Rules for "Immortals"

After considering Gumshoe and FATE, we agreed on Steve Jackson Games Inc.‘s Generic Universal Role-Playing System (GURPS), currently in its fourth edition. We’ll mainly be using the free GURPS 4e Lite, with material from additional sourcebooks as needed. Those of you unfamiliar with the rules set might want to try building normal humans first.

Origins:

  • “Normal” humans: Examples include archaeologists, law enforcement officers (and Men In Black), occultists, conspiracy theorists, private investigators, journalists, ghost and relic hunters, and clergy. Since GURPS is a point-based system, what such characters lack in abilities/advantages/powers, they’ll make up in skills.
  • Misfits of science: Including aliens, androids, relatively low-powered metahumans/mutants, and victims of industrial/lab accidents, but remember, we’re not playing superheroes right now.
  • Supernatural beings: Including celestials/fiends (to use D&D terminology), fey, Highlander-style immortals, lycanthropes (see Grimm), martial artists/mystics, undead (ghosts, revenants, weaker vampires), and other mythical folks. Again, remember that we’re not playing high fantasy or full-out horror.

Here are more things to consider as you flesh out your characters:
MonsterHunters2.jpg

  • Background: What was your Player Character’s family like, and what was his or her upbringing and early education? Who are their current friends or rivals? This affects personality, Advantages and Disadvantages/Quirks (like Code of Honor), and some basic skills. Remember, we need only a few sentences.
  • Training: What is your P.C.‘s “day job?” This will affect your choices of more Advantages and skills. While most of you expressed interest in being capable with firearms or other weapons, remember that you’ll need social, investigative, tech, and other abilities as a team.
  • Paranormal awareness: How did your P.C. learn about the supernatural? Was it a positive or negative experience? What’s your motivation? If he or she is nonhuman, how does the P.C. view the majority of humanity? How and why would your P.C. work with a team? This will affect Advantages/Powers and still more skills.

Point totals: We’ll be starting with a 200-point base, with 70 points in Disadvantages and 5 points of Quirks. This results in a total of 275 points to spend on attributes, advantages, skills, and powers.

Templates: Note that these are only guidelines for character creation — they’re not as restrictive as classes in other rules sets. You’re of course free to reallocate how many points you spend, but these should help you get started.

Also, don’t worry too much about whether a skill or ritual is “primary,” “secondary,” or “background,” as long as you purchase several related to your archetype.

You can buy a template as a package — one expensive Advantage — or you can break them up and pick and choose which to add to Advantages, Disadvantages, skills, etc.

Several of the items below are from GURPS 4e Basic Set 1: Characters, as well as from the assorted books listed below. PDFs or hardcopies can be made available as needed.

  • Template: Alien: Laransan (humanoid telepaths; Total Cost: 133)
  • Attributes (40 pts.): ST 10 (0); DX 10 (0); IQ 12 (40); HT 10 (0)
  • Advantages (139 pts.): Telepathy Talent (5/lvl.); Empathy (15); Mind Probe (20); Mind Reading (30); Mind Shield (4/lvl.); Tech Level 10 (+2; 10); Telecommunication: Telesend (30); Unaging (15); Zeroed (10)
  • Disadvantages (-70 pts.): Duty (Laransan Guard, -10); Enemies (-10); Gregarious (-10); Secret (imprisonment or death, -30); Sense of Duty (observe and protect Terrans, -10)
  • Primary Skills (12): Pick at least three from Beam Weapons (DX/E), Judo (DX/H), Piloting (DX/A), Psychology (IQ/H), Spacer (IQ/E)
  • Secondary Skills (8): Pick two from Astronomy (IQ/H), Criminology (IQ/A), Law (IQ/H), Survival (Per/A), Vacc Suit (DX/A)
  • Background Skills (4): Pick two from Acting (IQ/A), Anthropology (IQ/H), Battlesuit (DX/A), Disguise (IQ/A), Politics (IQ/A)
  • Features: Ultra-tech gear, incl. blaster, armored vacc suit
  • Sources: GURPS 4e Lite, Basic Set 1: Characters, Powers, Space, 3e Aliens, Psionics

