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Old 01-19-2010, 04:48 AM   #1
sir_pudding
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Default [Desolation Road] Races

In case this will be of any interest to anybody else I'm going to share some of the details from my current campaign Desolation Road. Here are the racial templates:

Eckeck
The Eckeck are six-limbed furry carnivores native to the planet Eckeck. There are four sub-races which are capable of interbreeding (the offspring are sterile). Collectively they are the most numerous race in the setting. They have weasel-like features, large eyes, wide fanged mouths, and flat, flexible, elongated bodies. The two upper limb pairs have dexterous six fingered hand-feet and the rear feet are stronger broader platforms. Typically they walk on the four rear limbs while holding the upper half of their bodies upright. By dropping down to all six limbs they can run much faster. They can also stand and waddle slowly on the rear legs in order to use all four manipulators.

New Feature: Eckeck Posture
Eckeck can switch between three unique postures (in addition to prone, sitting, and kneeling) with the Change Posture maneuver. While standing upright on the two rear legs their move is reduced to 1. While on the four hind-limbs, they can carry but not use a small object in one mid-limb while standing on the other one. While on all sixes they can carry but not use two objects (one in a fore-limb and one in a mid-limb). They cannot sprint while on two or four legs and must drop to all sixes to do so.

Kerreckeck [37 points]

Native to the Tilktika continent, and prevalent in temperate climates throughout the skerry, the sub-arctic Kerreckeck are slender with white coats and varied black markings. They have very short stub-like tails. They are the smallest and lightest of Eckeck sub-races; the average adult is 4 feet long (2 feet tall in their normal centaroid posture) and weighs 80 lbs.
Attribute Modifiers: ST-3 [-30]; DX+2 [40]
Secondary Characteristic Modifiers: SM -1
Advantages: Acute Taste and Smell +2 [4] Blunt Claws [3], Double-Jointed [15], Enhanced Move (Ground) 1 (TD: No Fine Manipulators -30%) [14] 2x Extra Arms (Foot Manipulators-30%) [14], Extra Legs (Four legs) [5], Extra Legs (Six Legs) (TD: No Fine Manipulators -30%) [4], Sharp Teeth [1], Temperature Tolerance (Cold) 4 [4]
Disadvantages: Curious (12) [-5], Chummy [-5], Increased Consumption 1 [-10] Restricted Diet (Fresh Meat) [-10]; Sleepy (Two six hour periods per day) [-8]
Perks: Fur [1], Limited Camouflage (Snow) [1]
Quirks: Distractable [-1]
Features: Eckeck Posture, Born Biter 1

Breckeckeck [45 points]
Native to the Krilinka continent the plains dwelling Berreckeck are broad and stout. Coats are brown to red with gray or white stripes. They have very short stub-like tails. They are the largest and toughest of Eckeck sub-races; the average adult is 5'4” long (3 feet tall in their normal centaroid posture) and weighs 200 lbs.
Attribute Modifiers: ST +1 [10]; DX+1 [20]
Secondary Characteristic Modifiers: SM 0; Move -1 [-5]
Advantages: Acute Taste and Smell +2 [4], Blunt Claws [3], 2x Extra Arms (Foot Manipulators-30%) [14], Extra Legs (Four legs) [5], Extra Legs (Six Legs) (TD: No Fine Manipulators -30%) [4], Flexibility [5], Lifting ST +2 [6], Sharp Teeth [1], Striking ST +3 (Bite Only -60%) [6]
Disadvantages: Bad Temper(12) [-10], Restricted Diet (Fresh Meat) [-10]; Sleepy (Two six hour periods per day) [-8]
Perks: Fur [1]; Burrower [1]
Quirks:Staid [-1]; Uncongenial [-1]
Features: Eckeck Posture, Born Biter 1

Lirreckeck [28 points]

Native to the Krilinka continent, the semi-aquatic Lirreckeck are plump with brown to black coats. They have fat broad paddle-like tails. The average adult is 5 feet long (2'6” tall in their normal centaroid posture) and weighs 130 lbs.
Attribute Modifiers: DX+2 [40]; IQ -1 [-20]
Secondary Characteristic Modifiers: SM 0; Per +1 [5]
Advantages: Amphibious [10], Breath Holding 1 [2], Blunt Claws [3], 2x Extra Arms (Foot Manipulators-30%) [14], Extra Legs (Four legs) [5], Extra Legs (Six Legs) (TD: No Fine Manipulators -30%) [4], Flexibility [5], Nictating Membrane1 [1], Sharp Teeth [1], Temperature Tolerance (Cold) 2 [2]
Disadvantages: Chummy [-5], Increased Consumption 1 [-10] Restricted Diet (Fresh Meat) [-10]; Sleepy (Two six hour periods per day) [-8], Short Attention Span(12) [-10]
Perks: Fur [1]
Quirks: Nosy [-1], Dull [-1]
Features: Eckeck Posture, Born Biter 1

