The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
After over a decade of adherence to another roleplaying game system, I recently became a wholehearted convert to GURPS several months ago. This thread is my first attempt to go further and become an active part of the greater GURPS community. Like the myriad of Dungeons and Dragons conversion threads, this one is designed to convert another roleplaying game's materials to GURPS: in this case, the creatures of Dark*Matter.
What is Dark*Matter? As one of its attempts to branch away from Advanced Dungeons and Dragons into other genres, TSR created the science fiction roleplaying game Alternity in 1998. The next year, they expanded the game further with the introduction of a campaign setting known as Dark*Matter. The premise of Dark*Matter is that almost all conspiracies and aspects the paranormal are quite real: magic, cryptids, aliens, and secret societies all hide in the shadows. Four sourcebooks (not counting the core campaign setting guide) were written before the line was discontinued, and the setting had some of its iconic entities reappear when Wizards of the Coast created its d20 Modern Roleplaying Game. How Are Things Handled? In this thread, I'll be converting creatures from all Dark*Matter books other than the adventure book The Killing Jar (which I don't happen to own). The creature statistics will be in racial template style as per the precedent set by GURPS Horror (with a select few exceptions for the few unique entities of the setting, which will be statted as characters), and each entry assumes you know the contents of GURPS Basic Set, GURPS Horror, GURPS Powers, and GURPS Power-Ups 2 and 6 (Perks and Quirks, respectively). Any materials pulled from other GURPS books will be given an annotation after the template block. In addition to statistics, an abridged version of the creature information provided in Dark*Matter will be provided, as well as three ideas for utilizing the creature in settings outside of Dark*Matter. The actual conversion process is two-fold. First, the ability scores of the creatures are converted from Alternity to d20 Modern using the free conversion sheet provided by Wizards of the Coast. These ability scores are then converted again with Bruce Grubb's D&D to GURPS method (as well as some personal tweaking if numbers feel off), with any of the skills and traits of the original Dark*Matter creature being approximated to their closest GURPS equivalent. The Grand List The following is a list of all creatures being converted. They will not be converted in alphabetical or even book order, instead being more or less based on what "feels right" to convert by my mood at the time. Individual posts will be linked in the index as they are converted. Creatures from Dark*Matter Campaign Setting Armodont Bering Demon, Greater Demon Bering Demon, Nali Bering Demon, Yrgling Ekimmu Elohim Etoile Ghost Ghoul Grey Homunculus Kinori and Blackscale Kinori Luciferan Man in Black Mole Person and Mole Person Newt Mothman Mummy Sandman Sasquatch Yeti Creatures from Xenoforms: Aliens, Demons, and Aberrations Basilisk Black Dog Blood Devil Bunyip Congoraptor Crawfordsville Monster Demon, Drabbuk Demon, Isci ba Fan (Unique) Demon, Kwarikan Demon, Meddler Doppelganger El Chupacabras Energy Probe Fader Flying Snake Frogman Gargoyle Goblin Gorgon Harpy Ikuya Internet Ghost Kabbalist Golem Kraken Litterman Living Dead Machine Intelligence Mapinguari Martin Hammond (Unique) Megalodon Montauk Monster Naga Nataska Neanderthal Outback Dragon Pterosaur Reiko Revenant Sauropod Sea Serpent Series VII Mutant Shade Sidhe Starchild Thunderbird Wendigo Werewolf, Lycanthrope Werewolf, Shapechanger Creatures from The Final Church Demon, Baal-Phegor (Unique) Demon, Chernabog (Unique) Demon, Irvund Demon, Oni Demon, Rakshasa Demon, Xic |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
Fader [247 Points]
Attribute Modifiers: ST +4 [40]; DX +2 [40]; IQ +3 [60]; HT +3 [30. Secondary Characteristic Modifiers: Will +3 [15]. Advantages: Dimension Walk [25], Doesn't Eat or Drink [10], Fade [88], Fuse Flesh [29], Single-Minded [5], Unaging [15]. Disadvantages: Bad Temper (9) [-15], Callous [-5], Dependency (Electromagnetic energy, daily) [-15], Disturbing Voice [-10], Low Empathy [-20], No Sense of Humor [-10], Obsession (Gather information for the "other side") (6) [-20], Pacifism (Reluctant Killer) [-5], Selfish (6) [-10]. On October 28, 1943, the Naval ship USS Eldridge was transported to another dimension as part of an experiment in teleportation technology known as Project Rainbow, or the Philadelphia Experiment. While the teleportation itself was a success, the side-effects were horrific: crewmen were either immolated, driven insane, or killed after being fused into the very metal of the ship...and then there are some who had the misfortune of becoming faders. While they may look the same as they did before their brush with a world beyond, faders