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#1 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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EDIT: Feel free to add your own 0 point human variant race/culture/subspecies templates, guys.
I'll start off with a simple concept and build. Half-Men or Highland Dwarfs Concept: a race of Human--not-demi-human—dwarfs Description: Dwarfs (human, not Tolkienian) dressed in medieval 'Western' garb. They have their own kingdom in the hills, but exiles or traders may pass into the lands of other peoples. Their main deity, an agricultural power with an aspect of human fertility, is sometimes referred to by ignorant outsiders as a ‘god of **** and wine.’ They recover from injuries faster than do most humans. Half-Men often can drink other folks under the table, because their bodies process alcohol in a more efficient manner. Offsetting their slower speed in escape and reduced strength in combat, Highland Dwarfs have developed a heightened situational awareness. Stats: 0 points • SM -1 0 point feature • -1 Basic Move -5 • -1 ST -10 points • +1 Perception 5 points • Two levels of Hard to Kill 4 points • Rapid Healing 5 points • Perk: Alcohol Tolerance 1 point These guys are based on the Nelwyns from Willow, the ‘Highland Dwarfs’ of Your Highness, and a bit of Tyrion Lannister (the god of T and W bit, taken seriously here). They could be used as a Minor Race in Traveller, if one wanted an SF spin on the race. They are humans, not demi-humans. EDIT: rejiggered Last edited by combatmedic; 08-13-2013 at 09:23 PM. |
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#2 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Human Giants
Concept: slothful humans of great stature Description: Big and strong but lazy, most giants live as vagabonds or bully-boys. Giants tend to grab their backs and moan about old injuries whenever there's hard work to be done, yet they don't seem to feel much pain from blows taken in brawls. They are experts at finding 'free' food and drink. Generations of looking for back-rubs and meal tickets have disposed them towards sociability. They are often encountered hanging about in taverns, trying to mooch off their friends and acquaintances. Stats: 0 point template • SM +1 0 point feature • Laziness -10 points • Bad Back -15 points • Chummy -5 points • High Pain Threshold 10 points • +2 ST (-10% from SM) 18 points • First Aid at DEX with a specialization in back injuries 1 point • Scrounging at IQ with a specialization in victuals 1 point Edit: rejiggered Last edited by combatmedic; 08-14-2013 at 03:53 AM. |
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#3 |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Fire-Witches
Concept: a race of 'witches' who specialize in fire, smoke, and shadowy tricks, revere the 'mysteries of flame' Description: flinty/steely nails, red or black hair is common, fair skin Stats:
Their magic is really a matter of secret science and legerdemain, transmitted and presented as occult powers. The arcane mysteries of flame and smoke holds a natural attraction for Fire Witches. EDIT: Swapped Ritualism for Minority Group, to emphasize their mysterious culture and to make them more attractive as a player race. Last edited by combatmedic; 08-13-2013 at 05:46 PM. |
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#4 |
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Join Date: Sep 2010
Location: Mannheim, Baden
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Dwarfism is only valid as an individual, not a racial advantage. Doesn't matter if your "dwarfs" are only a human subrace. They have a society and a racial template. That makes them a race in GURPS terms. Presumably they have equipment and dwellings fit for their size. I suggest replacing the disadvantage with Distinctive Feature (Dwarf), Move -1 and possibly Social Stigma (Minority Group).
Other than that I really like the idea of fantasy humans. Ancient and medieval sources list all sorts of weird races that weren't necessarily thought of as non-human. I would just suggest going easy on Social Stigma. It's no fun if half the variant humans have to take some variant of that. If you want to go a bit easier on yourself, you could also eliminate regular humans an make all the variants the same non-zero cost. You could also give regular humans a variant template including invisible traits like Luck. |
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#5 | |
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Banned
Join Date: Oct 2006
Location: a crooked, creaky manse built on a blasted heath
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Quote:
I may refine the other two, as well. EDIT: I have removed all Social Stigmas and refined the templates a bit. The Giants are now Chummy. The Fire Witches' arcane rites and weird customs have been modeled using Rituals of Faith. The rulebook uses both 'species' and 'race' in the descriptions for Dwarfism and Gigantism. Which is it? These guys are all human species, but distinct races and cultures. The ones with greater physical differences would likely be classed as subspecies by a scientist from our world. I've tried to avoid stuff that Bio-Tech calls species mods. Does Distinctive Feature work fine for a human variant race/culture? Last edited by combatmedic; 08-13-2013 at 03:48 PM. |
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#6 | |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Quote:
What would be a distinctive feature on someone would, as a race, be a 0pt feature, eg cosmetic tail.
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#7 | |
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Join Date: Mar 2010
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Quote:
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#8 | |
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Join Date: Sep 2004
Location: Canada
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Quote:
("Race" as used in English is more a fuzzy mashup of "nation", "family", "clan", "cultural-linguistic group", yadda yadda)
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 08-13-2013 at 09:00 PM. |
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