GURPS Ardalians
Jun. 21st, 2016 09:24 amBackground: While the Stellar Alliance tries to maintain harmony with all intelligent species outside of Alliance space, even the most inclusive Alliance citizens have a hard time putting in a good word for the Ardalians. Even going beyond their offsetting appearance, the typical Ardalian comes across as blunt, uncaring, and cruel, seeing other intelligent species as merely tools. Possessing a resource illegal to distribute in Alliance space, and a need for intelligent species to manipulate their environment, the Ardies have reputation for being the most despicable sentient race yet encountered.
Appearance and Biology: Evolved from shallows dwelling, plankton consuming invertebrates, adult Ardalians live in the shallows and coves of their worlds, a water planet with 85% oceanic coverage, the remaining 15% divided among scattered archipelagos. Their bodies are roughly saucer shaped, approximately one hundred and fifty yards in diameter, the skin undulating in surface patterns that can camoflauge them from casual observers or unlucky victims, with fifty large, plate sized eyes circling their body. Mounted between each set of eyes is a single tentacle that can extend to almost three hundred yards in length, the final yard long tip ending in a unique nerve cluster, which both allowed the Ardalians to develop a technological civilization and earn the disgust of free sentients everywhere.
This nerve cluster possesses the unique, and so far unduplicated, ability to interface with other species, even those with a radically different biology than that found on the Ardie homeworld. The tentacle tip is pressed against a subject, or more accurately victim’s, back, allowing thousands of needle sharp “nerve pins” to pierce the subject’s spine and create an interface between the Ardalian and the subject. This procedure has been described as “having molten lava poured over your nerve ends” by the few survivors of the experience. The process takes about an hour to complete, and the victim is usually restrained and conscious, as the Ardie tests and cements its control.
Once complete, the interface allows the Ardalian to use the victim’s eyes and ears to observe the world, and their hands to manipulate it. Their puppets have no control during this process, their own nerve impulses overridden, only able to feel and observe silently as their bodies are used for the Ardie’s own ends. The feeling of violation is terrifying, and the few puppets that have been successfully freed from the interface often suffer long term psychological damage, beyond the physical damage inflicted on their bodies by the uncaring Ardie controlling them.
Ardalians reproduce by budding, releasing up to a hundred buds at once every twenty years or so, to float away with the tides, most to be eaten predators before they can mature. Adolescent Ardalians are mobile, crawling along the floor of their world’s seas at one yard per second, until they’re either eaten or find a safe harbor.
Society: Ardalians are highly individualistic, the nature of their biology making it difficult to even form a community to interact with. Nevertheless they managed, using their sonar to communicate over long distances, and a local species of borderline sentient humanoids (roughly equivalent to Australopithecus) to do work on the shoreline that couldn’t be done in the water. Even so, since the ability to mine metals was very limited, so was their technology, until first contact was made with a Stellar Alliance exploration ship and trade could begin.
First contact revealed much about the Ardalian personality. While they do have some admirable traits, mostly a devotion to speaking truthfully bordering on rude, they have a hard time thinking of other sentient, in particular their enslaved puppets, as people. To an Ardalian, the only people worthy of consideration are other Ardies, and then only to the point of what use they can be. Anyone else, especially their puppets, is a disposable tool. Indeed, prior to their discovery by the Alliance, they were on the verge of losing their ability to manipulate items on land because they were killing the local humanoids faster than they could breed.
Alliance Relations: They can described as “strained” at best. Ardalians don’t leave their homeworld except under extraordinary circumstances, but they’re desperate for Alliance credits to build up their tech level. While there’s some argument in favor of providing the Ardies with robots to replace their puppets, there are few things the Ardies have, beyond biofauna unique to their world, that can’t be found elsewhere trading with more pleasant races.
Unfortunately for the Alliance, one of those pieces of biofauna is the Trileaf, an innocuously named flowering plant that is the base ingredient in Redline, an amphetamine variant commonly used as a combat drug. One ampule has a street value of $500, and provides the user with a feeling of invincibility and immunity to pain for up to ten minutes (Combat Reflexes, High Pain Threshold, Overconfidence), followed by a crash that subtracts 20 minus HT worth of Fatigue Points. Using it more than once a week requires a 3d6 HT roll, failure resulting in a permanent subtraction of one HT. In terms of value for an Addiction disadvantage, it’s considered Illegal, Expensive, and Highly Addictive.
For obvious reasons the Alliance forbids the export of Trileaf except to licensed research institutes. For equally obvious reasons various criminal enterprises try to get around this restriction. Currently the Alliance charter forbids interdicting planets that have not proven to be overtly hostile to member worlds, though this interpretation is getting increasing scrutiny as Redline addiction spreads. This is especially acute given that Ardies, when they aren’t trying to get technology, are trying to get slaves to replace their dwindling puppet population. The usual victims are captives taken when a pirate attacks a civilian vessel, though there are always urban legends abound about innocent tourists getting drugged while on a “safe” Alliance world and finding themselves shipped to Ardalia Prime (and maybe missing a kidney or spare lung).
