Aug
25
2016
0

GURPS Disadvantage: Quinzel’s Syndrome [GURPS 4e]

Quinzel’s Syndrome [-10]

Psychologists, of course, have long been intimately familiar with the tendency of a certain type of individual to willingly dress up in identical and vaguely silly uniforms, take on anonymizing nicknames, and commit crimes on the behest of a bizarrely-costumed and extravagantly-themed supervillain.  Research continues in what has been called Quinzel’s Syndrome since the 1990s, but it’s widely agreed that there is definitely an odd physiological, and possibly even genetic, predisposition towards minion-hood among an alarmingly wide segment of the population. Curing it is even more potentially fraught, particularly since there are those outside of criminal life who consider Quinzel’s Syndrome to be potentially useful, too.

(more…)

Aug
18
2016
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New Martial Arts Style: Poet’s Recourse [GURPS 4E]

Poet’s Recourse (6pt)

This is not a martial art for those who wish to engage in combat.  No, this is a martial art for those who are reluctantly in combat, and who wish to exit it at the first possible opportunity. It assumes that the adept is wearing no armor – possibly, no clothes – and does not have much in the way of a weapon, either.  The martial art essentially teaches how to avoid getting hit while running away, preferably while your opponent’s primary weapon has been knocked out of his grasp.  It’s best used against opponents using melee who aren’t trying to kill the adept; against anyone with a missile weapon, all the training manuals advise, pithily, “Jump through the window.” Luckily, the style teaches how to do that safely. Or… more safely. (more…)

Aug
09
2016
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New Martial Arts Style: The Mind’s Hand [GURPS 4E]

Martial Art: The Mind’s Hand (5/10 pt)

This particular martial art is taught in worlds where psionic powers are known and codified.  The basic style is taught alongside regular psionic abilities: the style teaches the student how to make skin-to-skin physical contact with his opponent, hopefully thus allowing the student to use his psionic abilities to greater effect.  The Mind’s Hand is a very fluid, very quick style; Evades and Feints are emphasized, as are unusual fighting stances. Also note: the uniform of The Mind’s Hand is typically skimpier than normal. An elbow or ankle works just as well as a hand when it comes to making skin-to-skin contact.

The cinematic version of this style is typically the province of monks who spend thirty years sitting on a mountaintop, maintaining their existence through sheer force of psionic will. A cinematic adept will still be primarily skilled in psionic techniques, with ‘merely’ enough combat abilities to terrify the average fighter.

(more…)

Jul
22
2016
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New Martial Art (Supers): Lock-On [GURPS 4e]

I’ve been kicking around various versions of this style in my head – and possibly have put an earlier version online: I can’t remember. But, wow, that Luke Cage trailer. That trailer is what reminded me of this style. Bricks who know how to fight skillfully; yeah, I’d watch that. Or play that.

Lock-On (20 pt)

This is a martial art designed specifically for ‘bricks:’ that is, superheroes with lots of strength and damage resistance.  It does not specifically teach how to punch or kick harder, however.  Teachers of Lock-On instead teach their students how to use their strength and bulk more effectively, plus how to subdue normal criminals without breaking them.  This style also encourages thinking in terms of three dimensions: students learn how to use heights and cover to their best advantage.  A well-trained Lock-On adept is not necessarily a ninja, but she would be taken seriously by one. (more…)

Jul
20
2016
2

New Martial Arts Style: Spellfighting [GURPS 4e]

Spellfighting (10pt)

This martial art was created to give mages something of an idea of how to handle a close-up and personal brawl. Its primary skill is Brawling, for simplicity’s sake; it assumes that the mage is being beset by several opponents at once, and teaches appropriate techniques.  There are also some specialized techniques for use with heavy wands and staves.  The heavy wand in particular (uses Smallsword, and is equivalent to a baton) is associated with this style: Spellfighter students have specially-reinforced wands made, and usually proudly displayed.  It should always be assumed that these wands have been enchanted with at least the Staff spell. Also note that a Spellfighter is also almost always a mage, and thus has theoretical access to any number of useful spells that rely on physical contact. (more…)

Jul
13
2016
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GURPS Martial Art: Megapolisomancy Kung Fu.

Megapolisomancy Kung Fu (24 pt)

This is a discipline that’s literally of the streets: nobody knows who teaches it and nobody knows how it got started in the first place.  It’s only seen in urban areas, and large urban areas at that.  On the other hand, a Megapolisomancy Kung Fu (MFU) adept from Bombay will use the exact same techniques as one from Nairobi, so there’s clearly some kind of communication network going on.

