The GURPS GIRL GENIUS Kickstarter drops 10/20/21.

I wonder how fast it’ll fund. Depends on the amount, I guess. Anything under twenty grand, blink and you’ll miss it. But if they’re trying to pre-fund a print run, it’ll be higher, and that’ll take longer. Like, say, a day.

Moe Lane

PS: Of course I’m signed up to be notified.

Seven hours to go on the Steve Jackson Games’ GURPS 2021 PDF Challenge Kickstarter.

Everything in the Steve Jackson Games’ GURPS 2021 PDF Challenge Kickstarter’s unlocked, so if you were waiting for maximum return on your investment then now is the time to back it. It’s all digital, too, so no worries there. One reason why I buy a lot more European RPGs these days…

The @SJGames GURPS Pyramid Scheme Kickstarter.

Steve Jackson Games is bringing back their Pyramid magazine, or at least testing out bringing back Pyramid. The GURPS Pyramid Scheme Kickstarter looks like it’s digital-only, which makes sense. It’s also a bit of a relief. I didn’t do their Car Wars Kickstarter because my question on the origins of the physical materials was… ah, not answered to my satisfaction. But this looks safe enough.

Berghold, Baron Crossguard [300 pt] [GURPS]

Baron Berghold Crossguard [300 pt]

Attributes [120]: ST 10, DX 12 [40], IQ 14 [80], HT 10

HP 10, Will 14, Per 14, FP 10

Social Background: 

TL: 3 [0], Cultural Familiarities: Western (Native) [0], Languages: Anglish (Native) [0]; Arabic (Native) [6]; Latin (Native) [6]

Advantages [152]: Charisma (2) [10], Independent Income (10) [10], Legal Enforcement Powers [5], Magery (3) [30], Magery 0 [5], Sage (2) [20], Smooth Operator (1) [15], Status (+4) [15]*, Wealth (Very Wealthy) [30]

*includes: +1 from ‘Wealth’

Disadvantages [-75]: Code of Honor (Professional) [-5], Curious (6 or less) [-10], Duty (Nobleman) (15 or less (almost always)) (Nonhazardous) [-10], Enemy (Latest rogue necromancer under sanction) (Equal in power to the PC) (9 or less) [-10], Honesty (12 or less) [-10], Pacifism (Cannot Harm Innocents) [-10], Sense of Duty (Empire) (Large Group) [-10], Truthfulness (12 or less) [-5], Vow (Uphold the Laws of Magic) [-5]

Quirks [-5]: Attentive [-1], Dislikes ‘Sloppy’ necromancy [-1], Dislikes delays in magical trials [-1], Habit (Hums when casting spells) [-1], Imaginative [-1]

Packages [0]: Scholar (Fantasy) [0] (modified)

Skills [54]: Administration IQ/A – IQ+0 14 [2], Broadsword DX/A – DX+0 12 [2], Diplomacy IQ/H – IQ+0 14 [2]**, Expert Skill (Political Science) IQ/H – IQ+0 14 [1]***, Heraldry IQ/A – IQ+1 15 [1]***, History (Magical) IQ/H – IQ+0 14 [1]***, Innate Attack (Projectile) DX/E – DX+0 12 [1], Law (Magical) IQ/H – IQ+4 18 [12]***, Literature IQ/H – IQ+0 14 [1]***,Occultism IQ/A – IQ+1 15 [1]***, Philosophy (Western) IQ/H – IQ+0 14 [1]***, Public Speaking IQ/A – IQ+2 16 [1]**/****, Research/TL3 IQ/A – IQ+2 16 [2]***, Riding (Equines) DX/A – DX+0 12 [2], Savoir-Faire (High Society) IQ/E – IQ+2 16 [2]**, Scrounging Per/E – Per+0 14 [1], Shield (Shield) DX/E – DX+0 12 [1], Staff DX/A – DX+0 12 [2], Thaumatology IQ/VH – IQ+5 19 [16]*****, Theology (Christian) IQ/H – IQ+0 14 [1]***, Writing IQ/A – IQ-1 13 [1]