Template: Alien: Olvar (arboreal, mammal-like otaku and pranksters; Total Cost: 38)

  • Attributes (30 pts.): ST -1 (-10); DX +1 (20); IQ +1 (20); HT 10 (0)
  • Advantages (64 pts.): Acute Hearing + 1 (2); Acute Vision + 1 (2); Alternate Identity (15); Animal Empathy (5); Brachiator (+ 2 to Acrobatics, Climb; 5); Extended Lifespan 2 (4); Fashion Sense (5); Night Vision 1 (1); Tail (no physical attack, 5); Tech Level 10 (+2, 10); Zeroed (10)
  • Disadvantages (-80 pts.): Curious (-10); Sense of Duty (-15); Obsession: Terran culture (-5); Overconfident (-5); Secret (imprisonment or death; -30); Trickster (-15)
  • Primary Skills (12): Acrobatics (DX/H), Climbing (DX/A), Disguise (IQ/A)
  • Secondary Skills (8): Pick two from Acting (IQ/A), Naturalist (IQ/H), Piloting (DX/A), Spacer (IQ/E), Vacc Suit (DX/A)
  • Background Skills (4): Pick two from Anthropology (IQ/H), Survival (Per/A), Tracking (Per/A)
  • Features: Ultra-tech gear, incl. holographic projector
  • Sources: 4e Space, 3e Aliens

Template: Angel: Malakim (Total Cost: 190)

  • Attributes (100 pts.): ST 11 (10); DX 12 (40); IQ 12 (40); HT 11 (10)
  • Advantages (137 pts.): Alternate Form (Celestial, 15); Alternate Identity (vessel, 15); Flight (winged; 40); High Pain Threshhold (10); Regeneration, slow (1HP/12 hrs., 10); Resistant (disease, 30); Temperature Tolerance 2 (2); Unaging (15)
  • Disadvantages (-71 pts.): Bloodlust (-10); Code of Honor (can’t harm innocents, -15); Duty (to heaven; -10); Proud (-1); Secret (imprisonment or exile, -20); Selfless (-5); Vow (hunting the damned; -10)
  • Primary Skills (12): Pick three from Broadsword (DX/A), Detect Lies (Per/H), Flight (HT/A), Theology (IQ/H), Tracking (Per/A)
  • Secondary Skills (8): Pick two from Acrobatics (DX/H), Brawling (DX/E), Climbing (DX/A), Law (IQ/H), Savoir Faire (IQ/E), Ranged Weapon (DX/A), Religious Ritual (IQ/H)
  • Background Skills (4): Pick two from Electronics (IQ/A), Escape (DX/H), Exorcism (Will/H), Linguistics (IQ/H), Swimming (HT/E), Survival (Per/A)
  • Features: Black wings
  • Sources: 3e In Nomine, Religion

Template: Immortal, cursed (Total Cost: 154)

  • Attributes (0 pts.): ST 10 (0); DX 10 (0); IQ 10 (0); HT 10 (0)
  • Advantages (220 pts.): High Pain Threshhold (10); Metabolism Control (5); Recovery (x10 from unconsciousness; 10); Regeneration, fast (1HP/min.; 50); Resistance (disease and poison; 30); Unaging (15); Unkillable (stop at -10xHP; 100)
  • Disadvantages (-90 pts.): Code of Honor (gentlemen’s, -10); Divine Curse (-20); Flashbacks (-10); Guilt Complex (-5); Secret (imprisonment or death, -30); Sense of Duty (-15)
  • Primary Skills (12): Pick three from Archaeology (IQ/H); History (IQ/H); Savoir Faire (IQ/E); Scrounging (Per/E)
  • Secondary Skills (8): Pick two from Acting (IQ/A); Artist (IQ/H); First Aid (IQ/E); Naturalist (IQ/H); Linguistics (IQ/H)
  • Background Skills (4): Pick two from Brawling (DX/E); Farming (IQ/A); Melee Weapon (DX); Persuade (Will/H); Stealth (DX/A); Survival (Per/A)
  • Features: Antiques
  • Sources: 4e Fantasy, 3e Undead

