Friday, 3 January 2025

In which I literally read out a list of characters from Thunderbirds

Occasionally people (who are not, generally, British) say things like "I could listen to you reading the phone book", which is always bemusing to someone with a mildly deprecated regional accent that I was encouraged to lose at school. Admittedly I don't have as much of it as I did in those days. I've moved around a lot.

Anyway, here's me reading out the list of characters from Thunderbirds from the Fandom.com category. It's public domain, and hey, if this is for some reason the sort of thing that gets you going, nobody's ever going to know.

You might reasonably say "why", to which the answer is, broadly: over Christmas there was a question about Tin-Tin's name, which left me on the page, which I began reading out to my family. At the point where they begged me to stop (around F, I think) I decided this should be immortalised in digital form, for no very clear reason. Even more surprisingly, I actually got round to doing it.

Wednesday, 1 January 2025

Talismans are weird though

Hey, let's have a look at talismans, a specific subtype of magic item in Pathfinder.

"These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman’s effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later." -- Source

Talismans come in greater and lesser varieties. A greater talisman is usable once per day. A lesser talisman is a single-use item that turns to dust after use - Pathfinder loves these kinds of items, though in my experience players hate them. Then again, my players tend to think of treasures in terms of things they invest money in, rather than the older approach of stuff you find randomly lying around. I should do more of that.

Pricing of talismans is odd. A talisman is "use-activated" (it triggers when you do the thing or the thing happens to you - no magic words required), and most of them replicate a spell effect. According to the magic item creation rules (which are guidelines, sure, but this is a relatively simple case): Single use, use-activated item costs (spell level x caster level x 50 gp). This covers potions and so on.

A lesser talisman of beneficial winds, for example, replicates the 1st-level spell feather fall. This requires a caster level of 1, so our calculation is 1 x 1 x 50gp. That is indeed the price of the item! Good.

A lesser talisman of danger sense, on the other hand, replicates the 1st-level spell anticipate peril at caster level 5 (which gives a +5 bonus on a single initiative roll). This calculation is thereafore 1 x 5 x 50gp, or 250gp. However, the actual cost is 750gp.

A lesser talisman of freedom gives 3 rounds of freedom of movement (a 4th-level spell) when grappled, paralyzed, or entangled. It has caster level 7, so our calculation is 1,400gp. However, its duration is drastically curtailed, to 3 rounds rather than the 70 minutes the caster level suggests. Nevertheless, it costs 900gp, which is a very modest discount. Alternatively, the party wizard could purchase a wand with a single charge for 420gp, and cast it before entering the danger zone - this is a bit of a gamble, but it's significantly cheaper, doesn't occupy an item slot, and will last for several encounters. After all, one encounter normally lasts less than a minute!

A lesser talisman of life's breath brings a wearer back to life (maybe) the first time they die. This is a 5th-level spell effect, with CL 9th, giving 2,250gp as our basic cost. The talisman costs significantly more, a mighty 3,500gp.

For single-use items, these are extremely expensive and it's not surprising players disdain them at the levels they're normally available. What's going on? The greater versions costs ten times the price, but are usable once per day.

Part of the puzzle seems to be that quirk in the slot usage. "Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain." That might explain why a talisman of danger sense is triple the expected price, along with similar items like the sealed summons talisman; the others are harder to calculate.

If that's the case, it creates a weird situation. A talisman is worth more because it has the potential to share a neck slot with up to two other items which are also talismans. That isn't worthless, but it's quite a specific requirement. In effect, talismans push you towards getting other talismans in order to justify the inflated price tag - even though this means you end up paying well over the odds for all three items. Moreover, the range of talismans is quite limited. If you wanted to use a neck slot for anything that isn't a single-use or once-per-day effect, or any effect that isn't covered by the existing range of talimans, you're out of luck.

At the lower end of the scale, there's a perverse effect where somebody who could never afford several talismans probably can't afford one, because the pricing is inflated on the assumption of taking all three. Why the talisman of beneficial winds gets a free ride here I don't know. A 3rd-level NPC sailor could afford a 500gp greater ToBW to survive falling from the crow's nest, assuming they don't need anything else (though the sensible thing would be to have a couple for the ship, which are issued to whoever's climbing the rigging). Our 3rd-level NPC guard can only afford a lesser akoben talisman to resist sleep spells, since the greater version is 4,500gp and she'd need to be 7th level for that, at which point there are many other things she should be investing in, like decent armour.

But wait! Pathfinder has actual rules for incorporating multiple magic item properties in a single slot.

"Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that take up a space on a character’s body, each additional power not only has no discount but instead has a 50% increase in price." -- Source

If we follow that principle, a lesser talisman should cost at most (spell level x caster level x 75gp), and 10x that for the greater versions. Not all of them are straight-up spell effects; however, where they vary from spells, they tend to offer worse benefits, impose penalties, or only trigger after some unpleasant experience (such as being shot at least twice in a single round). On the whole, this is equivalent. There's also the factor that many of them reflexively trigger, whereas in most cases (unlike the talisman of beneficial winds) the comparable spell isn't reflexive. That's certainly worth more! Regrettably, Pathfinder doesn't suggest how much more. As a starting-point, I'll say it's double the cost. If the trigger doesn't help with the effect that triggered it - say, fire resistance only after you've taken fire damage - it doesn't increase.

This would suggest pricing as follows:

75 gp (Beneficial Winds), 150 gp (Akoben), 150 gp (Sealed Summons), 150 gp (Warrior's Courage), 450 gp (Arrow Protection), 150 gp (Pentacle), 450 gp (Scarab), 450 gp (Triskelion), 300 gp (Danger Sense), 900 gp (Freedom), 1,250 gp (Ankh), 750 gp (Protection from Flames), 150 gp (Good Fortune), 2,100 gp (Healing Power), 3,000 gp (Hamsa), 3,500 gp (Life's Breath)

The scarab talisman is tricky. Immunity to a very limited subset of poisons and to distraction, for the duration of one combat, only if the rerolled saving throw is successful? The 3,000gp swarmbane clasp gives immunity to distraction and allows the wearer to deal full damage to swarms, permanently, but doesn't help with poison. Assuming the poison immunity and damage benefits are roughly equivalent, that suggests the talisman should be closer to 300 go, boosted to 450gp because it's a shareable slot.

