tag:blogger.com,1999:blog-78827165197178412362024-03-28T06:44:30.259-04:00One Yard HexMaking games, one yard at a time. A blog by game designer and writer Paul Stefko.Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.comBlogger127125tag:blogger.com,1999:blog-7882716519717841236.post-19753929896438749022018-11-28T20:05:00.000-05:002018-11-28T20:05:53.577-05:00Eidol Summoning—PermutationsHere are a few extra rules to fill out the system of Eidol Summoning. One uses stock advantages from Basic Set, while the other is an implementation of Stunts from GURPS Powers.<br />
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<h2>
Mental Contact</h2>
When you summon an eidol, the spiritual ally can understand your native language, even if it can't speak itself. Of course, you can only talk to your eidol if it is present with you. Dedicated summoners develop their bonds to the point that they can communicate with their eidols telepathically over any distance and even share the spirit's senses.<br />
<br />
This ability requires the Telecommunication and Mind Reading advantages, and nearly all summoners who learn this ability also have Mindlink, to remove the chance of failure. The cost of Mindlink varies dependingin on how many eidols you can have summoned at one time: 5 points for one; 9 points for 2-9; 18 for 10-99; and an extra +9 points for each tenfold increase.<br />
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<i>Statistics</i>: Telecommunication (Telesend; Accessibility, Only your summoned eidols, -80%, Spirit, -10%) [6]; Mind Reading (Sensory Only, -20%; Spirit, -10%; Telecommunication, -20%) [15]; Mindlink (Spirit, -10%) [varies].<br />
<h2>
Instant Summoning</h2>
You can attempt to summon an eidol without conducting the normal ritual. You must spend a single second Concentrating and spend 2 FP, then roll against Will or Will-based Ritual Magic (Eidol Summoning) at a -4 penalty. You can spend additional FP to offset this penalty, at 1 FP per -1.<br />
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On a success, you summon your eidol, but only temporarily. Each minute, you must spend 2 FP and make another roll or your eidol disappears. On a critical success, you don't need to pay the FP cost for that minute.<br />
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On a critical failure, you cannot try again for 1d seconds, and roll once more against Will. On a failure, all of your summoned eidols disappear. You cannot summon any again for a number of minutes equal to your margin of failure. After that, roll Will each minute until you succeed, at which point your power returns. (If you get a critical failure on this roll, you lose your power for 1d <i>months</i>.)<br />
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-90639005425009354382018-11-27T19:44:00.000-05:002018-11-27T19:44:00.827-05:00Eidol Summoning—Two Sample EidolsSome of the earliest eidols that many practitioners learn to <a href="https://oneyardhex.blogspot.com/2018/11/eidol-summoning-framework-for-magical.html" target="_blank">summon</a> are counterparts to mundane creatures drawn from various Otherworlds. Here are two such example eidols.<br />
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<h2>
Feyhawk</h2>
This large falcon is used by otherworldly knights for hunting. Summoners who bond with a feyhawk often use rare cuts of meat in their summoning rituals.<br />
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<b>ST</b> 6; <b>DX</b> 13; <b>IQ</b> 6; <b>HT</b> 10.<br />
<span class="Apple-tab-span" style="white-space: pre;"></span>HP 8; Will 8; Per 12; FP 10.<br />
<span class="Apple-tab-span" style="white-space: pre;"></span>SM -3; Speed 5.75; Move 2; Dodge 9; Parry 10.<br />
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<b>Beak (15)</b>: 1d-5 pi+.<br />
<b>Claws (15)</b>: 1d-5 cut.<br />
<br />
<b>Traits</b>: Acute Vision 3; Domesitc Animal; Eidol; Enhanced Move 1 (Air Speed 20); Flight (Winged; Air Move 10); No Fine Manipulators; Sharp Beak; Sharp Claws.<br />
<b>Skills</b>: Brawling-15.<br />
<b>Notes</b>: 75-point Ally.<br />
<h2>
Firecat</h2>
The firecat is just that: a 4' feline shape composed of animated elemental fire. It makes an excellent guard, though the fact that it burns as bright as a torch makes stealth less than feasible. While it cannot speak, the firecat can understand spoken commands, including those of any companions its summoner orders it to follow.<br />
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<b>ST</b> 6; <b>DX</b> 11; <b>IQ</b> 6; <b>HT</b> 10.<br />
HP 8; Will 6; Per 12; FP 10.<br />
<span class="Apple-tab-span" style="white-space: pre;"></span>SM -1; Speed 5.25; Move 5; Dodge 8.<br />
<br />
<b>Claws (11)</b>: 1d-5 cut plus 2d burn.<br />
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<b>Traits</b>: Burning Attack 2d (Always On; Aura; Melee Attack, Range C); Doesn’t Breathe (Oxygen Combustion); Doesn’t Eat or Drink; Doesn’t Sleep; Domestic Animal; Eidol; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Quadruped; Sharp Claws; Weakness (Water, 1d/min.).<br />
<b>Notes</b>: Sheds light like a torch. DR 10 vs. heat/fire. 150-point Ally.<br />
<br />
<i>Domestic Animal</i>: Cannot Speak; Hidebound; Social Stigma (Valuable Property); and Taboo Trait (Fixed IQ).<br />
<i>Quadruped</i>: Extra Legs (Four Legs); Horizontal; and No Fine Manipulators.<br />
<br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-11236766796130100222018-11-26T10:03:00.001-05:002018-11-26T10:03:38.484-05:00Eidol Summoning — A Framework for Magical Allies in GURPSI've been putting some ideas down for a fantasy campaign in GURPS with a broad selection of "magic" systems. In addition to the systems from <a href="http://www.sjgames.com/gurps/books/sorcery/" target="_blank">GURPS Thaumatology: Sorcery</a> and <a href="http://www.sjgames.com/gurps/books/divinefavor/" target="_blank">GURPS Powers: Divine Favor</a>, I want to have a few options that draw on other sources like Chi and spirits.<br />
<br />
In 2005, Reverend P. Kitty wrote an article for volume 2 of Pyramid, "<a href="http://www.sjgames.com/pyramid/sample.html?id=5583" target="_blank">Making Friends and Conjuring People</a>," that built on the Summonable enhancement for Allies. He included a meta-trait that allowed for Unkillable allies that disappear when reduced to (-1xHP) and could be summoned again after regenerating. I like the idea of "summoners" being one of the available supernatural options in this world, so I though I'd build on P. Kitty's work for this system.<br />
<br />
The biggest change I made to the Conjured Servant meta-trait is removing Automaton. I prefer the summoned beings to have more initiative, especially at higher point values, and Automaton means that you constantly have to hold the ally's hand. Unfortunately, removing this trait (and with it, Slave Mentality) means that the cost of both the ally template and the Minion enhancement go up.<br />
<br />
With those changes, I've renamed Conjured Servant to Eidol, which is the most common term for summoned spiritual allies in this nascent setting.<br />
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<b>Eidol</b>: Regeneration (Fast; Only when dead, -40%) [30]; Unkillable 3 [150]; Fragile (Unnatural) [-50]; Dead Broke [-25]; Vanishes when dead [0]. <i>105 points</i>.<br />
<br />
Finally, I didn't want to use the full, fickle version of the Spirit power modifier from <a href="http://www.sjgames.com/gurps/books/powers/" target="_blank">GURPS Powers</a>. Instead, I toned it down to be more in line with Magic or Chi. Users of Spirit powers must have a [-5]-point self-imposed disadvantage such as Disciplines of Faith or (in the case of eidol summoners) Sense of Duty (Summoned Allies). Breaking this taboo means that the spirits abandon the character until they are able to atone.<br />
<h2>
Eidol Summoning</h2>
<div style="text-align: right;">
8/16/24/40/80 points</div>
<br />
You have bonded to a spiritual ally called an eidol. You can summon this eidol to assist you through a ritual invocation. Its spiritual nature makes the eidol essentially impossible to kill, though physical harm can cause it to vanish back into the spirit world, where it must rest for a time before you can summon it again.<br />
