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Cuumadra


Cuumadra; mysterious alien soothsayer

(c) copyright 2000 andi jones

Total Points: 700 Points

Age unknown; about 5'4"; roughly 130 pounds; Cuumadra appears as little more than a shambling pile of rags and tatters, his stunted arms and arthritic legs hidden away among myriad folds, his alien face concealed by a large veil-like hood.

ST  8 [-15] - thrust 1d-3, swing 1d-2
DX  9 [-10] - basic speed 5, move 2, dodge 5
IQ 15  [60]
HT 11  [-5] - hit points 8
WL 11 [-12] - fright checks 16

ADVANTAGES: Aspect (Power 12; no signature, +20%) [29]; Autotrance [5]; Clairvoyance (Power 250; link, to Psychometry, +20%; no signature, +20%; usable only in trance, -20%) [600]; Cultural Adaptability [25]; Dampen (link, to Clairvoyance and Psychometry, +20%; no signature, +20%; only while in a trance, -20%) [18]; Imperturbable [10]; Less Sleep x4 [12]; Oracle [15], Precognition (Power 20; no signature, +20%; only in dreams, -30%) [36]; Psychometry (Power 10; link, to Clairvoyance, +20%; no signature, +20%; usable only in trance, -20%) [12]; Silence x2 [10].

DISADVANTAGES: Confused [-10]; Disturbing Voice [-1]; Enemy (Unknown) [-25]; Incurious [-5]; Insomniac [-15]; Light Sleeper [-5]; Reclusive [-10]; Reduced Move -3 [-15]; Reputation -3 (as weird and sinister vagrant, to all Station residents, 10-) [-3]; Short Arms [-10]; Sleepwalker [-5]; Unusual Biochemistry [-5]; Weak Immune System [-30].

QUIRKS: Tends to ramble while speaking; Sometimes communicates solely via crudely-rendered ideograms; Lapses into periods of mild paranoia. [-3]

SKILLS: Area Knowledge (Galaxy)-14 [2]; Area Knowledge (Space Station)-15 [1]; Autohypnosis-15 [4]; Bard-14* [.5]; Beam Weapon/TL10 (Laser)-10** [.5]; Calligraphy-9 [2]; Dreaming-11 [.5]; Holdout-16 [4]; Lucid Dreaming-14 [.5]; Meditation-14 [4]; Picture-Writing (Galactic Symbols)-13 [1]; Scrounging-15 [1]; Stealth-12/14*** [4]; Streetwise-15 [2]; Survival (Urban)-16 [4].
  *includes +1 for Cultural Adaptability
  **includes +2 for IQ
  ***includes +2/+4 for Silence

PSI SKILLS: Aspect-15 [4]; Clairvoyance-16 [6]; Precognition-14 [2]; Psychometry-16 [6].

LANGUAGES: Unknown (native)-17* [0]; English-15* [.5]; Galactic Basic-15* [.5]; Sparrial-14* [.5]; Dolaarian-14* [.5]; Pachekki-14* [.5]; Mnetrobite-14* [.5].
  *includes +2 for Cultural Adaptability

EQUIPMENT

Cuumadra keeps little or nothing of value in his soiled robes, having little need for money or equipment; he usually carries nothing more than a couple brushes, oil-based chalks or permanent markers for writing. Living in the bowels of a space-station does pose the occasional threat, however, and when he is feeling a little more paranoid than usual, Cuumadra is known to conceal a Holdout Laser (Dam 1d-1 imp, p.UT50) in his garments...

BIOGRAPHY

Virtually nothing is known about Cuumadra (pronounced kyoo-MAH-drah), except that he is an alien of an unknown race, and lives as a homeless vagrant in the bowels of the largest and most cosmopolitan space-station in known space. He has been there as long as anyone can remember, but no one seems to know when he first arrived, or from which world or system he originates.

In the time he has lived on the Station, Cuumadra has acquired something of a legendary "bogey-man" reputation among the long-time residents and regular passers-through. Cuumadra see visions in his restless sleep and his even more restless waking hours - and spends much of his time in a confused and only semi-lucid state. Between his ability to project his alien personality into the minds of those around him, his chilling whisper of a voice, his tendency to know things he shouldn't, his natural interference with electrical devices, and his incidents of sleep-walking, he has effectively convinced everyone that he is a dangerous and unpredictable lunatic, and is best avoided.

ENCOUNTERED

The alien Cuumadra is one of the more compelling figures the PCs might encounter on the Station, even given the stunning variety of alien life to be found there; he is a short creature, covered from head to floor in dusty and rotten rags, with no part of his anatomy exposed. His arms are small for his body, his legs are weak and his back bent, and he moves only with great effort. But despite his shabby and destitute appearance, Cuumadra's presence is anything but ordinary.

Cuumadra's mind is not contained within the usual boundaries; just being in his presence is enough to feel - and to experience - the jarring state of confusion in which he exists. But layered with that bewilderment is a small glimpse into his hyper-awareness of his surroundings, an awareness that often supersedes both time and space. When Cuumadra enters a trance, he is able to extend his senses up to a century into the past, and into other places up to a mile distant. It is during these trances that Cuumadra is most profoundly confused, and as a strange pside-effect, his senses shut down all electrical systems within fifteen feet.

