Surreality Bombs [GURPS 4e]

Surreality Bombs [TL13]

God help the Galaxy, but those Elder Races still around and in corporeal form all seem addicted to the ‘hobby’ of making a case of these things, then sending them to primitive (TL10 and below) star systems, just to see what would happen.  There’s nothing worse than a species that stubbornly won’t evolve to the next quantum level of reality — well, OK, there are: species out there that stubbornly won’t evolve and who seem to enjoy making less advanced species bleed.  Species deciding to play more or less nonviolent pranks seem relatively harmless by comparison.

By comparison.

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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.

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Survival Chickens [GURPS 4e].

Survival Chickens – Google Docs

Survival Chickens

Attributes: ST 3, DX 14, IQ 4, HT 14, HP 10, Will 4, Per 10, FP 14
Basic Lift 1.8: Damage 1d-3/1d-2 (imp)
Speed 8: Basic Move: 9

Traits: Claws (Talons), Damage Resistance (2), Discriminatory Smell, Striking ST (4), Chummy, Teeth (Sharp Beak), Domestic Animal (Cannot Speak, Hidebound, Social Stigma (Valuable Property)), No Fine Manipulators

Skills: Brawling DX/E – DX+0 14, Running HT/A – HT+0 14, Tracking Per/A – Per+2 12

Description: Basically, this.

They’re called ‘Survival Chickens’ because ‘neo-dinosaurs’ didn’t focus test well among interplanetary markets at the time.  But that’s what Survival Chickens are; they’re poultry that’s been reverse-engineered back to their dinosaurian origins, while at the same time remaining domesticated animals.  This is very foolish to try at TL8, workable at TL9, and trivial at TL10.

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The Unshucked (Inspired by a Penny Arcade strip) [GURPS 4e]

Unshucked – Google Docs

The Unshucked

[With all due respect to Penny Arcade]

Race: Plant-based undead monstrosities

Attributes [26]: ST 12 [12], DX 12 [24], IQ 6 [-80], HT 13 [30], HP 17 [10], Will 9 [15], Per 6, FP 13

Basic Lift 29
Damage 1d-1/1d+2

Basic Speed 7 [15], Basic Move 7

Advantages [217]: Acute Hearing (10) [20], Affliction (Host for the Unshucked) (1) (Always On (effects are dangerous); Contact Agent; Emanation; Extended Duration (Permanent with dispelling conditions); Cannot Parry; Melee Attack: Reach C; No Signature) [15], Damage Resistance (10) (Can’t Wear Armor; Force Field; Hardened (+1)) [50], Doesn’t Breathe (Oxygen Absorption) [15], Doesn’t Sleep [20], Indomitable [15], Injury Tolerance (Homogenous) [40], Parabolic Hearing (2) [8], Piercing Attack (2) [10], Single-Minded [5], Temperature Tolerance (4) [4], Unfazeable [15]

Disadvantages [-315]: Appearance (Monstrous) (Universal) [-25], Bloodlust (12 or less) [-10], Cannot Speak [-15], Dependency (Blacksoil) (Rare) (Monthly) [-30], Dread (Fire) (1 yard) (Very Common) [-30], Hidebound [-5], Incurious (6 or less; 12 or less) [-10], Low Empathy [-20], No Fine Manipulators [-30], No Sense of Humor [-10], Non-Iconographic [-10], Slave Mentality [-40], Social Stigma (Abomination) (-3) [-15], Vulnerability (Fire) (Very Common) (x2) [-40], Wealth (Dead Broke) [-25]

Skills [12]: Brawling DX/E – DX+0 12 [1], Forced Entry DX/E – DX+0 12 [1], Innate Attack (Projectile) DX/E – DX+3 15 [8], Wrestling DX/A – DX+0 12 [2] Continue reading The Unshucked (Inspired by a Penny Arcade strip) [GURPS 4e]

High-Tech Field Alchemy Kits [GURPS 4e]

High-Tech Field Alchemy Kits – Google Docs

High-Tech Field Alchemy Kits

Alchemy (and Herb Lore) in GURPS Magic assumes, at best, a TL of either 3 or 4.  This is reasonable; but both skills are fundamentally scientific ones, which means that there’s no reason that they cannot benefit from advances in chemistry, biology, and metallurgy.  Below are improved alchemical equipment for higher TLs, based on the information on pgs 210-212 of GURPS Magic.

