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.
Tuesday, 26 November 2024
Monstrous Compendium I
Wednesday, 13 November 2024
Wizardry: Fun with Prestidigitation
Wizardry: Fun with Prestidigitation
Tuesday, 12 November 2024
Wizardry: Miscellaneous Spells I
Wizardry: Miscellaneous Spells I
Saturday, 9 November 2024
Wizardry: Complete Divine Spells III
Wizardry: Complete Divine Spells III
Wizardry: Complete Divine Spells II
Wizardry: Complete Divine Spells II
Monday, 4 November 2024
Wizardry: Complete Divine Spells I
Wizardry: Complete Divine Spells I
Thursday, 31 October 2024
Druidic Spellcasting Revised
Druidic Spellcasting Revised
Sunday, 27 October 2024
Wizardry: Food Spells II
Wizardry: Food Spells II
Friday, 25 October 2024
Druidic Spells: Complete Arcane Spells
Druidic Spells: Complete Arcane Spells
Thursday, 24 October 2024
Wizardry: Complete Arcane Spells IX
Wizardry: Complete Arcane Spells IX
Wednesday, 23 October 2024
Wizardry: Complete Arcane Spells VIII
Wizardry: Complete Arcane Spells VIII
Tuesday, 22 October 2024
Wizardry: Complete Arcane Spells VII
Wizardry: Complete Arcane Spells VII
Monday, 21 October 2024
Wizardry: Complete Arcane Spells VI
Wizardry: Complete Arcane Spells VI
Sunday, 20 October 2024
Wizardry: Complete Arcane Spells V
Wizardry: Complete Arcane Spells V
Saturday, 19 October 2024
Wizardry: Complete Arcane Spells IV
Wizardry: Complete Arcane Spells IV
Friday, 18 October 2024
Wizardry: Complete Arcane Spells III
Wizardry: Complete Arcane Spells III
Wednesday, 16 October 2024
Wizardry: Complete Arcane Spells II
Wizardry: Complete Arcane Spells II
Tuesday, 15 October 2024
Wizardry: Complete Arcane Spells I
Wizardry: Complete Arcane Spells I
Saturday, 12 October 2024
Random Disease Generator
Random Disease Generator
Diseases in RPGs are very much underused. How many times have you seen Resistant/Immunity to Disease? And how many times have you seen a disease actually come up in the game? The answers are probably “occasionally to often” and “never”. It’s understandable – diseases are passive threats that, depending on their severity, either mildly inconvenience you or force you to rest for a long time akin to crippling injuries. If one PC caught a debilitating disease, then everyone has to wait for him to recover, or the GM just goes “Okay, you find a suitable priest, pay him $100, and he cures you. Let’s keep going.” Diseases probably work much better if you’re using 1:1 time. But I’m writing not to advocate for 1:1 time (mostly), but to tackle an adjacent problem – GURPS has barely any diseases statted up. There is one in GURPS Basic Set, some in GURPS Bio-Tech, and a couple in, surprisingly, GURPS Tactical Shooting: Extreme Conditions. In addition to that, GURPS has a generic “infection” that sort of makes things better. I did write up some D&D and Pathfinder diseases in the past, but how do you decide on what disease does the character catch?
A few days ago, I opened the AD&D Dungeon Master’s Guide and found a bunch of tables for random disease and parasitic infestation generation on the first pages. To be honest, they look pretty damn good, and they inspired me to adapt them to GURPS. As always, I’m not doing a 1-to-1 conversion, because GURPS has a different degree of granularity, and I have to take into account more parameters than AD&D did. I hope this will be useful!
