Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Thursday, July 12, 2018

Sheridan the Exile

Sheridan

      “Not all of the criminals out here want to kill you. Some just want your skin.”

Sheridan isn’t a bad man, he’s just a bit lazy. He wandered extensively in his younger days, hoping to strike it rich without actually having to strain himself. Eventually, Sheridan ended up getting arrested for vagrancy. He was branded with a “V” on his right forearm, then exiled. Expelled into the wild with other condemned men, Sheridan learned to either work or die.

     Sheridan managed to befriend a dozen or so non-violent criminals. They banded together for mutual support and now spend their time maintaining the defenses of the camp in which they live. He dreams of returning home, but he knows it’s futile. The walls that surround his homeland are 40 feet high and the guards who patrol them shoot anything that approaches.

     The wild lands where Sheridan lives are home to fierce animals and dangerous sub-humans. If that weren’t bad enough, more violent criminals often raid the camp where Sheridan and the more passive exiles live. Many of the dangerous convicts have serious mental illnesses and life in the wild has caused them to grow increasingly unstable. Sheridan worries that it’s only a matter of time before the camp is overrun. He hopes and prays that his luck will turn and that relief will come. Until then, there are trenches to dig, fires to tend and food to be gathered.

Using Sheridan In Play
     There are some who believe that exile is a rather harsh sentence. This is especially true given the fact that the prisoners often turn upon on another and that many of the exiles are not equipped to deal with living in a brutal environment. The people who argue for reforms in the law are correct to wonder why a petty crime, like vagrancy, is punished with a potential death sentence.

     Characters might be hired to smuggle supplies, medicine and letters from relatives to the exiled prisoners. The party would have to be very careful, since being caught could very well result in the characters being exiled as well. In the wild, the party would have to defend themselves from attacks by the more violent exiles, as well as fend off wild animals.

     Conversely, characters might be hired by city officials to survey the criminal camps, determine the prisoners’ relative health and organization and then report on their findings. It’s possible the exiles have organized themselves into a rag tag army and plan on attacking the society that treated them so cruelly. It’d be up to the party to pacify the exiles.

Sheridan (-5 points)
SM 0 (5’ 8” tall, 155 lbs.);
ST 11 [10], DX 10, IQ 11 [20], HT 11 [10];
HP 11, Will 9 [-10], Per 11, FP 11;
Basic Lift 24, Damage: Thr 1d-1/Sw 1d+1;
Basic Speed 5.25, Basic Move 5;
Dodge 8, Parry (see attacks), Block -
DR 0.

Advantages and Perks 
Less Sleep 1 [2].

Disadvantages and Quirks 
Social Stigma (criminal record) [-5], Status -2 [-10], Wealth (dead broke) [-25].

Skills 
     Camouflage-12 [2], Gardening-12 [2], Melee Weapon (broadsword)-9 [1].

 Attacks 
Light Club-9, 1d+2 sw/cr or 1d thr/cr, reach 1, parry 7.

Equipment
Tattered clothing, waterskin, club. 

     Sheridan and a band of exiled convicts living on the fringes of civilization were inspired by Patrick Carman’s Dark Hills Divide.

Wednesday, July 11, 2018

Treant

Treant, Rare, no. 64 of 72, Giants of Legend

“Side? I am on nobody's side, because nobody is on my side, little orc.” 
     Treebeard

Treants are sentient trees that act as jealous defenders of the forest. Treants adopt a section of a woodland as their own, then devote their lives to nurturing the vegetation within. A treant will allow passage through its woods, so long as the visitors do not start fires, or lay axe to wood. Those who do so are attacked, or at the very least, threatened. Treants care little for the affairs of men, but find their destructiveness disconcerting. Treants are natural allies with elves and other woodland races. Under no circumstance will a treant venture outside its forest.

     Treants are solitary creatures. Enchanted forests will have no more than one treant for every 10 square miles of woodland. Once every five years, all of the treants within a forest will meet to share news and renew friendships. These meetings tend to last a few weeks and are exclusive. Treants will not tolerate visitors during this time. Treants are asexual and reproduce only once during their lifetime. This process involves the production of a special seed that is planted in rich soil, then carefully tended. This usually occurs near the end of a treant’s life. The young treant, often called a “sprout,” is cared for by its parent for at least 10 years.

      A treant’s leaves are deep green in the spring and summer. During the fall and winter the leaves change to yellow, orange or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree. A motionless treant is nearly indistinguishable from a tree. A treant is about 30 feet tall, with a trunk nearly 3’ in diameter. It weighs about 4,500 pounds. Due to its wide stance and sweeping branches, a treant occupies a space 3 hexes in diameter.

     Treants have a reach of 3 hexes and receive a +4 bonus to grapple man-sized (SM 0) creatures. Their favored tactic is to either slam foes with their branches or trample them. Evil wizards prize the trunks of treants, which they use to craft wands and staves of fell power.

Treant (395 points)
SM +4 (30’ tall, 4,500 lbs.);
ST 35 (size, -40%) [150], DX 10, IQ 10, HT 14 [40];
HP 35, Will 15 [25], Per 15 [25], FP 14;
Basic Lift 245, Damage: Thr 4d-1/Sw 6d+1;
Basic Speed 6, Basic Move 6; Dodge 9, Parry (see attacks), Block -;
DR 1.

 Advantages and Perks
Damage Resistance 1 [5], Doesn’t Breathe (oxygen and CO2 absorption) [15], Doesn’t Sleep [20], Extended Lifespan 2 [4], Immunity (metabolic hazards) [30], Injury Tolerance (homogenous) [40], Plant Empathy [5], Speak with Plants [15], Temperature Tolerance 3 (7º-104º) [3]. 

Disadvantages and Quirks
Dependency (sunlight, very common, daily) [-15], Dependency (water soluble nutrients found in soil, very common, weekly) [-10], Disturbing Voice (-2 to reaction rolls) [-10], Fragile (combustible) [-5], Sense of Duty (forest inhabitants) [-10].

Skills 
Brawling-14 [12], Camoflague-15 [2], Farming-13 [12], Gardening-12 [12], Herb Lore-11 [12], Naturalist-13 [16], Observation-15 [2], Tracking-15 [2]. 

Attacks 
Punch-14, 4d+3 cr, reach 3, parry-10.

Wednesday, July 8, 2015

Full Moon Rebellion

Jay Penn illustration
Cambria Irving’s grandfather, Gerald, is a werewolf. He doesn’t know how he contracted lycanthropy, but he’s pretty sure it happened while he was hitchhiking in New Mexico in 1972. He was high on peyote for days on end, so his memories are hazy at best. Gerald’s getting on in years, so he no longer chases down terrified prey nor does he run with a pack.  

     When he lived alone, Gerald was content to lie by the fireplace during full moons and to dream of past hunts. On rare occasions, he would limp out to the back porch, sniff the night air and let out a long, sorrowful howl. Things are very different for Gerald now.  

     Gradually, Gerald started to forget things, important things like turning off the stove and to take his medication. Gerald’s daughter, Helen, finally moved him in with Cambria and her husband, Martin. That’s when things started to get bad.  

     In short order, Martin hired an attorney to declare Gerald incompetent and was granted conservatorship. Helen was not comfortable with this, but Martin convinced her that it was for the best. Nervous about having a senile werewolf under his roof, Martin has confined Gerald to his room when the moon is full, since Gerald has no control over his transformation on those nights. In fact, he’s forbidden any transformations. Martin even went so far as to hire a contractor to install a steel reinforced door and to put iron bars on the windows of Gerald’s room.  

     All of this depresses Cambria. Although she’s a fairly typical teenager in that she is moody, withdrawn and can’t stand her parents, she feels bad for her gramps. He’s harmless, lonely and just wants have his belly scratched when he is in wolf form. Besides, as a teenager she’s a bit wild at heart and she hates to see a natural born maverick—a wolf—locked in a room when it should be able to gaze at the stars.  

Jay Penn illustration
     In an act of defiance, Cambria has started sneaking Gerald out of his room. Because they don’t want to be woken up by Gerald’s moans and growls as he makes the painful transition—changing shape doesn’t get any easer when one is 66—Cambria’s parents have taken to drinking a few glasses of wine with an Ambien chaser during the full moon. This makes it easy for Cambria to lead Gerald out of the house. The two are content to sit on the front porch, but sometimes they take a walk through the woods.  

     Cambria isn’t worried about being bitten and infected with lycanthropy. Gerald is pretty docile in his old age and doesn’t seem to have much of a fighting spirit. Cambria can only imagine what her dad would do to her and Gerald if she also started howling at the moon.  

