-------------------- - NEW GURPS RACES: - -------------------- The following is a list of new races. Listed first are the more common races; These are followed by uncommon (but normal) races; Lastly is a list of Undead and a Werewolf. Many of these races have massive advantages and disadvantages ranging up to the 500s, but each of these races has been balanced to give a final cost lower than 100, to enable even 100 point character to become these races. GM may elect to disallow any of these races on low point character adventures. Warning: Many of the races below have non standard advantages and disadvantages which may not suit the style of individual play. Also many races have a vulnerability that can instantly kill (or severely wound, on a lucky roll) the character - These vulnerabilities (usually 10D damage) are ment to be killing blow disadvantages...If you don't agree with this, don't use the race. Note: Some VOWs and SENCE OF DUTIES may appear for a higher value than listed in GURPS. This means that the VOW is taken more seriously than normally. For example, if a SENSE OF DUTY: TO COMPANIONS appeared for 20 points, the character/race would go out of its way (including life and death situations) to save a companion. Who cares that the 12 Demons are breating down my neck and the 40 ancient black dragons are waiting to tear me to shreads...our companion is unconcious among them - must save her...I think you get the idea. Each race is followed by a description and a hide factor. The description describes the appearce of the race, while the hide factor indicates how easily the race could be hidden among a Human/Elven /Dwaven society. The lower then number, the better chance of passing the race off as either a Human, Elf or Dwarf. 0 means no hiding necessary, while 10 means major problems. ---------------------------------------------------------------------- DWARVES: (COST 30) (New!) STATS: 15 ST+3 IQ-2 RACE ADVANTAGES: 130 50 INCREASED STRENGTH 50 FULL CORDINATION /F2 15 INFRAVISION 5 RAPID HEALING 10 FATIGUE +2 RACE DISADVANTAGES: 115 50 ALL SPELLS BACKFIRE MILDLY Roll 3D; On a 17 or 18 Dwarf saves vs spell, On 3-17 spell is modified against the dwarfs favor. An attack spell against the dwarf might do extra damage, an invisibility spell on the dwarf might leave him partially visible, ... 20 PHOBIA OF OCEANS (THALASSOPHOBIA) 10 DELUSION: SALT WATER STEALS THE SOUL 10 DELUSION: SEA SAILERS HAVE DEMONIC PACTS WITH SEA MONSTERS 10 INTOLLERANCE: ANY LARGE BODY OF WATER OCCUPATIONS 5 INCONVENIENT SIZE 10 VULNERABILITY TO SALT WATER: 1D6 DESCRIPTION: Dwarf HIDE FACTOR: 0 ---------------------------------------------------------------------- GULLY DWARVES: (COST 20) Gully dwarves are stupid little creatures. A degenerate of the race ofDwarves, these creatures are usually untidy, unclean, odious nightscroungers. Players playing these creatures must take the DWARFISM disadvantage and at least one ODIOUS HABIT. These disadvantages are NOT included in the price and thus the total price of Gully Dwarves is actually negative. Characters may NOT have more than 5 IQ and among other Gully Dwarves IQ's of 4 and 5 are uncommon (must be a chief or something). All Gully Dwarves get the following (instinctive) abilities: SCROUNGING, HIDING and SHELTER. Each of these is instinctive and can NOT be called up by the player at will. But when such a skill is needed the GM rolls and reports to the character the results on a instinctive level. For example, if a Gully Dwarf is hungry the GM rolls the SCROUNGING skill and on a pass the character finds just enough food to satisfy his/her hunger. The player can not call up the skill to find food for reserves. SCROUNGE: A successful pass on this ability lets the character find enough food to satisfy his/her hunger. There might be more food around but there will always be AT LEAST enough for the character to satisfy his/her hunger. Although other characters could