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Old 06-22-2015, 09:38 PM   #11
Fossilized Rappy
 
Join Date: Jun 2015
Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

Quote:
Originally Posted by abe ray View Post
Have you done the harpy and gorgan varisnts yet?
Not yet, but I could certainly push them up further. Dark*Matter gorgons aren't too hard to stat up.

Quote:
Originally Posted by apoc527 View Post
Are you using RPM or GURPS Magic for the magic system in your conversion? I am leaning towards RPM, since it's more conspiracy-ish and less overt, but I'm curious if you feel differently. Certainly, the standard GURPS Magic system is quite similar mechanically to the F/X spells-as-skill paradigm of Alternity.

(P.S. I've done a pretty thorough conversion of Star*Drive to GURPS if you are interested. Just PM me.)
While I've obviously been doing Magic-as-Powers for any innate abilities so far, I'd definitely say that magic in the generic sense would be more likely to lean toward Ritual Path Magic in Dark*Matter. You're right in that it's more fitting for Fortean conspiracy-style magic.
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Old 06-26-2015, 08:17 PM   #12
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Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

Gorgon [42 Points]
Advantages: Affliction 1 (Paralysis, +150%; extended duration, x30, +60%; respiratory agent, +50%; secondary heart attack, +60%; unconscious only, -20%; uncontrollable, -30%) [37], Claws (Sharp claws) [5], Paralyzing Touch [26].
Disadvantages: Appearance (Hideous) [-16]; one of either Bad Temper (12), Berserk (12), Bestial, Loner (6) – all [-10].

Gorgonism is a recessive genetic mutation that originated in Greece, but has since spread with Mediterranean bloodlines across much of the world. A human with gorgonism (hereafter referred to as a gorgon) is always female, tends to be around twenty generations separated from the last gorgon in her family, and has an appearance that is marked by ruddy skin, clawed fingers, extreme facial deformity, and a head coated in keratin-"scaled" tendrils rather than hair. Neurotoxic venom is found on a gorgon's claws, and her exhalations can produce paralytic pheromones, both an obvious hazard for human interaction.

Gorgonism does not necessarily manifest immediately. Indeed, most gorgons that are born with their mutation apparent are killed out of fear or loathing. Even those that transform at a later age, however, are likely to suffer psychological trauma from both the pain of mutation and social ostracism at best and regress into an animalistic state at worst. Gorgons with most of their mental faculties intact (those with Bad Temper, Berserk, or Loner rather than Bestial) tend to put points into the Guns, Stealth, Survival, and Tracking skills, and wear heavy hooded clothing to mask their deformities.


Gorgons in Non-Dark*Matter Settings
GURPS Atomic Horror: What hath science wrought?! Gorgons in an Atomic Horror game could easily be either some manner of experiment in weaponized human beings, an experiment gone horribly wrong rather than horribly right, or a species of monstrous mutant born from radiation.

GURPS Greece: In a Greek campaign that focuses on lower-key powers (Exotic rather than Supernatural, more or less), the creatures of Greek mythology might all be strange forms of mutant life. Perhaps Stheno, Euryale, and Medusa are the names of the most wizened and aware members of an entire tribe of mutants that live on a secluded island in the Mediterranean, their toxic natures allowing them to kill wayward travelers who might spread their secrets to the mainland.

GURPS Space: The pseudoscientific explanation for gorgons makes it easy to transition them from horror figures to space aliens, having evolved their paralytic arsenal either to subdue prey or deter predators. Attempting negotiations with such a species might be particularly difficult as well, requiring safety gear to even attempt in the first place!

The gorgon is originally from Dark*Matter Xenoforms: Aliens, Demons, and Aberrations, copyright Wizards of the Coast, 2000.

Last edited by Fossilized Rappy; 01-07-2016 at 05:53 AM.
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Old 07-09-2015, 03:20 AM   #13
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Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

Mole Person [27 Points]
Attribute Modifiers: DX +1 [20], IQ -1 [-20], HT +2 [20].
Secondary Attribute Modifiers: Per +2 [10].
Advantages: Night Vision 2 [2].
Disadvantages: Appearance (Unattractive) [-4].
Quirks: Photosensitivity [-1].

Lurking beneath the streets of our great cities, the mole people are tribes of haggard, grimy mutants that some believe to be an atavistic throwback to troglodytic ancestors. Their appearance is that of a rough-skinned, grimy human with various minor deformities such as atypical numbers of digits or assymetrical eye placement. Mole people are typically clad in multiple layers of ratty clothing decades out of style, attempting to pass themselves off as human beggars in their brief forays to the surface. Such forays come in one of three forms: missions to scavenge refuse, panhandling to buy luxury items such as alcohol, or "raids" that involve startling and muggling subway or street pedestrians. Some particularly well-organized clans of mole people will even have a few members that pretend to be humans on a long-term basis in order to collect welfare to allow them to live in slightly better conditions than most of their kind.


