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

Wednesday, April 15, 2026

Table Of Odius Personal Habits for Low-Tech Low-Lifes

 In Gurps, we have a few traits that can cover an awful lot of ground. One of these is Odious Personal Habit (OPH). This is great when you know what you want, but when you're looking for inspiration, its a little lacking. So, to help with inspiration (and with creating NPC thugs, one of the most common foes in all of gurps), I present a list of OPH for Low-Tech Low-Lifes. 

This list has intentionally left out Habits that are high tech, modern, or not befitting thugs. You won't find "Interupts to Correct minor Grammar mistakes", Not because it isn't an Odious Personal Habit, but because this list is meant for a certain class of NPC.

The habits are listed with numbers, mostly for use with random generation. 

  1. Constant Demanding Orders
  2. Bad Breath
  3. Body Odor
  4. Slovenly Dressed
  5. Constant Cursing
  6. Gives Demeaning Nick-Names 
  7. Spits on the Floor
  8. Constant Insults
  9. No Personal Space
  10. Constantly Touching Weapon
  11. Constantly Whistling
  12. Always Dirty
  13. Constant Burps and Farts
  14. Pokes and Punches
  15. Constant Interrupting
  16. Obnoxious and Inappropriate Laughter 
  17. Constantly Picks Teeth
  18. Puts Dirty Boots on Clean Objects
  19. Constant Staring 
  20. Has Fleas

 I hope you find this useful in filling out the personalities of the thugs in your games. I look forward to using it in mine. Let me know if you have any ones that you like, or if you have ones that you like better. 

 Happy Gaming! 

 

 

Monday, March 16, 2026

Wedding of the Sea King

This is an adventure intended for GURPS. Its not strictly for dungeon fantasy, as there is quite a bit of role-play and social elements, but its meant for that sort of game, and that sort of point values. A secondary element is its meant to be told as a fairy tale: a King looking for a bride, a castle under the sea, and a treaty taken deadly seriously. The story is meant to be set in the town of Gazim, a sea-side desert fortress built on the edge of an evil empire and reasonably hostile to it, but it could be set anywhere with the ocean, even in Yrth (I was actually surprised just how well it fit in Yrth). 

Monday, September 8, 2025

Guildfleet Yeemo, A Psiwars City

Guildfleet Yeemo is another location for Psi-wars. It is a mobile city of Traders built into former warships. I love the Traders, and I built this fleet to explore what such a city would be like. If you don't know what psi-wars is, the best place to start is probably The Psi Wars Primer. The project is great, and if you haven't read enough of it to get its basics, you should, because it's really cool!

Guildfleet Yeemo is a collection of enormous ships transformed into the permanent home of the Yeemo Clan. They eke out a living traveling from planet to planet, peddling their wares and services as they go. 

Yeemo travels back and forth between the trader belt in the core and the nearer portions of the Umbral rim.  It tends not to vary from this route too much, and can occasionally feel a little paternalistic about the worlds it visits routinely.

This article mostly focuses on the locations to visit in Guildfleet Yeemo. This includes small shops, great industries, and places of interest a party might be led to or seek out.

Monday, May 19, 2025

Vulnerability x1.5

This is another one of those house rules that have lived in my mind forever, but I always forget to write down:

you can take Vulnerability x1.5 for half the cost of Vulnerability x2. I most often use this for crushing damage on things like birds and skeletal undead. Double damage from crushing is usually too much, but crushing at x1.5 is threatening without getting the target crippled anytime a blow lands and matches cutting damage

I don't remember if I came up with this number myself, but its useful, and it stuck.

Related side note: I also like to treat vulnerability x4 damage as actually being x5, mostly to make the progression follow the size/range table.

I hope people find this useful, I've been trying to actually write down the house rules I use. Happy Gaming!

Friday, April 25, 2025

Imozu, Ancient Backwater

Imozu is another worked planet for Psi-wars. Its probably a lot more integrated with psi-wars than Highlun was. Its home to both Ranathim and Mogwai, as well as other races and dusty ruins. I wanted to explore what a completely Mogwai society would be like, as well as what an alien rebellion in the core might look like.

If you don't know what psi-wars is, the best place to start is probably The Psi Wars Primer. The project is great, and if you haven't read enough of it to get its basics, you should, because its really cool!

