GM WhtKnt's GURPS Infinity Unlimited (Inactive)

Game Master WhtKnt

You are a member of Infinity Unlimited, tasked with patrolling the multiverse and keeping it safe from interference from both Centrum and well-meaning (or perhaps just idiotic) tourists alike. You will perform exploration missions, rescues, extractions, and setting right what others have put wrong.


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Dark Archive

Thirty years ago, former Dartmouth physicist Paul Van Zandt changed the world. Actually, he changed hundreds of them. He invented a parachronic projector, a machine that could send matter into another dimension – another timeline. The first world he discovered was “Earth-Beta,” almost identical to his own world, which he dubbed “Homeline.” But as he improved his technology and his survey techniques, he began to discover worlds where Rome never fell, or where America was a feudal kingdom. Some worlds – those on the same “quantum level” as Homeline, Quantum 5 (Q5) – were easy to reach. Others, on Q4 and Q6, were slightly harder; Quantum 3 and Quantum 7 were downright difficult. However, Van Zandt persevered, and built up a small team of daring assistants who helped him map 23 more universes.

He funded further research with profits from trading between worlds, an undertaking he formalized with White Star Trading. In 1998, Van Zandt revealed his discovery of parachronic travel to the public, and revealed a secret to the U.N. Security Council. Whatever the secret was, it halted demands for his technology to be nationalized, militarized, or destroyed. Instead, the Security Council established the United Nations Interworld Council (UNIC) from its own membership, which chartered a new corporation, Infinity Unlimited (often shortened to “Infinity” by the media). Van Zandt became CEO of Infinity, and UNIC added its own bureaucrats to the board. The Interworld Treaty, which chartered Infinity, required that Infinity work to “better the lot” of the other worlds it explored and exploited. To that end – and possibly to counter the threat Van Zandt revealed to the Security Council – Van Zandt created the Infinity Patrol.

The Infinity Patrol, like all of Infinity, is specifically chartered by the U.N. Security Council. It has a unified command with an existence independent of any given mission, and so resembles a private security force more than a multinational peacekeeping task force. In practice, the Patrol is a supranational paramilitary agency under Infinity’s control, dedicated to protecting Homeline, The Secret, Infinity, and the unknowing innocents of other worlds, in roughly that order. Patrol facilities, like all Infinity property, are considered “U.N. soil,” and cannot be searched or seized without violating international law. By its charter, it must “keep the peace, and preserve the smooth operation of interdimensional travel for the good of all mankind.” This translates, for Infinity Unlimited and the Patrol alike, as “ride herd on everyone else with a conveyor, keep Homeline problems on Homeline, and do well by doing good in the meantime.”

This was hard enough when the Patrol thought itself alone in the continuum, but nine years ago, Corporate Security captured an intruder in a secret Infinity facility on the Quantum 6 world Turkana. He turned out to be from another cross-dimensional paramilitary organization, the Interworld Service, of a crosstime civilization called Centrum. Centrum was aggressive, competent, and devoted to spreading its own hierarchical system across the worlds. Fortunately, Centrum was on Quantum 8; it could not reach Homeline and neither could Homeline reach Centrum. The quanta between became battlegrounds, especially the Q6 “echoes,” worlds that mirrored Homeline history exactly. Centrum could, and did, shift many of those echoes out of Quantum 6 and into quanta inaccessible to Homeline! The infinity war had begun, and the Patrol had a new set of missions.

You are a member of Infinity Unlimited, tasked with patrolling the multiverse and keeping it safe from interference from both Centrum and well-meaning (or perhaps just idiotic) tourists alike. You will perform exploration missions, rescues, extractions, and setting right what others have put wrong.

Character Creation Rules

  • This will be a 150-point GURPS 4th edition campaign.
  • There are six slots open.
  • You may create characters from any time or place desired, so long as they equal 150 points with up to -45 points in disadvantages.
  • Base TL for Homeline is TL8, with pockets of TL9. You may not have equipment above TL8, even if you hail from the far-flung future. Yes, this is an artificial limitation, but just suspend disbelief.
  • Characters should be human or fairly human-like. The odder you look, the harder it will be for you to blend in. There are worlds where elves, dwarves, and aliens exist and they are recruited from, but most parallels are human-centric.
  • I have access to almost all of the 3rd edition worldbooks, so you may freely draw from those resources, up to the TL and point value limits.
  • You will be issued some specialty equipment, so you shouldn't need to purchase much. Advantages like Wealth (and disadvantages like Poverty) will be mostly meaningless in this campaign and may not be taken.
  • I reserve the right to disallow any other "meaningless" advantages or disadvantages as they come up. If in doubt, ask.
  • Super-powers are not permitted, but psionics and magic are both allowed.
  • You should provide at least a brief background about where your character comes from. It doesn't have to be a novel, but a few sentences will go a long way towards getting chosen.
  • Recruitment will last until Saturday, April 27, 2018 at 11:59 PM CDT. Characters submitted after that time will not be considered.

