Mar
09
2017
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The Templar Shropshire Trap [GURPS 4e]

Yes, yes, I saw the Templar cave story.

The Templar Shropshire Trap – Google Docs

 

The Templar Shropshire Trap

The short version about that supposed Templar cavern found in Shropshire?  The true, hidden version?  It was never dug out, or even adapted, by the Templars.  It has nothing to do with the Templars at all.  The Templar cavern was instead carefully constructed in 1965 AD or so by an esoteric conspiracy with no love for humanity, and an obsessive desire to transform the world into something more to that conspiracy’s liking.

The background comes right out of GURPS Horror: The Madness Dossier: this reality that we live in right now (‘History A’) was created in 535 AD as the culmination of a rebellion of humans against their alien Anunnakku masters.  The previous reality (‘History B’) was buried in a semantic and metaphysical ‘reality quake’ that wiped out an entire world, and put a new one in its place. But there were refugees from History B (‘irruptors’); and they struggle even today to put back the old world and bury our own.  And, again: they have no love for humanity.

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Mar
09
2017
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Tetrachromancy [GURPS 4e]

Tetrachromancy [17] – Google Docs

Tetrachromancy [17]

 

This particular magical advantage seems to be linked to places with higher than average levels of interdimensional travel.  Basically, it’s an occult mutation of the rods and cones of the human eye that allows someone with this advantage ‘see’ Gates – more specifically, it allows them to see the lingering radiation that’s produced as a by-product from the imposition of a Gate (magical or otherwise) onto the landscape. The ability only works in areas of low mana and above, and anybody with Tetrachromancy is already a mage, albeit a very basic one.

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Feb
26
2017
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Infinite Worlds: Clinic [Quantum 7] [GURPS]

Clinic (Quantum 7) – Google Docs

 

Clinic (Quantum 7)

 

On this timeline, magic exists — but only the whitest of white magic. Faith Healing is a recognized field of study; its practitioners can cure disease, heal the injured, and even reattach limbs. Interestingly, mundane healing is more advanced on this timeline than at the equivalent point on Homeline’s, as well: those Great Powers that were not blessed with a large number of healing mages quickly adopted the innovations proposed by mundane physicians.

 

Clinic has only slightly diverted from Homeline’s history thus far, possibly because it is in neither Homeline’s nor Centrum’s interest that it do so.  Both societies operate clandestine magical clinics in this timeline, and have no interest in rocking the boat.  What either — or both — plan to do when Clinic’s Great War presumably kicks off in thirty years is unknown.

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Feb
22
2017
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Choir (TRAPPIST-1 star system) [GURPS]

Choir – Google Docs

Exoplanets! Whee!

 

Choir

It was natural for explorers from Earth to go to the TRAPPIST-1 dwarf system as part of the first wave of interstellar exploration, once humans finally cracked the code on faster-than-light travel.  The planetary system had seven confirmed exoplanets, and a remarkably tolerant habitable zone for a dwarf star; it was also extremely young by stellar standards.  So it seemed unlikely that life would have developed so quickly there… thus making it probably safe enough for a species just starting to practice exploring the Galactic Arm.

This proved to be… incorrect.  Not only were there three water worlds with functional biospheres: the other four planets all proved to have their own forms of life.  And sentient races living on all of them, although admittedly none of those species were born there.  It turns out that TRAPPIST-1 is well-named; it’s a favorite spot for monastic communities from all over this part of known space.  Fortunately, humans were welcome enough… or at least their religious communities were.

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Feb
16
2017
7

GURPS Infinite Worlds: Breckinridge [GURPS]

Had to revise this a bit: it was too much show-your-work.

Breckinridge, 1863 – Google Docs

Breckinridge

There are surprisingly few timelines where the United States does not have a Civil War at some point.  On Quantum 7’s Breckinridge, they’ve avoided it so far — but as the 1864 election looms, it would appear that something is going to happen, and soon.  The compromises that kept the Democrats unified enough in 1860 to win the election all died with Vice President Stephen Douglas: today, President John Breckinridge is loathed by half his party, but his refusal to stand aside in the upcoming election worries a lot of people. Including those on Homeline: they know how the story can end.

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Feb
14
2017
1

Mermaids [GURPS]

Dunno why.

