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.

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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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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]

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.

Continue reading GURPS Skill: Astral Nap.

Item/Creature seed: Squid-Helmets. [GURPS]

Blame this.

squid-helmets-google-docs

Squid-Helmets (TL1+2) [10/12 pt]

Squid-Helmets are what you get when somebody figures out during the Bronze Age how to successfully train a tree octopus so that it can be usefully worn on somebody’s head, then the species gets selectively bred accordingly over the next few thousand years. By the time you hit a medieval-equivalent Tech Level you’ll have something that’s simultaneously useful, and not a little bizarre. But not creepy — or at least no creepier than a domestic goat or pig. Squid-Helmets live about thirty years, if properly fed; the species is almost extinct in the wild*.

Continue reading Item/Creature seed: Squid-Helmets. [GURPS]

GURPS Infinite Worlds: Titanic-1.

titanic-1-google-docs

Titanic-1

 

On this world, the Titanic did not hit an iceberg and sink in the Atlantic, although possibly some of its owners might wish that it had. But that’s a backdrop to the real situation, which is this: there’s a lot of research to be done on Titanic-1 into the nature of timelines and divergence points, but unfortunately there are two broadly incompatible lines of research to be done.  And each line of research has its own bureaucratic partisans. …Really, it’s almost enough to make one wish for Centrum to show up. At least they can be more directly thwarted.

Continue reading GURPS Infinite Worlds: Titanic-1.

Draught of the Wolverine [TL5+1] [GURPS]

draught-of-the-wolverine-tl51-google-docs

 

Draught of the Wolverine [TL5+1] [0]

 

This ‘potion’ is actually not supernatural at all: it is instead derived from a carefully cultivated species of arctic fungus that grows in the vicinity of whatever super-material or substance that allows steampunk realities to function.  Once drunk, the Draught of the Wolverine essentially permanently infects the drinker’s body with a stable colony of the fungus.  Regular TL5 science cannot cure the condition, but TL5+1 super-science or a TL8 broad-spectrum antibiotic would be able to successfully clear up the infection.

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Item seed: Mother Gilman’s Practical Family Grimoire. [GURPS]

mother-gilmans-practical-family-grimoire-google-docs

Mother Gilman’s Practical Family Grimoire

This cheerful-looking hardcover book [the title is usually abbreviated to “Mother Gilman’s”] is printed on remarkably stain-and-damage resistant paper; the dust jacket is still crisp and there is no indication of yellowing.  While the publishing information lists a well-known publisher and a publication date of 1964, there is no record of this book or the author in the publisher’s own archives.  Interestingly, the alleged illustrator can be tracked down; she will readily admit that the interior art is done in her early style, but she never drew anything like this and she certainly never got paid for it, either. Needless to say, there is no record of this book existing on the Internet.   Continue reading Item seed: Mother Gilman’s Practical Family Grimoire. [GURPS]