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Old 01-27-2008, 11:15 AM   #81
pnewman
 
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Gnomes Dungeon Fantasy Racial Template

Gnome [+25 points]

ST -1 [10], HT +1 [10], Basic Move -1 [-5], SM -1 [0], Charisma/1 [5], Common Sense [10], Cultural Familiarity/any one non Gnomish humanoid [1]^, Language: Gnomish (native/native [0], Language: Common [native/native] [6], Dammage Resistance/1 (tough skin -40%) [3], Extended Lifespan/1 [1]* Perk/Honest Face [1], Talent/Green Thumb/1 [5], Quirk - Broad Minded [-1], Quirk - Sense of Duty (Nature) [-1].

I didn't post Gnomes earlier because I don't find them very interesting, and tend not to use them. This is a traditional Gnome, not a Dragonlanceish Tinker-Gnome.

^ Per GURPS 4th ed Campaigns p 23 Cultural Familiarity "costs 1 point per culture of the same (or very similar) race, or 2 points per alien culture" I am assuming that in GURPS Dungeon Fantasy most races are 'very similar' to humans, as Dungeon Fantasy tends not to have rich and distinctive racial cultures. I am assuming that in most cases non-human races have only one culture.

* I am deliberately reducing the cost of all aging related advantages and disadvantages for GURPS Dungeon Fantasy, on the assumption that most Dungeon Fantasy campaigns won't last long enough, in game time, for them to matter as much.
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Old 01-27-2008, 11:24 AM   #82
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by pnewman
This is a traditional Gnome, not a Dragonlanceish Tinker-Gnome.
Thanks, I'm inclined to prefer most of the old-classic AD&D assumptions.
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Old 01-27-2008, 01:58 PM   #83
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Interesting thought, about those Pachekki. You could adapt many of the Aliens races to work in a fantasy setting. Take the Kaa (stats from the 4e conversion PDF) for exemple.

Kaa [23] p. A64
Attributes: ST +1 [10]
Secondary Characteristics: HP +1 [2]; FP +1 [3]
Advantages: Ambidexterity [5]; Claws: Blunt [3];
Constriction Attack [15]; Damage Resistance +2 (Tough
Skin, -40%) [6]; Extra-Flexible Arms [10]; Flexibility: Double-
Jointed [15]; Innate Attack: Toxic 2 (Venom) (Cyclic, 1 hour
interval, 5 cycles, resistible, +40%; Follow-Up: Sharp
Teeth, +0%; Resistible, HT-3, -15%) [10];
Talent: Strategist +1 [5]; Teeth: Sharp [1]; Voice [10]
Disadvantages: Bad Sight: Near-Sighted (Mitigator:
Glasses, -60%) [-10]; Bully (12) [-10]; Code of Honor (Avenge
all insults, slay all enemies) [-15]; Cowardice (12) [-10];
Delusion (Gaudy displays impress everyone) [-10];
No Legs (Slithers) [0]; Odious Racial Habit (Eats
Sentients) [-15]; Reputation -2 [-10]
Skills: Hypnotism @ IQ+1 (H) [8]
Talents: Strategist: Detect Lies, Diplomacy, Interrogation,
Intimidation, Strategy. Reaction Bonus: Anyone who sees you
operate. 5 points/level.

Perfect for Evil Serpent-men in any swords and sorcery campaign, right?

Last edited by LoneWolf23k; 01-27-2008 at 02:10 PM.
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Old 01-28-2008, 12:47 AM   #84
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by LoneWolf23k
Interesting thought, about those Pachekki. You could adapt many of the Aliens races to work in a fantasy setting. Take the Kaa (stats from the 4e conversion PDF) for exemple.

Kaa [23] p. A64
Disadvantages: Bad Sight: Near-Sighted (Mitigator:
Glasses, -60%) [-10];
Perfect for Evil Serpent-men in any swords and sorcery campaign, right?
Well, per GURPS 4th ed Basic set unless your swords and sorcery world is TL 5 or better [1], which seems inappropriate for the genre, then the Kass won't have a mitigator for their bad sight. I suppose you could say that Kaa have glasses but no other TL5+ items, but I'd be inclined to remove mitigator or the whole Bad Sight disadvantage.

[1] Are glasses really TL 5, and not TL 4? Even if they're really only TL 4 they still aren't right for most sword & sorcery settings.
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Old 01-28-2008, 07:37 PM   #85
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by pnewman
Well, per GURPS 4th ed Basic set unless your swords and sorcery world is TL 5 or better [1], which seems inappropriate for the genre, then the Kass won't have a mitigator for their bad sight. I suppose you could say that Kaa have glasses but no other TL5+ items, but I'd be inclined to remove mitigator or the whole Bad Sight disadvantage.

[1] Are glasses really TL 5, and not TL 4? Even if they're really only TL 4 they still aren't right for most sword & sorcery settings.
DF:A has glasses (and sunglasses!) in it's equipment list. They may not have been available realistically, but in GURPS Dungeon Fantasy, you can certainly obtain them.
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Old 01-28-2008, 07:54 PM   #86
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

I'd say that glasses are a pretty solid TL4 (they were around in the 1300s, weren't they? So really, they aren't much more of an anachronism than rapiers.
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Old 01-28-2008, 08:07 PM   #87
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Glasses are about as anachronistic as rapiers in a TL3 dungeon setting, yeah. That's why they're there, along with rapiers.
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Old 10-22-2011, 04:48 AM   #88
Threshold
 
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

pnewman, do you have a compilation of all of these races? Or should I extract them here and there from this thread?
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