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Old 07-29-2008, 05:37 PM   #11
Gef
 
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Default Re: Supernatural Creatures Templates

Crystal Catalyst
‑16 points
Awakened by a psionic technique involving ten thousand man-hours of ESP, Telekinesis, and Telepathy, a crystal catalyst is a synthetic astral entity residing in the matrix of a crystal rod the size of a typical focus (and it may function in that capacity). It perceives and affects the world only by psionic means. Inferior efforts have the Automaton meta-trait. ST ‑10 (‑100), DX ‑1 (‑20), IQ ‑1 (‑20), HT+1 (10), Will +2 (10), HP +3 (6), AI (32), Body of Stone (140), ESP Talent (5), PK Talent (5), Telekinesis 2 (Psionic ‑10%; 9), Telepathy Talent (5), Telesend (Psionic ‑10%; 27), Mute (‑25), No Manipulators (‑50), Sessile (‑50). SM ‑6. A crystal catalyst typically serves as a familiar for a psionic character, and is so named because it can help to awaken and control latent powers. Sapient crystals add their ESP Talent to sense checks and PK Talent to healing checks, but they can be rendered insensate and unhealing by Antipsi. Rapid Healing and Regeneration are PK abilities for inorganic entities.
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Old 07-29-2008, 05:38 PM   #12
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Treeherd
372 points
These trees are sapient and animate, albeit slow. They use their branches collectively about as well as a man uses his two hands and scramble uprooted as well as a tracked vehicle. Although they don’t eat in the manner of animals, treeherds must extend their roots into the soil when resting to absorb moisture and nutrients, and of course they require sunlight. ST+40 (Size ‑40%, 240), Will +1 (5), DX ‑2 (‑40), HT +4 (40), 360º Vision (25), Affliction (5hr +90%, Advantage: Alternate Form as an animate tree +150%, Costs 2 FP ‑10%, Nature ‑10%, Trees Only ‑30%; 30), Blunt Claws (3), DR 10 (Semi-Ablative ‑20%; 40), Doesn't Breathe (Carbon Dioxide Absorption ‑25%; 15), Extended Lifespan 5 (10), Green Thumb 2 (10), High Pain Threshold (10), Indomitable (15), Injury Tolerance (Homogeneous plus Diffuse for Arms Only, No Blood, No Neck; 94), Plant Empathy (5), Radial Symmetry (10), Silence 2 (10), Speak with Plants (Sapience +40%, Nature ‑10%, Alternate to Affliction; 4), Spirit Empathy (Specialized for Dryads ‑50%, Alternate to Plant Empathy; 1), Subsonic Speech (10), Temperature Tolerance 9 (9), Bad Grip (‑5), Can’t Kick (‑5), Combustible (‑5), Decreased Time Rate (‑100), Ham-Fisted (‑5), Incurious on 12 (‑5), Mild Shyness (‑5), No Legs (Tracks; ‑20), Sense of Duty to Trees (‑10), Sleepy (all winter; ‑8), Unusual Biochemistry (‑5). A mature treeherd has SM 4 but will continue to grow; older ones have SM 5, ST+50, and Lazy (they need to keep roots in the soil). Treeherds seem tall because their resting posture is analogous to a man with arms raised above his head; the tallest (large variant with Gigantism) stand about 80' tall.
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Old 07-29-2008, 05:46 PM   #13
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Should've mentioned this w/ vampire posts:

