Thursday, January 26, 2017

Shadow-Infused Lens for Dungeon Fantasy

I was going through some of my old materials the other day and came across a lens I made a little over a year ago for a Dungeon Fantasy game. So I figured I'd share it here, since it's GURPSDay after all!

Shadow-Infused

75 points
Choice Professions: Assassin, Martial Artist, Swashbuckler, Thief.
Marginal Professions: None.

Shadow-infused are mortal beings comprised partly of shadow. They are either the offspring of a mortal parent and a shadow elemental or were once moral and somehow become imbued with the stuff of darkness. Maybe they spent too long on the plane of shadows or were in a magical accident. Regardless, they make excellent spies and killers thanks to their ability to hide in the darkness. They're constantly surrounded by shadows, which flit about them or animate their own shadow in strange (and disturbing) ways.

Attributes: DX+1 [20].
Secondary Characteristics: Basic Move+1 [5].
Advantages: Clinging (Mana-Sensitive, -10%; Only in shadows, -20%) [14]; Dark Vision (Mana-Sensitive, -10%) [23]; Fit (Only in Darkness, -20%) [4]; Reputation +3 (Shadow Creatures) [5]; Resistant to Metabolic Hazards (+3) [10]; Silence 1 [5]; Slippery 1 [2]; Temperature Tolerance (cold) 1 [1].
Racial Perks: Limited Camouflage (Shadows) [1]; Shadowplay* [1].
Disadvantages: Supernatural Feature (Animated Shadow) [-10]; Unfit (Only in Bright Lighting,-20%) [-4]; Unnatural Features 2 [-2].
Features: Dark black, gray, or black-speckled eyes. Surrounded by perpetual shadows that seem to cling to them.

* Shadowplay: Your character can manipulate nearby shadows into simple shapes or forms. This takes a DX roll, the better the roll the more complicated the shadow. He can even animate them – but this requires a Concentrate maneuver, 1 FP per minute, and persists for 1d seconds after you stop concentrating. You can animate at most one hex worth of shadows at a time. Those with Artist (Illusion) may substitute a DX-based roll if that is better than their DX.

Thursday, November 24, 2016

Shocker Lizard

CER 14 (OR 8 and PR 6)
Everyone’s hair stood on and as they approached the green reptile. Arcs of bluish-white light dances across its skin. Thankfully there was only one, or things would get hairy fast.
A three-foot long lizard with bright green scales and a yellow underbelly, the shocker lizard is a unique and frightening predator. It gets its name from its ability to discharge an electrical shock that can stun or kill prey. Alone, they are a nuisance, but a nest of shocker lizards rapidly grows to pose a lethal threat to any party!
ST: 7                                                       HP: 7                                                      Speed: 6.00
DX: 12                                                    Will: 10                                                  Ground Move: 6
IQ: 3                                                       Per: 12                                                   Water Move: 6
HT: 12                                                    FP: 12                                                     SM: -2

Dodge: 10                                             Parry: N/A                                             DR: 2

Bite (14): 1d-2 crushing. Reach C.
Shock: 1d-3 lethal electrical damage. Reach C. If two or more shocker lizards are within 2 yards of each other, damage is increased by 1 per lizard present and the attack gains the Explosion 3 enhancement – divide damage by the distance from the nearest lizard to any one victim!
Electric Sense: Shocker lizards can detect animal life with a successful Per roll, but not well enough to target it with an attack – it can only tell the general direction and SM of the animal.

Traits: Acute Smell 3; Bully (12); Cold Blooded (65°); Combat Reflexes; Discriminatory Smell; Gluttony (12); Jaw ST +2; Night Vision 9; Perfect Balance; Peripheral Vision; Quadruped; Terrain Adaptation (Undergrowth).
Features: Born Biter.
Skills: Brawling-14; Intimidation-11; Stealth-13; Swimming-12; Wrestling-14.

Thursday, October 13, 2016

Ents

With a creaking, cracking gate, the animate oak strode forward at an easy pace. It seemed little worried about the dozen gnolls arrayed before it, and hardly noticed their arrows. But once one buried its axe in the ent’s thick bark, the treebeast croaked with rage and sent the loathsome fae sailing through the air with a single swipe of a branch.
Ents are ambulatory, sapient trees who tend the most ancient forests.  They serve as gardeners and wardens, although they rarely pay any heed to any member of the animal kingdom unless a reasonable threat is posed.  Ancient by mortal standards, ents are extremely slow to action, do things slowly, and are very slow to embark on any endeavor.  Only a threat to the forest can readily mobilize the local ent population with any degree of rapidity, and "rapid" for an ent can take weeks.

