Tuesday, October 21, 2025

Necromancy

Here we have some necromancy at-wills, advantages, and spells based on D&D4e, some based on Diablo 2. I might do the other curses later. Maybe.

 

Advantages

Create Skeleton [1.4 per level]

Rather than raising an undead creature out of the bones of a dead body, you use the residual soul remains of a dead body to create an undead servant. Its stats are fixed and not based on the creature used as "fuel". You must have the corpse of a dead creature available. Make a Concentrate, then the corpse is consumed and a humanoid skeleton is formed.

You may keep a number of skeletons with a combined point worth equal to 5% of you own points per level up to 25%.

Ally, based on 5%, Always x4 [0.8]; Conjured (+100%); Minion with Slave Mentality (+0%); Variable: Similar (+25%); Cosmic: Can be split between multiple allies (+50%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%); Cosmic: Remove 24h to replace limitation (+50%)

Extra levels increase the percentage, 10%, 15%, 20% up to 25%.

100+0+25+50-10-10-10-20+50=175

(0.2*4)*175%=1.4   ~2

(0.4*4)*175%=2.8   ~3

(0.6*4)*175%=4.2  ~5

(0.8*4)*175%=5.6  ~6

(1*4)*175%=7   ~7

 

Create Undead [Varies]

If you have a corpse available, you may spend a second to animate any dead bodies you can see into an undead worth 25% of your points per level. This truly animates the body, unlike create skeleton, usually creating zombies of fresh corpses, mummies of desiccated or mummified corpses, and skeletons of long dead remains. You can also create ghosts, vampires, death knights, and so on, based on your choice and the points available to you.

Note: The advantage of this ability compared to just using Ally is that you can freely replace any fallen undead, and you can create groups of undead if you have the points and the corpses.

Details: Each level gives you a pool of 8 points that is used to buy ally or ally groups made exclusively of undead with the minion trait. You can change how you use the points by spending one second.
Example: If you have 3 bodies at your disposal, and level 4 of Create Undead you can spend a second to create an Ally group made of 3 undead worth 25%, 25%, and 50% of your points, or 1 death knight worth 75% of your points and a zombie worth 25%, or a make a single death knight worth 100% of your points. You could even save points and just use enough to have 3 zombies collectively worth 25% of your points, and save the rest of the points

Level

% of points

Cost

1

25%

16

2

50%

32

3

75%

46

4

100%

76

Modular Abilities: Cosmic Power 1[10]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%); focus-limited, undead (-20%); Trait-Limited, Allies with Minion and Conjurable, -50%);

-10-10-10-20-20-50=-120

10*0.2=2 

Advantage used: Ally, based on X%, Always x4; Conjured (+100%); Minion with Slave Mentality (+0%); Necromancy (-10%);

(1*4)*190%=7.6 ~8

(2*4)*190%=15.2 ~16

(3*4)*190%=22.8 ~23

(5*4)*190%=38

 

Skeleton Template [-126]

Summary: A Skeleton created by Create Skeleton dies at 0hp, it doesn't go into the negatives. It cannot heal outside of a specific designated Unholy Sanctum and takes double damage from crushing damage.

Full Trait list: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1]. Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15].

-25-85-30-15-10-5-20-20-100-30-1+5+20+10+20+10+30+30+15+40+15+5+15=-126

 

Sample Skeletons

Basic Skeleton [3]:

A typical skeleton, useful as a scout. One created by Raise Skeleton comes with a bit of gear.

Attribute Modifiers: ST+3 [30]; DX+3 [60], IQ-2 [-40], HT +1 [10]

Secondary Characteristic Modifiers: Speed +2 [40], Will +2 [10], Per +3 [15],

Advantages: Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15], DR 2 [10].

Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1], Poor [-15], Mute [-25].

Skills: Brawling [2], Axe/Mace [4], Sword [4], Shield [2], Stealth [4], Running [4], Jumping [2], Climbing [4] Observation [4], Wrestling [4].

Gear (200$): Mace (Sw+3 cr, Reach 1, 50$, 5lbs), Shield (+2db, 60$, 15lbs), Mail Coif (DR 6/4, 90$, 1lb).

Stats                                       Adv                                                                               Dsdv                                                         Skills

(30+60-40+10+40+10+15)+(5+20+10+20+10+30+30+15+40+15+5+15+10)+(-25-85-30-15-10-5-20-20-100-30-1-15-25)+(2+4+4+2+4+4+4+2+4+4)=3  

 

Skeleton Warrior [7]:

Better armed, but less versatile Skeleton, wearing heavy mail armor (DR 6/4).

Attribute Modifiers: ST+3 [30]; DX+3 [60], IQ-2 [-40], HT +1 [10]

Secondary Characteristic Modifiers: Speed +2 [40], Will +4 [10], Per +4 [15],

Advantages: Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15], Extra Money +1500 [3], DR 2 [10].

Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1], Mute [-25].

Skills: Brawling [2], Axe/Mace [4], Sword [4], Shield [2], Observation [4], Wrestling [4].

Gear (2500$): Axe (Sw+3 cut, Reach 1, 50$, 4lbs), Dagger (thr-1 imp, 20$, 0.25lb), Shield (+2db, 60$, 15lbs), Heavy Mail Hauberk (DR 6/4 Torso, Arms, Legs, 2280$, 27lbs),

Stats                                       Adv                                                                               Dsdv                                                         Skills

(30+60-40+10+40+10+15)+(5+20+10+20+10+30+30+15+40+15+5+15+3+10)+(-25-85-30-15-10-5-20-20-100-30-1-25)+(2+4+2+4+4+4)=7

 

Skeleton Mage (Fire/Ice/Lightning) [5/13/20]:

A skeleton charged with mystical power.

Attribute Modifiers: ST+3 [30]; DX+3 [60], IQ-2 [-40], HT +1 [10]

Secondary Characteristic Modifiers: Speed +2 [40], Will +2 [10], Per +3 [15],

Attacks:

  • Fire Blast: 2d6 burn, 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A.
  • Ice Blast: Add Side Effect: HT check or get -2DX and Numb
  • Lightning Blast: Add Side Effect: HT check or get stunned, ignores metal DR above 2.

Advantages: Sharp Claws [5];Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to All Mind Control [30]; Indomitable [15]; Injury Tolerance (No Blood, Brain, Eyes, or Vitals; Unliving) [40]; See Invisible (Spirits) [15]; Single-Minded [5]; Unfazeable [15],  Innate Attack Burn 2 [10] or Innate Attack Burn 2 (No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%) [18] or Innate Attack Burn 2 (Side Effect, Stunning, +50%; Surge, Arcing, +100%) [25], DR 2 [10].

Disadvantages: Appearance (Monstrous; Universal, +25%) [-25]; Automaton [-85]; Cannot Learn [-30]; Fragile (Brittle) [-15]; Reprogrammable [-10]; Skinny [-5]; Social Stigma (Dead) [-20]; Unhealing (Partial; Heal in their creator’s unholy sanctum) [-20]; Enhanced Unnatural [-100]; Vulnerability (Crushing,*2) [-30]; Cannot float [-1], Dead Broke [-25], Mute [-25].

