Posts

Update 26/10/25

Spell added to old lists: Least Healing (2) - healing spells Adloquium - Protection and Warning Additionally, did a general review of the healing spells, adjusting costs due to mistakes in previous math. New Advantages: these have been added to the previous advantages post. They replaced Luck, Chaotic Influence and Consistency Points. Protagonist's Luck (0+15/level) Once per scene you may spent a Fatigue Point to accomplish the following feats: Lucky Break : Reroll any dice roll related to you 3 times and choose the result you want. Roll Bonus : Before you roll, you may add +2 per point (up to +10) to the roll. Celerity : Get an additional attack on your next maneuver or an additional unpenalized defense. Player Guidance : Add a plausible element to the scene or game world. He may only do so immediately after making a success roll and obtaining a success or a critical success, or in a situation that didn’t call for a roll in the first pl...

Necromancy

Here we have some necromancy at-wills, advantages, and spells based on D&D4e, some based on Diablo 2. I might do the other curses later. Maybe.   Advantages Create Skeleton [1.4 per level] Rather than raising an undead creature out of the bones of a dead body, you use the residual soul remains of a dead body to create an undead servant. Its stats are fixed and not based on the creature used as "fuel". You must have the corpse of a dead creature available. Make a Concentrate, then the corpse is consumed and a humanoid skeleton is formed. You may keep a number of skeletons with a combined point worth equal to 5% of you own points per level up to 25%. Ally, based on 5%, Always x4 [0.8]; Conjured (+100%); Minion with Slave Mentality (+0%); Variable: Similar (+25%); Cosmic: Can be split between multiple allies (+50%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%); Cosmic: Remove 24h to replace limitation (+50%) ...

GURPS Custom Races

  Races ------ These are generic races for GURPS. I wanted to have all races be on equal footing so they all (except for humans) -45 points worth of disadvantages. While I usually use some form of house rule that changes the price of ST, I've decided to price these as standard 1ST =10pts. In campaigns where ST is cheaper due to some house-rule, simply reduce the price of the Templates accordingly. ------ Humans [25] Quick Learner [45]; Higher Highs, Lower Lows [-20]; Special Human Traits Quick Learner [45] - 45 points to spend in professional skills and advantages or secondary attributes (when in doubt, buy +1 HP for 2pts). These points cannot be used for stats. Higher Highs, Lower Lows [-20] : Humans may exceed the Disadvantage Limit of the campaign by -20 points. And they may also exceed the maximum Base Stat limit of the campaign for a single stat by 1. So the typical campaign with max stats of 15 and disadvantage limit of -50, humans can get to 16 in a sin...

New Advantages - Engineer (Torchlight) - Part 3

 Final Engineer skills that I'm interesting in porting to GURPS. I really should have adapted the Engineer Charge earlier but I couldn't figure out how to do it until today.  Immobilization Copter [40/8] The Immobilization Copter is a tiny flying bot that is able to slow enemies with a slowing ray. Once every 3 seconds, it can unleash a healing pulse in an 4 yards area around itself that heals 4HP to all allies in the area. The values are for a 62 points delver and for a 250 points delver. Ally: 100% [5] or Ally 25% [1], Constantly (x4); Minion (+0% due to reprogrammable); Summonable (+100%); Immobilization Copter: 62 points Attribute Modifiers: ST-3 [-30]; DX +4 [80]; IQ-4 [-80]. Secondary Characteristic Modifiers: SM-1; Will+4 [20]; Per+5 [25]. Attacks : Immobilization Ray [14]: One target in 5 yards must make a dodge check or have their Basic Speed reduced by 3. Affliction [10]; Slow (+15%); Range is actually 5 yards (-40%); Fixed Duration 3 min (+0%), Reduc...