Friday, May 6, 2016

Available Races/Species

Quick post before I have to get ready for work. These are the template write-ups for the various and sundry races that my players picked from when they were making their characters. I ended up with something of an oddball crew but one of the great things about GURPS is that they'll end up dealing with it in a more concrete way then if this were a D&D game.

Dwarves
As enduring as the earth from which they were shaped, the Stout Folk once ruled vast empires that sprawled on and beneath the surface of Faerun. After centuries of decline, most dwarven kingdoms are gone, but the fruits of their labors survive, unbowed by the passage of time.

Gold (Hill, Southern) Dwarf [29]
Attributes: HT +1 [10], DX-1 [-20]Secondary Characteristics: Will +1 [5], HP +2 [4], MV –2 [-10], SM -1Advantages: Lifting ST 4 [12], Extended Lifespan 2 [4], Dark-vision [15], Dwarfsense [12]*, Resistant to poison (+3) [5], Dwarven Craftsmanship 1 [10], Business Acumen 1 [10]Disadvantages: Appearance: Unattractive (To Non-Dwarves only -20%) [-3], Stubbornness [-5], Greed [-15], Odious Racial Habit (Haughty) [-5]Features: Armor isn't interchangeable with human armor

Shield (Mountain, Northern) Dwarf [29]
Attributes: HT +1 [10]Secondary Characteristics: Will +1 [5], HP +2 [4], MV –2 [-10], SM -1Advantages: Lifting ST 4 [12], Extended Lifespan 2 [4], Dark-vision [15], Dwarfsense [12]*, Resistant to poison (+3) [5], Dwarven Craftsmanship 1 [10]
Disadvantages: Appearance: Unattractive (To Non-Dwarves only -20%) [-3], Stubbornness [-5], Greed [-15], Code of Honor (Dwarven) [-10], Intolerance (Traditional Enemies: Orcs, Goblinoids, Ogres, Trolls, and Giants.) [-5]Features: Armor isn't interchangeable with human armor

Elves
Moon (Gray, Silver) Elf [40]
Attributes: DX+1 [20]Secondary Characteristics: HP -1 [-2], Will +1 [5], and Per +2 [10]Advantages: Night-vision 7 [7], Attractive (andro) [4], Magery 0 [5], Voice [10], Extended Lifespan 3 (normal maturity) [6]Disadvantages: Code of Honor (Elven) [-10], Sense of Duty (Elven Nation) [-15]Features: none

Sun (Gold, High) Elf [44]
Attributes: IQ +1 [20]Secondary Characteristics: HP -1 [-2], Will +1 [5], and Per +2 [10]Advantages: Night-vision 7 [7], Attractive (andro) [4], Magery 0 [5], Voice [10], Extended Lifespan 5 (normal maturity) [10], Artificer 1 [10]Disadvantages: Code of Honor (Elven) [-10], Sense of Duty (Evermeet) [-15], Odious Racial Habit (Haughty) [-10]Features: none

Half-Elf [15]
Attributes: noneSecondary Characteristics: Will +1 [5]Advantages: Attractive [4], Extended Lifespan 1 (normal maturity) [2], Charisma +2 [10], Night Vision 3 [3], Acute Vision +2 [4], Acute Hearing +1 [2]Disadvantages: Social Stigma (Half-Breed) [-5], Impulsiveness (12) [-10]
Features: Elf Blood: For all effects related to race a half-elf is considered to be an elf.

Gnomes
Rock Gnome [5]
Attributes: HT+1 [10], ST-1 [-10]Secondary Characteristics: MV -2 [-10], SM -2Advantages: Acute Hearing 2 [4], Acute Smell 2 [4], Night vision 7 [7], Extended Lifespan 2 [4], Magery 0 (Illusion College) [3], Widget-Worker 1 [5], Speak w burrowing mammals [10]Disadvantages: Curious (6) [-10], Intolerance (Orcs, Kobolds, and Goblins) [-5], Trickster (15) [-7]Features: none

Halflings
Lightfoot Halfling [23]
Attributes: DX+1 [20], ST-2 [-20]Secondary Characteristics: MV -2 [-10], SM -2Advantages: Acute Hearing 2 [4], Fearlessness 2 [4], Luck 2 (Defensive) [24], Silence 1 [5], Honest Face [1]Disadvantages: Chummy [-5]Features: none

Strongheart Halfling [23]
Attributes: DX+1 [20], ST-2 [-20]Secondary Characteristics: MV -2 [-10], Will +2 [10], HP +1 [2] , SM -2Advantages: Acute Hearing 2 [4], Fearlessness 2 [4], Luck 1 (Defensive) [12], Silence 1 [5],Honest Face [1]Disadvantages: Chummy [-5]Features: none

Humans
Humanity is the default from which all other races are judged, at least by a human's standards. As such they don't have any defining traits beyond those given to the individual character.

