06-26-2006, 08:23 PM | #11 | |||
Join Date: Sep 2005
Location: Canada
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Re: Gurps: Templates
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06-27-2006, 03:28 AM | #12 | |||
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Gurps: Templates
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I included the Combat Reflexes as an option.
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-27-2006, 04:20 PM | #13 |
Join Date: Aug 2004
Location: Pasco, WA
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Re: Gurps: Templates
A few races from my own fantasy setting (with adjustments to make their point values round):
Mountain Dwarf 20 points Short, tough humanoids who usually live underground. The males are invariably bearded. Attribute Modifiers: ST+1 [10]. Secondary Characteristic Modifiers: Move-1 [-5]; Will+1 [5]. Advantages: Alcohol Tolerance [1]; Deep Sleeper [1]; Hard to Kill 1 [2]; Night Vision 3 [3]; Extended Lifespan 1 [2]; Magic Resistance (Above ground only, -20%) [2]. Disadvantages: Dislikes Deep Water [-1]. Hill Dwarf sub-race: Replace Magic Resistance with Temperature Tolerance 1 [1] and remove Dislikes Deep Water. 20 points. Elf 50 points Graceful, pointy-eared denizens of the forest. Attribute Modifiers: ST-1 [-10]; DX+1 [20]. Secondary Characteristic Modifiers: Per+1 [5]. Advantages: Appearance (Attractive) [4]; Less Sleep 3 [6]; Resistant to Disease (+8) [5]; Telescopic Vision 1 [5]; Unaging [15]. Goblin -20 points Small, hairless humanoids with green skin, a long, skinny nose, and pointed ears. Attribute Modifiers: ST-2 [-20]; DX+1 [20]; IQ-1 [-20]. Secondary Characteristic Modifiers: SM-1. Advantages: Immunity to Disease [10]; Infravision [10]; Reduced Consumption 2 (Cast-Iron Stomach) [4]. Disadvantages: Cowardice (15) [-5]; Short Lifespan 1 [-10]; Social Stigma (Second-Class Citizen) [-5]; Appearance (Unnattractive) [-4]. Onocentaur 60 points Creatures with the ears and lower body of a donkey and the upper body of a human. Attribute Modifiers: ST+1 [10]; ST+3 (Lower body only, -20%) [24]; HT+1 [10]. Secondary Characteristic Modifiers: FP-1 [-3]. Advantages: Acute Hearing 2 [4]; Claws (Hooves) [3]; Enhanced Move ½ (Ground) [10]; Extra Legs (Four Legs) [5]; Temperature Tolerance 3 [3]; Fur (Only on lower body, -20%) [1]; Talent (Green Thumb) 1 [5]. Disadvantages: Cannot Vomit [-1]; Congenial [-1]; Increased Consumption 1 [-10]. |
06-28-2006, 01:50 AM | #14 | |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Gurps: Templates
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But I'm curious: why "Cannot Vomit"? This is a bit weird-looking to me - not exactly the first thing I would have thought of when creating a centaur :)
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-28-2006, 02:03 AM | #15 |
Join Date: Mar 2006
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Re: Gurps: Templates
(probably because horses cannot vomit either)
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06-28-2006, 02:16 AM | #16 |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Gurps: Templates
They can't? Weird. What if they drink too much alcohol? Nature must have some sort of emergency plan...
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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06-28-2006, 05:27 AM | #17 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Gurps: Templates
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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06-28-2006, 12:25 PM | #18 |
Join Date: Jan 2006
Location: Washington state.
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Re: Gurps: Templates
Corpse -120 points
Advantages Doesn't Breathe [20] Doesn't Eat or Drink [10] Injury Tolerance (Unliving) [20] Legal Immunity [10] Psi Static [30] Immunity to Metabolic Hazards [30] Zeroed [10] Disadvantages Bad Smell [-10] Blindness [-50] Deafness [-20] Mute [-25] No Sense of Smell/Taste [-5] Numb [-20] Quadriplegic [-80] Supernatural Feature: Pallor [-10] Unhealing [-30] Features Spirit Not In Body [0] Notes: Designed for use with Alternate Form afflictions that could, potentially, raise a corpse into a zombie, or that can revive a person completely. Other uses are left as an exersize (or is that exorcize?) for the sadistic GM. Apply this template to the stats of whomever the dead person was in life. Basic stats and abilities are kept intact, just not in contact with the body, unless the corpse is acted on from an outside source. Spirit Not In Body allows us to overlook the fact that the remainder of this template would have the person be completely alert during, say, burial or cremation, but not able to move or speak. Modifying: In some campaigns, Social Stigma: Dead might be appropriate. Last edited by Atreyu_Hibiki; 06-28-2006 at 12:30 PM. |
06-28-2006, 12:40 PM | #19 | |
Join Date: Aug 2005
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Re: Gurps: Templates
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You forgot all the other disads for being an inanimate object. Such as can not learn IQ 0 and such |
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06-28-2006, 01:52 PM | #20 |
Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Re: Gurps: Templates
For the same Space/Cyberpunk setting the other little Templates/Lenses were designed for:
Ninja [+80 CP] Attributes: DX +2 [+40] Secondary Statistics: FP 10; HP 10; Speed 6 [+10]; Dodge 9 Advantages: Night Vision 3 [+3]; Combat Reflexes [+15]; Catfall [+10]; Fit [+5] Disadvantages: Extremely Hazardous Duty: Ninja Clan (12 or less) [-15]; Code of Honour: Professional [-10]; Secret: Ninja [-20] Skills: Stealth-[4]-13; Climbing-[4]-13; Shortsword-[4]-13; Knife-[8]-15; Knife Throwing-[2]-13; Garrote-[4]-14; add [4] to a skill of your choice; choose either #) Acting-[2]-10; Disguise-[4]-11; Poisons-[4]-10; Shadowing-[2]-10 or #) Karate-[8]-13; Judo-[4]-12 Notes: This is a low-power ninja, still rather realistic. He is not (yet) cybered, biomodified or psionically gifted. I'm fully aware that a huge number of other traits could easily be justified - this is deliberately a low-end design. These three Lenses can only be added on the Ninja Template: Lens: Loyal Servant [+10] Advantages: Patron (Master) (15 CP base, 9 or less, supplies equipment +50%) [+23] Disadvantages: Sense of Duty (Master) [-2]; Fanaticism: Loyal to Master [-15] Skills: add [4] to any one skill Notes: The "Master" is likely an individual, such as a Ninja-Clanlord or the CEO of a corporation. Lens: Mystical Assassin [+15] Attributes: IQ+1 [+20] Advantages: Intuition [+15] Disadvantages: Disciplines of Faith: Mysticism [-10]; Wealth: Poor [-15] Skills: Philosophy (choose one)-[4]-11; Savoir Faire: Temple-[1]-11 Lens: Killer for Hire [+0] Advantages: Reputation +2: Capable Hit-Man (underworld only) [+5]; Sharp Claws (Armor Divisor 3 +100%; Cybernetic +0%) [+10] Disadvantages: Callous [-5]; Greed (12) [-15] Skills: Add [4] to any one skill and [1] to any other skill
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
Last edited by zorg; 06-28-2006 at 01:56 PM. |
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