Showing posts with label Templates. Show all posts
Showing posts with label Templates. Show all posts

Nightmare Neanderthals

I recently read Danny Vendramini’s Them and Us and Michael Crichton’s Eaters of the Dead, both of which feature scary neanderthals. Them and Us is pretty much entirely pseudoscience, but does raise some interesting points about how we probably underestimate the differences between humans and neanderthals. I’m fairly convinced they were a lot hairier and less human-looking than typical reconstructions show them. Evidence for casual cannibalism, with the bones being tossed into the same waste pile as those of other prey species suggests a certain degree of inhuman disregard for the dead.
Unfortunately, Vendramini doesn’t stop there, but starts with wild speculation about them being nocturnal, with slit pupils, and ape-like noses, then goes on to complete crank theory about human race memories.
Eaters of the Dead is a work of fiction, written well before Vendramini’s work, but the ‘wendel’ are basically similar to his neandethals, if vaguely described. Both are covered in black hair, immensely strong, nocturnal, and hunt humans for food.

Nightmare Neanderthal

12 points

These creatures roughly resemble a cross between a chimpanzee and a human. They are slightly bow-legged, with straight spines, hunched a little at the shoulders. Their build is much heavier than a human’s with barrel-chests, wide pelvises, and huge muscles.
The large eyes have vertical slit pupils and are set high on their long skulls, protected by a heavy brow-ridge. Instead of a human-like nose, they have an ape-like muzzle, with thin lips, and virtually no chin. Their skin is wrinkled and leathery, varying from beige to dark grey. Thick black or reddish-brown fur covers everything except their face, hands, and feet.
Although capable of speech, their vocalizations don’t cover the full human range, being mostly deep, guttural grunting sounds.
Their culture is focused around hunting large prey, including other hominids. Religion consists of venerating animal totems, especially cave bears, and the worship of a primordial fertility goddess. They habitually go naked, or wear a simple garment consisting of an animal skin hung over their torso. Animal headdresses are sometimes worn for ritual purposes.
To find height and weight for a nightmare neanderthal, look up their ST (before accounting for the racial modifier) on the Build Table, then reduce height by 2″ and increase weight by 30 lbs.
Attribute Modifiers: ST+3 [30].
Advantages: Acute Taste and Smell 1 [1]; DR 1 (Tough Skin, -40%) [3]; Fur [1]; Night Vision 2 [2]; Temperature Tolerance (Cold) 2 [2].
Disadvantages: Bloodlust (12) [−10]; Bowlegged [−1]; Dull [−1]; Social Stigma (Monster) [−15].

Variations

This template assumes that the reference society is a TL 0 human one. For a setting where neanderthals are the dominant species, remove Social Stigma. For late survivors who still use stone age technology, add Low TL equal to the campaign TL.
More realistic neanderthals would have Night Vision 1 at best, lack Bloodlust, and have Social Stigma (Minority Group) and possibly (Uneducated) rather than (Monster).

GURPS Dungeon Fantasy Warrior-Wizard Template

Warrior-Wizard

250 points

You have the magical power of a wizard, but you split your studies between spells and weapon training. You can use a variety of methods to either improve your attacks or hinder your enemies, but even without magic you are a deadly fighter. Unfortunately, studying the two disciplines leaves little time for anything else, but you’re confident that most problems can be solved with either magic or violence (or a combination of the two).

Attributes: ST 11 [10]; DX 13 [60]; IQ 14 [80]; HT 11 [10].

Secondary Characteristics: Damage 1d−1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Magery 3 [35]. • 30 points chosen from among ST +1 to +3 [10/level], DX +1 [20], HT +1 to +3 [10/level], FP +1 to +10 [3/level], Ambidexterity [5], Combat Reflexes [15], Danger Sense [15], High Pain Threshold [10], Languages [2-6/language], Luck [15], or Magery 4, 5, or 6 [10, 20, or 30].

One of the following packages:

• Imbue 2 (Magical, −10%) [18]. • Five Imbuement Skills, all (VH) IQ+1 [2]-15†.

• Imbue 3 (Limited skill access, 2 skills, -60%; Magical, −10%) [12]. • Two Imbuement Skills, all (VH) IQ+3 [8]-17†.

• Weapon Master (One weapon) [20]. • One of Blind Fighting (VH) Per [8]-14, Immovable Stance (H) DX+1 [8]-14, Kiai (H) HT+1 [8]-12, Mental Strength (E) Will+3 [8]-17, Parry Missile Weapons (H) DX+1 [8]-14, Power Blow (H) Will+1 [8]-15, or Pressure Points (H) IQ+1 [8]-15.

