|
"AND YOU, BABY, SHOULD
BE IN REAL LIFE"
The GURPS 'Zine For Hoopy Froods
Number Two
Blue Room Edition
BUILDING THE PERFECT 'ZINE
What, in everybody's opinion, makes a 'zine a good one? I, like most
of us here (I hope) want to assemble an issue that entertains and keeps
the reader interested. I mean, sure you read the MCs first, but after that
you settle in and try to read the whole thing, right? So what qualities
make for a good 'zine, and a bad 'zine? My opinions on this follow, and
all of your opinions are actively solicited.
- Rules Discussion: Frankly, a rules-heavy 'zine leaves me cold
and dry. I appreciate everybody's concern for the system, and I share it
(you'll find a healthy dollop of rules-bantering in every issue of Frood'Zine).
However, the rules stuff has been mushrooming like mad lately. Balance
is better, and more than 2,500 words rules-stuff is too much.
- New Rules, Optionals: This is fun, but I count it against the
"rules limit," above. But I prefer new fun stuff to stomping
old stuff any day, and If I break my own rule, this is where it'll happen.
- RAEBNC: This is horrid. After being cruelly RAEBNC'd by Tim
Carroll and rightfully scolded by Scott Maykrantz, I have sworn to give
SOME commentary to EVERY single contributor. I won't promise much, but
there'll be No RAEBNC in Frood'Zine, for ever and ever. Amen. Io Pan. E
Pluribus Unum.
- The opposite of RAEBNC: There was a little talk for a while,
it seems, about "how much is too much" in the M.C. department.
I dunno. Naturally, I want everybody to give everybody else at least a
paragraph, and to give ME four pages, minimum. But seriously, no matter
how healthy your ego is, it still needs regular feeding. MCs are great
ego-chow, and the commentary on ideas can mean a lot, even if it's negative.
And I like reading all of the MCs, not just those adressed to me. There's
a lot of fantastic communication going on in All of the Above, and I can
never get enough.
- Non-Game Material: I really enjoyed reading Loyd's notes about
Whitney and the garden. The best of John Nowak's 'zines have been the (mostly)
non-game treatments of things like the Nautilus and Robots. Dan's random
graphic stuff is always a treat. And I love the constant discussion that
everybody seems to give their favorite books, movies, and comics. These
things are MY idea of the Good Stuff, and I'll try to include at least
a page or two of it in any Frood'Zine (see this issue's Pentagon stuff,
for instance).
- Non-rules and non-mechanical gaming material: By this I mean
things that are created with or for existing rules. New characters, races,
beasts, scenarios, yourself-in-game-terms, and so on. As far as game-related
material goes, this is my favorite. But more than half a 'zine of this
is still overdoing it.
So I guess what I'm saying is, my ideal 'zine (to read and to produce)
has variety of content, is friendly as is entirely about me. Yup. I think
I nailed it perfect. Yup.
A HANDY LITTLE TABLE FOR YOU
According to the GURPS Basic Set, those who use "advanced"
armor rules should record armor on the backs of their character sheets,
since all those pieces take up space. This worked until the new sheets
came out . . . The following chart makes advanced armor more "compact."
It also makes it easier and faster to buy for your PC.
THE BIG TABLE OF QUICK-N-EASY ARMOR STATS (Price/Weight)
|
Cloth |
Chain |
Leath. |
Scale |
Plate |
Hvy. Plate |
| Shirt |
50/8 |
300/34 |
150/12 |
630/49 |
2300/50 |
3800/85 |
| Dress |
50/8 |
340/40 |
160/14 |
670/56 |
2400/55 |
3900/90 |
| Suit |
70/10 |
410/49 |
210/16 |
780/70 |
3400/70 |
5400/110 |
| Suit+H |
75/10 |
465/53 |
220/16 |
880/75 |
3500/75 |
5500/115 |
| Torso |
30/6 |
230/25 |
100/10 |
420/35 |
1300/35 |
2300/45 |
| Arms |
20/2 |
70/9 |
50/2 |
210/14 |
1000/15 |
1500/20 |
| Legs |
20/2 |
110/15 |
60/4 |
250/21 |
1100/20 |
1600/25 |
| A+L |
40/4 |
180/24 |
110/6 |
460/35 |
2100/35 |
3100/45 |
| A+L+H |
45/4 |
235/28 |
130/6 |
560/40 |
2200/40 |
3200/50 |
| Helmet |
5/0 |
55/4 |
20/0 |
100/5 |
100/5 |
100/5 |
Listings for Leather assumes cuirboulli (PD 2;
DR 2).
