GURPS Custom Races

 

Races

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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.

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Humans [25]

Quick Learner [45];

Higher Highs, Lower Lows [-20];

Special Human Traits

Quick Learner [45] - 45 points to spend in professional 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.

 

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]; Trickster (12) [-15]; Skinny [-5];

Special Elf Traits

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

-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]; Trickster (12) [-15]; Skinny [-5];

Special Elf Traits

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

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]; Machine [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 have a max).

DR 4 [20]; Cannot Wear Armor (-40%); 20*(1-0.4)=12

-1 Lifting ST [-7];

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

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]

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

Acute Hearing 3 [6]; Appearance (Cute) [2]; Sharp Claws [5]; Harpy Flight [8]; Feather Shoot [9]; Infravision [10]; Voice [10]

Callous [-5]; Sadism (12) [-15]; Social Stigma (Monster) [-15]; Short Attention Span (12) [-10];

Special Harpy Traits

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

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

Feather Shoot [9]: Once per Scene, you launch a barrage of feathers in a cone with range ST/2 and width 3. The attack has Acc 3, Bulk -2, and deals Piercing damage equal to your Thrust. Since you need to flap your wing, the attack can be parried by parrying your wing.

Natural Weapon pi [5]; Ranged (+100%), Cannot Parry (-40%), Cone, 3 yards (+70%); Single (-20%); increased 1/2 range x2 (+5%), Reduced Range 1/2 (-10%); Hand Parry (-5%); 1/scene (-20%);

5*(1+1-0.4+0.7-0.2+0.05-0.1-0.05-0.2)=9

6+2+5+8+9+10+20+10=70

-5-15-15-10=-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

 

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]; Rapid Healing [5]; 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

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