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t have a skill for you usually default to a related skill or attribute with a penalty often 4 for easy 5 for average or 6 for hard and some vh this works fine but it can slow things down you have to figuring out the right skill being used checking its defaults and digging through rulebooks for the exact penalty takes time the fantasy trip has an interesting way to handle untrained use 4d6 so why not use this in gurps if a player wants to try something and doesn t have an applicable skill the gm picks the most relevant attribute dx for physical tasks iq for mental tasks occasionally something like will or ht for specific cases the player rolls 4d6 and needs to get equal to or under the attribute to succeed that s it no looking up skills or default penalties critical successes are on a roll of 4 which will be much more rare critical failures are on a roll of 17 will be far more common this saves a lot of time no debating which skill default most fits or where to find the list of defaults you can still use defaulting to other skills but only if the player or gm knows for sure what those defaults are otherwise don t waste the time and just roll 4 dice statistically this is more generous for most skills 4d6 roll is a bit easier than the standard average default 5 for example with dx or iq 12 you ve got about a 22 chance of success compared to 16 for a 5 default or 26 for a 4 default due to the way the bell curve distribution works it ends up being more penalizing for higher attributes over a straight penalty but i also see that as a feature not a bug so anyway it s a neat quick rule that can save a lot of time and not really mess with balance much posted by joseph mason at 4 41 pm no comments email this blogthis share to x share to facebook share to pinterest 2025 04 28 quick cyberpunk red game over the weekend i ran a quick adventure using the cyberpunk red easy mode free intro rules i didn t use the adventure included in those rules though and came up with my own inspired partly by the cyberpunk 2077 video game s origin stories i threw this quick game together and thought i d share warning i don t know cyberpunk red that well and just sort of made up a lot on the fly this very likely has several mechanical mistakes for skill checks so take it with a grain of salt read more posted by joseph mason at 2 10 pm no comments email this blogthis share to x share to facebook share to pinterest 2025 03 18 yrth as isekai banestorm meets manga tropes lately i ve been watching a lot of anime with my sons and something occurred to me there is a genre of anime called isekai where normal folks get transported into a fantasy world so i wondered how well that idea overlaps with banestorm s yrth which is a fantasy parallel world where occasionally people from our world are teleported into it here are some thoughts yrth the isekai starter kit if you haven t read gurps banestorm here s the gist yrth is a fantasy world where a magical backfire called the banestorm transported people from earth and beyond into a medieval melting pot you ve got crusader era christians muslim caliphates elves dwarves orcs and even weirder stuff like reptile men and sea elves all stuck together on the continent of ytarria the banestorm s been dormant for centuries but what if it flares up again in 2025 that s our hook modern day players get sucked in bringing their netflix binges and wi fi dreams to a world of swords and sorcery turning up the isekai dial isekai thrives on a few key ingredients and yrth s got the bones to make them sing here s how we tweak it the op protagonist every isekai needs a hero who s just too good when the banestorm grabs your players say a group of con goers or a d d crew mid session it could juice them up with unique powers special magical weapons or some other cheat that let s the relatively normal power level earthlings have an edge or at least a chance in this magical world wait i know this yrth s earth like cultures are gold for isekai s genre savvy hero trope your players might spot parallels knights and churches in megalos bazaars and minarets in al haz and think they ve got the upper hand until you know a wizard turns their feudalism 101 lecture into a polymorph spell bonus points if one player s a total isekai nerd who starts hunting for quest givers in every tavern the villain isekai loves a big bad and megalos is begging to play the part picture its empire as the evil kingdom expansionist magic hating and run by jerks in fancy armor or go deeper the dark elves who botched the original banestorm could still be lurking or a reincarnated demon lord who s also from earth and has it s own cheats slice of life shenanigans don t skimp on the fun stuff let the pcs invent pizza in a cardiel inn flirt awkwardly with a sahud princess who thinks netflix and chill is a battle cry or teach a dwarf smith about waifu tiers spoiler he builds a golem wife and chaos ensues campaign kickoff here s a starter the banestorm