Worlds Beyond Earth
Thursday, September 24, 2026
The Tower of Roulen
Monday, September 21, 2026
Ice Wyrm to Sand Wyrm
This is not a terribly hard conversion.
And there we have it. Simple as that.
Now, you may not need a Sand Wyrm specifically, but the general principle applies. Take a monster close to what you want and change it to fit your scenario. If you need tons and tons of elder things, edit existing mundane entries, adding tentacles or removing their eyes (or adding far too many eyes) and alter their fluff a little. That's why it's called "fluff", after all.
Maybe this is an obvious thing. But I find a lot of GMing is just about fundamentals. So here is a Sand Wyrm, and here is a tool. I hope you find the monster useful! And if not, I hope you find the technique useful!
Tuesday, September 15, 2026
Table of Feline Instincts
Here I present a table of "Feline Instincts". Or in other words, random cat behaviors. I built this is for Psi-Wars and the Asrathi, but it applies to any cat or catfolk race where a player might want inspiration on what to do for a bit of flavor. Catfolk seem to be a favorite racial option in GURPS. I've probably had as many catfolk PC's as any other race except humans. Only elves might come close. So hopefully a fair number of you will find this useful.
This was requested by Kalzazz, and it seems simple enough.
- Grooming fur with the tongue
- Looking up distractedly a something no one else can see or care about
- Giving a small startled jump
- Rubbing up against a nearby object
- Spotting a small moving object to chase
- Attacking a small dangling object.
- Curling up somewhere to rest
- Sniffing something half-interested
- Walking impossibly slowly
- Climbing up something
- Slowly blinking at someone
- Staring intensely at someone
- Stretching out and extending claws while yawning
- Hacking up a hairball
- Flopping onto something
- Sleeping with eyes 3/4's of the way shut.
- Eating something random nearby
- Swishing the tail back and forth
- Suddenly running a very short distance to look at something
- Kneading something with claws
This is designed so that if you need your cat or cat person to do something randomly feline, you have a reference to pick from or roll on. A simple 20 sided die will do, or just click the button below.
I hope you find this useful. At least one of you should. Happy Gaming!
Tuesday, September 8, 2026
Dakka Golem
| ST | 8 | HP | 12 | Speed | 5 |
| DX | 12 | Will | 8 | Move | 5 |
| IQ | 8 | Per | 10 | ||
| HT | 12 | FP | N/A | SM | -3 |
| | |||||
| Dodge | 9 | Parry | N/A | DR | 3 |
Bolt (15): 1d6+1 Impaling. Range 84/180. Acc 3 if aiming. 10 Shots (3i). Can fire once a round.
Kick (10): 1d6-1 crushing. Close Reach
Traits: Quadruped, Lifting ST +4, Cannot Speak, Automaton, Cannot Learn, Doesn't Breathe, Doesn't Eat or Drink, Doesn't Sleep, High Pain Threshold, Immunity to Metabolic Hazards, No Blood, Reprogrammable, Unfazeable, Unhealing (Total), Unliving, Unnatural
Skills: Crossbow- 16, Climbing - 12
Class: Construct
Dakka Golems are made from a repeating crossbow, but the process of destroying one also destroys the intricate mechanisms of the weapon. Their bolts are occasionally poisoned. Daka Golems are incapable of loading themselves once all their bolts have been fired. Once empty, they are generally helpless and usually instructed to flee back to a loading location until they can be reloaded, or wait for an ally to come reload them. It takes 3 seconds to load a single bolt, and 30 seconds to load all 10. A smart master will usually place them somewhere protected, as they rely on range and have poor melee defenses
I hope you find a use for these little monsters. I know I have!
Wednesday, July 8, 2026
The Blog Index
At the request of a reader, I have made an index for most of the pages on this blog. Hopefully it will help people find things better. It also can be a useful way to see what is actually on this blog, and all the resources that have been created over the 12 years the blog has been made. I hope you find this useful!
The Index
Wednesday, July 1, 2026
360 Vision should cost [10] in Gurps
360 degree vision has two main effects: it makes a specific stealth tactic harder, and it allows defense when attacked from behind. Both of these are fairly niche. GURPS' stealth rules are hand-wavy enough that sneaking up behind rather than using cover is pretty rare, and while attacking from behind can be important, in practice it rarely happens. And even then, it's usually got a caveat that allows a defense of some sort anyways.
But don't just trust me. Twelve years ago on the Steve Jackson Games forums we discussed the advantage, and no one was willing to defend its cost. Everyone suggested its value was somewhere in the [10]-[15] range.
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It's all his fault. Him and his brothers and uncles |
So why am I bringing this up again? First off, I think that having a specific blog page proposing a house rule is more useful to a lot of people than a forum thread suggesting a quarter-dozen different pricing options.
Second? Because I'm getting ready for a campaign where there are only three non-human races and one of them requires 360 degree vision. So I've got to deal with the pricing somehow.
So why am I going for [10] rather than [15], as some suggested back in the forum thread? Because defending against attacks from behind and gaining an advantage on some stealth checks is just not worth [15]. That's still a huge number of points, and in my gut it feels like too much to me. Additionally, I'd hate to go ahead and make this change and then find out that I tweaked it too little: a slight overcorrection is better than a slight undercorrection. If you're going to make a change to a rule so people will use it, it's best if they actually use it. I also have a hard time imagining it being too cheap. The worst that can happen is that the dedicated "Eye Guy" is impossible to sneak up on. Which is probably just fine.
I hope you find this useful. Let me know if that's enough to get any of your players to take it: it's a pretty niche ability even at [10]. Happy Gaming!
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.
- Constant Demanding Orders
- Bad Breath
- Body Odor
- Slovenly Dressed
- Constant Cursing
- Gives Demeaning Nick-Names
- Spits on the Floor
- Constant Insults
- No Personal Space
- Constantly Touching Weapon
- Constantly Whistling
- Always Dirty
- Constant Burps and Farts
- Pokes and Punches
- Constant Interrupting
- Obnoxious and Inappropriate Laughter
- Constantly Picks Teeth
- Puts Dirty Boots on Clean Objects
- Constant Staring
- 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!