As for the talisman of danger sense? Games really really want initiative to be valuable, but in reality, it's only valuable in the first round of combat and only if it allows you to go before the enemy. After that, everyone's going cyclically. Still, that's not my call. On the other hand, heightened awareness is also a 1st-level spell, which hangs around much longer than anticipate peril, and gives you a flat +4 bonus to initiative without the need for any heightened caster levels. That suggests the real value of the talisman is much lower, around 300 gp since it's reflexive, and it gives a +4 bonus.

The talisman of good fortune allows rerolling a die, and only a natural 1. This is a strictly worse, reflexive version of hermean potential and worth far less than suggested here.

The talisman of healing power is almost twice the price of an equivalent potion (by pricing rules, 1,400 gp). It's functionally similar to greater false life, which would cost 2,100 gp and gives temporary hit points, with the same net result. Given the long duration of a 7th-level greater false life, paying for the reflexivity seems excessive. The aegis of recovery gives slightly fewer hit points, but triggers under much nastier circumstances (imminent death, not moderate injury) and gives an ongoing bonus to a variety of saves, for only 1,500gp.

The talisman of freedom is too hard to judge. Translating down freedom of movement into a reflexive ability that lasts for three rounds instead of 70 minutes is simply guessing. Given how nasty being grappled, paralyzed, or entangled can be, I've left it untouched. Same goes for the hamsa and ankh, whose effects are weird enough that determining what's being charged for is beyond me. The talisman of life's breath is actually a reasonable price.

Of course, these prices are still only appropriate if you're going to wear three of them in the neck slot. If not, they should be even cheaper!

Fundamentally, the issue comes down to hard-coding a conditional benefit into the price of the items. While I do like the idea of talismans and enjoy using them when I can (at the normal prices, too), by putting this weird exception into the rules, they've ended up with prices that don't really reflect the utility of the items.

Sunday, 1 December 2024

The Path of Cunning, issue #5

Just a quick note to flag up that The Path of Cunning #5 has been released, including not one, but two contributions by yours truly!

One of these was sufficient to get my metaphor privileges officially revoked by the editor. I cannot imagine why.

Saturday, 2 November 2024

Leadership for the Modern Necromancer

Necromancers are depicted as leading vast armies of the undead, or having extensive lairs filled with their minions. But RPGs rarely provide powers that actually grant control over such armies - a handful of competent soldiers, a mob of lackeys, or just one or two powerful undead beasts is the limit. So how does one go about commanding an undead force to be reckoned with?

Sunday, 8 September 2024

General update on posting

This one's basically for Alan. Hi Alan!

I do have several proper blog posts in progress, not just podcast episodes. I'm just snowed under and haven't had time to get them into shape!

When I started this blog, I had a job with a lot of dead time where I could usefully composed blog thoughts in email to myself and just tidy them up later. I then moved into admin, which involved writing an impossible number of emails while opening 4,000 spreadsheets simultaneously and trying not to simply perish. Now I'm a teacher. There's a lot of good things about teaching, but I can say:

  1. You cannot realistically write blogposts while teaching a class, unless you have some post-human capabilities that I sadly lack
  2. Writing syllabi and writing lessons competes heavily for time, mental energy, and eyestrain with gaming writing, and I prioritise prep for the campaigns I'm doing and writing things I might get paid for (curse you, capitalism)

Anyway, I do plan to get back to this; I have ideas, and I'm really hoping one of these days I'll be asked to teach a course that actually exists so I don't need to spend 10+ hours a week writing it as I go along.

Not sure if you already read it, but I highly recommend Arthur's blog Refereeing and Reflection.

Sunday, 25 August 2024

Necropolitans, episode 47: Have you gained flesh?

Iris is left with an unconscious wizard as the great brass door of the Nameless City closes, in Episode 047: Have you gained flesh?

Makoa's player here publicly chose to reveal absolutely nothing about what happened after stepping into the portal because it was simply too good to dispense out of character. It will be really quite a long time before any of them find out what happened out of character, let alone in-character.

Sunday, 30 June 2024

Saturday, 29 June 2024

Necropolitans, episode 45: I am going through a midlife crisis; I cannot fight a Hound of Tindalos

Roleplaying illuminates the human experience, echoing the real-life situations we encounter or the unfamiliar lives of other people, and allowing us to explore and play with them safely, and I think it's fair to say everyone will find something deeply relatable in Episode 045: I am going through a midlife crisis; I cannot fight a Hound of Tindalos.

Thursday, 27 June 2024

Necropolitans, episode 44: Well, that was unexpected

The job of the GM is to cunningly predict the players' every move, weaving a seamless web of continuity that will accommodate their whims. This is, of course, impossible, but sometimes more impossible than others. In Episode 044: Well, that was unexpected, Ollie managed to do something I absolutely had not even remotely anticipated.

Necropolitans, episode 43: Pop that on a pedestal, socially

A tradition is born, as Jaal begins Performing The Ritual, in Episode 043: Pop That on a Pedestal, Socially. He will continue to do so, at every inadvisable opportunity, despite the best efforts of everyone. One day, perhaps it will be the correct choice.

Necropolitans, episode 42: Planar Cup of Coffee and a Biscuit

We explore the trials and tribulations of being extraplanar in Episode 042: Planar Cup of Coffee and a Biscuit

Necropolitans, episode 41: My god, he has business cards!

Juggling lighting effects on virtual tabletop becomes confusing and, ironically, obfuscates everything. We learn that all creatures of the Earth subtype are stoners, and those of the Water subtype extremely wet, in Episode 41: My god, he has business cards!