Overview

Nestled in the Trader Band, Imozu has seen empire after empire conqueror it, and promptly forget it exists. But Imozu has accumulated lasting marks from all of these empires, accumulating ancient ruins and stubbornly resilient cultures. Once conquered, the old cultures are usually left to themselves as long as there's no signs of an uprising. Imozu is too poor and too stubborn to be worth the effort.

 Imozu has a fairly typical climate and an abundance of terrain to settle, and most empires that have conquered it have left communities on its surface. These communities are diverse but insular rather than cosmopolitan. Over the Centuries they have each grown in their own directions, distinct from both their neighbors and their mother cultures.

Wednesday, October 9, 2024

On Recyling PC's

For my current game "Trouble on the Way to La'Moran", I needed (wanted) a caravan full of named NPCs with distinctive personalities. I wanted the characters be easy to play, easy to remember, and hardest of all, easy to build.

So I stole my players characters from old campaigns. I've been playing with this group for a while, and I run relatively short campaigns, so there are a fair number of old PC concepts lying around. The idea kind of got going from my players reusing variants on their characters. A young doctor with an eccentric family. A Japanese officer with a fear of deep water. Then last game we reused the Japanese officer as a joke, and now I'm opening the floodgates: about half of my caravan is named after old PC's with reasonably matching professions and outlooks.

So far, its gone great. The "Nepotism" on display can be humorous at times, as players give namesakes of their old characters more than the benefit of the doubt or go out of their way to interact with or praise them. It also lets me highlight characters that should be treated as mysteries or puzzles: the remaining NPC's are more interesting, because we already know the others. It also helps with the cognitive load of trying to run 20 NPCs.

This doesn't mean that the borrowed characters are "safe" and "known" though. One of them is almost certainly a vampire. Another is likely to blow something up unadvisedly. The Japanese officer is obviously playing some sort of cat and mouse spy game with another character in the caravan (an old NPC uncomfortable ally... and you can guess which character they are more sympathetic to). I've also switched up backgrounds a little: The explosive loving lieutenant from Upstate New York is now a dwarf that smells suspiciously of gunpowder. He's still got the same name, but how much else is the same, how much else is different? The guy from New York was in love with a senator's daughter, does she have an equivalent in a generic fantasy setting with a very different core activity? We'll just have to see.

The campaign isn't over yet, but so far the character reuse has gone well.I've been really surprised at just how enjoyable the experience has been. It certainly helps with the players remembering everyone. I don't think I'll do it every campaign, it lends itself to a little playful levity, but for this campaign, its been great.

I hope you enjoyed reading this, and I hope this gives you some ideas for new NPC's in your games. Happy Gaming!


Thursday, August 22, 2024

Retrospectives: Egg of the Wyrm

I just finished my latest campaign, Egg of the Wyrm. This campaign focused on a heist in a fantasy setting based in medieval Indonesia and with very restricted but impressive magic. It was the first campaign that I've really leaned into meta advantages. It was a wild ride, and I have a lot of thoughts afterwards. We tried a lot of new things, both in terms of game-play, rules, and setting.

Wednesday, June 19, 2024

Smooth Operator Should be [10] points

We were in a character building session when I went on a long tirade about why smooth operator is a bad talent and you shouldn't take it,. As I was winding down, one of my players said "If its such a bad idea, can I take it for 10 points a level?" I thought about it, and then thought about it some more, and said "Yes". And the more I think about it, the more I think its a great idea in general. Here is my reasoning:

First, 15 points can get you a lot in GURPS. You could add +4 to a skill you have. You could get +1 to all defenses. You could get a reroll once per hour. You could get +3 to a more narrow group of skills. If you save 5 more points, you could buy a level of IQ and add +1 to a vast swath of skills. 

Second, Smooth Operator is barely a 15-point talent as it is. It has 13 skills, which is just barely the threshold for a 15 point talent. It has two skills that are HT-based, One that's Per-Based, and ten that are all based on IQ. That's some reach across attributes, but not a lot. Its reaction bonus basically says that if the person matters, the reaction bonus doesn't apply. Its not as narrowly focused as some talents, but it clearly represents a very coherent set of skills. Despite this, I struggle to imagine a character who actually uses all 13 skills, because several of them are pretty niche in application, like panhandling or politics.

Third, the Basic set acknowledges that "the GM’s word is law when determining which skills are “related” and how may points the Talent is worth." This is for custom talents, but its also a general caution that there is a "Feel" to designing properly balanced talents, rather than just relying on counting skills.

