Nightmare Neanderthals

I recently read Danny Vendramini’s Them and Us and Michael Crichton’s Eaters of the Dead, both of which feature scary neanderthals. Them and Us is pretty much entirely pseudoscience, but does raise some interesting points about how we probably underestimate the differences between humans and neanderthals. I’m fairly convinced they were a lot hairier and less human-looking than typical reconstructions show them. Evidence for casual cannibalism, with the bones being tossed into the same waste pile as those of other prey species suggests a certain degree of inhuman disregard for the dead.
Unfortunately, Vendramini doesn’t stop there, but starts with wild speculation about them being nocturnal, with slit pupils, and ape-like noses, then goes on to complete crank theory about human race memories.
Eaters of the Dead is a work of fiction, written well before Vendramini’s work, but the ‘wendel’ are basically similar to his neandethals, if vaguely described. Both are covered in black hair, immensely strong, nocturnal, and hunt humans for food.

Nightmare Neanderthal

12 points

These creatures roughly resemble a cross between a chimpanzee and a human. They are slightly bow-legged, with straight spines, hunched a little at the shoulders. Their build is much heavier than a human’s with barrel-chests, wide pelvises, and huge muscles.
The large eyes have vertical slit pupils and are set high on their long skulls, protected by a heavy brow-ridge. Instead of a human-like nose, they have an ape-like muzzle, with thin lips, and virtually no chin. Their skin is wrinkled and leathery, varying from beige to dark grey. Thick black or reddish-brown fur covers everything except their face, hands, and feet.
Although capable of speech, their vocalizations don’t cover the full human range, being mostly deep, guttural grunting sounds.
Their culture is focused around hunting large prey, including other hominids. Religion consists of venerating animal totems, especially cave bears, and the worship of a primordial fertility goddess. They habitually go naked, or wear a simple garment consisting of an animal skin hung over their torso. Animal headdresses are sometimes worn for ritual purposes.
To find height and weight for a nightmare neanderthal, look up their ST (before accounting for the racial modifier) on the Build Table, then reduce height by 2″ and increase weight by 30 lbs.
Attribute Modifiers: ST+3 [30].
Advantages: Acute Taste and Smell 1 [1]; DR 1 (Tough Skin, -40%) [3]; Fur [1]; Night Vision 2 [2]; Temperature Tolerance (Cold) 2 [2].
Disadvantages: Bloodlust (12) [−10]; Bowlegged [−1]; Dull [−1]; Social Stigma (Monster) [−15].

Variations

This template assumes that the reference society is a TL 0 human one. For a setting where neanderthals are the dominant species, remove Social Stigma. For late survivors who still use stone age technology, add Low TL equal to the campaign TL.
More realistic neanderthals would have Night Vision 1 at best, lack Bloodlust, and have Social Stigma (Minority Group) and possibly (Uneducated) rather than (Monster).

GURPS Guns: Trailblazer Lifecard

Trailblazer Lifecard, .22 WMR (USA, 2019-)

A single-shot derringer, which can be folded into a rectangular block roughly the length and width of a credit card (Holdout +0). It cannot be cocked or fired while folded (or folded while cocked) and has no extractor. A groove in the top surface serves as a rudimentary sight. A small compartment in the grip holds three spare rounds of ammunition (weight of these not included in the listed weights on the table).

A version in .22 LR is also available, and the grip compartment can hold four of the smaller rounds. A barrel to convert between the two is $70.

GUNS (SPECIALITY) (DX-4 or most other Guns at -2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl
Trailblazer Lifecard, .22 WMR 1d+1 pi− 0 100/1,300 0.45/0.012 1 1(3) 6 −1 2
Trailblazer Lifecard, .22 LR 1d pi− 0 80/1,100 0.45/0.008 1 1(3) 5 −1 2

A Trailblazer Lifecard is TL 8, LC 3, and costs $250.

Cartridge WPS CPS
.22 WMR 0.012 $0.2

GURPS Guns: Luty 9mm SMG

A more unusual gun this time, ideal for an After the End game. Information about this weapon is hard to find, so more guesswork than usual went into the numbers. Don't try to build one of these things yourself; they are not only illegal almost everywhere, but also probably unsafe to both build and shoot.

Luty 9mm SMG, 9×19mm (UK, 1998-)

Philip Luty designed this extremely simple weapon as an act of protest against restrictive gun laws in the UK. Unsurprisingly, the protest resulted in him spending much of the rest of his life in prison, but the instruction manual he wrote for constructing it was published and distributed widely enough that copies have been made around the world, mostly by criminal groups. The design was intended to be built from commonly available materials with only an angle grinder, blowtorch, electric drill, and some hand tools.

It is a straight blowback operated smoothbore weapon, firing from an open bolt, with neither sights or stock, so accuracy is poor. It also lacks any form of safety. The single-stack magazines are also hand-made.

As an illegal (LC 2) item made in small workshops, price is hard to estimate. For the purposes of crafting and invention rules, $200 for the gun and $50 for the magazine seem reasonable, but actual examples are said to be sold at around five or six times that price due to the danger of trading in them. Quality will also vary considerably, with many being entirely unsafe to use, while others may be relatively reliable. A typical example is probably 'Very Unreliable', malfunctioning on a 15+. Although designed at TL 8, it needs no technology which wouldn’t be available at TL 7, so could be treated as a TL 7 device for crafting and invention rules.

GUNS (SMG) (DX-4 or most other Guns at -2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl
Luty 9mm SMG, 9×19mm 3d-1 pi 1 170/1,900 8.2/1 18! 18(3) 9† −4 2

GURPS Guns: Kel-Tec SU16 and PLR16

Kel-Tec SU16, 5.56×45mm NATO (USA, 2003-)

The original Sport Utility rifle (later named SU16A) uses an AR-15 (GURPS High-Tech, p. 117) derived upper (with an 18.5″ barrel and piston mechanism) on a ‘take-down’ lower, allowing it to be folded into a compact package (about 2′ long; −3 Holdout) and quickly turned back into a functional rifle by folding it out again. It can not be fired or loaded while folded, as the trigger goes into the magazine well. The hand-guard can be folded out into a bipod (GURPS High-Tech, p. 160), the upper receiver has a Picatinny accessory rail (GURPS High-Tech, p. 161), and the stock can hold two of the standard 10 round magazines or one metal 20 or 30 round AR-15 style one (polymer magazines are too wide to fit). It can use any AR-15 style STANAG magazine, but the magazines it comes with will not work in other AR-15 style weapons.

