Saturday, 29 April 2023

Ultra-Tech: New/Old Options for Guns

Ultra-Tech: New/Old Options for Guns

Now that I'm looking more closely at 3e Ultra-Tech and 3e Vehicles, I notice some options that did not make it to 4e. Let's convert them.

Friday, 28 April 2023

TL11 Slugthrowers

TL11 Slugthrowers

When it comes to ultra-tech games, it seems that the vast majority of players and GMs prefer TL9-10 to TL11-12. These "low" TLs feel more grounded and familiar, providing the players with many gear options. I like using occasional TL11-12 elements in my games, so I devote them some attention as well. TL11 is when conventional firearms and electromagnetic firearms become outdated, when beam weapons reign supreme. But let's see how these "outdated" guns fare against TL11 beam weapons and TL11 armor!

Friday, 14 April 2023

Radiation in GURPS

Radiation in GURPS

Radiation is something that is likely to come up only in high-tech GURPS games, but does it have to? GURPS has abilities and spells that can both irradiate and cure radiation, so why not use it in low-tech fantasy games occasionally? Even in D&D, the deepest reaches of the Underdark have sickstone that glows with a sickly-green light and causes Constitution drain… and that sounds suspiciously similar to radiation. If I recall things correctly, Pathfinder also blightburn crystals that are quite literally radioactive. So, in this post, I would like to explain how radiation works in GURPS.

Wednesday, 12 April 2023

Darkvision in D&D and GURPS, or How does Infravision work?

 Darkvision in D&D and GURPS, or How does Infravision work?

There is one ability that is present on most monster statblocks in D&D – darkvision. In my opinion, it is overused, as often there is even no justification for why would the creature in question ever need darkvision. For example, let’s check D&D 3.5 Monster Manual – I counted 377 monsters total, and do you know how many of them have darkvision? 239! That’s roughly 63% of all monsters. And you should keep in mind that the first Monster Manual contains many mundane animals, so for the other Monster Manuals this percentage is probably higher. But anyway, it seems to me that darkvision in D&D is not a special quality – the lack of darkvision is a special quality.

Friday, 7 April 2023

Powers: Electrokinesis

Powers: Electrokinesis

GURPS Psionic Powers has a large Ergokinesis powers that is comprised of three subpowers - Cyberpsi, Electrokinesis, and Photokinesis. Since I'm mostly running low-tech fantasy games, many of these abilities are simply useless, except for very rare cases with anachronistic tech. I've already did my take on Pyrokinesis and Cryokinesis as separate psionic powers, but there are some "energy" powers left - Sonokinesis (already exists in GURPS in Pyramid #3-29), Electrokinesis, and Acetokinesis. I'm not going to even think about Acetokinesis, I think WotC were on something when they came up with that concept, but Electrokinesis sounds fine, I just have to rework the power completely and make it more fantasy and less sci-fi. When writing up these abilities, I found that Electrokinesis is quite special, as it lends itself well to "buff"-like Afflictions that imbue the subject with an electrical charge, while other powers usually are incompatible with such things due to flavor reasons.

Sunday, 2 April 2023

Ultra-Tech: Superwire Guns

Ultra-Tech: Superwire Guns

There is one kinetic ammunition option from GURPS Vehicles that didn't make it to 4e, unfortunately, - the superwire. Superwire is an option for electromagnetic and gravitic guns, but I believe that a gun that fires superwire should not be compatible with a gun that fires normal rounds, so they should be a separate sub-class of weapons. Let's port them over to 4e!