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Old 07-15-2020, 12:49 PM   #1
freismarticle
 
Join Date: Jul 2020
Default Homebrew Dark Sun Races

I am fairly new to the GURPS system, but I like what I have read about it so far. I have recently been trying to make templates for the races of D&D's Dark Sun setting. Seeing as I am still kind of green, I was wondering if anyone here could help me out with the design process. I already have most of these done, but I can't attest to their actual quality. Criticism is welcome. I also want to make some things clear before posting the stat blocks I've made.

1) There is a great deal of variability in the lifespans of the races in Dark Sun, however, I feel that statting those traits out is unnecessary because the timescale of the campaign I have them envisioned for (i.e. a 100 pt sword and sorcery style game) isn't long enough to make character lifespans relevant.

2) These race templates are my take on some of the Dark Sun races. They maintain the core idea of those races, but I did play around a bit with their senses and changed around certain abilities. My "interpretations" aren't set in stone, so don't worry about speaking your mind and suggesting else. They aren't strict copies of the canon material.

With that being said, here are the stat blocks I have composed so far and a short blurb of text to evoke the image of the race I have in mind.

Dwarf (41 pts)

They are like your typical fantasy dwarf, but entirely bald, lives above ground and they all have an obsessive goal they try to achieve throughout their lifetimes called a focus.

Physical Characteristics
Strength (ST) – 12 (20 pts); Health (HT) – 12 (20 pts); Intelligence (IQ) – 10 (0 pts); Dexterity – 10 (0 pts)
Hit Point (HP) – 12 (0 pts); Fatigue Points (FP) – 12 (0 pts); Will – 12 (10 pts); Perception (Per) – 10 (0 pts)
Basic Speed – 5.5 (0 pts); Basic Move – 4 (-5 pts)

Advantages
Eidetic Memory (5 pts)
Fearlessness 2 (4 pts)
Hard to Kill 4 (8 pts)
High Pain Threshold (10 pts)
Higher Purpose (Focus) (5 pts)
Lifting Strength 3 (9 pts)
Nictitating Membrane 1 (1 pts)
Resistant (Ingested Poison (10 pts)
Single-minded (5 pts)
Subsonic Hearing (5 pts)

Disadvantages
Bow-legged (1 pts)
Colorblindness (10 pts)
Disturbing Voice (10 pts)
Dull (1 pts)
Incurious (5 pts)
Motion Sickness (10 pts)
Odious Personal Habits (Wet Blanket) (5 pts)
Social Stigma (Minority Group) (10 pts)
Stubbornness (5 pts)
Obsession (Focus) (10 pts)

Elf (55 pts)

They, much like dwarves, are similar to regular fantasy elves; serene, graceful, and skilled are all terms that describe them. Unlike fantasy elves, they are all amazing long-distance runners, and they are all essentially arrogant xenophobic "gypsy-bedouins".

Physical Characteristics
Strength (ST) – 10 (0 pts); Health (HT) – 9 (-10 pts); Intelligence (IQ) – 10 (0 pts); Dexterity (DX) – 11 (20 pts)
Hit Points (HP) – 10 (0 pts); Fatigue Points (FP) – 10 (3 pts); Will – 10 (0 pts); Perception (Per) – 12 (10 pts)
Basic Speed – 5.0 (0 pts); Basic Move – 7 (10 pts)


Advantages
Acrobatics Skill 0 (4 pts)
Survival Skill (Desert) +2 (8 pts)
Acute Senses 4 (Vision (8 pts)
Fearlessness 1 (2 pts)
Infrared Vision (10 pts)
Nictitating Membrane 1 (1 pts)
Running Skill +3 (12 pts)
Very Fit (15 pts)
Voice (10 pts)
Silence 1 (5 pts)

Disadvantages
Callous (5 pts)
Distractible (1 pts)
Impulsiveness (10 pts)
Phobia 6 (Thri-kreen) (5 pts)
Racial Intolerance (10 pts)
Selfish 9 (5 pts)
Skinny (5 pts)
Social Stigma (Minority Group) (10 pts)

Half-Giant (46 pts)

Ogre-sized humans with distorted physical features and immense strength. They are kind of dumb and they are very easily manipulated. Their most unique feature is their impressionability: they quickly begin to mimic the people they spend time with.

