09-28-2011, 10:33 PM | #11 | ||||
Join Date: Aug 2010
Location: Tualatin ,OR
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Re: fantasy sapient species templates
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Khama port city. Quote:
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09-29-2011, 04:43 AM | #12 |
Join Date: Jul 2007
Location: One Mile Up
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Re: fantasy sapient species templates
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10-01-2011, 06:38 PM | #13 | ||
Join Date: Aug 2010
Location: Tualatin ,OR
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Re: fantasy sapient species templates
the cyclopes of the Desert of Spines are rather large averging about 13.9 feet (or 423.67 cm) and weighing in at 1503.97 lb (682.18kg) they also aren't native to the Desert of Spines but to the Savanna south east of there. They have no necks and have a huge toothy mouth stretching shoulder to shoulder. three fingered meaty hands and thick hard greenish gray skin.
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but wherever the cyclopes are found the Trulus cant be far behind. they look like four eyed fanged anthropomorphic deer. there eyes can extend onto eye-stalks so they can look around them selves. Quote:
both of them are feared by most of the known world mostly becuse of there alchemical prowess as the inventors of gun power, and the fact that honoring the dead to them means eating them. so.. comments? |
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10-01-2011, 07:20 PM | #14 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: fantasy sapient species templates
Here is one of my favorite oddities.
Chelone [199] Attribute Modifiers: ST+40 (SM-50%, No Fine Manipulators-40%=-80%) [80]; IQ +2 [40]; HT+2 [20]; DX -2 [-40] Secondary Characteristic Modifiers: Default water move 5 enhanced to 10; Default Land move 1; default bite Thr-1 cut =5d-3; Default Payload 1000 pounds. Advantages: Breath holding 2 [4]; Enhanced Move 1 (water) [20]; Nictating Membrane 5 [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 1 [5]; Scanning Sense, Sonar [20]; Speak Underwater [5]; Ultrasonic Hearing [5]; Ultrasonic Speech [0]; DR 5 [25]; Spirit Empathy [10]; Social Regard (Venerated) +1 [5]; Unaging [15]; Sharp Teeth [1]; Payload 2 (Cosmic+50% Extradimensional space) [3] Disadvantages: Semi Aquatic [0]; Low TL 3 [-15]; No Fine Manipulators [-30] Quirks: Penetrating Voice [1] Racial Skills: Features: Can actually understand and speak the dolphins native language. Enhanced move is actually from a powerful muscle that can pump in water and pump it back out to create a powerful water jet that can propel them remarkably quickly. They can bite and quickly duck into their shell so make dangerous fighters but older ones normally use magical powers in combat. Appearance: SM (4+1) 30' diameter shell. Giant sea turtles! Common Advantages and Disadvantages Compartmentalized Mind [65] (Switchable and Parallel +30%) Buying up the Payload ability is pretty much expected. Culture Chelone are said to be among the oldest of sentient beings and they have a deep and rich philosophy, though no one else really cares about it or understands it. This does not bother them any though because as they get older a Chelone becomes perfectly able to hold conversations and debate with itself. They are very mystical and spiritually attuned and act as center points of multi-species tribes typically composed of 1 Chelone, a dozen or so Merfolk and 20 to 30 Dolphins. These tribes have the Chelone as Shaman to provide spiritual powers for seeking food and shelter and protection against the larger monsters of the deep. The dolphins act as scouts and front line warriors and the merfolk a versatile mix of magic and personal combat and handle the trading with other tribes or cultures they meet. As part of thier Spirit powers Chelone can create a pocket space to store stuff and even hold companions, though the space is extradimensional so it must be opened periodically to refresh the air. The ability to haul and store significant weight without slowing down tribe movement is another factor in these multiracial groupings. They go on land to lay their eggs once every 30 years and they tend to do this where they themselves were born. Often Merfolk or Sea Elves will have villages nearby. Note that they are as fast as the average merfolk in my world and slower then dolphins. Both are similar to existing templates but I have modified them a little. |
10-01-2011, 07:55 PM | #15 |
Join Date: Aug 2010
Location: Tualatin ,OR
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Re: fantasy sapient species templates
cool i am going to steal this for my TL1 island setting. this reminds me i need to get my centipede/Hammerhead shark race finished.
