Monday, 19 March 2018
Looking through some GURPS books, I found several spells that I forgot to convert. This batch will cover four spells from GURPS Alphabet Arcane. All of the following spells are typically used as punishments for crimes or general curses.
Sunday, 18 March 2018
Saturday, 17 March 2018
The topic of diseases rarely comes up in the games I play, which I find unfortunate, to be honest. GURPS does not have many diseases statted up, so I have decided to convert diseases from D&D 3.5 and Pathfinder, basing them on the examples from GURPS Bio-Tech. I wish that disease descriptions in the Dungeon Master's Guide weren't this short.
Friday, 16 March 2018
After I had a long discussion about Sorcery and enchanted items in general, I decided to try to adapt my Metatronic Alchemy to generic enchanting. The goal here is to adapt the enchanting mechanics and find a simple formula that would dictate how long the enchantment takes. This all will be based around Metatronic Generators from Pyramid #3-46.
Thursday, 15 March 2018
Wednesday, 14 March 2018
Monster: Sand Giant
Sand giants in my fantasy setting rule over their kingdom and own throngs of human and gnoll slaves. Sand giants have a magical ability that allows them to create a heat shimmer around themselves. Also, they use sand blasters - exotic weapons that blast forward a cone of irritating sand.
Tuesday, 13 March 2018
I've played Dark Colony a lot during my childhood. Genetically engineering war machines is a common trope in science fiction, and that particular RTS game featured quite a few of them. Of course, realistic options from GURPS Bio-Tech are not sufficient here, and some of the features are not allowed even for TL 12 in that book. In the end, we have a fast and strong monster that can cut up infantry with ease and even tackle on battlesuits and light vehicles. Hardened skin should protect him from small arms, but not from more heavy weaponry.