Hemodrone
‑7 points
Bred by generations of blood mages to be the ultimate slaves, hemodrones are utterly subservient, easy keepers, strong manual laborers, and hardy walking blood banks. ST +1 (5), Lift ST +2 (6), HP +5 (10), IQ‑1 (‑20), HT+2 (20), Speed ‑½ (‑10), High Pain Threshold (10), Reduced Consumption 2 (Cast Iron Stomach ‑50%; 2), Resistant +3 to Disease (5), Temperature Tolerance 2 (2), Very Rapid Healing (15), Fat (‑3), Short Lifespan (‑10), Slave Mentality (‑40), Unattractive (‑4). They are found only in societies dominated by blood mages and vampires, where they are nothing more than valuable property (and own none themselves).
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Old 07-29-2008, 06:04 PM   #14
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I've posted my take on dragons, fairies, and elementals elsewhere on the forums; the elementals at least were well-received. I may have made minor edits since then. If you want my most up-to-date versions, pm. Also, I have a good notion of how djinn, angels, and devils work, but these are works in progress even less well-developed than vampires, and broader subjects anyway. Short version:

Angels are hive-mind automata created be the gods and invested with divine power and programmed to assist in creating (actually terraforming) the world. The goddess Malya felt that they lacked something, and "blessed" them with passion. Thus they bred, and their offspring are fairies, rather stronger on passion than programming but that's where their love of nature comes from. Fairies fought a big war with dragons in which curses were exchanged against each others' offspring, thus fairies bred elves.

When angels contact demons (e.g., take damage while fighting them), their entire essence is perverted and they fall, becoming devils. Likewise when fay contact demons they become djinn, and when elves contact demons or chaos they mutate slightly becoming drow. The angelic hivemind is broken in devils but an aspect remains in their heirarchical instinct, and the divine plan is twisted but some programming remains, by which wizards can bind and command them. Exactly how djinn differ from fairies game mechanically I have yet to determine.

-GEF
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Old 10-11-2008, 04:08 PM   #15
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Ghost
[205 points]
Attributes:
Secondary Characteristics: Hp +10 [0]†
Advantages: Jumper (Cannot Escort, -10%; Cannot Follow, -20%; Limited Access (Physical World/Spirit World), Spirit, -10%; Link: Alternate Form, +10%, Limited Visit (As per alternate Forms), -10%, Only in places where the border between the worlds is weak, -20%) [30], Shapeshifting (Absorptive Change (none), +5%; Reduced Time 1, +20%, Fp Cost 2/use, -10%, Link, Jumper, +10%) [19], Alternate Form* [96], Spirit Being†, [137],
Disadvantages: Attracts Spirits [-1], Dread (Charms protecting against spirits) [-15], Enemy (Demons, Formidable, Hunter, FR:6) [15], Obvious Aura, [-5], Terminally Ill (2 years to live) [-20], Vulnerability (Spiritual Attacks, x2) [-20], <quirk> [-1],
Skills: N/A
Features: Frequently Obsessive or Quirky
Notes:


*
Illusionary Form [106 points]
Aura of the Grave (Mundane beings around will feel uncomfortable, reaction -2) [10], Color Blindness [10], Insubstantially (Affect Substantial, +100%; Aways On, -50%; Doesn't Protect against magical and spirit empowered attacks, -20%) [96p], Invisibility (Affects Machines, +50%; Substantial Only, -10%; Often on (Turning Visible costs 1 FP/minute, +8%); Spirit , -10%) [55]; Supernatural Features (No Body Heat; No Reflection, No Shadow) [-25]



Spirit Being Sub-Template [137 points]
Doesn't Breathe [20], Doesn't Eat or Drink [10], Doesn't Sleep [10], Extra Hit Points 10 [20], Injury Tolerance (No Brain, counts as vital hit, -60%) [2], Injury Tolerance (Unliving) [20], Resistant (Immunity to Metabolic Hazards) [30], Unaging [15]

Description:
A ghost is an often very unstable being, the human soul being quite poor at holding together in the physical or spiritual world without their physical body. This will cause them to slowly decay spiritually until they are nothing but a soulless wisp. Some ghosts have reached a spiritual stability, usually either through spiritual training given by other spirit-beings, or by being so intimately bound to their anchor that it acts as their body, causing the physical world to protect them.
Most Ghosts are either anchored to an emotionally important object, or stuck in the spirit world. This template assumes a ghost who has learned to travel between the planes unrestricted by anchors through some method.

