Jul
11
2019
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Armatura Restaurada [GURPS 4e]

Armatura Restaurada 16/20

Skills: Axe-Mace, Broadsword, Crossbow, Hiking, Polearm, Shield, Spear

Optional Skills: Skills: 2-H Sword, Karate, Soldier, Wrestling

Techniques: Close Combat (Broadsword), Counterattack (Broadsword), Feint (Shield), Hook (Polearm), Retain Weapon (Shield), Sweep (Polearm), Targeted Attack (Broadsword/Vitals)

Cinematic Skills: Breaking Blow (Polearm), Kiai, Mental Strength, Power Blow

Perks: Shield-Wall Training, Teamwork (Armatura Restaurada)

Weapons: Bastard Sword, Crossbow, Duelling Halberd, Legionnaire Shield

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Jun
28
2019
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Neutron [Quantum 6] [GURPS 4e]

Neutron (Quantum 6)

This alternate timeline is unique in that both Homeline and Centrum were firmly convinced that in 1936 the other had intervened in Neutron’s General War, via the sudden and strategic use of neutron bombs against the Frankish Empire.  Certainly both sides had some reason to think so; the crippling of the Franks gave the English-speaking British Empire and the USNA more power in the postwar period (which would please Centrum), while ending a fairly nasty regime that seemed determined to reduce Eurasia to a series of slave states (which would please Homeline).  However, a recent operation managed to prove to both organizations that neither of them can take ‘credit’ for the intervention.

Which leads to the question: then who did?

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Jun
22
2019
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Tin Cup [GURPS 4e]

Tin Cup [450 pt]

Attributes [150]: ST 10/25*, DX 13 [60], IQ 14 [80], HT 11 [10], HP 10, Will 14, Per 14, FP 11

Basic Lift 20/125*

Damage 1d-2/1d; 2d-+2/ 5d-1*

*When wearing Tinman Suit.

Basic Speed 6, Basic Move 6, Ground Move 6, Water Move 1

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Jun
07
2019
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Preferred Conclusions [GURPS 4e].

Preferred Conclusions, Ltd.

HQ: Chicago, with small field offices across the globe.

Type: Private company (primary client: Infinity Unlimited).

Purpose: Expert interdimensional forgery and document processing services.

If you’re an academic with a strong work ethic, a firm grasp of at least one historical era, and an absolute indifference to being immediately blackballed for life from working for any university and/or historical foundation, Preferred Conclusions will happily give you a job.  They’ll even throw in moving expenses. They sort of have to; people who openly work for Preferred Conclusions tend to want to move out of their old academic stomping grounds right quick, before some professor decides to get drunk one night and throw a brick through the window.

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Jun
01
2019
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Faun [GURPS 4e]

Faun [600 pt]

Attributes [260]: ST 12 [20], DX 16 [120], IQ 13 [60], HT 16 [60], HP 12, Will 13, Per 13, FP 16, Basic Speed 8

Social Background

TL: 3 [0]

Advantages [276]: Animal Empathy [5], Catfall [10], Claws (Blunt Claws) [3], Combat Reflexes [15], Jumper (World) (Cannot Escort; Cannot Follow; Drift; Interplanar (can only reach higher planes); Naked; New Worlds) [75], Magery (4) [40], Magery 0 [5], Mana Enhancer (1) [50], Silence (3) [15], Social Regard (Feared) (1) [5], Spirit Empathy [10], Striker (Crushing) (Horns) (Limited Arc) [3], Super Jump (1) [10], Trained By A Master [30]

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May
21
2019
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Ananeosi [GURPS 4e]

Ananeosi

This mid-level medical corporation provides fertility assistance, primarily in the field of in vitro fertilization and embryonic implantation procedures.  Ananeosi also does cutting-edge research into genetic engineering (as much as any research can be said to be ‘cutting edge’ on Homeline, these days). In terms of operations, the company is not particularly unusual or controversial, for its type.

However, in terms of raw materials, Ananeosi is very avant-garde indeed.  The company specializes in acquiring out-time genetic material for its customers.  It’s not exactly ‘designer babies:’ Ananeosi is at the same TL 8/9 safetech paradigm as the rest of Homeline.  But they can and do accommodate special requests, to the best of their ability.

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May
16
2019
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Necroman [450 pt] [GURPS 4e]

Necroman

Attributes [226]: ST 12 [20], DX 14 [80], IQ 14 [80], HT 12 [20], HP 13 [2], Will 14, Per 14, FP 20 [24]

Social Background: TL: 8 [0], Cultural Familiarities: Western (Native) [0], Languages: Arabic (Native) [4]; French (Accented) [2]; Greek (Accented) [2]; Hebrew (Accented) [2]; Latin (Native) [4]; Old English (Native) [4]; Spanish (Accented) [2].