Template: Detective, police (Total Cost: 74)

  • Attributes (40 pts.): ST 10 (0); DX 10 (0); IQ 12 (40); HT 10 (0)
  • Advantages (40 pts.): Alertness +1 (5); Code of Honor (police; 10); Contacts (1); Legal Enforcement Powers (5); Patron (5); Police Rank 2 (10); Strong Will (4)
  • Disadvantages (-30 pts.): Addiction (caffeine/nicotine; -5); Cannot Harm Innocents (-10); Duty (-15); Intolerance (outsiders, -5); Stubbornness (-5)
  • Primary Skills (12): Pick three from Area Knowledge (IQ/E); Criminology (IQ/A); Detect Lies (Per/H); Fast Talk (IQ/A); Forensics (IQ/H); Guns(pistol; DX/E); Interrogation (IQ/A); Law (criminal; ); Writing (IQ/A)
  • Secondary Skills (8): Pick two from Acting (IQ/A), Driving (DX/A); Holdout (IQ/A); Intimidation (Will/A); Psychology (IQ/H); Savoir-Faire (IQ/E); Shadowing (IQ/A); Stealth (DX/A); Streetwise (IQ/A)
  • Background Skills (4): Pick two from Administration (IQ/A); Brawling (DX/E); Computer Operation (IQ/E); Diplomacy (IQ/H); First Aid (IQ/E); Guns (shotgun; DX/A); Running (HT/A); Shortsword/club (DX/A)
  • Features: Badge, handgun, handcuffs, body armor, latex gloves, portable radio, cell phone
  • Sources: GURPS 3e Cops, 4e Mysteries

Template: M.I.B.: The Agency (espionage, parapsychology; Total Cost: 119)

  • Attributes (80 pts.): ST 10 (0); DX 12 (40); IQ 12 (40); HT 10 (0)
  • Advantages (80 pts.): Alternate Identities (15); Combat Reflexes (15); Intuition (15); Rank (5); Security Clearance 2 (10); Social Chameleon (5); Unfazeable (15)
  • Disadvantages (-65 pts.): Callous (-5); Code of Honor (-5); Curious (-5); Duty (-10); Paranoia (-10); Secret (imprisonment or death, -30)
  • Primary Skills (12): Pick three from Acting (IQ/A); Area Knowledge (IQ/E); Current Affairs (IQ/E); Linguistics (IQ/H); Observation (Per/A); Research (IQ/A); Shadowing (IQ/A); Weird Science (psionics; IQ/VH)
  • Secondary Skills (8): Pick two from Computer Hacking (IQ/VH); Cryptography (IQ/H); Detect Lies (Per/H); Disguise (IQ/A); Intelligence Analysis (IQ/H); Lockpicking (IQ/A); Stealth (DX/A)
  • Background Skills (4): Pick two from Brawling (DX/E); Fast-Draw (DX/E); Karate (DX/H); Law (IQ/H); Savoir-Faire (IQ/E)
  • Features: False IDs
  • Sources: 4e Space, 3e Espionage, Warehouse 13

Template: M.I.B./G-man: The Bureau (law enforcement, occultists; Total Cost: 124)

  • Attributes (90 pts.): ST 11 (10); DX 11 (20); IQ 13 (60); HT 10 (0)
  • Advantages (40 pts.): Intuition (15), Legal Enforcement Powers (10); Patron (15)
  • Disadvantages (-30 pts.): Addiction (-5); Curious (-5); Duty (-15); Stubbornness (-5)
  • Primary Skills (12): Pick three from Criminology (IQ/A), Guns (DX/E), Law, Occultism (IQ/A), Research (IQ/A)
  • Secondary Skills (8): Pick two from Accounting (IQ/H), Area Knowledge (IQ/E); Computer Operation (IQ/E); Driving (DX/A); First Aid (IQ/E); Karate (DX/H); Linguistics (IQ/H); Writing (IQ/A)
  • Features: A badge, a gun, and a car
  • Sources: 4e Cops, 3e Hellboy