Tuesday, 2 April 2024

Quick and Dirty: Interactive Magical Combat for Pathfinder

Today I was chatting with Nathan about magic fights. It's something I've vaguely thought about for a while - in RPGs (at least the ones I'm familiar with) fights between wizards tend to manifest as one of the following:

  1. Casting the most deadly spells every round you have until one of you fails a crucial saving throw. Essentially a brute-force slugfest.
  2. Casting an assortment of powerful buffs before an anticipated fight, then sneaking up and casting that Most Powerful Spell with every possible bonus while the enemy is unaware.

Now to be fair, this is partly an artefact of how RPG fights tend to go; everything's over in a few rounds, if not before a fight even starts. In some cases it's because combat is lethal and players who want their characters to survive long-term have to play tactically, minimizing the risk of an actual fight. In other cases, it's because PCs can unleash appalling devastation in mere seconds. Earlier today, Iris (see Necropolitans posts) inflicted well over 100 damage to one of my NPCs in a single round of combat where several of her attacks missed. There's also received wisdom, perhaps true, that damaging the opposition trumps just about anything else. Certainly in D&D-type games, there's a widespread perception that healing during combat is a terrible waste of time, for example. People rarely seem to duck behind barriers to reload or neck a potion, perhaps worried about what the opposition will do with that time.

Wednesday, 13 December 2023

WFRP Campaign notes, part 1

We have begun playing Warhammer Fantasy Roleplay, for my first time. Montmorency 'Doily' Butterbean is a well-cushioned halfling chef in the employ of Annetta von Loningheim, a merchant whose well-to-do family is rather less well these days and in need of new markets, stat. He is 3'2" tall, and excels in Trade (Cook) and Sleight of Hand. This being Warhammer, that means he has exactly a 50% chance of succeeding at either. As a servant, he isn't mechanically allowed to learn fighting, and he's also as burly as a particularly malnourished dishrag, so hopefully this campaign in the notoriously peaceful setting of, er, The Old World, will revolve around square meals and petty theft.

Session the First

It’s Jahrdrung, and through some curious benediction of Sigmar, it’s not raining. We converge on the nearest coaching inn for our various reasons. M’lady Annetta von Loningheim is en route to Altdorf on the family’s behalf, so, so is my humble self. Our travelling-companions include a stern gentleman calling himself Barnabus Sommerfeld, Karl the docker, and a rough-looking guard called Werther. We're still in plenty of time to catch the Four Seasons line carriage heading for Altdorf.

The aforesaid coach accelerates out of the gate as we approach, much to our discomfort. It pays no heed to our pleas and indeed, the chap on top waves his blunderbuss at Werther to get him out of the path. We’re peeved. Distinctly peeved.

Inside the fence, there’s a sign for Ratchet Lines the coach company. The porter says the coach is trying to make up time after breaking a wheel earlier in the day. They’re aiming for Middenheim but won’t get there any time soon, least of all by night. There’s coachmen inside having a drink and a bite to eat - employees of the Ratchet Line, a rival firm. A finely-dressed young woman with a beefy female bodyguard and a possible governess. A young scholar of some kind. A fancy chap at the bar, with an evaluating eye. There’s a landlord with a pet crow, Gustav.

Werther manages to haggle the coachmen into getting a cheap journey on the next morning's coach. They're stubborn folk, largely because they have devised a nigh-flawless system of converting coach tickets into money and the latter seamlessly into ale. One ticket, as they point out, is therefore worth eight flagons of ale. Mistress easily convinces the landlord to give her a good deal on the rooms, and after Doily pointed out the distinct lack of a chef, he was happy enough (or wise enough) to let the halfling take over the kitchen. Much clattering of pots and pans ensues, mostly of Karl helping wash up.

The fancy chap wanders over and makes small talk, before producing a deck of cards with which he is noticeably clumsy. Surely, an innocent fellow merely in search of entertainment. Alas, none of us are at the juxtaposition of willingness to play and possessed of any coin, while the stranger can’t foresee any pleasure in a game without stakes. ‘Tis like that parable with the comb, the pocket watch, and the priest of Sigmar’s trousers.

Narrowly avoiding setting the place ablaze, Doily rustles up a decent meal. In the course of feeding it to the tipsy coachmen, he convinces them that they forgot to give him his ticket. Twice. Awfully careless of ‘em, good thing he was around to jog their memories. He keeps them supplied with hearty food and encourages the landlord to keep their beers coming. Everyone knows you drive better with a hangover.

By the end of the evening, Barnabus has pointed out the importance of a blessing for a safe coach journey and that they don’t seem to have the right number of tickets vs. schillings, while Doily has paid an honest two schillings for his, er, three tickets, and rustled up a damn fine breakfast (and some snacks to keep them going on the way). His capacious pockets are not full of ill-gotten turnips, and no you may not look inside them. The very idea!

The journey is uneventful, and damp. It’s dark by the time we get to our intended inn - which proves to be tied to the Four Seasons, so as Ratchet Line travellers, we can’t go there! We reluctantly continue further on, and round a bend to find a humanoid figure crouched over a limp body. It turns round, revealing – oh horror! - a human hand within its mouth!

The figure rushes towards us, green gunk dripping from its eyes. Karl gives a cry of horrified recognition – “Rolph!” as it charges. The horses panic and bolt, but Gunnar slams the brakes down – the reins snap and the beasts flee, Holtz still hanging on for dear life.

Everyone leaps to the coach’s defence, although in Doily’s case it involves flinging hat-boxes (belonging to the other lady, who will be miffed – Sigmar forbid he thrown her Ladyship’s property around!). This is a less than effective method of combat, but it does have the enormous advantage of keeping him at the greatest possible distance from the cannibal. Our would-be witch-hunter finishes it off, skewering the accursed thing with his sword.

Session the Second

Werther and Barnabus immediately rush after the horses. They hears something crashing through the undergrowth and a bestial cry. A figure bursts out and calls “it’s me! don’t shoot!”. It’s Holtz, somewhat the worse for wear. There’s another coach around the corner, on its side. It's the Four Seasons line, perhaps the very one that barged past us last night! Two horses are trying to break free. Something with huge muscles is swiping at them with an axe. There are bodies everywhere. The scream comes from the dog-headed, wounded man next to the carriage; another mutant is trying to bandage it. A fourth else is rummaging through bodies, and a fifth taking a quick ‘snack’ on one of those selfsame bodies.

