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Old 03-08-2014, 04:06 PM   #1
Dalillama
 
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Default Evil Prairie dogs and their magic

What they Are
These are a malignant hive mind composed of twisted prairie dogs with magical abilities.
Prairie dog hiver (modified from GhostDancer's Rat Thing stats):

ST: 6 HP: 8 Speed: 6.00
DX: 12 Will: 12 Move: 6
IQ: 8 Per: 12 Weight: 20 lbs.
HT: 12 FP: 12 SM: -5
Dodge: 10 Parry: n/a DR: 1

Bite (14): 1d-3 cutting.
Swipe (14): 1d-3 crushing.

Traits:Appearance (Monstrous); Affliction 1(Hemophilia +30%, follow-up (teeth)0%); Combat Reflexes; Fur; Malign Cunning 4; Magery 0; Mindlink (colony); Mind Reading (sensory, racial); Tunneling 3; Sharp Teeth; Striking ST 1;
Bad Grip 2; Bloodlust (6-); Intolerance (Everything that lives, their own species excepted);Ham Fisted; Restricted Diet (twisted ecology, Substitution -50%); Gregarious; Sense of Duty (Prairie Dog Hive); Sadism (6-);
IQ +1; (Each multiple of 4 prairie dogs present)
Natural Caster +1 (Every other multiple of 2 prairie dogs present)
Magery + 1 (Every doubling of prairie dogs present)
Skills:Brawling-14; Camouflage*(IQ-1) -12, Farming*(IQ-1)-12, Traps* (IQ-1)-11, Tactics* (IQ-1)-11, Tracking*(Per-1)-15, Stealth-14; Survival (plains)-13.
Symbol Drawing (IQ-1) ; Thaumatology (IQ-1); Path of Body (IQ-1); Path of Mind (IQ-1); Path of Undead (IQ-1);

What they do:
They dig their colonies in vast magical circles. Plants that germinate or animals that are born within the circle are twisted into bloodthirsty monsters.
Warp land
Spell Effects: Lesser Control Mind + Lesser Transform Mind +
Lesser Strengthen Body+Greater Transform Body
Inherent Modifiers: Altered Traits: 10 points more worth of Natural weapons, Follow up affliction (Hemophilia); Spines ,Strength +2, DX +1, DR (Tough Skin) +1, Restricted Diet (twisted ecology), Sense of Duty (Prairie Dog Hive), Bloodlust (6-), Sadism (6-), Malign Cunning 4
Greater Effects: 1 (¥3).
Animals born within the area of this spell are mutated into spiked monstrosities. These creatures are possessed of a malign cunning that allows them to stalk targets, evade attackers, and cause havoc, as well as a hatred for all life that isn't their evil masters. Plants gain thorns and a poisonous nature.
Typical Casting: :Lesser Control Mind (5) + Lesser Transform
Mind (8) + Lesser Strengthen Body (3) + Greater Transform Body (8)+ Increased Strength +2 (12)+ + Increased DX +1 (12), Spines (1), + Natural Weapons (10)+ Affliction(Hemophilia, Follow-up) (13), Affliction (AA on spines) [2] DR 1(Tough Skin) (3)+ Malign Cunning 4 (20); Bloodlust (6-)(4)+Sense of duty (2) +Sadism (6-) (5)+ Appearance (Monstrous) (4)+Area (3 miles) (40)+ duration (until circle is destroyed) (22?)*+ Subject weight (300 lbs)(3). 531 energy (178x3).