possibly benefit from this, remember that only a small portion of what Gully Dwarves eat will be passable by most races (Gully Dwarf diets comprise of almost anything including leaves, bug and garbage). A critical pass will find a deposit of food good for 2D meals. A critical failure will render the ability useless for 1D6 days. HIDING: Allows a Gully Dwarf to hide him/herself along (possibly) with his/her items. In order for the items to be hidden, each item must be smaller in size than the Gully Dwarf (size is accumulative with more items) and must carriable (weight) by the Gully Dwarf. If the item(s) fail one of the above, the GM should NOT warn the player but should conside the roll a fail (ie. neither the items nor the Gully Dwarf is hidden). This skill can NOT be used just to hide objects (even on oneself). Critical pass voids any bonuses for special or improved sights and will be ignored (as with Daze) by any sights like Nite Vision or Infrared. Critical failure means the character is very obvious giving a +5 to normal sight and an automatic pass to special sights. Note: player does NOT know if he/she passed or not. SHELTER: Allows the character to find shelter from the elements. Combining the SHELTER roll with a HIDING roll will only hide the character unless a critical pass is rolled. The shelter may be only suited the Gully Dwarf (ie. small for 1 person or small entrance way) but may be larger. Also note that shelter may be found in places that many races whould not find suitable such as sewers or waste pipes. Since the skills are instinctive a Gully Dwarf with more IQ will tend to have less stronger instinctive skills. All three skills are at a leveld etermined by the following formula: 17-IQ. All gully dwarves are immune to odious smells. Usually they themselves have an odious odour and consider it an equal to human clendliness. Any minues on reaction roll due to smell are not applied when a Gully Dwarf is making a reaction to another person but harmful smells will still hurt them. As mentioned in SCROUNGE skill, Gully Dwarves can eat almost anything including garbage, plants and meat without any drawbacks and very rarely get sick due to "gross" situations. If a Gully Dwarf does not take the APPERANCE disadvantage (at least to the UGLY) level then the following change should be made to the character sheet: APPERANCE UGLY (-10 Character Points) -2 Reaction Roll CUTE FACTOR (+10 Character Points) +2 Reaction Roll This means that the overall reaction roll is unmodified but the reason why its stays the same is not because of your good apperance but because you appear "cute" ("cute" in the sence of an animal). In most situations this will have no affect but under certain conditions a "cute" apperance cannot be substituted for a physical apperance. For example when dealing with Dwarves your "cute" factor does not apply (ie -2 to reaction roll). If you are dealing with a Bloodlusty fighter which does not go for "cute" your +2 "cute" reaction roll would also NOT apply. ---------------------------------------------------------------------- KENDER: (COST 45) DX+3 ST-1 HT-1 RACIAL ADVANTAGES: 90 30 Fearlessness (+15) (Reference: Supers Book) 10 Enhanced Move (Move x2 in Straight Line, No Dodge Inc) 35 Taunt (Resisted by Will, Places character in Beserk Mode) 15 Alertness (+3) RACIAL DISADVANTAGES: 80 20 Reputation: Kleptomania 15 Curious (IQ-5 to avoid) (Reference: Supers Book) 15 Kleptomania 10 Miserliness (Towards Trinkets) 10 Impulsiveness 10 Gullibility SKILLS: 25 Jumping 4 DX Escape 4 DX-2 Fast Talk 1 IQ-1 Hold Out 2 IQ-1 Pick Pockets 4 DX-2 Lock Picking 4 IQ-1 Sleight of Hand 4 DX-2 Hootpak (Staff) 1 DX-1 Hootpak (Sling) 1 DX-1LIMBLING: DESCRIPTION: Like human children HIDE FACTOR: 2 You can easily hide among the children, but a few problems might arise when you "mingle" with the adults instead. ---------------------------------------------------------------------- DRACONIAN: (50/51/80) RACIAL ADVANTAGES: 195 25 GLIDING (UPLIFT ON WARM CURRENTS) 45 TAIL (5 TAIL + 40 SWING/THRUST) 15 INFRAVISION 15 COMBAT REFLEXES 20 DAMAGE RESISTANCE (4 - NATURAL SCALES) 75 VENOM: ACID 5D (damages continues reduced by -1D/turn) OPTION (MUST CHOOSE ONE): 35/5/6 {This power activates when the Draconian is killed} 35 DEATH BLOW Based on Sonic Blast but x10 because you only use it once and then you die. Min 1 turn delay (1D to 6 hex area) 5 DEATH BLOW Based on Sonic Blast but x10 because you only use it once and then you die. Min 1 turn delay (60D to 1 hex area) 6 DEATH BLOW Based on Body of Stone. /2 for only one use, x2 for activation on death. No delay RACIAL DISADVANTAGES: 150 50 VULNERABILITY: POISON/VENOM +5D 20 SEVERE PHOBIA: WATERLOCKED AREAS 20 SEVERE PHOBIA: LOWLANDS WITH NO HIGH GROUND 10 BLOODLUST 15 VOW: CAN'T BACK DOWN FROM A FIGHT ONCE ENTERED 15 VOW: MEETS ALL COMBAT CHALLENGES AS LONG AS THEY ARE FAIR 15 ODIOUS PERSONAL HABITS: EAT SENTIENT 5 UNACTTRACTIVE (-1) DESCRIPTION: Green scaled humanoid creature with foldable leathery wings. Its face, either hard skin or scaled, is flat with 2 red eyes. The mouth holds a reptilian forked tongue. A deadly tail helps the creature attack usually by tripping the foe or swinging for damage. HIDE FACTOR: 9 The entire body needs to be covered (including hands, feet and face) and the close must be loose fiting to hide the wings and the tail. ---------------------------------------------------------------------- LIZARDMEN: (COST 55/65/125) RACIAL ADVANTAGES: 115 20 DAMAGE RESISTANCE (DR 4) 15 CLAWS (+2 DMG) 15 PERIPHERIAL VISION 5 EXTRA STRIKER (TAIL) 10 EXTRA STRIKER (ARM x 2) 50 FULL COORDINATION (TAIL) RACIAL DISADVANTAGES: 60 15 ODIOUS PERSONAL HABIT (Eat Other Sentient) 5 ODIOUS PERSONAL HABIT (Eat Meat Raw) 10 BLOODLUST 15 VOW: NEVER BACKOUT/RETREAT FROM A FIGHT 15 VOW: MEETS ALL COMBAT AS LONG AS IT IS FAIR OPTIONAL: 10/60 10 STRIKER ARM -> FULL ARM (x2) 50 FULL COORDINATION (2nd arm) Description: Lizardmen are humanoid lizards. They walk on two legs and can use their front "arms" just as any humanoid could. Their tails have no manipulation ability but often are used to strike extra blows or sweep opponents off their feet. Lizardmen are green, scaly creatures with either green flat faces or alligator like snouts. Hide Factor: 9 Since lizardmen are completely scaly they must wear clothing that covers their entire body. It must be loose to allow the hiding of the tail without suspicion. ---------------------------------------------------------------------- FARIE: (COST 20/-10) Stat Changes: ST-5 DX+5 Immortality 125 Winged Flight 30 Inc Speed 150 (+6 BS, +6 MOVE, +6 DODGE) Magery 15 Fragile 20 Dependant 25 (5x5 Constantly but Common): Freedom Dependant 15 (5x3 Weekly but Common): Forest Inconv Size 15 (Size/4 in inches) Invertebrate 20 (1/4 ST for lifting) Reduced HP 25 (-5HP) Vulnerability 75 (Hit with anything + 5D damage) Vulnerability 75 (Magic/Psi + 5D damage) Code of Honor 10 (Will not use flight hight as advantage) Code of Honor 10 (Will never "backstab" anyone. First warn) Compulsive Beh 10 (Can't resist a prank) The Compulsive Behavour can be increased to 30, but then it is impossible for the Farie to resist the prank. Farie would need to roll IQ-10 or die in addition to taking 1 pnt of damage each minute that it is subjected to the possibility of the prank and resisiting it. If your are not going to play a real prankster then DO NOT take this option. DESCRIPTION: Tiny human (usually 1 1/2 inches) with beautifully colored butterfly wings. HIDE FACTOR: 10 (Assuming you get noticed at all) You size is a dead give away that you are not human, elven or a dwarf. ---------------------------------------------------------------------- ROCK MEN: (COST 38/63) ST+2 DX-2 IQ-2 HT+2 RACIAL ADVANTAGES: 248 20 MANA DAMPNER (Self Only, Always On, 4 Levels) Players choice if this includes PSI. Remember PSIs may be your only healing path 228 BODY OF STONE (DR 25, PD 10) RACIAL DISADVANTAGE: 185 50 VULNERABILITY: WEAPONS THAT PENETRATE DO DOUBLE DMG 50 VULNERABILITY: NATURAL COLD ATTACKS DO DOUBLE DMG This includes spells which create cold things like, frost, ice shards and so on, the cold spell would not count. 