After a hurried (well, somewhat hurried. Hurried in a leisurely sort of fashion, one might say) discussion, some of us start sneaking towards them while Karl acts as a distraction. Werther is not terribly stealthy, however – or perhaps rather better said, is terribly stealthy – and draws their attention.

Sneaking up to the “medic”, Doily flings a rock – which misses dramatically, bounces off the carriage wheel, and catches him in the eye as he turns to look at it. Already injured, it’s too much for him and he keels over. Meanwhile, Werther fells the largest of them – a hulk of a man with a tiny head – with a single flawless swing of his warhammer, caving in its arm and sternum. He fixes the other with a ferocious glare, and it pegs it in the opposite direction. The leader tries to aim a crossbow at Barnabus, shakes so badly that the bolt falls out, and also flees.

Much circumspection is employed in approaching the carriage, lest something ‘orrible, or some jittery crossbow-wielding survivor, be crouching there. It proves unnecessary. Inside the carriage are two bodies, one of whom looks a lot like Barnabus, though in less witch-huntery-y clothes. Both are dead. The other bodies nearby seem to be assorted artisans and a coachman, and all are equally dead – and, perhaps worse, apparently pre-plundered by the leader who has already fled the scene, the miserable thieving scoundrel.

After calming down the horses, we look around and spot our own grazing nearby. Our coachmen are able to coax them back, and use them to bring our coach up to this one. A few other passengers reluctantly disembark to help us right the fallen coach (well, I say “us”). The chap inside is a spitting image of our Barnabus and has a rather bloodstained parchment - a letter from a lawyer, stating he’s the last heir to an enormous fortune. Poor bloke, eh? There is much debate between our small group as to what should be done, which ends with Barnabus nobly agreeing to take care of the lawyer's letter, a couple of sworn affidavits, and other important legal papers that one wouldn't want to see getting misplaced or accidentally interred along with all these corpses.

Hooves thunder and a patrol of road wardens arrive. They ask a few questions but are convinced by the evidence of the dead beastmen. They escort us to the next inn, where there’s gossip about a minor nobleman being condemned for witchcraft, having repeatedly been heard exhorting his mischievous cat to “drink his bloody milk in Hell’s name”. What a terrible waste of good milk.

At last, we see the spires of Altdorf arising in the distance. It’s huge! The vast Wolf Gate is being maintained, but still magnificent beneath all the scaffolding. We feel a sense of relief at safely arriving at last.

Tuesday, 17 October 2023

Necropolitans: the Lost Tapes!

So with one thing and another, I was checking some details of the early campaign timeline and wanted to check which episode something appeared in.

Answer: it didn't!

I spent ages going back and forth trying to work out if we'd just done the prewritten island section wildly out of order. Nope. One episode finishes, the next opens with the PCs midway through exploring a ruined temple. Now, this was definitely wrong.

So I've dug deep into my old backups, and found some stray VRF files from back when we were still using Ventrilo to record. The dates didn't match any of the existing episodes either, but sat between them. Now I just had to open them and check the contents.

VRF files though.

Nothing opens VRF files. Audacity will import them - as a hideous, howling, screeching blare. So I reinstalled Ventrilo, pulled a couple of files in and exported them. Long, silent .wavs ensued. Large .wavs, mind you - deliciously datalicious .wavs. But silent nonetheless.

After quite a long time faffing about, I installed the 32-bit version of Vent through Wine on my Linux Thinkpad, moved the VRFs across, and was able to extract them to something usable.

So it turns out there are three sessions that just went missing, and I'm going to need to edit them and reorder all the existing episodes from 14 onwards. Fun times. Also, these are back in the Dark Times of single-track recording (why, Vent, why, everyone is already sending info on a different channel T_T) and Ollie being some kind of audio vampire who doesn't show up in recordings. I have the greatest respect for anyone not involved who accepts these tribulations and nevertheless wades through.

So, new episodes will take longer than planned, and I'm afraid the existing RSS feed might get messed up when I rerelease the renumbered ones. My apologies.

Tuesday, 10 October 2023

New supplement: Pathfinder Phantoms

I released a new thing!

Inglenook's Know Your Phantoms has a bunch of archetypes for phantoms, which as far as I know(?) haven't been done before. Certainly the're nothing official. It's also got the usual scattering of feats, traits, spells, etc. Let's share the blurb:

Thursday, 5 October 2023

Hunter Focus Alternatives

The hunter class is distinguished by its ability to assume animal aspects through the animal focus ability. Several archetypes offer alternative aspects, but some of these are difficult to reconcile with the theme of the archetype. Additionally, the archetype aspects are sometimes highly situational compared to the aspects available to the core class, making the archetype less appealing. It's not surprising; after all, you tend to start with the obvious and generic abilities, then go for increasingly niche choices as you try to add more options. It's a "difficult second album" situation. This is an attempt to address that by offering an alternative set of aspects for hunter archetypes.

Monday, 11 September 2023

Necropolitans, episode 40: Did we spend all of last session literally trying to cross this room?

We unexpectedly introduce Nathan to the Paddington universe, and interrogate very sleepy statues in Did we spend all of last session literally trying to cross this room? "Your accent wanders further than any accent has wandered before". We discover some spiders are also witches (bad).

Sunday, 10 September 2023

Necropolitans, episode 39: Ohhh yes, twice the purple flame!

It's Makoa's turn to try and puzzle a way through an alien security system, in Ohhh yes, twice the purple flame!

GURPS Ranges

For various reasons, I've been messing about with GURPS abilities, and finding the multiple, incompatible types of range a bit of a pain. There's standard ranges, spell ranges, scrying ranges, scanning sense ranges, melee ranges, hard-cutoff ranges, and of course, Warp. They all work differently, too. Sometimes - especially for linked abilities, or alternate abilities - you want to make things with one type of range work like another. So let's give that a try.