Template: M.I.B.: The Curia (religious inquisitors; Total Cost: 69)

  • Attributes (40 pts.): ST 10 (0); DX 10 (0); IQ 12 (40); HT 10 (0)
  • Advantages (65 pts.): Blessed (10); Charisma 1 (10); Clerical Investment (5); Patron (10); Power Investiture (10); Religious Rank 1 (5); True Faith (15)
  • Disadvantages (-60 pts.): Code of Honor (-15); Disciplines of Faith (-15); Duty (-10); Honesty (-10); Secret (utter rejection, -10)
  • Primary Skills (12): Pick three from Occultism (IQ/A); Theology (IQ/H); Religious Ritual (IQ/H); Research (IQ/A)
  • Secondary Skills (8): Pick two from Administration (IQ/A); Detect Lies (Per/H); Exorcism (Will/H); History (IQ/H); Psychology (IQ/H); Public Speaking (IQ/A);
  • Background Skills (4): Pick two from Criminology (IQ/A); First Aid (IQ/E); Hidden Lore (IQ/A); Interrogation (IQ/A); Linguistics (IQ/H); Meditation (Will/H);
  • Features: Vestments
  • Sources: 3e Horror, Religion, Voodoo: the Shadow War

Template: M.I.B.: The Department (military, extraterrestrial monitoring; Total Cost: 139)

  • Attributes (90 pts.): ST 12 (20); DX 12 (40); IQ 11 (20); HT 11 (10)
  • Advantages (65 pts.): Combat Reflexes (15); Intuition (15); Legal Enforcement Powers (10); Patron (10); Rank (5); Security Clearance (10)
  • Disadvantages (-50 pts.): Curious (-5); Duty (-10); Paranoia (-10); Secret (utter rejection, -10); Weirdness Magnet (-15)
  • Primary Skills (12): Pick three from Astronomy (IQ/H); Criminology (IQ/A); Forensics (IQ/H); Guns (DX/E); Intelligence Analysis (IQ/H)
  • Secondary Skills (8): Pick two from Archaeology (IQ/H); Biology (IQ/VH); Brawling (DX/E); Computer Hacking (IQ/VH); Current Affairs (IQ/E); Detect Lies (Per/H); Interrogation (IQ/A); Judo (DX/H); Karate (DX/H); Law (IQ/H); Streetwise (IQ/A)
  • Background Skills (4): Pick two from Administration (IQ/A); Area Knowledge (IQ/E); Electronics Operation (IQ/A); First Aid (IQ/E); Hazardous Materials (IQ/A); History (IQ/H); Intimidation (Will/A); Stealth (DX/A); Weird Science (xenology; IQ/VH)
  • Features: Body armor, forensic kits, military-grade gear
  • Sources: 3e Black Ops, Stargate SG1

Template: Pixie (Fairy/Ellyhon; Total Cost: 34)

  • Attributes (- 10 pts.): ST 5 (- 50); DX 13 (60); IQ 10 (0); HT 10 (0)
  • Advantages (89 pts.): Acute Hearing + 2 (4); Acute Vision + 3 (6); Appearance: Handsome (12); Extended Lifespan 1 (x2, 2); Flight (winged; 30); Night Vision + 9 (9); Reduced Consumption 3 (6); Ultrahearing (5), Unaging (15)
  • Disadvantages (- 55 pts.): Code of Honor (courtliness, – 5); Impulsiveness 12 (- 10), Sense of Duty (nature; – 10); Size: Small (- 10); Vulnerability (common: iron, x3 damage; – 30)
  • Skills (10, suggested): Aerobatics (DX/H), Flight (HT/A), Savoir-Faire (Seelie Court; IQ/E), Stealth (DX/A)
  • Features: Less than a foot tall, weighing less than a pound
  • Sources: 4e Fantasy, Fantasy Folk 2e