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Summoning an eidol requires a minute-long ritual in which you chant and burn expensive incense, destroy a hand-crafted effigy, etc. At any point after completing the ritual, you can Concentrate for 1 second and summon the eidol to you. If you are able to summon multiple eidols, you must complete a ritual (and spend materials) for each one.<br />
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If your eidol is reduced to -1xHP, it vanishes in a harmless display of spiritual energy. It cannot be summoned again for (2xHP) minutes. You can dismiss your eidol at will as a free action, but the eidol must be in your presence.<br />
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Many summoners bind to their eidols in such a way that they cannot summon more than one at once. Characters built this way buy multiple Eidol Summoning advantages as Alternate Abilities, paying full price for the most expensive eidol and 1/5 for each additional eidol. Before you summon another eidol, you must dismiss your current one. If your eidol "dies," you cannot summon another before the "dead" idol would be available again (2xHP minutes).<br />
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Level 1 lets you summon an eidol worth up to 25% of your character point total. This increases to 50% at level 2, 75% at level 3, 100% at level 4, and 150% at level 5. You cannot summon an eidol worth more than 150% of your point total.<br />
<br />
<i>Statistics</i>: Ally (Constantly available; Minion, +50%; Preparation Required, 1 minute, -20%; Spirit, -10%; Summonable, +100%; Trigger, Common, -20%) [8/16/24/40/80].<br />
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<span id="goog_894996991"></span><span id="goog_894996992"></span><br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-81063849935385914462018-01-18T16:00:00.000-05:002018-01-18T16:00:22.075-05:00Liwei, the Southern Wind (Dungeon Fantasy Barbarian)<div style="text-align: right;">
250 points<b> </b></div>
<b>ST</b> 17 [70]; <b>DX</b> 13 [60]; <b>IQ</b> 10 [0]; <b>HT</b> 13 [30].<br />Damage 2d-1/3d+1; BL 58 lbs.; HP 22 [10]; Will 10 [0]; Per 12 [10]; FP 13 [0].<br />Basic Speed 6.00 [‑10]; Basic Move 6 [0]. Dodge 10; Parry 13 (great axe).<br />
<h2>
Advantages</h2>
Combat Reflexes [15]; Fit [5]; High Pain Threshold [10]; Outdoorsman 2 [20]; Signature Gear (great axe) [1]; Striking ST 2 [10]; Tough Skin 3 [9]; Weapon Bond [1].<br />
<h2>
Disadvantages</h2>
Berserk (12) [‑10]; Easy to Read [‑10]; Overconfidence (12) [‑5]; Sense of Duty (Adventuring Companions) [‑5]; Social Stigma (Minority Group) [‑10].<br />
<i>Quirks</i>: Oddly soft, high voice. [-1]<br />
<h2>
Skills</h2>
Brawling-13 [1]; Camouflage‑12† [1]; Carousing-13 [1]; Climbing-12 [1]; Disguise (Animals)‑12† [2]; Fishing-14† [1]; Hiking-12 [1]; Intimidation-10 [2]; Lifting-12 [1]; Mimicry (Animal Sounds)-10† [1]; Naturalist‑10† [1]; Navigation‑12† [2]; Observation-11 [1]; Running-12 [1]; Stealth-13 [2]; Survival (Desert)‑13† [1]; Swimming-13 [1]; Throwing-14 [4]; Tracking-13† [1]; Two-Handed Axe/Mace-18 [20]; Weather Sense‑12† [2]; Wrestling-13 [2].<br /><br />† Includes +2 for Outdoorsman.<br />
<h2>
Gear</h2>
Dwarven great axe; heavy leather gloves; heavy leather boots; heavy leather arm (shoulder); small backpack; personal basics; group basics; blanket; wineskin; compass; minor healing potion; 30 yards of 3/4" rope; tallow candle; pouch; 5 copper coins ($5).<br /><i>Total Weight</i>: 66.45 lbs. (17.2 lbs. without backpack)<br />
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<br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-63155377271670390422017-10-12T11:30:00.000-04:002017-10-12T11:30:43.190-04:00GURPS Psionics: Stats for The Phoenix Project<a href="http://www.sjgames.com/gurps/books/Psionics/" target="_blank">GURPS Psionics</a> for Third Edition included a sample campaign background centered on the Phoenix Project, an organization devoted to helping and training folks with psionic abilities. Using the system presented in <a href="http://www.sjgames.com/gurps/books/boardroomandcuria/" target="_blank">GURPS Boardroom and Curia</a>, here's the organization stats for the Phoenix Project in Fourth Edition.<br />
<h2>
The Phoenix Project</h2>
<b>Mission Statement</b>: The Phoenix Project is a secret organization dedicated to nurturing the birth of a benevolent “world-mind” which would embrace all psi-users in peace and harmony. To this end, members attempt to help new psis realize their potential, while at the same time protecting them from organizations like the Eugenic Security Police and the Overmind Institute.<br />
<h3>
Capabilities</h3>
<b>TL</b>: 8; <b>Members</b>: 2,000<br />
<b>Wealth</b>: Comfortable<br />
<b>Contacts</b>: Parapsychological research skills-15 [10].<br />
<b>Member Traits</b>: Unusual Background (Psi) [20].<br />
<b>Notable Resources</b>: The Project’s facilities are disguised as parapsychological research institutes, private boarding schools, or even religious retreats.<br />
<b>Reaction-Time Modifier</b>: +2. The Project’s distributed structure means they are flexible in responding to members needs, but it can take time to determine who is best to handle a given request for aid.<br />
<h3>
Costs and Values</h3>
<b>Startup Costs</b>: $162,240,000; <b>Resource Value</b>: $811,200<br />
<b>Patron Value</b>: 15 points; <b>Enemy Value</b>: -30 points<br />
<b>Ally and Dependent Value</b>: Allies can range from 100-point unexpected psis up to competent agents worth 300+ points.<br />
<h3>
Social Attributes</h3>
<b>Type</b>: Secret Fraternal<br />
<b>CR</b>: 1; <b>Loyalty</b>: Very Good (16)<br />
<b>Rank</b>: Phoenix Project Rank 0-4 [3/level].<br />
<b>Income Range</b>: $2,100 (Average) to $18,000 (Wealthy)<br />
<b>Reputation</b>: -2 (unauthorized psychic research group, among governments and rivals)<br />
<h3>
Notes</h3>
All members of the Phoenix Project are psis, and all powers are represented within the Project. Psychic vampirism abilities are accepted, though the Project teaches its members to control and direct such abilities into peaceful avenues.<br />
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-47447818550690309922017-06-15T15:39:00.000-04:002017-06-15T15:39:13.429-04:00Why Do You Hate GURPS?GURPS—the Generic Universal Roleplaying System—is one of my favorite games, but this is not an installment of Favorite Games Ever. Instead, I want to look at some of the reasons I hear for why gamers avoid, dislike, even hate GURPS. I don't really agree with many of these points, but let's examine them for what they are, rather than try to dismiss them out of hand.<br />
<h3>
Too Much Math</h3>
<div>
GURPS certainly has a reputation for being numbers heavy, and it's not entirely undeserved. While at its core, you'll only need basic arithmetic to play GURPS, there are slightly more advanced permutations and optional rules that call for multiplying by percentages and rounding (almost always up) or dividing by something other than half. In a very few, very niche areas in supplements, you may need to pull out a calculator and use the square root function.</div>
<div>
<br /></div>
<div>
While I don't have a problem digging into a little math here and there, I can understand how it would put off a gamer who just wants to grab a character sheet and roll some dice. The important thing to remember is that there no math needed in actual play beyond simple addition and subtraction of modifiers. What tougher calculations there are lay in prep between games, and almost all of it is on the GM's shoulders.</div>
<h3>
Too Many Rules</h3>
<div>
Steve Jackson games has produced a tremendous amount of material for GURPS during the game's 31 year publication history. And a lot of that material has been rules to emulate some genre, activity, or real-world process in the game. So, yes, it can be daunting to take it all in.</div>
<div>
<br /></div>
<div>
More worrying, of course, is the number of rules present in the core rules, the Basic Set. Everything from realistic treatments of gravity and radiation to systems for fantasy magic and psionic powers, from primitive spears to automatic weapons, are presented with equal emphasis. How can you possibly run a game and remember all of this?</div>
