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GURPS Dungeon Fantasy Warrior-Wizard Template

Warrior-Wizard 250 points You have the magical power of a wizard, but you split your studies between spells and weapon training. You can use a variety of methods to either improve your attacks or hinder your enemies, but even without magic you are a deadly fighter. Unfortunately, studying the two disciplines leaves little time for anything else, but you’re confident that most problems can be solved with either magic or violence (or a combination of the two). Attributes: ST 11 [10]; DX 13 [60]; IQ 14 [80]; HT 11 [10]. Secondary Characteristics: Damage 1d−1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]. Advantages: Magery 3 [35]. • 30 points chosen from among ST +1 to +3 [10/level], DX +1 [20], HT +1 to +3 [10/level], FP +1 to +10 [3/level], Ambidexterity [5], Combat Reflexes [15], Danger Sense [15], High Pain Threshold [10], Languages [2-6/language], Luck [15], or Magery 4, 5, or 6 [10, 20, or 30]. One of ...

Simplified Ballistic Formulas for GURPS

These don’t provide a perfect fit for published weapon stats, but they are fairly close in most cases and probably good enough for gaming. The damage is a better fit than the range, which is fortunate because in GURPS damage often matters more than range, with few engagements happening beyond half damage range. You will need to know the projectile diameter (or ‘caliber’, which we will call c , measured in millimeters), the projectile mass (bullet weight, in kilograms, m ), and muzzle velocity (in meters per second, v ). You will also need to know the kinetic energy (in Joules, k ) of the projectile at its muzzle velocity, but you can calculate that from m and v: k = m × (v^2) × 0.5 Damage (in dice, d) can then be calculated with: d = ( (k^(1/2)) / (c^(1/3)) ) × 0.23 ½ D Range (in yards, h) is: h = (m^(1/2)) × (v^(3/2)) × 2.5 / c Finally, Max Range (in yards, r) is: r = ( (h^(1/2)) × 120 ) + h To make things easier, here's a Google Docs spr...

Magical Style: Veneficium

For most of human history, it was impossible to distinguish between disease, poisoning, and supernatural threats. All of them were considered to be mysterious dangers which might affect anyone without an obvious cause. Naturally, this led to a great deal of paranoia (see Poisoning Phobias, GURPS Horror, p. 59). The ancient Mesopotamians and Hebrews blamed illnesses on witches who put unclean material into food or water. From them, the belief seems to have spread to the Greeks and Romans, and hence throughout Europe by the medieval period.  Veneficium 9 Points Prerequisites: None. Veneficium is a secret folk style which uses standard prerequisites. Most practitioners are simply malicious, using it to terrorize anyone who offends them, although some use it for more practical means, such as assassination or extortion. Either way, stylists often have to worry about being poisoned by each other, so they learn some methods to defend against such threats. As well ...