Scale, Plate, and Heavy Plate listings assume a pot helm
in any set that includes a helmet. For a great helm, add $240 and 5 lbs
(Helm alone is $340 & 10 lbs).
A "Shirt" is covers torso and arms, "Dress" covers
torso and legs, and "Suit" covers torso, arms, and legs.
"A+L" is arms and legs. Miscellany: Cloth gloves + sandals cost
$25 and weigh 1 pound; cloth gloves and shoes cost $55 and weigh 2 pounds.
Leather gloves and leather boots cost $110 and weigh 3 pounds. Gauntlets/sollerets
costs $250 and weighs 9 pounds.
AND ON THE SUBJECT OF ARMOR - BARDING!
Tim Carrol (or "cruel master of whip and RAEBNC," as I know
him), asked if anyone had "realistic numbers" for barding. Well,
Tim, this is a tricky issue. Two years ago, I spent literally days of man-time
researching this subject, and NO student of armor and weapons seems to
agree on the numbers for horse armor. Also, hoplologists hate to generalize,
while gamers NEED to. The following are the stats that I've come up with
after a lot of work.
The Barding table looked even worse.
It'll be here someday. In the meantime, use the more current rules in Compendium
II and (presumably) the upcoming GURPS Low-Tech.
* You know how the chainmail thing works. Note that these suits cover
the head and body, but not the legs. For an extra 20% $$$ and weight, the
armor can be extended to add half the PD (round up) to the legs. No DR.
Barding is basically in three parts: the chanfron, which covers the
head and neck, the poitral, which covers the chest and body back to the
saddle, and the crupper, which covers the body behind the saddle. In general,
the crupper accounts for 35% of the armor ($$$ and lbs). If the GM wants,
horse armor can be purchased sans crupper, leaving the rump exposed (no
buttock jokes, please). For game terms, the crupper covers only the rear
hex of the horse, which can be targeted at no penalty from the rear and
side hexes, and at -2 from the front hexes (provided you can reach).
AND AS LONG AS WE'RE STILL ON ARMOR
Corinthian Helm: Crested greathelm made of copper or bronze.
The crest is of horsehair and dyed red or saffron. Treated as a greathelm
for purposes of coverage, and for penalties to attack and hearing rolls.
PD4; DR6 (PD5 on the skull), $300, l2 pounds. The copper version is $260
and has DR5, and is otherwise identical. And they look REALLY cool.
Athenian Helm: A corinthian with a smaller nasal and cheekpeices
on hinges. $340, 12 pounds, PD4; DR6 (PD5 against attacks to the skull).
For all other purposes it is treated as a Corinthian. With the cheekpieces
raised, the front of area 5 is no longer protected, and the wearer suffers
no hit penalty (and no longer gains "eyeslit" protection). The
ears are unprotected, so there is no hearing penalty.
WE'RE NOT ON WEAPONS, BUT THIS WAS SITTING
IN MY FILES:
Flails (fantasy version): $100, 6 lbs, Min ST 13, 1 turn to ready. Does
Swing+2, usually crushing damage. Any hit by 3+ does cutting. Any hit by
6+ does impaling. Due to the single heavy head, they don't get stuck unless
the foe is wearing DR 5+ rigid armor.
AN INTERESTING LOCATION:
TIDBITS ABOUT THE ANT FARM (PENTAGON)
All of this is straight dope - no fiction. Most of it is just to help
establish atmosphere in an Illuminati or straight Espionage game. None
of it is classified - but a lot of it is far from common knowledge, even
to many Pentagon employees.
The Ground Zero Cafe: In the middle of the grounds occupied by the Pentagon
sits the ``Ground Zero Cafe,'' a rather ordinary snack bar. Rumors of imprisoned
demons are a common joke, and many point to the quality of the sandwiches
as some sort of proof.
The Basement: The basement levels are in fact larger than the building
itself, extending deep under the parking areas, etcetera. In addition,
there are tunnels (vehicle-sized) that lead into important areas within
D.C.. The basement is a maze of twisting dark corridors and exposed pipes.