Rickeckeck [102 points]

Native to the Drilinga continent, the jungle dwelling Rickeckeck are slender with brownish red coats. They are tailless. They are small and just slightly heavier than Kerreckeck; the average adult is 4 feet long (2 feet tall in their normal centaroid posture) and weighs 100 lbs.
Attribute Modifiers: ST-2 [-20]; DX+3 [60]
Secondary Characteristic Modifiers: SM -1; Basic Speed +2.00 [40]
Advantages: Acute Taste and Smell +2 [4], Ambidexterity [5], Blunt Claws [3], Combat Reflexes [15], Extra Attack [25], 2x Extra Arms (Foot Manipulators-30%) [14], Extra Legs (Four legs) [5], Extra Legs (Six Legs) (TD: No Fine Manipulators -30%) [4], Fearlessness 4 [8], Flexibility [5], Sharp Teeth [1]
Disadvantages: Curious (12) [-5], Impulsiveness (12) [-10]; Increased Consumption 2 [-20]; Overconfidence (12) [-5], Restricted Diet (Fresh Meat) [-10]; Short Lifespan 1 [-10], Sleepy (Two six hour periods per day) [-8]
Perks: Fur [1]
Quirks: Congenial [-1], Distractable [-1]
Features: Eckeck Posture, Born Biter 1

Hybrids
For Hybrids apply the appropriate lens for the father to the mother's template.

Kerreckeck [-3]
Attributes: ST-1 [-10]
Advantages: Enhanced Move (Ground) 1/2 (TD: No Fine Manipulators -30%) [7], Increase Flexibility to Double-Jointed [10], Temperature Tolerance (Cold) +2 [2]
Disadvantages: Curious (15) [-3] or Chummy (15) [-3], Social Stigma (Minority Group) [-10]
Quirks: Remove Incompatible Quirk [1]
Features: Sterile

Breckeckeck [4]

Attributes: ST+1 [10]
Advantages: Lifting ST +1; Striking ST +3 (Bite Only -60%) [6]
Disadvantages: Bad Temper (15) [-5]; Social Stigma (Minority Group) [-10]
Features: Sterile

Lirreckeck [-5]
Advantages: Racial Skill Bonus: Swimming +3 [6]
Disadvantages: Social Stigma (Minority Group) [-10]
Quirks: Dull [-1]
Features: Sterile

Rickeckeck [20]

Secondary Characteristic Modifiers: Basic Speed +1 [20]
Advantages: Combat Reflexes [15]
Disadvantages: Impulsiveness(15)[-5]; Social Stigma (Minority Group) [-10]
Features: Sterile

Last edited by sir_pudding; 02-17-2010 at 09:46 PM.
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Old 01-19-2010, 04:49 AM   #2
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Peshang

The Peshang are arboreal omnivorous reptiles from Kangshaa (a world on the other side of the Imperium). They have brown to greenish brown scales (males have blue patches under their chins), bright yellow eyes, long tails, functioning patagia (skin flaps between arms, legs, and body; like a flying squirrel), sharp claws, and teeth. An adult Peshang is only slightly larger than a house cat, 18” long (including the 6” tail) and 20 lbs.

All Peshang in the skerry are descended from the 453rd Dragoons that were garrisoned in Strothos and most are are still born into that unit. Therefore Peshang in the skerry have a thoroughly militarized society, Peshang encountered outside Strothos are either deserters, their descendents, sanctioned mercenaries, or on official business.