<div>
<br /></div>
<div>
The key here, of course, is to understand the game you're trying to run. You cannot and should not use every rule presented even in the Basic Set. Part of the GM's job when setting up a campaign is deciding which optional systems they're going to use. That, however, leads us to the third and final complaint.</div>
<h3>
Too Much Work</h3>
<div>
I'm not going to lie. I can spend a couple hours lovingly crafting a GURPS character. I pour over the rulebooks, thinking about which options to toggle on or off to give my (hypothetical) campaign just the right feel. This is a pretty stark contrast to a lot of modern games that value getting into play as quickly and effortlessly as possible.</div>
<div>
<br /></div>
<div>
I really don't have an answer to this one. At its heart, GURPS is a game for people who like to tinker. A lot of the optional rules I talked about before exist to facilitate this style of play. (GURPS is the game that taught me that campaign planning—i.e., game design—is play in itself.) And yes, this style isn't for everyone. But I like it. Maybe someday I'll tell you more about why I do.</div>
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-60588259513769943822017-05-25T08:33:00.002-04:002017-05-25T08:33:37.964-04:00Grognar, Goblin Barbarian<div class="separator" style="clear: both; text-align: left;">
Another pregenerated character for <b><i>GURPS Dungeon Fantasy</i></b>, a goblin barbarian.</div>
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<h3>
Grognar, Goblin Barbarian</h3>
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250 points</div>
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<b>ST</b> 17 (Size†, -10%) [63]; <b>DX</b> 13 [60]; <b>IQ</b> 9 [00]; <b>HT</b> 14 [30].</div>
<div class="separator" style="clear: both;">
Damage 1d+2/3d-1; BL 58 lbs.; HP 23 (Size†, -10%) [9]; Will 10 [0]; Per 14 [20]; FP 14 [0].</div>
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Basic Speed 6.25 [-10]; Basic Move 7† [0].</div>
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SM +1; 7’1”, 250 lbs.</div>
<h4>
Social Background</h4>
<div class="separator" style="clear: both;">
<i>TL</i>: 3 [0].</div>
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<i>CF</i>: Common (Native) [0].</div>
<div class="separator" style="clear: both;">
<i>Languages</i>: Common (Native) [0].</div>
<h4>
Advantages</h4>
<div class="separator" style="clear: both;">
Discriminatory Smell [15]; Goblin [0]; Hard to Kill 1 [2]; High Pain Threshold [10]; Outdoorsman 4 [40]; Temperature Tolerance 2 [2].</div>
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<i>Perks</i>: Weapon Bond (Fine spear) [1]</div>
<h4>
Disadvantages</h4>
<div class="separator" style="clear: both;">
Bad Temper (9) [-15]; Easy to Read [-10]; Gigantism [0]; Sense of Duty (Adventuring companions) [-5]; Social Stigma (Minority Group) [-10].</div>
<div class="separator" style="clear: both;">
<i>Quirks</i>: Assures others that he’s quite attractive for a goblin; Complains loudly if he can’t get fresh meat; Thinks ale is poison. [-3]</div>
<h4>
Skills</h4>
<div class="separator" style="clear: both;">
Animal Handling (Snakes) (A) IQ+1 [4]-10; Brawling (E) DX [1]-13; Camouflage (E) IQ+4 [1]-13‡; Carousing (E) HT [1]-14; Disguise (Animals) (A) IQ [2]-9; Fishing (E) Per+4 [1]-18‡; Forced Entry (E) DX [1]-13; Gesture (E) IQ+1 [2]-10; Hiking (A) HT-1 [1]-13; Intimidation (A) Will [2]-10; Lifting (A) HT-1 [1]-13; Mimicry (Animal Sounds) (H) IQ+2 [1]-11‡; Naturalist (H) IQ+2 [1]-11‡; Navigation (Land) (A) IQ+4 [2]-13‡; Running (A) HT-1 [1]-13; Spear (A) DX+2 [8]-15; Shield (E) DX+3 [8]-16; Stealth (A) DX [2]-13; Swimming (E) HT [1]-14; Survival (Jungle) (A) Per+3 [1]-17‡; Tracking (A) Per+3 [1]-17‡; Thrown Weapon (Stick) (E) DX+2 [4]-15; Weather Sense (A) IQ [2]-9; Wrestling (A) DX [2]-13.</div>
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<br /></div>
<div class="separator" style="clear: both;">
† Includes effects of Gigantism (p. B20). Rolls to hit you are at +1. You may use oversized weapons (p. 27) and must buy extra-large armor (p. 28).</div>
<div class="separator" style="clear: both;">
‡ Includes +4 for Outdoorsman.</div>
<h4>
Goblin</h4>
<div class="separator" style="clear: both; text-align: right;">
0 points</div>
<div class="separator" style="clear: both;">
<b><i>Attribute Modifiers</i></b>: IQ-1 [-20]; HT+1 [10].</div>
<div class="separator" style="clear: both;">
<b><i>Secondary Characteristic Modifiers</i></b>: HP+1 [2]; Will+1 [5]; Per+1 [5].</div>
<div class="separator" style="clear: both;">
<b><i>Advantages</i></b>: Infravision [10]; Rapid Healing [5]; Resistant to Metabolic Hazards (+3) [10]; Teeth (Sharp) [1].</div>
<div class="separator" style="clear: both;">
<b><i>Disadvantages</i></b>: Appearance (Ugly) [-8]; Cowardice (12) [-10]; Social Stigma (Savage) [-10].</div>
<h4>
Equipment</h4>
<ul>
<li>Blanket (p. B288) [<b>Torso</b>] $40, 8 lbs.</li>
<li>Canteen (p. B288) [<b>Torso</b>] $10, 3 lbs.</li>
<li>Personal Basics (p. B288) [<b>Sack</b>] $7.5, 1.5 lb.</li>
<li>Rations x12 (p. B288) [<b>Sack</b>] $24, 6 lbs.</li>
<li>Rope, 3/8” (10 yards) (p. B288) [<b>Sack</b>] Supports 300 lbs. $5, 1.5 lbs.</li>
<li>Sack (1, p. 24) [<b>Torso</b>] Holds 40 lbs. $60, 6 lbs.</li>
<li>Torch x2 (p. B288) [<b>Sack</b>] $6, 2 lbs.</li>
<li>Light Clothing (p. B266) [<b>Torso, Arms, Legs</b>] Initially free; replacement cost is $60. $0, 2 lb.</li>
<li>Partial Mail Top (above) [<b>Torso</b>] DR 4/2*. Protects on 1-3 on 1d. $150, 14 lbs.</li>
<li>Mail Loincloth (above) [<b>Groin</b>] DR 4/2*. $120, 12 lbs.</li>
<li>Boomerang x4 (p. 6) [<b>Torso</b>] Damage sw+1 (3d) cr. Range 102/170. $120, 6 lbs.</li>
<li>Fine Spear (p. B273) [<b>Torso</b>] Damage thr+4 (1d+6) imp, thr+5 (1d+7) imp (two hands). $180, 6 lbs.</li>
<li>Large Shield (p. B287) [<b>Torso</b>] DB 3. $135, 37.5 lbs.</li>
</ul>
<div class="separator" style="clear: both;">
<i>Total Weight</i>: 105.5 lbs. (Light)</div>
<div class="separator" style="clear: both;">
<i>Cash</i>: $142.50</div>
<br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-88404157973342898172017-05-24T17:33:00.001-04:002017-05-24T17:33:56.786-04:00Lel, Wood Elf Scout<div class="separator" style="clear: both; text-align: left;">
A pregenerated elf scout character for <b><i>GURPS Dungeon Fantasy</i></b>.</div>
<div class="separator" style="clear: both; text-align: left;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQuvrpPlROjm1EYhMAbhb2IWzlC6mbQ5aDdhyphenhyphencCQUDFcuT7CXUSrNJGTix7G4ozK8crVZyuWAt2UFo5kP32XtA2vPPSHusa-g5qGHUiFUAlVfLl7O-o_xhY-_UN4gKVAYD1O5C0M_jXK8/s1600/woman-156849.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="800" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQuvrpPlROjm1EYhMAbhb2IWzlC6mbQ5aDdhyphenhyphencCQUDFcuT7CXUSrNJGTix7G4ozK8crVZyuWAt2UFo5kP32XtA2vPPSHusa-g5qGHUiFUAlVfLl7O-o_xhY-_UN4gKVAYD1O5C0M_jXK8/s640/woman-156849.png" width="320" /></a></div>
<br />
<h3>
Lel, Wood Elf Scout</h3>
<div style="text-align: right;">
250 points</div>
<b>ST</b> 13 [40]; <b>DX</b> 14 [60]; <b>IQ</b> 11 [20]; <b>HT</b> 12 [20].<br />
Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 11 [0]; Per 14 [15]; FP 12 [0].<br />
Basic Speed 7.00 [10]; Basic Move 8 [0].<br />
5’4”; 150 lbs.<br />
<h4>
Social Background</h4>
<i>TL</i>: 3 [0].<br />
<i>CF</i>: Common (Native) [0].<br />
<i>Languages</i>: Common (Native) [0].<br />
<h4>
Advantages</h4>
Absolute Direction [5]; Acute Vision 1 [2]; Heroic Archer [20]; Outdoorsman 2 [20]; Signature Gear 3 (Bow, shortsword, and shield) [2]; Wood Elf [20].<br />
<i>Perks</i>: Weapon Bond (Bow) [1].<br />
<h4>
Disadvantages</h4>
Honesty (12) [-10]; Odious Personal Habit (“Unwashed bushwhacker”) [-5]; Overconfidence (6) [-10]; Sense of Duty (Adventuring companions) [-5]; Vow (Never sleep indoors) [-10]; Vow (Own no more than what can be carried) [-10].<br />
<i>Quirks</i>: Careful. [-1]<br />
<h4>
Skills</h4>
Armoury (Missile Weapons) (A) IQ-1 [1]-10; Bow (A) DX+4 [16]-18; Camouflage (E) IQ+3 [2]-14†; Cartography (A) IQ+1 [4]-12; Climbing (A) DX [2]-14; Fast-Draw (Arrow) (E) DX [1]-14; Fast-Draw (Sword) (E) DX [1]-14; First Aid (E) IQ [1]-11; Gesture (E) IQ+1 [2]-12; Hiking (A) HT [2]-12; Mimicry (Bird Calls) (H) IQ+1 [2]-12†; Navigation (Land) (A) IQ+1 [1]-12†; Observation (A) Per [2]-14; Search (A) Per-1 [1]-13; Shadowing (A) IQ+1 [4]-12; Shield (E) DX+2 [4]-16; Shortsword (A) DX+2 [8]-16; Stealth (A) DX [2]-14; Survival (Woodlands) (A) Per+1 [1]-15†; Swimming (E) HT [1]-12; Tracking (A) Per+2 [2]-16†; Traps (A) IQ+1 [4]-12; Wrestling (A) DX-1 [1]-13.<br />