Skills: Brawling [4], Innate Attack [8], Stealth [4], Running [4], Jumping [4], Observation [4], Wrestling [4], Climbing [4];

Gear (200$): Bone Mace (Sw+3 cr, Reach 1, 50$, 5lbs), Bone Shield (+2db, 60$, 15lbs), Mail Coif (DR 6/4, 90$, 1lb).

Stats                                       Adv                                                                               Dsdv                                                         Skills

(30+60-40+10+40+10+15)+(5+20+10+20+10+30+30+15+40+15+5+15+10+10)+(-25-85-30-15-10-5-20-20-100-30-1-25-25)+(4+8+4+4+4+4+4+4)=5  +8 if frost or + 15 if lightning.

 

At-Wills

Restless Dead [12]

Restless bones emerge from the ground to attack your enemies. Make an attack with Accuracy 3 against a target that is standing on solid gorund within 10 yards. If you hit, the target is grappled for 1d6 control points. This attack ignores cover, coming from below the target, but a target can still block or dodge. The hex where the target is in becomes a zone where anyone in the zone takes 1d6 control points. The Zone lasts 1 second.

Bind 13 [26]; Persistent (+40%); Overhead (+30%); Necromancy (-10%); AoE 1yard (+25%), Reduced Duration 1/10 (-20%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Increased 1/2D, 5x, (+10%); Reduced Range, 1/10, (-30%); Doubly Aspected: Only In combat and on solid ground; (-40%); Required Disadvantage (-10%); Requires Grimoire (-10%); (-10%); Environmental: target must be touching the ground (-20%);

40+30-10+25-20-10-10+10-30-40-10-10-20=-55

26+(26*-55%)=11.7

 

Rotting Doom [4]

You unleash necrotic energy from your hands. This is a ranged spell attack with 2d6 toxic damage with range 10, Acc 3, RoF 1, Shots N/A, and Recoil 1. If the target is undead, it must make an HT check or take double damage from all physical attacks for the next minute.

Innate Attack Toxic 2 [8]; Increased 1/2D, 5x, +10%; Reduced Range, 1/10, (-30%); Short Range (-10%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Doubly Aspected: Only In combat and against living or formerly living targets (-40%); Armor Divisor (2) (+50%);

+10-30-10-10-10-10-10-10-40+50=-70

Each level increases damage.

Affliction [10]; Vulnerable x2 to Physical Damage (+40%); Follow-Up (+0%) Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Increased 1/2D, 5x, (+10%); Reduced Range, 1/10, (-30%); Doubly Aspected: Only In combat and against living or formerly living targets (-40%); Accessibility, Undead Only (-50%);

40+0-10-10-10-10-10+10-30-40-50=-120

(4*0.3)+(10*0.2)=3.2

 

Teeth (At-Will) [Varies]

You form a dragon fang an launch at your enemies. Increased levels increase the number of fangs you launch; This  is a ranged attack with 1d6+2 piercing damage with range 10/100, Acc 3, RoF 1, Shots N/A and Recoil 1.

Each level increases the Rate of Fire using the following table:

Level

RoF

Cost

1

1

4

2

1x5

10

3

3x5

12

4

4x5

16

Innate Attack Piercing 1d6+2 [8]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%);

-10-10-10-10-10=-50

8*0.5=4

Each level adds RoF (8*70%)=5.6; (8*100%)=8; (8*150%)=12

 

Spells

Poison Dagger

    Full Cost: 2

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Self only

    Duration: 3 minutes

Coat a blade in poison. Traditionally it is a dagger, but any weapon that uses the Short Sword or Knife skill can be used. The poison adds Single Target toxic follow-up damage to attacks with those weapons.

Affliction [10]; Self Buff (-50%); Poison Dagger (+56%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%);Touch Spell (-55%);

Poison Dagger is: Natural Attack Toxic [4]; Swing Damage (+20%); Necromancy (-10%); Follow-Up: Universal (+50%); Aspected: Only on short blades (-20%); 20-10+50-20=40  4*1.4=5.6 

-50+56-10-10-10-10-10-10-5-10-55=-124

10*(1-0.8)=2.0

 

Corpse Explosion

    Full Cost: 9/20/35

    Casting Roll:

    Components: V, S.

    Cost: 2FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: Instant

You unleash the lingering necromantic energies on a fresh non-consecrated corpse, causing a devastating explosion. Target a corpse within 10 yards, if you succeed on a casting check, that corpse explodes, dealing 2d cr (divided by the distance in yards) damage to all within 4 yards of the corpse. The corpse also fragments, launching [1d] cut worth of fragmentation damage.

Level 2 increases the damage to 4d [2d].

Level 3 increases the damage to 6d [3d].

Innate Attack: Crushing 2d6 [10]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 2 (-10%); Requires a body (-20%); Fragmentation 1d (+15%); AoE 4y (+100%); Reduced Range 1/10 (-30%); Requires Skill roll (-10%); Malediction (+100%); Doubly Aspected: Combat Only and only on fresh corpses (-40%); Nuisance Effect: Consecrated corpses are immune (-5%); Nuisance Effect: destroys the corpse (-5%); Dissipation (-50%);

-10-10-10-10-10-10-10-20+15+100-30-10+100-40-5-5-50=-15

10*0.85=8.5 

20*(0.85+0.15)=20 

30*(0.85+0.30)=34.5 

 

Poison Explosion

    Full Cost: 10/20/29/39

    Casting Roll:

    Components: V, S.

    Cost: 2FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: Instant

You unleash the lingering necromantic energies on a fresh non-consecrated corpse, causing a devastating explosion. Target a corpse within 10 yards, if you succeed on a casting check, that corpse explodes, dealing 2d toxic damage per level (max 8d) to all within 4 yards of the corpse. Unlike Corpse Explosion, there's no damage fall-off, and it doesn't cause fragmentation.

Innate Attack: Crushing 2d6 [10]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 2 (-10%); Requires a body (-20%); AoE 4y (+100%); Reduced Range 1/10 (-30%); Requires Skill roll (-10%); Malediction (+100%); Doubly Aspected: Combat Only and only on fresh corpses (-40%); Nuisance Effect: Consecrated corpses are immune (-5%); Nuisance Effect: destroys the corpse (-5%);

-10-10-10-10-10-10-10-20+100-30-10+100-40-5-5=20 

 

Poison Nova

    Full Cost: 7

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Melee

    Duration: Instant

You cause an explosion of poison damage that hits all enemies around you. Deal Area Toxic Damage to all enemies within 4 yards of you.

Natural Attack Toxic [4]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); AoE 4y (+100%); Emanation (-20%); Selective Area (+20%); Ranged Area of Effect Spell Damage (+50%).

-10-10-10-10-10-10-5-10+100-20+20+50=75

4*1.75=7.0

 

Teeth (Spell)

    Full Cost: Varies
    Casting Roll: Skill. Use Innate Attack to hit.

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Equal to Will

    Duration: Instant

You form a dragon fang an launch at your enemies. Increased levels increase the number of fangs you launch; This  is a ranged attack with Area piercing damage with range equal to Will, Acc 3, RoF 1, Shots N/A and Recoil 1. The second level adds a Cone effect, and each level beyond increases the width of the cone by 1.

