Sep
19
2018
0

Husks [GURPS 4e]

Husks – Google Docs

Husks [0]

 

Stats: ST +1 [10], DX +1 [20], IQ -5 [-100], HT +2 [20], Will -3 [-15], Per -3 [-15], Basic Speed 6 [5]

Advantages: Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Eidetic Memory [10], Elastic Skin [20], Hermaphromorph [5], Immunity (Metabolic Hazards) [30], Injury Tolerance (Homogenous) [40], Magery 0 [5], Unaging [15]

Disadvantages: Automaton meta-trait [-85], Magic Susceptibility 5 [-15]

In their natural form, Husks look like sexless humanoids with short head hair and eyebrows.  Left to themselves, Husks simply wait wherever they were placed last; they have no inherent skills of their own (including survival skills), but then again they last indefinitely.  Strictly speaking, they’re not even alive. Certainly they don’t have organs or blood as we understand the term. They reproduce by budding, but it requires the active intervention of somebody sapient to start the process.

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Sep
16
2018
0

Grinning Bob [GURPS 4e]

Grinning Bob – Google Docs

Grinning Bob
Ghost

Attributes [15]: ST 10, DX 10, IQ 10, HT 10, HP 10, Will 13 [15], Per 10, FP 10

Advantages [191]: Charisma (1) [5], Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Immunity (Metabolic Hazards) (Very Common) [30], Insubstantiality (Always On) [40], Invisibility (Electromagnetic) (Substantial Only) [36], Smooth Operator (1) [15], Unaging [15]

Disadvantages [-74]: Bad Temper (12 or less) [-10], Callous [-5], Compulsive Behavior (Murderer) (12 or less; 15 or less) [-7], Loner (12 or less) [-5], Mute (Substantial Only) [-22], Obsession (Living) (Long-Term Goal) (12 or less) [-10], Sadism (12 or less) [-15]

Quirks [-1]: Trademark (Pumpkins) [-1]

Skills [19]: Acting IQ/A – IQ+0 10 [1]*, Enthrallment (Persuade) Will/H – Will+2 15 [12], Enthrallment (Suggest) Will/H – Will-1 12 [2], Public Speaking IQ/A – IQ+3 13 [4]*/**

 

*Includes: +1 from ‘Smooth Operator’
**Includes: +1 from ‘Charisma’

Stats [15] Ads [191] Disads [-74] Quirks [-1] Skills [19] = Total [150]

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Sep
10
2018
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Doc Grue [GURPS 4e]

Doc Grue – Google Docs

Doc Grue [250pt]

 

Attributes [132]: ST 10, DX 12 [40], IQ 14 [80], HT 11 [10]

HP 11 [2], Will 14, Per 15 (Perception includes +1 from ‘Extra Perception’), FP 11

Languages: English (Native) [0]; Helltongue (Accented) [4]; Latin (Native) [6].

Advantages [109]: Devotion (1) (Autohypnosis; Exorcism; Meditation; Religious Ritual) [5], Extra Perception (1) (Affects Per) [5], Fearlessness (2) [4], Healer (2) [20], Legal Enforcement Powers (1) [5], Magery 0 [5], Occultist (2) (Alchemy; Anthropology; Archaeology; Exorcism; Hidden Lore; History; Linguistics; Literature; Occultism; Research; Ritual Magic; Thaumatology) [20], Rank: Police Examiner (2) [10], Reputation (“Guy who knows about this spooky crap”) (2) (All the time; Almost everyone; Large class) [5], Security Clearance (The Weird World) (”Need to know” access to a narrow range of secrets) [5], True Faith [15]
(more…)

Sep
04
2018
1

Veklumph [GURPS 4e]

Veklumph [35pt] – Google Docs

Veklumph [35pt]

 

Advantages: 360 Degree Vision [20], 3D Spatial Sense [10], Absolute Timing [2], Improved G-Tolerance [.5G] [10], Veklumph Talent [5].