† Includes +2 for Outdoorsman.<br />
<h4>
Wood Elf</h4>
<div style="text-align: right;">
20 points</div>
<b><i>Attribute Modifiers</i></b>: ST-1 [-10]; DX+1 [20].<br />
<b><i>Secondary Characteristic Modifiers</i></b>: Basic Move+1 [5].<br />
<b><i>Advantages</i></b>: Appearance (Attractive) [4]; Forest Guardian 2 [10]; Magery 0 [5].<br />
<b><i>Perks</i></b>: Elven Gear [1].<br />
<b><i>Disadvantages</i></b>: Sense of Duty (Nature) [-15].<br />
<i><b>Features</b></i>: Green hair (not included above).<br />
<h4>
Equipment</h4>
<ul>
<li>Blanket (p. B288) [<b>Torso</b>] $20, 4 lbs.</li>
<li>Canteen (p. B288) [<b>Torso</b>] $10, 3 lbs.</li>
<li>Personal Basics (p. B288) [<b>Sack</b>] $5, 1 lb.</li>
<li>Rations x12 (p. B288) [<b>Sack</b>] $24, 6 lbs.</li>
<li>Rope, 3/8” (10 yards) (p. B288) [<b>Sack</b>] Supports 300 lbs. $5, 1.5 lbs.</li>
<li>Sack (1, p. 24) [<b>Torso</b>] Holds 40 lbs. $30, 3 lbs.</li>
<li>Torch x2 (p. B288) [<b>Sack</b>] $6, 2 lbs.</li>
<li>Arrows, Fine x25 (p. B276) [<b>Quiver</b>] $150, 2.5 lbs.</li>
<li>Arrows, Fine Bodkin x25 (p. B277) [<b>Quiver</b>] Armor divisor (2); damage is pi. $150, 2.5 lbs.</li>
<li>Boots (p. B284) [<b>Feet</b>] DR 2*. $80, 3 lbs.</li>
<li>Composite Bow (p. B275) [<b>Torso</b>] Damage thr+3 imp, thr+4 imp with fine arrows. $900, 4 lbs.</li>
<li>Heavy Leather Leggings (p. B283) [<b>Legs</b>] DR 2. $60, 4 lbs.</li>
<li>Heavy Leather Sleeves (p. B283) [<b>Arms</b>] DR 2. $50, 2 lbs.</li>
<li>Hip Quiver, Large (1, p. 24) [<b>Torso</b>] Holds up to 50 arrows, divided into two compartments. $30, 2 lbs.</li>
<li>Mail Shirt (p. B283) [<b>Torso</b>] DR 4/2*. $150, 16 lbs.</li>
<li>Ordinary Clothing (p. B266) [<b>Torso, Arms, Legs</b>] Initially free; replacement cost is $120. $0, 2 lbs.</li>
<li>Quarterstaff (p. B273) [<b>Torso</b>] Damage sw+2 cr, thr+2 cr. $10, 4 lbs.</li>
<li>Camouflage Heavy Cloak (p. B287, p. 25) [<b>Torso</b>] DB 2. Select camouflage pattern at purchase; +1 to Stealth. $150, 5 lbs.</li>
<li>Shortsword (p. B273) [<b>Torso</b>] Damage sw cut, thr imp. $400, 2 lbs.</li>
<li>Small Shield (p. B287) [<b>Torso</b>] DB 1. $40, 8 lbs.</li>
</ul>
<i>Total Weight</i>: 77.5 lbs. (Medium)<br />
<i>Cash</i>: $70Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-87904111227026525592017-05-18T20:00:00.001-04:002017-05-18T20:00:30.981-04:00Michel Montfort, Dungeon Fantasy Swashbuckler<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8TERoO2eC-44JeeucUXz4Sjax03O2maSEjK7OZwCNTUXCx_jMqh-KkFcNMRE6hqD8580p066ktbGlBEk1xnvtu83BwWBTBMVRCErhj0dJinxhYVtheBSX5kLUPWbrXk-42yELlZA5GY0/s1600/knight-2117725_1920.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="428" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8TERoO2eC-44JeeucUXz4Sjax03O2maSEjK7OZwCNTUXCx_jMqh-KkFcNMRE6hqD8580p066ktbGlBEk1xnvtu83BwWBTBMVRCErhj0dJinxhYVtheBSX5kLUPWbrXk-42yELlZA5GY0/s640/knight-2117725_1920.jpg" width="640" /></a></div>
<br />
<h3>
Michel Montfort</h3>
<div style="text-align: right;">
250 points</div>
<br />
<b>ST</b> 11 [10]; <b>DX</b> 15 [100]; <b>IQ</b> 10 [0]; <b>HT</b> 13 [30].<br />
Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0].<br />
Basic Speed 7.00 [0]; Basic Move 7 [0].<br />
5’7”, 145 lbs.<br />
<h4>
Social Background</h4>
<i>TL</i>: 3 [0].<br />
<i>CF</i>: Common (Native) [0].<br />
<i>Languages</i>: Common (Native) [0].<br />
<h4>
Advantages</h4>
Combat Reflexes [15]; Enhanced Dodge 1 [15]; Extra Attack 1 [25]; Extraordinary Luck [30]; Enhanced Parry 1 (Broadsword) [5]; Rapier Wit [5]; Signature Gear 2 (Breastplate and broadsword) [2]; Weapon Master (Broadsword) [20].<br />
<i>Perks</i>: Weapon Bond (Any starting weapon) [1].<br />
<h4>
Disadvantages</h4>
Code of Honor (Gentleman’s) [-10]; Compulsive Carousing (12) [-5]; Gregarious [-10]; Impulsiveness (12) [-10]; Overconfidence (12) [-5]; Sense of Duty (Adventuring companions) [-5]; Vow (Use only weapon of choice) [-5].<br />
<i>Quirks</i>: Annoyingly proud of his mustache; Loves the phrase, “What, ho!” [-2]<br />
<h4>
Skills</h4>
Acrobatics (H) DX [4]-15; Brawling (E) DX+1 [2]-16; Broadsword (A) DX+3 [12]-18; Carousing (E) HT [1]-13; Climbing (A) DX-1 [1]-14; Fast-Draw (Knife) (E) DX+1 [1]-16†; Fast-Draw (Sword) (E) DX+1 [1]-16†; Fast-Talk (A) IQ-1 [1]-9; First Aid (E) IQ [1]-10; Gesture (E) IQ [1]-10; Hiking (A) HT-1 [1]-12; Jumping (E) DX [1]-15; Savoir-Faire (High Society) (E) IQ+1 [2]-11; Scrounging (E) Per [1]-10; Sex Appeal (A) HT-1 [1]-12; Shield (Buckler) (E) DX+3 [8]-18; Stealth (A) DX-1 [1]-14; Thrown Weapon (Knife) (E) DX+1 [2]-16; Wrestling (A) DX [2]-15.<br />
† Includes +1 for Combat Reflexes.<br />
<h4>
Equipment</h4>
Blanket (p. B288) [<b>Torso</b>] $20, 4 lbs.<br />
Canteen (p. B288) [<b>Torso</b>] $10, 3 lbs.<br />
Personal Basics (p. B288) [<b>Sack</b>] $5, 1 lb.<br />
Rations x12 (p. B288) [<b>Sack</b>] $24, 6 lbs.<br />
Rope, 3/8” (10 yards) (p. B288) [<b>Sack</b>] Supports 300 lbs. $5, 1.5 lbs.<br />
Sack (1, p. 24) [<b>Torso</b>] Holds 40 lbs. $30, 3 lbs.<br />
Torch x2 (p. B288) [<b>Sack</b>] $6, 2 lbs.<br />
Boots (p. B284) of fine material [<b>Feet</b>] DR 2*. $240, 3 lbs.<br />
Cloth Armor (p. B283) [<b>Torso</b>] DR 1*. $30, 6 lbs.<br />
Hat, Wide (8, p. 17) of fine material [<b>Head</b>] $54, 0.3 lb.<br />
Heavy Leather Leggings (p. B283) [<b>Legs</b>] DR 2. $60, 4 lbs.<br />
Heavy Leather Sleeves (p. B283) [<b>Arms</b>] DR 2. $50, 2 lbs.<br />
Ordinary Clothing (p. B266) of fine material [<b>Torso, Arms, Legs</b>] $360, 2 lbs.<br />
Steel Breastplate (p. B283) [<b>Torso</b>] DR 5F. $500, 18 lbs.<br />
Light Buckler (p. B287) [<b>Torso</b>] DB 1. $25, 2 lbs.<br />
Broadsword (p. B271) [<b>Torso</b>] Damage sw+1 (1d+4) cut or thr+1 (1d+2) cr. $500, 3 lbs.<br />
<br />
<b>Total Weight</b>: 60.8 lbs. (Medium)<br />
<b>Cash</b>: $81Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-79447549213382078972017-05-16T17:53:00.000-04:002017-05-22T10:41:04.950-04:00Gen Con Events, Part 1: GamesThe Gen Con event list came out this past weekend, and while my Industry Insider panels are still being finalized, I do have a couple events in the system. I will be running two game sessions this year, one in GURPS and the other in Fate Core.<br />
<br />
Event registration opens at noon Eastern on May 28.<br />
<br />
<h3>
Adamantine Chef</h3>
<a href="https://www.gencon.com/events/108557" target="_blank">RPG1<span id="goog_1204877710"></span><span id="goog_1204877711"></span>7108557</a><br />
<br />
<b>System</b>: Fate Core<br />
In Dreed, competitive cooking is serious business. Can your team defeat their rivals & earn the title of Gods of Cooking?<br />
<br />
<i>This game is set in S. John Ross's marvelous Uresia setting and is an off-beat, anime-inflected fantasy adventure.</i><br />
<br />
<h3>
Temblors</h3>
<a href="https://www.gencon.com/events/107636" target="_blank">RPG17107636</a><br />
<br />
<b>System</b>: GURPS Fourth Edition<br />
Your squad of space marines has crashed on a failed colony world. You must make your way across a landscaped scarred by nuclear war to secure your escape, but an ancient threat stirs beneath your feet.<br />
<br />
<i>This game is cinematic military sci-fi inspired by video games like Gears of War and Mass Effect Andromeda.</i><br />
<i><br /></i>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrZxIBshFx4by6f0liLtUlIQF9aeVIAcfxJaeWAk-vDCDUjbr3rZNcKT-Aym2-YDy30I-Wfr_yVzn99OFRpP3pnvZ8KJXuZjp5pEGuethrynn-CCMkTgp1OSdzrqzMXeRI4fGo_mm_1yQ/s1600/16386953_10154469599593155_9110931127440336102_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjrZxIBshFx4by6f0liLtUlIQF9aeVIAcfxJaeWAk-vDCDUjbr3rZNcKT-Aym2-YDy30I-Wfr_yVzn99OFRpP3pnvZ8KJXuZjp5pEGuethrynn-CCMkTgp1OSdzrqzMXeRI4fGo_mm_1yQ/s640/16386953_10154469599593155_9110931127440336102_n.jpg" width="640" /></a>Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-91872579367107829242017-05-09T19:38:00.001-04:002017-05-09T19:38:56.482-04:00Cowboy Character TemplateBack in 2009, my wife ran a Western adventure in GURPS at Gen Con. To help her make her pre-gens, I put together this template for a generic cowboy.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDt_R4R2CfuxFpC0EKyrsPxJqXIspNYzCyYyk9e1PJ1nYLmHaATWiko0bj0bjRNPtn_ACj-o_dLCEQ6s-9-jVdk8oxhwWbswo4Bk2TZ4M_K8BVpk_U1Wc_2aqv-_NYG7XbPDCG3gSG_9w/s1600/country-hat-1406454_960_720.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="426" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDt_R4R2CfuxFpC0EKyrsPxJqXIspNYzCyYyk9e1PJ1nYLmHaATWiko0bj0bjRNPtn_ACj-o_dLCEQ6s-9-jVdk8oxhwWbswo4Bk2TZ4M_K8BVpk_U1Wc_2aqv-_NYG7XbPDCG3gSG_9w/s640/country-hat-1406454_960_720.jpg" width="640" /></a></div>