Level

Cone Width

Cost

1

-

5

2

2 yards

8

3

4 yards

9

Natural Attack Piercing [5]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Cannot Parry -40%, Single -20%, Ranged +100%, Increased 1/2D, 5x, +10%; Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%);

-10-10-10-10-40-20+100+10-10-5-10=-15 

5*(1-0.15)=4.25

Level 2 adds Cone 2 yards (+60%*5)=3, each level after that adds 2 yards to the width (+20%*5)=1 .

 

Bone Spear

    Full Cost: 10

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Will

    Duration: Instant

You form a dragon bone spear and launch at your enemies. The spear is a ranged attack that deals Area Impaling damage with range equal to Will, and Acc 3. It deals damage to all creatures in it's path, and it can pierce through enemies. You cannot aim at specific hit locations unless the target is big enough that the specific location fills an entire 1 yard area.

Natural Attack: Impaling [8]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Cone 1 yard width (+50%); Cannot Parry -40%, Single -20%, Ranged +100%, Increased 1/2D, 5x, +10%;

-10-10-10-10-10-10-5-10+50-40-20+100+10=25

8*1.25=10

 

Bone Spirit

    Full Cost: 22

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Will

    Duration: Instant

This spell summons the spirit of a vengeful revenant to kill your enemies. Deal Single target impaling damage with Armor Divisor 10; with range equal to Will, and Acc 3. You cannot aim this attack at specific hit locations.

Natural Attack Impaling [8]; Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Armor Divisor 10 (+200%); Ranged Single Target Spell Damage (+70%); Aspected: Can only target the body (-20%).

-10-10-10-10-10-10-5-10+200+70-20=175 

8*2.75=22

 

Bone Armor

    Full Cost: 2/level, Max 10

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: Personal

    Duration: 1 minute

You form a barrier of floating bones around you. It gives Ablative DR 2 (Hardened 2) per level, max DR 20.

DR 2 [10]; Ablative (-80%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Force Field (+20%); Hardened lv2 (+40%)

-80-10-10-10-10-10-5-10+20+40=-85

 

Bone Wall

    Full Cost: 8/level

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: 10 seconds.

You create a 6-yard-long by one-yard-wide bone wall on the ground. Each yard of wall has DR 6 and 1 HP per level. Anyone slamming into the wall takes 2d6 piercing damage per level. The wall must be shaped like a line, you cannot shape it freely. To "Aim" the wall, you make an innate attack (gaze) roll. If you miss, the wall pops up somewhere, according to the scatter rules.

Innate Attack pi 2d6 [10]; AoE 4y (+50%); Persistent (+40%); Wall (+30%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Reduced Range 1/10 (-30%); Doubly Aspected: Only in combat and on the ground (-40%);

50+40+30-10-10-10-10-10-10-5-10-30-40=-25

10*0.75=7.5

 

Bone Prison

    Full Cost: 10.5/level

    Casting Roll: Skill

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: 10 yards

    Duration: 10 seconds.

As Bone wall, but you can shape it freely.

Innate Attack pi 2d6 [10]; AoE 4y (+50%); Persistent (+40%); Wall (+60%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Requires Skill roll (-10%); Reduced Range 1/10 (-30%); Doubly Aspected: Only in combat and on the ground (-40%);

50+40+60-10-10-10-10-10-10-5-10-30-40=5 

10*1.05=10.5

 

Amplify Damage

    Full Cost: 9 (+5 for level 2)

    Casting Roll:

    Components: V, S.

    Cost: 1FP

    Casting Time: 1sec

    Range: 10

    Duration: 3 seconds

This deceptively potent curse rapidly advances the age and putridity of any wound. Ordinary blows will cut through flesh and carve particularly vicious wounds that fester and seethe. Target must make an HT check of take x2 damage against all physical damage. At level 2 this spell affects all creatures within 2 yards of the primary target.

Affliction [10], Vulnerability x1.5 All Physical Damage (+20%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Required Disadvantage (-10%); Requires Grimoire (-10%); Can only use Tally (-10%); FP Cost 1 (-5%); Malediction (+100%); Reduced Range 1/10 (-30%); Based on Thanatology (+0%); fixed duration - 3 minutes (+0%); Reduced Duration 1/60 (-35%); AoE 2 yards (+50%);

20-10-10-10-10-10-10-5+100-30+0+0-35=-10

10*0.9=9

 


 

Friday, October 17, 2025

GURPS Custom Races

 

Races

------

These are generic races for GURPS. I wanted to have all races be on equal footing so they all (except for humans) -45 points worth of disadvantages.

While I usually use some form of house rule that changes the price of ST, I've decided to price these as standard 1ST =10pts. In campaigns where ST is cheaper due to some house-rule, simply reduce the price of the Templates accordingly.

------

Humans [25]

Quick Learner [45];

Higher Highs, Lower Lows [-20];

Special Human Traits

Quick Learner [45] - 45 points to spend in skills and advantages or secondary attributes (when in doubt, buy +1 HP for 2pts). These points cannot be used for stats.

Higher Highs, Lower Lows [-20]: Humans may exceed the Disadvantage Limit of the campaign by -20 points. And they may also exceed the maximum Base Stat limit of the campaign for a single stat by 1. So the typical campaign with max stats of 15 and disadvantage limit of -50, humans can get to 16 in a single stat and -70.

Genasi [2]

Unusual Background: Elemental Bloodline [10]

Social Stigma (Half Breed) [-5], Unusual Features 3 [-3]

Special Genasi Traits

Unusual Background: Elemental Bloodline: Genasi are not a true race, but humans who have inherited powers from elemental bloodlines. They can take advantages that are usually not allowed for regular humans.

 

Dorfs [25]

+2 ST [20]; +2 HT [20]

-0.5 Speed [-10], HP +1 [2];

Lifting ST 3 [9]; Night Vision 6 [6]; Pickaxe Penchant 1 [5]; Resistant to Poison 1 [4]; Tough Skin 1 [3], Dwarven Gear [1].

Greed (12) [‑15]; Stubbornness (12) [‑5]; Code of Honor: Dwarven [-10]; Compulsive Behavior (Carousing) [-5]

KYOS: Remove Lifting ST 3 [9] and replace it with Lifting ST 1 [7], the template costs [23] instead.

Special Dwarf Traits

Dwarven Gear: 10% off the final price of gear qualified as “dwarven”: armor, rations, shields, weapons, whetstones, etc.

Lifting ST: Identical to the barbarian ability of the same name; see p. 16.

Pickaxe Penchant: You’re a natural at fighting, bashing, and mining with axes and picks. Add +1 per level to the Axe/Mace, Forced Entry, Prospecting, Smith and Thrown Weapon (Axe/Mace) skills. Also add +1 per level to Dodge or DX rolls to avoid falling rocks, collapsing walls, burial alive, etc. You may buy up to three more levels in play, for 5 points/level.

Tough Skin: Identical to the barbarian ability of the same name; see p. 16

-10-15-5-10-5=-45

20+20+2+9+6+5+4+3+1=70

 

Wood Elf [25]

DX +2 [40];

+2 Per [10]; Basic Move +1 [5].

