Aug
17
2017
0

Survival (Mundane) [GURPS 4e]

Survival (Mundane) – Google Docs

 

Survival (Mundane) [Per/Average]

Defaults: Perception-5, Occultism-3, or Urban Survival-4

 

This skill counts as a ‘land’ skill in terms of determining defaults (at -6) from other Survival specialities.  It is generally learned by supernatural creatures, monsters, extra-dimensional visitors, or anyone else who needs to survive in mortal or mundane environments. It is typically used to ‘blend in’ temporarily, avoid and survive areas that are dangerous to supernatural creatures, and of course figure out how to move around freely (vampires in particular often use this skill to work around the ‘cannot enter unless invited’ problem).  Mortals can learn the skill, but mostly just to teach it.

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Aug
10
2017
1

Ark (Quantum 7) [GURPS 4e]

Ark (Quantum 7) – Google Docs

Ark (Quantum 7)

 

This timeline is not a myth parallel where there was a literal Noah’s Ark. Infinity Unlimited is almost certain of this. Instead, Ark is merely a world where virtually every species of animal is domesticable.  Discovering the exact change point has not yet been achieved, but the results are real; animals from Ark both remain domesticable outside of that timeline, and their traits breed true.

 

Which is why the timeline is now the site of a particularly vicious war between Infinity and Centrum. Fortunately, or unfortunately, they can hide their fights inside one or other wars that crop up on Ark with distressing regularity. It turns out that being able to domesticate anything usually results in countries breeding their very own exotic animal cavalry.

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Jul
27
2017
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Source Speak/TL [IQ/VH] [GURPS 4e]

Source Speak_TL – Google Docs

Source Speak/TL   [IQ/Very Hard] Defaults: None

 

Superficially, Source Speak resembles a language, but in reality it’s a complicated method for achieving physical effects via semantic manipulation of the environment. A successful roll will allow the user to automatically shift the results of a skill roll by one level, in either direction.  For example, Source Speak can turn a critical failure into a failure, or a critical success to merely a success.  An unsuccessful roll (which cannot be mitigated by another Source Speak skill check) causes 1d6 hit points (6d6 on a critical failure), which represents a piece of space-time reacting badly to being manipulated in such a fashion.

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Jul
20
2017
1

Geek Fu [GURPS 4E]

Geek Fu – Google Docs

 

Geek Fu [13/18]

 

In a world where everybody knows kung fu — like, say, the worlds of ever so many martial arts movies — the martial arts style learned and used by roleplaying geeks would have to be an interesting one indeed.  Geek Fu is a ‘soft’ style: it teaches observation and evasion, not hand strikes. In keeping with it’s not-quite-serious tone, Geek Fu teaches the best way to use a trench coat (Cloak), Doctor Who scarf (Whip), and linked dice bags (Bolas) effectively; practitioners also learn how to throw their dice more, ah, pointedly.

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Jul
13
2017
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Pacheco-Chiba Syndrome [GURPS 4E]

Pacheco-Chiba Syndrome – Google Docs

Pacheco-Chiba Syndrome [0]

 

Official knowledge of this particular medical condition is more or less suppressed –although that makes what’s happening sound far more official than it actually is.  In reality, nobody in the field of medicine wants to admit that Pacheco-Chiba Syndrome exists, because if they did they’d probably get laughed into an early retirement.  And by people who themselves know full well that the Syndrome is very real.

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Jul
06
2017
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Smog (Quantum 6) [GURPS 4e]

Blame Secret World Legends, honestly.  Game dropped this week.

Smog (Quantum 6) – Google Docs

Smog (Quantum 6)

 

This hell world is the perfect place to put prisoners who you don’t want escaping, don’t want plotting, and don’t want aging, either.  There’s something about the timeline’s atmosphere that puts most hominid species into suspended animation: whatever it is, the stuff doesn’t seem to cause any lasting harm.  Both Homeline and Centrum thus both use Smog as a convenient dumping ground for particularly troublemaking individuals who need to be put on ice for a little while.  Yes, ‘both.’  Infinity has a facility on the Northern Hemisphere, Interworld runs one on the Southern, and nobody says anything official.

 

Well, nobody said anything up until last month.  That’s when they found what might be a third holding facility.  And nobody knows who put it there.

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Jun
29
2017
--

Abby, Saint of Trade [GURPS IN NOMINE]

Abby (GURPS) – Google Docs

Abby (Saint of Trade)

250 pt

 

ST: 10 (0)

DX: 13 (30)

IQ: 14 (45)

HT: 11 (0*)

 

*+1 for Saint (Recorporalized)

 

Advantages: Appearance: Attractive/1 (5), Charisma/2 (10), Combat Reflexes (15), Language Talent/2 (4), Saint (Recorporalized) (130)

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Jun
22
2017
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Talents for Cosmic Horror Campaigns [GURPS 4E]

Talents for Cosmic Horror Campaigns – Google Docs

 

Talents for Cosmic Horror Campaigns

 

Below are Talents (GURPS Basic Set: Characters, pages 89-90) that would be suitable for a classic 1930s style Cthulhu Mythos campaign. Customization is, of course, encouraged; for example, the Cultist Talent assumes that the cultist is some sort of Tcho-Tcho or Cthulhu Cult minion. A Dagonite, on the other hand, might have Swimming and Brawling, instead of Climbing and Blowpipe.  Also: the higher the level of the Talent, the higher the likelihood of various forms of insanity. At least, that’s how it always seems to work out in the stories.