Many areas have been rebuilt and walled over, and none of the corners look
just right. The floors are covered with discarded soda cans and old newspapers,
and the walls are cracked and peeling. Several corridors seem entirely
devoid of function, or feature nothing but bricked-up doorways and flashing
orange lights (WARNING! DEAF PERSONNEL). Both cieling and floor regularly
drop and rise, and alcoves are stuffed with broken office furniture. This
part of the building is also the home of the only purple water fountain
in the building, about which there are many rumors (most, regrettably,
unprintable). Most of the basement is office space - just like the rest
of the place.
The Blackened Bits: A few years back, there was a fire in the basement.
A bunch of offices were totalled, and a lot more were damaged. Since the
Pentagon is an old building, there was rampant asbestos. Instead of going
through the massive trouble of rebuilding a huge chunk of the basement,
the place was simply bricked over . . .
The Corridors: There are two types of corridor in the Pentagon. The
first type is the kind that a tourist can see: the bright, oak-panelled
and mood-lit kind, filled with inspiring paintings of dead generals. These
are common around the brassy areas and are the only kind on the public
tours. They include such tasteful features as plaster columns made to look
like sculpted cement, and pipes painted to look like wood to match paneling.
The floors are always well-polished, to the point of being actually slippery.
The second sort of corridor is far more common. Dull yellow paint peeled
and cracking, boring metal doors, and so on. Dingy and unkempt, and loaded
with discarded office furniture, as above. Discarded furniture is a big
thing in the Pentagon . . .
Getting Around: The floors are numbered 1 through 5. In addition to
floors, the building is divided into five "rings," lettered A
through E. Rooms are numbered normally after the Floor/Ring designation.
(An interesting bit of trivia: If you go to the fifth floor and the E ring,
you will find yet another dull, featureless corridor. Until you come to
room 23, that is. Room 23 (one of the naval offices) has a door covered,
floor-to cieling, in stickers. Everything from miss piggy to the navy football
team. Sticks out like a sore fnord).
The "Mall" Area: The area around the main entrance foyer strongly
resembles a small shopping mall. There is a full service bank, a newsstand,
a bookstore, a haberdashery, a video-rental place, a drugstore, and several
other businesses, all civilian-owned. There is also a Metro Rail station
within the building here. From here, huge ramps lead to the various floors,
and lots of little "golf carts" zoom about. The corridors in
these areas (and many others) are easily large enough for a car chase.
With wide cars. REALLY wide cars going sixty.
Things To Exploit: First of all, security is terrible, particularly
at night. This comes from having 23,000 employees. I've walked in at 2
AM carrying a HUGE catalog case full of books, and I've had to REMIND the
security guy to x-ray it! And ten hours later when I leave, the video monitor
still shows my case! Another thing to remember is that internal security
forces are military, while the door gaurds are civilian "rent-a-cops."
The military services serve as security in week-long shifts (one week Marines,
one week Air Force, etc). It's easier to get access into rooms if you happen
to be in the same branch as the current security, due to the almost palpable
camraderie/competetion factor. There are several civilian contractors of
the construction or electrical variety around the place at all times, and
these guys are allowed free reign over the place. They are also possibly
the only fellows that have accurate maps of the basement.
It would be easy to live in the place, actually. There are huge barely-closed-off
areas (especially in the basement), HUNDREDS of open phone lines, furniture
galore, huge officer showers, and so on. And at night, the corridors are
practically deserted. I've written two short stories on this theme.
Random Stuff: During tense times (such as the recent Gulf Games), the
place is utterly paranoid, and security snaps into place. ANYTHING casually
left in a corridor will result in a sealed area and a bomb squad. Witness
the poor electrician who deserted his lunch box to go get a soda . . .
(true).
There are huge vehicle bays just loaded with goverment waste. Pallets
stacked with practically new computer systems ready to get the axe (most
computers seem to be used for only a month or two, and are then destroyed
to avoid the complicated paperwork of selling them at auction). You can
easily walk into these bays at night and scavenge for 40-meg hard drives.
There would be, say, 2d of them, and VGA monitors, on an 8 or less on any
given night. I do not exaggerate.