Scarab Sages

Are newbies allowed? I've never played GRUPS. Is there a SRD?

Dark Archive

Newbies are welcome. There isn't an SRD, but there is a GURPS Lite available from here. It gives you enough to create a character and learn the game and I can nurse you along if necessary.

Scarab Sages

How is travel between the dimensions accomplished? It is purely scientific or is it more of a intuitive thing? My first idea was a kind of guide that specializes in interdimensional transit. The groups Driver, as it were.


Hey WhtKnt, a few questions :

1) Does the -45 disads include the quirks, or in addition to the -5 quirks?
2) If you are from a high-tech world/future/culture, can you have things that are the results of the high tech, even if you don't have the high tech? For example, a Bioroid from an alternate reality where it's TL12, but who has no technology that is TL12, they just are from TL12. IE: Can we use Bio Tech to have bodies that have biological modifications that aren't TL8 if we came from a higher level (Within reason, IE no bodies that can generate TL 20 drugs as poison fangs or that can pee liquid gold or anything like that, lol)?
3) Are you ok with a shapeshifter?

Scarab Sages

I've skimmed the Lite book and see that world-jumping is a thing! Cool! but it costs 100 points... ouch...
Oh well, I'll bite the bullet.


You can make it cheaper with limitations. For example, if you can only jump 1 world remove at a time that's a -10 pts. If you drift when you jump (you get to the world, but rarely exactly where you want to go) that's another -15. If you're stunned when you arrive, that's another -10 points. That's how GURPS works, Enhancements add to the cost, and Limitations reduce the cost. So if you took all the above, that would reduce the cost to 65 pts. You could take other limitations too, with GM approval.

Grand Lodge

dotting for interest

Dark Archive

Transport between dimensions is via either a panachronic projector (a stationary "stage" which sends anything on it into another dimension) or a panachronic conveyor (best thought of as a dimension-hopping 4x4). Some people can do it naturally (or through psi or magic), but they tend to be few and far between. For the most part, it is purely scientific.

You can take Worldjumper, but I really don't recommend it. It's very expensive, and the panachronic conveyer does a fine job. That's an awful lot of character points to pay for what is essentially a last-ditch escape plan.

@mdt: No, the -45 points does not include the quirks. If you are from a high-tech parallel then yes, within reasonable limits, you can have bodies that are the result of high tech. I don't object to a shapeshifter, but I would like to see the limits on it before I say yes. Definitely limited to living things only!


Do you have GURPS character assistant?

Dark Archive

I do.


Here's my idea so far :

The Sathara are natural shapechangers from a plane that are 10 quantums from Homeline. However, they are known throughout many Quantums. Nothing that has ever gone to their Quantum has returned, and this and their shapeshifting ability (which quite frankly scares most non-shapeshifters) has left them with a very bad reputation across the Quanta. In reality, it is not that they are bad as a race (some of them are, and those tend to be exiled, which does not help their reputation), but their Quanta has significantly different quantum mechanics than most other Quanta, and this means that most methods of going there stop working on arrival (meaning travellers are trapped there). There are, however, some who can naturally travel between Quantums, and those tend to be able to adapt and eventually leave. They sometimes take along Saratha (who they usually come to like after living with them a few years). Saratha that travel the Quanta almost always disguise themselves to avoid being imprisoned or burned at a stake.

Racial Template : Cost 70
+2 IQ
+2 Perception
Growth 1
Morph (Cannot Memorize Forms, Extra Morphing Capacity (+25), Mass Conservation, Needs Sample (DNA sample, drop of blood, hair follicle, etc), max Template (75 pts)
Shrinking 1 (Full Damage, Full DR, Full HP, Full Move)
Colorblindness
Disturbing Voice
Restricted Diet (Hydrocarbons)
Semi-upright
Social Stigma (Shapeshifter)

Saratha are, naturally, humanoid creatures with postures similar to an ape, with long arms and shorter splayed legs. They move on all fours to run, and can walk on two legs at a slower pace. Their faces are flat with large round eyes that while very keen, are incapable of seeing color at all, they see in black and white. They are capable of increasing or decreasing the distance between their atoms, allowing them to double or halve their size, but they retain the same mass, so a 185 lb Saratha that shrinks to the size of a puma still weighs 185 lbs, and one that grows to the size of a horse still weighs 185 lbs. However, this does widen their options of what creatures they can take on the form of. (Size Mod -1 to +1).

