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.

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