Power-Ups:
Physical Manifestation [15]
Shapeshifting (Absorptive Change (none), +5%; Reduced Time 2, +40%, Fp Cost 5/manifestation*†, -25%, Physical World Only, -20%) [15], Manifested Form (FP Cost 2/minute†, -20%, Alternate Form, -10%) [31]**
The ghost can manifest corporeally in the physical world. Note the low cost, for this not entirely common ability. GMs are advised to charge a small UB cost of 15 points at the least (bringing the cost to 30 points)

* Costs FP only for manifesting, not for demanifesting.
** This is not the most expensive form, do not pay this.
† Rev. Pee Kitty's FP Houserule

Manifested Form Template [43]
IT: (No Blood, No Brain (upgrade from template), No Vitals) [13], Temperature Tolerance 10 [10], [No] Vulnerability to Spiritual Attacks [20]

Power-Downs:
Anchored
To remain in the Physical World you need to stay near an anchor, often an object or a place emotionally important to you.
Dependency, Constant [Varies*]
*Rarity depends on three factors. Portability of the anchor, chain** length, and anchor vulnerability. Pricing is up to the GMs judgement.
** Chain meaning how far the spirit can travel from the anchor before weakening.

Stuck in the Spirit World [-30]
Many ghosts who end up in the spirit world never figure out how to get back to the physical one.
No Jumper [-30]

For ghosts/human spirits who have transcended and unlocked the secrets, good and bad, of the true human nature, see Awakened Being
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Last edited by RedMattis; 10-22-2008 at 11:05 AM.
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Old 10-23-2008, 01:02 AM   #16
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I've read through your templates a few times Gef, and I must say that they are pretty cool. The setting sounds quite awesome too by the way.
I didn't quite grasp who is interested in having these vampires created and why though. In setting.
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Old 12-25-2008, 07:46 AM   #17
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I've come up with a new way to handle Ghost Anchors, tell me what you think about this:

An Anchor is a combination between a modified Sessile and a modified Dependency.


Dependency (Anchor: Rare; Frequency: Constantly; Non-Lethal: Stops at unconsciousness, -75%) [-35p]


No Legs (Sessile) or No Legs (Sessile: Portable), with a new limitation: "External".

External basically says that you cannot leave the presence of an external object. In the case normal No Legs (Sessile) this could mean that you are bound to a tree and cannot walk more than a few yards away from it.
External can also take gadget limitations which work in reverse. Only Sessile Portable can take the size gadget trait, size is considered a feature for non-portable objects since it extends the area they can move in. See the example underneath.


A Ghost bound to the dagger which killed her.

Dependency (Anchor: Rare; Frequency: Constantly; Non-Lethal: Stops at unconsciousness, -75%) [-35p]
No Legs (Sessile: Portable, External; Can be Stolen (Taken by Stealth)*, +20%; DR 4. +15%, SM 8,+5%) [-28]


*It is considered to work for the thief since they have now basically kidnapped the ghost.


Note that the Ghost cannot move his anchor by his own power, even if it is portable.
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Old 12-25-2008, 10:19 AM   #18
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Nice, RM. An elegant and simple solution.
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Old 12-29-2008, 06:04 PM   #19
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Alright, my computer crashed, so I'll skip the discussion. (don't want to write it again....) (Edit: Did it anyway :P)

About a year ago I promised robkelk I'd post my Hellsing templates (and characters), so here, somewhat delayed I am starting the project. ...I will create a new thread for the characters when/if I get to that. I'd rather hear some interest before I move on to that mess. ;)
Oh, and I have lost my old Hellsing templates somewhere, so I reworked a new version, I hope I didn't forget anything.

This version of the Hellsing vampire may not physically speaking be able to bend iron bars between their fingers, but such things usually fall under the laws of anime, and are often very inconsistent (destructible environments, or "Cardboard Cities" are a classic trope, easily modelled by hand-waving or cutting the HP/DR of most objects to 1/10 or less)
Anyway, here we go, the basic template for a newly turned Dracul or Draculina of the Hellsing variety (mostly Anime Based btw.)