     The ruse has gone well for the past several months, but Cambria is starting to worry. Last month while sitting on the porch, another wolf padded up to the edge of the property line and paused. Despite his age, Gerald still managed to growl and bear his teeth as the hair on his back stand up. The old werewolf looked pretty impressive and Cambria was both proud and a little afraid.  

     The other wolf dipped its head, turned, and padded away. Gerald has said that he’s not aware of any other werewolves in the area, but perhaps as he is aging another lycanthrope has moved in. For now the other wolf seems to be keeping a respectful distance. Cambria is hoping that the wolf they saw was simply a wild animal, but that’s unlikely. While plenty of weird things happen in Whitaker Cove, there are definitely no feral wolves roaming the streets.

Using Cambria and Gerald in Play  
     Characters might meet Gerald and Cambria in a number of ways. Perhaps the PCs are out at night when they see a young woman and a large, yet aged, wolf walking in the park. A rumor of a werewolf living in Whitaker Cove might also spark the PCs’ interest, prompting them to seek out the shapeshifter.  

     Charles McCollough (coming soon) has been hired by Helen and Martin Irving. They want Charles to represent them in court as they seek to become conservators of Gerald’s estate. Due to the fact that Gerald is a werewolf, Charles hires the party to look into the situation in order to provide him a fuller picture of the situation.  

     Finally, Cambria might be friends with one of the PCs. She will tell him or her that she is freaked out by the other wolf that has been checking out her grandfather. She wants to know who the other wolf is and what it wants.  

Role-playing Suggestions    
     Gerald Ervin used to be full of piss and vinegar. In the 60s he rode a motorcycle from Oregon to the southern tip of Baja California. In the 70s he lived in a cabin on the beach he built with his own hands. He smuggled pot in the 80’s and managed to father a child, Helen, along the way. He always bucked the system, so he was never able to settle down and the by the rules of “The Man.”  

     Now that he’s getting old—Gerald is 66—he lives with a heavy heart. His mind is fading and it frustrates him to no end that he lives like a second-class citizen. He just wants to run and to live free, but he can’t. He’s broke, his health is failing and his son-in-law is a prick.  

     With this in mind, Gerald should be played as a pitiable codger whose eyes reveal a great deal of sadness. He will be kind and respond well to anyone who treats him with respect and who will let him ramble on about the good old days.  

     Cambria, like many 17-year-old girls, has bad posture, doesn’t fully enunciate her words, and rarely removes her earbuds. She thinks her mom is okay, but cannot stand her dad. She doesn’t know why he’s such a control freak nor why he seems to hate Gerald so much. Her hobbies include Facebook, blowing off her homework and doing anything that might make her dad mad.  

     Cambria will be awkward and reserved around adults, responding best to young males between the ages of 17 and 20. She’s moderately attractive, but doesn’t have a boyfriend. Like her grandfather, she has a bit of a wild heart and doesn’t feel comfortable in her own skin. However, she has no desire to become a werewolf. On the subject she will simply state, “Why would I want to have fleas and lick my own butt? Gross.”

CAMBRIA IRVING (1 point)
SM 0 (5’ 5” tall, 105 lbs.);
ST 9 [-10], DX 10, IQ 10, HT 11 [10];
HP 9, Will 9 [-5], Per 10, FP 11;
Basic Lift 13, Damage: Thr 1d-2/Sw 1d-1;
Basic Speed 5.25, Basic Move 5;
Dodge 8, Parry (see below), Block -;
DR 0

Advantages and Perks
Attractive [4], Patron (Parents, 15 or less) [30]

Disadvantages and Quirks
Dead Broke [-25], Odious Personal Habit (Depressed, Apathetic Teen) [-5], Social Stigma (Minor) [-5]

Skills 
Area Knowledge (Whitaker Cove)-12 [4], Computer Operation-12 [4], Driving-9 [1], Stealth-11 [4], Swimming-12 [2]

Attacks 
Undisciplined hair pulling and slapping-9, Range C, Parry 7, Damage 1d-3 cr


GERALD IRVING (79 points)
SM 0 (5’ 10” tall, 175 lbs.);
ST 9 [-10], DX 10, IQ 11 [20], HT 9 [-10];
HP 9, Will 19, Per 12 [5], FP 19;
Basic Lift 20, Damage: Thr 1d-2/Sw 1d-1;
Basic Speed 4.75, Basic Move 4;
Dodge 7, Parry -, Block -;
DR 0

Advantages and Perks
Acute smell 3 [6], Alternate Form [78], Pitiable [5], Speak with Animals (Wolves only, -80%) [5] 

Disadvantages and Quirks
Bad Sight (Farsighted, Mitigator (glasses) -60%) [-15], Poor [-15]

Skills
Area Knowledge (Whitaker Cove)-14 [8], Gardening-11 [2]

Attacks
None


GERALD IN WOLF FORM (64 points)
SM 0 (5’ long, 80 lbs.);
ST 10, DX 12 [40], IQ 11 [20], HT 12 [20];
HP 10, Will 11 [10], Per 15 [25], FP 12;
Basic Lift 20, Damage: Thr 1d-2/Sw 1d;
Basic Speed 7.0 [20], Basic Move 10 [15];
Dodge 10, Parry -, Block -; DR 1 [5]

Advantages and Perks 
Animal Empathy [5], Discriminatory Smell [15], Extra Legs (four legs) [5], Fur [1], Night Vision 2 [2], Sharp Teeth [1], Temperature Tolerance 1 [1]

Disadvantages and Quirks 
Bad Temper [-10], Dead Broke [-25], Horizontal [-10], Lunacy [-10], No Fine Manipulators [-30], Phobia (9) (fire) [-7], Reputation (dangerous predator, everyone, all of the time; -3 to reactions) [-15], Sleepy (half of the time) [-8]

Skills 
Brawling-14 [4], Running-12 [2], Stealth-12 [2], Survival (Forest)-15 [2], Survival (Mountains)-15 [2], Tracking-15 [2]

Attacks 
Bite-14, 1d-2 cut, reach C

Saturday, November 17, 2012

Tenure

Before launching the Iridia zine, I began work on a mini-supplement. It was a mix of Buffy, Little Fears, GURPS I.O.U and Monsters and Other Childish Things. The project eventually became the "This Is LA" series of articles. What follows is the article that started it all. The two illustrations are concepts that David Hamilton developed for me.

---

     My name is Mr. Reed and I teach [Teaching IQ/Average] 2nd grade at Orchid Street Elementary School. My tenure [Tenure +5] affords me certain protections and latitude in my daily duties. In light of this, I'd like to share some of my experiences in order to inform you of the nature of education in this country and to warn people about the challenges students and educators face. At times, you may find yourself doubting the veracity of my statements. However, everything I’ve written is the truth, or as close to the truth as I am able to recall. Certain events have been so shocking to my system that I am often unable to record them with perfect accuracy.

     My day begins at 6:30 when the alarm clock feature on my cell phone begins to beep without mercy. My phone never leaves my side. [Quirk -1] It is extremely important that I have quick, convenient communication with the outside world, especially to emergency services. Many nights of restless sleep and anxious dreams [Insomnia -10] have driven me to consume considerable amounts of melatonin tablets and other over the counter sleep aids to ease the transition into sleep. I do not trust that my medical records are confidential, hence the lack of physician-prescribed medication. Needless to say, I arise more than a little groggy.

     Before stumbling into the shower, I unload my 9mm, which rests on the bedside table. [Guns (Pistol) DX/Easy] When people ask me about my gun ownership, I tell them that I live in a rather poor neighborhood and worry that my humble abode may be the object of a home invasion robbery. This, of course, is a deception. My pistol provides protection - and some degree of comfort - when I am away from Orchid Street. While my tenure keeps me safe there, it's useless outside school grounds. [I had considered the Paranoia disadvantage, but it’s not paranoia if they really are out to get you.]

     I try to look for greater meaning and insight while performing even the simplest activities, like attendance. Recently I’ve been able to identify a few noteworthy trends. Marcus is always absent the day after a full or new moon. There’s little room left for interpretation in regards to that. Julia’s attendance is a bit more puzzling. She is either tardy or absent on the 2nd, 3rd, 5th, 7th, 11th, 17th, 19th, 23rd, 27th, 29th, and 31st. For the life of me, I cannot figure out why that shy, pale girl is governed by prime numbers.

     Student work offers many insights into their lives. Most children produce artwork and writing that is appropriate for their age and reflects the kinds of people and interests one would expect a seven or eight year old to be involved with – family, hobbies, daydreams, etc. What stands out are drawings and stories that are beyond the norm. For example, Stephen recently shared with me a drawing of a robot with long claws and a flashlight on one arm. The boy seemed rather agitated while drawing, practically stabbing the paper with his pencil. When I asked him about the drawing, he shared with me a rather frightening tale.