50 SLOW HEALING (1 every 6 days) 20 REDUCED MOVE (-4 MOVE) 15 POOR MANIPULATORS Can't repair, tie knots or grasp SMALL things but CAN grasp larger things OPTIONAL DISADVANTAGE: 25 PARTIAL SESSILITY (Become Statues during Night Hours) DESCRIPTION: Tall humanoid form. Skin of Stone. Internals organs comprised of partially melted stone. HIDE FACTOR: 8 Needs clothing that cover entire body. ---------------------------------------------------------------------- BASHIRS: (Cost 45) Stat Changes: 95 175 ST+10 40 IQ-5 40 DX-5 Racial Advantages: 400 90 Body of Stone (15 levels) (DR 10 PD 3) 160 Damage Resistance (40 levels @ common) (DR 40) 150 Increased Strength (STx6) (No Fine Manipulators) Racial Disadvantages: 450 5 Unattractive (Stone Appearing Skin) 50 No Fine Manipulators 20 Partial Slave Mentality (excluding own safety) 50 Slow Healing (HT roll/6 days instead of 1, Physician 1/6x) 50 Can Not Be Healed By Potions or Psionics 100 Vulnerability (Lava +10d) Any lava based attacks does an extra 10D damage. 100 Vulnerability (Magic Attacks +10d) Any magical attack does an extra 10D damage. DR does not protect against the 10D extra damage. Yes, a simple 1D fireball (which will not penetrate) can still kill you 75 Vulnerability (Magic General +5d) Any magic used on (or a group including) the character will perform 5D damage. This is not accumulative with 10D damage for attacks. For example, a Bashir walk down a hall illuminated by a mage light, but if he/she looks at the source - bang 5D damage. Keep a Bashir far away from any magical fight (even a magic Flash could mean 5D damage) DESCRIPTION: A Bashir appears in all respects like a human, except for bicepts. Normal stance for a Bashir is a slightly hunched over stance. When viewed from the side, their bicept size is about 1/3 of their height and hide the head completely. Picture a humanoid with its arms ripped off increased dramatically in size, and pasted back on. HIDE FACTOR: 10 Short of spells or other powers, the bicepts can not be hidden. ---------------------------------------------------------------------- NIGHT CRAWLERS: (COST 30) RACIAL ADVANTAGE: 95 5 BODY SAC A small skin pouch in a Night Crawlers stomach allows them to swallow up to 60 cubic inches (must fit through a 3x3 square opening) of objects. Without skill, they can be brought back up in a random order. With a specific skill the order can be chosen. 15 MAGICAL APTITUDE All Night Crawler are mages. Although some parctice other arts also, they always aid themselves by magic. A non-magic using Night Crawler would be considered a mutant or possibly even demonic. 40 PARTIAL INSUBSTANTIALITY (Non Moving Obj Only) Insubstantiality to stationary objects (more specifically objects that have a 0 relative motion with respect to the character. So if both the character and a tree are traveling at the same speed, even though the tree is moving, the character can pass through it. But a weapon swung at the character will not pass through) 40 MODIFIED INSUBSTANTIALITY FOR SPELLS Mage casts all spells from home dimension/area. Spells do not follow local magic levels until they interface with the local area. For example, a fireball could be cast and it would follow home magic rules until it hit someone (actually a split second before, so if it was a no mana area it still would not hit) but a spell that creates boulders and then throws them would work all the way because once it interfaces with the local dimension/area it is no longer magic. This allows limited casting in low or even no manna areas. It also means that anything affecting manna or spells in the local area is not applicable to the caster until