Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Wednesday, May 15, 2019

Imperium Arcana

Imperium Arcana
Imperium Arcana is a homebrew fantasy realm where magic is real. Various cultures have various religious views, but most of the 5 million square miles and 34.8 million people continent of Remulus is under Imperium control, both socially and spiritually.

The Elven Compact has controlled Hothgar, Wild Wood, and Shire, 1,266,000 square miles and 9.2 million people, since the early Fourth Age. Dune, 397,000 square miles and 1.7 million people, recently liberated themselves. And there is a civil war in Northland, 887,000 square miles and 5.8 million people, too.

There are smaller islands, not on the map, near Remulus.

The idea of making the continent Roman Empire like was from Sean Punch’s Dawn of Magic campaign, that in portion only can be found by the Wayback Machine and other portions on his Livejournal blog. I used Azgaar’s Fantasy Map Generator to create the geography of the world. A mix of Elder Scrolls and Earth history as the inspiration to the world background. Fantasy Name Generators, Wikipedia, and Google for names or the inspiration for names.

The map has north to the right, as Azgaar’s Fantasy Map Generator cannot create vertical landmasses of that size and shape.

Imperium

Imperium itself is located on the east side of the south end of Remulus with 653,000 square miles and 4.5 million people. It is bordered by Fellinia to the northeast, Hothgar to the south, Wild Wood to the west, and Dune to the northwest. It’s plains to the west and forests to the east with some savanna and jungle on the border to Felinnia. There is a large bay and some rivers. The bay was renamed Felissimus Bay by the dead Emperor’s grandson in honor of his accomplishments. The highest area, over 1,000 feet, is on the border to Dune with Tiber Hill, the highest peak, at about 1,500 feet
   
The Nervon Dynasty took control over Imperium during the Mystic Age. Historians call it the Nervon Empire. The Hadron Empire was founded in the early First Age. Late in the First Age, the Empire collapsed both morally and militarily. About 400 years later, the Plusinus Empire was founded. And it lasted till mid Second Age. Early Third Age, Emperor Felissimus III had conquered all of Remulus and became the first of the Manius Dynasty. That was almost 2,000 years ago. These formerly independent countries have local figureheads in control with Imperial backing commanded by Emperor appointed Governors. The Imperium language is in common usage in the Empire and its former colonies. But the various native languages remain in use.

Daquina is the capital of Imperium and is located on the Po River, the longest river in the country. Emperor Lucius II is the head of the Empire with a strong hereditary aristocracy managing the day-to-day operations of Imperium on his behalf. 

Hothgar, Wild Wood, and Shire, now under the control of elven extremists, left the Empire in early Fourth Age and formed the Elven Compact. Later, the elves made intolerable demands on the Empire and Imperium brought them to war. With time, the elves took control of the Imperial capital, but could only hold it for a few years. After this devastating loss, the elves could no longer stomach war, and sued for peace. As part of the peace settlement, the Empire magnanimously allowed the Elven Compact to have a military advisor in each provincial capital. The elven Military Advisor is Earndil.

Imperium has a Control Rating of 4.

Dune

Dune is located in the center of Remulus with 397,000 square miles and 1.7 million people. It is bordered by Ming to the northeast, Fellinia to the east, Imperium to the southeast, Wild Wood to the south, Swamp Deep to the southwest, and Torrium and Highland to the northwest. It has grassland to the west, a little to the north and east, in the fertile river areas. And a large hot desert in the center. A large portion of the country is  above 1,000 feet and very little of it is below 500 feet. The highest area is on the border to Highland, all of it over 1,500 feet, with about ten peaks of near 2,000 feet or so. The capital of Dune is Lessat-Ha and it’s located on Haffa River. Dune is a tribal nation.

Various elves were the first to colonize and settle in Dune early in the First Age. Only some of their settlements have survived. Humans took over in the middle of the First Age and they built settlements on top of ruined Elven settlements. At the end of the Second Age, Dune was embroiled in a civil war between the various tribes and was sorted out by Imperium taking control. And then crushing the rebellion that followed. During the Third Age, Dune was at war three times. Mostly with Highland, but also with Torrium and others. The various tribes did not help each other in these conflicts. The Elven Compact invaded in the Fourth Age and the tribes reconciled to fight them. And with Imperial help, they won the conflict. But Dune didn’t like the peace treaty the Imperium signed with the Elven Compact, so they left the Empire. And Emperor Lucius II had to let them go to preserve the treaty.

Dune is Control Rating 2.

Fellinia

Fellinia is located at the east side of Remulus with 417,000 square miles and 3.3 million people.
It is bordered by Ming to the north, Imperium to the southwest, and Dune to the west. It is completely covered by a large jungle and well hydrated by three large river systems. The highest peak is Sorrrong Hill about 550 feet in height. The capital Suduran is located at the mouth of Garron River. The current Imperial Governor is Septimus Titinius Valerian. And the elven Military Advisor is Calanthor.

Fellinia is the home to the humanoid feline Cat-Folk. There are  at least house cat, tiger, lion, and leopard variants in coloration and differences in some traits. They are a theocracy led by a Rishi called Ri’ivva. According to the teachings of Brrast, the Lion Mother, the Cat-Folk were divinely created in the early First Age. But there are ancient Elven texts that talk about them in the early Mystic Age, almost three millennia earlier.

The First Age was tribal warfare. The tribes were united into a kingdom during the early Second Age and there was violent reactions to that. Until the Rishi stepped in and brought peace under divine rule in his own hand. They joined the Ming Empire late in the Second Age. For unknown reasons, there are no local records of any kind regarding the last third of the Second Age and the first third of the Third Age, when Imperium took control of the country. Late in the Third Age, Fellinia became independent from Imperium. Only to rejoin the Empire about 700 years ago in the Fourth Age.

There are rumors of shapeshifters with the ability to “devolve” into full feline form.


Fellinia has Control Rating 3.

Highland

Highland is located on the south end of the north portion of Remulus with 286,000 square miles and 1.5 million people. It is bordered by Northland to the north, Shinobi to the northeast, Ming to the east, Dune to the southeast, and Torrum and Kantor to the northwest. It is completely covered by grassland with the exception of a forest to the northwest bordering Lake Ceyesin. Portions of five rivers penetrate the country. The highest portion of the country is the border to Dune, almost all of it at over 1,500 feet with five peaks near 2,000 feet. The current Imperial Governor is Primus Tullius Catus and the elven Military Advisor is Loranthoran, both located in Bridgebury on the shore of Lake Ceyesin and near Sherling Forest.

Highland has fertile soil, cloudy but relatively dry weather, and has attracted just about everyone to colonize or settle at some point in its history. It is believed that ogres were the first to live here in the Mythic Age, but that elves drove them out. After that humans came. And the two mixed. And with time, less and less elven blood remained in their veins. But elves remained in control of Highland.

In the First Age, Northland made forays into Highland too, where the elves were still in control. But in the mid First Age, Highland was squarely in control of its own lands. Not that they were a unified country. They were county sized kingdoms and walled city-states as no clan had what it took to unify the entire country after the elves were gone. But they still invaded and took control of part of Kantor. The ogres now lived in the borderlands between Highland, Shinobi, and Northland. And together they pushed them out into the sea in late First Age. Together with Northland, Kantor, and the Heptites, humans from another continent, they took control of Torrium in late First Age.

Highland controlled themselves during the Second Age, as well as a large portion of Kantor whom they had invaded in early Second Era, but at the end of the Second Age, Emperor Felissimus III had no problem taking control of the fractured Highland and usher in the Third Age. Internal strife continued during the Third Age and the more than 300 small kingdoms were consolidated to about 100 kingdoms. In the Fourth Age, they consolidated further into about 50 kingdoms.