Ent

CER 198 (OR 12 and PR 186)
An average, 20-foot-tall ent.
ST: 35                                                     HP: 145                                                  Speed: 5.50
DX: 9                                                      Will: 13                                                  Ground Move: 4
IQ: 10                                                     Per: 10
HT: 13                                                    FP: 13                                                     SM: 3

Dodge: 8                                                Parry: 7 (Unarmed)                             DR: 18

Branch Slam (9): 4d-2 crushing. Reach C-3. Usually made as a Telegraphic Attack.
Damage Reduction: DR is ablative to burning, corrosion, cutting, and huge piercing attacks to the same spot. DR is semi-ablative to multiple impaling, piercing, and large piercing attacks to the same spot. DR cannot be reduced below 1.

Traits: Chauvinistic; Common Sense; Decreased Time Rate; Dislikes Going Anywhere; Doesn't Breathe (Oxygen Absorption); Doesn't Eat or Drink (Requires Water); Fragile (Combustible); Green Thumb 1; Ham-Fisted 3; Hidebound; High Pain Threshold; Indomitable; Injury Tolerance (Homogenous; No Groin; No Neck); Pyrophobia (12); Regrowth; Sense of Duty (To forests, jungles, and other plant-covered areas); Unfazeable; Weak Sense of Humor.
Features: Affected as Plant.
Skills: Area Knowledge-13; Diplomacy-10; Gardening-13; History-13.
Notes: Ents are notoriously difficult for anyone to convince of anything (-3 to Influence rolls), and that's assuming anyone can even draw its attention.

Elder Ent

CER 798 (OR 25 and PR 773)
A truly ancient ent who has grown to the massive size of 50 feet and over 800,000 pounds.
ST: 65                                                     HP: 720                                                  Speed: 5.50
DX: 9                                                      Will: 15                                                  Ground Move: 4
IQ: 12                                                     Per: 12
HT: 13                                                    FP: 13                                                     SM: 5

Dodge: 8                                                Parry: 7 (Unarmed)                             DR: 30

Branch Slam (9): 7d crushing. Reach C-5. Usually made as a Telegraphic Attack.
Damage Reduction: DR is ablative to burning, corrosion, cutting, and huge piercing attacks to the same spot. DR is semi-ablative to multiple impaling, piercing, and large piercing attacks to the same spot. DR cannot be reduced below 1.

Traits: As Ent, but add Killjoy and Plant Empathy (Cosmic, No die roll required).
Features: Affected as Plant.
Skills: Area Knowledge-14; Diplomacy-12; Gardening-15; History-15.
Notes: Elder ents are even more difficult to communicate with or convince of anything (-6 to Influence rolls to get them to do anything they don't already want to do).  They care even less for the animal kingdom than their younger brethren.  While they are aware of animals, they generally ignore them.

Thursday, September 1, 2016

Wraith

CER 106 (OR 27 and PR 79)
Tendrils of cold, cloying darkness crawled from the shadows and snuffed the life from every candle in the room. The four travelers huddled together, back to back, and prepared for the wraith’s assault.
Wraiths are partially incorporeal undead that boarder on the demonic.  Little more than shadowy, animated hatred, they haunt the darkness of night seeking to drain the life from those they encounter, and when they succeed, their victim, tainted by the wraith's intense loathing of life, becomes twisted into a mirror of his executioner's – a weaker wraith serving its creator.
ST: 14                                                     HP: 15                                                   Speed: 6.00
DX: 12                                                    Will: 15                                                  Air Move: 12
IQ: 10                                                     Per: 12
HT: 12                                                    FP: N/A                                                  SM: 0

Dodge: 10                                              Parry: N/A                                              DR: 0