<br />
<h3>
Cowboy</h3>
<div style="text-align: right;">
100 points</div>
<b>Attributes</b>: ST 10 [0]; DX 11 [20]; IQ 10 [0]; HT 11 [10].<br />
<b>Secondary Characteristics</b>: Dam 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 11 [5]; FP 11 [0]; Basic Speed 5.50 [0]; Basic Move 5 [0].<br />
<br />
<b>Advantages</b>: 35 points chosen from ST +1 or +2 [10/level], DX +1 [20], HT +1 or +2 [10/level], Per +1 to +3 [5/level], Alcohol Tolerance [1], Animal Empathy [5], Animal Friend [5/level], Combat Reflexes [15], Common Sense [10], Daredevil [15], Fit or Very Fit [5 or 15], Higher Purpose (Protect the underdog, Defend your own patch of land, etc.) [5], Legal Enforcement Powers [5], Languages [varies], Outdoorsman [10/level], Night Vision 1-4 [1/level], Rapier Wit [5], Recovery [10], Reputation [Varies], Signature Gear [1/level], Unfazeable [15], or Wealth (Comfortable) [10].<br />
<br />
<b>Disadvantages</b>: -20 points chosen from Alcoholism [-15], Bad Temper [-10*], Careful [-1], Chauvinistic [-1], Chummy or Gregarious [-5 or -10], Code of Honor (Gentleman or Soldier) [-10], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Congenial [-1], Dependants [Varies], Duty (9 or less) or (12 or less) [-5 or -10], Easy to Read [-10], Enemy [Varies], Flashbacks (Mild) [-5], Insomniac [-10 or -15], Greed [-15*], Guilt Complex [-5], Gullibility [-10*], Hidebound [-5], Honesty [-10*], Impulsiveness [-10*], Incurious [-5*], Indecisive [-10*], Intolerance [Varies], Loner [-5*], Pacifism (Cannot Harm Innocents) [-10], Overconfidence [-5*], Post-Combat Shakes [-5*], Reputation [Varies], Secret [Varies], Selfless [-5*], Sense of Duty [Varies], Stubbornness [-5], Truthfulness [-5*], or Wealth (Struggling or Poor) [-10 or -15].<br />
<br />
<b>Primary Skills</b>: Brawling (E) DX+1 [2]-12; Riding (Equines) (A) DX+1 [4]-12. ● Choose three of Fast-Draw (Ammo or Pistol) (E) DX+2 [4]-13 and Guns (Pistol, Shotgun, or Rifle) (E) DX+2 [4]-13.<br />
<br />
<b>Secondary Skills</b>: Choose twelve of Armoury (Small Arms) (A) IQ [2]-10, Axe/Mace (A) DX [2]-11, Camouflage (E) IQ+1 [2]-11, Climbing (A) DX [2]-11, Gambling (A) IQ [2]-10, Holdout (A) IQ [2]-10, Jumping (E) DX+1 [2]-12, Knife (E) DX+1 [2]-12, Lasso (A) DX [2]-10, Naturalist (H) IQ-1 [2]-9, Observation (A) Per [2]-11, Running (A) HT [2]-11, Soldier (A) IQ [2]-10, Stealth (A) DX [2]-11, Survival (any) (A) Per [2]-11, Tactics (H) IQ-1 [2]-9, Thrown Weapon (Axe/Mace or Knife) (E) DX+1 [2]-12, Tracking (A) Per [2]-11, and Traps (A) IQ [2]-10.<br />
<br />
<b>Background Skills</b>: 8 points chosen from primary skills and secondary skills; Boating (Unpowered), DX/A; Carousing, HT/E; Area Knowledge (any), Carpentry, and First Aid, IQ/E; Animal Handling (Dogs or Equines), Cooking, Farming, Merchant, Prospecting, Public Speaking, and Teamster (Equines), all IQ/A; Mimicry (Animal Sounds or Bird Calls), IQ/H; or Fishing, Per/E.<br />
<br />
* Multiplied for self-control number; see p. B120.<br />
<br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-86348741040597067862017-05-08T16:51:00.000-04:002017-05-08T16:51:21.020-04:00New Ability: Martial ExercisesHere's a chi-powered ability for warrior characters in fantasy or over-the-top <i><b>Martial Arts</b></i> campaigns.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGYyLwBgDZgx13UckVV-wvvmc5Vp0AUf3dCr5aqPD-vgL-wRmLwd3VoOc_U1uaVou82PivCcQcHWMor1s-Cg_NAB0FUvy1py2X4qwJ_BTaKV0P0b9rJulNoGz7PjbLDbOQlRN9A3tFQeU/s1600/martial-arts-291046_960_720.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjGYyLwBgDZgx13UckVV-wvvmc5Vp0AUf3dCr5aqPD-vgL-wRmLwd3VoOc_U1uaVou82PivCcQcHWMor1s-Cg_NAB0FUvy1py2X4qwJ_BTaKV0P0b9rJulNoGz7PjbLDbOQlRN9A3tFQeU/s640/martial-arts-291046_960_720.jpg" width="640" /></a></div>
<br />
<h3>
Martial Exercises</h3>
<div style="text-align: right;">
35 points/level</div>
Each level lets you choose one martial exercise benefit from the list below. You must spend six minutes per level exercising and make a Will or Meditation roll to choose new benefits. If a benefit is listed in <b>bold</b>, you can choose that option more than once and effects in bold stack.<br />
<br />
<ul>
<li><b>Arm ST +1 (Two arms)</b> + Strongbow.</li>
<li><b>Acute Vision 3.</b></li>
<li><b>Acute Hearing 3.</b></li>
<li>Blunt Claws + <b>DR 3 (Partial, Hands; Tough Skin).</b></li>
<li><b>Breath-Holding 3.</b></li>
<li><b>Damage Resistance 2 (Tough Skin).</b></li>
<li>Filter Lungs + Penetrating Voice.</li>
<li>Flexibility + Compact Frame.</li>
<li><b>FP +2.</b></li>
<li><b>Hard to Kill 3.</b></li>
<li><b>Hard to Subdue 3.</b></li>
<li><b>HP +3.</b></li>
<li>Injury Tolerance (No Blood) + Chi Resistance (Pressure Points).</li>
<li>Injury Tolerance (No Vitals) + Natural Pockets.</li>
<li>Less Sleep 3.</li>
<li><b>Lifting ST +2.</b></li>
<li><b>Metabolism Control 3 (Hibernation).</b></li>
<li><b>Nictitating Membrane 6.</b></li>
<li>Night Vision 6.</li>
<li>Pressure Support 1 + Pressure-Tolerant Lungs (Thin atmosphere).</li>
<li>Reduced Consumption 3.</li>
<li>Resistant to Poison (+3) + Alcohol Tolerance.</li>
<li><b>Silence 1</b> + Stalker (Ignore the -1 penalty to Stealth for Light encumbrance).</li>
<li><b>Slippery 3.</b></li>
</ul>
<br />
<h4>
Under the Hood</h4>
Martial Exercises is based on a new Modular Ability called Training Regimen that has a short list of options and is slow to rearrange. <i>Cost per slot</i>: 4 points base, plus 4 points per point of abilities. The final advantage is Training Regimen 1 (6) (Advantages Only, -10%; Chi, -10%; Physical, +50%; Requires Will Roll, -5%) [35]. Each level of Martial Exercises adds another slot.Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-74125552649483084762017-05-04T17:29:00.000-04:002017-05-04T17:29:40.686-04:00Stone Golem GladiatorAn enemy for a fantasy gladiator campaign I was planning to run in the <b><i>GURPS Banestorm</i></b> setting.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjozUX8N6qhnKPA6UsWpPnZbODaLRmi1BrCxSivcLDKAXPPOMck71PkxdqnbLapZUOZsG6rFabvzZdD0tiaTFf6uKW7jnHKT0hg0AvHUxNZyA_heCpAvdDrC3CwWKACcNvypICupnkzI0k/s1600/axe-1045386_960_720.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="422" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjozUX8N6qhnKPA6UsWpPnZbODaLRmi1BrCxSivcLDKAXPPOMck71PkxdqnbLapZUOZsG6rFabvzZdD0tiaTFf6uKW7jnHKT0hg0AvHUxNZyA_heCpAvdDrC3CwWKACcNvypICupnkzI0k/s640/axe-1045386_960_720.jpg" width="640" /></a></div>
<br />
<h3>
Stone Golem Gladiator</h3>
<b>ST</b> 15<span class="Apple-tab-span" style="white-space: pre;"> </span><b>HP</b> 18<span class="Apple-tab-span" style="white-space: pre;"> </span><b>Speed</b> 6.25<br />
<b>DX</b> 11<span class="Apple-tab-span" style="white-space: pre;"> </span><b>Will</b> 8<span class="Apple-tab-span" style="white-space: pre;"> </span><b>Move</b> 6<br />
<b>IQ</b> 8<span class="Apple-tab-span" style="white-space: pre;"> </span><b>Per</b> 8<span class="Apple-tab-span" style="white-space: pre;"> </span><b>SM</b> +0<br />
<b>HT</b> 14<span class="Apple-tab-span" style="white-space: pre;"> </span><b>FP</b> -<span class="Apple-tab-span" style="white-space: pre;"> </span><b>DR</b> 5<br />
<b>Dodge</b> 10<span class="Apple-tab-span" style="white-space: pre;"> </span><b>Parry</b> 11U<br />
<br />
<b>Great Axe (14)</b>: 2d+6 cut. Reach 1,2*. Note: 8 lbs.; check for weapon breakage on Parry.<br />
<b>Punch (12)</b>: 1d cr. Reach C. Parry 10.<br />
<br />
<b>Traits</b>: Clay Golem (from <b><i>GURPS Magic</i></b>, includes some of the traits mentioned here for reference); Combat Reflexes; DR 5; Hidebound; High Pain Threshold; Injury Tolerance (Homogenous, No Blood); Unfazeable; Unnatural.<br />
<b>Skills</b>: Brawling-12; Two-Handed Axe/Mace-14.<br />
<b>Gear</b>: Fine great axe.<br />
