Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (503)
  • Comics (10)
  • Gaming (917)
    • Boardgaming (673)
      • ASL (154)
      • CC:Ancients (83)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (162)
      • MMO (77)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (82)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (49)
    • Anime (47)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

  • Foxes and Lions (Part 3): Military Matters, Captains, and Condottieri June 12, 2026

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Cyberstyle 8.5 June 13, 2026

RSS Quest for Fun!

  • The Expense Post May 24, 2026

RSS Bruce Heard and New Stories

  • Pain, Exhaustion, and Morale in D&D BECMI June 7, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • The Search for Freedom: Undistinguished Destruction June 13, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books May 24, 2026

RSS Lynn’s Book Blog

  • Booking Ahead/Weekly Wrap Up June 14, 2026
ASL blogs:

RSS Sitrep

  • Cardinal ASL Sins March 18, 2026

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • AAR Slides for Schwerpunkt SP96 Husum Hotfoot June 5, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • GURPS DF Session 224, Felltower 141 - Second GFS exploration June 15, 2026

RSS Gaming Ballistic

  • B-Scale: Damage That Scales from Tardigrades to Kaiju June 5, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #6: “Old Friends, New Again” June 7, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

Dungeons & Sorcery Spells 6

by Rindis on June 12, 2017 at 12:00 pm
Posted In: GURPS

I’ve been off of this project for a while, but here’s another ten spells for my GURPS Dungeons & Sorcery system. Most of these deal changing form, or related ideas, but I’ve also finally included write ups for Identify, and Dispel Magic, the last basic utility spells.

Alter Self (C)
Alteration, Somatic, Verbal
20 points + 5 points/level
Casting Time: 2 seconds
Casting Roll: None
Range: None
Duration: 3 minutes

Casting this spell allows the magic-user to alter his appearance. While he cannot imitate the appearance of a specific person, he can change his apparent height, weight, race, or species.

In all cases, his new appearance must roughly correspond with his own: He can only take on the appearance of a humanoid race (well, as humanoid as he is—a dragon magic-user would have to appear as something suitably draconic), and must keep the same Size Modifier, though he could appear shorter or taller within the bounds of that SM.

This acts as replacing the caster’s racial template with a new one, but at the base level of the spell, the new racial template can cost no more that the caster’s actual one. In many cases, the caster can cheat this by just taking the cosmetic 0-point Features of the template for his new form (e.g., a human magic-user could use alter self to turn into an elf with none of their advantages—but if all elves are beautiful, and he is not, he will make a fairly ugly elf, even though he has the pointed ears).

Each level of the spell allows the caster to take an extra 25 points of advantages in his new ‘racial template’. He can use this to ignore any racial mental disadvantages (which would raise the cost of the template), and to pick up physical advantages like gills or winged flight. He will never gain any magical advantages of the race, like innate spell-like abilities.

Morph (Cannot Imitate Specific Person, -10%; Cannot Memorize Forms, -50%; Extended Duration, x3, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Retains Shape, -20%; Sorcery, -15%; Takes Extra Time, x2, -10%) [0.2×100] Each level adds 25 points to the value of Morph.
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
1 Comment

MA Style: Hanosa

by Rindis on January 29, 2017 at 12:00 pm
Posted In: GURPS

Having recently gotten and read through GURPS Martial Arts, I thought I’d try writing up a new style.

The Terukai set out to colonize new worlds with giant slowboat colony ships. One particular ship eventually made landfall on a lushly inhabitable planet, but for some reason, the industrial base never set up correctly, leaving the colonists to build an agricultural society largely on their own, and tales of their origin have faded into the dimmest of legends.

One of the few high-tech resources left from the original ship are a set of fabricators of miniature forcefield generators. They aren’t horribly rare (they have no moving parts and last a long time), but maximum coverage tends to be a couple square feet, so protecting anything large is difficult (and there’s usually not much point), but working them into a suit of armor is easy, setting up a few to mutually reinforce for a ‘force-shield’ is common, and they can also be configured to form the edge of a weapon. Such comparatively lightweight protection has made ranged weapons (bows and guns) less popular, and most fighting is dominated by melee weapons.

In addition, various forms of weapon arts are very popular, and there are regular tournaments between popular champions. These tournaments use ornate and fancy (and often fairly skimpy) protective armor, that are well laced with forcefield generators providing complete coverage. Weapons are kept on ‘blunt’ settings, which keeps them from easily penetrating the fields, and minimizes damage when they do—all while still providing an exciting light show for the audience.