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Jun
14
2017
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The Winter Lady [GURPS 4e]

Suitable for fantasy campaigns.

The Winter Lady – Google Docs

 

The Winter Lady

 

The Winter Lady is a goddess of the cold and winter; She is also the primary deity of healing in her pantheon.  Worshippers of other pantheons often find this to be contradictory, but those who follow the Lady have no confusion in their hearts. After all, cold slows decay, and keeps things fresh and unsullied. It would be only natural that a goddess of ice would have the power to preserve the health and life of Her followers. Her church’s religious symbol is the snowflake; the colors of the goddess are blue and white.

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Jun
08
2017
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GURPS Martial Art: Swarm (12/20 pt) [GURPS 4E]

Swarm – Google Docs

Swarm [12/20]

 

In any world where at least some individuals have access to life eternal, or even life endless (call them Immortals), there will inevitably be those who will use their advantages to try to take over the world.  And then, just as inevitably, there will be those who will learn how to effectively fight and neutralize those Immortals. This martial art comes from a secret society dedicated to effectively combatting opponents who cannot be killed, but who can be knocked down, over, and unconscious, as well as be immobilized, hurt, or even just beaten up.  Swarm is extremely intensive: practitioners are expected to train in their maneuvers to the maximum level possible, and fight equally well both alone, and in groups. It also teaches enough occult lore to give Swarm adepts the basics of general monster hunting.

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Jun
02
2017
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GURPS Revisited: Padway-3. [GURPS 4e]

I’m putting this up because somebody was interested in using some of this material, so I figured the least I could do would be to make it a little easier to access.  I mean, why not, right?

Padway-3 (Quantum 5) – Google Docs

 

 

Padway-3 (Quantum 5)

 

The Secret is thoroughly compromised on Padway-3, and there is little consolation to Infinity that this is due to no fault of theirs. The blame instead rests with Jerry Moore, an involuntary crosstime filibusterer who appeared on Padway-3 over sixty local years ago, and who wasted no time in fomenting revolution among recently-conquered and definitely oppressed American colonists. By the time Moore died of old age in 1800, he had recreated a USA that promises to challenge the Ottoman and Chinese empires for supremacy of the globe; and as Moore had shown no interest in hiding his origins, the entire timeline now knows that crosstime travel is at least possible. Homeline is still trying to determine how to proceed.

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Jun
01
2017
1

Hobart (Quantum 6) [GURPS 4e]

Hobart (Quantum 6) – Google Docs

Hobart (Quantum 6)

 

This timeline is on the front lines of the Infinity-Centrum war: it is a former echo that was shifted into Quantum 7 in 1899 when covert Centran operatives intervened to save the life of Vice President Garret Hobart.  Hobart went on to duly succeed President McKinley (instead of Theodore Roosevelt) when McKinley was assassinated in 1901; his policies as President allowed for easier Centran infiltration of the timeline.  However, in late 1903 holdout Infinity agents managed to disrupt Centrum’s ongoing secret medical treatment of Hobart; the President has already had one heart attack, and has just announced that he will not be seeking election in 1904.  This shifted the timeline back to Quantum 6, thus allowing Infinity to make contact with its operatives and recommit to taking back the timeline completely.

 

The fight continues.

 

Hobart, 1904 AD

 

Current Affairs

The United States of America is about to have an election cycle unlike anything it has ever seen.

 

Divergence Point

1899: Centran agents save the life of Vice President Hobart, thus preventing Teddy Roosevelt’s Presidency.

 

Major Civilizations

Western (Diffuse), Chinese (Empire), Orthodox (Diffuse)

 

Great Powers

Substantively identical to Homeline’s, circa 1904

 

Worldline Data

TL: 5

Quantum: 6 (unstable)

Mana Level: None

Centrum Zone: Red

Infinity Level: P3

 

Outworld Involvement

 

While most local political observers in Hobart may suspect that the 1904 election promises to be extremely exciting — after all, there will be no incumbent President, no Vice President at all, and the nomination for both parties appears to be wide open — the full lengths that both Centrum and Infinity will go through to make sure the ‘right’ candidate wins have yet to be determined.  The Centrans have the simpler task: they want both parties to nominate internationalists who support partnering government with industry in order to efficiently develop the country. Centrum also wants the next President to be an isolationist who will let the Europeans destroy themselves, but that’s a long-term goal.  The problem for Centrum is that they’re remarkably bad at rigging elections; usually that doesn’t matter, but Infinity is now back in the picture, so it does.

 

Infinity’s problem is the inverse of Centrum’s: they know how to fix an election, but there’s no consensus on who to throw it to.  The easiest solution is to get Roosevelt the nomination and the election, but he’d unquestionably serve until 1912 in that scenario and when that happened the timeline would probably shift quantum levels again. Unfortunately, every other possibility is a giant unknown; the timeline is sensitive to quantum shifts, and even Centrum apparently has difficulty predicting the results of any one act of changing history.  And, of course, everybody with an informed opinion on the subject also has a pet academic theory to flog.

 

It may all end in barely-disguised shootouts between Centran and Infinity personnel — Centrum has already made two attempts on the life of Princeton University President Woodrow Wilson, which has forced Infinity to take the unpleasant duty of keeping him alive — while the timeline hops around the Quantums like a water drop hops around a griddle.  There are agents on both sides that might welcome such a scenario, in fact.  The constant having to try to second-guess which action might blow up in one’s face today has been extremely tiring, for everybody involved. Simply shooting the Bad Guys and going home has its appeal.

 

 

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.

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