Physical Characteristics
Strength (ST) – 15 (50 pts); Health (HT) – 13 (10 pts); Intelligence (IQ) – 8 (-40 pts); Dexterity (DX) – 10 (0 pts)
Hit Points (HP) – 17 (4 pts); Fatigue Points (FP) – 15 (6 pts); Will – 8 (0 pts); Perception (Per) – 8 (0pts)
Basic Speed – 5.25 (0 pts); Basic Move – 5 (0 pts); SM +1


Advantages
Damage Resistance 2 (10 pts)
Hard to Kill 6 (12 pts)
Hard to Subdue 4 (8 pts)
Hight Pain Threshold (10 pts)
Less Sleep 2 (4 pts)
Lifting Strength 2 (6 pts)
Nictitating Membrane 1 (1 pts)
Ultraviolet Vision (10 pts)

Disadvantages
Curious 9 (5 pts)
Disturbing Voice (10 pts)
Gregarious (10 pts)
Gullibility (10 pts)
Ham-Fisted (5 pts)
Increased Consumption 1 (Cast-Iron Stomach) (5 pts)
Non-Iconographic (10 pts)
Social Stigma (Valuable Property) (10 pts)

Halfling (50 pts)

Fun-sized Dark Sun elves. They are a race of highly xenophobic stone-age jungle dwellers. They are very mistrustful of anyone who isn't from their tribal group.

Physical Characteristics
Strength (ST) – 8 (-20 pts); Health (HT) – 9 (-10 pts); Intelligence (IQ) – 10 (0 pts); Dexterity (DX) – 10 (0 pts)
Hit Points (HP) – 8 (0 pts); Fatigue Points (FP) – 9 (0 pts); Will – 10 (0 pts); Perception (Per) – 13 (15 pts)
Basic Speed – 4.75; Basic Move – 5 (5 pts); SM -1


Advantages
Silent 3 (15 pts)
Versatile (5 pts)
Ultrahearing (5 pts)
Plant Empathy (5 pts)
Animal Empathy (5 pts)
Nictitating Membrane 1 (1 pts)
Mimicry (10 pts)
Danger Sense (15 pts)
Brachiator (5 pts)
Tracking Skill +3 (12 pts)
Survival Skill (Jungle) +2 (8 pts)

Disadvantages
Racial Intolerance (10 pts)
Curious 12 (5 pts)
Careful (1 pts)
Social Stigma (Minority Group) (10 pts)

Mul (65 pts)

A hybrid of dwarves and humans. They keep their human parent's stature while also getting all of their dwarven parent's strength and endurance. They can work and fight for incredibly long periods and they don't require nearly as much sleep.

Physical Characteristics

Strength (ST) – 12 (20 pts); Health (HT) – 13 (30 pts); Intelligence (IQ) – 10 (0 pts); Dexterity (DX) – 10 (0 pts)
Hit Points (HP) – 13 (0 pts); Fatigue Points (FP) – 16 (9 pts); Will – 11 (5 pts); Perception (Per) – 10 (0 pts)
Basic Speed – 5.75 (0 pts); Basic Move – 5 (0 pts)

Advantages
Very Fit (15 pts)
High Pain Threshold (10 pts)
Nictitating Membrane 1 (1 pts)
Fearlessness 2 (4 pts)
Hard to Kill 3 (6 pts)
Less Sleep 4 (8 pts)
Lifting Strength 3 (9 pts)
Alcohol Tolerance (1 pts)
Unfazeable (15 pts)
Damage Resistance 1 (5 pts)

Disadvantages
Sterile (0 pts)
Motion Sickness (10 pts)
Social Stigma (Valuable Property) (10 pts)
Loner 15 (5 pts)
Stubbornness (5 pts)
Colorblindness (10 pts)
Disturbing Voice (10 pts)
Bow-legged (1 pts)
Staid (1pts)
Dull (1pts)
Workaholic (5 pts)
Bad Temper (10 pts)

Thri-Kreen (65 pts)

Sapient mantis/cricket people. They have a racial memory and a low-level hive mind that connects all the members of their species. They also have a variety of mantis/cricked themed powers.