Ardalian Adult, 663 Points
Stats: ST +50 [50]*, DX +2 [40], HT +2 [20], Will + 2 [10], Basic Move [0]** SM 8
Appearance: Monstrous (universal) [-25]
Social: Tech Level -4 [-20]
Advantages: 360 Degree Vision [25]. Acute Hearing/4 [8], Ally Group (slaves), 21-50 allies, -25% point total, constant x4, minion +50%, touch range only -30% [40], Chameleon [5], Doesn’t Breathe (gills) [0], 48 Extra Arms, extra-flexible +50%, weak, -50% [480], Injury Tolerance: No Head, No Neck [10], Night Vision/5 [5],Photographic Memory [10], Regrowth [40],Sonar [20], Unaging [15].
Disadvantages: Callous [-5], Cold Blooded [-10], Increased Life Support (massive) [-10], Intolerance (all non-Ardalians) [-10], No Legs (sessile) [-50], Selfish [-5], Truthfulness [-5].
* -80% for Size Modifier 8
**Due to Sessile.
Tabletop Season Three has begun!
Nov. 14th, 2014 05:50 am1. New Tabletop! Yay!
2. Nasty amount of Wil bashing by the other players. I hope this doesn't become a theme this season. :(
2a. I think this might have been related to the guests being all male. Yeah, Felecia Day and the other female players can be just as cutthroat, but the level of trash talking doesn't seem as bad when there's mixed company.
3. New pseudo-stop motion opening credits actually look worse than the cheap CGI opening from the last two seasons
4. Wil's new tattoo is incredibly distracting. Presumably he's made the decision to only play characters who are either bikers or keep their shirt sleeves rolled down from this point forward in his career.
Aaron Allston, 1960-2014
Feb. 28th, 2014 06:23 amWhile most of Allson's recent fame was in his series of Star Wars novels, I knew him best as one of the most prolific contributors to SJG's Car Wars automobile combat board game. Back in the 80's he was Steve Jackson Games to me, more so than Evil Stevie.
His loss takes away another fond creator of worlds from my childhood, along with John M. Ford several years ago.
Then the head of the project, Phil Reed, casually mentioned he wants to use The Windup Girl as a worldbuilding influence. Facepalm.
It was going so well, too...
Dr. Jerry Pournelle: Kinda of a dick for over thirty years.
My wife the enabler
May. 11th, 2012 05:30 amOf course it won't be shipped to me until November, so it'll be the best Father's Day present I ever got for Christmas. :)
Lakewalkers for GURPS
Mar. 17th, 2012 10:19 amBackground: Lakewalkers are a variant branch of humanity in The Wide Green World, an area that can be best described as resembling the American Midwest, running from the Great Lakes region to Louisiana, assuming that a couple of thousand years in the past there was a continental Mageocracy that got destroyed in a magical apocalypse. Now Lakewalkers patrol the lands, hunting and destroying "Malices", remnant creatures created by the event that periodically pop out of the ground to attempt to suck out all life from the area. They also protect "Farmers" (basically anyone who doesn't have Lakewalker blood) who are slowly repopulating the devastated areas, and building up their tech level to a higher point than the Lakewalkers.
Shorter version: Magical Native Americans with psi powers.
Note: All powers are through Lakewalker Groundsense (GS), which can be thought of as a low level version of The Force. TL is assumed to be TL 2, with up to TL 4 imports from Farmer manufacturers.
Stats: Attractive [4], Claim to Hospitality (other Lakewalker camps) [10], Detect Life (GS -10%) [27], Empathy (GS -10%) [14], Extended Lifespan/1 [2], Healing (GS -10%) [27], Mind Control (GS -10%) [45]*, Mind Shield/6 (GS -10%) [27], Obscure 5 (GS -10%) [9], Social Regard (Lakewalker) +2 [10], Telekinesis 2 (GS -10%) [9], Low TL -2 [-10], Code of Honor (Lakewalker) [-10] Reputation: Black necromancers (Farmers, occasionally) -2 [-10] ** Total: 154 points
Disadvantages that are common, but not universal, among Lakewalkers include: Intolerance (Farmers), Unusual Feature (oddly colored eyes)
* Actually using Mind Control on a subject is considered a major crime in Lakewalker society, being far too similar to what Malices do to their victims. Nevertheless, a Lakewalker sometimes can accidentally "Beguile" a farmer if they use their other abilities. Make a separate IQ roll to avoid using it when treating a Farmer with Healing.
** Destroy any Malice found, never build any permanent buildings, be prepared to leave everything if attacked, do not use "Malice Magic", Share when the time comes.