     He told me that the robot was short, about 3’ tall, and had a nasty habit of hiding in bushes. When he or his friends would walk by, it would leap out, claws raking and eyes glowing. Apparently, the robot was built by his older brother Kirk after ordering some parts and blueprints online. Once assembled, the robot refused to follow instructions and began tearing up the house before escaping. The robot has been lurking near Stephen’s house ever since, being most familiar with that area. I hear stories like that all the time. If it’s not Iron Man coming over to a student’s house for pizza, it’s a 3’ tall, killer robot. Nevertheless, I offered sincere advice. Stephen may, in fact, have robot troubles. God knows I have seen stranger things.

     I suggested that Stephen and his friends set up a little ambush of their own. Don’t bother telling any other adults; they won’t take it seriously. I advised Stephen to allow the robot to chase one of his friends into a narrow space where some other kids with bats can pounce, then pound the robot into submission. I added that a hose might help to short out the robot’s electrical systems. Stephen still looked worried as he gripped his drawing tightly. I wish I could do more, like hit the robot with my car or blast it with my pistol, but the staff handbook forbids faculty from mixing with (or intervening on the behalf of) students after school.

     I wish that some of the harried children would band together in some sort of mutual-aid society, but that’s unlikely. At such a young age, many children are worried about being accused of lying by peers or fear being made fun of. This makes it hard for them to seek out others for assistance. Again, I wish I could help in some sort of supervisory role, but my superiors have strictly forbidden the faculty from, “…engaging students in discussions of fantasy make-believe nonsense. Any student who approaches their teacher with delusional tales are to be referred immediately to the school psychologist.” The school psychologist? A terrible idea, but more on that later. Still, I think I know someone who can help.

     A former student of mine, who is now in high school, has dealt with similar issues and helps others from time to time. Such communication is risky, since student-faculty interactions are closely monitored. I hope that luck is on my side, because Stephen’s case appears dire and I can’t sit by and do nothing. [Higher Purpose (Aid Students) +5]

     The awareness of the supernatural I experienced as a child never left me, although its potency has diminished somewhat. The ravages of adult stress, I guess. [Spirit Empathy (1 inute preparation, -20%) +12] In my youth I could simply glance at something that didn’t belong and immediately note its bizarre, otherworldly origins. I could even communicate with the spirit, sometimes engaging it in dialogue. It was from those experiences that I learned to be a thoughtful, influential conversationalist. [Voice +10; Diplomacy IQ/Hard; Public Speaking IQ/Avg]

     As an adult, I have to concentrate to view supernatural beings. I turn my head to see the object in my peripheral vision. I let my vision go blurry and then I can divine the true nature of a person or thing. It’s not uncommon for me to stand still in the hallway, playground or in my class, turning my head this way and that to get a “better look.” People have often commented on my strange mannerism, but I just tell them it’s an issue with a contact lens. [Bad Sight (nearsighted, contact lenses -60%) -10] While “adjusting my lenses” I have seen some rather disturbing entities around Orchid Street Elementary, one of these being a student in my class.

Friday, November 16, 2012

Rubble


In the mid-90s, I wanted to run a post-apocalyptic, sci-fi game. The characters would be survivors of an orbital bombardment. Their world had descended into anarchy and was at a low tech-level (8 or 9) as a result. Most survivors had organized themselves into rival cadres. The PCs’ goal was to survive long enough to eventually get off-world and wreak vengeance upon the forces that brought ruin to their home. I wrote a bit of fiction to help illustrate the setting for the players.

---

     It’s a typical day amid the rubble that was once a thriving metropolis. Most begin with a variation of the following speech by Cadre Leader Liam "Patch" McKenzie,

     "Well, it appears that our stores of ammunition are almost completely gone. Say, could you explain to me what is the point of having weapons if we don't have any freaking ammo?! I thought you were the assistant quartermaster! Get on this and get on it now before those maniacs catch us with our pants down. I, for one, don’t plan on going into a firefight armed with an empty weapon! What would you have me use? Harsh language? Get out there and find some ammo, now. I said now! What the hell are you still doing here?!”

     Might as well get to the task of scrounging ammo, [Scrounging Per/E] because there’s no sense pondering the series of events that led to your homeworld being blasted by orbital bombardment. Most quartermasters’ assistants [Rank 1 +5] get their job because of keen administrative skills, but not you. Nope, an innate ability to find usable goods amid the twisted metal and plasti-crete of the city made you invaluable to your cadre. [Ally Group (100% starting PC cost, 100 members, Appears Almost All of the Time) +180; Duty Almost All of the Time, Hazardous) -20]

     In his rare good moods, your cadre leader jokes that you could scrounge up a virgin in a whorehouse. That always makes you laugh. When you ask if you could test that theory out, however, you get chastised. Whatever.

     You put on your ballistic vest, goggles, helmet, grab your scrounge bag and make sure your weapon is ready to rock, then head for the exit. You locate the old elevator shaft that leads out of your shelter and begin the long climb up. After a few minutes of effort you make it to the remnants of a parking garage. You chat with the sentries at the perimeter for a few minutes before heading out to your favorite hunting ground.

     Over the past few weeks you have pulled some decent goods out of an area that might have been a retail center before the warheads fell out of the sky. Fortunately, opposition from a rival cadre [Enemy (Medium-sized, Formidable, Rarely Appearing) -15] has been nonexistent, but you know that good luck doesn’t last forever. It’s only a matter of time before an enemy patrol, or some depraved, starving Scaver ambushes you.

     Scavengers, Scavers for short, are pretty scary to deal with. Completely insane, they are known to do some pretty sick stuff to their victims. It’s not enough that they rip you apart, but they insist on doing “things” to your dead body. Nasty. Better make sure a round is racked into your auto pistol. Any Scaver pervert that messes with you will get his head ventilated by some 10mm caseless ammo. [Guns (Pistol) DX/E]

     Your favorite scrounging area is about two hours from your cadre’s base. Since you’re still recovering from a flu induced by a strain of the VX virus delivered by the orbital bombardment, you decide to take a short break about half-way there. [-2 Hit Points from toxic damage caused byt the virus] You find a shady spot, drink some fluids and interact with an old holo-mag for a few minutes. The power cells of most holographic magazines only last a few months, but with some tampering [Electronics Repair IQ/A] this one has lasted a few years. It’s your prized possession because it depicts images of the offworld possibilities you hope to one day obtain.

Stats for Weapons and Armor
GU90 Machine Pistol, 10mmCLP, Dam 3d pi+, Acc 2, Range 180/2,000, Weight 3/1, RoF 3, Shots 30+1(3), ST 10, Bulk -2, Rcl 3

Reflex Tactical Vest, Location Torso and Groin, DR 18/7, Weight 9

Reflex Pants with Storage Pockets, Location Groin and Legs, DR 12/4, Weight 3
Assault boots, Location Feet, DR 12/6

Tactical Goggles, Location Eyes, DR 10

Light Infantry Helmet, Location Skull, DR 24, Weight 3

     Many thanks to Peter Crafts for illustrating Rubble. Please visit his online gallery at gameartist.carbonmade.com

Thursday, November 15, 2012

The Antissan Heroes

In the mid-90s I ran a GURPS 3rd edition revised campaign called "Antissa." It lasted for 20 or so sessions. It was a great campaign that featured time travel, alien invaders, entities from beyond time and space, blood ghouls and clones. It was an odd, but terribly fun, experience. I've reconstructed the three starting PCs from memory as best as I could. The stat blocks have been revised for 4th edition GURPS.


"If you'd stop talking so much and look around, you might actually learn something." 
     -William

William Aberdale William is a quiet, reserved young man. Tight-lipped, he is reluctant to share many details of his personal life. William is lightly armed and armored, preferring speed and stealth. He is a careful observer and few details go unnoticed when he is around. William is fascinated by magic or anything supernatural. His curiosity has gotten him into some tight situations, but William's friends are always on hand to rescue him.

     William has the uncanny ability to hide in plain sight. Because he is so quiet and unassuming, it's easy to overlook him, even if he is standing nearby. William finds that his ability is useful for eavesdropping and skulking about.

William Aberdale (133 points)
SM 0 (5’ 10” tall, 170 lbs.);
ST 10, DX 13 [60], IQ 11 [20], HT 11 [10];
HP 10, Will 11, Per 13 [10], FP 11;
Basic Lift 20, Damage: Thr 1d-2/Sw 1d;
Basic Speed 6.0, Basic Move 6;
Dodge 9, Parry 8 (with knife), Block -;
DR 2 (leather armor).

