Friday, September 21, 2012

Racial Template: Greenskin Abraxen

Greenskin Abraxen Racial Template
13 points

Attribute Modifiers: ST+2 [20], HT+1 [10], IQ-1 [-20]
Advantages:
  • Keen Senses [4]: The Greenskin Abraxen of The Beast Lands and The Wild Lands are excellent hunters and have developed a keen sense of smell. They have Acute Senses (Taste and Smell).
  • Night Vision [2]: The Greenskin Abraxen have learned to hunt by as little light as possible. They have Night Vision 2.
  • Primitive Society [-20]: The Abraxen race is known for their technological prowess and intellect, but the Greenskins have been a primitive society for centuries since their ships crash against the coast of The Beast Lands. They have Low TL 4.
  • Sixth Sense [15]: The weak and the unwary do not survive in The Beast Lands and The Wild Lands. The Greenskin Abraxen have Danger Sense.
  • Tusks [2]: The Greenskin Abraxen have large tusks jutting from their mouth, giving them the ability to gore their opponents. They have Teeth (Fangs). 

Suggestions
Advantages: Fit, Hard to Subdue.  
Disadvantages: Bestial, Innumerate, Stress Atavism.
Skills: Greenskin Abraxen are a hunter/gatherer society in their homelands, and skills that work well with that background are appropriate. They also have some knowledge of herbal remedies, so Herb Lore would be appropriate as well. 

Thursday, September 20, 2012

Racial Templates: Glenwighta

I am going to post all three branches of the Glenwighta race here in one post. Their GURPS versions are very small stat blocks so I don't feel it necessary to post three separate pages of Glenwighta. They're fundamentally the same, just differentiated by place in Glenwighta society and how big they are with a few slight variations in ability bonuses, so here goes. 

Glenwighta: Conwighta Racial Template
35 points
Attribute Modifiers: ST+1 [10], DX+1 [20]
Secondary Characteristics: Will-1 [-5]
Advantages:
  • Claws [5]: Glenwighta have sharp black claws on their fingers. They have have Claws (Sharp). 
  • Night Vision [3]: Glenwighta are native to the underground caves of The Fell Peaks and they have developed a keen night vision. They have Night Vision 3.
  • Pheremone Language: [6]: The Glenwighta language is partially pheremone based, giving them a keen sense of smell. They have Acute Senses 3 (Taste and Smell)
  • Teeth [1]: Glenwighta have sharp teeth. They have Teeth (Sharp). 

Disadvantages:
  • Unusual Biochemistry [-5]: The Glenwighta are a strange race of egg laying mammals. They have Unusual Biochemistry. 

Glenwighta: Okwighta Racial Template
30 points
Attribute Modifiers: DX+1 [20]
Secondary Characteristics: SM-1
Advantages:
  • Claws [5]: Glenwighta have sharp black claws on their fingers. They have have Claws (Sharp). 
  • Night Vision [3]: Glenwighta are native to the underground caves of The Fell Peaks and they have developed a keen night vision. They have Night Vision 3.
  • Pheremone Language: [6]: The Glenwighta language is partially pheremone based, giving them a keen sense of smell. They have Acute Senses 3 (Taste and Smell)
  • Teeth [1]: Glenwighta have sharp teeth. They have Teeth (Sharp). 

Disadvantages:
  • Unusual Biochemistry [-5]: The Glenwighta are a strange race of egg laying mammals. They have Unusual Biochemistry. 

Glenwighta: Solwighta Racial Template
47 points
Attribute Modifiers: ST+2 [20], DX+1 [20]
Secondary Characteristics: Will-1 [-5]
Advantages:
  • Claws [5]: Glenwighta have sharp black claws on their fingers. They have have Claws (Sharp). 
  • Longevity [2]: The Solwighta are longer lived than the other races of the Glenwighta race. They have Extended Lifespan 1.
  • Night Vision [3]: Glenwighta are native to the underground caves of The Fell Peaks and they have developed a keen night vision. They have Night Vision 3.
  • Pheremone Language: [6]: The Glenwighta language is partially pheremone based, giving them a keen sense of smell. They have Acute Senses 3 (Taste and Smell)
  • Teeth [1]: Glenwighta have sharp teeth. They have Teeth (Sharp). 

Disadvantages:
  • Unusual Biochemistry [-5]: The Glenwighta are a strange race of egg laying mammals. They have Unusual Biochemistry. 

Suggestions
Disadvantage: Social Stigma (Subjugated).
Skills: Okwighta are usually inclined towards mechanical and technological pursuits while Conwighta and Solwighta usually lean towards more martial pursuits. 