Let's say we want to reduce our range to 10 - the same as Telekinesis and a convenient range for other fixed-range modifications. For a generic ability, range is 100 and 1/2D is 10. We need these to be the same. Reduced Range (p. B115) bans us from reducing Max independently for some reason, while Increased Range is happy to let us increase 1/2D alone at half cost. This will cost us +15%. We also reduce range overall to 10 yards, for -30%. Thus, switching from a standard range to a flat 10-yard range is a net +0%.

If we ignore the "no reducing Max" rule, we could simply reduce Max at half cost, for an overall -15% modifier. So it works out the same. Nice.

What about Maledictions and spells, the other common pattern? These have no maximum range, but a -1 penalty per yard. For this, we can add Long-Range (+50%) to switch it to using the standard range modifiers. This gives a net +35% for switching to a 10-yard range.

Those spells that use the Long-Range Modifiers instead get Short-Range, which at -10% will give us a net -25%.

....okay, so what about Warp? Warp has its own unique range table, because of course it does! On closer inspection, the first few steps of each table are wildly different, but they end up virtually the same.

  • Long-Range Modifiers begin at 200 yards, then go 1/2 mile (880 yards), 1 mile, 3 miles, 10 miles, 30 miles, 100 miles, 300 miles, 1000 miles, and then in multiples of 10.
  • Warp goes 10, 20, 100, 500, then 2 miles, 10 miles, and then im multiples of 10.

We hit 1,000 miles at -7 for the Warp table, and -8 for the Long-Range table. After that it's plain sailing. So... Warp has a steeper initial curve, but flattens out sooner than Long-Range. It's more challenging at short ranges, but less challenging at long ranges. Honestly, I'm inclined to say these are functionally equal. In theory allowing someone to switch to the Warp ranges would make very long-range activity slightly easier. Realistically speaking, though, I'd be far more worried about better accuracy for short-to-mid-range abilities, especially attacks - which would be a case of switching from the Warp table to the Long-Range table. Since no attack abilities use the Warp modifiers, that's not a concern. The fact that someone could switch to be better at (say) scrying on someone from 10,000 miles away, at the cost of being much worse at doing so from any lesser distance, doesn't seem like a huge deal to me.

The only real issue I can see is that allowing Warp to switch to Long-Range modifiers would open the door to adding Long-Range 1 (from Power-Ups 4: Enhancements) and removing the range penalties altogether. Is that really a problem, though? It'll cost you +50%, which is generally 50 points. For the same price, you could buy a +10 to your rolls, or +5 and No Strain to avoid the risk of critical failures. We could also simply forbid the use of Long-Range on Warp, if we're that worried.

But there's an easier way to deal with our actual challenge here, which is the range limits. Range Limit lets us cap our Warp. It's -50% for a 10-yard range. Perfect.

So, we conclude that you can make a standard Innate Attack or Affliction into a 10-yard effect at -15%, a Malediction or spell for -+35%, and a Long-Range ability for -25%, while Warp gets -50%.

If we want a fixed radius with no range penalties, we can add Reliable 4 (Only to cancel range penalties, -50%) for +10%.

If we'd like to use something like the Psionic Range Table (GURPS Psionic Powers, p. 22) we can adjust the multipliers.

Friday, 25 August 2023

Necropolitans, episode 38: Start by saying hello to Mr Terminal

Security is contextual! Jaal confronts the peculiar magical security system of the Nameless City Episode 038: Start by saying hello to Mr Terminal.

The characters each faced a unique test. The principle behind this was actually pretty simple. The only way to enter the sanctum is through its teleportation, and it first teleports any visitor to a randomly-selected test chamber. Each test is designed to be *impossible* for the invaders, based on their specific biology and capabilities. Here, the most prominent feature is the invaders' total inability to sense magic; they can only attempt this puzzle through trial-and-error, and it would be virtually impossible to survive the process. Even understanding what the chamber *is* would be very challenging for them.

The reason for the randomisation is also simple. It means that if by some chance one of the invaders does manage to make it through, others can't follow them by just following their description of what they did. While I only provided three test chambers, in theory there are hundreds of variations. An individual invader has no idea what dangers or challenges they would face if they entered the chamber.

Since there's no sign the invaders made it into the sanctum, the plan clearly worked.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Wednesday, 16 August 2023

Dangers of the Road

The random encounter has been a Thing in RPGs since at least the early days of D&D. Sometimes this makes more sense than others. Having your night's kip deep in the bowels of an abandoned cathedral crypt disturbed by prowling ghouls makes a fair amount of sense. Running into a manticore as you take the rough cart track from a farming village to the market town, not so much.

Like most parts of gaming, this is fine in moderation and in the hands of a judicious GM who thinks about the context. But that's not a very exciting statement, so let's have a further look at random encounters.

Saturday, 22 July 2023

Necropolitans, episode 37: Doing full frilled lizard

"It's always great when things melt out of the floor." We learn why you shouldn't put the magical equivalent of a nuclear generator in front of the PCs in Episode 037: Doing full frilled lizard.

Writing List for Self-Motivation

Every so often, I promise/threaten/vaguely imply that I'll write something and then it sort of drifts away into The Heap. This list is an attempt to get in control of that by maintaining a) any list at all, and b) something vaguely public that people can thwack me with.

If I said I'd write something and have failed to follow through, do comment below.

Monday, 17 July 2023

Saturday, 15 July 2023

Wall Smashing Heroes

A staple of certain cinematic action films, particularly the superheroic type, is the environmental demolition attack. Rather than simply smacking someone round the face, you hurl them bodily into some major piece of infrastructure. What makes this distinct from grittier action is that our super-tough characters don't just crash painfully into the wall - they smash through it. In extreme examples of this trope, caped weirdos fling one another through half a dozen office blocks, leaving the victim briefly discombobulated and the buildings in a state of collapse.

In this clip, for example, Hellboy is smashed into the ground (and later through an assortment of historic artefacts and their displays, a window, and a dumpster) by Samael. Hellboy, being supernaturally durable, is lightly inconvenienced by the experience. The smashees, however, are absolutely wrecked.

