Sunday, September 23, 2012

Racial Template: Sereth

Sereth Racial Template
54 points
Attribute Modifiers: ST-1 [-10], DX+1 [20]
Secondary Characteristic Modifiers: Basic Move +1 [5]
  • Desert Dwellers [1]: The Sereth are accustomed to living in the harsh heat of Serethnem. They have Temperature Tolerance 1 (Heat). 
  • Flexibility [15]: The Sereth possess four elbows, four knees, and multiple extra joints in the fingers. They have Flexible (Double-Jointed).  
  • Keen Eyesight [4]: The Sereth are known for their skilled marksmen and scouts. They have Acute Senses 2 (Vision).
  • Long Arms [20]: The arms of the Sereth are much longer to accommodate all their extra joints. They have Extra Arms (Long Arms). 
  • Long Lived [4]: The Sereth are a long lived race , though not immortal. They have Extended Lifespan 2. 
  • Nictitating Membrane [1]: The eyes of the Sereth possess a nictitating membrane that helps filter grit from their vision and protect their eyes. They have Nictitating Membrane. 
  • Piercing Eyesight [4]: The keen vision of the Sereth allows them to see more clearly at night. They have Night Vision 2. 

  • Skinny [-5]: Despite the size and flexibility of their limbs, Sereth are exceedingly skinny. They have Skinny.
  • Unusual Biochemistry [-5]: The Sereth are a strange race warped by long use of sorcery and their physiology bears little resemblance to what they once were or to that of any normal race of The Known World. They have Unusual Biochemistry. 

Advantages: Fit, Gunslinger, Less Sleep, Manual High Manual Dexterity, Magic Resistance, Telescopic Vision.
Suggested Disadvantages: Loner
Skills: Sereth are survivalists that live in harsh desert condition, skills of that nature would be appropriate. They are also legendary riflemen, so firearms related skills and techniques would also be appropriate.

Everything translates to GURPS pretty well. I didn't give them long legs in addition to long arms because that felt kind of like overkill, it increased their size modifier to +2. I did however increases their base move to simulate the long legged stride of the Sereth. They also lost the Pathfinder bonus against being disarmed because they have those extra fingers and joints to wrap around hilts and whatnot. I haven't seen rules for disarming yet in GURPS, so I need to get a look at that before I can find an appropriate advantage, so this template may change once I do. 

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