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.

 

Cat-Folk [25]

+2 DX [40];

Per +1 [5];

Sharp Claws [5]; Sharp Teeth [1]; Appearance: Beautiful/Handsome [12]; Night Vision 9 [6], Temperature Tolerance (Cold) [1].

Laziness [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

 

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]

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

Sense of Duty (Nature) [15]; Laziness [-10]; Trickster (12) [-15]; Skinny [-5];

Special Elf Traits

Fey Step [20]: Once per scene, you teleport up to 10 yards, instantly. Make an IQ or Thaumatology roll, whichever is better. If you succeed, you teleport instantly to a location you can see. You can only equipment take up to your basic lift with you. You may use this spell as a defense. Once per turn, you may teleport to any location you can see within 10 yards, instantly. This is considered a dodge.

To use this ability you must have both hands free, spend 3FP, and be able to speak.

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

-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 +2 [4];

Combat Reflexes [15]; Halfling Agility 2 [6]; 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: Jump, Climbing and Stealth skills. You may buy up to two more levels in play, for 3 points/level.

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

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

 

Angel [29]

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

Flight (winged) [30]; Appearance (Attractive) [4]

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+4=74

-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

 

Accursed [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 Accursed 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

 

Devilspawn [35]

ST+5 [50]; 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.

50+20+4+1+5=80
-10-10-5-20=-45

 

Centaur [35]

ST +3 [30],

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

SM +1; Lifting ST 4 [12]; Striking ST 5 (Lower Body) [10].

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

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.

Striking ST (Lower Body) [1.2]: Add this ST bonus to calculate damage with kicks and slams . It never benefits weapons, shield bashes, bites, or punches.

30+20+5+3+12+10=80 

-35-5-5=-45

 

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.

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.

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

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