08 November 2022

Displacer Beast

I sat down to try and figure out how to do a displacer beast in GURPS.

It's a simple enough effect to describe.

The beast you see isn't where it appears to be.

It appears to be 3' from where they actually are.

The problem is using the rules to create the power rather than just declaring an effect.

I started out thinking of making them invisible then building a complex illusion power...



Displacer Beast (AD&D Monster Manual p.28 and AD&D 2e Monstrous Manual p.56)

49 Points

Attribute Modifiers: ST+6 (No Fine Manipulators -40%) [36]; DX+3 (No Fine Manipulators -40%) [36]; IQ-6 [-120]; HT+1 [10].

Secondary Characteristic Modifiers: Per+2 [10]; SM+1 (2 hexes).

Advantages: Catfall [10]; Claws (Sharp) [5]; Cutting Striker (2 Tentacles, Extra-Flexible, +50%; Long +1, +100%; Cannot Parry -40%) [26] Damage Resistance 4 (Tough Skin, -40%) [12]; Extra Legs (6-legs) [10]; Illusion of self mimicking own actions (Linked with Invisibility, +10%; Independence +40%; Accessibility, mimic actions, -60%; Mana Sensitive, -10%; Visual Only -30%) [13]; Invisibility (Linked with Illusion, +10%; Switchable, +10%; Mana Sensitive, -10%) [44]; Night Vision (5) [5]; Teeth (Sharp Teeth) [1]; Temperature Tolerance (1) [1].

Disadvantages: Cannot Speak [-15]; Horizontal [-10]; No Fine Manipulators [-35]; Social Stigma (Wild Animal) [-10].

Racial Skills: Brawling (E) DX+2 [4]-15; Jumping (E) DX+2 [4]-15; Running (A) HT+2 [8]-13; Stealth (A) DX [2]-13; Survival (Plains) (A) Per [2]-12.

Add 120 points to bump the IQ back to the starting 10 and you have an Exalted Displacer Beast for 169 points!

The point of this exercise is to make things with GURPS which are fiat with other games.  To demonstrate that it's capable of doing anything that any other game can do, plus make it so it's playable as a character.


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