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10-02-2011, 12:17 PM | #16 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: fantasy sapient species templates
Shoshfaff [-188]
Culture: Caste based society; reincarnation according to Karmic Fortune. Death, being progress, is regarded much as charity in Hominan society. They are evolved cephalopods using giant crustaceans as mounts. Relations with other species are awkward - they scare others to death - but trade is possible using trained, modified, "volunteer" translators; who are blinded and taught to understand Shoshfaff but they cannot speak it. Renowned as a source of living materiel* they are in fact middlemen; their source is beyond/ within their territory. *floor-pelts that live on dirt, armour that heals itself and absorbs your sweat, etc. Shoshfaff Head [-82] Attributes: ST 4 [-60] DX 10 [0] IQ 12 [40] HT 10 [0] Secondary Characteristics: Dmg 1d-5/1d-4; BL 3.2 lbs.; HP 8 [8]; Will 12 [0]; Per 12 [0]; FP10 [0]; Basic Speed 5 [0]; Basic Move 1 [-20]. Advantages: SM –4, Acute Vision +2 [4]; Amphibious [10]; Chameleon +1 [5]; Clinging (Flesh, –40%) [12]; Doesn’t Breathe (O2 Absorb, –25%) [15]; Acute Touch 4 [8]; Night Vision +5 [5]; 6 Mouth Tentacles [3]: (One Hand [-15]; Bad Grip –4 [-10]; Extra Flexible +50%, Short –50%, Foot Manip –30%), Extended Life x4 [8]; Injury Tolerance: No Neck [5]; No Legs [5]; Teeth: Sharp Beak Th-1 pi+ [1]; Magery 0 [5]; Peripheral Vision: Big Eyes [12]; Reduced Consumption 3 [6]; Regeneration: Slow [10]; Possession: Parasitic (External Only, Puppet Only –90%) [10]; Puppets [10]; Ally [6] (<25%, all the time [x4]; Minion +50%, Sympathy: “Head” wounds affect Body unto death but “Body” wounds do not affect “Head” –10%) Slippery +2 [4]; Speak Underwater: interface crossing [8]; Terror: always on –20% [24]. Disadvantages: Skinny [-5]; Appearance: Monstrous [-20] not own species, Disciplines of Faith: Ritualism [-5]; Disturbing Voice [-10]; Frightens Animals [-10]; Hard of Hearing [-10]; Invertebrate [-20]; No Legs: semi-aquatic [0]; Sadism 6 [-30]; Secret: Head on a Chicken [-10] and Front-men for Shofoffst [-5]; Chauvinism [-1]; Undiscriminating [-1]; Imaginative [-1]; Proud [-1]; Playful [-1]; Oblivious [-1]; Loner 12 [-5]. Talents: Social, Words, Business Acumen or Smooth Operator. Anti-Talents: any Combat, Animal Friend or Science. Career: Merchant, Diplomat, Bureaucrat, Exec. Shoshfaff Body [-106] -120Attributes: ST 12 [20] DX 10 IQ 2 [-160] HT 12 [20] Secondary Characteristics: Dmg 1d-2/1d; BL 20 lbs.; HP [0]; Will [0]; Per [0]; FP [0]; Basic Speed [0]; Basic Move [0]. 174Advantages: HP +4 [8]; Perception +10 [50]; Fatigue +4 [12]; Doesn’t Breathe: Absorbs O2 [15]; Amphibious [10]; Claws: Talons [8]; Reduced Consumption: Caste Iron Stomach [1]; Injury Tolerance: No Head, Eyes or Neck [17]; Acute Touch +4 [8]; Vibration Sense: Air & Water [20]; DR5 Semi-ablative, Hardened (2) [25]. -160Disadvantages: Odious Habits: Eats Anything [-10]; Stinks Like Dead Fish [-10]; Leaks Eggs [-5]; Appearance: Monstrous [-20]; Domestic Animal [-30]; Bad Grip –3 [-15]; Short Lifespan [-10]; Blind [-50]; Bestial [-10].
