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. |
Re: GURPS Dungeon Fantasy Races - 25 point templates
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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? |
Re: GURPS Dungeon Fantasy Races - 25 point templates
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[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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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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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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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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