2017-06-16

jerril: A cartoon head with caucasian skin, brown hair, and glasses. (Default)
2017-06-16 07:22 am
Entry tags:

Arctic Kangaroos

Precis – A statblock for a fictional arctic kangaroo. Also includes new traits: Bounder, Macropod Tail, Snow-Walker, Cellulose Eater, Seasonal Camouflage.
There's no such thing as an Arctic kangaroo. Irregardless, I dreamed that a talking arctic kangaroo was knocking at my window at 6 AM in the predawn darkness, nagging me to go running with him. In the snow. To hell with that.

My amateur dream analysis is that I'm painfully Australian/Canadian, and I need to get out and exercise more.

Care of my slightly demented dreams, have a GURPS template for a talking Arctic kangaroo. This writeup owes a debt to the GURPS Animalia website by lwcamp/Pizard, but has been significantly modified.

Talking Arctic Kangaroo, 166 points
Traits marked with an * are listed below the template.

ST +3 [30]; DX +1 [20]; IQ -1 [-20]; Will +1 [5]; Perception +3 [15]
Advantages: Blunt Claws [3]; Bounder* [57]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Macropod Tail * [23]; Night Vision 4 [4]; Parabolic Hearing 2 [8]; Peripheral Vision [15]; Reduced Consumption 2 (Water Only, -50%) [2]; Sharp Teeth [1]; Snow-Walker * [6]; Temperature Tolerance 2 (Cold) [2]; Ultrahearing [5].
Perks: Cellulose Eater*; Fur; Seasonal Camouflage*.
Disadvantages: Bad Grip 1 (Doesn't Affect Climbing Rolls, -20%) [-4]; Bad Sight 4 (Motion Sensitive)* [-4]; Ham-Fisted 1 [-5]; Short Arms [-10]; Social Stigma (Valuable Property) [-10].
Quirks: Panic (Flight Instinct)*.

Bounder, 57 points
You move effortlessly overland on good terrain at high speeds, and can effortlessly make huge broad jumps. Note that a character using Bounding-granted Enhanced Move still has cornering and handling issues, even if they can accelerate to top speed instantly).
Enhanced Move 1 (Ground; Cosmic, Instantaneous Acceleration, +50%) [30]; Basic Move +3 [15]; Super Jump 1.5 (Horizontal Only, -25%) [12]. I allow half levels of Super Jump based on the precedent of Enhanced Move, which is another exponential-growth based movement trait.

Macropod Tail, 23 points
Crushing Striker (Clumsy, -1 to skill, -20%; Limited Arc, -40%; Long +1, +100%) [7]; Perfect Balance [15]; Perk: Tail acts as a fifth leg when crawling.

Snow-Walker, 6 points
Alternate Ability of Terrain Adaptation (Ice) and Terrain Adaptation (Snow). You don't use them at the same time, ergo they should be an AA. This has been suggested by Kromm/PK.

Bad Sight (Motion Sensitive), -1/level up to 10 levels
As per the GURPS Animalia house rule

Cellulose Eater perk
You're an omnivore that can eat anything a human can eat, and also you can eat grasses, twigs, lichen, and tree bark. They're not terribly nutritious, but you can get nutrition out of them. Yes, I know lichen isn't cellulose.

Seasonal Camouflage perk
You get a +1 to Camouflage skill to hide yourself, and to Stealth skill in your native environment; both bonuses only apply in the appropriate seasons. As a downside, you shed dramatically in the spring and fall.

Panic (Flight Instinct) quirk
As per the GURPS Animalia house rule. This is the quirk level of Panic, obviously.
jerril: A cartoon head with caucasian skin, brown hair, and glasses. (Default)
2017-06-16 07:22 am

A pair of GURPS Dungeon Fantasy magic items

Precis – a paired set of Artifact style magic items: the javelins Shock and Awe. Includes description, a bit of history, and stats.


This was my submission to the GURPS Dungeon Fantasy Magic Items contest; these definitely qualify as artifacts under the 40 Artifacts guidelines :)

Shock and Awe



This pair of Balanced, Fine, Orichalcum javelins have a mysterious provenance, rumored to be the handiwork of a great dwarven craftsman empowered by an airy spirit whoes heart he captured (by romance or by trickery, the stories do not say).

Both are fancifully decorated, counting as Ornate +3. Shock is edged in electrum and the javelin head is in the shape of a stylized lightning bolt. Awe is gilded, and the javelin head portrays the sun, with the blade formed from the suns rays being twisted together.

In combat, Shock and Awe have dazzling features. Neither can be parried or blocked, only dodged. Once either hits or misses, it disintegrates and reforms in its wielders hand on his next turn, instantly ready.

Shock transforms into a lightning bolt when hurled, coursing across the battlefield with a flash and a bang. Whatever it strikes suffers Linked 2d burning damage with the Surge, Arcing enhancement (Psionic Powers page 20), and it produces a Thunderclap (as per the spell, Magic page 171) with itself as the subject.