MFU is a style of ambush, sudden attacks, and quick retreats. Its adepts fight silently, and with a full awareness of their surroundings – not to mention a fine appreciation of psychological terror.  MFU practitioners seem invariably to have sprung from the homeless population of the area; interestingly, they are also invariably far too healthy for their surroundings, remarkably clean, and untroubled by either psychological conditions or addictions. They don’t particularly seem prone to go looking for trouble, but they definitely seem happy to confront it when trouble comes up. (more…)

Jul
10
2016
1

New Martial Arts Style: Korusetto. [GURPS 4e]

Blame this.

Korusetto

One of the more specialized schools of the High Steam Age, this style is quite popular among suffragettes, bluestockings, and the more genteel sort of demimonde. It’s one of the few styles out there that attempts to work with upper-class Victorian female fashions; for that matter, it’s one of the few martial arts in a Steampunk milieu that actually uses body armor. Korusetto uses kicks for attacks, and defends by evasion, or by redirecting hand attacks to the torso, where hopefully the blows will be repelled by the (typically-reinforced) corset worn underneath. Failing that, weapons can be caught and trapped in the martial artist’s voluminous cloak, sleeves, or skirts. ‘Traditional’ weapons of this style are the umbrella and fan, both of which are used to apply leverage and disarming techniques. (more…)

May
12
2016
2

Hrm. GURPSDay.

Haven’t done much with GURPS lately, either – I cut my teeth on 3e  – but maybe I need an incentive. Only problem there is catching up with the state of the art. I bought the hardcover 4e books as they came out, but I am behind on the digital stuff, big time. Maybe this GURPSDay thing is what I need while I’m in the process of resetting my work habits?

Dec
20
2015
8

So, I had to make an Electronics Repair/TL8 (Computers) roll. (GURPS 4E Real Life)

-2 for lack of schematics[*]; normally it’d be -5 for improvised equipment, but the Universal GM took pity on me and ruled that the job mostly just required a screwdriver, which I had. Normally Electronics Repair defaults to IQ-5, which would have meant that I had to roll 9 or better on 3d6 to pop the power button back up;  but Electronics Repair (Computers) defaults at -5 to Computer Operations/TL8, and I have that at IQ+1 (15-)**, which meant that my effective skill roll was 10-.

Didn’t see the dice roll, of course, but the damned thing popped back up, so I must have made it on the nose.  I even made a tricky Will check to keep from snapping at my kids when they started yelling in my ear. So, really, not in fact all that bad a bad morning.

Moe Lane

PS: It’s a GURPS thing: it’s not that you wouldn’t understand. It’s more like: you either understand, or you don’t.

[*Let me add: which was offset by the fact that it was a reasonably easy (+2) task to accomplish.]

**That may be the most obscure brag you see all day.

Written by in: Not-politics | Tags:
Aug
21
2014
11

This is my third copy of GURPS Witch World, and the first that I’ve ever seen.

It’s the weirdest thing.

witch-world

GURPS Witch World has been something of a Holy Grail for me; it was one of the few books that I didn’t have from the Third Edition*.  Needless to say, Amazon makes collecting this stuff easy, right? (more…)

Jan
16
2013
13

Not being an initiate of Gygax does have its advantages.

Heh.  Something like this happened to me: to wit, like Tycho of Penny Arcade, in my house, growing up, AD&D was specifically banned.

… my mom gave me an incredible gift here that almost certainly informed my life.  I think a lot of people go right to D&D, and that’s it.  You can play Dungeons & Dragons your whole life, I’m not gonna tell you that would be bad.  It is at least as good and probably better than a lot of the shit you get up to.  But she didn’t let me start with it, and the reason doesn’t matter now.  I was made to cast a wide net, and I hauled up treasure.

But, like Tycho… my mom just banned AD&DMERP/Rolemaster?  No problem.  Car Wars?  OK. GURPS? Sure, no worries.  …Paranoia?  Fine, although Orcbusters pushed my mom’s buttons.  I suspect that a lot of gamers have that history; and the members of the gaming industry that aren’t working for Wizards of the Coast should be, frankly, properly grateful about it.

Moe Lane

May
31
2012
9

Speaking of OGRE…

…I’m finding it surprisingly hard to find a source for Mark III and V minis.  I mean, yes, they’re out of stock. So I’m not going to find find them hither and yon and at stock price. But I ain’t seeing them, period.

Weird.

Moe Lane

PS: I’ll have what I need for the game, mind you. Got a basic command post/defenders setup for one side and will have an Ogrethulhu for the other, if nothing else. Actually, I’ll end up with two of those. But the lead, man. The lead calls to you…

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