To take on a new form, the Saratha must have blood sample from a member of that species, and the DNA must be intact (preserved samples will work, but rotted samples will not). Once they take on a form, they can make small modifications to it (altering coloration, small changes in height, etc), but the changes must be within the norms for that race. They can put on mass once they take a form, but if they do so, they cannot get rid of it quickly (they must live with that mass until they can get rid of it through normal weight gain/loss). Basically, if they take on the form of a 185lb horse, they can eventually (over the course of a year or so) bulk up to a ton to match the form. However, if they then go back to their natural form, they are a bulky dense 2000 lb Sarathan, and have to work to get their weight down again (this can leave them helpless!). Saratha normally try not to gain more than double or lose more than half their weight while disguised!

What do you think? Basically my Sarathan would have been found by Infinity, who has had enough interactions over the years to know that not all Sarathan's are bad (that whole exile thing). Not that everyone knows that.


The Saratha are loosely based on a character from a Jack L Chalker series called The Rings of the Masters. One of the characters was a shapechanger who had to absorb some DNA from a native of a planet and thereafter was able to pass for them (even fooling scanners because his cells and DNA altered to the new species). He could make small modifications, alter his hair, eyes, skin color, minor changes in height, but he couldn't take on any other forms until he got more DNA. He couldn't go to a previously changed form either, he needed more DNA to return to a previous form. Pretty good book series. His own DNA was hidden in his body, 1 in every 1,000,000 cells retained his original DNA in a dense packet, and when he shifted back, that DNA packet took over it's cell, then spread to the next cell, and so on.

Scarab Sages

Let me guess. That fancy creature template thing is in the full book.

Dark Archive

The template is just a collection of advantages/disadvantages that are automatically applied to a character. Mdt probably made that one up himself, but various books have a lot of different templates. You also have lenses, which are sort of like character suggestions that help you tailor a character to suit a specific profession.

Let's say that you have a soldier template that describes a basic soldier in the military. It gives you all that you need to play a soldier fresh from boot camp. Lenses might be applied to make that soldier a member of different armed services. A lens could turn that generic soldier into an Air Force officer, for example.

Dark Archive

mdt: I like the template and have no issues with it. It looks limiting enough that it shouldn't cause any major problems but is still enough to be useful.

Scarab Sages

ahh. Ok.
If dimensional hopper isn't needed. Hmmm. And most places we jump will be roughly the same tech level...

Well. Every operation needs Security. Lets see what I can do.

Dark Archive

Don't assume that all places will be the same TL. In fact, TLs vary widely across the parallels, ranging from TL0 to TL9 (few parallels have been found with a TL greater than 9; they exist, but they tend to be rare). Having skills that are useful in all TLs is a very good idea.


I had a two paragraphs on templates all typed up, and the board crashed and ate them. :( Sorry Choon, don't feel like typing them all up again.

Basically, short version, templates are either innate templates (Racial for example) or Personal (Profession Template for example). An innate template's disadvantages don't count toward your disadvantage total (A halfling's -1 size modifier is innate to being a halfling, it's not something that's specific to Happy Furfeet, the Halfling adventurer). However, Happy could have the disadvantage 'Dwarfism' which would make him a genetic dwarf halfling (meaning he'd be about a foot tall and stocky). Stumpy Gorash, the dwarf Ogre is only 6.5 feet tall, and 5 feet wide. Basically his disadvantage for Dwarfism counteracts his innate +1 size mod. You can't delete the -1 Size Mod from a racial template because it's Innate (you might take the disad Gigantism if you wanted to pass for a short human though!).

Disadvantages that are both templated and personal do count against your disad limit. For example, a Physician template usually has a 10 pt Code of Honor (Hippocratic Oath). That is something most physicians are taught. Not all are though, and you can take the Physician template and then delete the Hippocratic Oath, because that Oath is not Innate to being a physician.


