In Nomine Revisited: Psionics for In Nomine.

Psionics for In Nomine – Google Docs

This one I’m not reproducing in full on the site: the PDF is something like 23 pages long. It was based off of GURPS Psionics 3rd Edition, back in the day: I could probably rewrite it to take into account 4E, but GURPS In Nomine draws on 3rd Edition and it’s going to be a long time, if ever, that that sourcebook gets adapted to the new edition.  I’m not really even expecting them to ever do it, honestly.

Anyway, enjoy. I had forgotten that I wrote this up. Maybe somebody out there can use it…

The Six Terrible Books of Earth. [GURPS Banestorm]

The Six Terrible Books of Earth – Google Docs

The Six Terrible Books of Earth

 

These books are banned by every human nation on Yrth, both Christian and Muslim.  But somebody keeps printing them; and no matter how often the Ministry of Serendipity burns the Books, there’s always another popping up.  Usually just before something explodes, or burns down, or sees an uptick in Mob violence.  The average mage of Yrth reacts to the Six Terrible Books of Earth the same way that an Arkham professor reacts to a Mythos tome, and for the exact same reason: they inexorably corrupt the status quo.  Thankfully, they’re all written in English, which is difficult for Anglish and Arabic speakers to understand.

Continue reading The Six Terrible Books of Earth. [GURPS Banestorm]

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.

Continue reading Tetrachromancy [GURPS 4e]

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.

Continue reading Infinite Worlds: Clinic [Quantum 7] [GURPS]

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.

Continue reading Choir (TRAPPIST-1 star system) [GURPS]

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.

Continue reading GURPS Infinite Worlds: Breckinridge [GURPS]

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]
Continue reading Mermaids [GURPS]

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.

Continue reading Servitors [8 pt] [GURPS]

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.

Continue reading Creature Seed: Pollies [GURPS]

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.

Continue reading Magic-Focused Talents for GURPS. [GURPS]