<b>Cost</b>: $12,500.<br />
<b>Notes</b>: Hidebound means it should avoid Feints and other combat “tricks”. It is a straightforward brawler. Always programmed to surrender if possible before it reaches -18 and is destroyed.Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-89740744785494695562017-04-18T17:43:00.001-04:002017-04-18T17:43:49.459-04:00Let’s Make a Character: Scavenger (GURPS After the End)Here's another character I made last year on Let's Make a Character, a post-apocalyptic scavenger for GURPS After the End.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7pghXdUznsTfSqMa56uZdJvP6-WOMX68Gd7Fc41IiVMtgvGdTE5OB5wOA0cd8GiIh-X9quPNe_P4uvKBydJEBHM4osw9IJsc-NJkFRxYQLLH1OkQsyaHkhr5Y_7RUEpALYrXZzIPKNT4/s1600/adventure-1569297_1920.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7pghXdUznsTfSqMa56uZdJvP6-WOMX68Gd7Fc41IiVMtgvGdTE5OB5wOA0cd8GiIh-X9quPNe_P4uvKBydJEBHM4osw9IJsc-NJkFRxYQLLH1OkQsyaHkhr5Y_7RUEpALYrXZzIPKNT4/s640/adventure-1569297_1920.png" width="640" /></a></div>
<br />
<br />
<b>ST</b> 12 [20]; <b>DX</b> 13 [60]; <b>IQ</b> 11 [20]; <b>HT</b> 11 [10]<br />
Damage 1d-1/1d+1; BL 34 lbs.; HP 12 [0]; Will 11 [0]; Per 14 [15]; FP 11 [0]; RP 16 [5].<br />
Basic Speed 6.00 [0]; Basic Move 6 [0].<br />
<h4>
Advantages</h4>
Craftiness 1† [5]; Gizmos 1 [5]; Hard to Kill 1 [2]; Lifting ST 1 [3].<br />
† A Talent benefiting Acting, Camouflage, Disguise, Holdout, Shadowing, and Stealth. Reaction bonus: none! 5 points/level.<br />
<h4>
Disadvantages</h4>
Bad Temper (12) [-10]; Compulsive Gambling (15) [-2]; Greed (9) [-22]; Light Sleeper [-5]; Overconfidence (15) [-2*]; Sense of Duty (teammates) [-5].<br />
<h4>
Skills</h4>
Anthropology (H) IQ-1 [2]-10; Brawling (E) DX+2 [4]-15; Camouflage (E) IQ+1 [1]-12†; Current Affairs (Regional) (E) IQ+1 [2]-12; Disguise (A) IQ [1]-11†; Filch (A) DX [2]-13; Holdout (A) IQ+1 [4]-13†; Knife (E) DX+1 [2]-14; Merchant (A) IQ-1 [1]-10; Observation (A) Per-1 [1]-13; Pickpocket (H) DX+1 [8]-14; Scrounging (E) Per+1 [2]-15; Search (A) Per-1 [1]-13; Smuggling (A) IQ-1 [1]-10; Stealth (A) DX+2 [4]-15†; Streetwise (A) IQ+2 [6]-13; Survival (Radioactive Wasteland) (A) Per [2]-14; Urban Survival (A) Per [2]-14; Wrestling (A) DX [2]-13.<br />
† Includes +1 from Craftiness.<br />
<h4>
Gear</h4>
Small knife, Buff coat (DR 2*), Cloth cap (DR 1*), Cloth gloves (DR 1*), Boots (DR 2*), Canteen with 1 quart of clean water, 4 days’ worth of Canned food, Small backpack, Duct tape rope, Multi-tool, Wire cutters, Bolt cutters, 8 pistol cartridges (equivalent to $40)<br />
<br />
<div>
<br /></div>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-77614123087049388902017-04-13T19:00:00.003-04:002017-04-13T19:00:51.155-04:00Gilwell the Arcane<i>Here's a third pregen for </i><b>GURPS Harkwood,</b><i> a charlatan "wizard" who actually has a shred of magical ability.</i><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiECoU-coaGP2dxGaTHHSoE3vSbGGD1mKrvDt4aS3L8nkficRln_3thKgZDDOkRZUgfAtWKh7jAEOtb8BHpiMjkV_0S6o6HC_VkuWMHZMqsagXEIN3aW0H8NarzxofyqRDDZhBEgU72NmI/s1600/wizard-1459117.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiECoU-coaGP2dxGaTHHSoE3vSbGGD1mKrvDt4aS3L8nkficRln_3thKgZDDOkRZUgfAtWKh7jAEOtb8BHpiMjkV_0S6o6HC_VkuWMHZMqsagXEIN3aW0H8NarzxofyqRDDZhBEgU72NmI/s640/wizard-1459117.png" width="358" /></a></div>
<br />
<br />
<h3>
Gilwell the Arcane</h3>
<div style="text-align: right;">
150 points</div>
<br />
<b>ST</b> 10 [0]; <b>DX</b> 12 [40]; <b>IQ</b> 13 [40]; <b>HT</b> 10 [0].<br />
Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0].<br />
Basic Speed 5.5 [0]; Basic Move 5 [0]; Dodge 8; Parry 10 (Brawling).<br />
<h4>
Social Background</h4>
<i>TL</i>: 3 [0].<br />
<i>CF</i>: Christian [0].<br />
<i>Languages</i>: Anglish (Native) [0]; Elvish (Accented/None) [2].<br />
<h4>
Advantages</h4>
Acute Hearing 2 [4]; Charisma 1 [5]; Flexibility [5]; Half-Elf [27]; Smooth Operator 1 [15].<br />
<i>Perks</i>: Penetrating Voice [1].<br />
<i>Half-Elf</i>: IQ+1 [20]; Extended Lifespan 1 [2]; Magery 0 [5]. 27 points.<br />
<h4>
Disadvantages</h4>
Combat Paralysis [-15]; Delusion (I am a wizard) [-5]; Gregarious [-10]; Wealth (Struggling) [-10].<br />
<h4>
Skills</h4>
Acting (A) IQ+1 [2]-14†; Brawling (E) DX+2 [4]-14; Detect Lies (H) Per-1 [1]-12†; Diplomacy (H) IQ-1 [1]-12†; Escape (H) DX-2 [1]-10; Fast-Talk (A) IQ+2 [4]-15†; Holdout (A) IQ [2]-13; Knife (E) DX+1 [2]-13; Psychology (H) IQ [4]-13; Savoir-Faire (High Society) (E) IQ+1 [1]-14†; Sex Appeal (A) HT [1]-10†; Sleight Of Hand (H) DX+1 [8]-13; Wrestling (A) DX+1 [4]-13.<br />
† +1 from Smooth Operator.<br />
<h4>
Spells</h4>
Haste (H) IQ+3 [16]-16.<br />
<h4>
Gear</h4>
Ornate Quarterstaff. Gives +2 to reaction rolls from buyers, gullible hirelings, etc. $50, 4 lbs.<br />
Fine small knife. Deals sw-2 cut or thr imp. $300, 0.5 lbs.<br />
Ordinary clothes. 2 lbs.<br />
A collection of "spell scrolls." $100, 2 lbs.<br />
$50 cash.Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-61513737832956619972017-04-12T14:50:00.001-04:002017-04-12T14:50:30.563-04:00Martin the Strummer (from Let's Make a Character 1)About a year ago, I started a series of live streams called Let’s Make a Character. I used social media polls to make key decisions about an RPG character, and then I built that character live on Twitch.<br />
<br />
The first character I made was a bard for <b>GURPS Dungeon Fantasy</b>. I used the template from <a href="http://www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy1/" target="_blank">Dungeon Fantasy 1</a> and the loadouts from <a href="http://www.sjgames.com/gurps/books/dungeonfantasy/dungeonfantasy13/" target="_blank">Dungeon Fantasy 13</a>. Below, you can find the completed stats for that character, and you can watch me make him right here. (Be warned, the audio for this stream had some definite problems. I’ve been working since then on finding better sound equipment.)<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/_lG3mK7JjSc/0.jpg" frameborder="0" src="https://www.youtube.com/embed/_lG3mK7JjSc?feature=player_embedded"></iframe></div>
<br />
<h3>
Martin the Strummer</h3>
<div style="text-align: right;">
250 points</div>
<b>ST</b> 11 [10]; <b>DX</b> 12 [40]; <b>IQ</b> 14 [80]; <b>HT</b> 11 [10].<br />
Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 13 [6].<br />
Basic Speed 6.00 [5]; Basic Move 6 (4 while encumbered) [0]; Dodge 9 (8 while encumbered); Parry 10; Block 11.<br />
<h4>
Advantages</h4>
Appearance (Attractive) [4]; Bardic Talent 3 [24]; Charisma 1 [5]; Eidetic Memory [5]; Musical Ability 2 [10]; Voice [10].<br />
<i>Perks</i>: Penetrating Voice [1]; No Hangover [1].<br />
<i>Bard-Song Abilities</i>: Empathy (PM, -30%) [11]; Mimicry (PM, -30%) [7]; Rapier Wit (PM, -30%) [4].<br />
<h4>
Disadvantages</h4>
Code of Honor (Gentleman’s) [-10]; Gregarious [-10]; Impulsiveness (9) [-15]; Post-Combat Shakes (6) [-10]; S.ense of Duty (Adventuring companions) [-5]<br />
<h4>
Skills</h4>
Acting (A) IQ [2]-14; Diplomacy (H) IQ [1]-14†; Fast-Talk (A) IQ+1 [1]-15†; Musical Instrument (Flute) (H) IQ [2]-15‡; Performance (A) IQ+1 [1]-15†; Public Speaking (A) IQ+2 [1]-16†§; Singing (E) HT+4 [1]-15†‡; Smallsword (A) DX+2 [8]-14; Cloak (A) DX+1 [4]-13; Thrown Weapon (Knife) (E) DX+1 [2]-13; Fast-Draw (Knife) (E) DX [1]-12; Stealth (A) DX [2]-12; Current Affairs (any) (E) IQ [1]-14; Savoir-Faire (High Society) (E) IQ [1]-14; Interrogation (A) IQ-1 [1]-13; Merchant (A) IQ-1 [1]-13; Propaganda (A) IQ-1 [1]-13; Streetwise (A) IQ-1 [1]-13; Musical Composition (H) IQ [1]-14‡; Carousing (E) HT [1]-11; Intimidation (A) Will-1 [1]-13; Detect Lies (H) Per-2 [1]-12; Heraldry (A) IQ-1 [1]-13; Poetry (A) IQ-1 [1]-13; Climbing (A) DX-1 [1]-11; Observation (A) Per-1 [1]-13; Dancing (A) DX-1 [1]-11; First Aid (E) IQ [1]-14; Gesture (E) IQ [1]-14; Mimicry (Speech) (H) IQ-2 [1]-12; Hypnotism (H) IQ-2 [1]-12.<br />
<h4>
Spells</h4>
Command; Daze; Foolishness; Forgetfulness; Mass Daze [4]-17; Mass Sleep; Sense Emotion; Sense Foes; Sleep; Truthsayer.<br />
All at [2]-16, including +3 from Bardic Talent, unless noted otherwise.<br />
<br />
† Includes +2 for Voice.<br />
‡ Includes +2 for Musical Ability.<br />
§ Includes +1 for Charisma.<br />
<h4>
Gear</h4>
<ul>
<li>Blanket (p. B288) [<b>Torso</b>] $20, 4 lbs.</li>
<li>Canteen (p. B288) [<b>Torso</b>] $10, 3 lbs.</li>
