Tuesday, May 26, 2026

Unluckiness be a Lady

     As it stands, in GURPS 4th Edition, Unluckiness is poorly priced. At least, this is the consensus that I have reached, which people that I play with on the regular agree with. The hard part is striking a balance between "I should always take this" and "I should never take this". Some disadvantages, which I usually ban from my "Level 0" templates, do have their uses, but I have almost never taken Unluckiness without it being an absolute pain in the butt.

    There was ONE character where it wasn't an issue, but it was his core concept. He was a gambler, who had both Extraordinary Luck and Unluckiness, which went hand-in-hand with his compulsive gambling and impulsive personality. Since then, however, I have not even thought about taking it as a player... mostly because I don't play enough games to be able to make enough characters.

    The reason why this is important is because of curses; who doesn't like a good curse that screws with the party? I also tacked on a repriced and mildly reworked Jinxed as well. There are other options out there, but I tend to not like Traits that are a word-salad of traits and enhancements/limitations that I need to go look in a Pyramid for explanations on. For repricing Unluckiness and adding Jinxed back into the mix, I suggest the following:

Unluckiness, -15 or -30 points

    As on B160. If you choose the -30pt option, instead record "Total Unluckiness", which lets the failed roll be lethal. (This is distinct from Cursed, as you are just unlucky, and it only happens once per session. Cursed is a different can of worms entirely.)

Jinxed, -25/-50/-75 points

    This is like the disadvantage in GURPS 3rd Edition, Revised, pg. 240. Everybody in your immediate vicinity takes -1 to all rolls per level of this disadvantage. On the other hand, you get off scot-free. Anyone who knows of your Jinxed nature reacts to you at -1 per level of this disadvantage. Attempts to get hired for jobs are at -2 per level of this disadvantage (meaning a totally Jinxed character will have trouble finding any work without the help of his ill-fated party.)

Royal Decree, 26th of May, 1084 KR

BY DECREE OF KING WINSTON II,

AS OF THE 26TH OF MAY, 1,084 YEARS AFTER KING JEREMIAH III DEFEATED THE KORLAI AT THE CURSAKH FIELDS:

New laws regarding adventuring companies and taxation will be in place:

  • Unlicensed adventuring companies will be taxed at 20% of their gross earnings.
  • Licensed adventuring companies will be taxed at 10% of their gross earnings.
  • To become licensed, a company must register with the crown (for a 2 gold piece (200 bronze pieces) one-time registration fee) and then purchase adventurers licenses for every member at 8 gold pieces (800 bronze pieces) each. A company is not considered licensed unless every member has a license.
  • If a member dies, the license can be given to a replacement member for a one-time processing fee of 4 gold pieces (400 bronze pieces).
  • The company license must be presented with every transaction any member wishes to make in the realm.
  • Illegal transactions will result in possible penalties including (but not limited to): confiscation of property, fines up to 1 platinum piece (1000 bronze pieces), restitution, imprisonment, and banishment. 
  • These taxes and customs are to fund the King's peace and the greater prosperity of the realm. This decree is made under the authority of King Winston II, King of Jerovia.

    Signed,
    King Winston II 

     

     

    Monday, May 25, 2026

    Generic Magic Items I

         One of my players asked me for a list of generic magic items for people to ask for in my Dungeon Fantasy game. Thus, here we go. I didn't use Meta-Tech for this. Other potions from other books are also available, which is only relevant if you are playing in my games.

    Generic Magic Items

    Belt of Strength, $7,500. Grants +1 to ST while worn.
    Boots of Elvenkind, $10,000. DR 2. Grants +2 to Acrobatics, Stealth, and Climbing while worn.
    Boots of Speed, $15,000. DR 2. Grants +1 to DX and +0.75 BS while worn.
    Cape of Grace, $10,000. Grants +1 to DX while worn.
    Cloak of Elvenkind, $10,000. Grants +5 to Camouflage 
    Genius' Circlet, $40,000. Grants +2 to IQ when worn. Cannot be worn over a helmet.
    Girdle of Giant Strength, $22,500. Grants +3 to ST, but does not increase HP, when worn.
    Goggles of Eagle Vision, $8,000. Grants +2 to Perception for Vision purposes when worn.
    Helmet of Telepathy, $10,000. DR 5. Works as described on B91, as Telesend with Universal as a modifier.
    Pendant of Anubus, $50,000. Grants +3 to use all clerical spells while worn, but does not increase bonuses for Rituals on page M8+.
    Ring of Constitution, $5,000. +1 to HT checks (as with Fit, B55) as well as +1 Global DR when worn.
    Ring of Greater Protection, $30,000. +3 Global DR and +3 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
    Ring of Intellect, $20,000. +1 to IQ when worn.
    Ring of Lesser Protection, $10,000. +1 Global DR and +1 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
    Ring of Protection, $20,000. +2 Global DR and +2 to resist anything the GM deems as a "saving throw", but not HT checks or active defenses.
    Ring of Wisdom, $5,000. +1 to Will when worn.
    Vitality Torq, $19,500. +2 to HT checks (as with Fit, B55) as well as +1 Global DR and +1 HP when worn. 

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