Night Vision 5 [5]; Appearance (Attractive) [4]; Elven Gear 1 [1]; Forest Guardian 1 [5].

Sense of Duty (Nature) [‑15]; Callous [-5]; Laziness (12) [-10], Skinny [-5], Intolerance (orcs, goblins) [-10].

Special Elf Traits

Elven Gear: 10% off the final price of gear qualified as “elven”: armor, rations, weapons, etc.

Forest Guardian: You’re the product of eons of selective breeding for the mission of sneaking around in the bushes, peppering litterers with arrows. Add +1 per level to the Bow, Camouflage, Fast-Draw (Arrow), Stealth, and Survival (Woodlands) skills. Also add +1 per level to reaction rolls from druids, faeries, and bunnies. You may buy up to three more levels in play, for 5 points/level.

 

-15-5-10-5-10=-45

40+10+5+5+4+1+5=70

 

High Elf [25]

DX +1 [20]; IQ +1 [20];

+1 Per [5];

Combat Reflexes [15], Night Vision 5 [5]; Appearance (Attractive) [4]; Elven Gear 1 [1];

Sense of Duty (Nature) [‑15]; Laziness (12) [-10]; Dependency: Mana, Very Common, Daily [-15]; Skinny [-5];

Special Elf Traits

Elven Gear: 10% off the final price of gear qualified as “elven”: armor, rations, weapons, etc.

Dependency: Mana, Very Common, Daily: You require mana to survive. Lose 1 HP per hour in No Mana Zones, and you feel uncomfortable in Low Mana Zones.

-15-10-15-5=-45

20+20+5+15+5+4+1=70 

 

Eladrin [25]

DX +1 [20]; IQ +1 [20];

Fey Step I [20]; Night Vision 5 [5]; Appearance (Attractive) [4]; Elven Gear 1 [1];

Sense of Duty (Nature) [‑15]; Laziness (12) [-10]; Dependency: Mana, Very Common, Daily [-15]; Skinny [-5];

Special Elf Traits

Elven Gear: 10% off the final price of gear qualified as “elven”: armor, rations, weapons, etc.

Dependency: Mana, Very Common, Daily: You require mana to survive. Lose 1 HP per hour in No Mana Zones, and you feel uncomfortable in Low Mana Zones.

Fey Step I [20]: Your deep connection to nature allows you to, once per scene, you may teleport a number of yards equal to your speed +2, round down. This is affected by encumbrance like regular movement. You must have at least one free hand, be able to speak and see the location you want to teleport to. This counts as a movement type, allowing any sort of maneuver that includes movement.

You may buy a second level of Fey Step by spending [8] points. Doing so removes the limitation of once per scene, allowing you to use the teleport move freely.

You may buy a third level of Fey step by spending [16] points. Doing so adds the "reflexive" enhancement, allowing you to make power dodges.

Teleportation [40], Once per scene (-20%); D&D magic (-30%); Required Disadvantage - Sense of Duty: Nature (-15%).

Extra Move (teleport) 2 [10], D&D magic (-30%); Required Disadvantage - Sense of Duty: Nature (-15%).

40*(1-0.2-0.3-0.15)=14

10*(1-0.3-0.15)=5.5

-15-10-15-5=-45

20+20+20+5+4+1=70

 

Halfling [25]

DX+1 [20]; HT +1 [10];

SM -2 [0]; Hearing +1 [2]; Will +1 [5]; Fright +1 [2];

Combat Reflexes [15]; Halfling Agility 2 [8]; Halfling Marksmanship 2 [8];

Curious [-5], Gluttony (6) [‑10];  Sense of Duty (Adventuring  Companions) [-5]; Sense of Duty: The Hin [-10]; Skinny [-5]; Laziness [-10];

Special Halfling Traits

Halfling Marksmanship: You’re a crack shot with ranged weapons. Add +1 per level to the Bow, Sling, Throwing, and Thrown Weapon (Dart, Knife, and Stick) skills. Also add +1 per level to reaction rolls, Merchant rolls, and Streetwise rolls when trying to buy or sell a ranged weapon at a favorable price. You may buy up to two more levels in play, for 4 points/level.

Halfling Agility: You're naturally agile. Add +1 per level to the: Acrobatics, Jump, Climbing and Stealth skills. You may buy up to two more levels in play, for 4 points/level.

20+10+2+4+5+15+6+8=70

-10-5-5-10-5-10=-45

 

Warfoged [25]

ST +1 [10]; HT +1 [10];

Doesn't Sleep [20]; Doesn't Eat or Drink [10]; Doesn't Breathe [20]; Living Construct [0];

Code of Honor: Soldier [-10]; Social Stigma (Minority Group) [-10]; Dependency(Mana, constant) [-25];

Special Warforged Traits

Living Construct: You are artificial. You are immune to most things that affect living things, you have no blood, and you do not heal naturally, but you can be repaired. Unlike most machines, you do not take reduced damage from piercing and impaling attacks, and you have a fluid that works similar to blood that you don't want to run out of.

Immunity to Metabolic Hazards [30]; Not Pressurized [0]; Not Subject to Aging [0]; Not Subject to Fatigue [0]; Sterile [0]; and Unhealing (Total) [-30].

-10-10-25=-45

10+10+20+10+20=70

Warforged Powerups

Reinforced Plating: You gain +1 DR per level, but you cannot wear regular armor.

  • Main Plating [1]: +1 DR per level, max 3 on the Torso and Head.
  • Leg Plating [1]: +1 DR per level, max 3 on the Legs.
  • Arm Plating [1]: +1 DR per level, max 3 on the arms.

Heavy Plating [5]: Requires all the Reinforced Plating taken together. Gives +4 DR, but the amount of plating encumbers you. -1 Lifting ST (also reduces your max Lifting ST in campaigns that use a max).

DR 1 [5]; Cannot Wear Armor (-40%); 20*(1-0.4)=12

-1 Lifting ST [-7];

Healing: Any

==========================================================================================

Heaven or Hell

Let's rock!

 

Angel [25]

ST +2 [20], IQ +1 [20]

Flight (winged) [30];

Extreme Truthfulness [-15]; Compulsive Generosity (12) [-5]; Selfless (12) [-5]; Weakness (Cursed areas and areas of high or better sanctity to Evil gods; Occasional; 1d/minute) [-20].

Features: Strange Skin (pure marble white or pure obsidian black).

Special Angel Traits

Extreme Truthfulness [-15]: Angels are completely incapable of lying. This does not compel them to speak, however.

20+20+30=70

-15-5-5-20=-45 

 

Angelblooded [25]

IQ +2 [40];

HP +2 [4]

Appearance: Beautiful/Handsome [12]

Holy Magic: (Cantrip Slot II [9], Major Spell Slot VI [5]);

Social Stigma (Minority Group)* [-10]; Extreme Truthfulness [-15]; Weakness (Cursed areas and areas of high or better sanctity to Evil gods; Occasional; 1d/minute) [-20].

Features: Strange Skin (pure obsidian black or pure marble white).

*Only fallen angels crossbreed with humans, thus they get the same prejudice as devilspawn.

