Sometimes I get an urge to make some GURPS content, be it something original, or something converted from another system/media. Maybe if I post it here, it will be useful not only to me. Keep in mind that I'm not a native English speaker and please forgive any mistakes.
Monday, 31 January 2022
Sunday, 30 January 2022
Saturday, 29 January 2022
Friday, 28 January 2022
Thursday, 27 January 2022
Monsters: M-Monsters
Monsters: M-Monsters
There's a lot of monsters in the Monster Manual II that start with the letter M. The first one is marrash, which is a gnoll-like outsider that spreads deadly diseases. Fiendish Codex II classifies them as devils. Meenlocks are very similar to those ghoul monsters from GURPS Creatures of the Night Volume 1. Megalodon is a big shark. Megapede is a big centipede. Minotaur of legend is something of a paragon minotaur with increased stats and additional abilities. Moonbeast is a lovecraftian tentacle beast. Mooncalf is a winged octopus from space. Morkoths are strange octopus-fish-crab hybrids with hypnotic powers and magic immunity. Mudmaws are crocodiles with two green tentacles (again, it seems that the writers and artists at WotC sometimes could not communicate well).
Wednesday, 26 January 2022
Tuesday, 25 January 2022
Monsters: J-Monsters
Monsters: J-Monsters
The letter J of the Monster Manual II doesn't really have much interesting. Jermlaines are tiny ugly fey with an affinity for rats. Juggernaut is a stone steamroller with an extremely random array of spell-like abilities (I trimmed it a bit). Julajimus sounds like a fairy tale monster that eats children.
Monday, 24 January 2022
Permanent Summoning
Permanent Summoning
This is going to be a very short post. I remember thinking a lot about summoning spells created with the Ally advantage, mostly about how to make them stick around after the duration is over. In fiction, some summoners summon otherworldly beings temporarily, but some summon them to become permanent residents of the summoner's world. How else would you flood the world with demons then? When I was writing up the Fetch spell, I just treated it as a feature - the spell works normally for the duration, but when it runs out you do not lose the summoned creature, but lose control over it. I thought that the chance of it attacking the caster on a bad reaction roll should balance out the benefits. However, by complete accident, I stumbled upon the Allies section in GURPS Power-Ups 5: Impulse Buys, and apparently it covers this situation! I rewrote Fetch quite clunkily, but now I also suggest the following ability to be able to have any summon stick around.
Summoning Points [2/level]
You have summoning points equal to this trait’s level, which can be used to have conjured beings become permanent, independent residents of the summoner's world as if they were unspent character points, using Changing the World (GURPS Power-Ups 5: Impulse Buys, pp. 13-15). Summoning points return at a rate of 1 point per week of game time.
Statistics: Impulse Points (Triply Aspected, Changing the World, Allies. -60%; Game Time, +0%) [2/level].
Sunday, 23 January 2022
Monster: Hordling
Monster: Hordling
Hordlings (sometimes also spelled as hordelings) are a type of fiends that I thought did not make it into the third edition of D&D. But I was wrong, for they were hidden in the Dungeon Magazine #124. Each hordling is unique, so it really isn't possible to write up a proper racial template for them. Thus, I made a racial template with all the common traits and converted all the tables with random traits that you can expand as you wish.
Saturday, 22 January 2022
Friday, 21 January 2022
Thursday, 20 January 2022
Wednesday, 19 January 2022
Grafting: Half-Golems
Grafting: Half-Golems
As I have reached the letter H of the Monster Manual II, I have to tackle half-golems. Since they are so varied, it makes no sense to represent them as racial templates or lenses. In the past, I wrote up a a post on grafting, mentioning the so-called golemics - mechanical (usually) replacement limbs for fantasy games.
Tuesday, 18 January 2022
Monsters: Golems
Monsters: Golems
Monster Manual II has three new golems - dragonflesh golem (aka drolem), brass golem, and stained glass golem. Interestingly enough, I have encountered the latter in a GURPS game, but as a player, not as a GM. That was a great fight. The brass golem is supposed to have a 1/day ability to cast maze and follow the victim into it, but this ability would be incredibly difficult to stat up in a way that would make sense in GURPS, so I will not even bother.
Monday, 17 January 2022
Sunday, 16 January 2022
Monster: Frost Salamander
Monster: Frost Salamander
Saturday, 15 January 2022
Friday, 14 January 2022
Thursday, 13 January 2022
Wednesday, 12 January 2022
Monster: Fiendwurm
Monster: Fiendwurm
What a cool monster! One of my favorites from the Monster Manual II. An earthworm enlarged and enraged by fiendish magic, eternally in pain due to a portal to Abyss embedded in its stomach. Can both transport others to Abyss be swallowing them and spit out demons (and, very likely, devour them later).
Tuesday, 11 January 2022
Monster: Nethersight Mastiff
Monster: Nethersight Mastiff
Monday, 10 January 2022
Monsters: Neogi
Monsters: Neogi
Ah, neogi - one of my favorites! These alien aberrations' mindset dictates that everyone is either a slave or a master. Thus, the entire neogi society is a multi-tiered chain of masters and slaves. Their lore is very interesting, so I'd recommend reading Lords of Madness and an article about them in Dragon Magazine #214.
Sunday, 9 January 2022
Saturday, 8 January 2022
Friday, 7 January 2022
Monsters: Yugoloths
Monsters: Yugoloths
Yugoloths (also known as daemons), unfortunately, aren't as popular as the other fiends, such as demonsand devils (still more popular than the demodands though). I think their lore is very interesting, and that there's a lot of potential in them. So, let's convert all the yugoloths from the Monster Manual II.
Thursday, 6 January 2022
Monsters: More Giants
Monsters: More Giants
Generally speaking, giants are boring. Typically, they are just big humans, sometimes without anyabilities at all. Monster Manual II has six new giants. Forest giants are lanky humans without anything of note. Ocean giants are my favorites of the bunch, at least they have their limited shapeshifting capacity. Mountain giants are hill giants, but even bigger (I removed their ability to summon giants, because I think it's stupid). Sun giants are yet another breed of desert giants. Fomorians are deformed giants. And firbolgs are fey giants with an extremely random assortment of spell-like abilities. WotC must've been spinning a color wheel or playing darts.
Wednesday, 5 January 2022
Monsters: More Undead
Monsters: More Undead
This post covers the remaining undead creatures from Monster Manual II. Famine spirits are food-obsessed ghouls. Gravecrawlers are undead worms that feed on the dead and their memories. Jahi are incorporeal creatures that dominate others and force them into hedonism. Ragewinds are whirlwind spirits that wield multiple weapons at once. And spawns of Kyuss are zombies that propagate via worms.
Tuesday, 4 January 2022
Monster: Ethereal Slayer
Monster: Ethereal Slayer
Sunday, 2 January 2022
Monster: Ethereal Doppelganger
Monster: Ethereal Doppelganger
Ethereal doppelgangers are an offshoot of the doppelganger race that lives on the Ethereal Plane. Theyare weaker physically, but much tougher and resistant to magic. Where the normal doppelganger can only read surface thoughts, these ones can probe much deeper, which helps them assume the personalities of others and then wipe their memories.
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