The SU16B is similar, but has a light-weight 16″ barrel. Treat it as ‘unreliable’ for the purposes of Sustained Fire (GURPS High-Tech, pp. 85-86) only.

The SU16C has a 16″ barrel and a folding stock, which still allows the rifle to be folded into a non-functional package as well, but doesn’t hold spare magazines. Full-sized polymer magazines can prevent the stock folding properly. The SU16CA is the same gun with the SU16A stock (Bulk −4). The hand-guard functions like the SU16 one.

The SU16D9 and SU16D12 are short-barreled (9.2″ and 12″ respectively) rifles with SU16C style stocks and a hand-guard which has an additional accessory rail on the underside rather than folding out into a bipod. In the USA such guns are regulated under the National Firearms Act (treat as LC 2).

The SU16E has ergonomics more like an M4 carbine (GURPS High-Tech, p. 160), with a 16″ barrel, adjustable non-folding stock, pistol grip, and the same hand guard as the SU16D guns.

Kel-Tec PLR16, 5.56×45mm NATO (USA, 2006-)

The Pistol, Long Range is essentially an SU16E rifle with the SU16D9’s barrel and no stock or hand-guard (although it can mount the SU16D/E hand-guard; 0.2 lbs, $50).

GUNS (RIFLE) (DX−4 or most other Guns at −2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl
Kel-Tec SU16, 5.56×45mm 5d pi 5 600/2,500 5.5/0.5 3 10+1(3) 9† −4 2
Kel-Tec SU16B, 5.56×45mm 5d−1 pi 5 600/2,500 5/0.5 3 10+1(3) 9† −4 2
Kel-Tec SU16C, 5.56×45mm 5d−1 pi 5 600/2,500 5.2/0.5 3 10+1(3) 9† −4* 2
Kel-Tec SU16D9, 5.56×45mm 4d+1 pi 4 600/2,500 5/0.5 3 10+1(3) 9† −4* 2
Kel-Tec SU16D12, 5.56×45mm 4d+2 pi 4 600/2,500 5/0.5 3 10+1(3) 9† −4* 2
Kel-Tec SU16E, 5.56×45mm 5d−1 pi 5 600/2,500 5.2/0.5 3 10+1(3) 9† −4 2

All Kel-Tec SU16 variants are TL 8, LC 3, and cost (approximately) $500. Spare 10 round magazines are $12. None of them have swing swivels (GURPS High-Tech, p. 154).

GUNS (PISTOL) (DX−4 or most other Guns at −2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl
Kel-Tec PLR16, 5.56×45mm 4d+1 pi 3 600/2,500 3.9/0.5 3 10+1(3) 11 −3 3

The Kel-Tec PLR16 is TL 8, LC 3, and costs $430. Spare 10 round magazines are $12. It has no lanyard ring (GURPS High-Tech, p. 154).

GURPS Guns: Smith & Wesson Model 500

"He's an outlaw loose and running"
Came the whisper from each lip
"And he's here to do some business,
with the big iron on his hip"

Marty Robbins
Big Iron

Continuing the theme of impractically large pistols.

Smith & Wesson Model 500, .500 Magnum (USA, 2003-)

Apparently built just so that S&W could once again claim to produce ‘the most powerful handgun in the world’, this huge SA/DA revolver has rubber grips and a built-in compensator (GURPS Gun-Fu, p. 41) to try and tame the ridiculous recoil of the .500 Magnum round. It also shoots the slightly less crazy .500 Special (Dmg 3d+2 pi+, Rcl 4).

A long-barrel performance center version with a muzzle brake, accessory rail for mounting a scope, and swing swivels is also available (with .500 Special; Dmg. 4d−1 pi+, Rcl 3). The Model 500ES (2003-2009) is an ‘emergency survival’ version with orange grips and a 2.75″ barrel (with .500 Special; Dmg 3d−1 pi+, Rcl 4).

GUNS (PISTOL) (DX−4 or most other Guns at −2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl
S&W Model 500, .500 Magnum 5d+2 pi+ 2 320/2,500 4.9/0.5 3 5(3i) 13 −3 5
S&W Model 500 PC LB, .500 Magnum 6d−1 pi+ 3 320/2,500 5.6/0.5 3 5(3i) 13 −4 4
S&W Model 500ES, .500 Magnum 4d+2 pi+ 1 320/2,500 3.9/0.5 3 5(3i) 13 −3 6

All variants of the Smith & Wesson Model 500 are TL 8, and LC 3. None of them have lanyard rings. The Model 500 and 500ES cost $1,300, the Model 500 Performance Center Long Barrel version costs $1,600.

Cartridge WPS CPS
.500 Magnum 0.09 $1
.500 Special 0.075 $1

GURPS Guns: Auto Mag Pistols

Here's another set of hand-cannons.

Auto Mag Model 180, .44 AMP (USA, 1971-1972)

The original Auto Mag Pistol is an over-engineered beauty, mostly cast from stainless steel. It is single action and uses a rotating-bolt short-recoil mechanism to manage the power of its unique cartridge. The barrel has a large rib running along the top, which combined with the guide rods running along the sides and an elegantly curved trigger-guard, gives the pistol a very distinctive appearance.

With a cost of manufacture well below the retail price, the Auto Mag Corporation was only able to build around 3,000 before declaring bankruptcy, six months after shipping the first one. Owner Harry Sanford went on to produce it under several different brands (TDE, OMC, Thomas Oil Company, High Standard, and AMT) between 1973 and 1984, raising the price to $6,000 to actually turn a profit. Despite the cost, he managed to sell around 6,000 more guns. Since 2018 AutoMag Ltd. has sold a copy for $2,500.

Auto Mag magazines cause feed issues (−1 to Malfunction) when fully loaded. See GURPS Tactical Shooting, p. 20.