have had their minds subsumed by an extradimensional intelligence that has access to all of the memories of their vessels. This intelligence is uncaring, unfeeling, and prone to anger, and cares only for gathering more and more information on the human dimension. Their ability to phase in and out of reality and fuse flesh and metal allow them to act both offensively and defensively in this pursuit. It is unknown just how many faders exist. Only around six were reported from the USS Eldridge, but reports of similar experiments in the USSR during the Cold War and anomalous appearances seem to indicate that their numbers are certainly greater. When they do appear, however, they tend to create personas of scientists or engineers to keep close to both information and electromagnetic energy, which they require for sustenance. Others are willing to work with secret societies where the exchange knowledge of extradimensional technology for human political history and easy access to EM fields. A fader faced with combat always prefers to use its abilities to escape rather than engage in a battle - nonetheless, most tend to have levels in Guns (Pistol) or Brawling just in case or as part of an occupational template from their human body, often Soldier (GURPS Template Toolkit 1: Characters, pg. 33) or Spy (GURPS Martial Arts, pg. 38) due to their frequent military origins. New Abilities: Dimensional FX These three abilities are a conversion of "Dimensional FX", a form of supernatural power granted to several different monsters in Xenoforms: Aliens, Demons, and Aberrations, including the fader. Dimension Walk (-75%): Warp (Costs fatigue, 4 FP, -20%; drift, -15%; preparation required, 1 minute, -20%; range limit, 100 miles, -20%) [25]. 25 points. Notes: The being slowly warps the fabric of space and time (reflected by the Preparation Required limitation), teleporting somewhat erratically within 100 miles. Fade (+10%): Insubstantiality (Can carry objects, light encumbrance, +20%; costs Fatigue, 2 FP, -10%; partial change, +20%; preparation required, 1 minute, -20%) [88]. 88 points. Notes: Rather than teleportation, the being uses its ability to warp space-time to slowly fade into the cracks between dimensions, becoming intangible to most beings in standard dimensions. Fuse Flesh (+45%): Binding 10 (Costs fatigue, 2 FP, -10%; engulfing, +60%; environmental, only when victim is touching metal, -20%; melee attack, reach C, cannot parry, -35%; only damaged by burning, corrosion, or cutting, +10%; severe pain, +40%) [29]. 29 points. Notes: The victim is entrapped by "welding" their flesh to nearby metal. This not only traps the target, but causes them to experience great agony. Faders in Non-Dark*Matter Settings As the Philadelphia Experiment is a real world conspiracy theory rather than one created wholesale for Dark*Matter, it is easy enough to simply transplant it into any supernatural campaign such as GURPS Monster Hunters or GURPS Black Ops. The following, however, are three hooks for taking them out of the modern shadows and into other lights. GURPS Space: The bleak darkness of space is a perfect fit for the harsh, uncaring, and often intangible faders. Perhaps they are a sort of extraterrestrial zombie that skulks around the dark corridors of starships, or what really happens when one makes contact with a black hole (shades of Event Horizon, even). GURPS Supers: When applied to a high-cost occupational template, faders can potentially make for great supervillains with the potential to harass heroes time and again. Their origins could remain the same, or they could become the heralds of an alien intelligence, the results of a super-soldier experiment, or perhaps even a particular manifestation of a reality warper's superpowers! A four-color or otherwise more lighthearted supers setting may wish to remove the Fuse Flesh ability from the fader's repertoire. GURPS Weird War II: Taking the fader back to its roots in World War II seems almost too obvious. Rather than secretive, they might even be active participants in the war, with Nazi mad scientists even attempting to replicate the Philadelphia Experiment to create their own faders. The fader is originally from Dark*Matter Xenoforms: Aliens, Demons, and Aberrations, copyright Wizards of the Coast, 2000. |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
OMG, this is amazing, since my next game is going to be GURPS Dark*Matter! Keep it going and I'll help if I can!
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Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
Yeah, pretty cool.
I loved Alternity. All my players want to keep playing it, though those who care about rules have admitted that their PCs would probably work better in GURPS. |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
The thing is, we don't know what Dark Matter is. It's just a placeholder name until we figure out... what? Not that Dark Matter? I'm just being silly?