drops your players in the nomad lands think mad max with horses and ogres they ve got nothing but their earth gear a dead phone a half eaten burrito and their cheat powers kick in as they fend off a reptile man raid from there they trek to cardiel to unravel the banestorm s resurgence portals are spitting out vending machines and goblins and someone s got to stop it maybe the wizards of araterre have answers or maybe a shady earth expat s pulling strings gurps tweaks advantages hand out a free unusual background banestorm blessed with perks like magery 1 gadgeteer for tech hacks or a cinematic luck boost skills let them keep some modern skills but give out extra points for these useless background skills they might come in handy at some point but don t bet on it otherwise look at skills that need to be learned fast and ones that have lower tl equivalents tone go big and silly gurps can handle anime style stunts let them one shot a troll if the dice say yes why it works yrth s depth gives you room to flex political intrigue in megalos wilderness survival in the orclands or culture clashes in sahud the isekai tropes add a layer of player driven chaos that keeps it fresh plus who doesn t want to see a medieval knight react to a player yelling truck kun got me here posted by joseph mason at 11 37 am 2 comments email this blogthis share to x share to facebook share to pinterest labels gurps 2020 07 07 want 12 pdfs for 3 sj games is running a kickstarter where 3 gets you a pdf plus all the stretch goal unlocks that s currently 11 pdfs and on track for the full 12 there is also higher reward tiers that gives people a chance to buy more pdfs with their pledge money as well as getting the unlocked pdfs at the 99 level you get 125 worth of credit to buy other books so check it out it s a great deal at any level https www kickstarter com projects warehouse23 steve jackson games gurps 2020 pdf challenge description posted by joseph mason at 10 03 am no comments email this blogthis share to x share to facebook share to pinterest labels gurps kickstarter 2019 10 02 level 1 adventurers i ve always liked low level play there is something about starting out with a relatively weak character that grows into power that feels more satisfying than starting out as a powerful character that just gets more powerful additionally with more points and more character options creating characters can get to be quite an ordeal even with templates it s going to take awhile to work through the options this is particularly true for newer players there are a few things out there for lower powered play the templates in dungeon fantasy 15 henchmen and eric b smith s dungeon fantasy on the cheap but these didn t quite fit what i wanted the basic set lists 50 75 as competent and exceptional at 75 100 this is closer to where i d like to see characters start so i decided to try and create 75 point templates that could work for a dfrpg zero to hero type game luckily gurps fantasy has quite a few 75 point templates that overlap with df still fantasy isn t df and the templates need a bit of tweaking to make them align to the assumptions of dungeon fantasy so here is my attempt at those tweaks use at your own risk as these characters will likely be squishy till they get some cp gained but that s exactly what i want for this i m using the rules from dfrpg unless stated otherwise as such any trait that is not listed in dfrpg should be removed from the templates i try to call this out but may have missed some a note on disadvantage limits the templates in fantasy have their negative cost totals all over the place ranging from 20 to 55 i wanted to normalize amount of negative costs in order to make sure that each template has the same amount of points spent on positive traits the 50 from dfrpg seems a bit high for 75 point templates so i ve decided to go with 40 this breaks the recommendation in basic set of 50 but just by a few points archer 75 points add options from the dungeon fantasy scout template advantages pick 20 points in advantages disadvantages take 20 more points for a total of 40 of disadvantages secondary skills replace soldier with traps a iq 2 10 the archer works as a starting scout but lacks some of the outdoorsy skills and cinematic options it s tempting to spend the 20 points on heroic archer but without weapon master this means a skill of 11 to ready and before modifiers to hit consider other options and think about saving up for heroic archer a generous gm might drop the 19 points of required advantages and let a player pick ha wm with a point from quirks barbarian 75 points the barbarian template has a total of 55 points in negative traits 20 from attributes and 35 in disadvantages this exceeds the limit for df but with some tweaks we can manage add options from the dungeon fantasy barbarian template attributes lower dx to 10 secondary characteristics basic speed becomes 5 50 advantages choose 20 points not 15 worth of additional advantages disadvantages select only 