The .44 AMP round was always difficult to find and expensive, even more so once the guns were no longer produced. Many owners make their own by cutting down .308 Winchester or .30-06 Springfield casings.

The Model 280 changed the Model 180's 6.5″ barrel for an 8″ one. The very rare Model 160 (1972) uses the .357 AMP cartridge, which is a .44 AMP case necked-down to take a smaller bullet. The even rarer Model 260 (1972) shoots .357 AMP from a long barrel. Conversion between any of the variants is simply a barrel-swap (a spare short barrel is $500, a long one $600).

GUNS (PISTOL) (DX−4 or most other Guns at −2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl
Auto Mag Model 180, .44 AMP 4d−1 pi+ 2 240/2,100 4.1/0.5 3 7+1(3) 12 −3 4
Auto Mag Model 280, .44 AMP 4d pi+ 3 240/2,100 4.4/0.5 3 7+1(3) 12 −3 4
Auto Mag Model 160, .357 AMP 4d pi 2 310/2,400 4/0.4 3 7+1(3) 12 −3 4
Auto Mag Model 260, .357 AMP 4d pi 3 310/2,400 4.2/0.4 3 7+1(3) 12 −3 4

All variants of the Auto Mag Pistol are TL 7, and LC 3. None of them have lanyard rings. The Model 180 and 160 cost $1,100, the Model 280 and 260 cost $1,200. Spare magazines are $100.

Cartridge WPS CPS
.357 AMP 0.04 $2
.44 AMP 0.055 $2

GURPS Guns: Ruger Blackhawk

As you may have guessed from recent posts, I've been statting up some guns for GURPS. I've also switched theme, so hopefully large tables should display reasonably well on most devices. Here's the first one:

Ruger Blackhawk, .44 Magnum (USA, 1956-1962)

Thanks to some corporate espionage (the apocryphal story says a Ruger employee found a spent case in a dumpster) Sturm, Ruger & Co. were able to bring a version of their popular single-action Blackhawk revolver chambered in the new .44 Magnum round to market at almost the same time as the Smith & Wesson Model 29 (GURPS High-Tech, p. 96) for two-thirds the price. The Blackhawk was essentially a modernized version of the Colt M1873 Single-Action Army (GURPS High-Tech, p. 95) and suffered similar safety issues to early revolvers when the hammer was left over a loaded chamber (See "Unsafe" Revolvers, GURPS High-Tech, p. 93).

The original Blackhawk (1955-1973) is chambered in .357 Magnum. From 1962 to 1973, it is also available in .30 Carbine and .41 Magnum.

The Super Blackhawk (1959-1973) has a lengthened barrel, a strengthened all-steel frame (previous versions used aluminum alloy), unfluted cylinder, and larger grips to reduce felt recoil.

The New Model Super Blackhawk (1973-) added a transfer-bar safety mechanism, allowing it to be safely carried while fully loaded. It is also available in .41 Magnum. The New Model Blackhawk (1973-) uses the same frame, but is chambered in .30 Carbine, .357 Magnum, or .45 Long Colt, among others. The Vaquero range is similar, but with 19th century styling and fixed sights.

GUNS (PISTOL) (DX−4 or most other Guns at −2)

Weapon Damage Acc Range Weight RoF Shots ST Bulk Rcl
Blackhawk, .357 Magnum 3d pi 2 190/2,100 2.7/0.2 1 6(5i) 10 −2 3
Blackhawk, .44 Magnum 3d+2 pi+ 2 210/2,300 2.9/0.3 1 6(5i) 11 −3 5
Blackhawk, .41 Magnum 3d pi+ 2 200/1,900 2.8/0.3 1 6(5i) 10 −2 4
Blackhawk, .30 Carbine 4d−1 pi 2 330/2,100 2.8/0.2 1 6(5i) 11 −3 4
Super Blackhawk, .44 Magnum 3d+2 pi+ 2 210/2,300 3.3/0.3 1 6(5i) 11 −3 4
NM Super Blackhawk, .44 Magnum 3d+2 pi+ 2 210/2,300 3.4/0.3 1 6(5i) 11 −3 4
NM Super Blackhawk, .41 Magnum 3d pi+ 2 200/1,900 3.3/0.3 1 6(5i) 10 −3 3
NM Blackhawk, .30 Carbine 4d−1 pi 2 330/2,100 3.2/0.2 1 6(5i) 11 −3 3
NM Blackhawk, .357 Magnum 3d pi 2 190/2,100 3.1/0.2 1 6(5i) 10 −3 2
NM Blackhawk, .45 Colt 3d−2 pi+ 2 120/1,300 3.2/0.3 1 6(5i) 11 −3 3

All variants of the Blackhawk are TL 7, LC 3, and cost $550. They are all Reliable and malfunction only on an 18. None of them have lanyard rings.

Cartridge WPS CPS
.41 Magnum 0.049 $0.7

A formula for estimating weight of modern ammunition.

When writing up rules for unusual firearms in GURPS, I often find that it is really difficult to get a good estimate of how much the ammunition weighs. For some reason, although people love to post numbers related to guns on the internet, they very rarely include the weight of the cartridges they fire.

Obviously different loadings vary quite a bit; the bullet is often two-thirds of the weight of a round, and the heaviest bullets might weigh twice what the lightest ones do. GURPS simplifies that into a single WPS, which leaves a bit of 'wiggle room', which is fortunate because any simple formula is only going to give a crude approximation, given the massive number of variables.

Anyway, here's the math:


A = B + ( ( C ^ (5/6) ) / 100 )


Where A is the weight of a complete round of ammunition in lbs. (i.e. WPS in GURPS), B is the weight of the bullet, also in lbs. (divide weight in grains by 7,000, or weight in grams by 454), and C is the case capacity in cubic centimeters AKA milliliters (yes, this is a weird mix of units, divide grains of water by 15.4 to get cubic cm).

This generally seems to produce results within about 10-20% of the WPS figures in GURPS High-Tech for modern brass cartridges, which is close enough for me (given that different loads in the same casing can easily vary that much in the real world). Anything old enough to have been originally loaded in black powder will cause issues, and plastic cases, caseless ammunition, and other oddities will not work at all.