 

Veklumph Talent: Climbing, Navigation (Space), Piloting (All types), Tactics (Space). Bonus: Other species’ pilots. 5 points.  (Note that this is not the same as Hot Pilot [GURPS Space, page 220].  The two Talents stack, but the bonus to Gunner means that Hot Pilot is very rare among Veklumph.)

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Aug
18
2018
1

Wheylaid [GURPS 4e]

Wheylaid [0] – Google Docs

Wheylaid [0]

Stat Modifiers: ST +5 [50], IQ -5 [-100], Per +10 [50]

Advantages: Combat Reflexes [15], Danger Sense [15]

Disadvantages: Easy to Read [-10], Social Stigma [Valuable Property or Unfortunate Victim] [-10], Unnatural Features 5 [Distinctive smell] [-5], and one of Curious, Gluttony, or Odious Personal Habit [no sense of space] [-5]

Unfortunate Victim: Society recognizes your condition, and makes allowances for it.  You are not formally property, and you have all the protections against mistreatment or exploitation that the uninfected have; but you are not a citizen, cannot vote, own property, marry, testify in court, or indeed be allowed to just wander around without supervision.  You have a caretaker who must accompany you at all times; if he is absent, you will likely be detained.  This Social Stigma persists even if you raise your IQ to sapient levels; people will subconsciously continue to react to your unique smell, even if they’re not really trying to.

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Aug
16
2018
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Grounded Earth Kung Fu [GURPS 4e].

Grounded Earth Kung Fu (20_25) – Google Docs

Grounded Earth Kung Fu [20/25]

The first thing that people do when they hear that there is a martial art designed for people with psionic powers is to be mildly surprised that psions would need a martial art in the first place.  The second thing that people do is assume that said martial art must be about building willpower and improving mental discipline and only incidentally about combat.  That is only a half-safe assumption, as many a person has painfully learned after encountering a Grounded Earth adept. Those who follow this style are not typically brutal in their personal lives (brutality is not a good reproductive strategy for someone with psionic powers), but they are usually unsentimental,  and often in a hurry.

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Aug
14
2018
2

My 2018 WashingCon RPG schedule. (Dungeon Fantasy and In Nomine)

WashingCon is on September 8th and 9th: I will be running two games.  On Saturday (2 PM) I will be running the Hall of Judgement adventure for GURPS Dungeon Fantasy — yup, the one from the Kickstarter.  All official-like, too; by which I mean I told Doug Cole I’d run it at WashingCon if he liked, and Doug liked.  Which is hardly surprising, of course.

The second game is on Sunday (10 AM), and will be The Great Cow Race of 2003.  What’s that?  I’m giving away the adventure with that link? Folks, read the write-up again.  It’s not an adventure: it’s four hours of applied Chaos and Old Night.  I never ran that adventure the same way twice; shoot, I never ran it the same way twice from hour to hour inside the adventure itself.  I fear nothing from having my players know ahead of time what the adventure might be; in fact, I welcome their growing madness.

:pause:

MADNESS!

Aug
13
2018
1

Corporal Joe Jones [GURPS 4e].

Corporal Joe Jones – Google Docs

Corporal Joe Jones [250 pt]

Race: Human


Attributes [65]: ST 11 [10], DX 12 [40], IQ 10, HT 11 [10], HP 11, Will 10, Per 14 (Perception includes +4 from ‘Extra Perception’), FP 11, Basic Speed 6 [5]

Advantages [195]: Charisma (1) [5], Danger Sense [15], Destiny (Great) [15], Extra Perception (4) (Affects Per) [20], Luck (Ridiculous) [60], Military Rank (2) [10], Reputation (Lucky) (4) (All the time; Large class [the military]) [10], Serendipity (4) [60]

Tech Level: 9 (more…)

Aug
09
2018
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Talents for Steampunk Campaigns [GURPS 4e]

Talents for Steampunk Campaigns – Google Docs

Talents for Steampunk Campaigns

These are, as always, not incompatible with each other.  Some Mad Scientists are also Mad Engineers, some Two-Fisted Explorers have Academic pretensions, and Lady Adventurer is often merely an emergency backup contingency.

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