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The Malakite [GURPS In Nomine 4e]

Malakite – Google Docs

Malakite
Race: Malakite of War (Angel)

Attributes [260]: ST 14 [40], DX 14 [80], IQ 15 [100], HT 14 [40]

Basic Lift 39, Damage 1d/2d, Basic Speed 7

Social Background: TL: 8 [0], Cultural Familiarities: Western, Languages: English (Native) [6]; French (Native) [6].

Advantages [506]: Alternate Form (Celestial Form) [87]*, Alternate Identity (Legal) [5], Appearance (Attractive) [4], Cannot Fall [5], Combat Reflexes [15], Damage Resistance (3) [15], Danger Sense (No Roll Required) [25], Detect (Celestial Disturbance) (Common) [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Essence Control (9) [24], Immune to Trauma [20], Non-Reciprocal Damage [30], Power Investiture (Celestial) (3) [30], Power Investiture (Corporeal) (3) [30], Power Investiture (Ethereal) (3) [30], Regeneration (Slow: 1HP/12Hr) [10], Resistant (Disease) (Occasional) (Immunity) [10], Rites (2) [4]**, Symphonic Knowledge (Honor) [30], Temperature Tolerance (10) [10], Trained By A Master [30], Unaging (Can still appear to age) [15], Very Fit (Doesn’t Fatigue) [15] Continue reading The Malakite [GURPS In Nomine 4e]

Vegemite Plus [GURPS 4e]

Vegemite Plus – Google Docs

Vegemite Plus

 

Vegemite Plus comes in a jar with a slightly more metallic gold label, has “Plus!” added in purple ink (which glows, faintly, in the dark), and tastes slightly less bitter.  But it’s the ingredients list that raises eyebrows: in addition to the regular items, Vegemite plus includes kingsfoil, aliantha, trama root, moly, elfroot, black lotus, and eezo.  Aside from being a series of intellectual property lawsuits just waiting to happen, falsifying the list of ingredients on a foodstuff violates any number of Australian laws.

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GURPS In Nomine Revisited: Sin’an.

Sin’an 8_12 pt – Google Docs

Sin’an                                               8/12 pt

Primary Skill: Sin’an
Secondary Skills: Body Language, Tactics
Optional Skills: Acrobatics, various melee weapons, Shield
Maneuvers: Breakfall, Disarm, Elbow Strike, Ground Fighting, Knee Strike, Stamp Kick (1pt), Sweeping Kick
Cinematic Maneuvers: Roll With Blow
Cinematic Skills: Blind Fighting, Immovable Stance, Push, see below

(At the GM’s option, Sin’an adepts might also buy Extra Hit Points; this would be appropriate even for non-cinematic practitioners of the style.)

At its most basic, Sin’an is an unarmed style, but students also often study hand weapon techniques and shield use.  Sin’an focuses on controlling the battlefield, and making good use of the ground; a user of Sin’an will often prefer to enter close combat, grapple, and then either throw or slam his opponent down.  Sin’an also teaches attacks that are useful when grappling.  Though not part of the main martial style, Sin’an teachers who also teach weapon skills often provide a good overview of those weapons’ close combat techniques.   Continue reading GURPS In Nomine Revisited: Sin’an.

Galvanized Hybrid Organic-Mechanical (Post-Vital) Servitors [GURPS 4e]

Galvanized Hybrid Organic-Mechanical (Post-Vital) Servitors – Google Docs

Galvanized Hybrid Organic-Mechanical (Post-Vital) Servitors

[TL 5+2*] [0 pt]

 

Yes, ‘Galvanized Hybrid Organic-Mechanical (Post-Vital) Servitors’ is a mouthful, but only the people making them use the full title.  Everybody else says ‘ghompov.’ Aside from being shorter, the name also has the benefit of sounding creepy to English speakers, without being specifically tied to any one particular horror folk legend.  Which is good, because ghompovs will soon feature prominently in any number of new horror folk legends, once people realize what they’re actually dealing with.