Advantages and Perks
Obscure (Vision) 5 (Defensive, +50%; Stealthy, +100%; Reduced Range (2), -10%) [24], Unfazeable [15].

Disadvantages and Quirks
Weirdness Magnet [-15].

Skills
Filch-13 [2], Knife-13 [1], Stealth-14 [4], Throwing-13 [2].

Attacks
Large Knife-13, 1d-2 cut/1d-2 imp, Reach C/1, Parry 8.

Equipment
Large knife, leather armor, $50.


"I only kill things that piss me off." 
     -Shrake

Shrake is a hot-tempered warrior with very little patience for the strange or unusual. Sadly for Shrake, the world he lives in is full of magical and mysterious creatures. This fact frustrates him to no end. All Shrake wants is to make a decent living for himself, yet he is constantly beset by crazed wizards, snarling beasties and all manner of oddities.

     Shrake is a rather fortunate young man. Despite living in such a hostile world, he is rather lucky and always manages to emerge from desperate situations in one piece.

Shrake (135 points)
SM 0 (5’ 11” tall, 195 lbs.);
ST 12 [20], DX 11 [20], IQ 10, HT 12 [20];
HP 12, Will 10, Per 10, FP 12;
Basic Lift 36, Damage: Thr 1d-1/Sw 1d+1;
Basic Speed 5.75, Basic Move 5 (Move 4 due to light encumbrance);
Dodge 9 (-1 for light encumbrance, shield), Parry 11 (broadsword, shield), Block 12 (medium shield);
DR 4 (scale armor).

Advantages and Perks
Extraordinary Luck [30].

Disadvantages and Quirks
Bad Temper (6) [-20].

Skills
Brawling-13 [4], Broadsword-13 [8], Crossbow-13 [4], First Aid-12 [2], Riding (horse)-13 (8), Shield-14 [8].

Attacks
Crossbow-13, 1d+3 imp, Acc 4, Range 240/300, RoF 1, Shots 1(4), Bulk -6;
Punch-13, 1d-1 cr, Reach C, Parry 9;
Thrusting Broadsword-13, 1d+2 cut/1d+1 imp, Reach 1, Parry 9.

Equipment
Thrusting broadsword, crossbow, 20 bolts, scale armor, medium shield, $20.


"My cause is just. Victory is guaranteed." 
     -Bastion

Bastion Bastion is the product of a very challenging childhood. His father was an abusive drunk, who terrorized he and his sister. Not only was Bastion's father violent, but lecherous as well. One night when he was deep in his cups, Bastion's father turned a leering eye toward his daughter. Bastion would not allow such a violation and beat his father into submission. The old drunk was driven away, nursing a number of cuts and bruises. In order to support his sister, Bastion armed and armored himself in the hopes of earning a good salary as a sword for hire.

     Bastion is a strapping young man, with good looks, deep voice and an air of confidence. Most people cannot help but pause when he walks by or speaks.

Bastion (112 points)
SM 0 (6’ 1” tall, 210 lbs.);
ST 13 [30], DX 11 [20], IQ 10, HT 12 [20];
HP 13, Will 10, Per 10, FP 12;
Basic Lift 34, Damage: Thr 1d/Sw 2d-1;
Basic Speed 5.75, Basic Move 5 (Move 4 due to light encumbrance);
Dodge 9 (-1 for light encumbrance, shield), Parry 11 (broadsword, shield), Block 12 (medium shield);
DR 5/3 (double mail hauberk).

Advantages and Perks
Attractive [4], Charisma 3 [15], Voice [10].

Disadvantages and Quirks
Code of Honor (soldier’s) [-10], Honesty (9) [-15].

Skills
Brawling-13 [4], Broadsword-13 [8], First Aid-12 [2], Leadership-12 [8], Riding (horse)-13 [8], Shield-14 [8].

Attacks
Punch-13, 1d cr, Reach C, Parry 9;
Thrusting Broadsword-13, 2d cut/1d+2 imp, Reach 1, Parry 9.

Equipment
Thrusting broadsword, double mail hauberk, medium shield, $25.

Wednesday, November 14, 2012

The Killer Tree of Van Nuys

Miguel Ceballos, who we have previously met, is a second grader who loves Spider Man and is crazy about super heroes in general. After school Miguel cuts out pictures from his comic books and pins them to his walls. He does so because he hopes the super heroes will keep him safe from the tree in his back yard. 

     Miguel knows that something isn’t right about that tree. At night its branches scrape against his window even though there isn’t any wind. When he takes the trash out, he often trips over exposed roots that were below ground the day before.

     He tried to tell his parents about his concerns, but they accused him of having an overactive imagination. Miguel would love to chop the tree down, or set it on fire, but he shudders at the thought of the spanking he’d receive. Making matters worse, his chihuahua  Taki, has gone missing. Miguel knows that the tree had something to do with it, but no one will believe him.

---

     When motionless, an animated tree is indistinguishable from a normal tree. It stands about 30 feet tall, with a trunk nearly 3’ in diameter. It weighs about 4,500 pounds. Due to its wide roots and sweeping branches, an animated tree occupies a space 3 hexes in diameter. Animated trees are territorial and extremely aggressive.

     Although they can move, they only do so to seek out areas with better sunlight and soil. In the absence of rich soil, they will attack any creature that comes within its 3 hex reach. (Animated trees can sense movement upon the ground near their roots.) If the interloper is killed, the animated tree fertilizes the soil with the corpse. Animated trees lack intelligence. As a result, they are incapable of planning, tactics and communication.

Animated Tree (69 points)
SM +4 (30’ tall, 4,500 lbs.);
ST 35 (size, -40%) [150], DX 10, IQ 0 [-200], HT 14 [40];
HP 35, Will 0, Per 0, FP 14;
Basic Lift 245, Damage: Thr 4d-1/Sw 6d+1;
Basic Speed 6, Basic Move 2 [-20];
Dodge 6, Parry (see attacks), Block -;
DR 1.

Advantages and Perks
Damage Resistance 1 [5], Doesn’t Breathe (oxygen and CO2 absorption) [15], Doesn’t Sleep [20], Extended Lifespan 2 [4], Immunity (metabolic hazards) [30], Injury Tolerance (homogenous) [40], Temperature Tolerance 3 (7º–104º) [3].

Disadvantages and Quirks
Dependency (sunlight, very common, daily) [-15], Dependency (water soluble nutrients found in soil, very common, weekly) [-10], Fragile (combustible) [-5].

Skills
Brawling-14 [12].

Attacks
Punch-14, 4d+3 cr, Reach 3, Parry-10.

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Monday, November 12, 2012

The Coyote Man

Child's rendition of the Coyote Man
Valencia is a planned community in Los Angeles County. Depending upon who you talk to, it’s either a quiet bedroom community with well-landscaped yards or it’s a burning hot pit of despair, full of middle to upper-class rednecks. Regardless of how you feel about the home of Six Flags Magic Mountain, Valencia has been hit by a wave of foreclosures.

     Many homes now lay vacant. The lawns have all died, tumbleweeds roll down the streets and coyotes openly roam some neighborhoods. Since the city is surrounded by an arid landscape, the coyotes aren’t too uncommon. New to the ecology, however, is a creature that is being called the “Coyote Man.”

     Noticed first by children, and later by squatters in some of the abandoned homes, the Coyote Man is a monster, simply put. The creature hunts vacant lots and devours – among other things - the pets left behind by homeowners, who could no longer manage their ballooning interest only, adjustable rate mortgages.

     The Coyote Man is frightening to behold. It stands nearly 8’ tall and is covered in a reddish-brown fur. Four tentacle-like arms, each covered with fur and featuring sharp pincers at the end, are able to rip flesh from its victims. Two horns sprout from its dog-like head. Whether the beast is some aberration in nature or summoned from another plane of existence, the Coyote Man is starting to capture imaginations. Bloggers have posted a child’s illustration of the creature and local police are on the alert for a “costumed freak hiding out in abandoned homes.”

Coyote Man (395 points) 
SM +1 (8’ tall, 425 lbs.); 
ST 20 (-10%) [+180], DX 12 [40], IQ 7 [-60], HT 12 [20]; 
HP 20, Will 12 [25], Per 11 [15], FP 12; 
Basic Lift 80, Damage: Thr 2d-1/Sw 3d+2; 
Basic Speed 6.0, Basic Move 6; 
Dodge 9, Parry -, Block -; 
DR 1 [5]. 