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10-03-2011, 08:43 PM | #17 |
Join Date: Nov 2008
Location: Yukon, OK
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Gnomes
A different take on Gnomes.....
Gnomes [48] Attribute Modifiers: ST -1 [-10]; DX+1 [20]; High Manual Dexterity +4 [20] Secondary Characteristic Modifiers: Basic Move -1 [-5] Advantages: Acute Vision 2 [4]; Microscopic Vision 1000x (2nd and 3rd levels have Magic PM -10%) [14]; Nictating membrane 2 [2]; Longevity [2] Disadvantages: Quirks: Honest Face [1] Features: Very large eyes, making them look almost childlike to many races. Gnomish writing uses very small marks that only a gnome can read or write without magic or special equipment. Description: Gnomes resemble Dwarves but have much larger eyes and are shorter and smaller of build then Dwarves. Gnomes are 1/14 feet shorter and 25 lbs less then a human of the same ST. Common Advantages and Disadvantages Many craft related talents and skills to take advantage of their special abilities. Artificer, Gifted Artist, Green Thumb (can see details in the soil, parasites and plants), Healer Culture Gnomes live mostly among the dwarves but can be found in the cities of many other races as well. They are highly respected craftsman and able to do and look at fine work in great detail due to their specially adapted eyes and hands. They are rarely seen outside of a town as their skills are highly marketable and they tend to do very well in town, compared to a life of adventuring or travel. Gnomish craftsmanship tends to command a premium and typically has very fine detail. Also almost work is signed, though it typically takes a Gnome to see it. |
10-05-2011, 08:44 PM | #18 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: fantasy sapient species templates
A replacement for halflings :)
Originally inspired by I think it was the An Phar in GURPS Aliens, though they dont look much like them anymore. Name Khemites [18] Attribute Modifiers: ST +1 [10]; HT+2 [10] Advantages: Green Thumb 1 [5]; Plant Empathy [5]; Discriminatory Taste [10]; Empathy, Sensitive [5]; Fit [5]; Disadvantages: Chummy [-10]; Easy to Read [-10]; Honesty [-10]; Lecherousness [-15] Quirks:Loves to party [-1] Racial Skills: Farming IQ (A) [2] -10 Features: Fur; No Hangover [2] Appearance: Slightly taller and stockier then the average human they have flattened feline faces and a light coating of brown to orange fur over their bodies. They have no fangs, just canines similar to a human. However they do have wider mouths, 8 extra molars and large flattened tongues (similar to a cat) that are excellent at taste. Common Advantages and Disadvantages Very Fit, higher levels of Green Thumb, buy off Easy to Read (town merchants and traders often have done this) Culture Khemites are the premier farmers of the world and above average cooks as well. They get along very well with almost everyone but tend to stick to themselves and rarely travel. They are a hardworking people and work communal farms that are owned by the village. Each village will have a Great Hall which is where they share the evening meal and then party afterwards. They have no individual families and mates are taken casually and the kids raised by the village. To a khemite his village IS his family. Most are farmers and a village typically exports food for supplies, however most professions are found in a village and they are pretty self sufficient. Primarily they buy tools or materials from outsiders. They live mostly in the plains but sometimes you can find them in wetlands. They make great hosts and merchants and other travelers are happy for any excuse to stop by for an evening. They are not fertile with other species but are happy to have intimate relations and they make great food and ale so its typically a wild party every night. Magic Khemites have developed herb lore and use it for medicines, wards and other uses. They dont practice other magic, mostly because learning would require leaving the village and much of a mages studies and workings are solitary. However they typically have fauns nearby and will aid them in ceremonial magic. Martial Skills Khemites have many friends and no natural enemies so are not typically great warriors or put much time into training. However they do have to deal with some predators and the occasional bandit so do have some experience. They prefer ranged weaponry and a small group of them will have and use bows and most will know how to throw a javelin. In dangerous areas you will see javelin stands scattered about the fields. When it comes to hand weapons they will typically use what they have on hand which is often shovels, small picks, scythe and axes depending on the season and the crop. Last edited by Refplace; 10-06-2011 at 12:51 AM. Reason: Added Perks |
10-07-2011, 12:51 PM | #19 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: fantasy sapient species templates
So I built these guys by starting with the idea of halflings that rolled then went kinda crazy and over the top.
