04-24-2022, 02:09 PM | #1 |
Join Date: Apr 2005
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GURPS 4E Horseclans Templates
Inspired by the GURPS 4E Horseclans Psionics thread, I adapted a few of the character "templates" from that book to GURPS 4E rules.
Point costs might be incorrect since I calculated them mentally. I've added a few optional traits which seem appropriate for the setting but which weren't around when GURPS Horseclans was printed. Horseclansman (4 points) Attributes: +1 ST [10]; +1 HT [10]. Optional Advantages: Damage Resistance (Tough Skin) [3/lvl]; Fearlessness [2/lvl]; Fit [5]; Patron (Clan or clan leader) [Varies]; Temperature Tolerance [1/lvl]. Disadvantages: Intolerance (-1 reaction to non-clan plains rovers, -3 to Dirtmen) [-10]; Reputation (-3, Witchmen (Small Group), All the Time) [-5]. Optional Disadvantages: Code of Honor (Horseclansman) [-5]; Duty (Clan) [Varies]; Impulsiveness [-10*]; Honesty [-10]; Jealousy [-10]; Stubborness [-5]; Truthfulness [-5]. Quirk: Likes non-hostile Horseclansman (+2 reaction) [-1]. Features: Subtract 3" from height after calculating weight, Fair-skinned & fair-haired, Lean build. Taboo Traits: Cowardice, Delusion, or Sadism. Horseclansman's Code of Honor: Avoid and distrust cheats, cowards, liars, and greedy people. Be Brave. Don't betray allies, family, or friends. Don't tolerate cheating, cowardice, lies, or greed among fellow clansmen. Fight honorably against honorable foes. Keep your word once given. Respect honor and bravery, even in foes. Note: Might also overlap with the Pirate's Code of Honor. I added a few elements of the code which seem in keeping with the original write-up. Sapient Horse (6 points) Use Noble Horse template from GURPS Banestorm, but add: Attributes: IQ: -4 [-80]. Optional Attributes: Altered ST [+/-5/lvl]; Increased IQ [20/lvl]. Secondary Traits: Per +6 [30]. Advantages: Remove Selfishness [+5]; Telecommunications (Telesend, Enhancement: Universal (+50%; Limitation: Telepathic, -10%) [+33]; Temperature Tolerance 2 [2]. Optional Advantages: Absolute Direction [5]; Appearance (Impressive) [Varies]; Combat Reflexes; Damage Resistance (Tough Skin) [3/lvl]; Fit or Very Fit [5 or 15]; Luck [15]; Status (Herd) [Varies]. Disadvantages: Illiterate [-3]; Increased Consumption 2 [-20]; Short Lifespan 1 [-10]; Wealth (Dead Broke) [-25]. Optional Disadvantages: Bad Temper [-10*]; Chummy [-5*]; Hidebound [-5]; Incurious [-5*]; Innumerate [-10]; Non-Iconographic [-15*]; Phobia (Fire, Predators, etc.) [Varies]; Stubbornness [-5]; Truthfulness [-10*]. Quirk: Obligate Herbivore [-1]. Optional Quirks: Cautious [-1]; Likes human comrades [-1]; Dislikes predators and their scents [-1]; Distrusts strangers [-1]; Likes battle [-1]; Suspicious [-1]. Features: Taboo Trait: Lame; Limited Skills. Skills: Survival (Plains) Per [2]-12; Swimming (E) HT [1]-12. Optional Skills: Choose from Acrobatics (H); Brawling (E); Detect Lies (H); Jumping (A); Leadership (Equine) (E); Mount (A); Running (A); Stealth (A); Survival (Plains) (A); Swimming (A); Tactics (Personal) (A). Prariecat (276 points) Loosely adapted from DF Allies and Basic Set Tiger template. Attributes: ST: 21 [55]*†; DX: 14 [48]†; IQ: 8 [-40]; HT: 14 [40] Secondary Traits: HP: 17 [0]; Speed: 7.00 [10]; Move: 10/15 [15]; Will: 11 [15]; Per: 14 [30]; FP: 12 [0] SM: +1; Dodge: 11 Parry: n/a DR: 1 [5]; Bite (16): 2d+3 imp; Claw (16): 2d+2 cutting. Advantages: Acute Smell and Taste 3 [6]; Catfall [10]; Claws (Sharp) [5]; Combat Reflexes [15]; Discriminatory Smell [15]; Enhanced Move 0.5 (Ground) [10]; Flexibility [5]; Night Vision 9 [9]; Perfect Balance [15]; Striking ST 2 (Bite only, -60%; No Fine Manipulators -40%; Size, -10%) [2]; Striking ST 2 (No Fine Manipulators -40%; Size, -10%) [5]; Silence 4 [20]; Teeth (Fangs) [2]; Telecommunication (Telepathy, Limitation: Telepathic, -5%) [29]; Telepathy Talent 4 [20]; Vibration Sense (Air) [10]. Optional Advantages: Allies [Varies]; Reputation [Varies]. Perks: Fur [1]; Limited Camouflage (Dense Vegetation or Shadows) [1]‡; Skill Adaptation (Smell-based Detect Lies skill) [1]. Disadvantages: Colorblindness [-10]; Compulsive Behavior (Pouncing on small things that move suddenly) (12) [-10]; Cannot Speak [-15]; Quadruped [-35]; Short Lifespan 1 [-10]; Wealth (Poor) [-15]. Optional Disadvantages: Curiosity [-5]; Gluttony [-5*]; Hidebound [-5]; Laziness [-10*]; Loner [-5]; Phobias [Varies]; Sense of Duty (Partner and/or Family [-3 or -5]; Wealth (Dead Broke) [-10]; Vow [-5 to -15]. Quirks: Dislikes Liars [-1]; Dislikes Water [-1]; Doesn't care about material wealth [-1]; Doesn't care about politics other than revenge [-1]; Likes battle [-1]; Likes people who can mindspeak (+4 reaction) [-1]; Optional Quirks: Somewhat lazy [-1]; Sybarite (likes physical pleasure like being petted, eating, and sex) [-1]. Features: Dislikes eating human flesh. Refer to themselves in the third person. Taboo Traits: Greed; Lame; Artistic, Craft, and Weapon skills. Skills: Brawling (E) DX+2 [4]-16; Jumping (E) DX+2 [4]-16; Stealth (A) DX+1 [4]-15; Survival (Plains) Per-1 [1]-13; Swimming (E) HT [1]-12. * Cost reduced for Size (-10%). † Cost reduced for No Fine Manipulators (-40%). ‡ Gives +2 to Camouflage and Stealth when standing completely still in the appropriate environment. Last edited by Pursuivant; 04-24-2022 at 02:35 PM. |