the spell interfaces. Defining a new "home" location takes 1 hour and drains the mage of all fatigue. If only some fatigue is used during this process, only that amount of fatigue will be available for casting. RACIAL DISADVANTAGE: 65 15 FANATICISM: Magic Lore 15 VOW: Use No (Official) Weapons Night Crawlers can pick up a stone or branck and throw it or swing it, but they can not use any official weapon like a sword, sling, staff or bow. 15 VOW: Use No Armour (Inc Shields, Not Inc Magical Bonuses) 25 Powers In Item All of the Night Crawler's powers stem from an item. The item must be at least ring sized. The item has no power of its own and is completely useless to other people but without it the Night Crawler looses all its Racial Advantage, Magery and Spells (other non spell skills are retained as are stats). A Night Crawler can recreate his/her power item with 100 hours of work (no special tools needed). If a Night Crawler finds another Night Crawler ring, he/she can use it to cast all of the owners spells - sometimes Night Crawlers lend spells among themselves using this method (obviously once the ring is returned, the spells disappears from the Night Crawler's memory). OTHER NOTES: Night Crawlers have a special swapped vision. There are two degrees of this swapped vision. A Night Crawler must take one of the following vision packages: 1) Their night vision is as good as a normal persons day vision (Night Vision Adv) but their day vision is reduced to a normal person's night vision. Shadows act like light (ie. shadows instead of light will improve a Night Crawler's vision). They do NOT have Dark Vision. 2) There night vision is perfect even in absolute darkness (Dark Vision Adv) but their day vision, not in direct sunlight, is reduced to a normal person's night vision. In direct sunlight the character becomes blind (as per GURPS Blind Diaadv). This mean on a sunny day the character is blind while on a cloudy day the character has reduced vision. APPERANCE: Night Crawlers appear relativly like humans. They tend to be taller ranging from 5'10" to 6'10". The race is racially skinny (compared to humans) so a fat Night Crawler would be normal human. A Night Crawler does not have toes on its feet but otherwise the feet are human like. Night Crawlers have 2 finger and a thumb on each hand which tend to be slightly longer and more slender than human fingers. Night Crawler can grow bodily hair (hair, beards and other) but because of a strange bodily chemical inbalance it never grows evenly (ie. beards that are full on one side and half full one the other. If one side is trimmed until the other side grows in, the other side will also stop growing). For this reason, most Night Crawler tend to cut off all bodily hair. Night Crawler eyes usually appear in strange colors like red, yellow, orange, purple, black or white. HIDE FACTOR: 3 A nightcrawler must ensure that his/her eyes are not see. This can be acomplished by a deep hood. The hands must remain hidden at all times, possibly by long sleeves which cover the hands, and lastly the feet must remain covered. Care should be taken not to give away that they are blind in direct sunlight. ---------------------------------------------------------------------- DR'OGONE: (COST 40) (pronounced as in Dr-aw O-ctopus Gone) STATS: 20 20 HT +2 RACIAL ADVANTAGES: 220 10 Immunity To Disease 50 Extra Fatigue (10) 100 Chameleon (10 Levels) +20/+10 60 Merge (Based on Merge Spell, 1/2 price, no cost) Allows a Dr'ogone to mentally merge with any other creature. Although there is no physical merging, the two creature become one creature for all GURPS rules. Any spells, powers, ilnesse are shared. Advantages and disadvantages affect both but are not shared. For example, Bob under a Haste spell contracts a deadly disease. Jane (a Dr'ogone) merges with Bob - Both of them are now under the Haste spell, and Bob is cured because of Jane's Immunity To Disease. Although