Variant: Mole Person Newt [145 Points]
The apex of mole person evolution, the newts possess prodigious longevity and extreme regenerative capabilities that rival those of starfish. All newts are genetic replicas of each other that reproduce by budding, indicating that there was (and possibly still is) an ur-newt that branched off from the other mole people in the past. Increase Night Vision to 9 [7] and add Extended Lifespan 3 [6], Regeneration (Fast) [50], Regrowth [40], and Resistant (+8 against metabolic hazards) [15].


Mole People in Non-Dark*Matter Settings
GURPS Cliffhangers: What better beings to stalk the subterranean ruins of some lost civilization than the mole people? They might be squatters from the Hollow Earth, some manner of primitive troglodyte, or perhaps even the degenerated descendants of the ruined civilization itself!

GURPS Lands out of Time: Mole people are effectively another variation on the Victorian perception of "cavemen", albeit with brute strength exchanged with durability and some modicum of finesse, and can be slotted in easily for the same role. Adding in mole person newts as well can make for a potentially shocking encounter, as well.

GURPS Space: A sci-fi take on the mole people could have them as genetically engineered mining servants for some interestellar empire, toiling beneath the surface of some mineral-rich planet. Newts might be introduced as an unintended rare side-effect of the gene therapy, or as an attempt to prevent mining accidents from cutting down on profits by allowing the workers to quickly heal their own wounds.


The mole person is originally from Dark*Matter Campaign Setting, copyright Wizards of the Coast, 1999.

Last edited by Fossilized Rappy; 07-10-2015 at 12:30 AM.
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Old 07-13-2015, 01:23 PM   #14
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Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

This is a wonderful effort. Good stuff!
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Old 07-27-2015, 01:29 PM   #15
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Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

Just bumping this to give a general update. I've been trying to work on my own original GURPS setting ideas (which may or may not end up being posted on this forum bit by bit rather than just collected in a PDF later), and have been saddled with multiple depressive episodes that have further drained my creativity time.

This thread has not been abandoned yet, however, and I plan on posting both variants of lycanthrope from Xenoforms soon.
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Old 08-15-2015, 03:30 PM   #16
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Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

Werewolf, Lycanthrope [130 Points]
Attribute Modifiers: HT +1 [10].
Secondary Attribute Modifiers: Per +1 [5].
Advantages: Alternate Form (Beast form; nuisance effect, partial amnesia, -10%; trigger, full moon, -40%) [168], Fearlessness 3 [6].
Disadvantages: Bad Temper (9 or less) [-15], Berserk (9 or less; battle rage, +50%) [-22], Loner (6 or less) [-10], Uncontrollable Appetite (Fresh meat; 9 or less) [-22].

Beast Form [139 Points]
Attribute Modifiers: ST +6 [60], DX +2 [40], HT +4 [40].
Secondary Attribute Modifiers: Per +3 [15], Basic Move +1 [5].
Advantages: Acute Vision 2 [4], Claws (Sharp) [5], Damage Resistance 2 (Tough skin; -40%) [6], Discriminatory Hearing [15], Discriminatory Smell [15], Fearlessness 3 [6], Fit [5], Night Vision 5 [5], Rapid Healing [5], Silence 2 [10], Single-Minded [5], Teeth (Sharp) [1].
Perks: Fur [1].
Disadvantages: Bad Temper (9 or less) [-15], Berserk (9 or less; battle rage, +50%) [-22], Bestial [-10], Infectious Attack (Bite) [-5], Loner (6 or less) [-10], Uncontrollable Appetite (Fresh meat; 9 or less) [-22], Vulnerability (Silver x2) [-20].

Lycanthropy is a rare supernatural disease that is spread through bites from infected individuals. Sufferers go through four stages of the disease, detailed below. Unlike normal cases of the Infectious Attack disadvantage, a character is allowed to make a roll to shake off the disease again at stages 1 through 3, rather than only at the initial infection.
  • Stage 1, Borderline: The first step of lycanthropy, activated on the first full moon after the bite. A Borderline victim has no major changes yet, though they feel somewhat more active and restless than usual.
  • Stage 2, Ill: The second night of the full moon, the victim becomes irritable and has a greater appetite than usual, gaining Bad Temper (12 or less) [-10] and Hungry [-1].
  • Stage 3, Extremely Ill: On the third night, the victim is not only even more irritable, but also extremely ravenous for meat, and only meat. Bad Temper's roll decreases to 9 or less [-15] and Hungry is replaced with Uncontrollable Appetite (Fresh meat; 12 or less) [-15].
  • Stage 4, Terminally Ill: The beast has fully eclipsed the victim. Even when in human form, they are vicious, reclusive individuals that are likely to cause harm to themselves or others, and in beast form they are swift terrors of the night. They gain the full lycanthrope template as listed above.