Peshang [0]

Attribute Modifiers: ST -6 [-60], DX +2 [40], HT +1 [10]
Secondary Characteristic Modifiers: Move -3 [-15], SM -4
Advantages: Catfall [10], Extended Lifespan [2], Flight (Gliding -50%, Winged -25%) [10], Perfect Balance [15], Racial Skill Bonus: Climbing +2 [4], Sharp Claws [5], Sharp Teeth [1], No Body Language [5]
Disadvantages: Callous [-5], Cold-Blooded (50°) [-5], Disturbing Voice (Monotonous Whisper) [-10], Semi-Upright [-5]
Perks: Scales [1]
Quirks: Dislikes Open Spaces [-1], Likes Heights[-1], Naturally Hierarchical [-1]
Features: Egg-Laying, Rapid Maturation

New Traits:
No Body Language [5]
Peshang do not have any visible displays of emotion or facial expressions. Body Language does not work on them at all and Detect Lies is at -3 (in addition to Physiology Modifiers).

Naturally Hierarchical [-1]
Peshang are uncomfortable without a place in clearly defined social hierarchy. This is different from Selfish (or Proud) in that they are not necessarily ambitious; they are perfectly happy being on the bottom of the pecking order as long as that order is consistent, clear and stable. They will become irritable if they find themselves in an egalitarian situation and will try to either seize control, or follow any available strong personality or authority figure.

Peshang Lenses
Renegade [-20]

You are a deserter from the 453rd or the descendant of deserters. You have either faked a mercenary license or are on the run from the Provosts. If they catch you, you will be courts martialed and likely sentenced to the breeding pits.
Disadvantages: Secret (Falsified Mercenary License; Possible Imprisonment) [-20] or Enemy (453rd Regiment Provosts) (6 or less) [-15], and Social Stigma (Criminal Record) [-5]

Licensed Mercenary [-3]
In exchange for agreeing to protect Regimental secrets, provide intelligence for the 453rd Dragoons and paying at least 10% of the profits back to the regiment you have been granted a license to operate as mercenary (either as free agent or as the captain of a mercenary company). This doesn't necessarily mean that the character is a warrior; there are Peshang mercs working as everything from cooks to lawyers.
Advantages: Claim to Hospitality (453rd Regiment) [10]
Disadvantages: Duty (453rd Regiment) (6 or less) (-2), Vow (Never allow Peshang military secrets to fall into the hands of outsiders) [-10]
Quirks: Vow (Pay 10% of earnings to the Regiment) [-1]
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Old 01-19-2010, 04:49 AM   #3
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Bombaxi

Dwelling in the subterranean labyrinths left by the mysterious Tunnelers, the Bombaxi are massive creatures resembling gigantic insect larva with one eye and too many legs. They are pale white, nearly pallid, and segmented. They have a centauriod posture with the upper legless half of the body held upright. The head is dominated by the gigantic black eye (2 ft in diameter). Surrounding the eye are bioluminescent spots. Halfway down the upright portion of the body is the mouth, which has thousands of individual mouth parts (some are even microscopic), and is used for fine manipulation as well as eating. Contained in the mouth are the silk glands and spinnerets with which the Bombaxi cocoon their prey. They are mute and communicate with a complex language of sign and pheromones. Adult Bombaxi are 10' long (standing about 6' high) and weigh 1000lbs

New Disadvantage:
Neotony [-30]
Bombaxi are in a state of neotony; they remain in a juvenile form throughout adulthood. Under certain rare (and largely unpredictable, though always stress related) conditions they will feel compelled to spin a cocoon and pupate. At the end of any game session in which the Bombax is under extreme stress roll 3d; on a 6 or less the compulsion to pupate begins. Each day following the Bombax must make a Will roll (with a cumulative -1 for each day after the first), on a failure the Bombax will spin a cocoon and pupate. Most Bombax will commit suicide before this happens, however. Fortunately there is a cure, a surgeon with Physiology (Bombaxi)-12 and micro-surgical tools (in other words, a Bombaxi surgeon) can make a Surgery-2 roll to stop the process.

Bombaxi will feel compelled to kill any Bombaxi pupae that they discover. Strangely they cannot explain their desire to prevent metamorphosis; it seems to be a biological compulsion.