Wednesday, September 19, 2012

Racial Template: Fell Soulless

Fell Soulless Racial Template
25 + variable points
Attribute Modifiers: ST+1 [10], HT-1 [-10]
Advantages:
  • Dark Vision [25]: Like their base race, the glowing eyes of the Fell Soulless have the supernatural ability to completely pierce darkness. They have Dark Vision. 
  • Metal Flesh [10]: Part of the flesh of the Fell Soulless have been replaced with metal plating and appendages. They have Damage Resistance 2. 
  • Sorcerous Bloodline [5]: The sorcerous blood of the Fell Humans is the only reason Fell Soulless are able to exist, and they are still bound to the sorcery in their blood. They have Threshold Limited Magery 0.
  • Soulless Augmentation: When creating the Fell Soulless Nakmander fused them to random pieces of the Soulless he had captured, or added his own creations to their bodies. This led to a very random assortment of abilities, choose one of the following sets of abilities:
    • Blade Fingers [5]: Some Fell Soulless had blades of metal fused to the flesh of their hands. They have Claws (Sharp Claws).
    • Fangs [1]: Some Fell Soulless had jaws of metal welded to their flesh. They have Teeth (Sharp Teeth). 
    • Leather Lungs [20]: The Fell Soulless has a pair of leather bladders instead of lungs, these allow it to draw breath to speak, but they no longer require air to live. They have Doesn't Breathe.
    • Oily Blood [5]: Some Fell Soulless have had their blood replaced with a thick, viscous substance very much like oil. They have Injury Tolerance (No Blood).
    • Sorcerous Furnace [20]: Some Fell Soulless have a sorcerous furnace implanted in their body that fuels them and protects them from fire. They have: Doesn't Eat or Drink,  Damage Resistance 2 (Limited: Fire -20%), and Temperature Tolerance 2 (Heat).
    • Wolf-Iron Bones [10]: Some Fell Soulless have had their bones replaced with wolf-iron struts. They have Injury Tolerance (Unbreakable Bones).

Disadvantages:
  • Short Lifespan [-10]: The sorcery coursing through the blood of Fell Soulless is just as deadly to their lifespan as it is to normal Fell Humans. They have Short Lifespan 1.
  • Unusual Biochemistry [-5]: If possible, the living metal components of the Fell Soulless make them even more warped and aberrant than normal Fell Humans. They have Unusual Biochemistry. 

Suggestions
Advantages: Buy additional advantages from the selection, Damage Resistance (increase levels), High Pain Threshold, Threshold Limited Magery.
Disadvantages: Disturbing Voice, Frightens Animals, Ham-Fisted, Numb, Unhealing (Partial or Total), Unnatural Appearance.
Skills: Fell Soulless are typically found in the southern pole of Hekinoe with A'lst and have a strong background in mechanical pursuits. 

Tuesday, September 18, 2012

Racial Template: Fell Human Descendants

Fell Human Descendant Racial Template
30 + variable points
Advantages:
  • Dark Vision [25]: The glowing eyes of the Fell Human Descendants have the supernatural ability to completely pierce darkness. They have Dark Vision. 
  • Sorcerous Bloodline 1 [5]: The blood of the Fell Humans and their descendants is rich with the power of sorcery and it is intrinsically tied to their nature. They have Threshold Limited Magery 0.
  • Sorcerous Bloodline 2: The powers and appearance of the Fell Human Descendants are varied. If you wish, you may choose one of the following sets of abilities, if you do so, you must also choose the Unusual Biochemistry or Short Lifespan 1 disadvantage:
    • Acid Blood [8]: Some Fell Human Descendantss have acidic blood that burns through their veins, protecting them from other acid. They have Damage Resistance 2 (Limited: Acid -20%).
    • Claws [5]: Some Fell Human Descendants grow nasty claws from their fingers and toes, rather than more mundane fingernails. They have Claws (Sharp Claws).
    • Fangs [1]: Some Fell Human Descendants grow fangs instead of teeth. They have Teeth (Sharp Teeth). 
    • Fiery Blood [10]: Some Fell Human Descendants have blood that flickers through their veins like liquid fire, protecting them from the effects of heat. They have  Damage Resistance 2 (Limited: Fire -20%) and Temperature Tolerance 2 (Heat).
    • Icy Blood [10]: Some Fell Human Descendants have blue blood flowing through their veins like half-frozen slush that protects them from the effects of cold. They have Damage Resistance 2 (Limited: Cold -20%) and Temperature Tolerance 2 (Cold).
    • Scaly Skin [4]: Some Fell Human Descendants have scales covering their bodies, rather than flesh. They have Damage Resistance 2 (Semi-Ablative -20%, Tough Skin -40%). 
    • Storm Blood [8]: Some Fell Human Descendants have blood that flashes blue-white like lightning when exposed to air, protecting them from the effects of electricity. They have Damage Resistance 2 (Limited, Electricity -20%).
    • Tail [5]: Some Fell Human Descendants have strange growths of tentacles or tails. They have Extra Arm (Extra-Flexible +50%, No Physical Attack -50%, Short -50%).