Physical Characteristics
Strength (ST) – 13 (30 pts); Health (HT) – 10 (0 pts); Intelligence (IQ) – 9 (-20 pts); Dexterity (DX) – 11 (20 pts)
Hit Points (HP) – 13 (0 pts); Fatigue Points (FP) – 10 (0 pts); Will – 11 (10 pts); Perception (Per) – 9 (0 pts)
Basic Speed – 5.25 (0 pts); Basic Move – 6 (5 pts)

Advantages
Affliction, Melee, Blood Agent, Paralysis, 2/day 1 (5 pts)
Doesn’t Sleep (20 pts)
Damage Resistance 3 (15 pts)
Racial Memory (15 pts)
Teeth (Sharp Teeth) (1 pts)
Claws (Blunt Claws) (3 pts)
Extra Arms 2 (20 pts)
Super Jump 2 (20 pts)
Discriminatory Smell (15 pts)
Nictitating Membrane 1 (1 pts)

Disadvantages
Restricted Diet (Fresh Meat) (10 pts)
Social Stigma (Minority Group) (10 pts)
No Sense of Humor (10 pts)
Selfless 12 (5 pts)
Disturbing Voice (10 pts)
Bad Sight (25 pts)
Colorblindness (10 pts)
Bloodlust (10 pts)
Obliviousness (5 pts)

I still need to finish working on the half-elves. I don't think they will be too difficult though.
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Old 07-15-2020, 01:47 PM   #2
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Homebrew Dark Sun Races

Do none of the races have extended lifespans in Dark Sun? In addition, Dark Sun is a horrifically dangerous setting (D&D long acknowledged this by having NPCs start at level 3), so I would suggest allocating points for an acquired trait package in each race. If we assume that the average Dark Sun PC will be 250 CP, I would suggest a 50 CP acquired trait package for each race included in their racial package (meaning that Humans would be a 50 CP race). For example:

Human (Dark Sun) [50]

Secondary Characteristics: Per+2 [10]; Basic Move+2 [10]

Advantages: Combat Reflexes [15]; Fit [5]

Skills: Brawling (E) DX+2 [2]; Observation (A) Per [2]; Stealth (A) DX [2]; Survival (Desert) (A) Per [2]; Wrestling (A) DX [2]

In general, any human who did not develop the above traits would not survive out of childhood on Dark Sun. Other races would have their own acquired trait packages.
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Old 07-15-2020, 02:09 PM   #3
Fred Brackin
 
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Default Re: Homebrew Dark Sun Races

Quote:
Originally Posted by AlexanderHowl View Post
Do none of the races have extended lifespans in Dark Sun? .
Pretty much only the Dwarves at maybe 250 years. The Elves live maybe 10 years longer than the humans do.
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Old 07-15-2020, 02:10 PM   #4
Imbicatus
 
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Default Re: Homebrew Dark Sun Races

I follow the lead from dungeon fantasy and never charge points for racial longevity or unaging. It almost never directly impacts the narrative, and for Dark Sun it’s even more unlikely to matter than in DF.

I would look at designing talents for skill boosts instead of directly putting racial skills.

There are also some advantages and disadvantages that are either redundant or don’t make much sense for the setting. For muls you have both fearlessness and unfazeable, unfazeable Makes fearlessness redundant.

Motion Sickness seems like a bad fit for the setting, and shouldn’t be worth -10 points even if you include it as there are not that many forms of transportation where it would be relevant.

Lifting St is an appropriate way to mimic D&D increased encumbrance for dwarves & muls, but will have the unintended consequence of making them very good grapplers.
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Old 07-15-2020, 02:12 PM   #5
freismarticle
 
Join Date: Jul 2020
Default Re: Homebrew Dark Sun Races

Yeah, some of the races do have extended lifespans, though they aren't all that much longer than that of humans. There aren't any elves who live for millennia. The only race who kind of breaks this mold is the thri-kreen. They technically only live for about 25 years give or take. I know that something like that could be achieved with the shorter life-span disadvantage, but the thing is they really don't feel the effects of their age until the very end of those 25 years. I am not really sure how to achieve that.

Would 250 pts be too powerful? I sometimes worry that inflating the points too high would lead to them trivializing most challenges (I not very familiar with the balance in GURPS). I am aiming for a tone that is realistic but gritty.

What exactly is a trait package by the way? I think I understand what you mean but would you mind clarifying?
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Old 07-15-2020, 02:14 PM   #6
Anders
 
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Default Re: Homebrew Dark Sun Races

Here are my templates:

AarakocraTemplate
Attributes: DX +1 [20]; HT +1 [10].
Characteristics: Size Modifier 0 [0].
Advantages: Acute Vision 1 [2]; Claws (Sharp) [5]; Feathers [1]; Flight (Accessibility: Low Encum-brance, -20%; Catfall, +5%; Magic, -10%; Winged, -25%) [20]; Sharp Teeth [1].
Racial Skill Bonuses: Aerobatics +2 [4].
Disadvantages: Delusion (Racial Supremacy) [-5]; Vulnerability: Crushing, Χ2 [-30].
Language: Aarakocra (Native/None) [-3].
Point Total: 25 points