Hellsing Dracul/Draculina
[250 points]
Attributes: ST+14 (Limited: Half Power during the day, -10%) [126]; DX+1 [20]
Secondary Characteristics: Damage Resistance 6 (Sub-Dermal, -20%*) [24]
Advantages: Acute Hearing 1 [2]; Dominance [20]; Discriminatory Smell [15]; Doesn't Breathe [20]; Enhanced Move (Land) [20]; High Pain Threshold [10]; Injury Tolerance (Unliving) [20]; Injury Tolerance (No Brain & Vitals; Only to aply IT Unliving to these areas, -60%) [4]; Mind Shield 5 [20]; Night Vision 5 [5]; Parabolic Hearing 1 [4] Regeneration: Fast (Affected by Starvation**, -15%; Regular versus Silver/Holy injuries, -15%) [35] Regrowth [20]; Resistant (Immune to Metabolic Hazards) [30]; Speak With Animals (Wolves and Bats, -60%) [10] Telescopic Vision 3 (Limited: Only at night, -20%) [12] Temperature Tolerance 10 [10]; Unaging [15]; Unkillable 1 (Achilles' Heel: Silver, Holy, Beheading, -50%) [25] Vampiric Bite [30]; Talent: Senses 0 [0]; Talent: Shape-shifting 0 [0] Talent: Telepathy 0 [0]
Disadvantages: Berserk (CR: 15) [-5]; Bloodlust (CR: 15) [-5]; Cannot eat normal food [-1]; Dependency (Coffin; Daily) [-60]; Divine Curse (Cannot Approach someone reading out biblical scripts) [-5]; Draining (Human Blood) [-10]; Dread (Running Water) [-20]; Infectious Attack [-5]; Revulsion: Wood (Heart Only, -60%, Counts as having ingested the substance) [-4]; Social Stigma/Secret (Dead) [-20]; Supernatural Features (No Body Heat) [-5]; Uncontrollable Appetite (Blood, CR: 12) [-15]; Unhealing after 5 days without blood [-1]; Vulnerability (Holy Weaponry, Damage x2) [-20]; Vulnerability (Silver, Damage x2) [-20]; Weakness: Holy Items/Icons (1D/Min, Contact Agent, -40%) [-24]; Weakness: Silver (1D/Min, Contact Agent, -40%) [-12]; Weakness: Sunlight (1D/30 Min, FP then HP [-15]
Skills:
Features: Sterile, Affected by True Faith
Notes:

*Tough Skin without the Crushing limitation

** Affected by Starvation:
Up to: 12h: 100%, 1 day: 50%, 2 days: 25%, 3 days: 1/8, 4 days, N/A


Discussion:
A Automatic Assult Carbine does 4d+2 damage. Average: 16. After DR: 10/3 for Injury Tolerance = 3,3. Vampires have 24 hp.
In short, shooting a vampires with a carbine isn't very efficient. ... at least if you use normal bullets or light rifles.

The Hellsing Organisation is filthy rich, they use blessed silver bullets, let's assume they put some in the carbine. This increases the damage to 4x, putting it at 13, two solid hits now being good enough to put one out of business


As for Joe Vamp versus Joe-Clone Vamp battle, a vampire does 2d of punching damage, and have 6 DR. On average a Vampire will do 1 hp of damage to another vamp, this will lead to most unarmed fights between two 'normal' unskilled vampires ending with both vampires wrestling on the floor. Sort of like fights between equal humans.

Edit: Added Social Stigma/Secret: Dead, and Enhanced Move (Land). No point Change.
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Last edited by RedMattis; 02-10-2009 at 10:59 PM.
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Old 12-29-2008, 06:25 PM   #20
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Quote:
Originally Posted by Cernig
Nice, RM. An elegant and simple solution.
Thanks, Comments like that really encourages me to keep posting these write-ups here :)
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