Friday, 22 August 2025

Wizardry: Book of Vile Darkness Spells V

Wizardry: Book of Vile Darkness Spells V

Forbidden Speech makes the subject unable to communicate about a single topic in any way.
Graz'zt's Long Grasp is a rather expensive but cool spell that lets you detach your hand.
Impotent Possessor forbids a possessing creature to do anything but leave the body it is possessing.
Imprison Possessor forbids a possessing creature from leaving the body it is possessing. Yes, these two spells can be combined to utterly screw ghosts.
Imprison Soul is a spell that lets you trap the subject's soul in a gem or other receptacle. This is similar to Trap the Soul, but does have enough differences.
Liquid Pain is a spell that extracts a drug from a creature suffering great pain.

Thursday, 21 August 2025

Expanded A New Take on Grappling

Expanded A New Take on Grappling

In one of the most recent posts, I described just how much ANTOG was missing and that none of the four grappling systems GURPS can do everything the other three can. The list was very long, but now we have an expansion for this grappling system that lets it do everything the other systems can and more. This took a lot of work, but I wasn't doing it alone - I got a lot of help from Nate H, and I wouldn't have been able to do it this quickly (or maybe at all) without his assistance. He wrote probably more than a half of it. The document may look very scary, but the system isn't as difficult as it may seem - we just had to cover plenty of edge cases. So, I suggest you open up Pyramid #3-34, this expansion document, and run a test fight or two. I'm definitely going to do that and post results here on the blog. I'm particularly interested in trying out the optional rule that deemphasizes ST that is described at the end of the document.

Of course, if something comes up, the document will be edited.


Tuesday, 19 August 2025

Illusions, Duration, and Mobility

Illusions, Duration, and Mobility

I might have been doing illusions wrong.I got asked "Eggplant, you dumbass, why does your Mirror Image say that your illusions cannot move? There is nothing in the statline that would imply that." At first, I wanted to tell that person to blow it out his ass, but then I realized that I might be the one who needs to do that. Then I looked at the Illusion advantage more closely and realized that this is one big mess that needs untangling. Let's see.

Sunday, 3 August 2025

A Fresh Look at Grappling: What's Missing in ANTOG?

A Fresh Look at Grappling: What's Missing in ANTOG?

Grappling in GURPS is beautiful. While some other systems may struggle with grappling, GURPS comes not with one, but with four different grappling systems, and each one of them is good. The systems are the following:
1. The default grappling system that was introduced in GURPS Basic Set and expanded in GURPS Martial Arts and a few other books. (I'll title it "Default" as a shorthand).
2. GURPS Technical Grappling that transforms the binary "grappled/non-grappled" state into a new resource track of Control Points that can be accumulated and spent to negate penalties and accrue bonuses. It is very detailed and if you're using it, make sure you have the latest version of the book, because the changes between 1.0 and 1.2 are significant. While the system may seem complicated, the most fiddly part is that you have to recalculate your effective ST depending on how many Control Points are applied to you. Aside from that, it's not as unplayably complex as memes might make you believe. (I'll use TG as a shorthand).
3. Fantastic Dungeon Grappling, colloquially known as FDG. This is a streamlined version of TG for DFRPG that takes the core (Control Points) and streamlines everything down to four pages.
4. A New Take on Grappling from Pyramid #3-34 (ANTOG) - something not everyone is aware of, but something that everyone should be aware of. Essentially, this article reworks the Default grappling system and streamlines it, fixes some "bugs", and expands it with some new stuff. The gist of it is that now instead of a flat -4 DX penalty or a variable penalty that depends on Control Points, every action performed during a grapple is a Quick Contest between the grappler and the grapplee, which is very GURPS. It may take some time getting used to it, however.

I've played full games with the first three systems, and tested out ANTOG in an arena environment. Lately, I've been using FDG a lot, thinking that it's the best option, but... the more I used it, the more dissatisfied I became. Due to the extreme streamlining, a lot is left up to the GM, and while people online will scream at you that it's the job of the GM to make rulings on the fly and that the book covers everything except the edge cases, these edge cases happen all the goddamn time. It's frustrating. However, what's even more frustrating is that each of the four systems has some things that none of the other systems can do, so there is no "ultimate" grappling system that can do everything.

I've been thinking about this a lot lately, but it seems that ANTOG is the best one out of four. However, it suffers from the same thing FDG does - low page count didn't allow the author to cover everything. Thus, I will go through everything all four GURPS grappling systems can do and compile a list of what ANTOG can and cannot do just to see what is missing and what has to be done in the future to turn it into an "ultimate" grappling system.