@GM - How are we handling Languages? Each Quanta would have it's own set of languages, and we can't possibly learn enough to make it worth our while travelling, so I assume we're going to be given 'language packs' or something when we travel so we can speak the local languages?

Scarab Sages

Interesting. And these templates give you points? Or are they mostly point-neutral?


First Pass at character

Basically, C'deth (pronounced ka-death) is a physician, although he's picked up some vehicle skills and combat skills in his travels. I bought all his skills as (Current Form) to indicate that his physician training back home was based around being able to care for any species he had taken the form of (basically converting all his skills based on his intimate knowledge of the current species DNA). His eidetic memory might allow him to remember how he treated a species he treated while he was in their form previously (allowing him to make a check with a penalty?), but that would be up to you.

I didn't do anything for languages (see question above).


Choon wrote:
Interesting. And these templates give you points? Or are they mostly point-neutral?

A template can cost points (My racial template costs 70 pts out of my 150). Or they can be neutral, or they can give you points (playing a Goblin for example might give you points).

Scarab Sages

Going with Amos Anders again for a name because that alias is just sitting around.

I'm going for the scout/security guy. Former special ops. Are there implants in this game? Specifically eye replacements?


GM approved stuff from Biotech, you'd just have to come from a Quanta where it was high enough TL originally that your body could have had bio mods. What that basically gives you is that you can buy powers that would be racial, even though you're human. Infravision, Low-Light, etc.

For cybernetics, you'd have to ask the GM.

Scarab Sages

I have no books, so that could be problematic. I might have to go find them.


If you tell me what you're looking for, I can try to build it for you, like we did before in the other game. I really liked that game, I had intended for you guys to get 'Elited' by your native guide, but life blew up on me. Basically you'd have all gotten 75 points to bring you up to the 150 pt characters.

When you got back to base, you'd have found that it had been destroyed. The radio signals were attracting native things that used radio waves. Eventually 3-4 full grown dragons, annoyed at the increasing radio waves that were interfering with their sight, were going to come tear the base apart.


From Bio-Tech : Gengineered Human Templates (Can still breed true with humans):

Alpha : 39 points - Gentically modified for attractive and athletic bodies.

Heavy Worlder : 46 points - Big, Strong, with ability to handle high g's. But tends to look a bit neandrathal.

Helot : 12 points - A gengineered human designed to be calm and tractable, and non-agressive. They are generally healthy and resistant to diseases.

Helot II : 8 points - Second generation Helot, that is highly suggestible via pheremones, making them even less likely to argue (easy to seduce or intimidate).

Ishtar : 20 Points - Genetically modified to heighten ability in skills requiring dexterity, and for health, but losing some strength. They are beautiful, but the mods leave them with mental issues (overconfidence and usually tendencies toward either jealousy or selfishness).

Light Worlder : 10 points - Genetically modified to deal with light or even zero G. They are weak physically, and have elongated limbs, leaving them 2' taller than average.

Omega : 67 points - Basically an Alpha mod with additional intelligence and even better appearance mods.

Orion : 70 points - General improvements in all physical stats, good health, and engineered for combat (this is basically a combat mod). They suffer from the same overconfidence that the Ishtar do.

Siduri - 33 points. Basically the second generation of Ishtar, still overconfident but without the additional mental instability, with a longer life span.

Parahuman Templates (no longer human enough to breed reliably with humans) :

Artemis : 116 points - This is a combat version of the Diana mod (see below) that has better physical abilities, and control over their own adrenaline response, allowing them to briefly use superhuman strength for short periods of time (lifting a car off a baby for example).

Athena : 54 points - A modified version of the Diana mod (see below). Athena's are capable of self impregnation (with the offspring being a clone). They mature faster and live longer. They are also more talented at creative endeavors.

Avatar : 42 points - These mods were created by mysogynistic scientists who wanted to create extreme dimorphism in human society. Both genders are more attractive, resistant to disease, and are extremely attractive. Male Avatars are stronger, with high pain thresholds, but also blatantly muscular and hairy and overconfident. Females are more dextrous, with melodious voices, but are soft featured, smaller framed with exagerated figures, and have built in brain mods for shyness and ease of manipulation.

Brownie : 15 Points - Brownie's are designed for Space exploration. Resistant to disease, heavily modified bone structure that doesn't weaken in zero g, enhanced senses, resistance to disease, longer life span. However, their voices are disturbing due to changes to the trachea, and are usually found mildly unattractive by humans (their joints bend both ways, and they're shorter and stockier than humans).