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 the following packages:

• Imbue 2 (Magical, −10%) [18]. • Five Imbuement Skills, all (VH) IQ+1 [2]-15†.

• Imbue 3 (Limited skill access, 2 skills, -60%; Magical, −10%) [12]. • Two Imbuement Skills, all (VH) IQ+3 [8]-17†.

• Weapon Master (One weapon) [20]. • One of Blind Fighting (VH) Per [8]-14, Immovable Stance (H) DX+1 [8]-14, Kiai (H) HT+1 [8]-12, Mental Strength (E) Will+3 [8]-17, Parry Missile Weapons (H) DX+1 [8]-14, Power Blow (H) Will+1 [8]-15, or Pressure Points (H) IQ+1 [8]-15.

Disadvantages: −15 points from Code of Honor (Soldier’s or Chivalry) [−10 or −15], Curious [−5*], Jealousy [−10*], Overconfidence [−5*], Sense of Duty (Adventuring Companions) [−5], or Stubbornness [−5]. • Another −15 points from Bloodlust [−10*], Callous [−5], One Eye [−15], Post-Combat Shakes [−5*], or Wounded [−5]. • Another −20 points from Bully [−10*], Clueless [−10], Disturbing Voice [−10], Loner [−5*], No Sense of Humor [−10], Oblivious [−5], or Social Stigma (Excommunicated) [−10].

Primary Skills: Thaumatology (VH) IQ [1]-14†. • One of Axe/Mace, Bow, Broadsword, Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+5 [20]-18. • One of Fast-Draw (Arrow, Knife, Potion, or Two-Handed Sword), or Shield (Buckler), both (E) DX+1 [2]-14, Sling (H) DX−1 [2]-12, or Throwing (A) DX [2]-13.

Secondary Skills: Armoury (Body Armor, Melee Weapons, or Missile Weapons) (A) IQ−1 [1]. One of Brawling, Innate Attack (Any), or Knife, all (E) DX+2 [4]-15, Judo (H) DX [4]-13, or Wrestling (A) DX+1 [4]-14. One of Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits) or Occultism, both (A) IQ-1 [1]-13.

Background Skills: Three of Climbing (A) DX [2]-13, First Aid (E) IQ+1 [2]-15, Forced Entry (E) DX+1 [2]-14, Intimidation (A) Will [2]-14, Stealth (A) DX [2]-13, Swimming (E) HT+1 [2]-12, or Tactics (H) IQ−1 [2]-13.

Spells: 10 wizardly spells, all either (H) IQ+1 [1]-15* or (VH) IQ [1]-14*.

* Multiplied for self-control number; see GURPS Basic Set, p. 120.

† includes +3 for Magery.

 

Customization Notes

There are numerous possible combinations of combat skills, imbuements, and spells, but a few archetypes are especially common:

Body Beater: You use the reach and leverage of a quarterstaff or long staff to deliver melee spells and powerful blows at the same time. The body control college offers Paralyze Limb, Wither Limb, and Deathtouch, as well as several regular spells which can extend their range a little with your staff. To defend against missile attacks, learn Deflect Missile or Missile Shield. Either demonstrate mastery of your own body with extra ST and Power Blow, or use your staff with imbuements like Crippling Blow, Fatiguing Strike, Telescoping Weapon, or Traumatic Blow.

Burning Blade: The fire college has many methods of dealing damage, but Flaming Armor and Flaming Weapons are the most appealing to swordsmen. If you take both, you won’t be able to learn any spells to defend against missiles, so you will want a shield, Parry Missile Weapons, or a range of defensive imbuements. Burning Strike, Fireproof Armor, and Incendiary Weapon are thematically appropriate.

Ice Archer: Ice Missiles is relatively easy to learn and makes your bow more effective. Use Ice Slick and Water Jet to keep melee fighters away from you. Binding Shot, Chilling Strike, Continuing Attack, Crushing Strike, Cutting Strike, and Shattershot all suit frosty arrows, while Fireproof Armor and Rigid Armor can represent a coating of magical ice.

Stone Striker: Body of Stone and Flesh to Stone are very powerful combat spells if you have enough time and FP to cast them. When you don’t, you can use imbuements like Bank Shot, Blunting Armor, Crushing Strike, Cutting Strike, Penetrating Strike, and Impenetrable Armor to boost your combat abilities. Immovable Stance suits the earth-theme for those who prefer Weapon Master.

Storm Shield: Lightning and Shocking Touch allow you to hurt enemies near and far, so you don’t need a full-size staff, allowing the use of a shield alongside a wand (baton, knobbed club, light club, or short staff). Play up the thunder-and-lightning theme with Thunderclap, Kiai, Deafening Display, Shockwave, or Thunderous Defense, add even more electricity with Electric Weapon, or use Arcing Shot, Guided Weapon, or Homing Weapon with Lightning to hit those who think they are safe at a distance or behind cover.

Warded Warrior: Stack good armor with protection and warning spells like Armor or Return Missile and defensive imbuements like Energizing Defense, Expand Armor, Nullifying Armor (Magic), Spiritual Defense, Vengeful Defense, or Widen Shield to achieve virtual invulnerability. If you feel that spells offer enough physical protection without imbuements, take Weapon Master and Mental Strength to protect from more subtle threats. There’s no need for a staff when you cast your spells on yourself, so take a bow or sword, which will help compensate for a lack of offensive magic.

 

Power-Ups for Warrior-Wizards

Warrior-Wizards can buy up to Imbue 3 (with no limited skill access) and any level of Weapon Master regardless of which options they started with, as well as Energy Reserve (Magical) 1-20 [3/level], Magic Resistance (Improved, +150%) 1-3 [5/level], or Wild Talent 1-2 [20/level].

They can also purchase the following abilities:

 

Armor Mastery

As for the knight ability of the same name.

 

Jack of All Trades

As for the innkeeper ability of the same name.

 

Inextinguishable Power

As for the wizard ability of the same name.

 

Warrior Wizard Perks

Warrior-wizards can take perks usually reserved for other professions, without the usual prerequisites.