Advantages [155]: Charisma (2) [10], Combat Reflexes [15], Empathy [15], Language Talent [10], Magery (3) [30], Magery 0 [5], Sage (3) [30], Single-Minded [5], Very Fit [15]

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Apr
25
2019
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ID Generator [TL10] [GURPS 4e]

ID Generator [TL10]

Description: a oblong box with a strap, usually disguised as some sort of travel bag.  There are slots at the top for putting in raw materials, and a hopper for extruding badges, papers, and other forms of identification.  An extendable computer network cord with a memory-metal universal interface can also be extended from the top of the ID Generator. The box is usually covered with a bag that doubles as a solar panel for recharging.  $20,000, 5 lbs, C/1 week, LC1.

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Apr
12
2019
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Conjuror [GURPS 4e]

Conjuror [450 pt]

Attributes [130]: ST 10, DX 13 [60], IQ 12 [40], HT 12 [20]

HP 10, Will 12, Per 14 [10], FP 12

Damage 1d-2/1d

Advantages [292]: Autoteleport (Psi) (10) [80], Charisma (1) [5], Combat Reflexes [15], Combat Teleport (Psi) [15], Exoteleport (Psi) (10) [91], Gizmo (10) [50], Portersense (Psi) (4) [16], Teleportation Talent (4) [20]

Perks [9]: Castling [1], Coin Trick [1], Expulsion [1], Inertia [1], Style Adaptation [1], Style Familiarity (Jeet Kune Do) [1], Technique Adaptation (Counterattack) [1], Technique Adaptation (Feint) [1], That Extra Inch [1]

Disadvantages [-65]: Code of Honor (Comics Code) [-15], Delusion (Teleportation plus Martial Arts fixes everything.) (Minor) [-5], Honesty (12 or less) [-10], Impulsiveness (12 or less) [-10], Obsession (Reach black belt) (Short-Term Goal) (12 or less) [-5], Pacifism (Reluctant Killer) [-5], Sense of Duty (“The good people.”) (Large Group) [-10], Workaholic [-5]

Quirks [-5]: Embarrassed that he doesn’t speak Chinese [-1], Goes shirtless when possible [-1], Imaginative [-1], Likes one particular kind of soft drink [-1], Trademark (Teleported items) [-1]

Packages [0]: Student (Martial Arts) [0]

Skills [89]: Acrobatics DX/H – DX-1 12 [2], Autoteleport IQ/H – IQ+4 16 [4]*, Body Sense DX/H – DX+2 15 [12], Bulk Compensation (Autoteleport) Tech/H –  16 [6], Careful (Autoteleport) Tech/H – 15 [3], Connoisseur (Visual Arts) IQ/A – IQ+0 12 [2], Cooking IQ/A – IQ+0 12 [2], Counterattack (Karate) Tech/H –  9 [2], Ear Clap (Karate) Tech/A – 11 [1], Elbow Strike (Karate) Tech/A – 12 [1], Exoteleport IQ/H – IQ+4 16 [4]*, Eye-Poke (Karate) Tech/H – 5 [2], Feint (Karate) Tech/H –  14 [2], Head Butt (Karate) Tech/H – 13 [2], Intimidation Will/A – Will-1 11 [1], Judo DX/H – DX+0 13 [4], Karate DX/H – DX+0 13 [4], Kicking (Karate) Tech/H – 12 [2], Knee Strike (Karate) Tech/A –  13 [1], Leadership IQ/A – IQ+0 12 [1]**, Lifting HT/A – HT+0 12 [2], Mass Port (Exoteleport) Tech/H – 16 [8], Observation Per/A – Per+0 14 [2], Portersense Per/H – Per+2 16 [1]*, Running HT/A – HT+0 12 [2], Savoir-Faire (Dojo) IQ/E – IQ+2 14 [4], Search Per/A – Per-1 13 [1], Stamp Kick (Karate) Tech/H –  11 [2], Stealth DX/A – DX-1 12 [1], Streetwise IQ/A – IQ+0 12 [2], Tactics IQ/H – IQ+0 12 [4], Tracking (Autoteleport) Tech/H – 15 [2]

*Includes: +4 from ‘Teleportation Talent’

**Includes: +1 from ‘Charisma’

Stats [130] Ads [292] Disads [-65] Quirks [-5] Skills [89] = Total [450]

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Mar
24
2019
3

IOCANE Powder [GURPS 4e]

IOCANE* Powder

*Invasive Operations (Clinical, Advanced Nano-Engineering)

(TL 11)

It typically comes in powder form; why, yes, it can be fairly said that IOCANE powder is odorless, tasteless, dissolves instantly in liquid, and can certainly be programmed to be among one of the more deadly poisons known to Man. It can be programmed to do a lot of things, in fact. That’s sort of the point.  Each dose of IOCANE Powder is programmed to duplicate the effects of any drug or poison known at TL9 or below. Changing the ‘load’ on a dose of IOCANE Powder requires a Complexity 6 computer (this would be a high-end supercomputer at TL9, and a cufflink-sized computer at TL11) and the right program. $150 per dose, LC 4: it’s supposed to be regulated, but getting a permit for use on primitive planets is dead easy.

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