Professor Planck [GURPS 4e]

Professor Planck [250 pt]

Attributes [160]: ST 10, DX 11 [20], IQ 17 [140], HT 10

Advantages [122]: Appearance (Beautiful) [12], Charisma (1) [5], Gadgeteer (Quick) [50], Gizmo (3) [15], Magery (3) [30], Magery 0 [5], Versatile [5]

Disadvantages [-60]: Code of Honor (Comics Code) [-15], Curious (12 or less) [-5], Honesty (12 or less) [-10], Secret Identity (Serious Embarrassment) [-5], Sense of Duty (Humanity) (Entire Race) [-15], Trademark (Uses tech gear as a prop for magic) (Simple) [-5], Truthfulness (12 or less) [-5]

Quirks [-5]: Delusion (I am doing regular science.) [-1], Distractible [-1], Imaginative [-1], Likes Fiddling with electronic and mechanical junk. [-1], Vow (Stay optimistic and friendly.) [-1]

Skills [33]: Boxing DX/A – DX+1 12 [4], Computers! IQ/WC – IQ-3 14 [3], Diplomacy IQ/H – IQ-2 15 [1], Guns/TL8 (Pistol) DX/E – DX+1 12 [2], Inventor! IQ/WC – IQ-2 15 [6], Magic! IQ/WC – IQ+1 18 [6]*, Performance IQ/A – IQ-1 16 [1], Piloting/TL8 (Flight Pack) DX/A – DX+1 12 [3], Scholar! IQ/WC – IQ-3 14 [3], Science! IQ/WC – IQ-3 14 [3], Scrounging Per/E – Per+0 17 [1]

*Includes: +3 from Magery.

Stats [160] Ads [122] Disads [-60] Quirks [-5] Skills [33] = Total [250]



Mearganta [Martial Art] [GURPS 4e]


Skills: Brawling, Wrestling

Techniques (Common): Ground Fighting (Brawling), Headbutt (Brawling), Kicking.

Techniques (Polladh): Aggressive Parry (Brawling), Counterattack (Brawling), Disarm (Brawling), Ear Clap (Brawling), Elbow Strike (Brawling), Jam (Brawling), Knee Strike (Brawling), Two-handed Punch (Brawling), Uppercut (Brawling).

Techniques (Fáscadh): Breakfall (Wrestling), Choke Hold (Wrestling), Drop Kick (Wrestling), Feint (Wrestling), Head Lock (Wrestling), Knee Drop (Wrestling), Leg Grapple (Wrestling), Leg Lock (Wrestling), Trip (Wrestling).

Optional Traits:

Secondary Attributes: Increased HP, Increased Will.

Advantages/Disadvantages: Destiny (required, as long as it’s about how you’re going to die), Hard to Subdue, High Pain Threshold, Rapid Healing.

Skills: Boxing, Karate (note that Brawling will still be necessary, even if the other two skills are available).

Meargánta is a martial art that one might find in worlds where somebody can absolutely and unquestionably learn how they’re going to die.  In this particular case, it comes from a Celtic-themed culture whose members routinely receive geasa which prophesy that they will be killed by a one-handed man with an axe, or something along those lines; this encourages a certain recklessness among those fighters currently not facing their ultimate bane. Meargánta perhaps encourages said fighters to be even more reckless.  Meargánta is a martial art for the grimly stoic; and while it is not deliberately cruel, its fighters tend to be ‘dour.’

Traditionally, all Meargánta initiates are taught the basics of screaming, rushing their opponents, and striking them at very close range, with casual disregard for their own defense.  After this is learned, students of the art will concentrate on either Polladh, which teaches even more ways to hurt people directly; or else Fáscadh, is mostly about to how to have leverage and stress points do the hurting for you.  In either case (or both), defensive techniques are rarely taught. If this is the person who is going to kill you, then why prolong matters?  And if this is not the person who will kill you, why bother?  

There is no cinematic version of Meargánta.  The entire style is a cold-bloodedly pragmatic way to take full mundane advantage of a wondrous condition.  And its practitioners tend to have a personal grudge against the esoteric anyway, as befits people who more or less labor under an unshakeable curse.

The material presented here is my original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.GURPS is a registered trademarks of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.


Solomon Grant VIII [GURPS 4e]

Solomon Grant VIII [300 pt]

Attributes [112]: ST 10, DX 10, IQ 15 [100], HT 10, HP 10, Will 15, Per 15, FP 14 [12]

Social Background: 

Cultural Familiarities: Western (Native) [0].