I don't claim to be an expert in physics, but I don't think that's how it works. But if it did, how would we do it in a game?

Sunday, 18 June 2023

Article in The Path of Cunning

The latest issue of sporadic GURPS fanzine The Path of Cunning is out, and I'm in it! My article looks at libraries, and how to model them in GURPS - which makes it sound more complicated than it is.

Wednesday, 14 June 2023

Saturday, 10 June 2023

Necropolitans, episode 34: Two of you are stealthing, and one of you is hitting things with a stick

The perils of negative marking (see here, or here, or ) are revealed to the stealthless Necropolitans in Episode 034: Two of you are stealthing, and one of you is hitting things with a stick

Puzzles continue, this time in the flavour of a classic "weird tiled floor" affair. Who doesn't love a deadly floor?

Jaal: "I think there's a giant sandworm below us."
GM: Well, there wasn't.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Wednesday, 17 May 2023

Necropolitans, Episode 33: That's not how it works

Necropolitans, episode 33: That's not how it works

Uncomfortable furniture! Mysterious domes! Peculiar mosaics that encode pieces of music in visuo-tactile form! Forbidden eldritch entities! Secrets of a long-vanished species are revealed as the Necropolitans explore the Nameless City in Episode 033: That's not how it works.

The repercussions of Jaal's decision to telepathically contact the star-spawn slowly build. We experimented with the Pathfinder sanity rules for this, and they were okay but not amazing, I think was the overall feeling? In any case, the whole Jaal-Iris situation is going to get messier before it gets better.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Friday, 12 May 2023

Playtesting Invisible Fires

With the Whartson Hall crew, I'm running through a full playtest of my new modern weird mystery, Invisible Fires. So far things are going pretty well; they haven't run into any major roadblocks or immediately solved the mystery. Better yet, even the players who were leery of an investigation-heavy scenario with little action have been enthusiastic, which is high praise indeed.

You can catch up on their progress - as well as the previous adventure, The Wolf Who Cried Boy - over at Tekeli.li if you don't mind spoilers for something I intend to publish this year.

Tuesday, 18 April 2023

Podcast: the Redacted Reports

One of the various podcasts I've been listening to recently is The Redacted Reports.

TRR is a Delta Green podcast, so we're talking an X-files vibe but more conspiratorial. Members of various branches of the US government - in this case including the military, FBI, and the EPA - are secretly recruited for an off-the-books task force investigating deeply weird things.

Disclaimer: I have mixed feelings about Delta Green as a game. In fairness, I haven't played it! I've listened to quite a lot of actual play, including the good folks over at Roleplaying Public Radio (RPPR) and some others I'll write about soon. Personally, some aspects don't work for me; they're drawing on specific genre points that I don't particularly enjoy, so this is just a case of Your Milage May Vary.

1. The game has a model where the strain of dealing with weirdness and violence slowly shreds your human connections, destroying bonds to the people in your life and isolating you; perhaps realistic, but I find it depressing, and I play games to be less depressed.

2. DG leans heavily into the American style of government, which is to say, all the law enforcement characters (and a bunch of others) are armed and prepared to kill. Characters tend to be military, ex-military-, FBI and police. The game as a whole, and many APs, tend to assume that armed violence is both expected and a necessary, effective approach to dealing with the weird conspiracies they're facing. Killing civilians and witnesses is a regrettable necessily - it may grind down the characters' sanity, but it's a grim necessity and morally justifiable, not an abhorrent absolute last resort.

But those are about the game and setting as a whole, and every group runs things differently! I do enjoy listening to DG games for the most part, even the scenarios I wouldn't want to run.

Worth noting: this is a Cthulhu, Delta Green podcast, so it does involve violence, death, and bad things happening to people. It isn't the kind of podcast that relishes the grisly details, but they do come up. In particular, the Shrimp Farm arc has a very violent climax, while Idaho deals with sex, violence, and (in a minor way) self-harm. One PC is a survivor of cult abduction, and another has war-related trauma. Abduction comes up in at least two other cases. I'm not getting into any details here, but thought I should flag it up for anyone considering trying the podcast. My feeling is that they handle these subjects well and with consideration.

Monday, 17 April 2023

Necropolitans, Episode 32: Venn Venn domeagram

Necropolitans, episode 32: Venn Venn domeagram

The Necropolitans explore the ruins of a long-dead city (totally original ahem do not steal) in Episode 032: Venn Venn domeagram. Alternative title: Ringing in his Spiritual Ears.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Saturday, 25 February 2023

Necropolitans, Episode 31: Trust me, I'm a necromancer

Necropolitans, episode 31: Trust me, I'm a necromancer

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

Culture clash happens when you get 5,000-year gaps between PCs, leading to bemusement over comparative theology and comparative cartography. They reach the Nameless City in search of cures to a mysterious plague, finding a mysterious deathly aura! Hear the party entering tingly bits, in Episode 031: Trust me, I'm a necromancer.

Donations to the Reformed First Church of the Great Crocodile can be sent through the usual channels; all major precious metals, gems, and other reputable currencies are accepted.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Friday, 20 January 2023

Necropolitans, episode 30: Only I could have a sassy vulture

Necropolitans, episode 30: Only I could have a sassy vulture

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

Lagging behind the party (because, let's be clear, they are bickering like an old married couple), Makoa finds his skeletal form under the keen scrutiny of a scavenger. Will he come to regret his decision? Find out in Episode 030: Only I could have a sassy vulture.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Tuesday, 17 January 2023

Necropolitans, episode 29: Let’s not actually tell him his god’s dead

Necropolitans, episode 29: Let’s not actually tell him his god’s dead

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

Tact is important when meeting new people from unfamiliar cultures! As you can tell, I had prepared thoroughly for this session. A random encounter table provides more long-term value than I bargained for in Episode 029: Let’s not actually tell him his god’s dead.