 

Armor Familiarity

As for the martial artist ability of the same name. Counts as a Combat Perk.

 

Flagellant’s Blessing

As for the cleric perk of the same name. Counts as a Magic Perk.

 

Life-Force Burn

As for the demonologist perk of the same name. Counts as a Magic Perk.

 

Mixing Professions

 

Lenses for Warrior-Wizards

Warrior-wizards should use the lenses described for wizards, with the following exception:

 

Warrior-Wizard-Wizard

50 points

Attributes: +1 IQ [20].

Advantages: Magery +1 [10].

Skills: Alchemy (VH) IQ [8].

Spells: 12 wizardly spells, all either (H) IQ+2 [1] or (VH) IQ+1 [1], including +4 for Magery.

 

Becoming a Warrior-Wizard

Use the following lens for any character except a wizard:

 

Warrior-Wizard Lens

50 points

Advantages: Magery 1 [15].

One of the following packages:

• Imbue 2 (Limited skill access, 3 skills, −40%; Magical, −10%) [10]. • Three Imbuement Skills, all (VH) IQ [4], including +1 for Magery.

 • Weapon Master (One weapon) [20]. • One of Blind Fighting (VH) Per−2 [2], Immovable Stance (H) DX−1 [2], Kiai (H) HT−1 [2], Mental Strength (E) Will+1 [2], Parry Missile Weapons (H) DX−1 [2], Power Blow (H) Will−1 [2], or Pressure Points (H) IQ−1 [2].

Skills: Thaumatology (VH) IQ-3 [1]. One of Axe/Mace, Bow, Broadsword, Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+1 [4].

Spells: 8 wizardly spells, all either (H) IQ−1 [1] or (VH) IQ−2 [1], including +1 for Magery.

Wizards already have Magery and spells, so they can concentrate on combat skills:

 

Wizard-Warrior-Wizard

50 points

Attributes: DX +1 [20].

Advantages: One of the following packages:

• Imbue 2 (Limited skill access, 3 skills, −40%; Magical, −10%) [10]. • Three Imbuement Skills, all (VH) IQ+2 [4], including +3 for Magery.

 • Weapon Master (One weapon) [20]. • One of Blind Fighting (VH) Per−2 [2], Immovable Stance (H) DX−1 [2], Kiai (H) HT−1 [2], Mental Strength (E) Will+1 [2], Parry Missile Weapons (H) DX−1 [2], Power Blow (H) Will−1 [2], or Pressure Points (H) IQ−1 [2].

Skills: One of Axe/Mace, Bow, Broadsword, Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+2 [8].

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 spreadsheet which does all the calculating for you (including converting bullet mass from grains to kilograms).

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 as detecting poisons, they can use the mystical process of Mithridatism to build up universal resistance to them by repeated exposure, eventually becoming entirely immune to all toxins (as Mithridates VI of Pontus was said to be).

Once the basics of the style are mastered, there are several ways to develop more dangerous methods. The most common is to learn spells which make mundane poisoning easier. Seek Poison, Extract Poison, Slow Poison, and Increase Potency are all useful for this. Gathering ingredients is aided by Seek Plant (or Fungus) and Identify Plant (or Fungus), while growing them is assisted by Heal Plant (or Fungus) and Plant (or Fungus) Growth. Locating food to poison is obviously helped by Seek Food, while No-Smell and Obscure Poison make it harder to detect. A subtle casting of Hunger can encourage a target to be less cautious about eating suspicious food.

Those who want deadly poisoning of food and drink without having to acquire or carry poison need Death’s Banquet. This requires Magery 3 and learning Ignite Fire, Create Fire, Cook, Seek Food, Create Food, and Essential Food. Those spells are almost never studied by those who aren’t trying to learn Death’s Banquet eventually.

Malefice and Ensorcelment are highly desirable for venefici, since they allow long-term torture of a victim without having to stay close to them. Learning them requires IQ 12, Magery 2, and knowing at least one spell from ten different colleges; the style’s required spells give Food, Poison, and Water. Detect Poison adds Healing and Protection and Warning. Any three of Foolishness (Mind Control), Ignite Fire (Fire), Purify Air (Air), and either Debility or Itch (Body Control) bring the total to eight. Seek Plant (Plant) and Seeker (Knowledge) then finish the set of ten, allowing the mage to learn Enchant, followed by Malefice.

Although it isn’t a martial style, veneficium has many spells which are useful in a fight. Stench is an area-effect attack which only needs Purify Air to learn and leads to the faster-acting Poison Cloud for those with Magery 2. Spore Cloud offers a less-lethal alternative for anyone who has already learned Fungus Growth. Sting is the only missile spell taught by the style, but is made somewhat flexible by spell variation, allowing it to benefit from enhancements like Accurate, Armor Divisor, Guided, or Homing.

Deathtouch is a potent melee spell with a long chain of prerequisites, which requires Magery 1. The typical route to learning it starts with Itch, Spasm, Clumsiness, Debility, and Hunger, but the last two can be substituted with Perfume and Nauseate (if Purify Air, No-Smell, and Odor are known) or Drunkenness and Sickness (requiring Foolishness). From there Paralyze and Wither Limb lead to Deathtouch. Choke and Total Paralysis are often added to this. Poison Touch is a weaker but simpler alternative for those with Magery 2, requiring only one poison spell beyond the five required by the style (Detect or Seek Poison being the usual choice).

Required Skills: Herb Lore; Poisons.

Required Spells: Decay; Foul Water; Poison Food; Purify Food; Purify Water; Seek Water; Test Food.

Perks: Convenience Casting (Fungus Growth or Plant Growth); Elixir Resistance (Death); Gut of the Dragon; Improvised Magic (Veneficium); Secret Mage; Special Exercises (Immunity to Poison); Spell Enhancement (Low Signature); Spell Resistance (Poison Food); Spell Variation (Sting); Stabilizing Skill (Herb Lore for Plant or Poisons for Poison).

 

Optional Traits

Attributes and Secondary Characteristics: Increased HT.

Advantages: Resistant to Poison.

Disadvantages: Callous; Paranoia; Sadism; Secret (Witch).