Highland doesn’t have a uniform Control Rating.

Hothgar

Hothghar is located on the south end of Remulus with 537,000 square miles and 4 million people. It is bordered by Imperium to the north and Wild Wood to the north and west. It has a savanna to the east, grassland in the center, forests to the south, and a temperate rainforest to the west. With a single forest in the savanna. A few rivers crisscrossed the country. There is a relatively small area with a height over 200 feet while the rest is lower than that. Melandaril is the current High Warlock of the Elven Compact.

Hothgar is the home to High Elves and may have been where the elves first came to Remulus from their ancient homeland. They were isolationist and didn’t allow outsiders anywhere but their capital Jumala, located at the mouth of the Ventave river. Until they were conquered by the Empire and the Third Age began. For millennia they have believed that they were better than the other races, but after that a larger portion of elves have been looking for a change. People who traditionally would have been exiled, in the same way that the ancestors of the Dark Elves were exiled for Demon worshiping in the Mystic Age.

With the exception of a trade war with the Empire, Hothgar was at peace during the early and mid Third Age. But during the late Third Age, a number of extremist movements broke out on Hothgar’s cultural and political stage. Some of these vandalized sculptures and other symbols of the kingdom. Even to the point of murdering members of the royal family.

Early Fourth Age, radical nationalists had become popular enough that they could take control over Hothgar through violent riot. They slaughtered those that were against them. They formed the Second Elven Compact (generally referred to only as the Elven Compat) with Wild Wood and Shire when their views had become popular enough in those countries. And they left the Empire. Replacing the local government with a Mageocracy.

They later made demands on the Empire. Demands that had to be complied with or there would be war. The Empire did not do as the Elven Compact wanted and war was a reality. And the Elven Compact did so well that they even took Daquina, the Imperial capital! They were only able to hold it for a few years, but the effort of retaking it was too much for the Empire and they sued for peace. To make sure that the terms of the peace treaty were lived up to, the Elven Compact sent military advisors to every Imperial Province on Remulus.

Hothgar has Control Rating 3.

Kantor


Kantor is located on the west coast of the north part of Remulus with 251,000 square miles and 1.8 million people. It is bordered by Northland to the north, Highland to the east, Torrium to the east and south across Lake Ceyesin, and Swamp Deep to the south. Generally speaking, there is grassland to the west and forests to the east, but the northernmost third of the border to Torrium is grassland too. Some rivers flow through it. Most of it is less than 50 feet high, almost all of it is less than 100 feet. The only higher areas are on the borders to Torrium and Highland/Northland with two peaks above 170 feet. There are also a large number of smaller islands in the ocean west of Kantor that are not on the map.

Humans settled in Kantor in the Mystic Age. In early First Age, it was four kingdoms. The Heptites, a group of humans from another continent, founded the first Heptinity monastery in Remulus on the shores of Kantor. Warriors with the tradition of getting tattoos as a sign of combat prowess were in control. There was a series of civil wars. A group from Highland gained control of a portion of Kantor and kept control for a century or so. In mid First Age, they were invaded by Northland who controlled half of it and the other half united against them. The Northlanders remained in control for about a millennia. In late First Age, Kantor, Northland, the Heptites, and Highland invaded Torrium. By the end of the First Age, the Empire had retaken control of Torrium.

Northland was in control of a portion for a century or so in early Second Age. While Highland returned and took a more permanent control of another portion for a majority of the Second Age. And by mid Second Age they were in control of all of it. By late Second Age, Kantor was united and in their own control, but they were in need of good relations with Highland. At the end of the Second Age, Emperor Felissimus III conquered all of Remulus.

During the Third Age, there were a number of civil wars, with involvement from Highland and Torrium, as they battled over the right to be King of the province under the Imperium Emperor. During the Fourth Age, Heptinity grew stronger but remained a minority faith, and government became more localized, while remaining a feudal province the King was weak. Though the current King Gale VI had gathered provincial strength around him as he ruled from Sandburgh, Cassius Octavius Pollio is the current Imperial Governor and the current elven Military Advisor is Gresandoral.

Kantor has Control Rating 3.

Ming

Ming is located on the east side of the north part of Remulus with 348,000 square miles and 3.1 million people. It is bordered by Northland to the north across the Bay of the Sun and Moon, Fellinia to the south, Dune to the southwest, Highland to the west, and Shinobi to the northwest. The westernmost quarter is grassland and the rest is mostly forest. With a couple of small temperate rainforests, some grassland, and the extension of the Fellinian jungle to the south. There is a number of rivers. The northeastern half of the country is less than 100 feet high. The highest area is the border towards Dune and Highland which is over 300 feet high, with Danhei Hill the highest peak near 700 feet.

The Ming Empire was unified mid First Age, collapsed late First Age, and was reformed in early Second Age. By late Second Age, both Fellinia and Shinobi were part of that Empire. But they were conquered by Imperium and joined that empire instead with the coming of the Third Age. And the leader of Ming could from then on only call himself King and no longer use the title Emperor. Their current leader is King Tianzu. Much of their traditional culture, literature, and philosophy was first developed during the difficult times before the Ming Empire was reformed. The current Imperial Governor is Secundus Rufius Bellator. And the elven Military Advisor is Hyrdalion.

The old capital was Dexi and the current capital is Zhaoding. It’s about 300 miles between them and it takes 19-24 days to walk cross country to get there, not that people do that. Zhaoding is located at the mouth of the Red River.

Private slavery was forbidden during the Third Age. The Liu Dynasty took control in the early Fourth Age and the first Liu king, who had started his life as a peasant, ended the landholding aristocracy and divided smaller parcels of land to the farmers themselves. Later in the dynasty, a renewed focus on trade sent Ming traders all over Remulus.

Ming has Control Rating 4.

Northland

Northland is located on the northern edge of Remulus, stretching the entire width of the continent, with 886,000 square miles and 5.8 million people. They are bordered by Ming across the Bay of the Sun and Moon, Shinobi to the south and east, and Highland and Kantor to the south. Large portions of the east and west are covered by coniferous forests, grasslands in the center and the south, deciduous forests to the southwest, and tundra in the north. There are a number of rivers and smaller islands. The closer to the ocean and to Highland you get, the lower the country is. The highest area is on the border with Shinobi. With four peaks just over 1,000 feet. The capital of Northland is Logar.

Elves were the first to settle Northland in the Mystic Age. Humans arrived late in the Age. There was a civil war and the elves pushed the humans out. But the humans returned with greater numbers and ended the conflict in early First Age. King Eric the Victorious laid claim on all of Northland and Shinobi as well as parts of Highland. In mid First Age, they took control of about half of Kantor. At the end of House Munso, there was a war of succession and Northland lost control of their external holdings. With this internal strife, Imperium took a chance and took control of Northland. King Stenkil liberated Northland from Imperium control in late First Age and it was one of the reasons behind the Empire’s collapse. King Stenkil returned Northland to the Old Ways.

Northland remained sovereign for 400 years, well into the Second Age, ending five dynasties over that span, before Imperium took control again and appointed Kristoffer as king. As the Plusinus Empire collapsed in mid Second Age, a series of civil wars divided Northland into a western kingdom under King Erik and an eastern kingdom under King Sverker. And it wasn’t reunited until Emperor Felissimus III conquered all of Remulus and entered the Third Age. Imperium remained in control for the Age.

The southern elves left the Empire in early Fourth Age and formed the Elven Compact. And this led to an inconclusive southern war, the consequences of which even affected the north. So much so that both Gustav and Karl proclaimed themselves King of Northland, Gustav supporting the Old Way and Karl the Empire. And this led to a civil war that has lasted for centuries. Currently, Queen Kristina supports the Old Way and Queen Ulrika support the Empire.