Special Angel Traits

Holy Magic [14]: Angelblooded have great magical potential. They start the game with two magic slots, which have your choice of divine spells with a cost equal to the level of the slot.

Extreme Truthfulness [-15]: Angels are completely incapable of lying. This does not compel them to speak, however.

40+4+12+14=70

-10-15-20=-45

 

Devilspawn [25]

ST+4 [40]; IQ+1 [20];

HP +2 [4].

Sharp Teeth [1]; Night Vision 5 [5].

Impulsiveness (12) [‑10]; Social Stigma (Minority Group) [-10]; Skinny [-5]; Weakness (Blessed areas and areas of high or better sanctity to Good gods; Occasional; 1d/minute) [-20].

Features: Horns (soft, not strikers), Tail (not prehensile, and easily tucked into armor).

Special Devilspawn Traits

Sharp Teeth: Bites inflict cutting damage – not crushing; in addition. Some notes about biting: when making a move and attack maneuver, you may inflict Slam damage instead (HP *velocity/100 d6); any bite attack that hits also inflicts the same amount of damage as control points. When you grapple with a bite, you can do Worrying instead of needing to attack again.

40+20+4+1+5=70
-10-10-5-20=-45

 

Nephilim [25]

DX +3 [60],

Sharp Teeth [1]; Night Vision 9 [9];

Impulsiveness (12) [‑10]; Skinny [-5]; Social Stigma (Minority Group) [-10]; Weakness (Blessed areas and areas of high or better sanctity to Good gods; Occasional; 1d/minute) [-20].

Features: Little horns, easily concealable by hair.

Special Nephilim Traits

Sharp Teeth: Bites inflict cutting damage – not crushing; in addition. Some notes about biting: when making a move and attack maneuver, you may inflict Slam damage instead (HP *velocity/100 d6); any bite attack that hits also inflicts the same amount of damage as control points. When you grapple with a bite, you can do Worrying instead of needing to attack again.

-10-5-10-20=-45

60+3+1+6=70

 

==========================================================================================

Monster Girls

Lets be honest only perverts pick any of these. Or worse. Powergamers.

 

Cat-Folk [25]

+2 DX [40];

Per +1 [5];

Sharp Claws [5]; Sharp Teeth [1]; Appearance: Beautiful/Handsome [12]; Night Vision 6 [6], Temperature Tolerance (Cold) [1].

Laziness (12) [‑10]; Short Attention Span (12) [-10]; Phobia (Entering Water) (12) [‑5]; Easy To Read (Tail and Ears) [-10]; Intolerance (kobolds, gnolls, canine races) [-10].

Features: Cat Ears, Tail (not prehensile, and easily tucked into armor).

Special Cat-Folk Traits

Sharp Claws: Punches and kicks inflict cutting damage –not crushing. Gloves and footwear that expose claws cost no extra. They let you deal cutting damage instead of crushing damage at +1 for gauntlets or boots;

Sharp Teeth: Bites inflict cutting damage – not crushing. Some notes about biting: when making a move and attack maneuver, you may inflict Slam damage instead (HP *velocity/100 d6); any bite attack that hits also inflicts the same amount of damage as control points. When you grapple with a bite, you can do Worrying instead of needing to attack again.

Easy To Read (Tail and Ears): The movement of your tail and ears betrays your true intentions. Others get +4 on all rolls to discern your motives or the truth of your words: Detect Lies skill, Gambling skill when you’re bluffing, IQ rolls for Empathy, and even Communication and Empathy spells to divine your emotions or whether you’re lying. This isn’t the same as Truthfulness (p. 67). You have no moral problem with lying, but the way your animal parts move gives the game away.

-10-5-10-10-10=-45 

40+5+5+1+12+6+1=70

 

Centaur [25]

ST +3 [30],

Enhanced Move 1 (Ground) [20]; Extra Legs (Four Legs) [5]; Hooves [3];

SM +1; Lifting ST 4 [12];

Bulky [-35]; Intolerance (Expansionist, urbanized “civilization”) [-5]; Overconfidence (12) [-5];

KYOS: Replace Lifting ST 4 [12] with Lifting ST 2 [14]; the Template now costs [27]

Special Centaur Traits

Bulky: Your SM +1 gives enemies +1 to attack and Vision rolls against you. You need five times the usual amount of food (meaning $30 and 7.5 lbs. of rations daily). If you get armor made, body and leg protection cost and weigh double (head, arm, and hand armor are unaffected), and you cannot have foot armor. The GM may rule that if a horse couldn’t negotiate a gap, tunnel, bridge, etc., neither can you.

Enhanced Move (Ground): Double ground Move when traveling out of combat and instead of adding +1 movement point when sprinting (Exploits, p. 33) in combat.

Extra Legs (Four Legs): You have four legs. Losing one halves Move; losing two means falling.

Hooves: Kicks inflict +1 damage per die. You cannot wear footwear but get DR 1 on your feet, cumulative with DR from special abilities or spells.

Lifting ST and Temperature Tolerance: Identical to barbarian abilities of the same name; see Adventurers, p. 16.

30+20+5+3+12+10=80 

-35-5-5=-45

 

Harpy [25]

ST +1 [10]; DX +1 [20]; HT +1 [10]

Acute Vision 2 [4]; Appearance (Cute) [2]; Sharp Claws [5]; Harpy Flight [8]; Voice [10]; Night Vision 1 [1]

Callous [-5]; Sadism (12) [-15]; Short Attention Span (12) [-10]; Xenophilia (9) [-15];

Special Harpy Traits

Appearance (Cute) [2]: +1 on reactions due to your deceptively inoffensive appearance.

Acute Vision [2]/level: You have +1 on all vision rolls. You may buy 2 more levels of this ability, up to Acute Vision 4.

Sharp Claws [5]: Punches and kicks inflict cutting damage –not crushing. Gloves and footwear that expose claws cost no extra. They let you deal cutting damage instead of crushing damage at +1 for gauntlets or boots.

Voice [10]: You have a naturally clear, resonant, and attractive voice. This gives you +2 with the Diplomacy, Fast-Talk, Mimicry, Performance, Public Speaking, Sex Appeal, and Singing skills. You also get +2 on any reaction roll made by someone who can hear your voice.

Harpy Flight [8/12/24]: You have a Flying Move equal to your Basic Speed x2, with a max Flight Ceiling of 30ft. You do so with large wings with a wingspan of twice your height, which you need to fully expand to start your flight. You also cannot hover in place, and must move 1/4 of your speed to keep altitude. Your wings are also your arms, meaning that while you are flying, you cannot use your hands at all! You may buy two more levels of this ability, level 1 removes the flight ceiling, and level 2 trains you to use your feet claws to manipulate weapons and other items.

Flight [40]; Cannot Hover (-15%); Low Ceiling (-10%); Winged (-25%); Temporary Disadvantage: No Fine Manipulators (-30%);

40*(1-0.15-0.1-0.25-0.3)=8.0

10+20+10+4+2+5+8+10+1=70

-5-15-10-15=-45

Harpy Racial Power Ups

Alluring Song [12]: As a free action, once per scene, select any number of targets within line of sight and make Quick Contest of your Singing (-1 per target after the first) vs their Willpower. If you win, the target is Dazed (Stands still, does nothing, can be slapped back to normal). At the end of their turn the target can make another Willpower check to break free. Otherwise he remains Dazed as long as he can hear your song.