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Scrapper [GURPS 4e]

Scrapper – Google Docs

Scrapper 700 pt

 

Name: Janet Bronson

Attributes [167]: ST 12 [20], DX 13 [60], IQ 13 [60], HT 12 [20], HP 13 [2], Will 13, Per 14 [5], FP 12

Advantages [539]: Appearance (Attractive) [4], Artificer (3) [30], Common Sense [10], Control Non-living Matter (3) (Collective) [240], Damage Resistance (20) (Limited (Non-Living Matter)) [80], High Pain Threshold [10], Higher Purpose (Cleaning up) (1) [5], Mathematical Ability (2) [20], Reputation (Cleaner) (1) (All the time; Almost everyone) [5], Smooth Operator (1) [15], Telekinesis (13) (Area Effect (2 yd); Visible) [85], Telekinetic Talent (4) [20], Very Fit [15]

 

Control Unliving Matter was bought at the 40 point base level, as it explicitly allows for complex machinery to be manipulated and disassembled and extends the Control power over all non-living materials.  Telekinetic Control gives a +4 to both Telekinesis and Control rolls.  


Perks [2]: Skill Adaptation (Clinch/Boxing) [1], Style Familiarity (Boxing) [1]

Disadvantages [-75]: Bad Sight (Nearsighted) (Glasses) [-10], Charitable (12 or less) [-15], Code of Honor (Gentleman’s) [-10], Curious (12 or less) [-5], Easy to Read [-10], Honesty (12 or less) [-10], Pacifism (Cannot Harm Innocents) [-10], Sense of Duty (Comrades) [-5]

Quirks [-5]: Expression (“Let’s have a scrap!”) [-1], Habit (Breaking down junk) [-1], Imaginative [-1], Likes apples [-1], Trademark (Disassembled weapons) [-1]

Packages [0]: Boxing (Martial Arts) [0], Investigator (Basic Set) [0]

Skills [72]: Acting IQ/A – IQ+1 14 [2]*, Architecture/TL8 IQ/A – IQ-1 12 [1], Armoury/TL8 (Small Arms) IQ/A – IQ+3 16 [2]**, Boxing DX/A – DX+3 16 [12], Boxing Sport DX/A – DX+0 13 [1], Chemistry/TL8 IQ/H – IQ-1 12 [2], Climbing DX/A – DX-1 12 [1], Counterattack (Boxing) Tech/H –  12 [2], Detect Lies Per/H – Per-1 13 [1], Diplomacy IQ/H – IQ+1 14 [4]***, Electronics Repair/TL8 (Security) IQ/A – IQ+2 15 [1]**, Engineer/TL8 (Materials) IQ/H – IQ+3 16 [1]**/****, Fast-Talk IQ/A – IQ+1 14 [2]*, First Aid/TL8 (Human) IQ/E – IQ+0 13 [1], Games (Boxing) IQ/E – IQ+0 13 [1], Hazardous Materials/TL8 (Chemical) IQ/A – IQ-1 12 [1], Hazardous Materials/TL8 (Radioactive) IQ/A – IQ-1 12 [1], Machinist/TL8 IQ/A – IQ+3 16 [2]**, Masonry IQ/E – IQ+3 16 [1]**, Mathematics/TL8 (Applied) IQ/H – IQ+0 13 [1]****, Mechanic/TL8 (Automobile) IQ/A – IQ+3 16 [2]**, Metallurgy/TL8 IQ/H – IQ-1 12 [2], Observation Per/A – Per+1 15 [4], Physics/TL8 IQ/VH – IQ-1 12 [1]****, Research/TL8 IQ/A – IQ+1 14 [4], Running HT/A – HT+0 12 [2], Savoir-Faire (Gym) IQ/A – IQ+0 13 [1]***, Scrounging Per/E – Per+2 16 [4], Search Per/A – Per+1 15 [4], Shadowing IQ/A – IQ-1 12 [1], Streetwise IQ/A – IQ+1 14 [2]***, Targeted Attack (Boxing Punch/Face) Tech/H –  12 [2], Targeted Attack (Boxing Uppercut/Face) Tech/H – 12 [2], Uppercut (Boxing) Tech/A – 16 [1]

Continue reading Scrapper [GURPS 4e]