Skills: Alchemy; Animal Handling (Amphibians or Snakes); Cooking; Gardening; Hazardous Materials (Magical); Holdout; Innate Attack (Projectile); Intimidation; Naturalist; Sleight of Hand.

 

Spell List

Alter Poison*; Analyze Poison*; Apply Poison*; Blight; Choke; Clumsiness; Cook; Create Fire; Create Food; Curse; Death’s Banquet†; Deathtouch; Debility; Decay; Detect Poison; Drunkenness; Enchant; Ensorcel; Essential Food; Extract Poison*; Foolishness; Foul Water; Fungus Growth‡; Heal Fungus‡; Heal Plant; Hunger; Identify Fungus‡; Identify Plant; Ignite Fire; Increase Potency*; Itch; Madness; Malefice; Nauseate; No-Smell; Obscure Poison*; Odor; Paralyze Limb; Perfume; Plant Growth; Poison Cloud; Poison Food; Poison Touch*; Poisoning*; Purify Air; Purify Food; Purify Water; Retch; Seek Food; Seek Fungus‡; Seek Plant; Seek Poison*; Seek Water; Seeker; Sickness; Slow Poison; Spasm; Spore Cloud‡; Stench; Sting*; Test Food; Total Paralysis; Weaken Blood; Wither Limb.

* from the Toxic Grimoire (Pyramid, Volume 4, Issue 1).

† from GURPS Magic: Death Spells.

‡ from GURPS Magic: Plant Spells.

Here's a chart showing the prerequisites for the style's spells. Spells with a thick outline are required. Those with rounded corners have no spell prerequisites and so act as starting points for prerequisite chains.


 

House Rule: Rebalancing Short Swords in GURPS

Smaller swords tend to be rather less effective than larger ones in GURPS (and, indeed, in almost all roleplaying games). This is probably realistic, since despite the additional expense and inconvenience of long blades, people seem to have preferred them right up until the invention of the smallsword. However, shorter weapons do have some advantages which I think might be worth representing, in order to make them more attractive to PCs and increase the variety of weapons available without deliberately hindering your ability to fight.

Add the following note to the thrust attack (only) of the baton, dusack, shortsword, and small falchion: Reduce the penalty for attacking in close combat by -2.

Add the following note to the thrust attack (only) of the cutlass, falchion, jutte, large katar, large quadrens, macuahuilzoctli, sai, and smallsword: Reduce the penalty for attacking in close combat by -1.

Random Attributes for GURPS 4th Edition

While most GURPS players don’t want their characters to be randomly generated, there are bound to be some who do and GMs may want to create random NPCs.

Unfortunately, many aspects of character creation are setting-specific. However, attributes tend to be fairly universal, and are well suited to randomization.

The first version of the third edition Basic Set suggested simply rolling 3d for attributes, but that gives absurd results, especially with fourth edition rules.

To generate a random attribute value, roll 3d and consult the following table:

3d Attribute
3 7
4-5 8
6-8 9
9-12 10
13-15 11
16-17 12
18 13

This should result in 'realistic' values if you assume that each level of a GURPS attribute is about one standard deviation from the norm, which 'feels' about right.

Many professions will not have the same distribution of competence as the general population. For example, lumberjacks probably tend to be stronger but less intelligent than doctors. The easiest way to represent this is to simply add a professional template onto the rolled attributes. For example, a lumberjack template might have +2 ST, giving a range of values from 9 to 15, while a doctor template could have +1 IQ, giving a range from 8 to 14. A possibly more realistic option is re-rolling results below a certain threshold. The two approaches can even be combined, if you don’t mind some complexity. For example, lumberjacks may re-roll any ST of less than 9 and then add +1 ST, giving a range from 10 to 14.

More weapon qualities for GURPS.

 

The following modifiers expand the options in Weapons of Quality (GURPS Martial Arts p. 59).

None of them may be applied to missile weapons.

Eviscerating*: Reduce the penalty to target vitals to -2 rather than -3. Fencing weapons, knives, and swords: +3 CF. Other weapons: +9 CF.

Lacerating: +1 damage with cutting attacks against DR 0 targets. Fencing weapons, knives, and swords: +1 CF. Other weapons: +4 CF.

Nimble: Reduce the penalty for multiple parries and rapid strike by 1 (before any reduction for Fencing parry, parrying with a two-handed weapon, Trained by a Master, or Weapon Master). +4 CF. May not be combined with balanced or poorly balanced.

Puncturing*: Reduce the penalty for targeting chinks in armor by -1. +1 CF. Melee weapons only.

Sharp: +1 damage for any cutting or impaling weapon. Projectiles and impaling-only melee or thrown weapons: +1 CF. Fencing weapons, knives, and swords: +2 CF. Other cutting weapons: +8 CF.

Somewhat Cheap: +1 to odds of breakage. -0.2 CF. May not be applied to projectiles.

Strong: -1 to odds of breakage. +1 CF. May not be applied to crushing-only weapons or projectiles.

* May not be combined with each other.

† May not be combined with each other, nor with cheap, fine, solid silver, or very fine.

Squeezing, Chewing, and Swallowing Rules for GURPS

While GURPS has a lot of interesting rules for combat between opponents of very different size, it still has a few obvious scenarios which it doesn’t cover.

 

Squeezing

A bear hug typically needs a two-handed (or legged) grapple, but it seems viable with one hand if your opponent is small enough. Squeezing them between arm and body should be possible if your SM exceeds theirs by 4, while doing it with just your hand is only possible if your SM is 7 higher than theirs. The former requires first grappling an opponent, then getting them into position (treat as Shift Grip, GURPS Martial Arts p. 117), and finally squeezing. The latter simply requires a grapple followed by squeezing as your next attack. In both cases, use half your actual ST in the contest to squeeze.

 

Chewing and Swallowing

If your SM is 9 or more greater than your opponent’s, you can fit them into your mouth! Start with a bite, which establishes a free grapple (see Teeth, GURPS Martial Arts p. 115), followed by a ‘pin’. Once ‘pinned’ inside your mouth, they must hold their breath (GURPS Basic Set pp. 351-352), assuming they can’t breathe underwater. On subsequent turns, you can chew or swallow them. Chewing inflicts normal biting damage, in the same way as worrying.