Bombaxi [30]

Attributes: ST +10 (Size Modifier -20%) [80], DX -2 [-40], HT +2 [20]
Secondary Attribute Modifiers: Basic Speed -1.00 [-20], SM 2
Advantages: Binding 5 (Engulfing 60%, Reduced Range 1/10 -30%) [13], Damage Resistance 2 [10], Extra Legs (12 legs) (Cannot Kick -50%) [8], Fangs [2], Healer Talent +2 [20] High Manual Dexterity +6 [30], Reduced Consumption 4 [8], Toxic Attack 1d-3 (Cyclic (60, 1 minute Cycles) +2400%, Follow Up (Bite) +0%, Side Effect (Numb) +70%) [10], Microscopic Vision 3 [15], Night Vision +6 [6], Vibration Sense [10]
Disadvantages: Mute [-25], Nearsighted [-25], Neotony [-30], One Eye [-15], One Arm [-20], Restricted Diet (Live Prey at ½ HP from bite) [-20], Self Destruct [-10], Short Arm [-5], Weak Arm (½ ST) [-3]
Perks: Bioluminescent Spots [1], Micromanipulators [1]
Quirks: Broad-minded [-1], Large eye (SM -3) [-1], Compulsive Behavior (Prevent Adulthood) [-1]
Skills: Innate Attack (Breath) @DX+4 [12]
Features: Egg-Laying[0]

Perfected
The Perfected are the final development of construct technology, created through advanced TL4+5 alchemy and divine mathematics. They are unique among constructs in that they have a soul (although most theologians maintain that it isn't ontologically equivalent to a human soul). They appear to be humans sculpted of translucent crystal They are grown as parts of artificial crystal trees and assembled by the Keepers of the Spark in one of the three Templi Animus throughout the skerry. When they die, ideally they are returned to the Templum Animus, and their memories are incorporated in later generations. Throughout most of the skerry (including in two out of the three places with Templi Animus: Nova Belzorad and Ixion) they are considered the property of the state, and are sold as slaves. Most Perfected accept this as necessary for the survival of the race. Perfected are the same size as a human of ST-2 but twice as heavy.

Perfected [60]

Attributes: ST+2 [20]
Secondary Attribute Modifiers: HP +4 [8]; SM 0
Advantages: Doesn't Breathe [20], Doesn't Sleep [20], DR 5 [25], Extended Lifespan 3 [6], High Pain Threshold [10], Machine [25], Pressure Support 3 [15], Racial Skill Bonus: Alchemy +2 [4], Racial Memory [15], Reduced Consumption 4 [8], Sealed [15], Vacuum Support [15]
Disadvantages: Fragile (Brittle) [-15], Fragile (Unnatural) [-50], Numb [-20], Restricted Diet (Quintessence) [-30], Sense of Duty (Perfected) [-15], Social Stigma (Subjugated) [-20]
Quirks: Humble [-1]
Features: Early Maturation (“Born” as adults) [0], Sterile [0]

As alchemical creatures it is easy to include alchemical devices in Perfected bodies. This can be done by the Keepers when they are constructed or by a skilled Alchemist at any time thereafter (at an additional -2 to the alchemy roll). Most commonly this takes the form of talismans or blasting rods.


Internal Talisman [Varies]

This is a specialized form of signature gear and costs 1 point per $5,000 of talismans.

Internal Blasting Rod [18]
This blasting rod is built into the forearm of a Perfected.
Burning Attack 2d (Accuracy +1 +5%, Increased Range X5 +20%, Limited Use (20 Shots; 3 secs recharge/shot) -15%, Rapid Fire 4 +70%, Tight-Beam +0%)

Hlrrm
These giant snail-like mollusks are a peaceful contemplative race. They have six retractable tentacles on their heads: four manipulators and two shorter eye stalks (which can double as manipulators). An adult Hlrrm has a “foot” about 1yd long, stands about 1 yd high and weighs 250 lbs.

Hlrrm [6]

Attributes: IQ +1 [20]
Secondary Attribute Modifiers: Basic Speed: -3.00 [-60], SM 0
Advantages: 360° Vision (Easy to Hit -20%, Switchable (TD: Blindness) +5%) [22], Damage Resistance 6 ( Can't Wear Armor -40%, Torso Only -10%) [15], Damage Resistance 6 (Alternate Ability x1/5, Can't Wear Armor -40%, Not Arms or Eyestalks -10%, TD: Sessile -50%) [2], Devotion 1 [5], Mathematical Ability 1 [10], Normal Hearing [5], Extended Lifespan 2 [4], Extra Arms x2 (Extra Flexible +50%, Switchable +10%) [32], Extra Arms x2 (Extra Flexibility +50%, Short -50%, TD: Blindness -50%) [10], Extra Flexible Arms x2 [10], Subsonic Speech [0], Switchable Arms x2 (TD: No Manipulators -50%] [1],
Disadvantages: Bad Grip 2 [-10], Combat Paralysis [-15], Disturbing Voice [-10], No Legs (Slithers) [0], Pacifism (Reluctant Killer) [-5], Restricted Diet (Fresh Fruits and Vegetables) [-10], Weakness 1d/min (Desiccating substances and environments) [-20],
Perks: Tentacle Grip (Each extra tentacle (up to 4) applied to a one hand task eliminates -1 of the -4 penalty from Bad Grip) [1] Penetrating Voice [1]
Quirks: Careful [-1], Cannot Float [-1]
Features: Egg-Laying [0]