The most popular of these sports is Hanosa, which uses a long, narrow, straight sword with a crosspiece (a Thrusting Bastard Sword; B271, 274, LT54, 66, 70), and a reinforced Force Buckler.

Hanosa 4 points

This is actually a family of related styles, only some of which concentrate exclusively on formal tournament dueling, and this entry tries to cover the main points of the spectrum of different schools. Thanks to the forcefield-based equipment, serious injury is difficult, and tournaments put fewer restrictions on non-Sport skill-users than normal.

Perhaps surprisingly, the style is largely defense-oriented, with users usually sticking with Defensive Attacks and Evaluate until an opportunity can be found or made for a Committed Attack, or something flashier. Tournaments are all about sword-play, so various dirty tricks and unarmed strikes are disallowed; strikes are allowed anywhere but the head, but as a pragmatic consideration, attention is focused on the upper body. Non-tournament oriented schools do teach various dirty tricks, and head strikes, but the usual emphasis is on bringing the lower body into play, and training in various kicks.

Serious practitioners are expected to dedicate their life to the art (in tournaments, deadly combat, and in study), which includes learning how to make their own equipment. Any true ‘master’ is supposed to be able to make a sword and armor as good as can be found from a dedicated armorer/weaponsmith—this mostly just gives those very few who can master all three arts bragging rights over the rest! (Note that most ‘armors’ created this way are generally harnesses to put force field generators on (which does still require the Armory (Body Armor) skill), plus protection for important/vulnerable areas such as the vitals and hands. Swords are generally crafted by dedicated weaponsmiths, though many students do learn the basics and could assist in crafting one.)

Naturally, legendary masters not only possess superior fighting skills, but hand-craft the legendary weapons that they’re known for. Combat-wise, tales talk of parrying missile weapons of all types, acrobatic mastery of battlefields, fending off hordes of opponents, and most of the other usual feats. One prominent legendary master was blinded halfway through his career, and still bested all his foes!

Skills: Broadsword or Broadsword Sport; Shield (Buckler); Two-Handed Sword or Two-Handed Sword Sport.

Techniques: Armed Grapple (Any weapon skill in style); Bind Weapon (Any weapon skill in style); Choke Hold (Two-Handed Sword); Close Combat (Any weapon skill in style); Counterattack (Any weapon skill in style); Disarming (Any weapon skill in style); Feint (Any weapon skill in style); Retain Weapon (Any weapon skill in style); Spinning Strike (Longsword); Sweep (Two-Handed Sword); Targeted Attack (Two-Handed Sword Thrust/Arm); Targeted Attack (Two-Handed Sword Thrust/Torso-Chinks in Armor).

Combinations: Broadsword Deceptive Attack/Torso + Two-Handed Sword Swing/Arm; Shield Beat/Weapon + Broadsword Thrust/Torso.

Perks: Acrobatic Feints; Form Mastery (Bastard Sword); Grip Mastery (Longsword); Skill Adaptation (Bind Weapon defaults to Two-Handed Sword).

Cinematic Skills: Blind Fighting; Precognitive Parry.

Cinematic Techniques: Roll With Blow; Timed Defense.

Optional Traits

Secondary Characteristics: Improved Will.

Advantages: Combat Reflexes; Enhanced Block; Enhanced Dodge; Enhanced Parry (Any weapon skill in style); Fit.

Disadvantages: Code of Honor (Duelist), Overconfidence.

Skills: Acrobatics; Armorer (Body Armor)/4^; Armory (Melee Weapons)/4^; Jumping, Karate (plus the Kicking technique); Short Sword.

Perks: Weapon Bond.

Notes: Why, yes… this is all derived from an attempt to figure out a setting where ‘bikini armor’ made sense. (Thank you, Johji Manabe….) Terukai aren’t human, but they’re close enough to it for government work (and roles in Star Trek). I don’t have an entirely clear picture of how the style works, so it’s a bit fuzzy around the edges, though this has already helped focus some thoughts. The swords in use here should use regular Thrusting Broadsword stats with an Armor Divisor of (2) when on, but regular damage and crushing damage when off, and crushing with -1 damage in ‘tournament mode’ (and if it isn’t obvious, this isn’t a lightsaber; this is a regular sword, but the blade is generated by forcefield emitters lining where the regular blade would be). One forcefield generator configured for defense probably provides one square foot of coverage with DR 3 and reduces Armor Divisors by one stage. They’re generally either linked up for larger coverage or greater DR.