For the curious, Tlasritte is a homebrew archetype, the Adventurous Architect. I have been fairly aggressive about keeping his levelling-up choices to things that an architect wants, rather than being useful effective for combat.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Thursday, 22 December 2022

Mo Little Art

A friend of mine has set up a website selling charming cards and illustrations, and I thought I'd give her a shout out: Mo Little Art. Well worth going to check out the cute animals and striking colours even if you're not up for buying anything. Frog Soup is my current favourite.

Thursday, 8 December 2022

Necropolitans, episode 28: I am not putting my legs in your body, that’s weird

Necropolitans, episode 28: I am not putting my legs in your body, that’s weird

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

When you are undead, the range of things that can be weirdly inappropriate expands dramatically, as we discover in Episode 028: I am not putting my legs in your body, that’s weird.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Thursday, 1 December 2022

Necropolitans, episode 27: The crumpling noise you can hear was Book 2

Necropolitans, episode 27: The crumpling noise you can hear was Book Two

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

"Prewritten campaign", you say. "Wrong continent", you say. We bid a contemptuous and entirely accidental farewell to the rails of the campaign I thought I was running, in Episode 027: The crumpling noise you can hear was Book 2.

I am sad to report that to date (a full six years later), Becca has still not named the otters.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)
  6. Episode 027: The crumpling noise you can hear was Book 2 (start of Nameless Ancients)

Tuesday, 29 November 2022

Necropolitans, episode 26: Do you have orphans right now!?

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

Piracy! It's a crime! You wouldn't steal an orphan, would you..? It's an otter disgrace tonight in Episode 026: Do you have orphans right now!?.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)

Monday, 28 November 2022

The Vampire Next Door

"A game for bold and meddling kids".

I picked up a copy of Cat Elm's The Vampire Next Door ages ago, but only recently had the opportunity to actually run it. I've now run it twice - once for an actual one-shot (about 2 hours), and once for a two-part game that ran to roughly 3 hours.

I don't have a bad word to say about it.

Sunday, 27 November 2022

Necropolitans, episode 25: My bad, almost committed murder

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

Let the bullying commence! I accidentally begin my extended reign of Jaal-terrorising with the advent of the Tiny. Wooden. Statues... in Episode 025: My bad, almost committed murder.

Special thanks to Marche Towers Art for the gorgeous Necropolitans commission he did for us, he was a pleasure to work with and I'm delighted with the result.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of Castaways)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of Nautical Shenanigans)

Saturday, 26 November 2022

Necropolitans, episode 24: The weasel has just drunk the last of the mimic

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

In this episode, we discover the whole drowning and tentacles business wasn't the last bit of misery to emerge from that shipwreck. You can probably make some educated guessses about what comes next, in Episode 024: The weasel has just drunk the last of the mimic.

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of the Castaways arc of the adventure)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking (start of the Nautical Shenanigans arc of the adventure)

Friday, 25 November 2022

Necropolitans, episode 23: Everyone knows that mummy octopi are not scared of cooking

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

In this episode, at long last, the Necropolitans are rescued from the desert (jungle) island! They embark on a series of nautical adventures which are certainly not due to me not having got round to reading the second book yet. Seaquakes and shipwrecks ahoy! in Episode 023: Everyone knows that mummy octopi are not scared of cooking

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of the Castaways arc of the adventure)
  5. Episode 023: Everyone knows that mummy octopi are not scared of cooking

Wednesday, 23 November 2022

Necropolitans, episode 22: Allow us to inspect that which is in your hole

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

The Necropolitans finally uncover the ancient and exciting secrets of the temple, revealing the location of a lost city that promises absolutely fabulous wealth and definitely no unstoppably awful monsters. They're more concerned with being stuck on this island and the whereabouts of that missing serpent lady, though... find out more, in Episode 022: Allow us to inspect that which is in your hole

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of the Castaways arc of the adventure)

Tuesday, 22 November 2022

Necropolitans, episode 21: She stretches over two pages

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

Previously-unheard content emerges Lazarus-like from the mists, as we hear what actually went down in the lost Temple of the Vampire God or whatever. An extremely cordial exchange occurs between the wise and thoughtful scholar and these undead brutes, descending inevitably into farce and brutality, in Episode 021: She stretches over two pages

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of the Castaways arc of the adventure)

Monday, 21 November 2022

Necropolitans, episode 20: You are in a hole

Anyone who listened to the podcast earlier may be confused to see this post change. This is due to me unearthing several missing recordings that I hadn't even realised were missing (due to doing all the audio editing retrospectively).

The party are exploring an evil temple that would be vaguely horrifying if they weren't undead. We question the importance of prewritten paragraphs of things that happened thousands of years ago, he says, glancing at his GM notes of things that happened thousands of years ago. Also: good thing vampires are subtle. Find out more, in Episode 020: You are in a hole

Direct Links

  1. RSS feed for all episodes
  2. Episode 001: Character Generation
  3. Master list of episodes
  4. Episode 007: Screaming blue murder from his waist (start of the Castaways arc of the adventure)

Wednesday, 16 November 2022

Cheap and Nasty: Weaponising Your Enemies

Cheap and Nasty 3

“Low-cost, effective tricks to keep your lair hero-free!”

Despot reveals shocking secrets to erasing adventurers! Henchmen hate her!

Have you a lair that is plagued with bothersome heroes? Can't take a nap without a howling barbarian trying to bisect your torso? Treasury depleted by the depredations of ravening rogues, money-grubbing mages, and tediously commercial Lawful Evil clerics capable of casting Resurrection for you? This irregular column aims to help you find affordable solutions to your PC Problems.

Weaponizing the Adventurers

As every disreputable villain knows, money buys quality. If you want to make fortresses more impregnable, traps more undetectable, spells more devastating or minions less inclined to betray you at the mere suggestion of a bribe or threat, you're going to have to splash out. Stronger materials, more devious lackeys and more potent magics always have their cost. And that's absolutely antithetical to our mission here - to give You, our valued reader, more snap for your silver.

Friday, 4 November 2022

Deeply mediocre GURPS abilities

Sometimes when I'm out running my mind goes wandering. Here are some powers you could have in a GURPS game. They are arguably useful, but deeply questionable nonetheless.

