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Old 03-08-2014, 05:06 PM   #1
Dalillama
 
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Join Date: Nov 2004
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 05:21 PM.
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ritual path magic, supernatural creatures


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