A lycanthrope in its beast form is a monstrous humanoid figure, with digitigrade legs, the head and fur of a mangy wolf, and hands with long, gnarled fingers that end in sharp claws. They are apex predators that stealthily skulk through the night in search of prey, be it human or animal, and are especially efficient due to their human intellects...even if they are tempered with base animalistic desires. Unlike true wolves or shapechangers (the other supernatural beings often referred to as werewolves), lycanthropes do not form packs – they are viciously territorial and will fight other lycanthropes to the death if they cross paths. Of course, this is an extremely rare event, as most werewolves either commit suicide after realizing their true nature or are killed by humans. The official word on lycanthropes given to the paranormal field agents of the Hoffmann Institute is rather blunt on this matter: "If you see one, kill it. If you become one, ask somebody else to kill you".


Lycanthropes in Non-Dark*Matter Settings
GURPS Greece: Lycaon, king of Arcadia, was cursed to live in the form of a wolf after he attempted to test the powers of Zeus by serving him human meat. The lycanthrope's Uncontrollable Hunger adds a definite layer of "the punishment fits the crime", and more than a few writers have already connected Lycaon to werewolf legends in their own works.

GURPS Steampunk: The tale of Dr. Jekyll and Mr. Hyde is one of a man whose attempts to separate himself from his darker desires lead to horrific disaster. A lycanthrope of Victorian mad science rather than ancient magic could be treated in a similar manner, the results of attempting to cut off the animal instinct wedged deep in the human consciousness.

GURPS Weird War II: It's no secret that Adolf Hitler had a fondness for wolf iconography. In a Weird War II setting, where magic and superscience are part of the norm, it's not unreasonable to imagine that he might take the extra step and have vicious hounds of war created from human soldiers. Lycanthropes as-is would make for horrific shock and awe tactics, while replacing Berserk and Loner with Fanaticism and Duty (Teammates) could transform them into terrifying predator squadrons.


The lycanthrope is originally from Dark*Matter Xenoforms: Aliens, Demons, and Aberrations, copyright Wizards of the Coast, 2000.
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Old 01-07-2016, 03:55 AM   #17
Fossilized Rappy
 
Join Date: Jun 2015
Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

Revived courtesy of a request that resparked this conversion thread. I'm going to note that from now on, I may not necessarily do "x in Other Settings" segments immediately with these posts, as they end up making the conversion posts come slower than they otherwise would.

Etoile [500 Points]
Meta-Traits: Body of Metal [175].
Attribute Modifiers: ST -5 [-50], DX +1 [20], IQ +3 [60], HT +1 [10].
Secondary Characteristic Modifiers: SM -3.
Advantages: Affliction (HT; advantage, alternate form, sandman, +300%; contact agent, -30%, variable onset, 3d hours, +20%; extended duration, permanent, +300%) [69], Burning Attack 2 (Melee attack, reach 1-4, cannot parry, -20%) [8], Claws (Sharp) [5], Doesn't Eat or Drink [10], Doesn't Sleep [20], Double-Jointed [15], Enhanced Ground Move 4 [40], Extra Arms (2 Extra Arms) [20], High Manual Dexterity 2 [10], High Tech Level (TL9) [5], Leech (Contact agent, -30%) [21], Lightning Calculator [2], Night Vision 5 [5], Stretching 2 (Arms only, -20%) [10], Subsonic Hearing [5], Surge [50], Telecommunication (Telesend) [30].
Disadvantages: Callous [-5], Cannot Speak [-15], Intolerance (Non-Etoile) [-10], Low Empathy [-20], No Legs (Rolls) [0], No Sense of Humor [-10], No Sense of Smell/Taste [-5], Unhealing (Partial; can heal through leech) [-20].
Quirks: Methodical [-1].
Skills: Computer Hacking/TL8 IQ+3 [20], Computer Programming/TL8 IQ+3 [16].