X-Ray Vision Vision

6 points. You see distinct traces whenever someone views an area with their X-ray vision. This power doesn't reveal people, but the extent of their X-ray vision is clearly visible to you, and you can use it to deduce their location.

Detect (Rare; X-Ray Vision; Reflexive, +40%; Vision-Based, -20%) [6]

Ringtone Replication

6 points. You can accurately mimic any ringtone you've heard, and have an extensive repertoire of memorized ringtones to call on. If you have the Mimicry (Electronics) skill, you can roll against Mimicry rather than IQ to use this ability.

Mimicry (Accessibility, Only ringtones, -90%; Voice Library, +50%) [6]

Recover Teaspoons

6 points. By calmly concentrating for 30 seconds, you can cause lost and 'borrowed' teaspoons within 32 yards to teleport to your location. The ability is subtle enough that colleagues don't notice anything; however, the strain it puts on your body leaves you paralyzed for 1 minute, with an HT roll to recover once per minute thereafter. As such, it's best used when you can guarantee some privacy.

Affliction 1 (Accessibility, only misplaced teaspoons, -100%; Accessibility, Useless under stress, -60%; Advantage, Spoon Warp, +1%; Area effect, 32 yards, +250%; Backlash, Paralysis, -150%; Emanation, -20%; Malediction 1, +100%; No Signature, +20%; Requires Concentration, -15%; Takes Extra Time (x32), -50%) [6].

Spoon Warp is Warp (Anchored, afflictor only, -40%; Blind Only, -50%; Exoteleport, -50%; Modified Carrying Capacity, 0.05 lb, -90%) [20], reduced to [1] by GM fiat to represent its realistic value.

Detect, Evil

60 points. You are capable of supernatural feats of deduction and preternetural sensitivity, but drawing on your gifts risks imperilling your very soul. When you activate your detective powers, you gain a +4 bonus on Body Language, Criminology, Detect Lies, Intelligence Analysis, Interrogation, Observation, Savoir-Faire (Police), Search, Shadowing, and Streetwise. Displays of talent also gain a +5 reaction bonus from police officers and PIs. Alternatively, by meditating for a few seconds, you can attune your mind to virtually any substance or object of interest, and sense them at a distance. However, each use of your powers is a diabolical bargan that requires a Will roll to activate - for good reason!

When you use your powers, you are wreathed in a choking fog of sulphurous brimstone, and a withering aura of evil. Your eyes glow red, teeth sharpen, and bony spines extend from your temples and vertebrae. All reaction rolls incur a -4 penalty from anyone who can observe these; animals react at -8 instead, while those who see animals' reactions or have Animal Empathy take a further -1. Your presence causes grass to wither and insects to curl up dead.

Thanks to your diabolical appearance, while channeling these powers, you suffer -1 to your Disguise and Shadowing skills, and others gain +1 on attempts to identify or follow you (including their Observation and Shadowing rolls), or +3 in outdoor environments. They also gain a +2 on rolls to deduce the truth behind your abilities.

Cruelty seeps into your mind, making you cold to the emotions of others (see Callous, p. B125) and bestowing 20 points of Corruption each time you accept your infernal bargain (see GURPS Horror, pp. 146-8).

While you channel evil power, you are vulnerable to "turning" by particularly holy individuals. Worse, if you perish under its influence, your soul will go straight to the Hells! Even at the best of times, your aura is steeped in second-hand evil - you can stride unharmed through the shrines of dark gods and wield their artefacts, but you balk at the powers of goodness as though you were yourself an agent of Evil.

Functions and Detects as Evil [0] + Natural Copper 4 (Corrupting, -20%; Temporary Disadvantage, Bad Smell, -10%; Requires Will, -5%; Temporary Disadvantage, Callous, -5%; Temporary Disadvantage, Damned, -1%; Temporary Disadvantage, Detect as Evil, -1%; Temporary Disadvantage, Frightens Animals, -10%; Temporary Disadvantage, Lifebane, -10%; Temporary Disadvantage, Unnatural Features 3, -3%) [34] + Modular Abilities 30 (Divine Inspiration; Trait-Limited, Only Detect, -50%; Corrupting, -20%; Temporary Disadvantage, Bad Smell, -10%; Requires Will, -5%; Temporary Disadvantage, Callous, -5%; Temporary Disadvantage, Can be Turned by True Faith, -1%; Temporary Disadvantage, Damned, -1%; Temporary Disadvantage, Frightens Animals, -10%; Temporary Disadvantage, Lifebane, -10%; Temporary Disadvantage, Unnatural Features 3, -3%) [26].

Anti-Material Rifle

Take the stress out of mortal combat by imaginging your enemies nude? Not content with laser cannons and monomolecular blades, you have sought out or invented the ultimate weapon. Roll against Guns (Rifle) to attack a target within 100 yards, with normal range penalties (p. B550). You can aim to benefit from Acc 3. On a successful attack, you deal 5d corrosion to creatures and objects made of cloth. The weapon doesn't harm other targets, but any fabric they wear has its DR reduced by 1 for every 5 points of damage rolled.

Since it's a weapon, your rifle can be destroyed (DR 10) or stolen (with a Quick Contest of DX or ST).

Corrosion Attack 5 (Only fabric, -80%; Based on Guns (Rifle), Own Roll, +0%; Breakable, DR 6-15, -10%; Size -1 or -2, -20%; Can be stolen, Quick Contest of DX or ST, -30%; Superscience, -10%) [10].

Curse of Inevitable Death

You can afflict your enemies with a terrible curse, if you're willing to pay the price. If your enemy loses a Quick Contest of HT vs. your Will, they are subject to constant misfortune - the first to suffer, the last to benefit, and always at the GM's whim. However, you die immediately and unpreventably from natural causes.

Affliction 1 (Disadvantage, Cursed, +75%; Malediction 1, +100%; Temporary Disadvantage, Terminally Ill (One Month) (Time-Spanning (One Month Prior) +50%), -150%) [13].