Jane's Chameleon advantage will affect both her and Bob, only she can invoke or stop it. If Bob was poisoned, Jane would now be poisened too and if has any phobias, Jane would feel them too. To activate a merge, bodily fluids of both characters must mix and be touching. Usual method is blood, but saliva or - well you get the picture. Merge Strike Blood (Part of Merge) Allows a Dr'ogone to create a small cut just enough to draw blood. The power does no damage and is automatically resisted if the victim is unwilling. RACIAL DISADVANTAGES: 200 20 Self Pacifism A full pacifist must try and prevent others from killing, a self pacifist can not kill him/herself but does not stop others from doing so. 20 Fragile (x2 Crushing) 20 Reduced Hit Points (-4) 20 Invertebrate (1/4 ST for lift/pull) 120 Vulnerability: Bodily Liquids Character needs 5 ml of bodily fluids every 24 hours. Bodily fluids must be extracted from a living body and can not be more than 10 minutes from the body. Failure to do so cause the chaarcters skin to start to harden (to a flakey stone texture). The character loosed 1D ST, 1D DX, 1D HT but never below 0. If ST or HT reached 0, the character does not go unconcious but any fatigue loss (for ST) or hit (for HT) use normal GURPS rules to determine outcome. HT and ST can not be healed through time, but the character can become concious again. For example, Jona misses her Bodily Liquids dose and rolls a 6. She only has 6 ST and 6 HT so her stats become ST 0 HT 0, but she is still concious. She casts a 1 fatigue spell and falls unconcious. After 10 minutes, she becomes concious but instead of having regained 1 fatigue, she is still as ST 0. Each days that a Bodily Liquids dose is taken, her ST, DX and HT are increased by one (if they were lowered by a missed dose). Warning: Because of the Self Pacifism, the character can not harm other creatures to get Bodily Fluids and he/she can not ask others to kill for him/her, but if the party defeats some creatures or monsters, the Dr'ogone may use the blood to fill his/her need. DESCRIPTION: Human appearnce when not using chameleon. HIDE FACTOR: 0 ---------------------------------------------------------------------- LIMBLING: (COST 55) IQ+5 DX+1 ST-8 RACIAL ADVANTAGES: 315 30 Doesn't Breath 10 Doesn't Sleep 30 Doesn't Eat & Drink 80 Invisibility (Improved vs Invisible Seeing) 40 Flight 125 Imortality RACIAL DISADVANTAGES: 260 20 Invertebrate 35 Legless 30 Armless 25 Reduced Hitpoints (-5) 50 Vulnerability: Magic/Enhanced Weapons do Double Damage 100 Vulnerability: External Healing (Takes Dmg=Heal) Any form of healing, excluding natural healing, will cause the damage for the amount healed. Medical skills to speed up natural healing will work, but drugs will not. Spells that give bonuses to regaining hitpoints through normal slumber will not work but will not do any damage. DESCRIPTION: Black brainlike cylinders about 1 foot by 1/2 foot by 1/2 foot in size. Limblings use magic, psi or other such power to do their work since they have no arms or legs. HIDE FACTOR: 0/10 Most of the time, Limbling are not going to be seen so they have a hide factor of 0. If there is anyone that can see it its true shape - theres no hope of hiding. ---------------------------------------------------------------------- SKELETONS: (COST 49) RACIAL ADVANTAGE: 244 8 MAGICAL APPTITUDE (FOR RACIAL ADVANTAGES ONLY) 28 SPELL: TELEPORT IQ+5 28 SPELL: INST REGENERATION IQ+5 80 EXTRA FATIGUE (FOR INST REGEN SPELL ONLY) 100 REGENERATION RACIAL DISADVANTAGE: 195 50 VULNERABILITY: Double Damage From Fire 50 VULNERABILITY: Double Damage From Ice 25 WEAKNESS: (Rare @ 1D per 12sec) NAMED WEAPONS Any weapon that the skeleton knows is named or has the name directly on it. Note: If the weapon is named, but neither the skeleton knows it nor is it imprinted on the weapon then the weakness does not apply 30 DEPENDANCE: (Somewhat hard to find; Daily) Graveyard or other Unholy