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Cover of Horror: The Madness Dossier

Cover of Horror: The Madness Dossier

GURPS Horror: The Madness Dossier (2017) is a setting where reality was heavily warped (and reformed) around 535 AD, leaving major discrepancies in the archaeological record. This means multiple timelines known as History A (the relatively normal world), History B (the Anunnaku-controlled world), and History C (primal chaos).

Book Structure, In Order[]

  • Introduction
  • Secret History
  • The SANDMEN
    • Traits
    • Templates
      • Applied Anthropologist
      • Cheval
      • Commando
      • Golden Child
      • Neurolinguist
      • Reality Archeologist
      • Taisher
      • Wetware Hacker

Enemies of History[]

  • Autochrones — Creatures from History A. They're from the same (auto) timeline (chron).
    • Traitors — Those who have turned on humanity.
      • Tighearnamach — Human converts with glyphs and abilities of the Annunaku, seduced by arrogance and kulullû influence.
      • Chödpa — Soldiers, psionically rebuilt into perfect post-human warriors. They are strong, fast, intelligent, and unexpectedly social. Despite their dangerous nature, they are technically truly immune to Annunaku influence.
    • Jackals — Opportunistic scavengers, picking up glyphs or other secrets from battlegrounds of the greater war.
      • Sneaker — A simple thief. They typically know nothing of the larger war, and are only interested in collecting "magic symbols" that give them an edge in their own careers. Some have even gotten their hands on reality shards, so they're likely to eventually meet the PCs.
      • Araddin Zombie — Some memes are so powerful they can hollow-out the host, like a virus. Araddins are what's left.
    • Cultists — Cults come from many sources, including the categories above, but may also emerge spontaneously from a reality subduction zone, or exposure to a powerful reality shard. Cults have charismatic cult leaders and usually plenty of strongarms to keep anyone from leaving.
  • Irruptors — Creatures of the other world. Creations of the Annunaku.
    • Bašmu — A horned lamia-style snake demon. They are guardians of irruptor sites, especially those in the desert, where they can tunnel through the sand quite effectively.
    • Êkimmu — Nonphysical, psychic influence. Usually causes mental issues in the host, including being convinced that they are a vampire. Supposedly, only these "enlightened beings" and the Šedu (below) can draw the glyphs.
    • Girtablullû — Human head and torso, vulture wings, raptor legs, and a long scorpion tail. Girtablullûs are strong fighters and foot soldiers of the Šedu (see below). They use guns and melee weapons quite well; the poetry of a Girta using a Skorpion machine pistol is not lost on them.
    • Kulullû — Manipulators with fishy lower bodies. Masters of propaganda, captivation, and suggestion. They avoid physical combat whenever possible, relying on escape through bodies of water. They're often armed with blowpipes and poisoned darts.
    • Kusarikku — Powerful, hefty strongarms with the horns and lower body of a bull. They're strong as elephants and can even heat up targets, causing heatstroke.
    • Šedu -- The overseer caste of the Annunaku. Powerful memeticists and commanders; can cause awe in anyone who can see them. Supernaturally, absurdly fast.
    • Ugallu -- Lion-headed humanoids. Powerfully built, with control over the weather and electricity. It's best to not wrestle it, as ugullus have a powerful electrical aura.
  • Powers and Gear
  • Opening the Madness Dossier
    • The Project SANDMAN Campaign
      • After the End -- if the Bad Guys win, it's still possible to wrest back control through a combination of teamwork, artifacts, and perhaps the help of an awakened Tiamat or a lost nuclear submarine. The beauty of a broken reality is that all sorts of things start falling into it.
    • Other Campaigns
  • Inspirational Sources

Notes[]

  • This is an update and expansion of the material that appeared in Classic: Horror 3e pages 117-122.

Additional Material[]