I'll post the Magic systems in their own thread sometime later this week (as they are going to be a PITA to format for the forum).

Last edited by sir_pudding; 02-23-2010 at 01:43 PM.
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Old 01-19-2010, 09:39 PM   #4
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Quote:
Originally Posted by sir_pudding View Post
Collectively they are the most numerous race in the setting.

Increased Consumption 1 [-10] Restricted Diet (Fresh Meat) [-10]
They're the most populous critters, but carnivores that need to eat all the time? How's that work?

Quote:
Originally Posted by sir_pudding View Post

Bombaxi

Dwelling in the subterranean labyrinths left by the mysterious Tunnelers, the Bombaxi are massive creatures resembling gigantic insect larva with one eye and too many legs. They are pale white, nearly pallid, and segmented. They have a centauriod posture with the upper legless half of the body held upright. The head is dominated by the gigantic black eye (2 ft in diameter). Surrounding the eye are bioluminescent spots. Halfway down the upright portion of the body is the mouth, which has thousands of individual mouth parts (some are even microscopic), and is used for fine manipulation as well as eating. Contained in the mouth are the silk glands and spinnerets with which the Bombaxi cocoon their prey. They are mute and communicate with a complex language of sign and pheromones. Adult Bombaxi are 10' long (standing about 6' high) and weigh 1000lbs
Ew. No, seriously, ew.

Quote:
Originally Posted by sir_pudding View Post
New Disadvantage:
Neotony [-30]
Bombaxi are in a state of neotony; they remain in a juvenile form throughout adulthood. Under certain rare (and largely unpredictable, though always stress related) conditions they will feel compelled to spin a cocoon and pupate. At the end of any game session in which the Bombax is under extreme stress roll 3d; on a 6 or less the compulsion to pupate begins. Each day following the Bombax must make a Will roll (with a cumulative -1 for each day after the first), on a failure the Bombax will spin a cocoon and pupate. Most Bombax will commit suicide before this happens, however. Fortunately there is a cure, a surgeon with Physiology (Bombaxi)-12 and micro-surgical tools (in other words, a Bombaxi surgeon) can make a Surgery-2 roll to stop the process.

Bombaxi will feel compelled to kill any Bombaxi pupae that they discover. Strangely they cannot explain their desire to prevent metamorphosis; it seems to be a biological compulsion.
Some sort of engineered obsolescence? What's an adult Bombaxi look like?

Quote:
Originally Posted by sir_pudding View Post
Perfected
The Perfected are the final development of construct technology, created through advanced TL4+5 alchemy and divine mathematics. They are unique among constructs in that they have a soul (although most theologians maintain that it isn't ontologically equivalent to a human soul). They appear to be humans sculpted of translucent crystal They are grown as parts of artificial crystal trees and assembled by the Keepers of the Spark in one of the three Templi Animus throughout the skerry. When they die, ideally they are returned to the Templum Animus, and their memories are incorporated in later generations. Throughout most of the skerry (including in two out of the three places with Templi Animus: Nova Belzorad and Ixion) they are considered the property of the state, and are sold as slaves. Most Perfected accept this as necessary for the survival of the race. Perfected are the same size as a human of ST-2 but twice as heavy.
I know what I want to play!

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Hlrrm
These giant snail-like mollusks are a peaceful contemplative race. They have six retractable tentacles on their heads: four manipulators and two shorter eye stalks (which can double as manipulators). An adult Hlrrm has a “foot” about 1yd long, stands about 1 yd high and weighs 250 lbs.
These are actually pretty cool. Very alien, and yet I think I might actually enjoy one as a PC.