So I don't feel bad telling people not to take smooth operator. And that indicates its not worth those 15 points. Is it worth 10 points? probably. It still faces some pretty stiff competition from options like Charisma and the Talker Talent from power ups. So even at 10 points, its not an obvious choice for the type of character that its designed for. And that, to me, is the best proof that lowering its cost to 10 points isn't broken: that it doesn't create a rush of players trying to take it.  

So go ahead and try pricing smooth operator at 10 points. Hopefully it makes a certain type of character more viable, or at least less awkwardly built. Happy Gaming!


Wednesday, June 5, 2024

GCS files for Historical Folks Skill Sets

One of GURPS's specialties is historical games. So it should not come as a surprise that one of the more impressive fan-made projects is GURPS Historical Folks. This project comes in both a 3rd Edition and a 4th Edition version. And recently Infornific on the Forums decided to turn the templates into Skill Sets in the mold of Action 4: Specialists or Delvers to Grow. And I decided to write GCS templates for all of them. So these are GCS templates for the Historical Folks Skill sets:

GCS Templates for Historical Folks Skill Sets

They come in a zip file you will need to unzip: the file is about Half a Megabyte but contains about 150 templates. They are written for GCS 5.20.4, which is a pretty recent version. You can open the files in GCS directly by double clicking, or by putting it in your GCS folders (usually at C:/Users/<username>/GCS, or by going to GCS and right clicking the library and selecting "Show On Disk")

This is the very tip of a lot of work done by a lot of people. You can find their work here:

Historical Folks Skill Sets

Historical Folks 4e

Historical Folks (3e)

I hope you enjoy this, and find it useful. There is a LOT in here. Happy Gaming!

Friday, April 19, 2024

Control (Shaping)

In the powers book is the Control Advantage. And I'm glad we have the control advantage, but I have a few complaints with it:

  • quantity and finesse of control scale together
  • It gives massive arbitrary bonuses
  • Its priced fairly for someone who uses those massive bonuses for every single thing they do

I was building a powers based magic system and had the thought that I didn't want the ability to move a cubic yard of dirt to also include the ability to give anyone in that hex -5 to basically everything. I wanted something that acted like the shape spells from magic. And so I decided to wing the advantage:

Control (Shaping): Rather than using the standard rules for control, base the rules off of the shape spells, like shape earth or shape water. You can control level x level /2 cubic yards. Notably, this cannot be used to give arbitrary combat bonuses. The cost is the same as any other level of control, and can only be taken for solids and liquids.

Is it any good? Well, I haven't tested it yet. But my Tuesday night game is going to be playing in a game with it for the next few months, so in a while I'll be able to tweak costs and tell you how well it did or didn't work. I do know that shape earth is one of the most widely used and best liked spells in Gurps Magic. We'll see if this is overpowered, or if its just fun.  Hopefully it will play out like having a mage with shape earth, which I've played before and seems to constantly be useful but never quite be broken.

I look forward to reporting on this tweak!

 


Tuesday, March 12, 2024

The Planet Crimson

The Grand Cluster has many world shrouded in mystery and laden with power. One of the most pivotal to the power structure of the cluster is Crimson, which provides unique psionic drugs to the powerful Pinnacle Empire

Crimson is covered with an insidious thick red fog that gives the planet its name. It rises two miles above the planet's surface, sends most life into a helpless stupor, and corrodes machines from the inside. Just above the fog hovers massive machines kept aloft by powerful psionic flows emanating from the planet beneath. Strange gears four hundred meters across slowly turn in the red skies, while the factories attached to them use some unfathomable process to produce the most powerful psionic drugs in the grand cluster. Bolted onto these factories centuries later are a collection of homes and structures housing the modern population, a collection of native workers who can see the psionic flows emerging from below, occupying soldiers guarding the wealth of the planet, and doomed prisoners recovering from their exposure to the mist in the mines below.

 On the surface itself, protected and isolated by the fog, is an alien ecology featuring forests of an organism shaped like coral and a host of small hardy creatures that thrive in the otherwise hostile fog. dotting this alien wilderness are the old ruins of vast cities made of smooth towers with mushroom tops, massive vents in the surface spewing out the fog, miserable mines where the enslaved criminals of the empire are forced to harvest exotic psionic drug predecessors, and the camps of the flappers, a hairless winged race with a great crests, long beaks, and a taste for human flesh.