Northland has Control Rating 3.

Shinobi

Shinobi is located on the east side of the northern part of Remulus with 131,000 square miles and 1.2 million people. They are bordered by Northland to the north and west, Ming to the east and south, and Highland to the southwest. About as much grassland as there are forests and a temperate rainforest. There are some rivers. Almost all of it under 300 feet. The highest area being on the northwest border with Northland with Gazina Hill at about 1,000 feet its highest peak.

Shinobi is home to the Dark Elves. During the Mystic Age, their ancestors were cast out and voluntarily moved from Hothgar because they were deemed demon worshipers because they worshiped a different pantheon than the rest of the elves. The First Age was scattered by war. First, a civil war that allowed Northland to take control, but united they were able to liberate themselves and that led to the formation of the Great Houses. To end the repeated warfare between the various Great Houses, the Great Council, with representatives from each of the Great Houses, allowed for the creation of Shiira, a clan of spies, assassins, infiltrators, and guerillas, who could work behind the scenes to prevent war. It was not a complete success.

During almost all of the Second Age, they were controlled by the Ming Empire, who installed a figurehead Queen to replace the Great Council. Until Imperium beat them and controlled the entire continent. And in the Third Age, though Imperium required a figurehead monarch too, the Great Council was reinstated. A slave revolt led to open war and the death of both the monarch and the Imperial Governor.

King Kenzoo, appointed figurehead of the Empire, has little power. The Great Council has control of Shinobi. The current Imperial Governor is Titus Caepasius Laurentius. And the elven Military Advisor is Lithorian. All of them can be found in the capital of Kyomu which is located on the coast where Asakyora River enters the Bay of the Sun and Moon.

Shinobi has Control Rating 3.

Shire

Shire is located on the west coast of the southern part of Remulus with 107,000 square miles and 1.4 million people. It is bordered by Wild Wood on all sides except the ocean side. It is all grasslands and all below 100 feet with a number of rivers. Salaspolis is the capital and it’s located on the Dauva River about 70 miles from its mouth.

Shire is home to the Halflings, a race of short elves. Like other elves, they speak Elvish and have an elven culture. And they have been controlled by outside forces for most of their existence. Wild Wood took control in mid First Age. Followed by Imperium in late First Age. When the Hadron Empire fell apart, Shire was on its own for a couple of centuries until Imperium regained control. Which lasted until the mid Second Age. Hothgar consolidated the three elven countries into the Elven Compact not long thereafter. And Imperium retook to control and started the Third Age.

Early Fourth Age, radical nationalists took control over Hothgar and the sentiment spread. The Second Elven Compact was formed, this time as a Mageocracy, as the trio of countries left the Empire. War ensued and though the outcome was inconclusive, it favored the elves.

Shire has Control Rating 3.

Swamp Deep

Swamp Deep is located on the west coast of Remulus with 245,000 square miles and 0.9 million people. It is bordered by Kantor to the north, Torrium and Dune to the northeast, and Wild Wood to the southeast and south. It is completely covered by swamp, though the islands of Tavizza and Lebzze are covered by coniferous forests. Half of it is below 100 feet, most of the rest below 200 feet. The highest area is near the border to Dune with two peaks near 550 feet. The capital is Gramical and it’s located where the Fund River merges with the Longas River.

Swamp Deep is home to the Reptilians. There are a number of different scaled humanoid variants, including lizards, serpents, and dragons. They are led by King Dar-Zish III and his Royal Court. The Shadow Daggers are an order of trained Royal Assassins that protect the King and carry out his orders. Shamans play a vital role in their spiritual life. The current Imperial Governor is Publius Dillius Trebellius. And the elven Military Advisor is Nedenthril.

Very little was known about Swap Deep until they joined the Empire at the end of the First Age. A devastating pandemic swept across Swap Deep during the Second Age. In early Third Age, they rose up as one to exact revenge on those that had used Reptilian slaves. Most of their agriculture is grown by subsistence farmers, but more of it is being exported now. Mostly to Dune and Kantor. They are still quite isolationist and little is known about their culture.

Swamp Deep is Control Rating 4.

Torrium

Torrium is located on the western side of Remulus, just south of Lake Ceyesin with 134,000 square miles and 1.7 million people. It is bordered by Highland to the north, across Lake Ceyesin, and east, Dune to the southeast, Swamp Deep to the southwest, and Kantor to the west and across Lake Ceyesin to the north. It is covered by forests to the south and grassland to the north. There’s a lake on the western side and a few rivers. The further away from the Dune border you get, the lower the altitude. The highest peak of Gerro Hill reaches nearly 1,800 feet. Celona is the capital. They are led by King Sánchez Ramírez. The Imperial Governor is Quintus Pomponius Valentinian. And the elven Military Advisor is Theodmon.

Humans started settling in the Mystic Age. Towards the end of the Mystic Age, they could be divided into six groups of people with their own language and culture. Imperium conquered them all in mid First Age. It was at first divided into three regions, but later became as many as six as some parts became more like Imperium faster than others. These were not the same six regions that existed before the Empire arrived. The Imperium roads, language, and laws bound them together. Some local leaders became part of the Imperium aristocracy. Torrium served as a granary for Imperium.

Northland, Highland, Kantor, and a group of humans from another continent, Heptites, invaded Torrium in late First Age, and wrestled the province away from the Empire. The Heptites introduced their own, and much different, religious beliefs in the Heptinity. But at the end of the First Age, Imperium took back control and Torrium remained divided into four regions under the Plusinus Empire, at first. But became a unified kingdom before the Empire crumbled. But the Heptinity remained despite the Plusinus Empire and beyond it. At which point the clergy became responsible for higher education. Torrium also remained a unified kingdom, even though blood family feuds, royal assassinations, and civil war were commonplace.

Until Emperor Flissimus III invaded in late Second Age, took control over all of Remulus, and ushered in the Third Age. Heptinians could continue to worship, but had to pay a tax and they had inferior legal and social rights. And within 50 years, most had converted. There were some civil wars, but Celona also becomes one of the greatest centers of learning in Remulus.

Heptinity worship continued in some areas and in the second half of the Third Age, it started growing again. In late Third Age it flourished. And when the Fourth Age started, Heptinity worship was the rule rather than the exception. Even though Torrium remained a province of the Manius Empire. Celona remained a great center of learning.

Torrium is Control Rating 3.

Wild Wood

Wild Wood is located on the western side of the southern portion of Remulus with 622,000 square miles and 3.9 million people. It is bordered by Swamp Deep and Dune to the north, Imperium to the east, Hothgar to the east and south, and Shire to the west. It borders the ocean both north and south of Shire. There are a number of rivers. Most of it is below 100 feet. Most of the rest is below 200 feet. The highest portion is in the southeastern part with Boku Hill at near 500 feet being its highest peak. The capital is Daugar located at the mouth of the Dauva River.

Wild Wood is the home of the Wild Elves. The Speaker of the Stars Galadron leads his people, to the extent he can do so given the Elven Compact. There are only a few Imperial roads in Wild Wood and they see little to no traffic.

A unified Wild Wood kingdom was established in early First Age. In mid First Age, they controlled Shire too, and in late First Age, Imperium took control of both of them. It was at this time Imperial roads were built, but the Wild Elves don’t need them to move about the forest, so they have not maintained them. The Hadron Empire fell in mid Second Age. They joined the First Elven Compact. At the end of the Second Age, Imperium brought them back to the fold and kept control for all of Third Age. Early Fourth Age, Wild Wood joined the Elven Compact after radical nationalists first had taken control over Hothgar and then spread to both Wild Wood and Shire. And later in the early Fourth Age, the Empire and the Elven Compact went to war. And though no one really got what they wanted, the elves got more than the humans did.