How'd you come up with all these? Space's alien generator?
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Old 01-19-2010, 10:29 PM   #5
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Originally Posted by Crakkerjakk View Post
They're the most populous critters, but carnivores that need to eat all the time? How's that work?
Their homeworld is in the Skerry unlike every other race, they are also small and reasonably fecund (although I haven't really worked out birth rates all that much yet). Rough population of the Skerry is probably something like 40% Eckeck (40% Rickeckeck, 30% Kerreckeck, 20% Breckeckeck 10% Lirreckeck) 20% Humans (including variants and mutants), 30% NPC Races that aren't statted here (most notably the Sky-Serpents of High Azores), 4% Hllrmm, 4% Bombaxi, 1% Perfected and <1% Peshang.
Quote:
Ew. No, seriously, ew.
Yep, I'm pretty proud of those. They are related to one of the setting's big mysteries.
Quote:
Some sort of engineered obsolescence? What's an adult Bombaxi look like?
Spoilers:
They were genetically engineered long ago (tens of thousands of years long before the historical divergence point on Earth) by the Tunnelers as ectosymbiotic surgeons and cleaners (the Tunnelers were huge! Think Mythos Cthonians). The adults are horrible monsters (which as I currently imagine them are blatent rip-offs of the slake moths of Perdido Street Station hopefully by the time I need them I'll have something better).
Please keep any further discussion of this in the fnords. I've got a player that reads the forum occasionally.
Quote:
I know what I want to play!
Strangely nobody has shown much interest in non-humans. I have one normal human, one who has been augmented with Bombaxi biomods, and one Araxi Wastelander (Sufi Dervishes mutated by the magical fallout from a destroyed gate).

Quote:
How'd you come up with all these? Space's alien generator?
Actually not. I knew I wanted "weird" races for this game since it is sort of Pulp Fantasy Space Opera. The Eckeck came first as I knew I wanted mustaloid beastmen and the hexapodal thing just seemed obvious (weasels really ought to have six legs, IMO). The Peshang came from a player suggestion in the last (very different) incarnation of this setting as do the Hlrrm. The Perfected are pretty much an archetypical android race. The Bombaxi came from a deliberate attempt to fufill some perceived niches. I wanted a Wug, a giant, and a bio-tech/medicine focused race. They fit the bill all around. The neotony came from me thinking it's a cool biological feature for an intellegent race to have and dovetailed nicely with the bio-tech thing.

Last edited by sir_pudding; 01-20-2010 at 12:27 PM.
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Old 01-19-2010, 11:19 PM   #6
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That is just gorgeous. If you've read my stuff, you know I'm twisted and wrong at times, but you, sir, are a genius - though possibly mad as a box of worms! The best kind!
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Old 01-20-2010, 12:51 AM   #7
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Quote:
Originally Posted by sir_pudding View Post
New Disadvantage:
Neotony [-30]
Bombaxi are in a state of neotony; they remain in a juvenile form throughout adulthood. Under certain rare (and largely unpredictable, though always stress related) conditions they will feel compelled to spin a cocoon and pupate. At the end of any game session in which the Bombax is under extreme stress roll 3d; on a 6 or less the compulsion to pupate begins. Each day following the Bombax must make a Will roll (with a cumulative -1 for each day after the first), on a failure the Bombax will spin a cocoon and pupate. Most Bombax will commit suicide before this happens, however. Fortunately there is a cure, a surgeon with Physiology (Bombaxi)-12 and micro-surgical tools (in other words, a Bombaxi surgeon) can make a Surgery-2 roll to stop the process.

Bombaxi will feel compelled to kill any Bombaxi pupae that they discover. Strangely they cannot explain their desire to prevent metamorphosis; it seems to be a biological compulsion.
What happens when they come out of the cocoon?
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Old 01-20-2010, 08:44 AM   #8
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What happens when they come out of the cocoon?
See the fnorded section in my previous post in response to Crakkerjack asking the same, but please keep this particular spoiler in the fnords. I've got at least one player that reads these forums.
More:
I'm willing to entertain speculation, though. The best idea I have is completely derivative of China Mieville
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Old 01-20-2010, 12:20 PM   #9
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I like the Hirrm the best but all very good.
I also liked the singing snails in one of the GURPS Alians books.
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Old 01-20-2010, 12:25 PM   #10
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That is just gorgeous. If you've read my stuff, you know I'm twisted and wrong at times, but you, sir, are a genius - though possibly mad as a box of worms! The best kind!
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I like the Hirrm the best but all very good.
I also liked the singing snails in one of the GURPS Alians books.
Thank you!
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