**includes: +1 from ‘Smooth Operator’

***includes: +2 from ‘Sage’

****includes: +2 from ‘Charisma’

*****includes: +3 from ‘Magery’

Spells [54]: Affect Spirits IQ/H – IQ+1 15 [1], Animation IQ/VH – IQ+1 15 [2], Astral Block IQ/H – IQ+1 15 [1], Astral Vision IQ/VH – IQ+1 15 [2], Banish IQ/H – IQ+1 15 [1], Clumsiness IQ/H – IQ+1 15 [1], Colors IQ/H – IQ+1 15 [1], Command Spirit (Specters) IQ/H – IQ+1 15 [1], Continual Light IQ/H – IQ+1 15 [1], Control Zombie IQ/H – IQ+1 15 [1], Create Fire IQ/H – IQ+1 15 [1], Dark Vision IQ/H – IQ+1 15 [1], Death Vision IQ/H – IQ+1 15 [1], Enchant IQ/VH – IQ+1 15 [2], Fear IQ/H – IQ+1 15 [1], Final Rest IQ/H – IQ+1 15 [1], Fireball IQ/H – IQ+1 15 [1], Glow IQ/H – IQ+1 15 [1], Grace IQ/H – IQ+1 15 [1], Ignite Fire IQ/H – IQ+1 15 [1], Infravision IQ/H – IQ+1 15 [1], Itch IQ/H – IQ+1 15 [1], Lend Energy IQ/H – IQ+1 15 [1], Lend Vitality IQ/H – IQ+1 15 [1], Light IQ/H – IQ+1 15 [1], Light Jet IQ/H – IQ+1 15 [1], Mass Zombie IQ/VH – IQ+1 15 [2], Materialize IQ/H – IQ+1 15 [1], Minor Healing IQ/H – IQ+1 15 [1], Purify Air IQ/H – IQ+1 15 [1], Purify Water IQ/H – IQ+1 15 [1], Recover Energy IQ/H – IQ+1 15 [1], Repel Spirits IQ/H – IQ+1 15 [1], See Invisible IQ/H – IQ+1 15 [1], Seek Earth IQ/H – IQ+1 15 [1], Seek Water IQ/H – IQ+1 15 [1], Sense Emotion IQ/H – IQ+1 15 [1], Sense Foes IQ/H – IQ+1 15 [1], Sense Life IQ/H – IQ+1 15 [1], Sense Spirit IQ/H – IQ+1 15 [1], Shape Fire IQ/H – IQ+1 15 [1], Simple Illusion IQ/H – IQ+1 15 [1], Solidify IQ/H – IQ+1 15 [1], Spasm IQ/H – IQ+1 15 [1], Summon Spirit IQ/H – IQ+1 15 [1], Test Food IQ/H – IQ+1 15 [1], Turn Spirit IQ/H – IQ+1 15 [1], Turn Zombie IQ/H – IQ+1 15 [1], Zombie IQ/H – IQ+1 15 [1], Zombie Summoning IQ/H – IQ+1 15 [1]

Stats [120] Ads [152] Disads [-75] Quirks [-5] Skills [54] Spells [54] = Total [300]

Continue reading Berghold, Baron Crossguard [300 pt] [GURPS]

Scuttle [GURPS 4e]

Scuttle

This martial art is most suitable for those game worlds where every group has their own fighting style.  Pirates in particular would be almost forced to develop something that could counter the inscrutable ways of the ninja; after all, the alternative would be to die in a hail of throwing stars.  That’s hardly profitable!

The primary weapons of Scuttle are a cutlass in the dominant hand, and a knife in the other.  Nets are also used, typically against ninja: the style encourages both dodges and trickery. Also note that a pirate with a hook hand who had been trained in Scuttle can and will use both Aggressive Parry and Hook fairly safely.  These particular techniques are even taught to pirates who still have two hands, on the principle that it saves time later.

Continue reading Scuttle [GURPS 4e]