Crimson was one of the most memorable worlds of my campaign Called From Exile, and I'm planning a campaign set entirely on it. It is visually memorable, hides immense secrets, and easily lends itself to intrigue, being isolated, hostile, and at the center of grand politics, all at the same time. 

Monday, March 4, 2024

Create Visible Light

In Gurps powers, the create energy advantage can create light... but it creates "1000 KJ" of energy. KJ is not how I usually measure my light, and its not how many people measure their light. So how much light does Create Visible Light [10] actually create? And how do you even measure that?

The radius lit in this table is lit with the officially recommended light level for indoor settings like bedrooms. I recommend using this as "no vision penalty"... though see the "nickpick" section for more details.

Radius Time Radius Time
1 yard 2 days 7 yards 1 hour
2 yards 12 hours 10 yards 30 minutes
3 yards 5 hours 15 yards 15 minutes
5 yards 2 hours 20 yards 7.5 minutes


x2 x1/4

Time listed is for each 1000 KJ of energy. If you have Create Visible Light 3 [30] and thus have 9000 KJ of light, a 5 yard radius light can last for 2 hours * 9 = 18 hours.

If you're not interested in being sure why this works, or about environmental complications that might make your game more interesting, you can stop reading here and just use the table. If not...

Thursday, February 1, 2024

Tech Paradigms in the Grand Cluster

The Grand Cluster , the setting for Called from Exile, hosted a wide variety of technology: almost the entirety of the ultra-tech book exists in there somewhere. But I didn't want characters to be using all of it, because the point was to have lots of homages to various science fiction settings next to each other and interact with each other, and I wanted the PC's to feel that.

So the base TL was 10, but access to most technology had to be purchased with "technology points". These didn't raise player's Tech Level so much as control what genre of science fiction they could buy gear from. I let them choose a ranged weapon class for free (lasers is a class, slug throwers is another, force beams is another), as well as a specifying what their typical comms/computer interface looked like. For most other PC-style gear, they needed to select options with technology points. This was a player decision, but it was about their home culture as much as it was about them.

Thursday, January 18, 2024

The Grand Cluster and the Moment Drive

Back in Late 2021 I ran a game by the name of "Called from Exile". It was a high-powered game with sweeping scope, in a setting designed to accommodate homages any science fiction franchise I wanted. We had a lot of fun with that game, and I loved the resulting setting... or settings, as the case may be.

Here, I share the Faster-Than-Light system, which is key to making the setting work, and the broad brushstrokes of "The Grand Cluster"

Wednesday, December 13, 2023

CtEA Pregens: Heavies

I've made a big deal about the high stats of the NPC fighters in Ein Arris and my worries about making sure that the players can defeat them. The pregens presented up until now have focused on some sort of edge the fighters don't have access to. These pregens are built to take them head to head: with 125 points, they can be just a little stronger, and just a little more skilled. They can also carry heavier gear that their foes, and outmaneuver them socially or in the desert.

Agal is a desert tribesman who hasn't lived with his tribe since the unfortunate death of his father during a hunting accident. At least, that's their story. He refers to it as "Murder", and is pretty sure the current leader of the tribe had his father killed. He's been working the caravan routes since to make ends meet. He's a proud warrior and seasoned desert traveler with a quick tongue, and perhaps the most rounded of the applicants.  

GCS Sheet    PDF Sheet    Blog Sheet 

Hawser is an oversized guard with a oversized smile and a oversized blade. He got into the business to keep people safe and that's what he intends to do. Hawser is a dangerous warrior, and he cuts an imposing figure... he wins a lot of fights with nothing more than a steady gaze down at his smaller foes. He does require a lot of food and is a little lazy in the morning. He has a fine sense of camaraderie, and is quick to make friends. His desert experience is minimal: he relies on others to deal with getting him to the fight.

GCS Sheet    PDF Sheet    Blog Sheet 

Lariat is a hardened warrior who prides himself on being tougher than everyone else. He wears heavy armor in the desert and carries a shield around town. Lariat has never bothered to really figure out camels, but he's skilled at surviving in the desert, and the merchant's guild is very familiar with him. He's scarred from many battles, and looks the part of "Dangerous Thug who doesn't care". Underneath his rough exterior and bad temper, he's got a kind heart, even if it shows by grumbling "now let me do the hard part". Lariat is a dangerous warrior with great defenses capable of doing a lot of damage. He doesn't have a ranged attack, and his armor slows him down a little. Just don't let him do any negotiating.