Diana : 47 points - Diana's were created by groups of women who wanted to do forever without males. Increased intelligence and general health, attractiveness, resistance to disease and longevity. They have full reproductive control, and only get pregnant if they want to. They are incapable of birthing male children (autoimmune system attacks the fetus). They are genetically modified to predispose toward lesbianism.

Gilgamesh : 65 points - Gilgamesh are intended for high intelligence and longer lifespans. They look human externally, but have massive internal changes. They are very long lived, attractive, and resistant to disease. They have full reproductive control over their own fertility. They mature rapidly.

Ladon : 65 points. These are modified Gilgamesh mod humans. They are less healthy, and can develop mental instabilities, however, they never sleep, meaning they can stay active 24/7.

Pandora : 66 points. Pandora are genetically modified to have their brains function an an inhuman level. This leads to naturally high intelligence, however, their overall health is not as good as baseline humans. They also tend to 'stutter', at least, as humans consider it. What's really happening is that they are thinking so fast that they can't get the words out fully at the same speed as normal humans. When conversing with each other, they talk so fast that humans have severe trouble understanding them. (Basically, Pandorans get 2 actions per turn, one of which must be Mental, but it means that they are walking around in a world where everything seems to be happening in slow motion, so even in highly complex and chaotic situations, they have time to think and make the best decision).

Prometheus : 85 Points - Prometheons are upgraded Pandorans, whose speech centers have been modified to allow them to speak normally with non-Prometheons. They are also generally healthier than their Pandoran relatives.

Tiresia : 47 points - Tiresians are engineered hermaphromorphs, able to switch genders at will (over time). They can perform the genetic functions of either gender. They are generally attractive, but androgynous. They have higher intelligence and general health.

There are some even more 'non human humans' but I'll let you look through those first, to see if there's anything you're interested in. Letting me know what you want would help me narrow down what to type. :P For now, I figured these might help others with character ideas if they wanted to go with gengineered or non-Homeline humans. Any of the bioengineered humans above could just as easily be an alternate human species from another quanta.

Dark Archive

mdt wrote:
@GM - How are we handling Languages? Each Quanta would have it's own set of languages, and we can't possibly learn enough to make it worth our while travelling, so I assume we're going to be given 'language packs' or something when we travel so we can speak the local languages?

A remarkable number of parallels use English as their primary tongue. There may be some instances of other languages in use (such as German on a world where Germany won WWII; there are a LOT of those parallels). Unfortunately, the Patrol does not have universal translators, but they will provide (if necessary) a linguistic prompt for each group. This device provides three pre-programmed spoken languages at Broken proficiency.

In short, you are expected to do the best you can. Ideally, everyone would be at least bi-lingual in a variety of languages. Latin, German, Mandarin, Japanese, French, and Arabic all make good choices. More obscure tongues will be helpful in rare instances (most people won't speak Nahuatl, after all).

Dark Archive

I'm going to go ahead and outlaw cybernetics; they can lead to all kinds of troubles for the GM and players alike. Bio-replacements are fine and you can get minor powers through the use of such (infravision, ultravision, low-light vision, darkvision, etc.).


Ok, I'll work up something with languages, play with the points to get it.

Scarab Sages

Wow! Thanks, MDT! that's really helpful.

That's cool. Here's a quick story draft that may help:
Amos stares at the papers. He was a soldier. Always had been. What Else was he supposed to do? And so late! Over a dozen full deployments and countless missions of varying secrecy and top-tier marks in all areas and yet...defective. Genetic, they said. Irreverseable.
He signs because he is a good soldier, and a good soldier must serve as his nation demands. No matter how much it made him feel like puking.
Outside there was another man with more papers, and an offer he couldn't refuse.

The physical therapy was the worst. He hated feeling week, helpless, dependent. But the gene therapy was working. Slowly.

Two years later, and this old dog has a few new tricks. He felt like he was 20 again! Every joint was new, but every scar was still there.
---------
Very much a work in progress.
Basically, an older combat vet of the Seal or other Special Forces variety. Looking at the Orion mod. Seeking survivalist and combat focus. I guess that makes him a scout/sniper in background?