Name Treefrogs [127] Wont be the official name but havent thought of one yet Attribute Modifiers: DX+1 [20]; ST -2 [-20]; IQ -1 [-20] Secondary Characteristic Modifiers: SM-2 [0] about 3 feet long or can stand upright for 2 ft high. Claws 1d-3 (cutting); Bite 1d-4 (cutting) Jump Using Jumping skill base is 6 for High Jump 17' 4" Broad Jump 72' So Jump Move is 14 Slam 1d Advantages: Sharp Claws [5]; Sharp Teeth [1]; Extra Arms 2 (Foot Manipulators, -30%) [14]; Extra legs 4 [5]; Double Jointed [15]; Clinging [20]; Brachiator [5]; Catfall [10]; Super Jump 3 [15]; Chameleon 2 [10]; DR 2 (Tough Skin -40%, Can't Wear Armor, -40%) [2]; DR +5 (As regular but also only for falls and slams) [5]; Slippery 2 [4]; Enhanced Tracking [5]; Extra Attack [25]; Perfect Balance [15]; Peripheral Vision [15]; Disadvantages: Cold Blooded 50 degrees [-5]; Extra Sleep 2 hours [-4]; Impulsiveness (-12) [-10]; Magic Susceptibility 2 [-6] Quirks: Racial Skills: Jumping DX +1 (E) [2] -12; Acrobatics DX -2 (H) [1] 10-; Climbing DX-1 (A) [1] -11; Brawling DX (E) [1] -11, Tactics IQ -2 (H) [1] -7 Features: 4 full legs, 2 arms and 2 mixed arm/legs for a total of 8 limbs; Rubbery skin that can harden or soften and change color at will. Appearance: These Amphibians are born in the water but spend most of their adult lives out of it and among the trees. They most resemble frogs but have 8 limbs, typically walk on 6 legs but can stand upright. Their bodies are incredibly flexible and they can bend in almost any shape. They also can change color, jump incredibly far and have some nasty claws on their arm and mixed appendages. Common Advantages and Disadvantages Combat Reflexes, up to 2 more levels of Slippery Culture Martial Despite their small size and weaker strength they are very effective grapplers and even harder to be grappled themselves. They get the following bonuses +3 for having more arms then an opponent to make or resist a pin, an additional +4 to grapple, and +11 on escape attempts in close combat! They are very good at ambushing prey in their native jungle environment and will typically start a combat by jumping into their opponent with a slam maneuver, note that with their extra legs it counts as a pounce (BS:p370). If the opponent is knocked down they will usually try to grapple and bite. When faced with a superior force they will use hit and run attacks They cannot wear armor so prefer to avoid standup fights with armed opponents and often retreat to repeat the pounce/slam attack with the primary goal of getting into close combat and rendering most weapons useless. They also need to travel light so prefer few or no weapons and rely on thier natural ones. However for ranged attacks they have developed the blowgun and use it with various poisons they make from local flora and fauna. |
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