On a similar note, MANY officers pick up spare change by ordering an
extra few grand a month in software packages (all sorts) and then selling
them later. These same guys are noted for ordering laser-copiers to just
"play with" and other such stuff. Don't be ashamed of cheating
the feds - they are cheating you. Wave a flag . . .
THE OTHER SIDE OF 4TH EDITION: PRESERVING THE
GURPS PHILOSOPHY
Not Exactly a Rebuttal to Tim Carrol's Rules Suggestions
There's a lot to like about GURPS: Totally flexible character creation,
entertaining combat, the sidebar/main-text format, and good system support.
All of these things have earned the game respect, and the package as a
whole tends to attract older, more experienced gamers. I want to examine
that last fact, and also the underlying philosophy and theme in most of
the GURPS books.
When I say "attract experienced gamers," I mean precisely
that. The opposite of this is "turns off inexperienced gamers."
The distinction is important. BSIII doesn't come off as snooty or elitist.
It doesn't say "come back when you're older." Quite the opposite.
The tone is friendly and encouraging, but never ONCE is it condescending,
and never once does it take a position higher than that of the GM or player
reading it. This clads in iron the sense that I'm not playing someone else's
game, I'm instead using someone else's system to play my own game. I like
that - and most other games are a stifling opposite.
However, there've been some recent trends in design that bother me.
Some of the books released since BSIII seem to cut across the grain of
this philosophy of company-consumer equality and communication. This article
adresses a few of these problems, in the hopes that they can be avoided
in the future, for the good of both the system and it's fans.
Who Are You Writing For?
One fragment of the GURPS philosophy, as I interpret it, is: "a
character may have any imaginable ability, provided the player has enough
points to spend." This is why points were used. When a new ability
is defined, you give it a point cost to represent its value. Do this right,
and PC balance need never be an issue. But in many cases, flexibility =
abuseability.
GURPS Supers (1st edit.) tried to inhibit abuseability, and met disaster,
because it inhibited flexibility as well. The munchkins had no fun; they
had to take an extra step to abuse the rules. The good players were stifled;
many good concepts were impossible or prohibitively expensive due to the
arbitrary design rules.
The second edition eliminated this. The munchkins had a field day -
the rules were flexible and abuseable as all hell. The good players ALSO
had a good time. They didn't abuse the rules, because they don't DO that
sort of thing. So a good time was had by all.
A related issue is rules and mechanics that insult the GM. Although
it pains me to say so, John Nowak's morale rules certainly fit this category,
by exuding an "educate the heathen" attitude that is very un-GURPS
like. Good GMs will play NPCs realistically without rules. And unrealistically
when they feel like it.
Silversilk and Leprechaun Boots
Above all shines the problem in GURPS Magic Items. I like this book
- the items are generally quite amusing and offer fresh alternatives to
the old standbys. The "background" copy, however, is insulting
and presumptuous.
I understand the desire to give the magic items "life" and
I respect Chris McCubbin for his attempt to do so. The problem was this:
If the backgrounds were set in Yrth, the non-Yrth customer would feel cheated
because the book didn't stand alone. However, setting the items in an equally
not-included "generic" world does NOT solve this problem.
More to the point, the histories paint a picture of a fantasy world
so trite that I was nearly ill. Nobody over the age of nine has a game-world
even remotely like that. Of course, ONE of the items IS set in Yrth . .
. and another mentions "dark elves," but they don't seem to be
the Yrth variety. So it's inconsistent, too. Very confusing.
Normally, I would say "If you don't like the histories, ignore
them" but that doesn't apply here. In Fantasy Folk, the "D&D"
background served as an example, but that's not the case with Magic Items.
A series of iron-clad, copper-riveted, self-loading hard statements tell
us that Magic items are ALWAYS mysterious and have goofy command words.
ONLY Leprechauns can manufacture seven league boots. Elves do NOT like
to live among humans. While this served as an amusing (if uncomfortable)
trip down memory lane, I think the space could have served better if filled
with more magic items. Besides, nobody smarter than a lobotomized paperweight
would use those backgrounds. Contrast the Steffan O'Sullivan article in
the back on alchemy. Without ANY bogus world-background, it was still "atmospheric."
Forcing Purchases
Frankly, I don't think any of us need four pages of text to tell us
what halflings are like, but the "generic" setting isn't the
problem in Fantasy Folk. The setting stuff is clearly used only for example,
and is innocuous and low-key, if still a bit D&D-ish.