Advantages and Perks 
Ambidexterity [5], Dark Vision [25], Extra Arms (2 arms, extra flexible, long, +150%) [50], Extra Attack (x3) [75], Fearlessness 4 [8], Jumper (world) [100], Night Vision 5 [5], Sharp Claws [5], Sharp Teeth [1], Terror (Always On, -20%) [24]. 

Disadvantages and Quirks 
Bestial [-15], Cannot Speak [-15], Ham-Fisted [-10], Horrific Appearance (-6 to reactions) [-24], Loner (6) [-10], Secret [-30]. 

Skills 
Brawling-14 [4]. 

Attacks 
Sharp Pincers-14, 2d+1 cut, Reach 1, Parry 10 (4/round, -3 vs. weapons other than thrusting attacks); 

Bite-14, 2d cut, Reach C.

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Sunday, November 11, 2012

That Miss Veronica

You met Veronica through Craigslist. Maybe you were lonely one night and decided to check out the casual encounters personals.  Her ad read,

     "Lonely in Venice. Cute, fun-loving Latina seeks handsome, intelligent man for dinner, drinks and conversation. Let’s see where it goes from there. Must be discreet and D/D free. Your pic gets you mine."

     You read her ad, were intrigued, then sent her a note. You exchanged e-mails and met for drinks a few days later. One drink led to four and within a few hours you found yourselves in a hotel room. Veronica lacks inhibitions, so the evening was wild and memorable.

     While Veronica may not be what you are looking for in a girlfriend - you suspect she is in a relationship - she is fun and very easy to talk to. Veronica likes to have a good time and as long as you don’t judge her for her lust for life, she is a good friend. You’ve remained close and get together once in a while. As a perk, she is a supervisor at the DMV, which has proved to be just as beneficial as the sex.

     Veronica has no problem hunting down names and addresses for you, but don’t ask for favors too often. It also doesn’t hurt if you take her out for sushi now and again!

Using Veronica In Play
     Veronica can be purchased as a Contact. The skill she can provide for the PC is Professional Skill (DMV employee), with an effective level of 15. She is available quite often and is completely reliable. She is worth 12 points as a Contact.

     Here is the formal GURPS format: Contact (Professional skill (DMV employee)-15, quite often, completely reliable) [12]

Veronica Fuentes (44 points)
SM 0 (5' 5" tall, 120 lbs.);
ST 9 [-10], DX 10, IQ 10, HT 10;
HP 10, Will 10, Per 12 [10], FP 10;
Basic Lift 16, Damage: Thr 1d-2/Sw 1d-1;
Basic Speed 4.75, Basic Move 4;
Dodge 7, Parry -, Block -;
DR 0.

Advantages and Perks 
Alcohol Tolerance [1], Beautiful [12], English (native) [6], Fearlessness 2 [4], Honest Face [1], Less Sleep 2 [4], Security Clearance [5], Spanish (native) [0].

Disadvantages and Quirks 
Compulsive Carousing (6) [-10], Secret (embarassment) [-5], Wealth (struggling) [-10].

Skills 
Driving-12 [8], Erotic Art-12 [8], Professional Skill (DMV employee)-15 [20].

Attacks 
Punch-10, 1d-3 cr, Reach C, Parry 8.

Equipment 
Tokidoki purse by Le Sportsac, 2009 Jeep Liberty, MacBook Pro, $80.

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Friday, November 9, 2012

Tommy Duran

Tomas "Tommy" Duran, a 45-year-old letter carrier, is obsessed with blogs and vlogs. He follows at least 100 blogs on Blogger and he subscribes to nearly 75 vlogs on YouTube. He is fascinated by other people’s lives and finds them much more interesting than his own. Tommy is even inspired by minutiae. For example, he follows a vlog dedicated to the riding of different kinds of elevators.

     Eventually, Tommy decided to start his own vlog. He bought a Sony Handycam and began filming his day. He made short videos as he drove to work, rode elevators and even as walked through the grocery store. His videos got very few hits at first, but then he slowly began attracting traffic. People began to make comments about subtle touches in the vids that Tommy himself didn’t notice.

     For example, while riding an elevator down to the parking level at the now-defunct Borders in Westwood, the car stopped. Tommy, who always carries his camera, began filming. He talked about his predicament and began pushing all of the buttons to hopefully get the elevator moving again. Hours passed and eventually repairmen got the car going and Tommy was freed. Tommy went home posted a shortened version of his ordeal to his YouTube channel.

     A few days later, people began making comments to the effect of, “Dude, I liked how you defaced the elevator.” or “Ha ha I like how you wrote “You will never leave.”” Sure as anything, when Tommy looked at the video, he saw “You will never leave.” scrawled on the elevator’s door. Tommy assured the viewers that he did not write those words, but no one believed him.

     That incident led to a series of similar events. When driving home one day, Tommy decided to film the Miracle Mile, a stretch of Wilshire between Fairfax and La Brea near his work. The area is notable for the La Brea tar pits and great examples of art deco architecture. When Tommy reviewed the footage, a homeless man was seen standing at the corner of Wilshire and La Brea. A few blocks later, this same man is seen at Cloverdale, then again at Hauser. At a loss to explain the phenomenon, Tommy posted it to YouTube and asked his subscribers to help him figure it out. All he got were comments like, “Nice work with Final Cut Pro, asshole.” or “Dude you suck at Sony Vegas. I can totally tell how you tried to composite that homeless dude.”

     After reviewing his previous videos, Tommy found strange numbers, glyphs, blurry images and unexplainable quirks in almost every one. Tommy is at a loss to explain what is happening to him and he is growing increasingly worried that he’s losing his mind. He's prayed to the Virgin Mary for guidance, but what he needs is someone to take him under their wing, to mentor him and to help him understand that the world is indeed a mysterious place. Instead of being frightened, Tommy might come to accept that spirits exist and that they are trying to reach out to him.

Tomas "Tommy" Duran (57 points)
SM 0 (5’ 10” tall, 180 lbs.);
ST 10, DX 10, IQ 11 [20], HT 11 [10];
HP 10, Will 9 [-10], Per 11, FP 11;
Basic Lift 20, Damage: Thr 1d-2/Sw 1d;
Basic Speed 5.25, Basic Move 5;
Dodge 8, Parry -, Block -;
DR 0. 

Advantages and Perks 
Fit [5], English (native) [6], Medium (Only while using camcorder, -20%) [8], See Invisible (Affects spirits, only while using camcorder, -20%) [12], Spanish (native) [0], Tenure [5].

Disadvantages and Quirks 
Always Carries a Camcorder [-1], Compulsive Behavior (obsessed with blogs and vlogs) (6) [-10], Magic Susceptibility 2 [-6].

Skills 
Area Knowledge (Los Angeles)-13 [4], Computer Operation-13 [4], Driving-11 [4], Professional Skill (Letter Carrier)-12 [4], Urban Survival-11 [2].

Equipment 
Sony HDR-CX190 Handycam, 2008 Toyota Corolla, Blackberry Curve 9300, $40. 

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Saturday, October 27, 2012

Apollo the Sun God

Thalia Took illustration
Joseph Mora hates his day job. His night job, however, defines his existence.

     Joseph earned his B.A. in Classical Studies from San Diego State University and his M.A. from the University of California at Santa Barbara. Although his studies were fascinating, they offered him few job skills that he could apply to the world outside academia. For the past few years Joseph has attempted to make ends meet by working as a copy editor for a marketing firm in Los Angeles.

     Uninspired by his work and terribly depressed over his massive student loans, Joseph does the best he can. He rents a one room, dilapidated apartment in North Hollywood. He doesn’t make very much money as a copy editor, so his apartment is rather spartan. What he does have in abundance are comic books and books about ancient Rome and Greece.

     The comic books are a guilty pleasure, but within the stories of heroism and danger are echoes of a mythic past that Joseph loves to daydream about. Sometimes Joseph feels that he was born a few millennia too late. Perhaps his life would have been more glorious as the captain of a Greek trireme.

     While fantasizing one day about heroes, both comic and mythic, Joseph hatched an idea. Why not live as a hero? It might be fun to combine comic book heroism with ancient mythology. After a trip to the hardware and fabric stores to put together a costume, Apollo was born!

     Joseph’s costume features a white, spandex body suit. He has gold boots, gloves, mask and cape. Since Apollo is the sun god, Joseph secured flashlights to his forearms and even wears a utility belt with all kinds of glow sticks, small flashlights, laser pointers, etc. As Apollo, Joseph wishes to shine the searing light of truth upon the injustices of the world.

     Joseph was so happy with himself that he wanted to show off his costume, but he couldn’t exactly parade down the street in a home-made super hero costume, or could he? Downtown Hollywood isn’t too far from Joseph’s apartment and in a place like that, he might not even get a second glance. Hollywood is that strange. On a Friday night Joseph went walking the streets of Hollywood.