French Monks devoted to St. Gregory were the first humans to encounter this extraterrestrial species in 1797. Believing it to be a star that dropped from the heavens, they named it as such – in truth, however, the etoile are far from heavenly. Resembling a writhing heap of wires connected to a central structure like a twisted sea star, etoile are biomechanical aliens whose goals are nothing short of the total domination of Earth. While both the Grays and multiple human secret societies such as the Hoffmann Institute know of their plans and seek to undermine them, the etoile and their sandman servants (see below) slowly creep across the planet like a plague, hiding in plain sight as they seek to fundamentally transform humanity piece by piece.

Little is actually known about etoile society and mentality. While they are ruthless and uncaring towards other species, there are strange occurrences of large numbers of etoile gathering together in close proximity, letting out strange hisses and electrical sparks as they writhe their tentacles together for days on end. Speculation on just what these meetings are range from some strange form of mating to collaborative planning of future schemes or political gatherings. Even stranger is the fact that etoile engage in the cannibalization of their dead. A dying etoile will transmit information to the nearest other member of its species, who then acts on that information and heals its own wounds by consuming its comrade's corpse.

If forced into a combat situation, etoile are capable of using the pincers at the end of their wire tendrils as raking claws, create painful electrical burns from the same pincers, and let out EMP surges to knock out enemy technology. Etoile tendrils also carry a third purpose in their ability to atomize flesh into fine sand through nanite injections. These injections are also what are utilized to create sandmen. Finally, if all else fails, etoile can simply roll away from danger at high speed in a way sometimes described as tumbleweed-like.


Sandman [30 Points]
Meta-Traits: Automaton [-85].
Attribute Modifiers: ST +3 [30], DX +1 [20], HT +2 [20].
Secondary Characteristic Modifiers: Will -2 [-10], Per +1 [5].
Advantages: Filter Lungs [5], Hard to Kill 2 [4], Hard to Subdue 2 [4], Immunity to Poison [15], Morph (Cosmetic, -50%; retains shape, -20%) [30], Night Vision 5 [5], Rapid Healing [5], Subsonic Speech [10], Telecommunication (Telesend) [30].
Disadvantages: Bloodlust (6 or less) [-20], Electrical [-20], Secret (Is an extraterrestrial spy) [-30].
Skills: Computer Hacking/TL8 IQ [8], Computer Programming/TL8 IQ [4].
Features: Doesn't leave a corpse.

Sandmen are cyborgs created by the etoile to act as their eyes and ears in the human world. After their transformation through the use of etoile nanotechnology, sandmen still look human, and even on close inspection the only really telling details are a slight metallic discoloration to their veins and a silvery sheen to their hair. Their temperament, however, changes to one of servitude and brutality. Sandmen are "bred" cruel due to the fact that they are primarily meant to be soldiers against the enemies of their masters. Sandman enclaves have spread throughout heavily industrialized or mineral-rich portions of Texas, central Asia, and northern Africa, from where they launch covert operations to gain important computer information, valuable metal and mineral resources, and supplies for their growing army. In addition to human weaponry, the etoile sometimes train and supply sandmen with needler pistols (use the 3mm needler from GURPS Ultra-Tech, pg. 139) laden with paralytic toxins or even sometimes etoile nanites. A sandman who dies rapidly disintegrates into a fine dust rather than leave a corpse.


New Abilities: Blood Music
Through meditative synchronicity between human and nanite portions, some sandmen are capable of driving their bodies to extremes that they refer to as 'blood music'. The following three abilities translate the Blood Music FX powers from Dark*Matter, and can be added to particularly skilled sandman characters.

Fugue State (-70%): Enhanced Time Sense (Costs fatigue, 4 FP, -20%; maximum duration, 10 minutes, -50%) [14]. 14 points.
Notes: By overloading his nanites, the sandman increases his own mental speed for a period of time.

Hot Running (-60%): Indefatigable* (Costs fatigue, 2 FP, -10%; maximum duration, 10 minutes, -50%) [12]. 12 points.
*Source: Pyramid issue #3-84, pg. 25.
Notes: The sandman forces his nanites to work overtime to secrete a special chemical stimulant that offsets the natural effects of extreme exertion (effectively giving up immediate FP to save FP over a period of time).

Stasis (+30%): Metabolism Control 3 (Costs fatigue, 2 FP, -10%; mastery, +40%) [20]. 20 points.
Notes: The sandman puts himself into a near-comatose state, either to help defend his bodily processes from harm or to deceive an enemy.


The etoile and sandman are originally from Dark*Matter Campaign Setting, copyright Wizards of the Coast, 1999.
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Old 01-07-2016, 10:06 AM   #18
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Default Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS

Woo hoo! Thank you thank you!
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