20 points worth of disadvantages skills remove teamster from the plains option and it s probably best to just drop the seafaring option all together spending the extra points st or ht will help stand out as the strong tough one the lower dx makes for a more clumsy character and it might be worth while to boost dx skills starting out bard 75 points add options from the dungeon fantasy bard template advantages replace musical ability 2 for bardic talent 1 remove bard channeling cultural adaptability legal immunity and status disadvantages remove alcoholism skills drop literature and hidden lore bardic lore remove area knowledge games and religious ritual from the options spend 6 points on some combat skills 4 on melee 2 on ranged is recommended ouch the bard is going to have a hard life ahead picking bardic talent and a couple of spells is tempting but it might be better to focus on some support skills and save up points for songs the song of humiliation is cheap but could leave the bard as a one trick pony holy man 75 points add options from the dungeon fantasy cleric or druid but not both advantages remove blessed channeling medium allies devotion sensitive reawakened religious rank and true faith disadvantages remove pacifism skills remove mental strength persuade sway emotions administration architecture and dreaming to build a starting cleric pick clerical investment and for a druid add green thumb both need to take power investiture consider spending extra points to pick a primary weapon skill and a ranged option as well knight 75 points add options from the dungeon fantasy knight template advantages drop status and the requirement of wealth instead pick up combat reflexes and spend 35 points on advantages not 15 remove independent income and legal enforcement powers disadvantages remove debt and duty skills drop lance and spend 4 extra points on weapon skills remove games and falconry the fantasy knight is a real knight with the status and wealth needed for that role since that doesn t fit the df setting we ll just strip that out and allocate those points to other things peasant adventurer 75 points add general options from dungeon fantasy disadvantages drop illiteracy or reduce the additional disadvantages to 27 points remove alcoholism delusion and pacifism skills remove farming games sports carpentry leatherworking masonry and meteorology the main flavor of this template is it s background which df doesn t support very well once we strip out all the job skills this ends up a pretty generic template still some players might make it work spellcaster 75 points this is another template with a lot of negative costs 55 again it needs a bit of tweaking to get down to 40 and that means it will be less powerful than it s original design add options from the dungeon fantasy wizard template attributes lower ht to 10 advantages pick only one extra advantage disadvantages only take 15 points in disadvantages this character is going to be squishy with low hp and ht the loss in ht also lowers our fp so consider a decent power item thief 75 points add options from the dungeon fantasy thief template advantages remove contact and contact group disadvantages drop secret and remove trademark pick one of greed kleptomania or trickster select 25 points in other disadvantages the thief works pretty well as is just remove some of the non df traits and your good to go what about the others the other 75 point templates artificer bandit hedge wizard merchant scholar village sage and wardancer are a mixed bag none are designed for adventuring out in the wild and dungeons even the bandit relies on many social traits i might try to hack them a bit more to fit df but i m not sure that the result will be recognizable as for the 125 point templates it s going to take a lot to trim them down to 75 and at that point they may not be every useful at all i might try converting them at their 125 point level the assassin works as an assassin and the slayer might be a proto holy warrior if anyone once to give it a go let me know what you find posted by joseph mason at 7 27 pm 20 comments email this blogthis share to x share to facebook share to pinterest labels dungeon fantasy gurps 2017 12 11 combat for fun and profit i ve talked about how i realized that some old school games were not about killing everything you came across and how i had never really been a combat heavy gm so then why have i run and plan to run again dungeon fantasy first off i d like to say there is nothing the prevents me from running a combat is best avoided sort of game with gurps dungeon fantasy or the dungeon fantasy rpg but df either does not assume that sort of play if anything it takes more from video game play rouge and diablo were clearly influences than the sort of games i use to run and it clearly states that it is about killing monsters and taking their stuff not avoiding monsters to get to their stuff or negotiating with monsters and ...
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