Most profound of Cuumadra's expanded senses are his precognitive visions, some experienced while he sleeps, others "seen" in the seemingly mundane details of his waking world. This, too, he is able to communicate to those around him, both by the "leaking" of his mind, and by the arcane pictograms he is known to scrawl on walls, floors and other public surfaces.

It is most important to remember that Cuumadra, even relative to the Station's other residents, is an alien being. He does not think like us, and he does not act like us. No one can say why he does what he does, or if there are even explanations for his actions. He communicates sporadically, he is lucid less often than not, and yet he may know the one single piece of information that makes all the difference...

In Game Terms

Cuumadra's mind spills over into the minds of others via the Aspect skill, which operates at up to 400 yards (but doesn't necessarily affect everyone in that range). His passive hyper-awareness of his surroundings can occur while waking (the Oracle advantage) or during his restless sleep's dreams (the Precognition power, with a "range" of 60 miles, and 400 days). Actively, Cuumadra can use either Clairvoyance (range 1 mile) and Psychometry (range 100 years), either independently or linked together; in either case, this requires him to be in a trance state. Whether these powers are used individually or together, the Dampen power is automatically linked to their use; it is an unavoidable side-effect. Note that all these extraordinary senses are natural to Cuumadra, and that he won't necessarily recognise the significance or importance of everything he sees, and isn't always capable of distinguishing past, present and future.

CANONICALITY

By and large, Cuumadra adheres to standard GURPS rules. Note that despite his IQ 15, his three levels of Weak Will result in a WL of only 11, as per p.B93. Also, although he has three of the skills covered by the psionic power ESP, each was bought as a "one-skill power" (p.P6) to allow for different ranges and areas of effect. This, in combination with the "no signature" enhancement, was also meant to make Cuumadra's powers more alien - and more mysterious - and not to seem like the psionic powers possessed by other races.

WHAT IF?

Cuumadra is intended as an NPC of the "mysterious stranger" variety to be added to the background of a cinematic or "space opera" sci-fi campaign. At the very least, he can serve as an off-beat encounter or sub-plot, the crazy vagrant alien who has visions of the future. Or, he might become central to the lives of the PCs, maybe becoming a patron or mentor, like Gandalf to Bilbo, Obi-Wan to the young Luke Skywalker, or Sheelba to Fritz Lieber's Grey Mouser. (As a Patron, he should have a base cost of no more than 10 points; while he can provide potentially vital information, dealing with him will tend to be exasperating, exhausting and troublesome.) One way or the other, Cuumadra can serve the GM as a means of delivering essential story elements, but in a manner too abstract and inconsistent to be easily abused. Given his predilection for symbols and icons, Cuumadra's prophecies may come in the form of puzzles, images to be interpretted, or codes to be deciphered.

Fantasy: Although designed for a Space campaign, Cuumadra's central concept is equally at home in a fantasy setting, fictional, historical or contemporary. He is an Oracle, a vehicle through which the Divine Plan is glimpsed, a vessel through which the Truth - or, at least, one of many possible Truths - may freely flow. Without changing their game mechanics, Cuumadra's psionic powers can just as easily be described as magical, mystical or sorcerous. Change his Dampen power to something like Cool, Smoke or Warm (all pp.CI72-73), alter his Area Knowledge and Language skills, and he is just as easily a crazed hermit living on the outskirts of town, the one the children are told is an evil mage, the one even the adults are more than a little afraid of...

Cinematic Cyberpunk: With a little more work, Cuumadra can become an Artificial Intelligence, perhaps like William Gibson's Wintermute and Neuromancer, or other "ghosts in the machine" from cyberpunk literature. An alien intelligence, or an uber-hacker running bleeding-edge corporate cyberdeck programs, he is as much at home in cyberspace as he is in realspace, a physically crippled geek who is more-than-human in the Matrix. As an ally or benefactor, he is a source of crucial intel; as an enemy, he is in every computer system, every vid-phone connection, every palmtop OS, limited only by his inability to hold it all together without going crazy...

ADVENTURE SEEDS

Pandora's Box: The PCs - possibly merchants, mercenaries or military officers - are on the Station for the first time. One of them goes off on his own, exploring the side of the Station not mentioned in the travel brochures. Without warning, he stumbles across Cuumadra below decks, and has an experience that transforms his life. The alien - barely able to stand, and seemingly unhinged - mumbles a name he shouldn't know, or whispers the truth about a question that has long gone unanswered. Who is this creature, and what does he want? Is he a safe source of information? Is he too potentially valuable to be ignored? Or is he too great a threat to the PC's sanity to be dealt with for any length of time? People seem to think he's dangerous; are they right?

Friend or Foe: One way or another, one or more of the PCs have developed a relationship with Cuumadra, occasionally taking advantage of his insights. But when trouble starts to beset them at every turn, they soon realise the connection. Someone - or something - is after Cuumadra, and the PCs are now in the middle of it. (The GM will note that Cuumadra has a -25 point Unknown Enemy, which could manifest as virtually anything, possibly something even more alien than Cuumadra himself.) What is the reason for this unknown force's aggression, and how did Cuumadra fail to see it coming? Have the PCs been played, skillfully manoeuvered and manipulated into a position to defend their frail benefactor? Or is Cuumadra innocent, and lucky to have a group of heroes to protect him in his time of need?

- written and editted by andi jones (andi@angelwerks.com)
- danke to Volker Bach for a bit of an assist

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