<li>Personal Basics (p. B288) [<b>Sack</b>] $5, 1 lb.</li>
<li>Rations x12 (p. B288) [<b>Sack</b>] $24, 6 lbs.</li>
<li>Rope, 3/8” (10 yards) (p. B288) [<b>Sack</b>] Supports 300 lbs. $5, 1.5 lbs.</li>
<li>Sack (1, p. 24) [<b>Torso</b>] Holds 40 lbs. $30, 3 lbs.</li>
<li>Torch x2 (p. B288) [<b>Sack</b>] $6, 2 lbs.</li>
<li>Arrows x12 (p. B276) [<b>Quiver</b>] $24, 1.2 lbs.</li>
<li>Cloth Sleeves (p. B283) [<b>Arms</b>] DR 1*. $20, 2 lbs.</li>
<li>Hat, Small (8, p. 17) [<b>Head</b>] $12, 0.2 lb.</li>
<li>Leather Jacket (p. B283) [<b>Torso, Arms</b>] DR 1*. $50, 4 lbs.</li>
<li>Leather Pants (p. B283) [<b>Legs</b>] DR 1*. $40, 3 lbs.</li>
<li>Ordinary Clothing (p. B266) [<b>Torso, Arms, Legs</b>] Initially free; replacement cost is $120. $0, 2 lbs.</li>
<li>Short Bow (p. B275) [<b>Torso</b>] Damage thr imp. $50, 2 lbs.</li>
<li>Shoulder Quiver (p. B289) [<b>Torso</b>] Holds up to 12 arrows. $10, 0.5 lb.</li>
<li>Flute (1, p. 24) [<b>Sack</b>] $40, 1 lb.</li>
<li>Heavy Cloak (p. B287) [<b>Torso</b>] DB 2. $50, 5 lbs.</li>
<li>Smallsword (p. B273) [<b>Torso</b>] Damage thr+1 imp. $400, 1.5 lbs.</li>
<li>$204 cash left</li>
</ul>
Total Weight: 42.9 lbs.<br />
<div>
<br /></div>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-64916276615442494672017-04-11T09:00:00.000-04:002017-04-11T09:00:06.224-04:00Speaking of Designer's NotesI recently posted a <a href="http://oneyardhex.blogspot.com/2017/03/on-designer-notes.html" target="_blank">blog about designer's notes</a> for RPGs and why I love them. I mentioned a number of designer's notes about various GURPS products available from Steve Jackson Games. One of those articles, "<a href="https://medium.com/@SJGames/gurps-fourth-edition-designer-notes-36fffc11981f" target="_blank">GURPS Fourth Edition: Designer Notes</a>," was recently republished on SJ Games' Medium account.<br />
<br />
Also at that account, last September, Sean Punch put up a five-part series of designer's notes (<a href="https://medium.com/@SJGames/dungeon-fantasy-designers-notes-1-what-who-when-where-why-9a30e03493c1" target="_blank">starting here</a>) detailing the upcoming <b>Dungeon Fantasy RPG</b>. In these posts, he discusses how he went about distilling and reshaping the <b>GURPS Fourth Edition</b> rules into a standalone fantasy box set. I definitely recommend checking these out if you are interested in either <b>Dungeon Fantasy</b> or game design and production in general.<br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://cdn-images-1.medium.com/max/600/1*VDab9EArjWo7VslECbjAfA.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://cdn-images-1.medium.com/max/600/1*VDab9EArjWo7VslECbjAfA.png" width="381" /></a></div>
<br />Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-5452267533524762017-04-10T17:09:00.001-04:002017-04-10T17:09:29.953-04:00Jeremiah Stone, Merchant and Silver Hand Spy<i>Another pregen for </i><b>GURPS Harkwood</b><i>. And some classic art!</i><br />
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKRHcDIg3CX8ezAgueJEVtK0b2db743RC_HBeYG1qQ15En4oOQO5pLKuHHlulJif1AWTFnZTwo3lSF0RMGSRwdKj1ZdLm0RYjfXgheDi9gwPSSIynV4yMpZK7zw_DywDKQpSSylgW84zo/s1600/759px-Jan_Gossaert_-_Portrait_of_a_Merchant_-_Google_Art_Project.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjKRHcDIg3CX8ezAgueJEVtK0b2db743RC_HBeYG1qQ15En4oOQO5pLKuHHlulJif1AWTFnZTwo3lSF0RMGSRwdKj1ZdLm0RYjfXgheDi9gwPSSIynV4yMpZK7zw_DywDKQpSSylgW84zo/s640/759px-Jan_Gossaert_-_Portrait_of_a_Merchant_-_Google_Art_Project.jpg" width="474" /></a></div>
<br />
<br />
<h3>
Jeremiah Stone, Merchant and Silver Hand Spy</h3>
<div style="text-align: right;">
150 points</div>
<br />
<b>ST</b> 10 [0]; <b>DX</b> 10 [0]; <b>IQ</b> 13 [60]; <b>HT</b> 10 [0].<br />
Dmg 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 14 [5]; Per 13 [0]; FP 10 [0].<br />
Basic Speed 5 [0]; Basic Move 5 [0].<br />
<h4>
Social Background</h4>
<i>TL</i>: 3 [0].<br />
<i>CF</i>: Christian [0].<br />
<i>Languages</i>: Anglish (Native) [0]; Arabic (Accented/Broken) [3]; Dwarven (Broken/None) [1]; Elven (Native/None) [3].<br />
<h4>
Advantages</h4>
Business Acumen 2 [20]; Lightning Calculator [2]; Patron (King of Caithness; 9 or less) [15]; Photographic Memory [10].<br />
<i>Perks</i>: Honest Face [1]<br />
<h4>
Disadvantages</h4>
Duty (To the King, 9 or less) [-5]; Miserliness (9) [-15]; Stubbornness [-5]<br />
<h4>
Skills</h4>
Accounting (H) IQ+2 [4]-15†; Acting (A) IQ-1 [1]-12; Administration (A) IQ+2 [2]-15†; Area Knowledge (Caithness) (E) IQ+2 [4]-15; Carousing (E) HT [1]-10; Detect Lies (H) Per-1 [2]-12; Fast-Talk (A) IQ-1 [1]-12; Finance (H) IQ+1 [2]-14†; Gambling (A) IQ+1 [1]-14†; Holdout (A) IQ-1 [1]-12; Knife (E) DX+3 [8]-13; Merchant (A) IQ+3 [4] -16†; Observation (A) Per [2]-13; Politics (A) IQ-1 [1]-12; Propaganda/TL3 (A) IQ+2 [2]-15†; Stealth (A) DX+2 [8]-14; Streetwise (A) IQ-1 [1]-12.<br />
† +2 from Business Acumen.<br />
<h4>
Gear</h4>
<ul>
<li>$368.75 in coin</li>
<li>Balanced large knife. Deals sw-2 cutting or thr impaling. $200, 1 lb.</li>
<li>Reinforced Light layered cloth shirt [<b>Torso, Arms</b>] DR 2*, DR 3* vs. cutting. $281.25, 22.5 lbs.</li>
<li>Light layered cloth pants [<b>Legs</b>] DR 2*. $150, 12 lbs.</li>
<li>Ordinary clothes [<b>Body</b>] 2 lbs.</li>
</ul>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-16588070809115078502017-04-06T10:58:00.001-04:002017-04-06T10:58:49.239-04:00Dame Alaina, Knight of the Stone<i>A pre-generated character I made when I was thinking of running "Intrigue in Harkwood" from <a href="http://www.sjgames.com/gurps/books/Harkwood/" target="_blank">GURPS Harkwood</a> for (I think) the third time. Plus a cute cartoon of a knight!</i><br />
<i><br /></i>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5glIN_1wEdAx95cTRRFw5JqRTUl30qsA1S2qY8TGaZGd-WXwxC2UTbveO_dI0aIYjRabnOXJhstj5W9qTTZmbXbSIFo-qDS_Wkya_aXNxWBODtknnpNkXuQ2GQmwLEvpw3ATFA3kz9aM/s1600/knight-1598250.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5glIN_1wEdAx95cTRRFw5JqRTUl30qsA1S2qY8TGaZGd-WXwxC2UTbveO_dI0aIYjRabnOXJhstj5W9qTTZmbXbSIFo-qDS_Wkya_aXNxWBODtknnpNkXuQ2GQmwLEvpw3ATFA3kz9aM/s640/knight-1598250.png" width="321" /></a></div>
<h2>
Dame Alaina, Knight of the Stone</h2>
Female human, 22 years, 5'11", 170 lbs.<br />
<div style="text-align: right;">
150 points</div>
<br />
<b>ST</b> 13 [30]; <b>DX</b> 13 [60]; <b>IQ</b> 10 [0]; <b>HT</b> 12 [20].<br />
Dmg 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0].<br />
Basic Speed 6.25 [0]; Basic Move 6 [0]; Dodge 9 (11 on shield side); Parry 10 (12 on shield side); Block 12.<br />
<h4>
Social Background</h4>
<i>TL</i>: 3 [0].<br />
<i>CF</i>: Christian [0].<br />
<i>Languages</i>: Anglish (Native) [0].<br />
<h4>
Advantages</h4>
Patron (Order of the Stone; 9 or less) [15]; Reputation (Champions of justice; +2; From Caithnessers loyal to the crown, all the time) [5]; Status 2 [10]; Wealth (Comfortable) [10]<br />
<h4>
Disadvantages</h4>
Code of Honor (Chivalry) [-10]; Duty (To the Knights of the Stone; 9 or less) [-5]; Overconfidence (6) [-10]; Sense of Duty (To Caithnessers loyal to the crown) [-10]<br />
<h4>
Skills</h4>
Area Knowledge (Caithness) (E) IQ+1 [2]-11; Armoury/TL3 (Body Armor) (A) IQ-1 [1]-9; Armoury/TL3 (Melee Weapons) (A) IQ-1 [1]-9; Axe/Mace (A) DX+1 [4]-14; Bow (A) DX [2]-13; Broadsword (A) DX+1 [4]-14; Dancing (A) DX-1 [1]-12; Heraldry (A) IQ-1 [1]-9; Law (Caithness) (H) IQ-1 [2]-9; Leadership (A) IQ [2]-10; Riding (Horses) (A) DX+1 [4]-14; Politics (A) IQ-1 [1]-9; Savoir-Faire (E) IQ+1 [2]-11; Shield (E) DX+2 [4]-15; Wrestling (A) DX+1 [4]-14.<br />
<h4>
Gear</h4>
<br />
<ul>
<li>Light mail shirt [<b>Torso, Arms</b>] DR 3*, DR 1* vs. crushing. $750, 18 lbs.</li>
<li>Heavy leather skirt [<b>Legs</b>] DR 3, DR 2 vs. impaling. $200, 20 lbs.</li>
<li>Thrusting broadsword. Deals sw+1 cut or thr+2 imp. $600, 3 lbs.</li>
<li>Medium shield. DB 2. $60, 15 lbs.</li>
<li>Regular bow. Deals thr+1 imp. Acc 2, Range 195/260. $100, 2 lbs.</li>
<li>Shoulder quiver. Holds 12 arrows. $10, 0.5 lb.</li>
<li>12x arrows. $24, 1.2 lbs.</li>
<li>Personal basics. $5, 1 lb.</li>
<li>Small backpack. Holds 40 lbs. of gear. $60, 3 lbs.</li>
<li>Blanket. $20, 4 lbs.</li>
<li>Wineskin. Holds 1 gallon of liquid. $10, 0.25 lb.</li>
<li>3x torches. Burns for 1 hr. $9, 3 lbs.</li>
<li>1-Woman tent. $50, 5 lbs.</li>