Languages: English (Native) [0]; French (Native/Native) [6].

Advantages [121]: Destiny (Major) [10], Eidetic Memory [5], Magery (3) [30], Magery 0 [5], Patron (Order of the Eagle) (9 or less; Secret; Special Abilities: extensive social or political power) [25], Reputation (Military Writer) (1) (All the time; Almost everyone) [5], Sage (3) [30], Status (+1) [5]

Disadvantages [-65]: Bad Sight (Nearsighted) (Glasses) [-10], Code of Honor (Professional) [-5], 

Curious (6 or less; 12 or less) [-10], Duty (Magician for the Order) (9 or less (fairly often)) [-5], Duty (Teaching) (9 or less (fairly often)) [-5], Fanaticism (The United States of America) [-15], Secret Identity (Utter Rejection) [-10], Truthfulness (12 or less) [-5]

Quirks [-5]: Chauvinistic [-1], Drinks only historical beers [-1], Obsession (Learn everything about American military) [-1], Peppers speech with archaic sayings [-1], Reads most fantasy fiction for laughs [-1]



Ananeosi [GURPS 4e]


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.



Necroman [450 pt] [GURPS 4e]


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]



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.



Garner [Quantum 6] [GURPS 4e]

Garner [Quantum 6]

In Reality Garner, President-Elect Franklin Roosevelt was assassinated in 1933 by Giuseppe Zangara, just like in the highly dangerous Reich-5 timeline.  But unlike on Reich-5, Vice-President Elect John Nance Garner then went on to have two reasonably effective terms before handing over the Presidency to Republican Wendell Willkie in 1940.  It’s now 1942, and Willkie is busy fighting World War II. The war is going roughly the same as it did on Homeline, and there’s no real indication that the Allies are going to lose the war against the Axis.

So it’s amazing how flat-out nasty the out-time interference is getting.  There’s already been sabotage, skullduggery, corruption, and even a couple of suspicious deaths among Infinity personnel, with no end in sight.  And note that this is all internal; the usual fight between Infinity and Centrum over the Garner timeline is positively civilized by comparison.



Doc Shadow [GURPS 4e]

Doc Shadow [600 pt]

Attributes [220]: ST 11 [10], DX 13 [60], IQ 17 [140], HT 11 [10]

Social Background: TL: 8 [0]

Languages: Spanish (Native) [6].

Advantages [324]: Appearance (Handsome) [12], Charisma (2) [10], Combat Reflexes [15], Common Sense [10], Fit [5], Gadgeteer (Quick) [50], Gizmo (2) [10], High TL (1) [5], Independent Income (2) [2], Insubstantiality (Can carry up to No Encumbrance: +10%)  [88], Intuition [15], Less Sleep (3) [4], Reputation (Almost certainly has saved the life of somebody you love) (4) (All the time; Almost everyone) [20], Smooth Operator (1) [15], Social Regard (Respected) (1) [5], Status (+2) [5]*, Versatile [5], Voice [10], Wealth (Very Wealthy) [30]



Survival Mold [TL 10] [GURPS 4e]

Survival Mold [TL 10] – Google Docs

Survival Mold [TL 10] [30]

Description: Mottled-colored goop that rapidly grows on human hair and skin.  It looks like it would smell bad, but it does not. Survival Mold lasts indefinitely: in fact, removing it requires a particular enzyme that is difficult to manufacture at, say, TL8.



“Mountains of Madness featuring John Williams” [GURPS 4e]

“Mountains of Madness featuring John Williams” – Google Docs

“Mountains of Madness featuring John Williams” Tenth Anniversary Soundtrack (2021)


Mountains of Madness (directed by Guillermo del Toro; starring George Clooney, Octavia Spencer, Gary Oldman, and Kristen Stewart) was one of the highest-grossing films of 2011 on Homeline. Del Toro even managed to score John Williams for the soundtrack, which (as usual) netted Williams an Academy Award nomination.  It’s widely considered to be one of Williams’ better work; the ‘Main Theme’ in particular somehow manages to be simultaneously peppy, pulpy, and deeply creepy, all at once. The tenth anniversary commemorative soundtrack is itself rather nice, with charmingly retro things like physical artwork — and an actual compact disc inside!  The whole thing has “collector’s item” stamped all over it. Well, not literally, because that would be crass.


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