Wild Wood is Control Rating 3.

Wednesday, May 1, 2019

Azgaar’s Fantasy Map Generator

Random AFMG Map


I recently discovered Azgaar’s Fantasy Map Generator which creates a random landmass following your instructions. After playing around with it for a few days, it was updated to version 0.8b which is not compatible with the older .map files. So I had to play around with it some more until I got something of the size and rough shape of what I already had so that I could move the old map over to the new version manually.


It is an awesome tool for a GM or setting creator who isn’t a map maker or a map maker who wants something quick and at least can relinquish control of the size and shape of the landmass. When you have your map, you can change just about any detail, other than the size and shape of the landmass itself. Generally speaking, the tool draws for you based on what you have asked it to do and where you tell it to do that. You can then edit the details after the fact.

So when you create a new map, you get the height of the various cells in the landmass, rivers, lakes, biomes, climate, countries, what they’re called, what their cities and towns are called, their capital, urban and rural population. You can even get a map of any town in Fantasy Cities. The names of countries and burgs, which is what they call towns/cities, are based on the culture assigned by the creation process and what language that culture is using. Each culture has a type and a place where that culture originated.

It is a fantastic tool to create advanced maps quickly! Perfect for a campaign setting map when playing Dungeons & Dragons or GURPS.

But it isn’t flawless. And I discovered some of these flaws playing around with it until I got what I wanted to get. As I discuss some of these flaws, this article will talk more about them than about what it’s good at. This doesn’t mean that this is a bad tool. It isn’t. It is very useful in its niche, but cannot replace the finesse and detail control of a complete map maker such as Campaign Cartographer 3+.

You can move the capital of a state, but even if you do, you cannot reassign the area it was moved from to another state. While the capital in the new area can be reassigned to another state without difficulty. But even if you do so, it remains the capital of its original state. There is a workaround though. If you delete the state, causing all land and burgs (their term for towns) to become neutral, you can then create a new state, with the same name as the state I just deleted if I wanted to, and assign a new burg to be capital or even create a capital at a new location. But this isn’t a perfect solution, as when you do this, the deleted state still is on the list of states in the Burgs Editor, but with no burgs. This may not be a problem if the new state has a different name, but if they have the same name there will now be two states in the list with the same name, one of them empty. And to make it worse, the state list is not alphabetical so it may not be instantly apparent.

Your map is also divided into cultures. If you move a cultural center, the size of nearby cultures change. You can also manually resize a Culture from the Cultures Editor in the same way you can do with states from the States Editor. But doing this and updating the map doesn’t automatically change what culture your state is covered by, you have to change that manually! With all the room for error that entails.

In the old version, you could assign relief icons manually to any area. I used them as mountain, hill, deciduous forest, coniferous forest, jungle, swamp, and sand. In the new version, you cannot assign them directly, you have to assign biome and hope that you get what you want. So I used the “Tropical rain forest” biome to mean swamp in the map I made.

And the quick start tutorial it links to is the one for the older version. So there is no quick start tutorial for the current version (when I’m writing this). So let’s go through it.


Tuesday, December 4, 2018

Lucy Brimstone

Lucy was adopted by John and Jane Smith when she was less than a year old. They were both active in the Knights of the Serene Temple, a Masonic-like order, in which Lucy was raised. Membership did not require belief in a Supreme Being.

Her parents taught her that there was a Supreme Being, but that it was up to her to figure out who he or she was. She was taught about various religions, agnosticism, atheism, and tolerance. Just because someone was different, believed differently, or acted differently didn’t mean they should be treated differently.

Lucy attended a private school where she excelled in schoolwork, tried a number of different sports, arts, music, and other extracurricular activities. She especially had a talent for debate. Her parents took her on day trips to many interesting places close to where they lived and on vacations to many places further away. Including to other countries.

They took her to art galleries, museums, libraries, musical and dance performances of various types, such as ballet, opera, rock, and country, to expose her to all kinds of cultural events.

When she graduated from high school, Lucy moved in with Lodge Master Bruce Bender for her year-long preparation to be installed an Apprentice of the Knights of the Serene Temple.

Shortly after being inducted, she found out that her birth name was Lucy Brimstone and going away to college, she decided to change her name. She wanted something more from her college experience than a bland name like Smith could provide.

Lucy is 19 years old, 5'3", and 108 lbs. She has long black hair, very dark eyes, and tanned skin.

Lucy is beautiful, very charismatic, and convincing. She has perfect grades and was recruited to college with a free running scholarship. And this is her character sheet on her first day of college.

Attributes

ST: 11 [10]; DX: 12 [40]; IQ: 12 [40]; HT: 11 [10].

Secondary Characteristics

Will: 12; Per: 12; HP/: 11; FP/: 11; DR:
Damage: 1d-1/1d+1
Basic Lift (STxST/5): 24 lbs Basic Speed: 6.00 [5] Basic Move: 6 Dodge:

Advantages/Perks

Alcohol Tolerance (Cosmic) [3]
Beautiful [12]
Charisma 4 [20]
Destiny [5]
Empathy [15]
Fit [5]
Flexibility [5]
Honest Face [1]
Less Sleep 2 [4]
Languages (English) (native) [0]
Luck [15]
Smooth Operator 2 [30]
Voice [10]

Disadvantages/Quirks

Charitable (12) [-15]
Phantom Voices (Annoying) [-5]
Sense of Duty (Knights of the Serene Temple) [-10]
Vow (Knights of the Serene Temple) [-5]

Skills

Acrobatics (H) DX+1 [8]-13
Acting (A) IQ+1 [1]-13⃰
Bicycling (E) DX [1]-12
Carousing (E) HT+2 [1]-13⃰
Climbing (A) DX+2 [1]-14¤
Computer Operation (E) IQ [1]-12
Connoisseur (Dance) (A) IQ-1 [1]-11
Connoisseur (Literature) (A) IQ-1 [1]-11
Connoisseur (Music) (A) IQ-1 [1]-11
Connoisseur (Visual Arts) (A) IQ-1 [1]-11
Dancing (A) DX-1 [1]-11
Detect Lies (H) Per+7 [1]-19⃰†‡
Diplomacy (H) IQ+2 [1]-14⃰§
Driving (Automobile) (A) DX-1 [1]-11
Escape (H) DX+2 [2]-14¤
Fast-Talk (A) IQ+4 [2]-16⃰§
First Aid (E) IQ [1]-12
Hiking (A) HT-1 [1]-10
Housekeeping (E) IQ [1]-12
Jumping (E) DX+1 [2]-13
Karate (H) DX-2 [1]-10
Literature (H) IQ-2 [1]-10
Philosophy (Knights of the Serene Temple) (H) IQ-2 [1]-11
Psychology (H) IQ+1 [1]-13‡
Public Speaking (A) IQ-1 [1]-15⃰§
Religious Ritual (Knights of the Serene Temple) (H) IQ-2 [1]-11
Running (H) HT+2 [8]-13
Research (A) IQ-1 [1]-11
Savoir-Faire (High Society) (E) IQ+2 [1]-14⃰
Sex Appeal (A) HT+2 [2]-15⃰§
Teaching (A) IQ-1 [1]-11
Urban Survival (A) Per [2]-12
Wrestling (A) DX-1 [1]-11

⃰ Includes +2 for Smooth Operator.
† Includes +4 for Charisma.
‡ Includes +3 for Empathy.
§ Includes +2 for Voice.
¤ Includes +3 for Flexibility.