Tuesday, 8 October 2024
Wizardry: Cityscape Spells
Wizardry: Cityscape Spells
Sunday, 6 October 2024
Druidic Spells: Frostburn Spells
Druidic Spells: Frostburn Spells
Wizardry: Frostburn Spells VIII
Wizardry: Frostburn Spells VIII
Saturday, 5 October 2024
Wizardry: Frostburn Spells VII
Wizardry: Frostburn Spells VII
Friday, 4 October 2024
Wizardry: Frostburn Spells VI
Wizardry: Frostburn Spells VI
Thursday, 3 October 2024
Wizardry: Frostburn Spells V
Wizardry: Frostburn Spells V
Tuesday, 1 October 2024
BrOSR and GURPS
BrOSR and GURPS
Sunday, 29 September 2024
Wizardry: Frostburn Spells IV
Wizardry: Frostburn Spells IV
Friday, 27 September 2024
Divine Favor, Pulling Rank, Agency, and Investment
Divine Favor, Pulling Rank, Agency, and Investment
Thursday, 26 September 2024
Making Sense of the Great Wheel Cosmology
Making Sense of the Great Wheel Cosmology
I always loved the
D&D Great Wheel cosmology, even though nowadays it makes “players” go “aaaaah,
I have to keep more than two things in mind, my brain can’t handle it, help me,
this is too complex!” I think what D&D 4e did with it was a criminal
offense. The Great Wheel has a rich history, both in-universe and in a meta
sense, because things changed a lot between editions, even if you pretend that
4e never existed. Karilan, my homebrew setting, uses the Great Wheel cosmology
as well, but with all the aforementioned changes and inconsistencies, this
doesn’t say much. In GURPS, the cosmological structure actually sometimes
matters, as certain spells and abilities take penalties based on a “planar
distance.” Thus, a post is required that will set everything in stone and fill
the gaps with headcanon.
Wednesday, 25 September 2024
Snakes, Hexes, Reach, Height, Oh My!
Snakes, Hexes, Reach, Height, Oh My!
Sunday, 15 September 2024
Review: GURPS Thaumatology: Chinese Elemental Powers
Review: GURPS Thaumatology: Chinese Elemental Powers
In my opinion, “magic-as-powers” is the best way to represent supernatural powers in GURPS and also is the most GURPS way. GURPS Powers is an essential book that discusses this topic in great detail. Despite this, GURPS doesn’t have many worked examples for some reason. You only have two – GURPS Psionic Powers and GUPRS Thaumatology: Chinese Elemental Powers. I already made a video/post about why I do not even consider Sorcery a magic system, and much of the same applies to Divine Favor. There’s also GURPS Powers: Totems and Nature Spirits, but it feels… undercooked. It has some nice bits, but I consider it a very weak book overall. GURPS Thaumatology: Chinese Elemental Powers is a book that people rarely even mention, but it has been on my to-do list for quite a while. I was postponing it despite the requests I was getting because I was afraid I won’t be able to do it justice. So, let’s finally talk about it.
Wednesday, 11 September 2024
My Introduction to Tabletop RPGs
My Introduction to Tabletop RPGs
Today, I watched a video on Tenkar’s Tavern OSR channel where the host told a story about how he got introduced to the tabletop RPG hobby, and it made me think about my past – how I got introduced to the hobby, and how many people I introduced to the hobby. So, let’s reminisce!
Tuesday, 10 September 2024
Unique Racial Skills in GURPS
Unique Racial Skills in GURPS
GURPS is very
customizable, and you probably know that. You can build almost any ability that
you can imagine by using the framework of advantages and modifiers. However,
there is a part of the system that GMs seem to be more reluctant to touch – the
skills. The long skill list intimidates many players, but excites some of them,
including yours truly. But even with such an exhaustive list, sometimes you
find that something is missing. There are no guidelines for creating a new
skill, and that’s understandable. I mean, how would you even write such a
guideline? I guess you could turn a heavily limited advantage into a skill, but
that wouldn’t always work. Aside from the commonly available skills, GURPS also
has power skills that are tied to
certain abilities. However, there is something that I’ve never seen mentioned –
racial skills.
Monday, 9 September 2024
Wizardry: Frostburn Spells III
Wizardry: Frostburn Spells III
Monday, 2 September 2024
In Defense of Fantasy Kitchen Sink Settings
In Defense of Fantasy Kitchen Sink Settings
Sunday, 1 September 2024
Weapon Breakage Variant Rules
Weapon Breakage Variant Rules
Thursday, 29 August 2024
Wizardry: Frostburn Spells II
Wizardry: Frostburn Spells II
Tuesday, 27 August 2024
Wizardry: Frostburn Spells I
Wizardry: Frostburn Spells I
Wednesday, 31 July 2024
Random Encounters in GURPS
Random Encounters in GURPS
You all certainly are familiar with the random encounter tables. These could be wandering monsters in the dungeon, or random wilderness encounters. Do we have such tables and rules in GURPS? We actually do, but they are pretty well hidden.