Punch (15): 1d(0.5) crushing + linked Life Drain (see below).  Reach C.
Life Drain (15): 3d+2 months of life drained per second.  Reach C.  This can only follow a successful grapple – often a choke hold (see Strangle Hold below).
Strangle Hold (12): On a successful attack, the wraith grapples his victim's neck.  On the victim's next turn, he may attempt to break free; the wraith is at +5 in this Quick Contest for using two hands.  On the wraith's next turn – and each turn thereafter, until its prey breaks free – it may strangle.  Roll a Quick Contest of the wraith's ST+3 vs. the victim's HT.  If the wraith wins, its victim takes crushing damage equal to its margin of victory.  DR protects normally, but multiply injury to the neck by 1.5.  If any damage – even blunt trauma – penetrates the victim's DR, you also start to suffocate him.  On his next turn and every subsequent turn until he escapes, he loses 1 FP; see Suffocation (B436).
Terror (Will-3): When a wraith moans or screams menacingly, anyone who hears it must make a Fright Check at -3.
Aura of Hopelessness: Anyone who fails a Fright Check in the wraith’s presence suffers -3 to all rolls. Every turn, the victim rolls against Will at a penalty equal to his margin of failure on the triggering Fright Check; on a success, he snaps out of his self-doubt.
Firebane: Wraiths suck the energy out of the area around them. Within two yards, candles are extinguished, torches burn as candles, and campfires burn as torches, and bonfires burn as campfires.
Light Weakness: Wraiths take quadruple damage from light attacks, 1d injury/minute from direct, natural sunlight, and lose their ability to interact with the physical world in any lighting conditions that impose a Vision penalty between +0 to -4.
Shadow Body: Wraiths are composed of partially insubstantial shadowstuff.  They can flow through any opening like a vapor; flight through the night air; take only 1 point of damage from impaling and piercing attacks and 2 points from all other non-area attacks.

Traits: Bloodlust (9); Callous; Can Be Turned by True Faith; Combat Reflexes; Darkvision; Desecrator; Detect (All Life; Precise); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Dominance; Dread (Sunlight; 1 yard); Flight; Fragile (Unnatural); Frightens Animals; High Pain Threshold; Immune to Metabolic Hazards; Indomitable; Injury Tolerance (Diffuse; Infiltration); Insubstantial (Accessibility, Not in Darkness less than -4; Affect Substantial; Always On); Intolerance (The Living); Lifebane; No Legs (Aerial); Obscure 5 (Vision; Area Effect, 2 yards; Defensive; Emanation); See Invisible (Ghosts); Temperature Control 5 (Cold; Emanation); Uncontrollable Appetite (Life Force) (9); Unfazeable; Unkillable 3 (Achilles’ Heel, Sunlight).
Features: Affected as Evil; Affected as Dead; Functions and Detects as Evil.
Skills: Brawling-15; Hidden Lore (Undead)-10; Intimidate-15; Stealth-22; Wrestling-14.
Notes: Wraiths can speak and may be willing to negotiate, but rarely bother to. They often know much about other wraiths, if not undeath in general. A wraith's spawn usually have the same stats as its parent, with -2 ST.

Sunday, August 28, 2016

Rocket Design Competition: Completion



The ACME Rocket flew beautifully, the parachute deployed perfectly, and then the wind carried it into the nearby forest (in the background above) never to be seen again. On the up side, a reporter from the local newspaper got the above picture of the rocket on liftoff! On the downside, we did not recover our rocket.

Because we did not recover the rocket, we don't know what altitude it reached and were pretty much immediately disqualified from winning. But we didn't come in last, either! This was largely due to our ability to meet deadlines and not have our find torn of by drag forces.

Looking Forward

I am not certain I will have sufficient time to participate in the Rocket Design Competition this semester, but I will be busy helping the leads prepare for it. Because of that newspaper reporter, a local business owner doubled the project's yearly budget. They are now building a test rig for oen of the wind tunnels on campus for proper ground testing, seeking industry professionals to talk to the teams and hopefully critique designs, expanding the competition to include a fragile payload, and building homemade parachute deployment delays. The other leads have pretty standard projects that don't seem to require much help from me, so at least I can help Rockets behind the scenes.

Friday, August 26, 2016

Perk: Library Card

Library Card

1 point
Whether by virtue of reputation, actual license, or simply a plot device, you can waltz into any institution that houses knowledge and access any document or artifact housed therein - provided it isn't classified! No one will think twice about it or delay you, assuming the materials are available readily accessible, and if any time must be taken to retrieve them, you will gain access in the minimum possible time. This perk does not grant access to materials that are classified or those that are not on site, checked out, or otherwise not available. The GM should still feel free to deny the character access to information when circumstances would demand it - e.g., if the character just trashed the library's public collection and then asks to visit more delicate archives, or if the clerk knows the PC is wanted by the police.

A prime example of a character with this perk is Professor Robert Langdon from Dan Brown's The Da Vinci Code. He walks into museum after museum asking to see priceless and delicate artifacts and documents without any issues - excepting, of course, the police chasing after him.