*I haven't got Thaumatology yet, so I don't have the official guidelines for conditional termination.
What happens to them
Twisted animal Template: -27
ST +2 [12], DX +1 [12]
Advantages:
10 points of improvement in natural weapons; Affliction 1(Hemophilia +30%, follow-up (natural weapon)0%) [13];DR (Tough Skin) +1 [3]; Malign Cunning 4 [20]; Spines [1]; Affliction 1(Hemophilia +30%, follow-up (spines)-50%, AA to other affliction 1/5) [2];
Disadvantages:
Appearance (Monstrous) [-20]; Intolerance (Everything that lives, their own species and evil prairie dogs excepted) [-10]; Restricted Diet (twisted ecology, Substitution -50%) [-10], Sense of Duty (Prairie Dog Hive) [-10], Bloodlust (6-) [-20], Sadism (6-)[-30]
Features: Non-twisted life will be poisoned by consumption, considered magical creatures for purposes of warding.
Malign Cunning: adds to Camouflage, Forced Entry, Farming*, Traps*, Tactics, Tracking,
* only for destructive/evasive purposes

Last edited by Dalillama; 03-08-2014 at 04:21 PM.
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Old 03-08-2014, 11:22 PM   #2
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Default Re: Evil Prairie dogs and their magic

I assume these are the evil prairie dogs that worship the skull of Caius Anicius Magnus Furius Camillus Æmilianus Cornelius Valerius Pompeius Julius Ibidus, consul of Rome?
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Old 03-08-2014, 11:52 PM   #3
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Default Re: Evil Prairie dogs and their magic

Quote:
Originally Posted by Drifter View Post
I assume these are the evil prairie dogs that worship the skull of Caius Anicius Magnus Furius Camillus Æmilianus Cornelius Valerius Pompeius Julius Ibidus, consul of Rome?
That's as good a reason as any for prairie dogs to turn to the Dark Arts.
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Old 03-24-2014, 11:59 AM   #4
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Default Re: Evil Prairie dogs and their magic

Inspired by Drifter's comment, I am now updating the Inretch from the 3e Creatures of the Night book. The prairie dogs are the result of a botched spell intended to do something else entirely; they worship the skull, but it cannot communicate in any way with them or influence their behavior at all. By a quirk of the spell, they are completely immune to any further magical effects from the skull only. The Prairie dogs also keep away anything that it might be able to communicate with.
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Old 03-24-2014, 01:22 PM   #5
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Default Re: Evil Prairie dogs and their magic

Basic Inretch Template:
Inretch meta-trait: [-8]
ST: 0 [-100] HT -5 [-50]
HP: 5 [10] DR 2 [10]
Advantages:
Affliction (Hideous Appearance, +16%, Unnatural Features +5%, Permanent +300%, Preparation Required (8hours) -60%, Only in total darkness -30%, Reduced Range 3 -30%, One Use Only)*[4]; Energy Reserve (Magic) 12 [36]; Flight (Telekinesis or Magic -10%)[36]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Neck, No Head) [62]; Mind Reading (Psi or Magic -10%) [27]; Innate Attack 1 (Toxic, Malediction +100%, Costs ER 2 -10%, Emergencies Only -30%, Takes Recharge 1 minute -20%, Telekinesis or Magic -10%) [6]; Mind Control (Area Affect (16 yards) +200%, Always On -10%, Unconscious Only -30%, Uncontrollable -30%, Conditioning Only -50%, Only to generate Paranoia, Sense Of Duty (Inretch) and Agoraphobia -40%, Telepathic or Magic -10% ) [65]; Terror (Only after successful use of Affliction - 80%, One Use Only*) [2]

Disadvantages:
Appearance (Monstrous) [-20]; Dead Broke [-25]; Mute [-25]; No Legs (Aerial) [0]; No Manipulators [-50]; Social Stigma (Monster or Corpse) [-15]
Over time, the inretch will develop Horrific Appearance, and can buy Mind Shield, Mind Probe increased ER and increased radius for Mind Control with accumulated points. Most have Magery and high IQ.
*Technically one use every few decades, but I think that counts.
EDIT: Forgot the Skullswitch and Unaging.
EDIT: And Hit points, DR, and the Injury Tolerances of an undead skull.

Last edited by Dalillama; 03-25-2014 at 12:43 PM.
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