Dwarf
Template
Attributes: ST +1 [10]; DX -1 [-20]; HT +2 [20].
Characteristics: Size Modifier 0 [0].
Advantages: Fit [5]; Higher Purpose: Focus (can change upon completion, +100%) [10]; Infravision [10]; Resistance: Poison (+3) [5].
Disadvantages: Obsession: Focus (12) [-5]; Stub-bornness (12) [-5]; Workaholic [-5].
Language: Dwarven (Native/None) [-3]; Trade Tongue (Native/None) [3].
Features: Cannot learn wizardly magic.
Point Total: 25 points

Elves
Template
Attributes: DX +1 [20].
Characteristics: HP -1 [-2]; Basic Move +5 [25]; Size Modifier 0 [0].
Advantages: Desert Runner 1 [5]; Infravision [10]; Temperature Tolerance 3 (Hot) [3].
Disadvantages: Compulsive Behavior (Trust Tests) (12) [-10]; Dependency: Running free, Weekly [-10]; Dislikes hard labor [-1]; Impulsiveness (15) [-5]; Sense of Duty (Tribe) [-5]; Vow: Will not ride animals [-5].
Language: Elven (Native/None) [-3]; Trade Tongue (Native/None) [3].
Point Total: 25 points

Desert-Runner
5 points/level
Bow, Hiking, Merchant, Running, Survival (Desert), Sword.
Reaction Bonus: Other members of the same tribe.

Compulsive Behavior: Trust-Tests
-10 points*
Elves will test the trust of those around them. This can be anything from telling someone a secret (if the person tells anyone, he has failed the test) to as dangerous as destroying some of the water re-serves and see if they get their fair share.

Half-Elves
Template
Characteristics: Basic Move +2 [10]; Size Modi-fier 0 [0].
Advantages: Infravision [10].
Racial Skill Bonus: Survival +2 [4].
Disadvantages: Seeks acceptance from half-elves and humans [-1].
Language: Trade Tongue (Native/None) [-3].
Point Total: 20 points

Half-Giants
Template
Attributes: ST +8* [80]; IQ -2 [-40].
Characteristics: Extra HP +5 [10]; Size Modifier +2 [0].
Advantages: Damage Resistance 2 (Tough Skin,
-40%) [6]; Reduced Consumption 1 [2].
Disadvantages: Coopted Habits [-10]; Dyslexia [-10]; Innumerate [-5]; Social Stigma: Uneducated [-5].
Features: Cannot learn wizard magic.
Language: Trade Tongue (Native/None) [-3].
Point Total: 25 points

* Knowing Your Own Strength rules. Corresponding ST for normal GURPS would be 25. If you do this, remove Extra HP and change Point Total to 55.

Coopted Habits
Half-Giants coopt the habits of charismatic people around them. If they spend more than three days in the company of other people, they will coopt -10 points worth of the most charismatic person’s dis-advantages. The GM decides what disadvantages are co-opted. He will also be loyal to that person, as if he had a Sense of Duty towards him.
If there is no suitable person around, the half-giant is grouchy and bad-tempered, as if he had Bad Temper (12).

Halflings
Template
Attributes: ST -3 [-30]; DX +2 [40]; HT +2 [20].
Characteristics: Basic Move -1 [-5]; Size Modifi-er -2 [0]; Per +1 [5].
Advantages: Jungle Warrior 1 [5]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5].
Disadvantages: Sense of Duty (Nature) [-15].
Features: Cannot learn wizard magic.
Language: Halfling (Native/None) [-3].
Point Total: 25 points.

Jungle Warrior
5 points/level
Blowpipe, Camouflage, Climbing, Stealth, Survival, Tracking.
Reaction Bonus: Other halflings.

Humans
Template
Characteristics: Size Modifier 0 [0]
Language: City Tongue (Native/None) [3]; Trade Tongue (Native/None) [-3].
Point Total: 0 points

Mul
Template
Attributes: ST +2 [20]; IQ -1 [-20]; HT +1 [10].
Characteristics: FP +1 [3]; Size Modifier 0 [0].
Advantages: Rapid Healing [5]; Very Fit [15].
Disadvantages: Odious Personal Habit 1 (Rude and temperamental) [-5].
Features: Cannot learn wizard magic.
Language: Trade-Tongue (Native/None) [-3].
Point Total: 0 points

Pterrans
Template
Attributes: ST +1 [10].
Characteristics: Size Modifier 0 [0]
Advantages: Acute Vision +1 [2]; Damage Re-sistance 2 (Tough Hide, -40%) [6]; Claws (Sharp) [5].
Disadvantages: Ham-Fisted [-5]; Sense of Duty (Nature) [-15].
Language: Pterran (Native/None) [-3].
Point Total: 0 points.