GCS Sheet    PDF Sheet    Blog Sheet 

Prusik is a seasoned caravan guard who has spent much of his life going back and forth across the desert. He loves the freedom of being in a new place every few days, and having nothing around him but the big wide desert. He tends to let loose when he's in town, and he's a sucker for a pretty face, but on the trail he's dependable and experienced. With his shield, he's a suburb defensive fighter and good offensive fighter, and he's an old hand in the desert. He also has some useful experience with merchants and soldiers and can rub shoulders with either, though his appearance is off-putting to many.

GCS Sheet    PDF Sheet    Blog Sheet

Agal's enemy disadvantage requires a little extra work to make happen for the GM, but he's one of my favorite characters, and a player can have a lot of fun with that. Keffiyah might be a member of his tribe: if using both at the same time its probably best to let the players decide what they want to do. 

Caravan to Ein Arris discourages armor by giving social penalties and cautioning that the desert is hot: Lariat is built to not care about the social penalties and to be able to take the desert heat. Using the Heat rules (basic page 434) will actually make Lariat look more impressive rather than slowing him down. 

Shield show up on these characters.  A single (surprising) character has shields in Ein Arris. This is an edge that Prusik and Lariat bring to the fight against the fighters in Ein Arris.

The pictures are from artflow.ai

This is the final set of characters for Ein Arris. Fifteen characters for the easiest adventure in Gurps to obtain and run. I hope you find these characters useful, and if you don't use them for Ein Arris, I hope you find them a good starting point for your own characters, for NPC's, or for characters in a different campaign. Rename them, give them quirks, adjust weapon loadouts, swamp traits in and out... they are there for you to use. Its been quite a journey creating them, and I hope this is only the beginning for them. Happy Gaming!

Wednesday, December 6, 2023

CtEA Pregens: Skirmishers

With its suggestion of light armor and Gurps's emphasis on weapon skill, the skirmisher template is a great match for Ein Arris Characters. These characters are quick on their feet and skilled with their weapons. They generally don't hit as hard as other combat characters*, but they will hit more often, and take fewer hits themselves. They also generally have a lot more mobility than other characters, with high moves and two of them are fantastic riders. These characters are more skilled in combat that the fighters they'll be put up against, but may need multiple hits on their foes and are less capable of taking hits. Their High DX also tends to make this bunch sneaky and good shots*. I was also surprised by the amount of desert expertise they ended up with.

*Except Sisal, who hits quite hard and has no ranged attack. Sisal kind of stands out in this group. like he often does.

Lana is a poor country girl who's in the city for the first time. She's tired of her humble beginnings and wants to see the world. She's also woefully inexperienced in the world, unless it involves animals or fighting. She has all the enthusiasm and impulsiveness of youth, and she's probably going to need someone to guide her through all of this. Lana's equipment isn't very good, but she makes up for that with skill and speed. She's a formidable fighter and athlete, and she's familiar (if not expert) with the desert. She has wide experience with animals, and is an impressive rider. 

GCS Sheet    PDF Sheet     Blog Sheet

Halter is a camel racer and dare devil from Kedris who provides caravan security to pay the bills and find people to race camels against. He's bold, courageous, and more than a little cocky. He has a tendency to perform better when others are watching and is constantly showing off and challenging others to contests and making bets. He's a great rider, a solid animal handler, and he knows his way around the desert, speaking languages from both sides. Halter takes the security part of his job seriously as well: he's got great reflexes and fancies himself a swordsman, and not without reason. He's by far the best mounted warrior in these pregens. He's also a pretty good shot with a bow. Just keep an eye on him... he can be a loose cannon at times!

GCS Sheet    PDF Sheet     Blog Sheet 

Sisal is a swordsman and wanderer from another land. He has devoted himself to the study of the sword and the defense of the innocent. Sisal goes from place to place looking for opportunities to help people, and to distinguish himself in combat. He speaks the local language, and others as well, but this is as far as he has come, and the others aren't useful here. He is constantly quoting proverbs, but they aren't the local ones, and can come off as rather odd. Sisal is a world-class swordsman, and this isn't quite his first time in the desert. He doesn't have a ranged option, preferring to rely on his sword.