Sorry. :D |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
Would you consider adding these to the GURPS repository under a Tag for Dark Matter? :-)
This is awesome btw - keep it coming! |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
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Speaking of buffers, I'm currently working on finishing up the sidhe and abilities for their Druidism Miracle FX powers. It should be up later tonight or tomorrow morning. |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
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Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
Sidhe [390 Points]
Attribute Modifiers: ST +6 [60]; DX +3 [60]; IQ +3 [60]; HT +3 [30]. Secondary Characteristic Modifiers: Will +2 [10]; Per +3 [15]. Advantages: Acute Hearing 2 [4], Appearance (Very beautiful/handsome; androgynous) [16], Call the Sky Father [90], Kinship of Beasts [32], Life Endures [35], Surge of Greenery [5]. Disadvantages: Chummy [-5], Intolerance (Humans) [-5], Overconfidence (9) [-7], Sadism (12) [-15], Sense of Duty (Nature) [-10]. Skills: Bow (A) DX-1 [1], Intimidation (A) Will+1 [4], Knife (E) DX+2 [4], Shadowing (A) IQ+1 [4], Stealth (A) DX-1 [1], Tracking (A) Per-1 [1]. The sidhe, also known as the Tuatha de Danann, the Green Folk, or faeries, are a species of extradimensional beings that appear to be tall, slim, and exceedingly attractive humanoids with long pointed ears and vibrant eyes that are said to be able to match the colors of any flower's petals. While their appearance may be wondrous to humanity, however, the feeling is not reciprocated. The sidhe see humans as child-like savages that were to be guided by a select few – namely, the Celts – chosen by the sidhe before they left the human realm. When the tide of dark matter, the magical energy of the universe, increased and allowed the sidhe to once again return, they found that the Celts had been destroyed and humanity had created vast empires of smog and steel. Their belief is that pollution and rapid industrialization is the result of some form of powerful magic, as it would be impossible for mere human engineering to destroy the planet in such a capacity, and the leadership of the sidhe is determined to root out and destroy the magicians at fault. The handful of sidhe on Earth tend to gather together in small groups out of loneliness, for protection, and out of a distaste for human companionship. These “scouts” attempt to ferret out the source of the magic of pollution, moving through the human world as fast as they possibly can. Humans that attempt to intervene in sidhe business meet the brunt end of their ill-tempered natures. Out of either familiarity or a misplaced sense of chivalry, a martial warrior will be fought with a long and thin dagger known as a sidhe blade (use the statistics for a long knife, GURPS Low-Tech pg. 69). Civilians or those using firearms are attacked with either bows or the sidhe's supernatural powers. Most, but not all, sidhe have some experience with greater magical powers beyond their own inate miracles: these individuals have at least Magery 3, if not higher. New Abilities: Druidism Miracles Druidism Miracles are a form of FX power originally presented in the Alternity book Beyond Science, but given four examples in Xenoforms: Aliens, Demons, and Aberrations as favored powers of the sidhe. As Druidism Miracles are defined as being FX powers that can only be manifested in areas not rife with technology, almost any supernatural advantage could theoretically be turned into a Druidism Miracle by adding the Nature power modifier from GURPS Powers. Call the Sky Father (+50%): Control Weather 3 (Costs Fatigue, 6 FP, -30%; natural phenomena, +100%; nature, -20%) [90]. 90 points. Notes: The miracle-user can manipulate the weather to their whims. Kinship of Beasts (-30%/+10%): Animal Empathy (Costs Fatigue, 2 FP, -10%; nature, -20%) [4] + Speak With Animals (Costs Fatigue, 2 FP, -10%; nature, -20%; sapience, +40%) [28]. 32 points. Notes: The miracle-user is capable of speaking with and coercing an animal. Life Endures (+15%): Healing (Nature, -20%; nuisance effect, cannot use on the same target for 4 hours, -5%; xenohealing, all earthly life, +40%) [35]. 35 points. Notes: With a laying on of hands, the miracle-user is capable of using their vital essence to heal others. Surge of Greenery (-50%): Binding (Costs Fatigue, 2 FP, -10%; environmental, target must be in thick vegetation, -20%; nature, -20%) [5]. 5 points. Notes: Plants are invigorated with life-giving energy, causing a surge of growth. While it has no appreciable effect on trees or short grasses, areas of thick undergrowth lash violently around any individuals moving through them, effectively allowing the miracle-user to entrap them. Sidhe in Non-Dark*Matter Settings GURPS Celtic Myth: In an ancient Celtic setting, the sidhe go from extradimensional warriors against modern industrialism to wondrous and terrifying neighbors. The "Kindly Folk" are willing to impart boons to those who please them, but are just as prone to violent outbursts against those that draw their ire. GURPS Lands out of Time: The sidhe of a lost world setting are effectively the ultimate avatars of nature and most likely deified. Even the mighty Tyrannosaurus bows to them, and the native people either worship and placate them or try their best to stay out of the tree gods' sights. It would take a truly mighty hero to dethrone these rulers of the primordial lands. GURPS Steampunk: The rapid industrialization of the Victorian era is rife for some sidhe fury. In such a setting, they can be the fiery hammer of the faerie peoples, their strongest warriors against a changing world. A Luddite or anarchist group may even be willing to placate a sidhe for its powerful aid. The sidhe is originally from Dark*Matter Xenoforms: Aliens, Demons, and Aberrations, copyright Wizards of the Coast, 2000. |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
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.) |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
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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. |
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. |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
This is a wonderful effort. Good stuff!
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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. |
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.
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. |
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. |
Re: The Hunter's Guide to Xenoforms: Dark*Matter Creatures Converted to GURPS
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