Thri-Kreen
Template
Attributes: ST +4* [40]; DX +2 [40].
Characteristics: Basic Move +2 [10]; Size Modifier +1 [0].
Advantages: Damage Resistance 5 (Can’t Wear Armor, -40%) [15]; Doesn’t Sleep [20]; Extra Arms 2 [20]; Sharp Teeth [1]; Vibration Sense (Air) [10].
Disadvantages: Appearance: Hideous (Not Own Race, -25%) [-12]; Delusion (Racial Supremancy) [-5]; Likes Elves (to eat) [-1]; Low Empathy (Not own race, -25%) [-15]; Sense of Duty (Pack) [-5]; Short Lifespan 1 [-10]; Social Stigma (Uneducated) [-5]; Wealth (Dead Broke) [-25].
Features: Cannot learn wizard magic.
Language: Thri-Kreen (Native/None) [-3].
Point Total: 75 points

* Know Your Own Strength rules. Corresponds to ST +5 in normal GURPS. Increase Point Total to 80.

Optional Advantages
As they age, some thri-kreen develop special abilities. They can buy these with character points at any time.

Dodge Missiles
You get a +1 to Dodge missile attacks. 9 points

Extra Attacks
A thri-kreen can buy four levels of Extra Attacks over and above what your professional template allows. 25 points/level

Super Jump
This doubles the distance and height you can achieve when jumping (see Jumping p. B352). Your Move while jumping is the greater of your normal Ground Move and 1/5 your maximum long jump distance. 10 points

Venomous Saliva
Your bite delivers a paralytic saliva. This only works if your bite penetrates armor; if you do, you can choose to deliver the venom. The victim gets a HT roll to resist – if he fails, he is paralyzed (p. B428) for a number of minutes equal to the margin of failure on his HT roll. 25 points
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Old 07-15-2020, 02:16 PM   #7
Anders
 
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Default Re: Homebrew Dark Sun Races

So. A few points.

As noted, I use Know Your Own Strength, which is in a Pyramid magazine. This means that ST is not modified for Size Modifier.

I use the Dark Sun rules from 2nd edition, so they may be different from what you're used to.

I would start characters at 150 points; as noted, Athas is a dangerous setting. I would not change the human template - beginning at a higher point level solves that.

I also have some ideas for how to handle Defiling magic. If you want to know more, we can discuss it in this thread, or you can PM me.

Your templates look fine, but you might look at mine for inspiration.
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Old 07-15-2020, 02:18 PM   #8
Fred Brackin
 
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Default Re: Homebrew Dark Sun Races

Quote:
Originally Posted by freismarticle View Post
Y There aren't any elves who live for millennia.
Even in regular D&D elves haven't lived (in the Prime Material Plane at least) for millennia since 1st ed. There are some magic-based exceptions and the Elves of Cerilia (Birthright) who actually are Unaging.
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Old 07-15-2020, 02:18 PM   #9
freismarticle
 
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Default Re: Homebrew Dark Sun Races

Thank you for all of the suggestions so far. Yes, I would be curious about your take on Defiling Magic.
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Old 07-15-2020, 02:33 PM   #10
Anders
 
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Default Re: Homebrew Dark Sun Races

If you have Magic or Thaumatology, Defiling is a version of Black Magic (p. M156) or Spirit Magic (p. T90). You don't need a contract to use it. It allows you to gather up to Thaumatology x3 energy points from the vegetation in the environment, but you gain Spiritual Distortion as per the normal rules. If you reach 10 levels, you lose all life-affirming advantages and disadvantages (GM's decision, but Rapid Healing and Charitable are both in danger) and gain an Addiction to Defiling magic and some life-denying disadvantages (Life-bane is probable, as are Hideous Appearance, Bad Smell and Frightens Animals).

How large an area you defile is calculated as for Area cost, but I haven't worked out how much each environment gives per area radius. Jungle should give maybe 10 energy points, but the details are still vague. If you use druid magic (from Dungeon Fantasy), Nature's Strength is -10 in a defiled area, increasing by 1 for every 100 years that have gone since the defiler was there.

Something like that. I haven't worked out the details yet.
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