GCS Sheet    PDF Sheet     Blog Sheet 

Vang is an excitable young man hawking his skills as a caravan guard. He's quite awkward and frequently puts his foot in his mouth, but he's an excellent spearman, he's honest, and he's the fastest runner you're likely to hire. He is a little distractable, but pairing him with someone else should help. Vang doesn't hit hard, but he hits a lot, and its hard to either close with him or hit him. He's picked up a few desert skills in the meantime as well.

GCS Sheet    PDF Sheet     Blog Sheet

They ended up with a variety of different weapons. When I first built the set of characters I noticed almost everyone was using a broadsword. Lana was an early exception to that, and my attempts to diversify the weapons used hit this group the hardest. Only one of them uses the broadsword. Sisal's sword I'm happy with: his high concept is "swordmaster" and a slightly longer sword really underlines that. I'm a little unsure if giving Vang a spear was a good idea or not: if you want to change up his weapon, go right ahead.

Lana's signature disadvantage is that she is poor. I loved building her, but wished I had extra points to fill out her personality in addition to being poor, but left wealth as part of the disadvantage cap. Its quite possible to add -15 more in disadvantages (Stubborn, Curious, Pacifism (Innocents),  and Gullible are good options) to her to boost skills like staff, acrobatics, fast-talk, or survival (Desert).

Hiking was intentionally left off these characters (and all characters) because Ein Arris doesn't recommend or use it. Though I suppose most of the time they ride.

Many of these characters are very close to their weight limit, and they rely on mobility. Because of this, they are often fighting without their tents. In most situations its probably on their camel, which is nice, but could be an issue if they are without their camel or are paranoid about loosing their tent and fight with it on their back.

The pictures are from artflow.ai

I hope you enjoy these characters! Only one set left!

Monday, November 20, 2023

CtEA Pregens: Merchants and Theives

One of the wonderful things about Gurps is the way it supports non-combat play. Ein Arris is rather combat-centric, but even so, there is room for a non-combat character. These characters aren't focused on winning the big fights, but on avoiding them, and on maximizing the advantage the party can show up to the fight with. They are all still capable combatants: in a lot of games I've run they'd be considered front line soldiers. Other characters have face, desert, and stealth skills, but these characters specifically excel at them.

Cinch is a Burgler who's hit it big and is on the run. He's got a massive gem worth $50,000 at least: The Heart of Kirit. Only problem is, the Gem is too large and too famous to fence, at least in Lantara. He's hoping to beat the news of his theft across the desert, fence or ransom the Heart of Kirit, and then live off the resulting investments. Cinch is a top notch sneak with good face skills, and his raw stats let him be useful in the desert with just a few points. He's a not a great combatant, but he does add another sword or bow to the team.

GCS Sheet    PDF Sheet    Blog Sheet

Ditty is a charming conwoman from Kedhris, living off her sharp wits, quick tongue, and nimble fingers. Ditty loves to take the proud and overbearing down a peg, especially if it makes her money in the process. While she has no qualms about stealing from or embarrassing others, she does have a soft spot for the unfortunate. Ditty is skilled thief, a terrific talker, and at home in the desert. She's not a bad with the sword, but she's not great either, and if she must fight would prefer to find  some sort of edge.  

GCS Sheet    PDF Sheet    Blog Sheet 

Girth is a Kedhris merchant currently down on his luck: a trading venture of his went wrong, and now he actually owes money. His contacts in the guild see promise though, and he hopes he can get another trading venture off. For now, he'll take jobs where he can get them. Girth has been back and forth across the desert many times and speaks both Lantrian and Shandassan. He's a skilled trader and negotiator who can get people across the desert. He's learned both the sword and the bow for self-defense, though he doesn't exactly consider himself a warrior. 

GCS Sheet    PDF Sheet    Blog Sheet 

Weave is a happy-go-lucky agent, fixer, and merchant. He could theoretically be making a lot of money running his own trading outfit, but where would the fun in that be? He's making enough getting the merchants of Kedris to pay him to solve their problems, seeing the world and living the life while he's at it. He's always got a smile on his face, a tune on his lips, and a new friend at his side. Weave is a skilled negotiator who lives by his quick tongue. He's picked up a desert skills quickly, though he's more of a quick learner than a dedicated student. Weave is competent at both the sword and the bow.