The problem is, to get the racial creation rules you MUST buy 96 pages
or so of sample races (and aliens, in the case of that book). I KNOW what
races in my settings are like. I just need the rules. If Supers, Super
Scum, Supertemps, and Mixed Doubles were combined into a single volume,
and GURPS Supers was put out of print, forcing you to buy a zillion premade
characters with the rules, there would be complaints. If the Car Wars Compendium
were to be combined with the entire Vehicle Guide series, there would be
complaints. Both books contain example creations. If you need more, you
can purchase it separately. If you don't, you aren't cheated. Why are the
GURPS racial books different?
And There Are Other Examples . . .
The three things above are the most glaring exceptions among dozens
of flawless sourcebooks and rulebooks, and about a dozen with very slight
flaws. One of the problems with these heavy-narking 'zines is that it gives
the wrong impression. To read All of the Above, you'd think that we all
HATE the system. As with any such narks, nobody should take this personally.
We're all on the same side, here, and it's bloody-minded pickiness like
this that has made the system as good as it is. That's all.
UNLIMITED MANA: A VARIANT
FOR MAGICAL CAMPAIGNS
The GURPS Magic rules are awfully bloody flexible, and fiddling with
them is like a secondary hobby for most fantasy GMs I know. This is one
of my favorite variants.
"Unlimited" is a condition separate from actual mana level.
There's normal Unlimited, Low-Mana Unlimited, or what-have-you. The only
difference is this: Magic does not tire the mage with normal use - no fatigue
is taken from spellcasting. Any mage can have as much power as he wants
- but there's a catch. That catch allows the GM to totally fine-tune the
power of magic in his setting.
In a UMana setting, mages keep a tally of total energy used. If a mage
casts a full-power Major Healing, then 4 energy is added to the tally.
This just keeps on adding up, but "to use such power lightly, or to
have a greed for it, is dangerous. That way lies madness!" Each mage
has a personal Power Threshold (THRESH). You can pass the Thresh if you
want, but it can be dangerous. Every spell that brings the total beyond
Thresh requires 1,2 or 3 rolls on the Calamity Table. Roll 1d/2 for the
number of rolls. In addition, these rolls each have a modifier equal to
1/5 the excess.
Example: Urfen the Firemage has a Thresh of 30, and has just cast a
spell that crossed the threshold. His total is now 36. He must make 1-3
rolls on the calamity table, and each will be at +1 (6/5, rounded down).
If he casts a power 4 spell to bring it up to 40, he'll have to make 1-3
more rolls, at +2 each! This continues ad infinitum, each new spell triggering
possible calamities . . . The modifier is always based on current tally.
Note that even if a calamity or three results, the spell still succeeds
unless the calamity roll is 29+ (see table).
Fortunately, each mage has a Recovery Rate (RR), which lowers his total
each sunrise (or midnight, or noon, etc). I use a base Thresh of 30 and
a base RR of 2d+1 each morning. This is a power level that averages a bit
lower than standard GURPS Magic. When determining these stats for your
own setting, remember that RR sets the average daily limit, and Thresh
establishes how far it's safe to push it in emergencies. In addition, the
following advantage exists:
Increased Power Tolerance [10 Points/Level]
Each level of this advantage increases the mage's personal Thresh by
20% , and RR by 25%, of the campaign default. In my games, this amounts
to +6 Thresh and +2 to the Recovery roll. Each effect individually is worth
5 points per level (Rapid Recovery and Increased Thresh).
There are no other changes to the magic rules. High skill still reduces
cost, etc. Any other variants work seamlessly with UMana.
The advantages of the system should be obvious. Super-powerful mages
next to run-of the mill mages, without fudging or falling back on Powerstones.
Mages can heal a broken leg or cast Earthquake when they NEED to, but not
on any kind of regular basis. Most of the time, they have to be careful.
Set the Thresh at 5 and RR at 1 for a REALLY low mana campaign - where
mages can STILL perform miracles if they want to risk the consequences.
Note that small excesses are relatively safe (with no modifier, the odds
are about 70% of nothing happening).
Spending ST: If the mage fears the results of his casting, he can still
draw on his own power. Each point of spell power causes four fatigue. HT
can be spent on a 1-for-1 basis.