<li>Small purse. Holds 3 lbs. $10.</li>
<li>Ordinary clothes. [<b>Body</b>] 2 lbs.</li>
<li>$92 in coin.</li>
</ul>
<div>
<br /></div>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-75949602104419453212017-03-28T10:06:00.000-04:002017-03-28T10:06:38.439-04:00Loi Scout Saucer (TL 11^)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmLedvGWRXMHP5S_YAbXOlVT9Qg6DTIor6cYnnzI7JvUT4aqk9n92AWR7BNRrHBiznbm45Z6wd0vWWbtjtpJiSfdyVzzWMhN86U3ej_-GNhaHoqFy9GrOVy1n3aGt5NAVgXfAt48Wn1mg/s1600/saucer-42651_1280.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="454" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmLedvGWRXMHP5S_YAbXOlVT9Qg6DTIor6cYnnzI7JvUT4aqk9n92AWR7BNRrHBiznbm45Z6wd0vWWbtjtpJiSfdyVzzWMhN86U3ej_-GNhaHoqFy9GrOVy1n3aGt5NAVgXfAt48Wn1mg/s640/saucer-42651_1280.png" width="640" /></a></div>
<br />
<i>Note: The Loi are an alien race featured in <a href="http://www.sjgames.com/gurps/books/AtomicHorror/" target="_blank">GURPS Atomic Horror</a>. This can be used as a stock flying saucer for any B-movie inspired GURPS campaign.</i><br />
<br />
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.<br />
<h4>
Front Hull</h4>
[1] Armor, Diamondoid (dDR 20)<br />
[2] Multipurpose Comm/Sensor Array<br />
[3] Habitat (6 cabins)<br />
[4] Habitat (20 hibernation chambers, 1-bed sickbay)<br />
[5!] Weapon Battery, Major (turret-mounted 300MJ tractor beam)<br />
[6] Cargo Hold (50 tons)<br />
<h4>
Central Hull</h4>
[1] Armor, Diamondoid (dDR 20)<br />
[2] Control Room<br />
[3!] Weapon Battery, Medium (turret-mounted 100MJ laser, turret-mounted 28cm antimatter missile launcher, 15 tons cargo space)<br />
[4!] Force Screen, Heavy (dDR 70)<br />
[5-6] Cargo Hold (100 tons)<br />
[core!] Stardrive Engine (FTL-1)<br />
<h4>
Rear Hull</h4>
[1] Armor, Diamondoid (dDR 20)<br />
[2] Engine Room<br />
[3!] Reactionless Engine, Super (50G acceleration)<br />
[4-6] Cargo Hold (150 tons)<br />
[core] Power Plant, Antimatter Reactor (provides 4 Power Points)<br />
<br />
<b>TL Vehicle dST/HP HT Hnd/SR Move SM LWt. dDR Occ Load Cost Notes</b><br />
11^ Loi Scout Saucer 70 13 -0/5 50/c +8 1,000 90 12ASV 316.2 M$152.3 [1]<br />
Notes: [1] Force screen can be powered up for an additional Power Point, increasing dDR to 160.<br />
<div>
<br /></div>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-23326796204784211512017-03-23T11:21:00.003-04:002017-03-23T11:21:51.188-04:00Sphinx Lock: A Combination Gadget for GURPS Cyberpunk/Ultra-Tech<b>Sphinx Lock (TL 9)</b>: 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.<br />
<br />
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.<br />
<br />
<i>(Page references are to <a href="http://www.sjgames.com/gurps/books/Ultra-Tech/" target="_blank">GURPS Ultra-Tech</a>.)</i>Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-67891208423807618962017-03-20T18:08:00.001-04:002017-03-20T18:08:34.470-04:00Slime: A New Race for GURPS Dungeon Fantasy<h3>
Slime</h3>
<div style="text-align: right;">
<span class="Apple-tab-span" style="white-space: pre;"> </span>0 points</div>
<i>Choice Professions</i>: Bard, Druid, Wizard.<br />
<i>Marginal Professions</i>: Barbarian, Holy Warrior, Knight, Martial Artist, Swashbuckler.<br />
<br />
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.)<br />
<br />
<b><i>Attributes</i></b>: ST -1 [-10].<br />
<b><i>Advantages</i></b>: Appearance (Attractive; Universal, +25%) [5]; Injury Tolerance (Homogenous, No Blood, No Head) [47]; Pitiable [5]; Telecommunication (Telesend; Racial, -20%) [24].<br />
<b><i>Disadvantages</i></b>: Cannot Speak [-15]; Curious (12) [-5]; No Legs (Bounces) [0]; No Manipulators [-50].<br />
<b><i>Quirks</i></b>: Loves new food [-1].<br />
<div>
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Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-43130469493221541392017-03-16T09:00:00.000-04:002017-03-16T09:00:19.251-04:00Adapting GURPS Dungeon Fantasy to KarthunIf 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 <a href="http://www.sjgames.com/gurps/books/divinefavor/" target="_blank">Divine Favor</a> and <a href="http://www.sjgames.com/gurps/books/sorcery/" target="_blank">Thaumatology: Sorcery</a>. These changes require a few adjustments to some of the templates in DF1.<br />
<br />
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.<br />
<br />
Clerics and Holy Warriors should use the Saint and Warrior-Saint lenses from <a href="http://www.warehouse23.com/products/pyramid-number-3-slash-36-dungeon-fantasy" target="_blank">Pyramid #3/36</a>, pp. 8-9.<br />
<br />
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.<br />
<br />
Wizards must take the Magebound lens below, using the 30 advantage points in the template.<br />
<br />
<h4>
Magebound</h4>
<div style="text-align: right;">
30 points</div>
<b><i>Attributes</i></b>: IQ -1 [-20].<br />
<b><i>Advantages</i></b>: Replace Magery 3 with Magery (Sorcery) 2 [-15]. Add Sorcerous Empowerment 3 [36] and Sorcerous Empowerment (Limited, Source element) 3 [28]. Add DR 3 (Limited, Source element, -40%) [9], Magebound Weapon 1 (below) [3], and Mind Shield 2 [8]. Add 23 points in known spells or Magebound gifts.<br />
<b><i>Disadvantages</i></b>: Disturbing Voice [-10]; Unnatural Features 2 [-2].<br />
<b><i>Spells</i></b>: Remove all spells [-30].<br />
<div>
<br /></div>
Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-50760060148311767002017-03-09T09:00:00.000-05:002017-03-09T09:00:12.359-05:00GURPS Karthun: ElvesKarthun's elves are divided into three clans, each dedicated to one of the world's three moons. When the clan's moon is full (about three days out of the month), elves of that clan experience a physical transformation where the express more primal characteristics like strength, speed, and sharp senses.<br />
<h3>
Elf</h3>
<div style="text-align: right;">
20 points</div>
<b><i>Attributes</i></b>: ST -1 [-10]; DX +1 [20].<br />
<b><i>Advantages</i></b>: One of Bear Clan [10], Jackal Clan [10], or Wolf Clan [10].<br />
<br />
<i>Bear Clan</i>: ST +2 (Moon Reign, -35%) [13]; HP +3 (Moon Reign, -35%) [4]; DR 2 (Moon Reign, -35%; Tough Skin, -40%) [3]; Bad Temper (12) [-10]. <i>10 points</i>.<br />
<br />
<i>Jackal Clan</i>: Basic Speed +0.50 (Moon Reign, -35%) [7]; Basic Move +2 (Moon Reign, -35%) [7]; Night Vision 1 (Moon Reign, -35%) [1]; Sharp Claws (Moon Reign, -35%) [4]; Sharp Teeth (Moon Reign, -35%) [1]; Bloodlust (12) [-10]. <i>10 points</i>.<br />
<br />
<i>Wolf Clan</i>: HP +3 (Moon Reign, -35%) [4]; Sharp Teeth (Moon Reign, -35%) [1]; Per +3 (Moon Reign, -35%) [10]; Night Vision 7 (Moon Reign, -35%) [5]; Bad Temper (12) [-10]. <i>10 points</i>.Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0tag:blogger.com,1999:blog-7882716519717841236.post-74168989992384603492017-03-02T09:00:00.000-05:002017-03-02T09:00:14.556-05:00GURPS Karthun: Magebound WeaponI've started work on a GURPS translation of <i><b>Karthun: Lands of Conflict</b></i>, coming soon from <a href="https://explodingrogue.com/" target="_blank">Exploding Rogue Studios</a> and <a href="http://www.evilhat.com/home/" target="_blank">Evil Hat Production</a>. In that world, mages have the ability to manifest an elemental weapon based on the spirit which forms half of the mage's soul. I wrote up this weapon as an Innate Attack advantage.<br />
<h3>
Magebound Weapon</h3>
<div style="text-align: right;">
3/5/9/11/14/17 points</div>
The mage conjures a melee weapon comprised of the source’s element. This weapon deals damage based on Magebound Weapon level. Air, Earth, and Water weapons deal crushing damage. Fire weapons deal burning damage.<br />
<br />
<table><thead>
<tr><th>Magebound Weapon Level</th><th>1</th><th>2</th><th>3</th><th>4</th><th>5</th><th>6</th></tr>
</thead>
<tbody>
<tr><td>Weapon Damage</td><td>thr+1</td><td>thr+2</td><td>thr+4</td><td>thr+5</td><td>thr+6</td><td>thr+7</td></tr>
</tbody></table>
<br />
<i>Statistics</i>: Burning or Crushing Attack 1 pt (Magic, -10%; Melee, C,1, ST-Based, +80%; Nuisance Effect, Requires an empty hand, -5%) [3]. Level 2 increases to 2 pts [5]; level 3 to 1d [9]; level 4 to 1d+1 [11]; level 5 to 1d+2 [14]; and level 6 to 2d. Dice of damage are converted down to a flat bonus according to “Modifying Dice + Adds” (p. B269).Paul Stefkohttp://www.blogger.com/profile/04625724351670149555noreply@blogger.com0