Suggestions
Advantages: Buy additional advantages from the selection, Damage Resistance (increase levels), Vampiric Bite.
Disadvantages: Disturbing Voice, Frightens Animals, Unnatural Appearance.
Skills: Fell Human Descendants are found everywhere, in every walk of life and their skills and background can be just as varied. 

Monday, September 17, 2012

Racial Template: Fell Humans

Fell Human Racial Template
15 + variable points
Advantages:
  • Dark Vision [25]: The glowing eyes of the Fell Human have the supernatural ability to completely pierce darkness. They have Dark Vision. 
  • Sorcerous Bloodline 1 [5]: The blood of the Fell Humans is rich with the power of sorcery and it is intrinsically tied to their nature. They have Threshold Limited Magery 0.
  • Sorcerous Bloodline 2: The powers and appearance of the Fell Humans are varied, choose one of the following sets of abilities:
    • Acid Blood [8]: Some Fell Humans have acidic blood that burns through their veins, protecting them from other acid. They have Damage Resistance 2 (Limited: Acid -20%).
    • Claws [5]: Some Fell Humans grow nasty claws from their fingers and toes, rather than more mundane fingernails. They have Claws (Sharp Claws).
    • Fangs [1]: Some Fell Humans grow fangs instead of teeth. They have Teeth (Sharp Teeth). 
    • Fiery Blood [10]: Some Fell Humans have blood that courses through their veins like liquid fire, protecting them from the effects of fire. They have  Damage Resistance 2 (Limited: Fire -20%) and Temperature Tolerance 2 (Heat).
    • Icy Blood [10]: Some Fell Humans have blue blood flowing through their veins like half-frozen slush that protects them from the effects of cold. They have Damage Resistance 2 (Limited: Cold -20%) and Temperature Tolerance 2 (Cold).
    • Longevity [15]: Normally, the sorcery in their blood makes Fell Human lives much shorter than other races, but occasionally it has the reverse effects and grants the Fell Human immortality. They have Unaging.
    • Scaly Skin [4]: Some Fell Humans have scales covering their bodies, rather than flesh. They have Damage Resistance 2 (Semi-Ablative -20%, Tough Skin -40%). 
    • Size [0]: Some Fell Humans are misshapen and physically altered. They have Size Modifier +1 or -1.
    • Storm Blood [8]: Some Fell Humans have blood that flashes blue-white like lightning when exposed to air, protecting them from the effects of electricity. They have Damage Resistance 2 (Limited, Electricity -20%).
    • Tail/Tentacle [5]: Some Fell Humans have strange growths of tentacles or tails. They have Extra Arm (Extra-Flexible +50%, No Physical Attack -50%, Short -50%).

Disadvantages:
  • Short Lifespan [-10]: The sorcery coursing through the blood of Fell Humans, while often empowering, burns out the candle of their lifespan much quicker than other races. They have Short Lifespan 1. This disadvantage is incompatible with the Longevity trait and they lose it if they choose the Longevity trait from above or buy Unaging. 
  • Unusual Biochemistry [-5]: Sorcery warps and alters the biology and physiology of Fell Humans to be something strange and alien. They have Unusual Biochemistry. 

Suggestions
Advantages: Buy additional advantages from the Sorcerous Bloodline 2 selection, buy off the limitations of the Tail/Tentacle ability, Damage Resistance (increase levels), Innate Attack, Vampiric Bite.
Disadvantages: Disturbing Voice, Frightens Animals, Supernatural Features, Unnatural Appearance.
Skills: Fell Humans are found everywhere, in every walk of life and their skills and background can be just as varied.

Fell Humans work a little better in GURPS than in Pathfinder. They have the base selection of mandatory weird sorcerous abilities, and because GURPS is a more versatile system, they can just buy more if they want to be weirder and more mutated. 