Template: Shaman, Native American (Total Cost: 67)

  • Advantages (55 pts.): Clerical Investment (5); Empathy (15); Focus (10/lvl.); Guardian Spirit (5); Power Investiture/Ritual Magic (10/lvl.); Sense Paranormal (within IQ yds.; 5); Status +1 (medicine man; 5)
  • Disadvantages (-30 pts.): Code of Honor: Warrior’s (-10); Secret (utter rejection; -10); Sense of Duty: tribe (-10)
  • Primary Skills/Rituals (30): Command Spirits (M/VH); Commune With Spirits (M/VH, Hanbloglaka); Metabolism Control (M/VH); Religious Ritual (H), Sense Spirit (H)
  • Secondary Skills (8): Pick two from Seeker (M/H); Succor (M/VH); Vitality (M/VH); Warrior’s Blessing (M/VH)
  • Background Skills (4): Pick two from Dream Delving (M/VH); Firewalker (M/VH); Ghost Shirt (M/VH); Sleep (H); Soothe (M/VH); Summon Spirit (H)
  • Features: Owl totem
  • Sources: 3e Old West, Deadlands

Template: Werewolf (Total Cost: 4)

  • Attributes (0 pts., wolf form only): ST 12 (20); DX +2 (40); IQ -4 (-80); HT +2 (20)
  • Advantages (120 pts.): Claws (cutting dmg., 5); Discriminatory Smell (+4 tracking, 15); DR 1 (5); Fur/Temperature Tolerance (2); Night Vision +2 (2), Penetrating Voice (1); Regeneration (1 HP/hr., 25); Shapeshifting: Alternate Form (15); Teeth (sharp; 1); Unkillable 1 (to -10xHP; 50)
  • Disadvantages (-141 pts.): Amnesia, partial (-10); Berserk 12 (-10); Compulsive Behavior: Lycanthropy (trigger: full moon, -20); Infectious Attack (-5); No Fine Manipulators (in wolf form, -30); Quadruped (-35); Secret (imprisonment or death, -30); Unnatural Feature (bestial, -1); Vulnerability (silver, x3; -30)
  • Primary Skills (12): Pick three from Acrobatics (DX/H); Brawling (DX/E); Jumping (DX/E); Tracking (Per/A)
  • Secondary Skills (8): Pick two from Naturalist (IQ/H); Observation (Per/A); Stealth (DX/A); Survival (Per/A)
  • Background Skills (4): Pick two from Scrounging (Per/E); Swimming (HT/E); Tactics (IQ/H)
  • Features: Fur
  • Sources: 3e Horror, Monsters, Werewolf: the Apocalypse

GURPS references:

  • General:
    • Generic Universal Role-Playing System (GURPS) Fourth Edition Basic Set 1: Characters
    • GURPS 4e Basic Set 2: Campaigns_
    • GURPS 4e Lite
    • GURPS Fourth Edition for Dummies
    • Vehicles (3e), Vehicle Designer
    • Aids: GURPS Character Assistant, Character record sheets, G.M. control sheets, “One-Page GURPS,” Skill Categories, 3e-to-4e Update, Traits
  • Fantasy and steampunk:
    • Atlantis (3e)
    • Banestorm (4e)
    • Bunnies & Burrows (3e)
    • Camelot (3e)
    • Castle Falkenstein, Ottoman Empire (3e)
    • Conan (3e)
    • Discworld, Discworld Also (3e)
    • Dungeon Fantasy, Monsters (4e), D&D conversions (fan-written)
    • Fantasy Folk (3e, 4e fan conversion), “Were Forms” (fan-written)
    • Fantasy (3e, 4e)
    • Gargoyles (fan-written)
    • Grimoire (3e)
    • “Harry Potter” (fan-written)
    • Highlander (fan-written)
    • Horseclans (3e)
    • In Nomine (angels and devils)
    • Magic (4e), Spell Charts (fan-written)
    • Martial Arts (4e), Techniques (fan-written)
    • Steampunk (3e)
    • Technomancer (3e)
    • Thaumatology (3e), “Decanic Reference” (fan-written)
    • Voodoo (3e)
  • Historical and folklore (some of the best for any tabletop RPG):
    • Ice Age (3e)
    • Egypt (3e)
    • Greece (3e), “Persian Wars” (fan-written)
    • Imperial Rome (3e)
    • Celtic Myth (3e)
    • Vikings (3e)
    • Crusades (4e), Robin Hood (3e)
    • Arabian Nights (3e)
    • Swashbucklers, Scarlet Pimpernel (3e)
    • Age of Napoleon (3e)
    • China (3e)
    • Japan (3e)
    • Old West (3e)
    • Russia (3e)
    • World War II (4e and Lite)
    • Places of Mystery (3e)
    • Historical Folks (4e), Names_ (fan-written)
    • Low Tech, Companion (3e)
    • Religion (3e)
  • Horror:
    • Atomic Horror (3e)
    • Cabal (4e)
    • Demon Hunter X (fan-written)
    • Godzilla (fan-written)
    • Hellboy (3e)
    • Horror (3e)
    • Infinite Worlds: Horror (4e)
    • Undead (3e)
    • Vampire: the Masquerade, Companion (3e)
    • Voodoo: the Shadow War (3e)
    • Werewolf: the Apocalypse (3e)
    • World War II: Grim Legion (4e)
    • Worst-Case Scenarios
    • X-Files (fan-written)
  • Espionage and other modern:
    • Black Ops (3e)
    • Cliffhangers (3e)
    • Cops (3e)
    • Espionage (3e)
    • Firearms (3e)
    • High Tech (3e)
    • Mysteries (4e)
    • Prisoner (3e)
    • Warehouse 23 (3e)
  • Superheroes:
    • Marvel (fan-written)
    • Powers (4e)
    • Psionics, More Psionics (3e)
    • Psionics Institutes (4e)
    • Supers (3e)
  • Time travel:
    • Alternate Earths 1 and 2 (3e)
    • Doctor Who (fan-written)
    • Illuminati, I.O.U. (Illuminati University; 3e)
    • Infinite Worlds; Britanica 6, Collegio Januari, I.S.T., Lost Worlds (4e)
    • Riverworld (3e)
  • Cyberpunk:
    • Bio Tech (3e)
    • Car Wars (3e)
    • CthulhuPunk (3e and 4e conversion)
    • Cyberpunk, Cyberworld (3e)
    • Mecha (3e)
    • War Against the Cthorr (3e)
  • Space opera:
    • Aliens (3e, 4e)
    • Alpha Centauri (3e)
    • Babylon 5 (fan-written)
    • Blue Planet (3e)
    • Dune (fan-written)
    • Humanx (3e)
    • Lensman (3e)
    • Mars (3e)
    • New Sun (3e)
    • Prime Directive (Star Trek; 4e)
    • Space, Planetary Record Sheet (4e)
    • Spaceships (4e)
    • Star Frontiers (fan-written)
    • Star Wars; Encyclopedia, Jedi, Imperial Sourcebooks, Sentient Species (fan-written)
    • Stargate SG1, 13 (fan-written)
    • Tales of the Solar Patrol (4e)
    • Terradyne (3e)
    • Transhuman Space; Changing Times, Cities on the Edge, Mysteries, Spacecraft of the Solar System (4e)
    • Traveller: Interstellar Wars; Aliens, Flare Star, Martial Arts 2100 (4e)
    • Ultra Tech 1 and 2 (4e)
    • Uplift, 2nd Ed. (3e)
    • Vorkosigan Saga (4e)

Rules for "Immortals"

GURPS Immortals edemaitre edemaitre