Notes and Options
There are lots of ways to fiddle with this fiddling. New tables can
be developed, perhaps affecting only weather, or the mage's personal health,
or whatever, as it suits the needs and vision of the GM. Thresh and RR
can be either fixed or random.
RR need not be a daily figure, either. I do it daily because paperwork
is easier than an hourly or other rate. Likewise, it could be REALLY wierd
to change the RR to 56, but make it occur at the end of the week. Lots
of spellcasting just after "payday" would be the result, but
some GMs might find that amusing. What the hell?
One particularly useful version: Keep the rules for magic exactly as
presented in GURPS Magic, but allow either normal ST spending OR "free"
spending. The catch? The Thresh is ZERO - any "free lunch" casting
risks calamity! RR should be about 1d6 daily.
This advantage works well when combined with extra spending options.
Let wizards make their spells faster, more accurate, and so on by spending
energy, and watch how gleefully they spend all their safe power! Then hit
them with the BIG stuff. Heh, heh, heh.
Run with it, try it, and tell me what you think! I evision this as pleasing
both the "Magic is too weak!" crowd and the "Magic is too
powerful" crowd. I'm just diplomatic, I guess.
Table of Most Dolorous Sorcerous Calamities
(3 dice, 1 to 3 times)
3-10 - Nothing happens - this time. If this result appears in ANY of
the rolls for this check, ignore any ot #nresults.
11,12 - The mage has weakened the binding forces around him. His Threshhold
for the next 1d weeks is reduced by 2d+5. The mage is aware of a drop,
but not of it's severity. Experimentation needed!
13 - As above, but it's 4d+10 and lasts 1d months! In addition, the
mage's magic will be at a -3 skill penalty for 2d weeks.
14 - The mage is cursed with nightmares, and cannot rest. This lasts
for 4d days. During this time, the mage is at -2 to ALL skills and ST.
15 - Any failed casting roll that the mage makes will be treated as
a critical failure for 1d+1 weeks! Don't tell the mage . . .
16 - The caster gains a 5-point disadvantage. After 2d days have passed,
the mage has the option of buying it off (it will simply fade away). If
the mage does not wish to, or doesn't have the points, then it becomes
permanent. Any disad is legal, the mage can get ugly, go insane, and so
on.
17-18 - As above, but the disad is worth 10 or 15 pts. (roll).
19 - As above, but there are multiple disads worth (2dx5) pts.
20 - As per 15, but it lasts for 1d+1 months. At the end of that period,
the mage should make a Will+Magery roll. A failed roll means the condition
is permanent! This reduces the value of Magery to 5 points initial, 3 thereafter,
if a PC wishes to start with it.
21 - Roll again (same modifier) but the result affects a companion of
the mage! The companion should be chosen randomly.
22 - The mage loses 1d x 5 points of advantages (or has an attribute
lowered). Choose randomly what is lost. Anything goes.
23 - The mage loses permanently the ability to cast a single spell,
chosen at random from his spell list. The skill is still known, and it
still counts as a prerequisite, but it can't be cast.
24 - The mage becomes a wandering Mana-Scar! Threshold is halved withing
a 3d mile radius of the mage, and Recovery is halted! This lasts for 2d
days. Every mage in the area will be gunning for him.
25 - The mage's skill at spells is reduced by 2d+13. This penalty will
be reduced at a rate of 1 per day.
26 - As above, but the ``healing rate'' is only 1 per week!
27 - The mage is aged 2d+13 years.
28 - A plague or curse (locusts, storms, etc) descends on the region,
lasting for 3d weeks or more. No one will be able to trace this to the
mage, but the mage will be aware that the fault is his . . . This has driven
a number of mages mad as they witness the suffering and destruction thus
wrought. Be cruel and grotesque.
29 - The mage permanently loses the ability to cast spells, (but not
the knowledge - small comfort). At this level and above, the spell that
causes the roll fails unless a (Will-6) roll is made.
30-39 - As per 29, and something permanent happens to the state of magic
in the region. Perhaps all spells are at -2 in that kingdom from then on,
or a certain spell functions erratically. Be creative. If the mage is found
to be the culprit (and every concerned and able group will have a diviner
on the job) then he could be a hunted man.
40+ As per 29, but a GLOBAL change occurs.