Well, it doesn't quite work like that, unless you came from a Tech 12 society. The mods are genetic mods, in utero (meaning you grew up like that). But yeah, I know what you mean about the soldier. There's also age reversal type treatments that basically 'turn back the clock' on the age. They're TL9, but that should be within the limits of what the company could have pulled off to recruit an old grizzled Orion vet. There's no point cost, only cash cost ($100,000), and per the GM, don't worry about cash, so should be fine. Since the Orion can't have genetic defects, I'd put it down to a bioweapon or something that seriously damaged your body's genetics, so you needed a full treatment.

I'll work up something for you to look at.


@GM - For C'deth, he'll have to keep a LOT of character sheets (that whole switching out Racial Templates thing). Do you want to make the templates (a lot of work) or do you want me to make them and submit them (Feel this would be my job really)? I'm assuming I'd need some for animals (dogs, horses, bears, etc), as well as some dino templates (or alien animals etc). Any ideas on what I should build up for what Infinity would be handing out to him to use on jobs regularly? I'm also assuming he uses Human templates normally around Infinity, and only those who work directly with him know he's not human?


@GM - Is the Gun-Fu book allowed?


Amos Anders

Here you go Choon, a first rough draft. From what you were describing, I went with Ranger as the mod, not Orion. Ranger is basically an Orion with additional stuff around survival.

The 'reduced consumption' means you can eat basically anything organic, slimy green meat, roadkill, sour milk, dishwater, whatever. You take only 1% of the life support costs as a normal human would. You get a +4 bonus to resist food-borne disease and poison (on top of your existing +8 disease and +3 poison resistance). However, anyone who watches you eat roadkill and drink dishwater are going to react at a -3. :P


Wow. Thanks, mdt! Now, to study up on what those numbers mean...


If you have any questions, feel free to ask, and I'll try to help you make changes to whatever you want. If you want more advantages/etc, we can go with a different biomod base, obviously.

Scarab Sages

That seems good. I just need to look up what those advantages mean. :P

From what we've seen so far we may be a two-man show.


Absolute Direction - You always know where north is, and you can retrace your steps to anywhere you've been in the last month. If you change worlds, you have to re-orient yourself to know where north is, but you can retrace your steps to where you've been.

Acute Hearing +2 to Hear Roll to hear: 13

Acute Taste and Smell +3 to Taste/Smell Roll to taste/smell: 14

Ambidexterity - No off hand penalty

Combat Reflexes - Bonus to initiative, never freeze in combat, never surprised in combat.

Discriminatory Smell - You have the same sense of smell as a bloodhound. Roll to memorize a scent: 10, Roll to Smell: 18

No Appendix - You'll never get appendicitus

Racial ST Bonus 1 - You have +1 STR from your bio mod (already figured in)

Reduced Consumption 4 (Cast-Iron Stomach) - Already explained above

Resistant (Disease) (Occasional) (+8) - When making health checks to avoid disease, add 8 to your health

Resistant (Poison) (Common) (+3) - When making health checks to avoid poison, add 3 to your health

Alcohol Tolerance - You don't get drunk or buzzed on alcohol.


Choon wrote:

That seems good. I just need to look up what those advantages mean. :P

From what we've seen so far we may be a two-man show.

Nah, recruiting on the weekends is always a slow start. It'll pick up Monday when people get back to the boards.


@GM - Want to clarify how to build these special animal racial templates.

So, if I read Morph correctly, when I apply the racial template for the animal, I have to get rid of any buy back on INT (basically bring it back up to 0 cost for int). Then I use the int stat of my original race + purchased increases for my int.

So, for example :

Race - Animal - Chimpanzee

Str +1 (10), DX +2 (40), IQ +0 (0), HT +2 (20), Move +1 (5)
Stats : 75 pts

Arm ST 3 (Two Arms) : 15
Brachiator : 5
Damage Resistance 1 : 5
Teeth (Sharp Teeth) : 1
Advantages : 26

Cannot Speak : -15
Ham-Fisted 1 : -5
Semi-Upright : -5
Social Stigma (Animal) 2 : -10
Disadvantages : -35

Cost : 75+26-35 = 66 pts

When applying the template, I have to add a +2 IQ for free, to keep the original IQ boost from the original racial template intact, otherwise the IQ goes hinky when applying the new template. This is because the program doesn't understand 'keep original IQ', and it dumps the IQ down by 2 when I switch out templates. So I'd add into advantages :

Extra IQ 2 (Free; Affects IQ) 0

Does that sound correct? That keeps his IQ at 14. The only time I'd have an IQ in the racial template is if the new race had a IQ bonus of +3 or more, then I'd have to add in the IQ above +2. Or should I just ignore the IQ of ANY race, and if a race has a +3 or more IQ, I don't adjust my IQ at all, I basically leave out the IQ bonus on the racial template completely (other than the correction above)?