Kindle takes more of my money
May. 21st, 2011 10:41 am( Stats and stuff behind the cut )
Though I may switch back to my other character anyway. I restarted playing the "Evil Sociopath" option, but 3Dog is getting tiresome. Ya nuke one town and everybody gets on your ass for it...
That thumping sound you hear...
Nov. 10th, 2008 04:44 pmGacked from
Two Irritating things
Nov. 8th, 2008 06:06 amI'd be more upset about SJG's Pyramid switching to PDF format and cutting me off from their archives, if I had actually been subscribed for the past couple of years. Though I do wish I still had printouts of the articles I'd sold to them (or would some kind soul be will willing to mail me the zip copies of the archives they're offering to their current subscribers?)
Gaming Magazines, free to good home
Mar. 3rd, 2008 08:10 amFirst come, first serve. If I end up shipping any of these overseas I'll probably request postage compensation.
Dragon #80: Elmore cover, AD&D adventure "Barnacus: City in Peril"
Dragon #81: Adventure "The Ruins of Andril"
Dragon #160: Dragonlance trading cards inside.
Space Gamer/Fantasy Gamer Oct/Nov 1987: Note that this was not printed by Steve Jackson Games. It was put out after the original Space Gamer folded and SJG sold off the name. Not very good, but it is fairly rare, and features a ship-to-ship combat game set in the Star Blazers universe.
White Dwarf #41: I think this must come from strange alternate universe. It seems to feature articles about gaming systems not produced by Games Workshop. Articles "The Snowbird Mystery" a Traveller covert ops adventure and "Assignment: Freeway Deathride" a Car Wars adventure scenario.
Reaction: Half-Life 2 Episode 2 (spoilers)
Feb. 6th, 2008 12:33 pmTo White Forest: Okay, I know how I survived that train wreck (thank you, Hazard Suit) but how did Alyx? Oh yeah, massive hit point regenera...
Alyx gets stabbed by a Hunter
...never mind.
This Vortal Coil: I hate punny level names. Not to mention those goddamned albino acid spitting ant-lions!
Though the Ant-Lion remix of the Battle of Roark's Drift was nice.
"Hey, G-Man, if you're so fragging all powerful as to pull me into a cut scene, why don't you do these missions yourself?"
Freeman Pontifex: Dark & scary rooms, lotsa zombies. Yawn Well, at least I got Alyx sniping for me.
Ohhhhh... another seesaw puzzle. Like Yahtzee said, are you going to put one of these things in every damn episode?
On the plus, the Charger may have the performance as the dune buggy from HL2, but at least it looks sweet in a Mad Max sorta way.
Riding Shotgun: What the hell is that slug and WHY CAN'T I SHOOT IT?
The Big Ass Battle With All Those Freaking Striders Whose Name I Can't Remember: In the commentary track Valve claims this level was extensively playtested so players of all skill levels could win it without cheating.
Bullshit
Ah, well. At least for once we have a nice, satisfying ending watching the rocket go up and close the Superportal, instead of another deus ex G-Man. Yep, we'll just ho on that helicopter and head for the Boreal...
...did I mention that I'm mildly frustrated that I can't shoot those slugs?
My son, the gamer
Feb. 5th, 2008 08:35 amMy wife and I, being who we were, dug out Daddy's old dice bag and counted out one hundred six siders and miscellaneous polyhedral dice.
They may think we're wierd at school, but we're going to make the kid who brought in one hundred pennies look awfully lame in comparison.
Random Reistance Fighter #1: Hey, it's Freeman! Let's go with him and provide ineffectual fire sup-- Gets shot and dies
RRF #2, 3, 4, 5, 6, 7, 8, 9...: What he sai- Gets shot and dies.
"Follow Freeman": I hate snipers. And Striders. And pop turrets... At this point in the game I just left God Mode on and began slogging.
Our Benefactors: I lurv my Gravity Gun. Aren't you the best widdle Combine crushing tractor beam EVER? Yes you are, yes you are!
Dark Energy: In a surprising move for a FPS, you don't have a Final Boss to knock over, instead playing against the clock to kill Citadel's reactor in order to stop Breen from getting away.
Which he does anyway.
And the reactor blows up in your face, your survival only coming about because G-Man snatches you back, but leaves Alyx behind. (Yeah, I know she comes back in Episode 1, but I imagine it was a bitch of an ending to have to see when first time players finished it off, before they new more content was coming.)
Overall, HF2 is a vast improvement over the original Half-Life, which wasn't exactly a slouch to start with. The graphic detail, even with a four year old game, is freaking incredible. Even though you are thruoughly railroaded, like pretty much every other FPS, the illusion of wide open spaces (especially in the Highway 17 chapter) is well done. The fact that I got it bundled with four other games is as good a deal as you're ever going to find.