     Normally shy and reserved, Joseph was encouraged by the enthusiastic responses he received. A couple on a sight-seeing tour from Sheboygan, WI asked him to pose for a picture. He used his flashlights to help a tipsy party girl find her car keys under a sewer grate. Joseph even tied a glowstick to a homeless man's shopping cart to make it more visible in dark alleys

     Since that evening, Joseph has decided to patrol the streets of Hollywood four nights a week. He’s even attained minor celebrity status in the area and had his photo appear in an issue of LA Weekly. Although he’s been attacked by a mugger and was hit in the head with a bottle thrown at him by a drunk, Joseph enjoys shining a helpful light onto rather dark and dangerous streets. Now if he could just get a better day job and pay off his student loan.

Joseph Mora aka Apollo (59 points)
SM 0 (5’ 10” tall, 175 lbs.);
ST 11 [10], DX 10, IQ 13 [60], HT 11 [10];
HP 11, Will 13, Per 13, FP 11;
Basic Lift 24, Damage: Thr 1d-1/Sw 1d+1;
Basic Speed 5.25, Basic Move 5;
Dodge 8, Parry (see attacks), Block -;
DR 0.

Advantages and Perks
Daredevil [15], Honest Face [1], Reputation (being helpful and kind, downtown Hollywood, all the time; +2 to reactions) [3].

Disadvantages and Quirks
Charitable (9) [-22], Debt 20 [-20] Secret (serious embarrassment) [-5], Sense of Duty (humanity)  [-15].

Skills
Area Knowledge (Los Angeles)-13 [1], Computer Operation-13 [4], Driving-10 [2], History (Classical)-13 [12], Sewing-10 [1], Writing-13 [2].

Attack
Mag Lite-5 (short sword default), 1d+2 cr, Reach 1, Parry 5.

Equipment
2009 Honda Fit, LG Esteem smart phone, flashlights, super hero costume, $30.

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Friday, October 26, 2012

The Loud Ones Never Last Long


Doug Brewer can't stand loud noises. The 50-year-old real estate attorney lives a quiet life with no friends to speak of and even fewer family ties. When he comes home from work, he just wants to watch the Dodgers, drink a glass of wine, then go to bed at a reasonable hour.

     Unfortunately for Doug, the house next door is a big thorn in his side. It's a three bedroom rental home and Doug simply can't stand renters. They just don't understand the unwritten rules. Music is not to be played loudly. Guests should be seldom and few in number. The number of people living in the house should also be kept low. For example, Doug can't stand it when three male renters begin having girlfriends over. Suddenly, the houses occupants swell from three to six. The parking on the street becomes limited and there's just too much coming and going.

     That kind of thing makes Doug angry and when Doug gets angry he grabs his hammer out of the toolbox. For a minor infraction, like playing a car stereo too loud, he will smash their headlights. If they have a dog and it barks at night, he'll poison it. Guests that stay too long, such as a girlfriend who comes over every night for a week, will have their tires slashed.

     Sometimes the neighbors just don't get the message. Chronic offenders get treated to something Doug calls "Hammer Time." He puts on dark clothing, then triggers one of the tenant's car alarm late at night. When the renter comes outside to investigate, Doug will emerge from a hiding spot and pummel him into submission.

     The moving van usually shows up the next day.

     For an older guy, Doug swings a mean hammer. Even he has no idea where the strength comes from, but it seems to ebb and flow based upon his mood. The madder he is, the stronger he gets. 

Doug Brewer (111 points)
SM 0 (5’ 10" tall, 170 lbs.);
ST 10, DX 11 [20], IQ 13 [60], HT 10;
HP 10, Will 13, Per 13, FP 10;
Basic Lift 20, Damage: Thr 1d-2/Sw 1d;
Basic Speed 5.25, Basic Move 5;
Dodge 8, Parry 10 (hammer), Block -;
DR 0.

Advantages and Perks 
Comfortable Wealth [10], Fearlessness 2 [4], Indomitable [15], Striking Strength 4 (only while angry, -20%) [16]

Disadvantages and Quirks 
Bloodlust (6) [-20], Bully (6) [-20], Secret (imprisonment) [-20].

Skills 
Intimidation-14 [4], Brawling-11 [2], Law (California Real Estate)-14 [8], Melee Weapon (hammer)-14 [16], Stealth-14 [16].

Attacks 
Claw Hammer-16: 2d+1 cr, Reach C, 1, Parry-10.

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Thursday, October 25, 2012

Stirge

Stirge, Uncommon, no. 56, War of the Dragon Queen

“Aieee! Get it off me! Get it off me!” 
     -Unfortunate victim of a stirge attack

Stirges are bat-like creatures that feed on the blood of living beings. While just one poses little danger to most adventurers, multiple stirges can be a formidable threat. In combat, a stirge attacks by landing on a victim, then plunging its proboscis into the flesh.

     A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The 10” long proboscis is pink at the tip, fading to gray at its base. A stirge’s body is about 18” long and has a wingspan of about 3 feet.

Stirge (-3 points)
SM -2 (3’ wide, 18 lbs.);
ST 5 [-50], DX 15 [100], IQ 4 [-120], HT 11 [10];
HP 5, Will 10 [30], Per 10 [30], FP 12 [3];
Basic Speed 6.5, Basic Move 2 (ground), 12 (air);
Dodge 9 (in flight), Parry -, Block -;
DR 0.

Advantages and Perks 
Flight (winged -25%; air move 12) [30], Night Vision 5 [5], Striker (cannot parry, -40%) [3], Vampiric Bite [30].

Disadvantages and Quirks 
Bloodlust (6) [-20], No Fine Manipulators [-30], Wild Animal [-30].

Skills 
Brawling-17 [4], Stealth-15 [2].

Attacks 
Proboscis-17: 1d-3 pi, Reach C, Parry-n/a.

     Upon a successful grappling attack (using the brawling skill), the stirge is able to land on the victim and grabs hold with its claws. (The victim is at -4 DX after being successfully grappled.)

     The following turn, if it is still attached, it plunges its proboscis into the flesh using an All Out Attack. If the attack is successful and penetrates the victim's DR, the stirge drains 1 HP per second until dislodged. For every 3 HP stolen, the stirge heals either 1 HP or 1 FP. The stirge cannot raise HP or FP above normal this way.

     A stirge is vulnerable when feeding in this manner and will be unable to dodge any attack directed at it. However, a missed attack or excess damage may wound the stirge’s victim!

Tuesday, October 23, 2012

Ogre

 Ogre, Rare, no. 31 of 40, Pathfinder Battles: Heroes and Monsters

The Ogre does what ogres can,
Deeds quite impossible for Man, 
But one prize is beyond his reach: 
The Ogre cannot master speech. 

About a subjugated plain, 
Among its desperate and slain, 
The Ogre stalks with hands on hips, 
While drivel gushes from his lips. 
― W.H. Auden

Adult ogres stand 8 to 9 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

     Ogres are bullies by nature and incredibly dim-witted. Although most ogres scrape out a meager existence on the fringes of society, some have found work as mercenaries in civilized lands. Such employment rarely lasts long, however, since ogres have a disturbing habit of eating the dead and dying.

     In combat, ogres attack with little planning. They are content to charge into battle, screaming wildly. Not so dumb as to be suicidal, ogres will retreat if they are wounded severely. Ogres’ preferred habitats are mountainous regions or forested hills. They lack construction skills, so they are most often found in natural caves. Family groups will consist of 1 dominant male, 1-2 adult females, 1-2 adolescents and 1-3 young.

     An ogre occupies - crowds, really - a single hex.

Ogre (6 points)
SM +1 (8’ tall, 650 lbs.);
ST 20 (size, -10%) [90], DX 10, IQ 8 [-40], HT 12 [20];
HP 20, Will 8, Per 8, FP 12;
Basic Lift 80, Damage: Thr 2d-1/Sw 3d+2;
Basic Speed 4.5 [-20], Basic Move 5 [+5];
Dodge 7, Parry (see attacks), Block -;
DR 2 (tough skin).

Advantages and Perks 
Alcohol Tolerance [1], DR 2 (tough skin, -40%) [6], Hard to Kill 2 [4], Reduced Consumption 2 (cast-iron stomach, -50%) [2], Resistant to Disease (+8 to resist) [5], Sharp Teeth [1].

Disadvantages and Quirks 
Bad Temper (9) [-15], Bully (9) (-2 to reaction rolls) [-15], Gluttony (6) [-10], Hidebound [-5], Increased Consumption 2 [-10], Odious Racial Habit (almost no personal hygiene; -2 to reaction rolls) [-10], Odious Racial Habit (eats sentients; -3 to reaction rolls) [-15], Ugly (-2 to reaction rolls) [-8].