Rapier Wit [5]; Words of Power (+100%); Daze (+50%); 1/scene (-20%); Nuisance Effect: Target automatically breaks free if he stops hearing the song (-5%);

5*(1+1+0.5-0.2-0.05)=11.25

Feather Shoot [5]: Once per Scene, you can launch a barrage of feathers up to 5 yards in a 60° cone. The attack deals Piercing damage equal to your Swing. Since you need to flap your wing, the attack can be parried by parrying your wing. This attack uses Brawling or DX for the roll.

Natural Weapon pi [5]; Cannot Parry (-40%), Area of Effect 60°, lv 5 (+50%); Single (-20%); Hand Parry (-5%); 1/scene (-20%); Swing Only (+20%);

5*(1-0.4+0.5-0.2-0.05-0.2+0.2)=4.25

Feather Coat [10]: You have particularly strong feathers, giving you DR 5 on your body (except for your human-like head). Additionally, when you are not flying, you can use your wings as a Cloak, as long as that wing is not carrying anything, giving you +2 DB and allowing you to Block ranged and melee attacks with them. If both of your wings are free, you may make two blocks per turn.

DR 5 [25]; Toughskin (-40%);  Torso + Arms + legs (-24%); 25*(1-0.4-0.24)=9

Accessory Perk (cloak) [1]

Harpy Queen [9]: Pre Requisites: Alluring Song, Feather Shoot, Feather Coat. You have grown to become a Harpy Queen. You have SM +1, which gives enemies +1 to attack and vision rolls against you but also increases the Reach of ally your C attacks to 1. You need 5 times the usual amount of food (meaning $30 and 7.5 lbs. of rations daily). If you get armor made, body and leg protection cost and weigh double.  Finally, you gain 2 ST, you may break the limit on ST and raise it to 20, and you may buy advantages that require Inhuman Physiology.

Unusual Background [10]; Increased Consumption 2 [-20]; Unusual Features (BIG) [-1]; +2 ST [20];

10-20-1+20=9

 

Aranea [25]

+1 DX [20];

Spider Limbs [25]; Night Vision 1 [1]; Clinging [20]; Attractive [4]

Cold-Blooded (50°) [-5]; Restricted Diet (Carnivore) [-10]; Social Stigma (Monster) [-15]; Phobia (Fire) (12) [-5]; Bloodlust (12) [-10];

Special Aranea Traits

Spider Limbs: You have 4 taloned spider-like limbs coming from your back. They are too clumsy for any use beyond combat; however your natural instincts allow you to use them in concert with any other weapon or unarmed strike you know how to use, giving you 4 extra attacks (1 per Spider Limb) when you take an attack maneuver. Their combat stats are: -2 to attack rolls, Thrust +2 piercing damage, Reach C.

Strikers x4 [20]; Weak (-50%); Clumsy x2 (-40%);

20*(1-0.5-0.4)=2.0 Min 20*0.2=4 

Extra Attack x4 [100]; Accessibility: Only to use the talons (-60%); Emergencies Only (-30%)

100*(1-0.6-0.3)=10.0 Min 100*0.2=20

Striking ST 2 [2]; Accessibility: One attack only (-60%);

2*(1-0.6)=0.8

Full Cost: 4+20+0.8=24.8

Clinging: You can stick to walls and ceiling like a spider. Move while Clinging is half your basic move.

20+25+1+20+4=70

-5-10-15-5-10=-45

Aranea Racial Power Ups

Long Talons [20]: Your talons are longer than most. You may buy up to 4 levels of this power-up, each level increases your reach, starting at reach 1 and ending at reach 5.

Adds Long (+100%) to each striker;

Dexterous Limbs [2/4]: You have learned to fight with your Spider Limbs. Level 1 reduces the penalty to your attacks with your Spider Limbs to -1, and the second level removes it.

Level 1: Reduces Clumsy to 1: 20*(1-0.5-0.2)=6 Level 2: 20*0.2=4

Web [10+1/level]: You have learned to use your spider limbs to spin webs. You can use this web to climb things. Acrobatics 15+Perception 15 allows you to swing on them like spider-man, without needing any skill checks. You can throw webs at enemies within 10 yards, attacking with the Innate Attack skill and doings 1d6-4 control points +1 per Web level.

Binding 8[16]; Range is 10y (-30%); Inaccurate 3 (-15%); Increased 1/2 range x10 (+15%); Magic (-10%); Nuisance Effect: Webs dissolve after 1 hour (-10%);

16*(1-0.3-0.15+0.15-0.1-0.1)=8.0

No Nuisance Effects: Web-Swinging [1]

Accessory Perk: Climbing Line [1]

Full Cost: 8+1+1=10

 

Lizardgirl [25]

ST +3 [30]; HT +1 [10];

Attractive [4]; Striker (tail) [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1], Night Vision 4 [4]; Cold-Blooded (50°) [-5];

Soft Scales [0];

Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10]; Cold Blooded [-5]; Intolerance (Expansionist, urbanized “civilization”) [-5]; Sense of Duty (Nature) [‑15];

Special Lizardgirl Traits

Striker (Tail): You can use your girthy, thick, muscular tail to strike enemies. You deal Thrust Crushing damage at Reach C. Attack with brawling.

Striker Crushing [5]; Cannot Parry (-40%); Weak (-50%); 5*(1-0.8)=1.0

Peripheral Vision: You have no penalties when attacking or defending your sides.

Sharp Claws: Punches and kicks inflict cutting damage –not crushing. Gloves and footwear that expose claws cost no extra. They let you deal cutting damage instead of crushing damage at +1 for gauntlets or boots;

Sharp Teeth: Bites inflict cutting damage – not crushing. Some notes about biting: when making a move and attack maneuver, you may inflict Slam damage instead (HP *velocity/100 d6); any bite attack that hits also inflicts the same amount of damage as control points. When you grapple with a bite, you can do Worrying instead of needing to attack again.

Again

30+10+4+1+15+5+1+4=70

-10-10-5-5-15=-45

Special Lizardgirl Powerups

Lizard Martial Arts [2]: You can use Karate to attack with your bite and Tail instead of brawling.

Strong Tail [2]: Your tail does +1/die damage.

Removes Weak (50%);

Tough Scales [3/level]: DR 1/level due to your hard scales.

DR 1 [5]; Toughskin (-40%);

Dexterous Tail [6]: Your tail is as dexterous as an monkeys. You can use it to grab roughly grab things.

Extra Arm [10]; No Grasping Hand (-40%);

Fast Tail [5]: When you take an attack maneuver, you can make an extra attack with your tail.

Extra Attack [25]; Accessibility: Only to use the Tail (-60%); Emergencies Only (-30%)

25*(1-0.6-0.3)=2.5 Min 25*0.2=5

Strong Biter [2]: Your bites deal +5 damage.