QUOTE DEPARTMENT
". . . something horrible - a grotesque creature with glowing eyes
and twisted claws. It . . . it eats her . . . swallows her whole!"
CLOSING NOTES
Since the reaction to the "One Buttock" disad in Frood'Zine
One seemed positive, I thought that some of you might be interested in
the following, excerpted from the files of Sage Gygax of Greyhawk:
"As I had recorded in my previous volumes, the name of the arch-lich
Vecna is rarely spoken, for fear of arousing the spirit of this malevolent
creature of foul evil. I know now that even placing the name to paper was
a mistake, for soon dungeon-delvers combed the lands of the Flanaess for
the Hand and Eye of Vecna, coveting their foul power for themselves. Now,
in my last years, I can reveal that the Hand and Eye were not the only
surviving parts of that horrible lich . . .
"The Buttock of Vecna appears as a mummified part, easily mistaken
for a small ham or chicken roll. However, it bears a dweomer nearly as
potent as the other, more well known parts. To use the evil buttock, one's
own buttock must be first removed, and the evil one put in it's place.
It will graft itself to the user's body permanently, and may not be removed
without slaying the host.
"The host may use the Minor Powers of the Buttock without fear,
but any use of the Major abilities of the artifact will instantly alter
the host's alignment to Neutral Evil. All powers are activated by various
muscular "flexings," and the DM should devise these in advance,
requiring players to experiment to find the abilities of the artifact.
"Among the rumored abilities of the Buttock are Hypnotic Pattern
(the victim must see at least the Buttock's outline to be hypnotized),
and the ability to Remove Curse once per day, by a single touch. Note that
companions of the host are known to covet the Buttock, and will stop at
nothing to steal it."
ADDENDA
TO FROOD'ZINE TWO:
MAILED 14 HOURS AFTER THE ACTUAL 'ZINE
By S. John Ross, who can't see how he forgot to include this
SKILL BONUSES: A VERY SIMPLE VARIANT FOR GURPS
This variant (created while in a playful mood) eradicates two rules:
"optional specialization," and the Manuevers rules from Martial
Arts (the actual manuevers still exist, just not the rules for putting
points into them). Notice how it only takes up one page? Nifty. This is
a variant for those who like lots of simplicity. It's fun, too.
A skill with "required" specialization still follows those
rules, since such skills are actually sets of skills. Gun (Grenade Launcher)
and Guns (Shotgun) are still two different skills, which default to each
other at -4.
For 2 points (4 points for a M/VH skill, 8 points for a physical skill),
a character can take five bonuses in nearly any skill (GM discretion).
These apply to "fields within the field" of the main skill. No
category may have more than 5 bonuses applied to it, but any skill may
have any number of categories modified. GMs should reject any proposed
"specialization" that represents more than 20% of the skill.
Thus, the skill Arabic-9 (+5 conversational arabic) is not legal, nor is
Shortsword (+5 to torso attacks). Arabic-9 (+1 rude words, +4 cooking terms),
on the other hand, is legal.
Example: Pierre is an excellent cook (skill 12), but he want to be a
bit more specialized. He could put bonuses on "breads," or he
could put a couple into "beverages" or "salads." He
opts to spend 2 points for a +2 for sauces and a +3 for pastries. He's
french.
Example Two: Doc Reno is a country doctor and time-traveling swashbuckler
and necromancer. His patients complain of foot trouble, so he leaves the
shop to his son, and spends a few years (subjective) traveling the cosmos
meeting famous doctors. He spends 2 points for a +5 in Podiatry (the maximum
for any one category). He gets in a lot of fights on the way, and (being
a "cannot kill" sort of dude) puts 8 points into his fencing
slot, for a (+1 to attacks to the hand, +4 to disarm). Spending the last
year in Yrth running from mad dwarves (it was a simple misunderstanding)
he also tosses 2 points into his Zombie spell, making it Zombie (+5 when
cast on Dwarf corpses).
And that's it! That's the whole variant! GMs who are frightened by the
thought of adding it to spells and physical skills can ignore that part
if they want. It can also be used to good effect on Psi and Supers skills
(4 points per +5 each), provided the GM strictly enforces the "20%"
rule. PLEASE comment on this! Hmmm. Now I have this urge to write up stats
for Doc Reno. Next issue.
|