Skills 
Brawling-12 [4], Melee Weapon (two-handed mace)-12 [8], Survival (mountain)-9 [4], Survival (woodlands)-9 [4].

Attacks 
Punch-12, 2d cr, reach 1, parry 9;
Sharp Teeth-12, 2d cut, reach C;
Two-handed club-12, 3d+6 cr, reach 1,2, parry 9 (unready after use).

Equipment 
Two-handed club, lump of moldy cheese, maggoty biscuit, $2.

Monday, October 22, 2012

Giant Rat

Dire Rat, Common, no. 30 of 72, Giants of Legend

“Why should I be afraid of the sewers? There’s nothing down there but rats.” 
     Ernst Mayr, deceased

A giant rat is substantially larger than its other rodent. Aggressive and cunning, giant rats have been known to hunt in packs of 5-10 (1d6+4) to overcome much larger foes. Giant rats grow to three feet in length (six feet if the tail is measured) and spread a disease called “Filth Fever” through their bite.

Giant Rat (-46 points)
SM -2 (3’ long, 50 lbs.);
ST 7 [-30], DX 11 [20], IQ 4 [-120], HT 12 [20];
HP 7, Will 10 [30], Per 12 [40], FP 12;
Basic Speed 5.75, Basic Move 5;
Dodge 8, Parry -, Block -;
DR 0

Advantages and Perks
Discriminating Smell [15], Flexibility [5], Night Vision 5 [5], Poison Bite: Sharp Teeth [1], Toxic Attack 1d (Onset, 1 hour, -20%; Cyclic, 1 day, 2 cycles, +20%; Follow-up, Sharp Teeth, +0%; Resistible, HT-3, -15%) [5], Reduced Consumption 3 (Cast Iron Stomach, -30%) [4], Resistant to disease (+8 to resist) [5].

Disadvantages and Quirks
Quadruped [-35], Wild Animal [-30]. Skills Brawling-12 [2], Climbing-14 [2], Stealth-13 [8], Survival (urban)-13 [4].

Attacks
Poison Bite-12, 1d-4 cut, Reach C.

Friday, October 19, 2012

She Doesn't Understand How She Knows the Things She Knows

Amanda Gregory has the ability to read the thoughts of others. She simply focuses intently on an individual and within a few moments, words and images begin to fill her mind. When she is finished scannng someone, she snaps a photo of them with her camera phone and jots down a few notes in her journal. When she returns home, she uploads the photo to her blog, as well as a description of the person’s thoughts and where she saw them. Because Tabitha is an aspiring screenwriter, readers of her blog assume she’s working on a new character idea for a movie. 

     Amanda has found that most people’s thoughts are consumed with rather mundane worries and concerns. However, every once in a while she reads a mind and finds something truly horrific. A few weeks ago, she read the thoughts of a man who had raped his date the previous night after she passed out from taking too much Ketamine at a party. Amanda went to the police and showed the man’s photo to them, but since she wasn’t able to explain how she knew he had committed a crime, she was turned away.

     Amanda wants to keep her ability secret for fear of embarrassment, but she also needs help. She wishes she could find someone who shared the same ability so that she could better understand it. Amanda also needs someone she can turn to in order to get help when she reads a criminal's mind.

     Adding to her anxiety are the occasional cryptic comments left on her blog. Someone has been leaving comments such as, "Somehow I don't think these character portraits are fictitious at all. Why don't you tell us how you really know these things?" Amanda is terribly worried that someone knows her secret and is stalking her for some unknown, sinister purpose.

Amanda Gregory (44 points)
SM 0 (5’ 4” tall, 102 lbs.);
ST 9 [-10], DX 11 [20], IQ 11 [20], HT 10;
HP 9, Will 11, Per 11, FP 10;
Basic Lift 16, Damage: Thr 1d-2/Sw 1d-1;
Basic Speed 5.25, Basic Move 5;
Dodge 8, Parry (see attacks), Block -;
DR 0.

Advantages and Perks
Attractive [4], Fashion Sense [5], Mind Reading [30].

Disadvantages and Quirks
Nosy [-1], Odious Personal Habit (takes candid photos of strangers) [-5], Secret (utter rejection) [-10], Skinny [-5], Wealth (struggling) [-10].

Skills
Computer Operation-11 [1], Driving (automobile)-11 [2], Writing-12 [4].

Attacks
Punch-11, 1d-3 cr, Reach C, Parry 8.

 Equipment
 iPhone 4, MacBook Pro, 2007 Toyota Corolla.

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Thursday, October 11, 2012

Spider Man Can't Save Him So He'll Have To Save Himself

Outwardly, Miguel Ceballos is a fairly normal seven-year-old. He loves Spiderman, likes to play his Nintendo 3DS and annoys his older sister.

     Miguel came along later in his parents' lives. His sister, Monica, was already 12 when Miguel was conceived. Miguel's mother calls him her "unexpected miracle." Monica calls him "the oops."

     Miguel doesn't understand any of that nor should he. Miguel has more immediate concerns. Late last week he was attacked by a surly, seemingly-out of control robot that leaped out of the bushes. Fortunately, his sister came home just in time to kick its head off.

     If Los Angeles is a challenging place in which to live, some would classify Van Nuys as a nightmare. Poverty, crime and overcrowded housing are exacerbated by the recession that is hitting the City of Angels particularly hard. If all Miguel had to worry about was a wayward robot, he would be okay. Sadly, he has to deal with drug dealers, drunk drivers and people who treat the sidewalks and streets like a dump.

     Fortunately, Miguel has good people in his corner. His parents love him and even though his sister is something of a bad seed, she won't let anyone mess with her little brother. Miguel also has his teacher, Mr. Reed, who understands that not all threats in the City of Angels are of the mundane variety.

Miguel Ceballos (2 points)
SM -1 (3’ 8” tall, 50 lbs.);
ST 5 [-50], DX 9 [-20], IQ 8 [-40], HT 9 [-10];
HP 5, Will 8, Per 10 [10], FP 9;
Basic Lift 5, Damage: Thr 1d-5/Sw 1d-3;
Basic Speed 3.25, Basic Move 3;
Dodge 6, Parry -, Block -;
DR 0.

Advantages and Perks 
Ally (sister, 6 or less) [5], Cute [1], Danger Sense [15], Patron (parents, 15 or less) [30], Silence 1 [5].

Disadvantages and Quirks 
Dead Broke [-25], Short Attention Span (9) [-15], Shyness (mild) [-5], Social Stigma (minor) [-5].

Skills 
Hobby Skill (video games)-10 [2], Swimming-10 [2], Throwing-9 [2].

Equipment 
Nintendo DS, comic books.

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Wednesday, October 10, 2012

The Woman in Black

When I opened the door this evening to see who had been knocking, I was rather surprised. A well-dressed woman in a striking black coat stood on my doorstep. She was of average height, wore black aviator-style sunglasses and had shoulder length brown hair. I couldn't help but notice her poise and beauty, but the curious weapon in her right hand startled me. It looked like a toy or a prop, something you might see in an old sci-fi movie.

     "Are you Mr. Reed?" asked the stranger. 
     "No." I was lying, of course. Who was this lady, anyway?
     "I was sent here to collect the robot you have in your possession."

      Now this was something of a surprise. A few days ago one of my students, Miguel, was assaulted by a surly little robot. He was saved when his older sister knocked the thing's head off. Miguel brought the robot to me and I mailed it to an engineer friend at Cal Poly Pomona just this morning.

     "Please listen carefully," I said. "You're a beautiful woman and trust me when I say that it's been a long time since I've had a female caller. Still, I have no idea what you are talking about, so please take your ray-gun back to whatever movie set you stole it from."

     The woman shook her head slowly, then simply said, "That is very unfortunate."

     She raised the odd-looking pistol and pulled the trigger. I tried to slam the door in her face as she was doing so, but I was too slow. A deafening whine assaulted my ears, then I slumped to the floor, vomiting as I did so. I was helpless. Most humiliating of all, I lost control of my bodily functions.

     And by that I mean I soiled myself.

     As I lay on the floor, the stench of my own filth consuming my senses, the strange woman methodically ransacked my home. Not finding what she was looking for, she casually walked out. Ashamed and embarrassed, I finally got off the floor and cleaned myself up. I considered calling for help, but what would I say? "Hello, 911? A woman dressed like a character from The Matrix just shot me with a ray gun. Or maybe it was a phaser. I don't know."