Notes

Alcohol Tolerance (Cosmic): A house rule that allows drinking alcohol without ill effect.
Destiny: An optional rules for Destiny from GURPS Power Ups 5: Impulse Buys on page 5.
Religious Ritual: Not actually religious in nature, but ritualistic all the same.

Tuesday, November 27, 2018

Jon Anvil

Jon Anvil is the 46-year-old Lord of House Anvil. The house I created in last week’s blog and designed using A Song of Ice and Fire Roleplaying: A Game of Thrones Edition. And Tywin Lannister is his liege lord. In the War of the Usurper, Jon rebelled against his liege and struck the Lannister forces in the back. And despite being vastly outnumbered, he kept the Lannisters distracted long enough. The only reason he is still alive is because Robert Baratheon won.

But the consequences of his rebellion still mars his demesnes as bandits, raiders, and other criminals are everywhere. Minor members of the Lannister family quite often make things inconvenient. And on a personal note, everyone knows of his traitorous ways.

Jon is 5'10" and weighs 173 lbs. He has blue eyes and dark blond hair. He is a very religious man.

Attributes

ST: 12 [20]; DX: 13 [60]; IQ: 12 [40]; HT: 12 [20].

Secondary Characteristics

Will: 12; Per: 12; HP/: 12; FP/: 12.
Damage: 1d-1/1d+2
Basic Lift (STxST/5): 29 lbs Basic Speed: 6.25 Basic Move: 6 Dodge: 10

Advantages/Perks

Appearance (Attractive) [4]
Born War Leader 2 [10]
Charisma 2 [10]
Claim to Hospitality [7]
Combat Reflexes [15]
Cultural Familiarity (Westeros) [0]
Deep Sleeper [1]
Destiny [5]
Empathy [15]
Feudal Rank 4 [20]
Fit [5]
Honest Face [1]
Intuition [15]
Languages (Common) (native) [0]
Luck [15]
Penetrating Voice [1]
Status 4 [10]
Wealth (Filthy Rich) [50]
Weapon Bond [1]

Disadvantages/Quirks

Dependent (Wife; 50%; Loved one; Quite Often) [-20]
Dependent (Son; 50%; Loved one; Quite Often) [-20]
Enemy (Lannisters; Rival; Quite Often) [-20]
Humble [-1]
Reputation -2 (Traitor; Everyone; Always) [-10]
Sense of Duty (Family) [-5]
Vow (Faith of the Seven) [-5]

Skills

Acting (A) IQ [2]-12
Administration (A) IQ [2]-12
Axe/Mace (A) DX+2 [8]-15
Bow (A) DX+2 [8]-15
Brawling (E) DX [1]-13
Broadsword (A) DX+3 [12]-16
Connoisseur (Weapons) (A) IQ [1]-11
Dancing (A) DX-1 [1]-12
Detect Lies (H) Per+3 [4]-15⃰
Diplomacy (H) IQ+3 [16]-15
Falconry (A) IQ-1 [1]-11
Fast-Draw (Sword) (E) DX+1 [1]-14†
Heraldry (A) IQ-1 [1]-11
Intelligence Analysis (H) IQ+2 [4]-14‡
Knife (E) DX [1]-13
Leadership (A) IQ+4 [2]-16‡§
Psychology (H) IQ+1 [1]-13⃰
Public Speaking (A) IQ+2 [2]-14§
Riding (A) DX+1 [4]-14
Savoir-Faire (High Society) (E) IQ [1]-12
Savoir-Faire (Military) (E) IQ+2 [1]-14‡
Shield (E) DX+1 [2]-14
Soldier (A) IQ [2]-12
Staff (A) DX [2]-13
Strategy (Land) (H) IQ+3 [8]-15‡
Tactics (H) IQ+3 [8]-15‡
Writing (A) IQ [2]-12
Wrestling (A) DX [2]-13

⃰  Includes +3 for Empathy.
† Includes +1 for Combat Reflexes.
‡ Includes +2 for Born War Leader.
§ Includes +2 for Charisma.

Notes

I’m using the optional rules for Destiny found in Power Ups 5: Impulse Buys on page 5.


Tuesday, October 30, 2018

Frostbite

Frost Dragon by hellthunder

Using the templates and suggestions from Dungeon Fantasy Monsters 4: Dragons, that I have reviewed and stated the included breath weapons a couple of weeks ago, I have now created a dragon based on that work.

Frostbite is a small dragon from the frozen tundra in the lands of the south. He is a scout who goes where he needs to go to gather information. Whether as a dragon or a human. Unseen or blending in.

He can literally see for miles! And he can fly further and faster and better than his peers. Never needing to eat, drink, or sleep.


Frostbite has all three cold-related breath weapons dragons are known to have and an Energy Reserve that allows him to use it more than most dragons of his size and age.

ST: 25
DX: 12
IQ: 12
HT: 15

Dodge: 9
HP: 25
Will: 12
Per: 17
FP: 15

Parry: 10
Speed: 6.75
Move: 6 (Air Move 20)

SM: +3

DR: 3







Bite (14): 2d+3 cutting. Reach C, 1.
Cold Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 burning damage as large area injury due to extreme cold. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Front Claw (14): 2d+3 cutting. Reach C-2.
Frost Breath (14): 2d-2 burning damage as large area injury due to extreme cold. It won’t set fires. Roll vs. HT at -1 per 2 points of penetrating damage or be paralyzed (encased in ice) for (20 – HT) minutes, minimum 1 minute, unless thawed with magic. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Hind Claw (12): 2d+4 cutting. Reach C-2.
Horns (14): 2d+3 cutting. Treat as weapon, not as body part, both to attack and parry! Reach C, 1.
Ice Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 cutting damage of high-speed razor-sharp hail. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Tail (12): 2d+4 crushing or double that for knockback only (no damage). Reach C-3.
Wing (14): 2d+3 crushing or double that for knockback only (no damage). Reach C-3.

Traits: Alternate Form (Humanoid); Bad Grip 2; Damage Reduction 2 (Cold/Ice); DR 12 (Cold/Ice); Danger Sense; Doesn’t Eat or Drink; Doesn’t Sleep; Energy Reserve 25 (Dragon); Extra Attack 1; Extra Legs (Four Legs); Flight (Winged); High Pain Threshold; Horizontal; Immunity to Cold Spells; Immunity to Disease; Loner (12); Nictitating Membrane 3; Night Vision 9; Penetrating Voice; Peripheral Vision; Telescopic Vision 20; Temperature Tolerance 6 (-25°F to 120°F); Unfazeable.
Skills: Acting-15; Aerobatics-15; Brawling-14; Diplomacy-12; Disguise-15; Fast-Talk-14; Flight-17; Innate Attack (Breath)-14; Observation-20; Survival (Arctic)-20; Tactics-14.
Class: Mundane.

Notes: Can attack twice, using each natural weapon just once.

Tuesday, October 16, 2018

Emond's Field

Emond's Field

Emond's Field is the hometown of Rand in The Wheel of Time series created by Robert Jordan. These stats are based on information from The Wheel of Time Companion and my own estimates of how the village was when Rand left the village in 998 NE early in The Eye of the World. I used GURPS City Stats and GURPS Fantasy to create it.


Emond's Field

Population: 200 (Search -2)

Physical and Magical Environment

Terrain: Plains
Appearance: Average (+0)Hygiene: -1
Normal Mana (Rare Enchantment)

Culture and Economy

Language: New TongueLiteracy: Native
TL: Wheel of Time
Wealth: AverageStatus: -2 to 2

Political Environment

Government: Representative Democracy
CR: 3 (Corruption -1)
Military Resources: $2,800Defense Bonus: +4

Notes

Emond's Field is a one-inn village lead by the Village Council and the Women's Circle. In theory, Emond's Field is part of Andor. But in practice, they are not. And these stats lists the local government that actually rules the village.