04-24-2022, 05:37 PM | #2 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: GURPS 4E Horseclans Templates
A couple thoughts.
* Code of Honor (Horseclans) shouldn't be optional. Obviously not every Horseclansman subscribes to it, but it's so pervasive a social ethic that failure to conform to it carries significant penalties, demonstrated in the books. Few Horseclan folk dare to flout any particular of it. * There are some skills that are also pervasive to the culture. Survival certainly, and any Clanfolk should have three or four points in a basket of skills pertinent to their lifestyle -- Animal Handling, Tanning, Weaving, Packing, Naturalist, Tracking, Leatherworking, Armoury and suchlike; it's depicted that in camp, everyone's working at something. It's also established that every female is taught to use a bow, and likely every male has a point into Saber and Brawling.
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05-22-2022, 07:34 PM | #3 |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: GURPS 4E Horseclans Templates
And it should include "Only gang-rape women who are at least 14 years of age."
Those books really have not aged well...
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05-22-2022, 07:56 PM | #4 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: GURPS 4E Horseclans Templates
Even for 70s-80s post-apocalypse literature they're pretty rapey, and it's generally only presented as even a little bit bad if the bad guys do it, as I recall.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
05-23-2022, 09:46 AM | #5 |
Join Date: Jul 2007
Location: One Mile Up
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Re: GURPS 4E Horseclans Templates
I distinctly recall having my 12-year-old mind blown in several ways when I found out that female-on-male rape is even possible and that it's totally okay in Horseclans culture if the victim is a Dirtman (as long as he isn't a coward about it and fights back and all, don't want no weaklings in the Clans if she has a rape baby). It's definitely a present theme. That said, mostly love the setting; was just talking about some other aspects of it the other day.
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05-23-2022, 04:25 PM | #6 |
Join Date: Apr 2005
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Re: GURPS 4E Horseclans Templates
Templates based off of the GURPS 2E Horseclans books, which I haven't read, hence the problems with CoH.
It sucks that there are nasty sexual elements to them which make them unacceptable to modern sensibilities. |
05-23-2022, 04:45 PM | #7 |
Join Date: Jul 2007
Location: One Mile Up
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Re: GURPS 4E Horseclans Templates
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05-23-2022, 06:13 PM | #8 |
Join Date: Jan 2014
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Re: GURPS 4E Horseclans Templates
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05-24-2022, 03:43 PM | #9 |
Join Date: Jul 2007
Location: One Mile Up
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Re: GURPS 4E Horseclans Templates
Well, yeah; I could've worded that better. My intended meaning was, "If we can gloss over the disturbing elements from real history in our games we can gloss over the disturbing elements from an otherwise-fun series of novels in our games."
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05-24-2022, 07:26 PM | #10 |
Join Date: Jul 2007
Location: One Mile Up
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Re: GURPS 4E Horseclans Templates
Baltotheesee [0]:
Culture: TL 1 [-10]; Languages: Theesee (Native / None) [-3]; Secondaries: HP -1 [-2]; Perception +1 [5]; Advantages: Fearlessness x1 [2]; Talent x1 (Fen-Person) [5]; Terrain Adaptation (Swampland) [5]; Quirks: Chauvinist [-1]; Mildly Paranoid [-1]; Notes: Created in the spirit of the original rather than as a direct 3e-4e stat conversion. Talent: Fen-Person improves Boating (Unpowered), Blowpipe, Poisons, Stealth, and Survival (Swamp); reaction bonus applies to other Baltotheesee. Skinny, Intolerance (Racial), and Xenophobia are common but not required. Kind of a one-note group as presented, but I always liked their style and felt like they had potential. |
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