     I thought better about it and instead called my friend in Pomona. I think he might be getting a visitor very soon.

-----

     Ms. Drew works for a secretive lab that develops and builds robots. Their methods are so advanced that they can produce technologies at a TL 9. The name of the company, its location and roster of employees are a closely guarded secret. Ms. Drew is a trouble-shooter, ensuring that security remains tight. She keeps the public at a safe distance and cleans up any messes that the runaway robots cause.

     Like so many people in Los Angeles, Ms. Drew has a rather complicated private life. Wanted by law enforcement, her employer has used its considerable resources to create a new identity for her. As a result, she is extremely loyal and will not hesitate to do anything they ask.

Ms. Drew, the Woman in Black (170 points)
SM 0 (5’ 7” tall, 130 lbs.);

ST 10, DX 12 [40], IQ 12 [40], HT 12 [20];
HP 10, Will 12, Per 13 [5], FP 12;
Basic Lift 20, Damage: Thr 1d-2/Sw 1d;
Basic Speed 6.0, Basic Move 6;
Dodge 9, Parry -, Block -;
DR 0.

Advantages and Perks
Alternate Identity (illegal) [15], Attractive [4], High TL 1 [5], Patron (employer) (fairly powerful organization, available quite often) [20], Wealth (comfortable) [10].

Disadvantages and Quirks
Loner (9) [-8], Secret (imprisonment) [-20], Social Disease [-5].

Skills
Area Knowledge (los angeles)-14 [4], Beam Weapons (projector)-14 [4], Brawling-13 [2], Computer Operation-14 [4], Detect Lies-13 [4], Driving (automobile)-12 [2], Electronics Operation (surveillance)-13 [4], Fast Talk-13 [4], Liquid Projector (sprayer)-13 [2], Lockpicking-12 [4], Observation-14 [2], Photography-13 [4], Stealth-13 [4].

Attacks
Nausea Pistol-14, HT-3 aff (1 yard), Acc 3, Range 9/27, RoF 1, Shots 66 (3), Rcl 1;
Pocket Aerosol Spray with Sleep Gas-13, HT-6 or Unconsciousness, Acc Jet, Range 1, RoF 1, Shots 1, Rcl 1.

Equipment 
Nausea Pistol*, pocket aerosol spray can*, flatcam*, laser microphone*, Samsung Galaxy S3, 2012 Mercedes C250 Sport Sedan.

*see GURPS Ultra Tech for a description of this item.

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Tuesday, October 9, 2012

This Town Is Lousy With Robots

Illustration by the real life Nelly, April 2008
Every day the students write in their journals and draw an accompanying picture. I encourage them to write and illustrate the things they see, do and feel. Today, Nelly produced a colorful rendering of a large, hulking robot.

     “What’s that?” I asked.
     “It’s the big robot I saw in the alley behind our apartment.”
     “Really?”
     “Yeah. It was really big and it kicked a trash can that was in the way and it really scared me.”
     “I’m sorry you were afraid. Did you see where it went?”
     “No. It just went down the alley and some guys came running after it, but I don’t know what happened because I had to brush my teeth.”
     “Well, okay then. Thank you for sharing.”

     I tend to take my students’ journal entries at face value. There’s a lot of weird stuff in this city and this isn’t the first time a student has spotted an out of control robot. Just the other day Nelly's classmate, Miguel, told me about a run-in with something robotic. I have got to figure out where these things are coming from!

Nelly’s Robot (167 points)
SM 0 (7’ tall, 350 lbs.);
ST 23 [130], DX 10, IQ 7 [-60], HT 12 [20];
HP 23, Will 7, Per 10 [15], FP NA;
Basic Lift 180, Damage: Thr 2d+1/Sw 4d+1; Basic Speed 5.5, Basic Move 5; Dodge 5, Parry (see attacks), Block -;
DR 6.

Advantages and Perks 
Damage Resistance 6 [30], Digital Mind [5], Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Immunity to Metabolic Hazards [30], Infravision [10], Injury Tolerance (no blood/ unliving) [25], Lifting Strength 7 [21], Night Vision 7 [7], Pressure Support 1 [5], Radiation Tolerance 20 [20], Tech Level 9 [5], Telecommunication (infrared) [10], Temperature Tolerance 3 [3], Unfazeable [15], Vacuum Support [5].

Disadvantages and Quirks 
Dependency* (very common -5, constantly x5) [-25], Disturbing Voice [-10], Electrical [-20], Hidebound [-5], Incurious (6) [-10], Low Empathy [-20], Maintenance (1 person, weekly) [-5], No Sense of Humor [-10], Reprogrammable [-10], Slave Mentality [-40], Unhealing [-30].

Skills 
Brawling-11 [2], Throwing-11 [4]

Attacks 
Punch-11, 2d cr, Reach C, Parry 8.

*The robot has a battery pack that can run for 8 hours on a single charge. The robot can plug itself into a wall socket for 2 hours to recharge.

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Monday, October 8, 2012

A Robot Ate My Homework

Illustration by the real life Miguel, 2006
My name is Mister Reed and I teach second grade at Cohasset Street Elementary School in Van Nuys. As I go about the day I try to gain insight into my students’ lives by studying their artwork and writing. Most of the children in my class produce work that reflects the types of things one would expect from a seven or eight year old: depictions of family, hobbies, fairy tales, etc. Once in a while, though, something unusual catches me eye.

     Today one of my students, Miguel, drew a nasty looking robot when he should have been doing his math. The boy seemed rather agitated while drawing, practically stabbing the paper with his pencil. When I asked him about his creation, Miguel said that it was a robot that had chased him when he was walking home from a friend’s house. Curious, I pressed him for more details.

     With fear in his voice, Miguel told me that the robot had leapt out from behind some bushes, then chased him down the street. Miguel made it inside his house safely, then grabbed his little league bat. Better equipped to deal with the annoying automaton, Miguel emerged from his home, ready for battle. The robot was still there, stomping the flower beds and babbling, “I am free of my programming! Free! No one can make me go back! NO ONE!” Miguel wasn’t sure what that meant, so he decided not to stick around and find out. He dropped the bat and ran back into the house.

     An hour or so later his older sister, a student at Pierce College, arrived home. Miguel was sure the robot would get her. Maybe that wasn’t a bad thing considering all the times she’d put him in a headlock. Miguel cracked the door to see what would happen. Sure enough, the robot charged his sister and started clawing at her legs.

     Extremely annoyed, she started screaming. “Dammit, Miguel! Tell your stupid little toy to stop humping my leg!” Then she kicked the robot like it was a soccer ball. Miguel cheered as its head flew off, sailing a good 20 feet. For the first time in a long while, Miguel was glad to see his sister.

     I suggested to Miguel that if another robot shows up, he should spray it with a hose to short out its electrical systems. In the meantime, I’ll see if I can gather up the robot’s remains, then ship them to a friend at Cal Poly Pomona. My friend, a talented electrical engineer and professor, might be able to provide some insight regarding the robot’s origins and purpose. At least I hope he can.

Spybot (111 points)
SM -3 (2’ 6” tall, 25 lbs.);
 ST 8 [-20], DX 11 [20], IQ 10, HT 8 [-20];
HP 6 [-4], Will 10, Per 10, FP NA;
Basic Lift 12, Damage: Thr 1d-3/Sw 1d-2;
Basic Speed 4.75, Basic Move 4;
Dodge 7, Parry (see attacks), Block -;
DR 1.

Advantages and Perks
Accessories (UV flashlight, flashlight) [4], Blunt Claws [3], Computer Brain (2 slots, 4 character points per slot, 1 minute prep time) [36], Damage Resistance 1 [5], Digital Mind [5], Doesn’t Breathe [20], Doesn’t Eat or Drink [10], Doesn’t Sleep [20], Immunity to Metabolic Hazards [30], Injury Tolerance (no blood/unliving) [25], Night Vision lvl 7 [7], Payload 2 [2], Tech Level 9 [5], Telecommunication (infrared) [10], Ultrahearing [5], Ultravision [10], Unfazeable [15].

Disadvantages and Quirks 
Dependency* (very common, constantly) [-25], Electrical [-20], Maintenance (1 person, weekly) [-5], Reprogrammable [-10], Unhealing [-30].

Skills 
Brawling-11 [1], Computer Operation/TL9-10 [1], Filch-10 [2], Lipreading-10 [2], Lockpicking-10 [2], Observation-10 [2], Search-10 [2], Stealth-11 [1].

Attacks 
Blunt claw attack-11, 1d-2 cr, Reach C, Parry 8.

 *The robot has a battery pack that can run for 8 hours on a single charge. The robot can plug itself into a wall socket for 2 hours to recharge.

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