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Old 11-07-2009, 03:30 PM   #1
mehrkat
 
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Default A new world need help stating races

Hi All I'm trying to create a midlevel time buy in game for GURPS. The general concepts are:
1. The Game uses GURPS lite generally except for templates which use all the books I have access to.
2. You can personalize by using GURPS lite and mixing and matching the templates or by increasing the points spent in attributes and skills.
3. The magic works in paths buying a level in the path gives a specific special ability the levels must be bought in order for each path but it is possible to buy multiple magic paths (and in fact many mages have 1 or 2 magics at low levels.
4. Templates include minimum functional attribute level and advantages necessary (no disads generally) but the attributes must be purchased.
5. Templates are really low point cost and sort of meant to be combined.

Unfortunately my GURPSfu is weak and I must turn to the wise GURPS masters of the board for suggestions. I'm planning to make a postable version of my own GURPS world with page references as an example of a GURPS world that allows generic fantasy but only requires reading the GURPS lite book and quick skim of the templates available.

Next followup post the races for the world.
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Old 11-07-2009, 03:32 PM   #2
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Default Re: A new world need help stating races

Human (zero points)
Average human most are shorter than average in America ranging primarily between 5 feet 2 inches and 6 feet 4 inches. Coloration for the humans varies in the Alaian kingdom are slightly European colorations mostly with some transplanted travelers resembling most Earth humans.
Humans are prolific as a species and have small nations the world all over the world.

Dwarves (+7 points)
Most Dwarves in the Alaian Kingdom come from the Caverns of Carutul. They are a subterranean race that is most comfortable on or around natural caverns either natural or artificial (houses). They are well known for their skills as metal workers. They are considered gruff and greedy by most races but are respected for their skills as both warriors and weaponsmiths.

Dwarves are short and squat about 5 feet tall but very broad about 3 1/2 feet wide they are very heavy for their size because they are more dense than other races. They cannot swim in water at all but must walk along the bottom or have some method of floatation.

Template
ST +1 (+10 points), +2 Will (+10) = 20 points
Advantages: Extended Lifespan 2 levels (+2), Nightvision +4 (+4) Singleminded (+5) Alcohol Tolerance (+1) = 12 points
Disadvantages: Phobia Open Spaces (-10) Stubbornness (-5) Basic Move -1 (-5) Dwarves Sink in Water (-5) = 25

Elves (+18 points)
Elves in the Alaian Kingdom come mostly from the Haen Forest an expanse of forest. They have lighter complexions than humans upturned ears and broader range of colors in their eyes and hair (orange hair green eyes etc). Most elves are strongly connected to nature and all appear like slender older teens in appearance.
Template:
ST -1 (-10) Perception +2 (+10) total +0
Advantages Appearance Atractive (+4) Unaging (+5) Hyperspectral Vision (+25) Less Sleep 4 (+8) Sanitized Metabolism (+1) total = 43
Disadvantages: Duty (to Elven Race as a whole - Elves are a dying race that breeding is difficult rarely) -5 Overconfidence (-5), Weirdness Magnet (-15)
Total Disads = 25

Gnome (+21 points)
Gnomes are the technologists of the world and all gnomes come from their Island fortress. The Island fortress is a plateau that farmers come from below ground to grow their foods though they all live under the ground. They sell the simplest of their goods careful to keep the secrets of its creation secret and dangerous to experiment with. There are theories that they share a common ancestor with Dwarves.

Template
IQ +1 (+20)
Advantages: Extended Lifespan 2 levels (+2), Nightvision +4 (+4) Singleminded (+5) Tech Level +1 tech level 6 (+5) Gnomish Equipment as a gnome you can buy gnomish equipment more easily and for normal price (+10) = 26 points
Disadvantages: Phobia Open Spaces (-10) Stubbornness (-5) Curious (-5) Duty gnomish race (-5), Basic Move -1 (-5) = 25 points

Goblin (-1 point)
Goblins are traders and gathers of strange things for sale. Their whole culture is built around the idea of profit and successful trade. Goblins are mostly tribe and extended clan based with a popular leader helping to make the decisions necessary for the tribe as a whole. This person is paid a portion of all tribe profits and leads (and gets the income) only as long as he doesn't get removed by popular vote.

Template
Size modifier -1 (0 points)
ST -2 (-20) DEX +1 (+20) total 0
Advantages: Cultural Familarity -- all races in game world (+20), Nightvision +4 (+4) total 24 points
Disadvantages: Greed (-15) Xenophilia (-10) total = 25 points

Katur (+36 points)
(Cat people -- shapeshifter into housecat)
Katur are curious to a fault and obsessed with their pleasures and comforts. They are clan based and nomadic. They consider both of their forms to be their true form (though they change to human form at unconsciousness). Their human form can pass for human except their ears are pointed and are more maliable than a humans (often making it difficult to keep lie since their ears move with their mood)
The Katur unlike most of the other races have no true territory but instead are mostly nomadic and as a people not truly respecting of any borders. This tends to make them a tolerated but not very well liked group.