Someone trapped in a mouth who manages to break free escapes from the mouth, but someone who has been swallowed is still trapped. They count as being grappled and can only escape by cutting their way out of their enemy from the inside! Treat this as an attack to the neck. The DX penalty for being grappled and the bonus for target size cancel out, so just roll against unmodified skill. Cutting, corrosion, or burning damage creates a hole large enough to crawl out of once your opponent suffers total injury greater than your hit points.

Born Biter adds to your SM for the purposes of fitting victims into your mouth and swallowing them.

Magical Style: Treasure Dowsing

 

People have probably been using magic to search for valuables since shortly after the concept of valuables was invented, but Renaissance Europe had an especially rich tradition of magical treasure hunting.

Although people in the war-torn early modern period often buried their valuables to avoid having them looted, magical treasure hunting was about more than just finding material goods in mundane hiding places. Treasure was associated with otherworldly beings and monsters, such as demons, fairies, and (most of all) ghosts, and could have magical properties such as being able to move of its own accord.

… pieces of good money, of ancient coin; which halving betwixt them, they sold in dish-fulls for dish-fulls of meal to the country people. Very many of undoubted credit saw, and had of the coin to this day. But whither it was a good or bad angel, one of the subterranean people, or the restless soul of him who hid it, that discovered it, and to what end it was done, I leave to the examination of others.
Robert Kirk
The Secret Commonwealth of Elves, Fauns & Fairies

Dwarfs, fairies, elemental spirits, giants and similar beings might manufacture their own treasures, steal them from humans, or simply locate those hidden by others. In some places, people even asked fairies (such as their household brownie) to look after their valuables when they hid them. In any event, they could either guard treasure or give it as a reward to those who had pleased them. Fairy illusions could disguise real treasure as worthless trash such as nuts, pebbles, and snail shells, or make such things look like coins and jewelry.

These spirits likewise have the power to show

Treasure that have been buried long below

Thomas Heywood
The Hierarchie of the Blessed Angels

If someone hid treasure and died before they could collect it, their soul was thought to be bound to it as a ghost (despite this being considered impossible by most theologians), unable to move on due to unfinished business and still guilty of the sin of avarice. While some ghosts tried to deter the living from taking their property, most were said to want it put back into circulation so that it would have no hold over them. It was common for a ghost to relinquish treasure on the condition that some of it was used to pay for masses to be said for their soul. Of course, demons would object to such souls being delivered from their grasp, so they would do everything in their power to make sure that treasure remained lost. However, their ability to act directly in the material world was limited, so they often had to resort to illusions and trickery to drive off those who came to claim it.

Angels and saints (especially Saint Anthony and Saint Corona) were also said to help treasure hunters, either to reward their piety or to thwart the plans of demons.


... I beg you with all of my humble heart, oh virgin and martyr Corona relief me from my needs and my poverty by giving me 50,000 florins… for the salvation of my soul through the redemption of the needy body.

Treasure hunter’s prayer to St. Corona

With all these spirits competing to decide the fate of the valuables and the wide variety of magic they used to mislead people, it took an expert magician to retrieve treasure. Like other magical specialists of the time, they came from a variety of backgrounds and claimed to get their powers from a variety of sources. In central Europe, it was said that Venetian wizards studied the art of treasure finding in books. In Britain it was more common for them to claim to have learned the art from fairies, in return for some service such as acting as a nursemaid for the fairy queen. Others said they had been chosen by God, or been born into the trade. They had no general name for themselves but were sometimes referred to as ‘mound diggers’ (from their habit of digging up prehistoric burial mounds) or ‘cross diggers’ (because they overturned cross-shaped way markers). Dowsing was a common term for searching for hidden things in magical ways, either using sticks or other methods, and many treasure hunters also claimed to be able to locate all kinds of stuff.

Treasure Dowsing

4 points

Style Prerequisites: None.

The main focus of this simple folk style is locating hidden treasure, overcoming its supernatural guardians or magical protection, and seeing through any illusions disguising valuable (or worthless) items. Practitioners are often called on to find other things, from lost property to ore veins, so a few spells (like Seek Water) are included for general dowsing. Occasionally treasure may be hidden in other worlds, only accessible via magic gates, so Seek and Control Gate can be useful.

Treasure hunters frequently claim to be inspired by visions, dreams, and omens. These can come from Oneiromancy or advantaged like Blessed and Oracle, interpreted with the aid of Dreaming and Fortune Telling (Dream Interpretation).

Identifying which spirits or monsters are linked to a hoard and how they are likely to react to someone trying to take it can be extremely important, so spells like Sense Foes and skills such as Hidden Lore and Occultism are usually learned quickly (often from practical experience).

Even if spirits associated with the treasure are potentially friendly, communicating with them may require Mind Reading. Since some of them may not share a language with the magician, Lend Language is included to make negotiating easier. Advantages like Spirit Empathy help too.

Combat spells are psychological rather than physical, using the same tricks that many spirits use to protect their treasure. In fact, the main reason for studying these spells is so that Amulets and Counterspells can be used to defend against them.

Dowsers often summon demons, fairies, or saints for assistance. They can reveal the location of treasure, retrieve it, help battle (or negotiate with) other spirits, or teach spells.

Required Skills: Hidden Lore (Demon Lore, Fairy Lore, Spirit Lore, or Undead Lore*); Occultism.

Required Spells: Seek Earth.

Perks: Astrological Ceremonies; Attribute Substitution (any ‘Seek’ spell based on Per); Fool’s Wisdom†; Intuitive Illusionist; Magical Analysis; Magical Lawyer; Secret Material (Sprengwurzel); Secret Spell (Seek Treasure); Shaman’s Trance; Spell Resistance (Panic or Terror); Spirit Contract.

Secret Spells: Seek Treasure.

* depending on setting, this list may need to be modified to reflect the specialties available.

† see below.