It grows a well-known tabac and it gets +1 to the Search roll for that.

The population is 100% human.

The image is from 999 NE, not 998. But that was the best I could find.

Tuesday, October 9, 2018

GURPS Dungeon Fantasy Dragon’s Breath Traits

Dungeon Fantasy Monsters 4: Dragons by SJ Games

Recently, Steve Jackson Games published GURPS Dungeon Fantasy Monsters 4: Dragons, which I reviewed last week. This post will be all about stating their breath weapons as the above volume told us what they did, but not what they looked like as GURPS advantages. So here they are in all their draconic glory.

Clouds

GURPS Powers added information to the Area Effect enhancement on page 100, listing that the Costs Fatigue limitation should be multiplied by the radius of the target area for a total fatigue cost. And as it costs 2 FP to use these breath weapons, no matter the size of the dragon, the larger dragons would have a cost of less than 1 FP per yard in radius and thus no limitation or cost break at all. Not that the small dragons actually got any cost break either.

Acid

Small: Corrosion Attack 1d-1 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%) [11].
Medium: Corrosion Attack 1d-1 (Area Effect, 3 yards, +100%) [14].
Large: Corrosion Attack 1d-1 (Area Effect, 4 yards, +100%) [14].
Gargantuan: Corrosion Attack 1d-1 (Area Effect, 5 yards, +150%) [18].

Frost

I was going for an average Extended Duration, but as it fell between two listed values, I went with the higher one. While with the number of levels of Affliction, I took the average and rounded it down.

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; No Incendiary, -10%) [10] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%; No Incendiary, -10%) [14] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%; No Incendiary, -10%) [14] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%; No Incendiary, -10%) [17] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].

Incendiary

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%) [11].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%) [14].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%) [14].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%) [18]

Poison (Gas)

Here I use the Secondary effect as the coughing only is applied some of the time. It may not be Rules As Written, but it simplifies things.

Small: Toxic Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [12] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].
Medium: Toxic Attack 2d (Area Effect, 3 yards, +100%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [16] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].
Large: Toxic Attack 2d (Area Effect, 4 yards, +100%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [16] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].
Gargantuan: Toxic Attack 2d (Area Effect, 5 yards, +150%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [20] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].

Poison (Mist)

Small: Toxic Attack 2d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Costs Fatigue 1, -5%; Resistable, HT+4, -50%) [20] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].
Medium: Toxic Attack 2d (Area Effect, 3 yards, +100%; Contact Agent, +150%; Resistable, HT+4, -50%) [24] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].
Large: Toxic Attack 2d (Area Effect, 4 yards, +100%; Contact Agent, +150%; Resistable, HT+4, -50%) [24] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].
Gargantuan: Toxic Attack 2d (Area Effect, 5 yards, +150%; Contact Agent, +150%; Resistable, HT+4, -50%) [28] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].

Spark

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [11] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [15] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [15] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [19] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].

Steam

Extinguish is an enhancement which allows your trait to extinguish ordinary fires. As Incendiary is +10% and ignites fires, setting Extinguish at +10% too seems fair.

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [12] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [16] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [16] + Affliction 3 (HT; ollow-up, Innate Attack, +0%) [30].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [19] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].

Vacuum

Small: Crushing Attack 1d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Cosmic, Irresistible Attack, +300%) [9] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].
Medium: Crushing Attack 1d-2 (Area Effect, 3 yards, +100%; Cosmic, Irresistible Attack, +300%) [10] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].
Large: Crushing Attack 1d-2 (Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%) [10] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].
Gargantuan: Crushing Attack 1d-2 (Area Effect, 5 yards, +150%; Cosmic, Irresistible Attack, +300%)) [11] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].

Cones

Where the size of the area of the cloud varied with the size of the dragon, but all of them did the same damage, cones have the same size, but larger dragons do more damage.

Cold

Read about Extinguish under the Steam heading above.

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [16].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [26].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [34].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [52].

Disintegration

Small: Corrosion Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [32].
Medium: Corrosion Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [52].
Large: Corrosion Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [68].
Gargantuan: Corrosion Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [104].

Fire

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [16].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [26].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [34].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [52].

Heat

Read about Extinguish under the Steam heading above.

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [16].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [26].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [34].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [52].

Ice

Small: Cutting Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [22].
Medium: Cutting Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [37].
Large: Cutting Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [48].
Gargantuan: Cutting Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [73].

Lightning

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [17] + Affliction 5 (HT; Follow-up, Innate Attack, +0%) [50].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [28] + Affliction 8 (HT; Follow-up, Innate Attack, +0%) [80].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [37] + Affliction 11 (HT; Follow-up, Innate Attack, +0%) [110].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [56] + Affliction 16 (HT; Follow-up, Innate Attack, +0%) [160].

Mana

Small: Crushing Attack 2d+2 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [52].
Medium: Crushing Attack 4d+1 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [86].
Large: Crushing Attack 5d+2 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [112].
Gargantuan: Crushing Attack 8d+2 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [172].

Sonic

Small: Crushing Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [16] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].
Medium: Crushing Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [26] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].
Large: Crushing Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [34] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].
Gargantuan: Crushing Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [52] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].

Tuesday, October 2, 2018

Review of Dungeon Fantasy Monsters 4: Dragons

Dungeon Fantasy Monsters 4: Dragons by SJ Games


With a volume about dragons, of course I had to review it. Dragons are awesome! Which is one of the reasons why I named my blog after them. It is written by Sean Punch, the GURPS Line Editor.

Executive Summary: Just knowing the title and what this volume was about, made it an instant buy! After reading it and finding four dragons and rules to make my own fantastic and unique creatures, I do not regret it. Having read the Introduction, I wished the new traits had been stated out and given character point costs. Having read all of it, I figure I can attempt doing that on my own in another blog post. It also presents a view of dragons that is a breath of fresh air compared to what I have seen in the past, allowing those that want that to do that and those who don’t to stick to what they know.

I’m a conservative grader and give it 7/10.

The Introduction tells us what this volume is and what it isn’t. And explains how to read the stats and why dragons and their new traits aren’t given a point cost.

Yer Basic Dragons set the assumptions on what a dragon is and give stats for the various sizes of dragon, Small, Medium, Large, and Gargantuan. With a sidebar for even bigger dragons. It also gives us an introduction to how one dragon can differ from another. And that “[b]reath weapons and special abilities aren’t tied to size, age, or bloodline.” Which is completely opposite of what I’m used to, but gives a new face to what it means to be a dragon and how to fight them.

Dragon’s Breath explains the variations of available breath weapons. From clouds to cones and what types of breath weapons they have available, such as Acid, Frost, and Fire. And several more, some of them really interesting. And ways to make them both less and more powerful.

Distinguishing Your Dragon lists several other kinds of traits that a dragon could have, with some comments on rarity. As well as how difficult they might make the encounter. Including dragon magic, with a couple of new rules that make it extra interesting, and ideas on how to modify their breath weapon. And sidebars on their temperament and how unforgettable they should be.

Dragons in Action cover a dragon’s tactics and what a GM should think about when they are controlling one.

Not Your Average Dragon lists four interesting and different dragons based on the rules in this volume.

Tuesday, September 25, 2018

The Dragon Tablets: Iteration Three – Playtest

Pretty much the same scenario as last time, so much so that we use the Iteration Two Orc Bandits without change. But as there are only two heroes this time, there will only be eight orcs. As with last time, they will not defend or all-out attack and they will go down at 0 hp.