Disadvantages: −15 points from Code of Honor (Soldier’s or Chivalry) [−10 or −15], Curious [−5*], Jealousy [−10*], Overconfidence [−5*], Sense of Duty (Adventuring Companions) [−5], or Stubbornness [−5]. • Another −15 points from Bloodlust [−10*], Callous [−5], One Eye [−15], Post-Combat Shakes [−5*], or Wounded [−5]. • Another −20 points from Bully [−10*], Clueless [−10], Disturbing Voice [−10], Loner [−5*], No Sense of Humor [−10], Oblivious [−5], or Social Stigma (Excommunicated) [−10].

Primary Skills: Thaumatology (VH) IQ [1]-14†. • One of Axe/Mace, Bow, Broadsword, Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+5 [20]-18. • One of Fast-Draw (Arrow, Knife, Potion, or Two-Handed Sword), or Shield (Buckler), both (E) DX+1 [2]-14, Sling (H) DX−1 [2]-12, or Throwing (A) DX [2]-13.

Secondary Skills: Armoury (Body Armor, Melee Weapons, or Missile Weapons) (A) IQ−1 [1]. One of Brawling, Innate Attack (Any), or Knife, all (E) DX+2 [4]-15, Judo (H) DX [4]-13, or Wrestling (A) DX+1 [4]-14. One of Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits) or Occultism, both (A) IQ-1 [1]-13.

Background Skills: Three of Climbing (A) DX [2]-13, First Aid (E) IQ+1 [2]-15, Forced Entry (E) DX+1 [2]-14, Intimidation (A) Will [2]-14, Stealth (A) DX [2]-13, Swimming (E) HT+1 [2]-12, or Tactics (H) IQ−1 [2]-13.

Spells: 10 wizardly spells, all either (H) IQ+1 [1]-15* or (VH) IQ [1]-14*.

* Multiplied for self-control number; see GURPS Basic Set, p. 120.

† includes +3 for Magery.

 

Customization Notes

There are numerous possible combinations of combat skills, imbuements, and spells, but a few archetypes are especially common:

Body Beater: You use the reach and leverage of a quarterstaff or long staff to deliver melee spells and powerful blows at the same time. The body control college offers Paralyze Limb, Wither Limb, and Deathtouch, as well as several regular spells which can extend their range a little with your staff. To defend against missile attacks, learn Deflect Missile or Missile Shield. Either demonstrate mastery of your own body with extra ST and Power Blow, or use your staff with imbuements like Crippling Blow, Fatiguing Strike, Telescoping Weapon, or Traumatic Blow.

Burning Blade: The fire college has many methods of dealing damage, but Flaming Armor and Flaming Weapons are the most appealing to swordsmen. If you take both, you won’t be able to learn any spells to defend against missiles, so you will want a shield, Parry Missile Weapons, or a range of defensive imbuements. Burning Strike, Fireproof Armor, and Incendiary Weapon are thematically appropriate.

Ice Archer: Ice Missiles is relatively easy to learn and makes your bow more effective. Use Ice Slick and Water Jet to keep melee fighters away from you. Binding Shot, Chilling Strike, Continuing Attack, Crushing Strike, Cutting Strike, and Shattershot all suit frosty arrows, while Fireproof Armor and Rigid Armor can represent a coating of magical ice.

Stone Striker: Body of Stone and Flesh to Stone are very powerful combat spells if you have enough time and FP to cast them. When you don’t, you can use imbuements like Bank Shot, Blunting Armor, Crushing Strike, Cutting Strike, Penetrating Strike, and Impenetrable Armor to boost your combat abilities. Immovable Stance suits the earth-theme for those who prefer Weapon Master.

Storm Shield: Lightning and Shocking Touch allow you to hurt enemies near and far, so you don’t need a full-size staff, allowing the use of a shield alongside a wand (baton, knobbed club, light club, or short staff). Play up the thunder-and-lightning theme with Thunderclap, Kiai, Deafening Display, Shockwave, or Thunderous Defense, add even more electricity with Electric Weapon, or use Arcing Shot, Guided Weapon, or Homing Weapon with Lightning to hit those who think they are safe at a distance or behind cover.

Warded Warrior: Stack good armor with protection and warning spells like Armor or Return Missile and defensive imbuements like Energizing Defense, Expand Armor, Nullifying Armor (Magic), Spiritual Defense, Vengeful Defense, or Widen Shield to achieve virtual invulnerability. If you feel that spells offer enough physical protection without imbuements, take Weapon Master and Mental Strength to protect from more subtle threats. There’s no need for a staff when you cast your spells on yourself, so take a bow or sword, which will help compensate for a lack of offensive magic.

