This supplementary volume in the Monster Hunters series tweaks the
game to allow the foes to be aliens rather than supernatural monsters.
Monster Hunters is one of the streamlined subsets of GURPS,
like Dungeon Fantasy and Action: traits and rules which aren't
relevant to this particular sort of game are removed, character
templates are given in detail, and genre-specific mechanisms are
added. This series has had rather less attention than the others
(Dungeon Fantasy is obviously the most popular, and I at least have
had a lot of use out of Action); it deals with high-powered humans
and supernatural beings investigating, pursuing and then slaying
horrors, in the manner of the Buffy or Supernatural TV series or
the novels of Larry Correia.
This book takes that core concept and wrenches it slightly sideways,
with three major options which can be used piecemeal or together. The
first is the use of a scientific rather than a supernatural mindset,
or at least the popular-fiction concept of a scientific mindset, where
rather than a bearded old occultist who tells you what the monster can
do you get a bearded old xenologist who tells you what the alien can
do. The more explicitly mystical character types (supportive blessings
against Dark Powers) are obviously out, but the others can be moved
across without too much trouble; there's good advice here on how
allowing particular sorts of PC will affect the flavour of the
campaign and the sorts of story that can be told. With aliens the
default foe, there are three campaign frames: defending Earth against
subtle alien invasion, being alien immigrants hidden in human society
under the threat of extermination by the Men in Black should anything
go too badly wrong, or hunting aliens on other worlds. Other notes
suggest that one mindset can be the "good" and one the "evil", whether
that's in the style of Mage (technology corrupts your soul!) or of
less consciously subversive games (shining the light of reason into
dark places).
The second option is Technomagic. This is a modification of the Ritual
Path Magic system (introduced in the first volume of the series, and
expanded later in its own supplement), which as magic systems go is
quite flexible and showy (and I really ought to use it more). This
variant puts the spells onto computers, meaning that the users need
programming and mathematics skill rather than Thaumatology. There are
three modes: taking time to build a program to have a very specific
function (with careful limitations for cinematic effect, so that the
technomage still has to have a pocket full of USB sticks and old
smartphones even if his laptop has vastly more capacity). On-the-Fly
rituals are put together on the spot, taking several seconds or tens
of seconds and with a higher chance of going wrong; Hand-Coding
requires the calculations to be worked out the old-fashioned way,
without the benefit of dedicated support software, but can at least be
done anywhere. There's a handy short list of modern computing devices
and approximate power levels, though as
John Dallman points out
there are other options that aren't mentioned. If I ever work on my
Laundry GURPS conversion again, I'll almost certainly import this
section; it's pretty much designed for it, even if to my way of
thinking it doesn't fit well with the "scientific mindset" of the rest
of the book.
The third section is a list of aliens: body thieves, greys,
insectoids, and a range of exotic diseases. There are also notes on
how to modify "supernatural" foes into a nominally-scientific world.
The book is packed with advice to the GM, suggesting for example how
to maintain a consistent tone in the campaign and how to keep player
characters loaded down with neat toys from taking over the narrative.
I don't see myself getting direct use out of this, but if I run
another modern investigative game (something I've done quite a bit) I
can definitely see myself picking plenty of concepts and bits of
mechanics from here. I'm less likely to use the aliens, since so much
of alien and conspiracy lore is innately tied up with idiotic racism
and I can't really take it seriously enough to use it as a genuine
threat. GURPS Monster Hunters 5: Applied Xenology is available from
Warehouse 23.
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