Sunday, September 16, 2012

Racial Template: Fallen

Fallen Racial Template
60 points
Advantages:
  • Sorcerous Creation [5]: As creatures perpetually bound to life by sorcery, the Fallen are intrinsically linked to sorcery. They have Threshold Limited Magery 0. 
  • Undead 1 [20]: As undead creatures animated by sorcery, the Fallen do not need to breathe. They have Doesn't Breathe.  
  • Undead 2 [10]: As undead creatures animated by sorcery, the Fallen do not need to eat or drink. They have Doesn't Eat or Drink.
  • Undead 3 [25]: As undead creatures animated by sorcery, Fallen are not as vulnerable to injury as living creatures. They have Injury Tolerance (No Blood, Unliving). 
  • Undead 4 [30]: As undead creatures animated by sorcery, Fallen are immune to many dangers that face the living. They have Resistant (Very Common/Metabolic Hazards). 
  • Undead 5 [6]: As undead creatures animated by sorcery, Fallen are not vulnerable to temperature extremes. They have Temperature Tolerance 6 (3 cold, 3 hot). 
  • Unfeeling Flesh [10]: The flesh of the Fallen is often numb or deadened to sensation, so they do not often suffer any sort of shock when their flesh is injured. They have High Pain Tolerance. 
  • Undying [15]: As undead, the Fallen do not die of old age. They have Unaging.

Disadvantages:
  • Monstrous [-20]: As rotting undead creatures, Fallen typically have a nearly impossible time conversing with mundane races not accustomed to dealing with them. They have Appearance (Monstrous). 
  • Bad Smell [-10]: Fallen have been rotting for many centuries and smell like it. They have Bad Smell.
  • Numb Sensory Organs [-5]: Fallen have difficulty smelling or tasting. They have No Sense of Smell/Taste.
  • Sexless [-1]: The Fallen are rotted creatures bound to unlife and are unable to procreate and lack sufficient blood flow to commit to the act even if they were. 
  • Unhealing [-20]: Fallen are undead, their rotted flesh does not heal through normal means. They have Unhealing (Partial). 
  • Unusual Biochemistry [-5]: The Elduman are crystalline creatures and their physiology is very different from normal races like the Uncout and reacts differently to drugs and chemicals sometimes. They have Unusual Biochemistry. 

Suggestions
Advantages: Affliction, Innate Attack, Spells, Unkillable, Vampiric Bite
Disadvantages: Disturbing Voice, Disciplines of Faith (Asceticism), Frightens Animals, Missing Digit, Numb, One Arm, One Eye, One Hand, Vulnerable (fire).
Skills: The Fallen are the masters of sorcery in The Known World, it would be appropriate for them to have many, many skills related to arcane knowledge and pursuits.


It should be noted that GURPS Hekinoe uses a style of magic called Threshold Limited and bases spellcasting off of Will, not IQ. What this means is that Hekinoe spellcasters do not use fatigue points to cast spells. They just cast them while keeping a tally of how many FP they would have used, when they reach a certain number, they start having to roll on a chart called the Calamity Table. The higher their tally, the more dangerous the calamity, but essentially they can keep casting forever. Or at least until a calamity ruins magic on a global scale or it starts erasing spells from their mind/character sheet (it can happen). At some point I will actually write up a post about how magic works in GURPS Hekinoe, but suffice it to say it is more powerful and more dangerous than its Pathfinder version. 

Saturday, September 15, 2012

Racial Template: Elduman Descended Uncout

Elduman Descended Uncout Racial Template
11 or 12 points
Advantages:
  • Elduman Longevity [2]: The Elduman Descended Uncout have a much longer lifespan than normal Uncout. They have Extended Lifespan 1.
  • Elduman Traits: Elduman Descended Uncout have some of the traits of their Elduman forebears, choose one of the two following traits:
    • Elduman Resilience [9]: Like their ancestors, in times of great stress, the Elduman Descended Uncout have the ability to reinforce their partially crystallince flesh with psionic power, making them much more difficult to harm. They have Damage Resistance 5 (Semi-Ablative -20%, Costs 1 FP -5%, Emergencies Only -30%, Psychic Healing -10%). 
    • Elduman Repletion [10]: Like their ancestors, sometimes Elduman Descended Uncout need only be sustained by their own psionic power. They have Doesn't Eat or Drink.

Suggestions
Advantages: Damage Resistance (increase levels or buy off any of the limitations), psionic powers, Trained By a Master. 
Disadvantages: Disciplines of Faith (Asceticism), Unusual Biochemistry.
Skills: Elduman Descended Uncout can be found in many areas, the three main ones are The New Empire, The Beast Lands, and The Wild Lands. The skills appropriate for those areas of background would be vastly different.