Planetouched
Aasimar [23]
Attributes: No changesSecondary Characteristics: Will+2 [10]Advantages: Charisma 2 [10];DR 2 (Acid, Cold, Electricity, -20%) [8]; Honest Face [1]; Sanitized Metabolism [1]
Perks: Illumination (Torch) [1]
Disadvantages: Divine Curse (Demons go after you first and worst, no matter who else is nearby) [-5]; Unnatural Features 2 [-2]Features: None

Air Genasi [60]
Attributes: DX +1 [20], IQ+1 [20]Secondary Characteristics: No changesAdvantages: Doesn’t Breathe [20], Levitation (One-Spell Magery 1, -80% + skill at IQ) [8], Vibration Sense [10]
Perks: Air Jet [1]
Disadvantages: Overconfidence [-5]; Short Attention Span [-10], Unnatural Features 2 [-2],
Quirks: Cares little for personal appearance or clothing [-1]Features: Receives +1 reaction bonus with air elementals, but a -1 reaction penalty with earth elementals

Earth Genasi [25]
Attributes: ST+1 [10], HT+1 [10]Secondary Characteristics: No changesAdvantages: Detect (Terrestrial Movement) [10], Hit Points+1 [2], Light Tread (One-Spell Magery 1, -80% + skill at IQ) [10]
Perks: Burrower [1]
Disadvantages: Hidebound [-5]; Oblivious [-5]; Stubbornness [-5], Unnatural Features 2 [-2]
Quirks: Clothing and person seems to attract dirt and dust [-1] Features: Receives +1 reaction bonus with earth elementals, but a -1 reaction penalty with air elementals

Fire Genasi [36]
Attributes: IQ+1 [20]Secondary Characteristics: No changesAdvantages: Control 2 (Fire) [40], DR 5 (Fire Heat only, -40%) [15]; Infravision [10], Temperature Tolerance 3 (heat only) [3]
Perks: Ignition [1]
Disadvantages: Bad Temper [-10]; Impulsiveness [-10]; Unnatural Features 2 [-2], Vulnerability (Cold x2) [-30]
Quirks: Prefers warm climates [-1]Features: Normal temperature “comfort zone” is between 50 and 105 degrees before adjustments, Receives +1 reaction bonus with fire elementals, but a -1 reaction penalty with water elementals

Tiefling [54]
Attributes: DX+1 [20], IQ+1 [20]Secondary Characteristics: No changesAdvantages: Dark Vision [15], DR 5 (Cold, Fire, Electricity, -20%) [20]
Perks: Gathered Shadows [1]
Disadvantages: Social Stigma (Diabolic Half-Breed) [-10], Unnatural Features 2 [-2]; Supernatural Feature (Eerie Presence) [-10]Features: None

Water Genasi [24]
Attributes: HT+1 [10]Secondary Characteristics: No changesAdvantages: Amphibious [10]; Doesn’t Breathe (Breathe Water, -50%) [10]; Nictitating Membrane 2 [2]; Pressure Support 2 [10]; Temperature Tolerance 3 (cold only) [3]
Perks: Rinse [1]
Disadvantages: Unnatural Features 2 [-2], Low-Empathy [-20]; Features: Receives +1 reaction bonus with water elementals, but a -1 reaction penalty with fire elementals

Wemics [38]
Attributes: ST +3 [27], DX +1 [20], IQ -1 [-20]**, HT +1 [+10]
Secondary Characteristics: SZ +1, Per +1 [5]
Advantages: Acute Senses 2 (Hearing) [4], Acutes Senses 2 (Taste and Smell) [4], Claws (Sharp) [5], Discriminatory Smell [15], Night-vision 5 [5], Outdoorsman +1 [10] Teeth (Sharp) [1]
Perks: Deep Sleeper, Fur
Disadvantages: Code of Honor (Wemic) [-10], Increased Consumption 1 [-10], Phobia 15- (Oceans) [-10], Sleepy (½ the time, need 10 hours of sleep) -8, Social Stigma (Beastman) -2/+2 [-10]
Quirks: Strong Accent
Features: Born Biter +1 (see Martial arts p 115), Tail

Footnotes:
*Dwarfsense Meta-trait [12] Absolute Direction: 3D Spatial Sense (Indoors and Underground Only -20%) [8]; Eye for Distance (Indoors and Underground Only -20%) [0]; Detect (Grade slope, New tunnel passage construction, sliding shifting walls and rooms, stonework traps; Indoors and Underground Only) [4]

** All penalties to IQ from racial templates do not affect derived attributes or traits.

Tuesday, May 3, 2016

Game Prep

Short post while I take a break from formatting. I finally settled on running my first GURPS game in the Forgotten Realms pre-Time of Troubles. I'm not sure that I'll include the ToT in my game because even though the setting I'm most familiar with is the 3rd edition version and thus post-ToT I like the more sword and sorcery vibe I'm getting from reading the old 1st edition Realms lore.

As for the actual game it got a fair start two weeks ago. We all met up and three of the four players started making characters, my wife held off because she'd just gotten done with an 8 hour work day on what was supposed to be a day off so she was fairly burnt out. She did come up with a concept though and since then we've worked out some of the traits she'll have. Everyone else is mostly done, they just need to buy equipment which depends on me getting it ready for presentation.

Oh right, the presentation. Did I explain this before? I'm going through and copy-pasting all the relevant rules into various documents to then be reformatted and printed off for my players. I've been assured by people on the forums that this isn't illegal as long as I don't disseminate the final document in any way beyond letting my players use it for game. Which I'm not and I honestly hadn't even thought to do. Though when I get it into a final format I may get a hard bound copy from Lulu or something since SJ Games seems to be alright with getting copies of the books done up that way for personal use as well. 

Anyway, back to the topic at hand. Did I mention I'm compiling, editing and formatting information from almost a dozen GURPS books into one set of documents for my players? It's a project that's already taken more than a month of mornings before work and periodically a hour or two afterwards before I crash. I'm through most of the stuff needed to make characters, though I'm only just finishing the F's for the skill descriptions and I haven't even gotten to equipment or magic yet. I think I'm just going to print a copy of the GURPS magic book for my players to use and copy things out of, it'll be quicker and easier than my reformatting everything and since I can already remove entire chapters (Technology college of magic anyone?) it shouldn't be too bad to print. Equipment's going to be killer though.

Alrighty, back to it and I promise I'll have actual content again soon since we should actually be playing game in a week or two.