Striking ST [1]; Bite Only (-60%);

5*(1-0.6)=2.0

Long Tail [5]: Your tail has Reach C, 1.

Adds Long (+100%);

 

Haunted Doll [25]

ST -2 [-20]; IQ +2 [40];

SM -1 [0];

Undead Doll [10]; Poltergeist 10 [20]

Low Empathy [-20]; Hidebound [-5];

Special Haunted Doll Traits

Undead Doll:  You are an undead spirit inhabiting a body made of wood. You have difficulty manipulating objects directly, getting a -6 penalty on skills that rely on fine motor skills listed under the High Manual Dexterity (Basic pp.59) and Fast Draw. This does not affect combat rolls other than Fast Draw; or IQ-related tasks. You are immune to most things that affect living things, you have no blood, and you do not heal naturally, but you can be repaired. You take reduced damage from piercing and impaling attacks, but you are easily combustible: you must make an HT check to not catch fire when you take major wound from a burning or explosive attack. When you catch fire you take 1d6-1 injury every second until you can extinguish the flames.

Immunity to Metabolic Hazards [30]; Fragile: Combustible [-5]; Not Pressurized [0]; Not Subject to Aging [0]; Not Subject to Fatigue [0]; Sterile [0]; Injury Tolerance: No Blood, Unliving [25]; Ham-Fisted 2 [-10] and Unhealing (Total) [-30].

Poltergeist: You can animate unattended objects around you. When you do so, a visible aura forms around the object, and you can move it as if you were holding it in your hands with an effective ST of 10. This allows you to use any skill you know through an object but using IQ as base (for example, if you have Axe/Mace and you use your power to pick up an axe, you could attack by making an IQ-based Axe/Mace check). Picking up an object is a free action.

Maximum Range of this ability is 10 yards. Any object you pick up can freely move in this area with a move equal to 10. To activate your ability, you must Concentrate, and whenever you do any action with the objects you are holding, you must take another Concentrate.

TK [5]; Psychokinetic (-10%); Visible (-20%); Aspected: unattended Objects Only (-40%);  No Punch (-10%); Can't Affect Self (-20%); Based on IQ (+20%); Reduced Time 1 (20%);

5*(1-0.1-0.4-0.2-0.1-0.2+0.2+0.2)=2

40+10+20=70

-25-10-10=-45

Special Haunted Doll Powerups

Powerful Poltergeist [1]: Each level increases the effective ST of your Poltergeist by 1, up to a Max of 5.

TK [5]; Lift Only (-20%); Psychokinetic (-10%); Visible (-20%); Aspected: Objects Only (-20%); Cannot Punch (-10%); Can't Affect Self (-20%); Based on IQ (+20%); Reduced Time 1 (20%);

5*(1-0.2-0.1-0.2-0.4-0.1-0.2+0.2+0.2)=1

Instinctive Poltergeist [20]: You can instantly activate your ability to and use it to animate a random object to make a parry or block against a sudden attack even if the ability isn't activated yet. When using this ability, levels in Powerful Poltergeist don't count, as this is an emergency use. You can defend like this even when taken by surprise, and you suffer no penalties from being stunned or attacked from behind.

Adds Reflexive (+40%) to the first 10 levels of Poltergeist.

Practiced Poltergeist [10]: During combat and other emergencies, every second you have a free concentrate maneuver that can only be used on Poltergeist.

Compartmentalized Mind [50]; Psychokinetic (-10%); No mental separation (-20%); Limited: One Ability (-30%); Emergencies Only (-30%);

50*(1-0.1-0.2-0.3-0.3)=5.0 Min 50*0.2=10

Mass Poltergeist [35+3.5 per level of Powerful Poltergeist]: You may affect multiple objects with Poltergeist. Select a 2 yard area within range, and manipulate all unattended objects that you want in that area. When affecting multiple objects, all must be affected in the same way, for example, if you throw one, you must throw all of them. Any checks you make are at a penalty equal to the number of objects affected.

Adds Area of Effect 360° lv 2 (+50%); Selective Effect (+20%); 5*0.7=3.5 

Exceedingly Powerful Poltergeist [11]: Pre-requisite: Powerful Poltergeist 5. Each level increases the effective ST of your Poltergeist by 1, up to a Max of 5.

TK [5]; Lift Only (-20%); Psychokinetic (-10%); Visible (-20%); Aspected: Objects Only (-20%); Cannot Punch (-10%); Can't Affect Self (-20%); Based on IQ (+20%); Reduced Time 1 (20%);

5*(1-0.2-0.1-0.2-0.4-0.1-0.2+0.2+0.2)=1

And Unusual Background: ST limit break [10];

 

 

Arachne/Drider

[Coming Soon]

 

Lamia

[Coming Soon]

 

==========================================================================================

Actual Monsters

Uncivilized, wild, weird, or just evil. They also don't follow the rule about point costs.

Armor Slime [29]

Slimes that have adapted to living inside armor they find abandoned on battlefields. Eventually they become fully humanoid, and gain human-like intelligence, searching for better and better armor to cover their slime bodies.

+2 ST [20];

+4 Lifting ST [12]

Injury Tolerance (Homogenous) [40]; Signature Gear: Armor [1], Extra Money [1].

Invertebrate [-20]; Secret (actually a slime) [-10]; Phobia: Not wearing armor (12) [-10]; Cold-Blooded [-5]

Features: Glows softly under the armor.

KYOS: Replace Lifting ST 4 [12] with Lifting ST 2 [14]. The template now costs [31]

Special Amor Slime Traits

Injury Tolerance (Homogenous) [40]: Your body has no vulnerable internal organs, bones, muscles, or other mechanisms. As a result, you are less susceptible to piercing and impaling attacks. Homogenous includes the benefits of No Brain and No Vitals.

Signature Gear: Armor [1], Extra Money [1]: An Armor Slime starts with 500$ extra starting money that is used to buy some sort of full body armor. The exact type of armor is up to you, but it must be a full suit. In addition, that armor is a Signature Gear, so it is protected as per the advantage.

Invertebrate [-20]: You have no spine, exoskeleton, or other natural body support. Use your full Basic Lift for the purpose of pushing, but only 1/4 your BL to calculate the weight you can lift, carry, or pull. This trait has a small side benefit, however: you can squeeze through much smaller openings than your size might suggest!

Secret (actually a slime) [-10]: Armored Slimes look like armored knights covered in head to toe in armor. This disadvantage turns into Social Stigma: Monster [-15] if the secret is revealed.

Cold Blooded [-5]: Your body temperature fluctuates with the temperature of the environment. You are less susceptible to damage from high or low body temperature (+2 HT to resist the effects of temperature), and require only 1/3 the food needed by a warm-blooded being of equal mass, but you tend to “stiffen up” in cold weather. After 30 minutes in cold conditions (10°C or 50°F), you get -1 to Basic Speed and DX per 10° below your “threshold temperature” (see below). At temperatures below 32°, you must roll vs. HT or take 1 HP of damage. Warm clothing gives +2 to this roll. You regain lost Basic Speed and DX at the rate of one point of each per hour once you return to a warm climate.