I’ll also note that this probably isn’t too far off of what Sword Dancing from Jennifer Roberson’s Tiger and Del books looks like. You’d need to strip it down to just Broadsword/Broadsword Sport, and use COH (Alimat), and past that… I’d have to read the books again. I’d expect a heavier emphasis on the acrobatic parts.

└ Tags: gaming, GURPS, Martial Arts, rpg, theorycrafting
1 Comment

Dungeons & Sorcery Spells 5

by Rindis on January 21, 2017 at 12:00 pm
Posted In: GURPS

It’s been a bit since the last set, but here’s ten more spells for GURPS Dungeons & Sorcery. They’re a mixed bag of low-level spells, but there is something of an emphasis on invisibility.

Acid Arrow (SC)
Conjuration, Somatic, Verbal
22 points
Casting Time: 2 seconds
Casting Roll: Innate Attack (Gaze) to aim.
Range: 200 yards
Duration: Instantaneous

This spell launches an acidic projectile at its target, doing 1d+1 corrosion damage if it hits. The acid will continue to work after hitting, doing another 1d+1 damage after 10 seconds unless it can be washed off or diluted in the meantime. There are normally no distance modifiers for this attack.

Innate Attack: 1d+1 (cor; Cyclic, 2 cycles, 10 seconds, +50%; Increased Range, x2, +10%; Long Range, (LDM) +50; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [1.65×13]
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
1 Comment

Dungeons & Sorcery Spells 4

by Rindis on December 6, 2016 at 12:00 pm
Posted In: GURPS

Here’s another ten spells for my GURPS Dungeons & Sorcery project. This set is mostly 1st and 2nd level spells that are non-charm ways to influence or communicate with another person.

Bind (C)
Enchantment, Somatic, Verbal
45 points
Casting Time: 2 seconds
Casting Roll: none
Range: 10 yards
Duration: 1 minute

Casting this spell allows the magic-user to command any one length of rope (or rope-like object, like vines; yarn, string, and thread also work, but may be less than useful) for one minute. The caster can easily command the rope to neatly coil itself up, or stretch itself taught as a tripline. More complex actions will require rolls. Wrapping around a person is an attack, and will require a DX + Talent roll. Tying a knot similarly requires a DX or Knot-Tying roll.

The rope acts as if being manipulated by a ST 12 person, and heavy lines will move more slowly, though only part of the rope could be manipulated to lighten the load, without giving up the option to manipulate the rest later. The caster must concentrate to order the rope, but it will continue to carry out a task without him (e.g., it will continue to attack and attempt to bind someone without further input).

Telekinesis 12 (Accessibility: Ropes, -40%, Independent, +70%; One Item, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [0.75×60] Note: “One Item” is effectively a second Accessibility, covering the fact that you cannot switch from one targeted item to another.
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
1 Comment

Dungeons & Sorcery Spells 3

by Rindis on November 16, 2016 at 12:00 pm
Posted In: GURPS

This is the third installment of ten spells to go with my Dungeons & Sorcery system for GURPS. This time, they’re based on a mix of 1st and 2nd level AD&D spells.

Blindness (C)
Phantasm, Verbal, Resisted (HT)
42 points/level
Casting Time: 2 seconds
Casting Roll: Innate Attack (Gaze) to aim.
Range: 50 yards
Duration: Permanent

Successfully casting this spell on someone causes their sense of vision to shut down, rendering them blind. If you hit the subject with this spell, roll a Quick Contest of your Will + Talent vs his HT; if you win he goes blind and sees nothing more. This is not an illusion of ‘nothing’, nor a condition that can be cured magically or medically. Sight can only be restored by successful use of dispel magic or similar, or entering a No Mana area.

Each level of this spell past the first adds a -1 penalty to the target’s HT.

Affliction 1 (HT; Disadvantage: Blindness, +50%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Reduced Range, 1/2, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x2, -10%) [4.15×10]
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
1 Comment
  • Page 3 of 7
  • «
  • 1
  • 2
  • 3
  • 4
  • 5
  • »
  • Last »

©2005-2026 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