 

Power-Ups for Warrior-Wizards

Warrior-Wizards can buy up to Imbue 3 (with no limited skill access) and any level of Weapon Master regardless of which options they started with, as well as Energy Reserve (Magical) 1-20 [3/level], Magic Resistance (Improved, +150%) 1-3 [5/level], or Wild Talent 1-2 [20/level].

They can also purchase the following abilities:

 

Armor Mastery

As for the knight ability of the same name.

 

Jack of All Trades

As for the innkeeper ability of the same name.

 

Inextinguishable Power

As for the wizard ability of the same name.

 

Warrior Wizard Perks

Warrior-wizards can take perks usually reserved for other professions, without the usual prerequisites.

 

Armor Familiarity

As for the martial artist ability of the same name. Counts as a Combat Perk.

 

Flagellant’s Blessing

As for the cleric perk of the same name. Counts as a Magic Perk.

 

Life-Force Burn

As for the demonologist perk of the same name. Counts as a Magic Perk.

 

Mixing Professions

 

Lenses for Warrior-Wizards

Warrior-wizards should use the lenses described for wizards, with the following exception:

 

Warrior-Wizard-Wizard

50 points

Attributes: +1 IQ [20].

Advantages: Magery +1 [10].

Skills: Alchemy (VH) IQ [8].

Spells: 12 wizardly spells, all either (H) IQ+2 [1] or (VH) IQ+1 [1], including +4 for Magery.

 

Becoming a Warrior-Wizard

Use the following lens for any character except a wizard:

 

Warrior-Wizard Lens

50 points

Advantages: Magery 1 [15].

One of the following packages:

• Imbue 2 (Limited skill access, 3 skills, −40%; Magical, −10%) [10]. • Three Imbuement Skills, all (VH) IQ [4], including +1 for Magery.

 • Weapon Master (One weapon) [20]. • One of Blind Fighting (VH) Per−2 [2], Immovable Stance (H) DX−1 [2], Kiai (H) HT−1 [2], Mental Strength (E) Will+1 [2], Parry Missile Weapons (H) DX−1 [2], Power Blow (H) Will−1 [2], or Pressure Points (H) IQ−1 [2].

Skills: Thaumatology (VH) IQ-3 [1]. One of Axe/Mace, Bow, Broadsword, Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+1 [4].

Spells: 8 wizardly spells, all either (H) IQ−1 [1] or (VH) IQ−2 [1], including +1 for Magery.

Wizards already have Magery and spells, so they can concentrate on combat skills:

 

Wizard-Warrior-Wizard

50 points

Attributes: DX +1 [20].

Advantages: One of the following packages:

• Imbue 2 (Limited skill access, 3 skills, −40%; Magical, −10%) [10]. • Three Imbuement Skills, all (VH) IQ+2 [4], including +3 for Magery.

 • Weapon Master (One weapon) [20]. • One of Blind Fighting (VH) Per−2 [2], Immovable Stance (H) DX−1 [2], Kiai (H) HT−1 [2], Mental Strength (E) Will+1 [2], Parry Missile Weapons (H) DX−1 [2], Power Blow (H) Will−1 [2], or Pressure Points (H) IQ−1 [2].

Skills: One of Axe/Mace, Bow, Broadsword, Shortsword, Smallsword, Staff, or Two-Handed Sword, all (A) DX+2 [8].

Akephaloi in GURPS

 

The ‘headless’ are also known as Blemmyes, Epiphagi, Ewaipanoma, or Sternophthalmoi (chest-eyes). First mentioned in the Histories of Herodotus as living in eastern Libya, but later said to live south of Egypt, in Ethiopia, in India, in eastern Asia, on the Andaman islands, in South America, or in western Africa.

15th century illustration of Alexander the Great meeting some akephaloi

 

Akephalos

34 points

Large humanoids, standing eight or nine feet tall, covered in golden-brown hair (short over most of their bodies, but longer on their backs). Their most distinctive feature is that they have no necks, with their facial features appearing on their chests and their brain between their shoulders. Their small ears are located under their armpits and hidden by fur.

Although able to fashion weapons such as bows and spears, Akephaloi do not usually wear clothes or armor.

Attribute Modifiers: ST +5 (Size, -10%) [45].

Secondary Characteristic Modifiers: SM +1; Basic Move +1 [5].

Advantages: DR 1 (Tough Skin, -40%) [3]; Fur [1]; Injury Tolerance (No Neck) [5].

Disadvantages: Low TL 2 [-10]; No Peripheral Vision [-15].

Features: Cannot wear helmets or torso armor made for other races.