Setting the Stage

The two bounty hunters, Casara and Said are traveling on foot through a wooded area during the daytime and nothing is out of the ordinary.

Turn 1

Eight orc bandits ambushed the duo from the trees. But as Said has Enhanced Time Sense, he acts first no matter what. And Casara has Combat Reflexes so instead of being Total Surprise, this is treated as Partial Surprise.

Said has Danger Sense and knows that something is off.

Casara is the leader, she has both Combat Reflexes and is trained in Tactics, she also has the highest IQ. So she rolls 1d+4 for 10. the orc leader has Combat Reflexes, so he rolls at 1d+2, with no chance of getting a higher result. So both heroes act first.

Said teleported to the archers, rolling 10 vs. 13+10-10 =13 to do so instantly. Rolling 11 to be able to act and another 11 to draw his shortsword in no time. He then stuck the sword in one archer’s vitals, rolling 16 vs. 17-3 and missed. Repeating his move, he rolled 4, a critical hit. Rolling 4 for damage and tripling that to 12 for a hit to the vitals which killed the orc.

Casara rolled 12 and drew her sword instantly and moved up on the orcs. Aiming at the neck, she rolled 9 and decapitated one orc, but rolled 12 on the second attack and as she Moved and Attacked, that was a miss.

The archer moved away from the others.

Both orcs with knives attacked Said and rolling 8 and 9 was good enough to hit. But Said rolled 9 and 12 and dodged the first attack. The other rolled 0 for damage and did none.

Both orcs with clubs and the remaining spear attacked Casara. Both orcs with clubs rolled 12, good enough to hit, but the spear rolled 13 and missed. But Casara rolled 8 and 10 and dodged both attacks.

Turn 2

Said teleported to the remaining archer rolling 5 to do it in no time and 9 to be able to act. He rolled 11 to attack and skewered him in the vitals, bringing another orc down. He then moved back to the others, rolled 9 and skewered a knife-wielding orc.

Casara went for the neck again, but rolled 15 and 14 and missed.

The remaining orc with a knife attacked Said again and rolled 9, but he dodged with an 11.

The two club-wielding orcs attacked Said this time. One rolled 17 for a critical failure and rolled 14 on the critical miss table, losing his grip on the club that landed 6 yards away and the orc went to the club. The other clubber rolled 10 and Said failed to dodge with a roll of 14. And the orc rolled 3 damage, but his coat protects him and he only suffers 1 hp of injury, thus being at -1 his next turn.

The remaining spear continued to attack Casara and rolled 9 for a hit, but she rolled 10 and dodged.

Turn 3

Said focused on the club-wielding orc, rolled 8 and skewered him. He then teleported, rolling 10 to do so immediately and 10 to be able to act afterward. He then rolled 8 and skewered the club fetching orc he had pursued.

Casara continued with her neck attacks and rolled 10 and 11 and rolled 9 and 5, doubling with the cutting wound modifier for the neck and both of them lost their heads.

Notes

Both of them are able to attack twice per turn. One of them can teleport instantly. The expectation was that this playtest would be faster than the previous ones. Having them fight an enemy where they can fully take advantage of their Entercian silver and Matruskan steel swords and compare that to what a fight without such weapons would be like could be interesting.

Monday, September 24, 2018

The Dragon Tablets: Iteration Three – Said bun al-Khalashadi 1.1



Unnamed by Unknown

Said is an Elessarian that has been alchemically altered into an Acrobat (character template) with the Accidental hero (motivational lens). He is always on the move and as a bounty hunter, he has been partnered with Casara for some time.

Attributes

ST 11 [10]; DX 16 [120]; IQ 13 [60]; HT 13 [30].

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [0]; Basic Move 9 [10].
Move 9; Dodge 11; Parry 12

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Bioenhancement Talent 2 [10]
Danger Sense [15]
Enhanced Time Sense [45]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Fearlessness 1 [2]
Flexibility [5]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Perfect Balance [15]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Warp (Bioenhancement, -10%; Range Limit, 20 yards, -45%; Reliable, 10, +50%) [68]

Disadvantages/Quirks


Code of Honor (Bounty Hunter) [-5]
Compulsive Carousing (12) [-5]
Compulsive Thrill-Seeking (9) [-15]
Increased Conscumption 1 [-10]
Lecherousness (12) [-15]
Overconfidence (12) [-5]
Sense of Duty (Team) [-5]
Workaholic [-5]


Skills

Acrobatics (H) DX+3 [12]-19‡
Acting (A) IQ [2]-13
Alchemcy (VH) IQ-3 [1]-10
Archaeology (H) IQ-2 [1]-11
Architecture (H) IQ-2 [1]-11
Armoury (Body Armor) (A) IQ-1 [1]-12
Armoury (Melee Weapons) (A) IQ-1 [1]-12
Armoury (Missile Weapons) (A) IQ-1 [1]-12
Biology (VH) IQ-1 [4]-12
Boating (Unpowered) (A) DX-1 [1]-15
Body Sense (H) DX [4]-16
Bow (A) DX [2]-16
Brawling (E) DX [1]-16
Broadsword (A) DX [2]-16
Camouflage (E) IQ [1]-13
Carousing (E) HT+1 [2]-14
Climbing (A) DX+5 [4]-21†‡
Dancing  (A) DX-1 [1]-15
Escape (H) DX+3 [4]-19†
Fast-Draw (Knife) (E) DX+1 [1]-17*
Fast-Draw (Sword) (E) DX+1 [1]-17*
First Aid (E) IQ [1]-13
Forced Entry (E) DX [1]-16
Gesture (E) IQ [1]-13
Hidden Lore (Elementals) (A) IQ [2]-13
Hidden Lore (Free Spirits) (A) IQ [2]-13
Hidden Lore (Restless Undead) (A) IQ [2]-13
Hidden Lore (Shapeshifters) (A) IQ [2]-13
Hiking (A) HT [2]-13
Holdout (A) IQ [2]-13
Intelligence Analysis (H) IQ-2 [1]-11
Jumping (E) DX+1 [2]-17
Knife (E) DX [1]-16
Knot-Tying (E) DX [1]-16
Leatherworking (E) DX [1]-16
Lockpicking (A) IQ-1 [1]-12
Navigation (Land) (A) IQ-1 [1]-12
Observation (A) Per-1 [1]-13
Parachuting (E) DX [1]-16
Performance (A) IQ [2]-13
Piloting (Glider) (A) DX+1 [2]-17‡
Riding (Horse) (A) DX [2]-16
Running (A) HT [2]-13
Shadowing (A) IQ+2 [8]-15
Shortsword (A) DX+1 [4]-17
Skiing (H) HT-1 [2]-12
Sleight of Hand (H) DX [4]-16
Smith (Copper) (A) IQ-1 [1]-12
Smith (Iron) (A) IQ-1 [1]-12
Smith (Lead and Tin) (A) IQ-1 [1]-12
Stealth (A) DX [2]-16
Streetwise (A) IQ-1 [1]-12
Swimming (E) HT [1]-13
Tactics (H) IQ-2 [1]-11
Teamster (A) IQ [2]-13
Throwing (A) DX-1 [1]-15
Traps (A) IQ-1 [1]-12
Urban Survival (A) Per [2]-14
Ventriloquism (H) IQ-1 [2]-12
Wrestling (A) DX-1 [1]-15
Techniques
Rope Up (A) Climbing [2]-21
Scaling (H) Climbing [4]-21

* Includes +1 for Combat Reflexes.
† Includes +3 for Flexibility.
‡ Includes +1 for Perfect Balance

Gear

I’m only listing combat gear.
No  Encumbrance (25.25 lbs).