-20-10-10-5=-45

16+12+40+2=70

 

Fairy [25]

DX +1 [20],

SM -2, Lifting ST -2 [-6]

Flight (winged) [30]; Appearance (Beautiful) [12], Fairy Magic (Cantrip Slot I [6]); Night Vision III [3].

Dependency (Mana; Very Common; Constantly) [-25]; Sense of Duty (Nature) [-15].

Features: Pointy Ears.

KYOS: Replace Lifting ST -2 [-6] with Lifting ST -1 [-7]. The template now costs [24]

Special Angel Traits

Fairy Magic [6]: Fairies are naturally magical. They start the game with a magic slot, which has your choice of spells with a cost equal to the level of the slot.

20+30+12+6+3=71

-25-15-6=-46

 

True Vampire [31]

ST +3 [30], HT +1 [10]

Flight (winged) [30]; Appearance (Beautiful) [12], Sharp Claws [5]; Sharp Teeth [1]; Night Vision X [10]; Immunity to Metabolic Hazards [30]; Blood Drain [13];

Unhealing (partial, blood drain) [-20], Vulnerability (Holy, x2) [-20], Draining (Blood; Illegal) [-10]; Weakness (Sunlight; 1d/minute) [-60];

Features: Has no reflection.

Special True Vampire Traits

Sharp Claws: Punches and kicks inflict cutting damage –not crushing. Gloves and footwear that expose claws cost no extra. They let you deal cutting damage instead of crushing damage at +1 for gauntlets or boots;

Sharp Teeth: Bites inflict cutting damage – not crushing. Some notes about biting: when making a move and attack maneuver, you may inflict Slam damage instead (HP *velocity/100 d6); any bite attack that hits also inflicts the same amount of damage as control points. When you grapple with a bite, you can do Worrying instead of needing to attack again.

Blood Drain: Leech 1 (Blood Agent, -40%; Magical, -10%) [13]: The vampire can drain the victim’s life if the victim is helpless (pinned, stunned, unconscious, etc.), grappled, or willing. If he is wearing armor, the vampire’s biting damage must penetrate its DR. Once the vampire has bitten through the victim’s DR, he can drain 1 HP per second from him. For every 3 HP stolen, the vampire heals 1 HP. He cannot raise his HP above normal this way.

10+24+30+12+5+1+10+30+13=135

-20-20-10-60=-110

135-110=25

 

Goblin [-20]

DX+1 [20]; IQ -1 [-20]

SM -1; Perception +1 [5];

Night Vision (natural light level is -3) [0], Discriminatory Smell [15]; Reduced Consumption 4 (Iron-cast stomach) [4]; Sharp Teeth [1]; Resistant to Metabolic Hazards (+3) [10];

Appearance (Monstrous) [-20]; Cowardice (9) [-15] or Fantaticism [-15]; Social Stigma (Monster) [-15]; Easy to Kill 5 [-10];

-20-20-15-15-10=-80

20+5+15+4+1+5+10=60

60-80=-20

Optional Goblin Advantages:

Higher Purpose (Serve the Dark Lord) [5/level max 2]: +1 to all rolls when working under the direct command of the Dark Lord or one of its officers (who cannot also be a goblin).

 

Kobold [-11]

ST -4 [-40]; DX +2 [40]; IQ -1 [-20]

SM -2; Striking ST +4 [4]; Perception +1 [5];

Mob Attack 1 [3]; Infravision [10]; Discriminatory Smell [15]; Reduced Consumption 4 (Cast-Iron Stomach) [4]; Peripheral Vision [15]; DR 1 (toughskin) [3]; Widget-Worker 2 [10]

Cowardice (9) [-15]; Social Stigma (Monster) [-15]; Easy to Kill 5 [-10]; Cold-Blooded (50°) [-5]; Odious Racial Habit (Eats sapient beings) [-15];

KYOS: Replace Kobolds Swarm 1 [3] for Kobolds Swarm 5 [3]

Special Kobold Traits

Mob Attack [3/level or 0.6/level if using KYOS, max 5]: When you attack an enemy that is next to an allied Kobold, you gain +1 to your ST when making attacks per level of this ability (Max +5).

Widget-Worker [5/level max 4]: You're naturally good at tinkering and setting up traps. Add +1 per level to the:  Armoury (Missile Weapons), Forced Entry, Lockpicking, Scrounging, and Traps skills. You may buy up to two more levels in play, for 5 points/level.

-40-20-15-15-10-5-15=-120

40+4+3+10+15+4+15+3+5+10=109

109-120=-11

 

Gnoll [18]

ST +4 [40]; DX +1 [20]; IQ -1 [-20];

Pack Attack [7]; Discriminatory Smell [15]; Reduced Consumption 4 (Cast-Iron Stomach) [4]; Blunt Claws [3]; DR 1 (Tough Skin, -40%) [3]; Sharp Teeth [1];

Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Monster) [-15]; Bloodlust (12) [-10]; Bad Temper (12) [-10]; Callous [-5];

Special Gnoll Traits

Pack Attack [7]: When you attack an enemy that has two or more of your allies adjacent to it, you deal 1d6 extra damage of the same kind as your weapon once per second.

Innate Attack 1 [8]; Follow-Up: Universal (+50%); Accessibility: The target must have 2 of your allies adjacent to it. (-30%) Aspected: Combat Only (-20%) and Once per Second (-20%);

8*(1+0.5-0.3-0.2-0.2)=6.4

Bloodied Rage [4]: When you are Reeling (less than 1/3rd of your HP left); or when you have taken a crippling injury, you deal +2 extra damage on all attacks.

Innate Attack 1 [8]; Follow-Up: Universal (+50%); Accessibility: Reeling. (-35%) Aspected: Combat Only (-20%) and Once per Second (-20%);

(8*0.6)*(1+0.5-0.35-0.2-0.2)=3.6

40+20+7+15+4+3+3+1=93 

-20-15-15-10-10-5=-75

93 -75=18

 

Sahuagin [26]

ST +1 [10];

Amphibious [10]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe (Gills) [10]; Enhanced Move 1 (Water) [20]; Infravision [10]; Nictitating Membrane 1 [1]; Sharp Claws [5]; Sharp Teeth [1];

Bloodlust (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10];

Special Sahuagin Traits

Nictating Membrane 1: You have DR 1 on your eyes.

Sharp Claws: Punches and kicks inflict cutting damage –not crushing. Gloves and footwear that expose claws cost no extra. They let you deal cutting damage instead of crushing damage at +1 for gauntlets or boots;

Sharp Teeth: Bites inflict cutting damage – not crushing. Some notes about biting: when making a move and attack maneuver, you may inflict Slam damage instead (HP *velocity/100 d6); any bite attack that hits also inflicts the same amount of damage as control points. When you grapple with a bite, you can do Worrying instead of needing to attack again.

Doesn’t Breathe (Gills): You can breathe normally underwater, allowing you to survive there indefinitely as long as it is oxygenated water.

10+10+3+10+20+10+1+5+1=70 

-10-15-10-10=-45

70-45=25

Warlock D&D 4e to GURPS adaptation

That was a lot of work.   Houserules Beyond the -80% limit : For certain spells that are clearly weaker than their price indicates, (GM ...