Friday, 26 July 2024
Druidic Spells: Stormwrack Spells
Druidic Spells: Stormwrack Spells
Thursday, 25 July 2024
Wizardry: Stormwrack Spells IV
Wizardry: Stormwrack Spells IV
Wednesday, 24 July 2024
Wizardry: Stormwrack Spells III
Wizardry: Stormwrack Spells III
Tuesday, 23 July 2024
Wizardry: Stormwrack Spells II
Wizardry: Stormwrack Spells II
Monday, 22 July 2024
Wizardry: Stormwrack Spells I
Wizardry: Stormwrack Spells I
Sunday, 14 July 2024
An Ode to GURPS
An Ode to GURPS
I’ve been quite negative towards some of the recent GURPS releases, so let me talk about something positive – why I love GURPS.
Monster: Slag Giant
Monster: Slag Giant
Friday, 12 July 2024
Move and Ready and All-Out Ready
Move and Ready and All-Out Ready
This has been bothering me for a while, so I decided to make two new maneuvers for my games. Initially, I wanted to also have Committed Ready and Defensive Ready, but I thought that deez two should be enough for most of the cases. No need to overcomplicate things.
All-Out Ready: You take a Ready maneuver, making
no effort to defend against enemy attacks. If the action in question requires a
roll, such as a setup maneuver for a technique or readying an item while
grappling, then you get +4 to DX-based rolls or +2 to ST-based rolls.
Movement: You may remain
stationary, turn in place to face any hex, or run forward. If you turn or move
forward, you may perform the desired action at any point during or after the
move. If you move forward, you may move up to two hexes or expend movement
points equal to half your Move (round up), whichever is more, and may not change
facing at the end of your move.
Active Defense: None! You may make no active defenses between when you take this maneuver and your next turn.
Move and Ready: Move as described for the Move
maneuver, but also take one poorly coordinated action from ones listed under
the Ready maneuver. This requires a DX-2 roll; failure means you fail to perform
the Ready action, but still suffer the defensive penalties for this maneuver.
Failure by 5+ or a critical failure means that you drop the object you were
readying, spill the potion you were trying to drink, or fumble your action in a
similar way. If the Ready action was to turn an ability on or off, then make a
Will-2 roll instead.
Movement: You receive movement points equal to your current
Move score – but trying to do two things at once gives you ‑2 on all rolls to avoid falling down, and to avoid
obstacles or traps.
Active Defense: Any – but you cannot parry or block with the object
you’ve just readied, and you cannot retreat.
Monday, 8 July 2024
The Ultimate Enchantment Post
The Ultimate Enchantment Post
Now that GURPS
Meta-Tech is out, I should finally set in stone how enchanting will work in
my games. Ironically, most of the rules will have nothing to do with GURPS Meta-Tech and instead will be
based on the enchantment system from GURPS
Thaumatology: Sorcery. After all, the rules in that book are clear,
concise, consistent both in terms of game mechanics and in-universe economics,
and flexible. I will try to cover everything
in this post to make the amount of cross-referencing as little as possible.
Friday, 5 July 2024
Wilderness Exploration Procedure
Wilderness Exploration Procedure
Wednesday, 3 July 2024
Addendum to GURPS Meta-Tech Review
Addendum to GURPS Meta-Tech Review
Review: GURPS Meta-Tech
Review: GURPS Meta-Tech
Tuesday, 2 July 2024
GURPS-ACKS Conversions: Why?
GURPS-ACKS Conversions: Why?
You probably noticed that lately I’ve been interested in ACKS – Adventurer, Conqueror, King System, and that I’ve even written some conversion notes. I have been asked a question – why am I doing this? Here, I’d like to give an extended answer.
Sunday, 30 June 2024
Review: Empire (by AEG)
Review: Empire (by AEG)
Saturday, 29 June 2024
Building in GURPS
Building in GURPS
As you all know, in order to be a man, one has
to plant a tree, build a house, and father a son. GURPS doesn’t seem to have
rules for fathering sons or planting trees, but it does have rules for building
houses. And why stop at building a house, when you can build a wall around it,
then turn your house into a keep, and then add a barbican and guard towers?
This topic yet again is inspired by ACKS II domain management rules that
require a domain ruler to have a stronghold of a sufficient cost to be
respected by those who live in his domain.