Optional Traits

Advantages: Blessed; Cultural Familiarity (Fairy); Detect (Precious Metals); Fearlessness; Intuition (Aspected, Treasure); Languages; Medium; Oracle (Aspected, Treasure); See Invisible (Magical or Spirit); Spirit Empathy; Spirit Talker*.

Disadvantages: Broad-Minded; Greed; Gullibility; Sense of Duty (Ghosts); Vow (Donate treasure to good causes).

Skills: Archaeology; Cartography; Connoisseur (Jewelry); Diplomacy; Dreaming; Exorcism; Fast-Talk; Fortune-Telling (Dream Interpretation); Herb Lore; Merchant; Search.

* see Power-Ups 3.

Spell List

Amulet; Analyze Magic; Aura; Avoid; Banish; Bravery; Command Spirit (Fairy); Complex Illusion; Control Gate; Control Illusion; Counterspell; Death Vision; Detect Magic; Dispel Illusion; Dispel Magic; Divination (Crystal Gazing, Geomancy, or Oneiromancy); Earth Vision; Enchant; Fear; Foolishness; Forgetfulness; Hide; History; Identify Metal; Identify Spell; Know Illusion; Lend Language; Mage Sight; Mind Reading; Panic; Pathfinder; Pentagram; Perfect Illusion; Planar Summons (Fairy or Heaven); Scroll; Scryguard; Scrywall; See Secrets; Seek Earth; Seek Gate; Seek Magic; Seek Pass; Seek Water; Seeker; Sense Emotion; Sense Foes; Sense Life; Sense Spirit; Shape Earth; Simple Illusion; Sound; Spell Shield; Summon Demon; Summon Spirit; Suspend Spell; Talisman; Terror; Trace; Truthsayer; Turn Spirit.

 

New Perk

Fool’s Wisdom

You are able to intuitively grasp advanced magical concepts without the deep understanding usually needed. You may ignore IQ score spell prerequisites.

Example: Seeker normally requires IQ 12 or higher, but with this perk you may ignore that prerequisite and learn it regardless of your IQ. The other prerequisites are unchanged; you must have Magery 1 and know two ‘Seek’ spells.

 

Secret Material

Sprengwurzel

Dowsers make use of a variety of magical herbs, but the ‘bursting-open root’ is especially potent for their work. It allows the user to cast Lockmaster or a variant of Purify Earth which causes everything except natural soil and rocks to float out of the ground. The root must be rubbed over the lock or ground and effective skill is equal to the Herb Lore skill of whoever prepared it. There is no FP cost, but the root can only be used once.

One annoying property of the root is that it sometimes causes containers it is stored in to open spontaneously and it may slowly dismantle objects it comes into contact with. It can even make horses shed their shoes when they walk on it!

 

Secret Spell

Seek Treasure

Information

Determines the direction and approximate distance to the nearest collection of valuable items. Only detects items manufactured by sentient beings, not natural ore deposits, rare plants, and the like (but once such things have been gathered, they count). The caster can exclude any known valuables, seek only treasure over a certain total value (although it doesn’t identify who is willing to pay that price), or specify a certain type of treasure (such as rare books, gems, magic swords, or even an item like ‘the duke’s signet ring’).

Cost: 6.

Time to cast: 10 seconds.

Prerequisite: Three other ‘Seek’ spells.

Akephaloi in GURPS

 

The ‘headless’ are also known as Blemmyes, Epiphagi, Ewaipanoma, or Sternophthalmoi (chest-eyes). First mentioned in the Histories of Herodotus as living in eastern Libya, but later said to live south of Egypt, in Ethiopia, in India, in eastern Asia, on the Andaman islands, in South America, or in western Africa.

15th century illustration of Alexander the Great meeting some akephaloi

 

Akephalos

34 points

Large humanoids, standing eight or nine feet tall, covered in golden-brown hair (short over most of their bodies, but longer on their backs). Their most distinctive feature is that they have no necks, with their facial features appearing on their chests and their brain between their shoulders. Their small ears are located under their armpits and hidden by fur.

Although able to fashion weapons such as bows and spears, Akephaloi do not usually wear clothes or armor.

Attribute Modifiers: ST +5 (Size, -10%) [45].

Secondary Characteristic Modifiers: SM +1; Basic Move +1 [5].

Advantages: DR 1 (Tough Skin, -40%) [3]; Fur [1]; Injury Tolerance (No Neck) [5].

Disadvantages: Low TL 2 [-10]; No Peripheral Vision [-15].

Features: Cannot wear helmets or torso armor made for other races.

Revised quick-and-dirty enchantment costs for GURPS

GURPS Magic makes some assumptions about enchanters and their wages which I find questionable, resulting in a rather sudden leap from cheap enchantments to expensive ones. Enchanters are assumed to either be skill-15 journeymen who earn average wages or masters who earn comfortable wages, typically with skill 20. All of them have Recover Energy at 15.

While an average wage might be just about reasonable for a journeyman, I find the idea of skill-20 masters only earning a comfortable wage hard to swallow. It seems to me that there would probably be a range of skill levels among masters, providing a range of enchantments at different prices per energy point. After a few hours messing around with spreadsheets, I came up with a few numbers which seem a bit more plausible to me and smooth off the price curve.

A skill-16 comfortable master with one (average wealth) assistant, both with Recover Energy-15, can enchant items up to 20 power, for a price per point of 0.0016 times typical monthly pay at his TL.

A skill-18 wealthy master with three assistants, all with Recover Energy-15, can enchant items up to 40 power, for a price per point of 0.0022 times typical monthly pay at his TL.

A skill-21 very wealthy master with Recover Energy-20, and two shifts of six assistants can enchant items up to 70 power, for a price per point of 0.0036 times typical monthly pay at his TL.

A skill-25 filthy rich master with Recover Energy-20, and two shifts of ten assistants can enchant items up to 110 power, for a price per point of 0.0151 times typical monthly pay at his TL.

All those numbers include the usual assumption of every mage being able to spend 10 energy per casting. I tried messing around with things like not having the master use his energy and using paut to recover faster, but none of them resulted in savings. I also assume that there is no practical way to exploit Raise Cone of Power or other tricks to draw massive amounts of energy from unskilled mundane assistants.