Template human form
Size modifier 0
Dex +2 (+40) Perception +2 (+10) = 50
Disadvantage: Curious (-5), Dependency very common weekly - freshly killed meat (-10) (Easy to Read (-10), Impulsive (-10) Phobia crowds (-15) Social Stigma Katur (-5), Stress Avatism (-15) Total = 70
Advantages: Perfect Balance (+15), Silence 2 (+10) Combat Reflexes (+15) Deep Sleeper (+1 perk) Shape Change (+15) = 56 points

Template Cat form
Size Modifier -3 (between 5 and 15 lbs about 2 feet long)
ST -5 (-50 points) Dex +4 (+80 points) Perception +2 (+10 points) = 40 points
Speed 6 Dodge 10 move 10
Size -3 (10 lbs)
Advantages: Catfall (+10) Claws, Sharp (+5)Discriminatoy Smell (+15) Night Vision 5 (+5), Super Climbing 2 (+6) Super Jump (+10) Sharp Teeth (+1) Fur (+1 perk) = 53 points
Disadvantages: Cannot Speak (-15), Color Blindness (-10), Horizontal (Quadraped) (-10) No Fine Manipulators (-30) = 65 points
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Last edited by mehrkat; 11-08-2009 at 06:56 AM. Reason: fixing a typo
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Old 11-07-2009, 03:47 PM   #3
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Default Re: A new world need help stating races

I'm having difficulty with the contact rules as the rules seem to state that it is just for information but the Gnome contacts are a source for equipment that they have to pay for but that they can get. Is there a better advantage to use as the base for an equipment source?
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Old 11-07-2009, 04:36 PM   #4
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Default Re: A new world need help stating races

Quote:
Originally Posted by mehrkat View Post
Elves (+18 points)
Elves in the Alaian Kingdom come mostly from the Haen Forest an expanse of forest. They have lighter complexions than humans upturned ears and broader range of colors in their eyes and hair (orange hair green eyes etc). Most elves are strongly connected to nature and all appear like slender older teens in appearance.
Template:
ST -1 (-10) Perception +2 (+10) total +0
Advantages Appearance Atractive (+4) Unaging (+5) Hyperspectral Vision (+25) Less Sleep 4 (+8) Sanitized Metabolism (-1) total = 43
Disadvantages: Duty (to Elven Race as a whole - Elves are a dying race that breeding is difficult rarely) -5 Overconfidence (-5), Weirdness Magnet (-15)
Total Disads = 25
i noticed this typo ^^;; might be more just saw it then posted this
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Old 11-09-2009, 05:14 PM   #5
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Default Re: A new world need help stating races

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Originally Posted by mehrkat View Post
Dwarves (+7 points)

Dwarves Sink in Water (-5)
Cannot Swim is [-1].
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Old 11-09-2009, 05:50 PM   #6
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Default Re: A new world need help stating races

Quote:
Is there a better advantage {than Contact} to use as the base for an equipment source?
Did you consider Patron? You do say they have to pay, so that's a bit different from being given the equipment. Access to better equipment than normal is probably covered by Higher TL (tech level).
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Old 11-10-2009, 12:19 PM   #7
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Default Re: A new world need help stating races

Responses:

Sorry it took me a while to get back yesterday my computer hated the SJ games forum site for some reason.

Anaraxes
The high tech level takes care of access to the tech at all. My understanding of the rules is that high tech level only allows you a store of equipment that once used is gone and has a very steep cost curve.

The extra cost is for access to the merchants for "local prices". They still have to pay for anything they get but some things the merchants won't sell at all to anyone but another gnome (their own version of protecting the tech for their use) and some things they sell very expensively to any nonGnome.

Gold & Appel Inc.
I may wind up making it -1 just to stay as close to RAW as possible for this project but this seems like a small number of points to sink like a stone. Dwarves are heavy for their size being about 1 & 1/2 times the weight of a person of the same volume making them not only unable to swim but almost impossible to rescue if they fall in any liquid of approximately the density of water.
Is there a better way to stat this that I'm not seeing or is this a fair price?

Thanks for all your comments.
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Old 11-10-2009, 04:45 PM   #8
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Default Re: A new world need help stating races

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Originally Posted by mehrkat View Post
Gold & Appel Inc.
I may wind up making it -1 just to stay as close to RAW as possible for this project but this seems like a small number of points to sink like a stone. Dwarves are heavy for their size being about 1 & 1/2 times the weight of a person of the same volume making them not only unable to swim but almost impossible to rescue if they fall in any liquid of approximately the density of water.
Is there a better way to stat this that I'm not seeing or is this a fair price?
Presuming that the Dwarf is not knocked unconscious and has the good sense to avoid the opportunity for a sudden drop into deep water, he can probably extract himself from most situations in which he finds himself submerged by using his arms and legs in less time than the maximum for which he can hold his breath, so it's usually pretty non-lethal except in situations in which a normal Human would also probably be totally screwed (sinking ship far away from anything, hit over the head and dropped into a well, etc). For most practical purposes this limits his range of behavior in a manner that amounts to a "Dislikes Deep Water" Quirk.
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Old 11-10-2009, 05:52 PM   #9
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Default Re: A new world need help stating races

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Is there a better advantage to use as the base for an equipment source?
If it's generally available, but Gnomes have easier or slightly cheaper (or waive the premium price for "Gnomish" craftsmanship) access to it, it'd probably be a Perk.

If they instead have access to largely unique, custom gear, Supers includes the Unusual Backgrounds "Cutting Edge Equipment" for 5 points and "Inventor Friend" for 10 points.

If they are simply advanced across the board, they should just have High TL.

Edit: This really makes me want to add the Grand Gnomish Orrery in a campaign.
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Last edited by RyanW; 11-10-2009 at 05:59 PM.
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Old 11-11-2009, 07:12 AM   #10
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Default Re: A new world need help stating races

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Is there a better advantage to use as the base for an equipment source?
Power-Ups 2: Perks includes the "Cheaper Gear" perk, which lets you get a small discount on a large category of gear, or a big discount on a very specific category.
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