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Mindwarpers are immensely powerful and intelligent psychokinetic creatures that can form crushing "tentacles". They often surround themselves with "lobotomite"-esque post-human drones created through dark rituals that cannot be described.[1]

Appearance[]

While there are no known direct witnesses, some see this creature in their dreams--pebbly skin like a starfish, no nose, hands and feet with suckers and writhing cilia.

Tactics[]

Some mindwarpers will create strange, unnatural creatures from existing ones--besides their dead-eyed drones,[2] some mindwarpers are assisted by void brutes. Some say the void brutes can act as the eyes and ears of a 'warper through psionics![3]

Weaknesses[]

A mindwarper is vulnerable to psiphobic weapons, which bypass its DR (which is psionic). It also cannot parry psiphobic weapons, making its five parries ineffective![4]

Of course, Mindwarpers are still hyperintelligent, and will protect themselves other ways, like grabbing a rock or chunk of rubble and using that as an improvised shield.

Fanon: Appeasing the Ancient Beast[]

Sometimes a mindwarper will make a deal with adventurers--with low level adventurers, this tends to be a simple "Go get this thing and I'll leave your town un-destroyed". Mindwarpers are cerebral creatures who hunger for knowledge, power, and control. They are likely interested in tomes of knowledge or artifacts (or the locations of such), but may just as well have stranger desires--sowing negative emotions as part of some psionic ritual.

A whole campaign could be kicked off by a Mindwarper gathering adventurers for its own machinations, and only end when the adventurers have become strong enough to slay it.

Fanon Tactics[]

Mindwarpers should be Big Bads, and as hyperintelligent creatures, shouldn't be focused to heavily on simply slapping around their opponents with TK tentacles. Give Mindwarpers illusion powers, cause Fright Checks (justified through Terror) let them shake the ground and shift the terrain! Fighting a Mindwarper should involve less tentacle slaps and a lot more "fighting nightmare monsters of your past".

Ecology[]

As mindwarpers do not eat, sleep, or breathe, and are immune to metabolic hazards, they can technically survive just about anywhere, but seem to prefer underground areas (perhaps because they enjoy being alone with their books). They are also, as expected, extradimensional.[5]

Variant Rules: Danger Ratings[]

Kill Point Values[]

Mindwarpers have a simple kill point value of a whopping 150. Using the DIE-DIE formula, it's 108.[6]

Combat Effectiveness[]

Mindwarpers have Offense 61, Protective 75, and Combat Effectiveness of 136.[7]

See Also[]

References[]

  1. โ†‘ DFRPG: Monsters, p.41 (from the box set)
  2. โ†‘ perhaps use template from Vodou Slave; Zombies, p.102?
  3. โ†‘ DFRPG Monsters, p.59
  4. โ†‘ Dungeon Fantasy 14: Psi, p.24
  5. โ†‘ Pyramid 3/118: Dungeon Trips, p.17 + p.19
  6. โ†‘ Pyramid 3/99: Death and Beyond, "What Doesn't Kill Me Makes Me Stronger", p.13 + p.18
  7. โ†‘ Pyramid 3/77: Combat, p.34