Mermaids – Google Docs

Mermaids [45/60/50]

Basic Version [45]: Appearance [Attractive] [4], Charisma 1 [5], Doesn’t Breathe [Gills] [10], Enhanced Move 1 [Water] [20], Nictitating Membrane 1 [1], Pressure Support 1 [5], Slippery 1 [2], Speak Underwater [Interface Crossing, +50%] [8], Teeth [Sharp] [1], Temperature Tolerance 4 [4], Chummy [-5], Cold-Blooded [-5], No Legs [Aquatic] [0], Unnatural Features 5 [-5]

Fantasy Version [+15 to basic version] : Add Innate Attack 2 [Fatigue] [20], Magery 0 [5], Musical Talent 1 [5], Lecherous [-15]

Fantasy Evil Version [+5 to basic version]: Add Innate Attack 2 [Fatigue] [20], Magery 0 [5], Musical Talent 1 [5], Bloodlust [-10], Odious Racial Habit [Eats people] [-15]
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Feb
08
2017
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Servitors [8 pt] [GURPS]

I’ve had a version of this in my head for a while; I cannot for the life of me remember if I’ve ever written it out before.

servitors-8pt-google-docs

Servitors [8pt]

Stats: ST +1 [10], DX +1 [20], IQ +1 [20], HT +1 [10], HP +1 [2], FP +1 [3], Will -4 [-20]

Advantages: Appearance (Handsome/Beautiful) [12], Longevity [2], Rapid Healing [5]

Disadvantages: Charitable [-15], Easy to Read [-10], Enemy [varies*] [-10], Magical Susceptibility 5 [-15], Unnatural Features 5 [particolored hair, faintly glowing skin] [-5]

Racial Quirk: counts as Human for the purposes of spellcasting [-1]

*Evil magic-users or cultists will invariably show enough of a disproportionate interest in Servitors to justify at least -10 points. Depending on the culture, it may be even more — or replaced with Social Stigma [Valuable Property].

Servitors are humanoids — virtually human-like, in fact, although they cannot interbreed with human beings.  Their major physiological differences lie in the hair (naturally particolored) and skin (which glows very slightly blue in dark conditions). Physically, they give the impression of being bright-eyed and graceful sophonts, pleasing in both face and form.

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Feb
02
2017
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Creature Seed: Pollies [GURPS]

pollies-google-docs

Pollies [GURPS]

ST 20; DX 5; IQ 5; HT 40;

Move 3; DR 10; SM +2

This species is originally from a frigid planet with no oxygen in its very thin atmosphere, and covered with extensive but shallow seas of somewhat diluted glycerin.  Pollies are technically amphibious; it is more accurate to say that they do not breathe and are mostly resistant to changes in atmospheric pressure.  Modern breeds have been genetically adapted to live comfortably enough in vacuum; they are not suited for Earthlike conditions. The species is about the size and weight of a 20th century minivan; it has four eyes (two each, front and back), four mouths (one on each side), and a set of cilia on which it slowly moves around.  Pollies reproduce by egg-laying; the eggs typically outgas a mildly disgusting smell to discourage predators.

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Jan
29
2017
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Magic-Focused Talents for GURPS. [GURPS]

I’m sure that other people have come up with similar concepts before now, but these are mine.

magic-focused-talents-for-gurps-google-docs

Magic-Focused Talents for GURPS

These Talents are designed for campaigns where magic is both real and at least somewhat formalized. The Fortune-Telling skill in particular here assumes that divination works. Also: while there is no reason why the Witch and Wizard Talents cannot be bought by the same PC, in many worlds people look oddly at somebody who has affinities for both.

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Jan
24
2017
1

Item Seed: Winston Churchill’s Walking Cane.

winston-churchills-walking-cane-google-docs

 

Winston Churchill’s Walking Cane

 

This is the walking cane that Winston Churchill carried throughout World War II. As you might imagine, it can have a certain resonance, in the right hands. And if it ever ends up in the wrong ones, well, the pyrotechnics could be entertaining.  Also, messy.

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Jan
20
2017
3

Steve Jackson Games doing more with Amazon Createspace.

Basically, Amazon Createspace allows companies like Steve Jackson Games to release titles (in this case, GURPS titles) for softcover print-on-demand. They’ve already tried this with three existing titles: now SJG is going to try three more. If there’s enough demand, SJG will start assigning staff to convert more titles. There’s the faintest possibility of a suggestion of a hint that ‘even older titles’ might be made available, which could mean 3rd edition GURPS, or – dare I hope it? – In Nomine.

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Jan
18
2017
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GURPS Skill: Astral Nap.

Blame this.

astral-nap-will-hard-google-docs

 

Astral Nap [Will/Hard]

Default: none

 

This skill is useless unless the user has some way to visit the astral plane (such as either the Astral Travel power or the Planar Visit spell).  A successful roll will allow the user to carefully balance his astral form so that it and his physical body are effectively ‘orbiting‘ each other; this allows the caster to stay in astral form for a total of eight hours without spending more FP/HP, or re-rolling.  However, the user may do nothing else except ‘sleep;’ he may not even lucidly dream.  Also, the user is hideously vulnerable while in this condition: no active defenses may be used at all, and any damage done will mentally Stun him for (20-IQ) seconds, noncumulative.

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