GCS Sheet    PDF Sheet    Blog Sheet 

 These characters were a bit easier for me to flesh out and differentiate than the more combat-oriented ones. This could be because there were only four of them, rather than eleven, or it could be because I just get this sort of character better. I had lots of fun building them. 

Girth is a member of the Merchant's Guild, which gives lots and lots of small bonuses throughout the adventure. The Adventure suggests having at least one party member be a member of the Guild or of White Sword. Ultimately, I think this is an "Adventure Tax", akin to requiring one member of your party to spend a bunch of points on rank that they won't use because their "command" is a bunch of Player characters. The Adventure tries hard to make the Merchant's Guild worth it at least.

The group I've worried the most about being able to get through the adventure would be one where everyone is one of these characters. On the other hand, I'd expect such a group to try some wildly unexpected stuff: you've got a bunch of sneaks and manipulators, so the adventure could turn out very unpredictable! On the other hand, I'd expect most parties want one character to be from this group.

The pictures are from artflow.ai again. 

I hope you find these characters useful!


Wednesday, November 15, 2023

CtAE Pregens: Archers

When looking at making characters for caravan to Ein Arris, I went looking for ways to get an edge on its deadly opponents, Fighters I, II, and III. I came up with a couple of options, but one of the strongest was ranged combat. Only one of them carries a bow, and none of them carry shields. This means archery is a good way to beat them. Archers are also Iconic RPG characters, and a memorable type of warrior. While most of the pregens carry bows, these three excel at using them. 

Manila is a world-class markswoman with a lot of determination and a touch of social skills. She can make the most difficult shots of the three. 

GCS sheet    PDF sheet    Blog Sheet

Jute is a quick-fire archer with a generous heart haunted by deaths he's seen. He's the best in close combat of the three, and the fastest shot.

GCS sheet    PDF sheet    Blog Sheet

Keffiyah is a crafty desert expert and tribesman who is out to see and experience the world. He is an expert at scouting, riding, and at shooting from concealment.

GCS sheet    PDF sheet    Blog Sheet

If you have access to Gurps: Martial Arts, all of these characters are good enough to use "Quick Shooting" (p 119), though Keffiyah will struggle a little. This can go a long way to making these characters feel awesome, though they don't need to use it.

Keffiyah is one of my two "Desert Tribesmen" characters. These people are only mentioned in passing in the original adventure. 

Don't feel obligated to stick with the names. I have a quirky little scheme for the names, but by all means, go ahead and rename the characters. Or change a feature of the sheet or two, or even go so far as to use Jute's disadvantages and Manila's skills and advantages to make a grumpy sharp shooter instead of a grumpy quick-shooter.

These characters were among the first characters I came up with for this set, especially Jute and Manila. Keffiyah was the hardest to build, as I had real trouble figuring out who he really was. I have 12 more characters coming, organized into three groups: Skirmishers, Heavies, and Agents.

Characters' pictures were generated using artflow.ai. Its a fairly old character generator that specializes in RPG themes and has branched into general AI art generation. (I have much uglier pictures from the same site for all these characters)

I hope you find them useful. Mostly, next time someone wants to run Ein Arris quickly, I hope they can skip character creation and just get their players playing!

Wednesday, November 8, 2023

Lessons from making Caravan to Ein Arris Pregens

Gurps has a free adventure named Caravan to Ein Arris. Its pretty well known (by people who've heard of Gurps), probably because it is the official free gurps adventure. You can get fan made stuff, of varying degrees of quality (though I have to call out 1 shot adventures as having both lots of stuff and a high production quality), and there are a few adventures you can buy, but Ein Arris is the most famous.

"Caravan" lacks pregens. Which is a shame, because gurps sheets are hard. And when you ask people for pregens, they kind of shuffle around and give suggestions but don't ever have actual sheets for you. I've tried a few times to make sheets for Ein Arris, but I've never really finished it before. I've finally sat down, and I'm 80% of the way done with 15 characters. And I've come to some discoveries about Ein Arris in the process.

Wednesday, November 1, 2023

Highlun and the Labyrinth

I was asked if the Labyrinth of Psi-wars is present on Highlun, with the suggestion that Skairos could function as "Fairies in the Mist". I had totally not thought of that as a possibility, and I was struck by two thoughts: 

  • The Labyrinth and its monsters are a fantastic flavor fit for Highlun
  • Highlun is not about the Labyrinth