Awe transforms into a blast of sunlight when hurled, with the fury of a thousand desert noons. The entire line of hexes between the thrower and whatever it finally strikes are lit as per the Sunlight spell (Magic page 114) for one minute. Whatever it strikes suffers Linked 2d tight-beam burning damage, and it produces a Flash (as per the spell, Magic page 112) with itself as the "caster".

Shock and Awe together are a 13 FP Power Item. They cannot be separated for long; at the stroke of noon if they are not in the possession of the same person, both Shock and Awe vanish with a Flash and a Thunderclap.
jerril: A cartoon head with caucasian skin, brown hair, and glasses. (Default)
2017-06-16 07:27 am

Two more GURPS Magic Items

Precis – Two new magic items: the spiked shield Warding Horns of the Prince, and the flail Crushing Hooves of Thunder.

These are still a little rough compared to the last two. My GM uses an enchantment system that is based on advantages to go with the Sorcery magic in his game. Hloomawl, Minotaur prince, and General of the Resistance has acquired these.

Warding Horns of the Prince

This spiked shield is extremely large, made as a full-body (DB +3) shield for a SM +1 warrior; SM 0 characters are at -1 to Shield skill and to any weapon skill when using it, along with the usual -2 for being a Large class shield. It is made from black-oak planks laminated together and faced in leather, with a spiked iron shield boss. It is Fine (Balanced), like the weapon quality modifier, giving +1 to Shield skill (for attacks like slams and bashes, and for calculating blocks).
It weighs 34 pounds, has object DR 4 and has 36 HP. These are much higher than expected!
Warding Horns of the Prince lives to defend, and gives the wielder a +1 to Block.
If the wielder of Warding Horns of the Prince has Shield Wall Training, their blocks for others accumulate multiple-block penalties on a separate "track" from their own. E.G. If Hloomawl blocks for himself, and then blocks for Attivi, the block for Attivi is not at -5 for repeated Blocks. If Hloomawl then needs to block for himself a second time before his turn, he blocks at only -5. If he then needs to block for Skyler, that block will be at -5 as Hloomawl has already blocked for Attivi. Hloomawls blocks for himself don't count when calculating the penalty for shielding Skyler.

Under the Hood:

Enhanced Block +1 [5]
Warding Blocks:
Effectively this provides a second, "virtual" shield; I've put No Signature on because there's no visible second shield, but in this case it's obvious that the wielder is making "real" blocks. The Payload is to "carry" a copy of the shield without suffering encumbrance.
* Extra Arm 1 (No Signature, +20%; Only to defend others, -20%; Shield Mount, -80%) [4]
* Payload 4 (No Signature, +20%) [5]
Note that this Payload is for a ST 22 character! A less mighty character will need to buy more Payload.
Glamour:
New perk. Shield appears to be a "light" shield, but has the stats of a heavy shield.

Crushing Hooves of Thunder

This great Flail is easily a two-handed weapon for a normal warrior, but Hloomawl the minotaur prince wields it one-handed. It counts as Balanced and Fine quality, belying its utilitarian exterior.
Whenever the wielder of Crushing Hooves of Thunder menaces someone, he is dramatically punctuated by a grumble of distant thunder (+1 to Intimidation vs non-deaf foes; exceptions made for creatures with ties to storms/thunder e.g. storm spirits).
Whenever Crushing Hooves of Thunder knocks down or kills a foe, it emits a terrifying clash of thunder. The wielder gets to use either the Flourish perk or the Follow-Through perk.
Crushing Hooves of Thunder loves to smash in the skulls of its foes. +4 to attack the Skull hit location.
Those hit by Crushing Hooves of Thunder are forced to the ground by a bolt from above (2d cr nw dkb, delivered from above when determining direction of knockback).
Those hit by Crushing Hooves of Thunder are deafened by the bolt, and often knocked out entirely. (If damage gets past DR, make a HT roll at -1 per 2 points of penetrating damage. If the victim fails, they're deafened. If they fail by 5 or more or critfail, they're knocked Unconscious for 20-HT minutes).

Under the Hood:


+1 to a skill (Intimidation) [2]
2 Perks: Flourish, Follow-through[2] - both are specialized in whichever Flail skill you are using to wield Crushing Hooves of Thunder
Targeted Attack Technique (Swing/Skull) +4 [7] again, specialized in whichever Flail skill you are using.
Crushing Attack 2d (No Wounding, -50%; Double Knockback, +20%; Overhead, +30%; Followup Crushing Hooves of Thunder Swing, -20%) [8]
Modified ST-Based Damage 2d+4 (base points 16; Side Effect, Thunderbolt, +110%) [18]

Sidebar: Thunderbolt Side Effect, +110%


Side Effect, +50%
  • Disadvantage, Deafness, +20%
  • Unconsciousness, Secondary, +40%