Clothes $0 2 lbs.
Brass Knuckles-16 1d-1 cr (reach c) $10 0.25 lb
Entercian Silver Shortsword-17 1d+1 cut/1d-1 imp (reach 1) $8,000 2 lbs
Buff Coat (Leather) DR 2* $210 16 lbs body, limbs.
Boots DR 2* $80 3 lbs.

Notes

9 unspent points


Top Image: At first sight, it was clear that this image represented this character. Though continued searching found it posted in several places, nowhere was it posted with a clear attribution. One of them provided a link to http://ericbelisle.com/, but the exact page didn’t exist.

Tuesday, September 18, 2018

The Dragon Tablets: Iteration Three – Casara Stormwatch 1.0

Unnamed by Unknown
Casara was born as a high elf, but was given to the Warlocks in her youth. She took well to the alchemical alterations they submitted her to and became a bounty hunter, something of a mix of a Jedi and a Witcher. But without the more overt super powers. She picked the Warlock (racial/character template) and the Law Enforcement (motivational lens) and her gear is much more expensive than she could afford because it was suitable to her role.

Attributes

ST 15 [50]; DX 13 [60]; IQ 14 [80]; HT 14 [40].

Secondary Characteristics

Damage 1d+1/2d+1; BL 45 lbs.; HP 18 [6]; Will 14 [0]; Per 14 [0]; FP 14 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [5]; Basic Move 7 [0].
Move 7; Dodge 11; Parry 11 Parry Missile Weapons 11

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Bioenhancement Talent 2 [10]
Catfall (Bioenhancement, -10%) [9]
Combat Reflexes [15]
Destiny [5]
Discriminatory Smell (Bioenhancement, -10%) [14]
Extended Lifespan 2 [4]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Imaging Radar (Bioenhancement, -10%; Reduced Range, x1/50, -50%) [8]
Immunity to Fear [15]
Immunity to Metabolic Hazards [30]
Intuition [15]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Longevity [2]
Night Vision 3 [3]
Regeneration (Fast; Bioenhancement, -10%; Temporary Disadvantage, Sessile, -50%; Useless under stress, -60%) [10]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Super Jump 1 (Bioenhancement, -10%) [9]
Warlock Gear [1]
Weapon Bond (Her Sword) [1]
Weapon Master (Broadsword) [20]

Disadvantages/Quirks

Code of Honor (Bounty Hunter) [-5]
Code of Honor (Law-Abiding) [-5]
Duty (Warlocks; 12 or less; Extremely Hazardous) [-15]
Flashbacks (Severe) [-10]
Nightmares (12) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Selfless (129 [-5]
Sense of Duty (Team) [-5]
Social Stigma (Freak) [-5]
Unusual Biochemsitry [-5]
Unnatural Features (Eyes) [-1]
Vow (Diet) [-5].
Workaholic [-5]

Skills

Acting (A) IQ-1 [1]-13
Alchemy (VH) IQ+1 [12]-15
Armoury (Body Armor) (A) IQ-1 [1]-13
Armoury (Melee Weapons) (A) IQ-1 [1]-13
Bioengineering (Alchemical) (H) IQ-2 [1]-12
Body Control (VH) HT-1 [4]-13
Brawling (E) DX+1 [2]-14
Broadsword (A) DX+2 [8]-15
Camouflage (E) IQ [1]-14
Climbing (A) DX [2]-13
Connoisseur (Weapons) (A) IQ-1 [1]-13
Criminology (A) IQ [2]-14
Crossbow (E) DX+2 [4]-15
Cryptography (Code-Breaking) (A) IQ-1 [1]-13
Current Affairs (Headline News) (E) IQ [1]-14
Detect Lies (H) Per-1 [2]-13
Diagnosis (H) IQ-2 [1]-12
Escape (H) DX-1 [2]-12
Esoteric Medicine (Alchemical) (H) Per-2 [1]-12
Fast-Draw (Arrow/Bolt) (E) DX+1 [1]-14†
Fast-Draw (Sword) (E) DX+1 [1]-14†
First Aid (E) IQ [1]-14
Forced Entry (E) DX+1 [2]-14
Forensics (H) IQ-2 [1]-12
Gesture (E) IQ [1]-14
Hazardous Materials (Alchemical) (A) IQ-1 [1]-13
Hiking (A) HT-1 [1]-13
Hidden Lore (Demons) (A) IQ [2]-14
Hidden Lore (Mummies) (A) IQ [2]-14
Hidden Lore (Vampires) (A) IQ [2]-14
Hidden Lore (Psionics) (A) IQ [2]-14
Holdout (A) IQ-1 [1]-13
Intelligence Analysis (H) IQ [4]-14
Interrogation (A) IQ [2]-14
Jeweler (H) IQ-2 [1]-12
Knife (E) DX [1]-13
Law (Criminal) (H) IQ-1 [2]-13
Leatherworking (E) DX [1]-13
Lockpicking (A) IQ-1 [1]-13
Meditation (H) Will-1 [2]-13
Naturalist (H) IQ-1 [2]-13
Navigation (Land) (A) IQ-1 [1]-13
Observation (A) Per [2]-14
Occultism (A) IQ [2]-14
Parry Missile Weapons (H) DX+1 [4]-14
Pharmacy (Herbal) (H) IQ-2 [1]-12
Physiology (Demons) (H) IQ-1 [2]-13
Psychology (H) IQ-2 [1]-12
Research (A) IQ-1 [1]-13
Riding (A) DX-1 [1]-12
Savoir-Faire (Police) (E) IQ [1]-14
Search (A) Per-1 [1]-13
Smith (Iron) (A) IQ-1 [1]-13
Stealth (A) DX-1 [1]-12
Survival (Woodlands) (A) Per-1 [1]-13
Swimming (E) HT [1]-14
Tactics (H) IQ-1 [2]-13
Thaumatology (H) IQ-1 [2]-13
Throwing (A) DX-1 [1]-12
Tracking (A) Per+1 [4]-15
Two Handed Sword (A) DX+2 [8]-15
Weather Sense (A) IQ-1 [1]-13
Wrestling (A) DX [2]-13

† Includes +1 for Combat Reflexes.

Features

Infertile.

Gear

I’m only listing combat gear.
No  Encumbrance (24 lbs).

Clothes $0 2 lbs.
Warlock Medallion
Matruskan Steel Thrusting Broadsword-17 2d+7 cut/1d+6 imp (reach 1) $26,400 1.5 lbs
Leather Armor DR 2 $100 10 lbs. torso, groin.
Heavy Leather Leggings/Sleeves DR 2 $110 6 lbs. arms, legs.
Boots DR 2* $80 3 lbs.
$100

Notes

Pacifism: Pacifism wasn’t on her list of disadvantages, but you don’t have to follow a template’s disadvantage list if you don’t want to.
Parry Missile Weapons: This skill was not on the list, but because of overlap between the template and the lens, there were four points to spare.
Warlock Medallion: The image doesn’t quite fit with the description in the Enchantment post. Other than that, the description is generally correct, though the pricing was off. On the black market, such a medallion would be worth about $220,000.

Warlock Medallions provide the following traits: Detect (Supernatural Beings; Reflexive, +40%), Detect (Magic; Ranged, +40%; Reflexive, +40%), and Danger Sense. The Ranged modifier isn’t usually used for Detect, but as the medallion can communicate this information to the owner from a distance, this seemed close enough to that.


Top Image: I found this image allover the place. I couldn’t find any information about who created it. So I’m listing it as unknown and linking it to the search results for the image.

Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.