Another Template Question : When taking on a human form, the human racial template is basically <empty>. :P It does get rid of most of his physical disads of course, and his distrubing voice, and save him from his social stigma.

Other than Gengineered humans like Choon's Amos, can he have access to other Bio-Tech gengineered human templates to switch to in game (IE: blood samples, dna etc) so that he can switch to a human with some extra abilities, rather than basically running around as a 80 pt character in human form? :P

Dark Archive

mdt wrote:
@GM - For C'deth, he'll have to keep a LOT of character sheets (that whole switching out Racial Templates thing). Do you want to make the templates (a lot of work) or do you want me to make them and submit them (Feel this would be my job really)? I'm assuming I'd need some for animals (dogs, horses, bears, etc), as well as some dino templates (or alien animals etc). Any ideas on what I should build up for what Infinity would be handing out to him to use on jobs regularly? I'm also assuming he uses Human templates normally around Infinity, and only those who work directly with him know he's not human?

Yes, if you can go ahead and work those up, it will save me a lot of effort and work. As for what to build; a good start would be normal animals and a few human templates.

mdt wrote:
@GM - Is the Gun-Fu book allowed?

Gonna have to go with no, on that one. Too cinematic for my preferences.

mdt wrote:
@GM - Want to clarify how to build these special animal racial templates.

For simplicity, let's just leave out the IQ bonus except as necessary.

mdt wrote:

Another Template Question : When taking on a human form, the human racial template is basically <empty>. :P It does get rid of most of his physical disads of course, and his distrubing voice, and save him from his social stigma.

Other than Gengineered humans like Choon's Amos, can he have access to other Bio-Tech gengineered human templates to switch to in game (IE: blood samples, dna etc) so that he can switch to a human with some extra abilities, rather than basically running around as a 80 pt character in human form? :P

Not an unreasonable request. I'll permit it.


Hi GM!

Yes, that's what I'm trying to do, keep it simple. :P I know in my head what it needs to do, and I know how to do it if I had a piece of paper with an eraser.

The question was how to get that to work in the program, since the program doesn't understand that it's a morph form and should have a fixed IQ of 14. :P I've been playing around, and I think I have it now.

I already started doing up racial templates for animals. Do you want me to send you the data file, the character files that made the templates, or both?

Scarab Sages

backstory stab 2:

Leiutenant Amos Anders stated at the papers and, for the first time, he felt the medals hanging off his uniform. Stacked service ribbons stood proud, row on row, above multiple awards for bravery and several purple hearts. He could feel each of them.
It was a discharge. Honerable, naturally. He sat at attention across from an array of stars and another shimmery metal in a box.
22 years. 22! He had been deployed almost constantly in that time. As a SEAL with a marine Scout/Sniper background (and a Ranger by Growth) his skills were almost constantly in demand somewhere.
All that didn't matter now. He started at a the name of a genetic flaw over twenty characters long. Irreverseable. He was defective. But he had so much left to offer! His model was barely getting warned up at 22 years!
He stood up straighter and signs. He's a Marine. He wasn't about to disgrace the uniform in his last moments.

He matches down the hall like it's a parade ground, his nerves resorting to his most basic, ingrained habits. He matches down to his vehicle and slides in. His sharp sences instantly identify an insider and he acts on reflex! .54 seconds later the intruder is disabled with a bruised trachea and a bloody nose, but not dead. The man lies coughing on the back seat. Amos settles in for his mind to catch up to what just happened to him.

Eventually, he comes to his senses and wisely says nothing. He just hands Amos a paper.

That's when his life changed.

Infinity wanted him. No, they needed him! This was his chance, a second opportunity to serve! He signs up soon after.


Choon, it can't be a genetic defect. Your Ranger Gene Mod has a taboo trait, Genetic Defect. It means your back story can't be a genetic defect. You could have gotten a bioweapon that damaged your genes, or radiation damage, or something else, but not a genetic defect.

Scarab Sages

Got it. I think you said that before. Sorry.

Scarab Sages

So, who else wants to join us on this adventure?


I'm sure we'll get some other people. I might drop a PM to some people who like gurps from a game I ran. Having GURPS in the title might have helped, not everyone checks a thread unless they know what it's running in.

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