Engine, Super (50G acceleration)
[4-6] Cargo Hold (150 tons)
[core] Power P…

Review: Kaiju Incorporated RPG

The Kaiju Incorporated RPG (KIRPG) is a Fate Core-powered roleplaying game setting supplement from Evil Hat Productions, designed by Rob Wieland. The RPG serves as a tie-in to the Kaiju Incorporated card game designed by Eric B. Vogel, also from Evil Hat.

In the world of Kaiju Incorporated, giant monsters threaten civilization on a regular basis, and the Earth's only defense is a force of giant robots piloted by Aces. This is certainly a familiar arrangement, but neither KIRPG nor the card game are about these epic battles. Rather, they are about the companies that profit from the cleanup and reconstruction that follows. In the case of KIRPG, you play as the actual cleanup teams on the ground after (or sometimes even during) a kaiju attack.

KIRPG is a simple implementation of Fate Core, akin to a double-sized Fate World. You'll need a copy of the Fate Core rules to play. Characters are built using a pared-down version of the modes from the Atomic Robo RPG, choosing three of C…

Sphinx Lock: A Combination Gadget for GURPS Cyberpunk/Ultra-Tech

Sphinx Lock (TL 9): This device fits onto a normal suitcase or trunk and seals it with a biometric scanlock. While the subject is being scanned, a non-volitional AI (IQ 6, running on a fast small computer) engages him in simplistic conversation. The childish question-and-answer may confuse an intruder, but an authorized user will know that the AI is simply fishing for pass-phrases. Anyone not delivering the proper pass-phrase in the 10 seconds needed to complete the scan fails the test, and the unit locks down completely. The lock can be programmed to accept multiple authorized users, each with one or more unique pass-phrases. $3,800, 1.32 lbs., C/4 days. LC4.

Some models deliver a high-voltage shock similar to a zap glove (p. 165) if the subject "fails. " $4,120,  2.12 lbs. C/4 days and B/10 "zaps." LC3. Other models include a built-in pneumohypo (p. 199) and 10 doses of morphazine (p. 205).  $3,916, 1.4 lbs., C/4 days. LC3.

(Page references are to GURPS Ultra-Tech

Noir World Launches on Kickstarter

Game designer and editor extraordinaire John Adamus has been working on Noir World, a film noir RPG powered by the Apocalypse, for a few years now, a real labor of love. I had the pleasure of testing an earlier version of it a few Metatopias ago, and I had quite a bit of fun. I know he's done a lot of work on it since then, and this morning he pulled the trigger on the Kickstarter. I don't have a lot more to say about it that hasn't been said on the Kickstarter page and in the podcast interviews and actual plays that will be coming out during the campaign. Check out Noir World, which as of this writing is already funded. And watch the video—it's pretty slick!

Slime: A New Race for GURPS Dungeon Fantasy

Slime0 pointsChoice Professions: Bard, Druid, Wizard.
Marginal Professions: Barbarian, Holy Warrior, Knight, Martial Artist, Swashbuckler.

A slime is an animate blob about 1 yard across with large, round eyes and a wide grin. Slimes typically move by bouncing, but occasionally they are known to roll. They have no limbs, being a blob, and therefor cannot use much in the way of equipment. (It might be possible for a slime to swallow rings, amulets and things and utilize them from within their body.)

Attributes: ST -1 [-10].
Advantages: Appearance (Attractive; Universal, +25%) [5]; Injury Tolerance (Homogenous, No Blood, No Head) [47]; Pitiable [5]; Telecommunication (Telesend; Racial, -20%) [24].
Disadvantages: Cannot Speak [-15]; Curious (12) [-5]; No Legs (Bounces) [0]; No Manipulators [-50].
Quirks: Loves new food [-1].


Adapting GURPS Dungeon Fantasy to Karthun

If I were going to run a GURPS Dungeon Fantasy campaign in the world of Karthun, I would replace the traditional GURPS magic system with the rules in Divine Favor and Thaumatology: Sorcery. These changes require a few adjustments to some of the templates in DF1.

Bards cannot use spells (remove options for spells from the template). Bardic Talent does not add to Communication and Empathy spells or Mind Control spells and therefore only costs 5 points/level. Spend the 6 points this frees up in the template on either Bard-Song abilities or special skills.

Clerics and Holy Warriors should use the Saint and Warrior-Saint lenses from Pyramid #3/36, pp. 8-9.

Druids do not use spells. Replace Power Investiture (Druidic) 3 with Druidic Talent 3 (p. 22 of Dungeon Fantasy 1). Spend the 15 points this frees up plus the 20 points allocated to spells on more Druidic abilities.

Wizards must take the Magebound lens below, using the 30 advantage points in the template.

Magebound 30 pointsAttributes: I…