place for sleeping 10 BLOODLUST 10 BAD TEMPER 10 INTOLERANCE OF FLESHOIDS 5 SKINNY 5 NO SENSE OF TASTE/SMELL DESCRIPTION: Skeletons appear in proportions to the original character but with all the flesh gone leaving only the skeleton. Obviously character that do not have a skeleton can not be raised to this UNDEAD. The skull has no eyes, but each eye socket contains orange-red coal like "eye". The "eye"s seem to glow when looked at but do not actually illuminate. HIDE FACTOR: 8 The entire body (including head) must be covered in clothing to prevent discovery. The face must remain hidden at all times. ---------------------------------------------------------------------- BANSHEE: (COST 45) RACIAL ADVANTAGES: 296 30 Don't Breath 30 Don't Eat or Drink 10 Don't Sleep 40 Flight 75 Special Healing (x3) When a Banshee elects to wail on one person (instead of 3) it heals three time the amount of hitpoints that the target was damaged for (a transfer of the target's life to itslef). 100 Increased Speed +4 105 Sonic Blast Banshee wail does 1D+1 damage to 3 characters or does 1D+1 damage to one character but heals Banshee. 6 Musical Instrument +2 RACIAL DISADVANTAGES: 245 20 Invertebrate (1/4 ST for lifting) 100 Slow Healing (1 HP roll every 11 days) 20 Dependancy (Hourly on Music (instrumental or voice)) 20 Reputation: Cursed Banshee Wail (-4) 20 Hidden Hidiousness Reaction roll -8. A banshee may have any apperance but once it wishes to use any of its powers then it turns Extra Hidious (Demonic looking apperance). Attractive apperance may be purchased for half price since it is only temporary. 5 Intollerance of Unprofessional Musical Talent (Skill below 15) 10 Intollerance to Anything Noise Producing 50 Vulnerability: 5D damage when hit with anything non-real Banshees take 5D extra damage when hit with anything that is not real. This may include illusions, holograms and spells & tech that convince the character he/she has been hit. DESCRIPTION: Appears normal in all ways except when hit. In this case "hit" is interpreted as forceful application of pressure upon the banshee's body. Thus snow, rain or a fallen feather will not constitute a hit but hail, weapons or a hardy slap on the back does. When a banshee is hit the area becomes translucent or transparent and causes a ripple effect (like a pebble thrown into a still lake). Obviously if they use their powers, they will instantly be discovered (because of the hidious transformation). HIDE FACTOR: 1 No special clothing needs to be worn to hide body parts. Care should be taken to ensure that "hits" do not occure. ---------------------------------------------------------------------- VAMPIRES: (COST 45) ST+3 DX+2 IQ-2 HT-3 ADVANTAGES: 565 8 MAGICAL APTITUDE (Racial Magic Only) 24 SHAPESHIFTING (BAT) 12 MAMMAL CONTROL (Duration x 10, but only own vampires) 16 EXTRA HIT POINTS (2) 30 CLING 30 WINGED FLIGHT 120 REGROW Once killed a Vampires will become etheral and will return to his/her coffin where they become tangable once again. Failure to kill them a second time in the proper manner will result in full recovery as outlined in the regrowth advantage). REGROW+INSUBSTANTIAL 125 MODIFIED IMMORTALITY Immunity to Disease, Immunity to Poisons, Unaging, but instead of Inst Regen, Only Wooden Weapons can produce a unconcious or death blow. Any non-wooden blow that would produce death or unconciousness is ignored. 25 DARK VISION 50 TEETH (CLAWS) (thrust/swing dmg) (includes 10 to Call forth) 25 VAMPIRE BITE HEALING (Usually heals 1D HT, see DEPENDANCY) 100 VAMPIRE BITE VAMPIRES (Bitten Become Vampires) When a vampire bites, the victim becomes a vampire. Victim can resist by rolling vs HT per second (in combat) or minute (out of combat). Three critical passes eliminate the vampiric curse (as do powers like remove curse & exorcism). DISADVANTAGES: 520 100 SLOW HEALING (1 every 11 days) 60 WEAKNESS: 1d/min @ very common: Sunlight 40 WEAKNESS: 1d/min @ common: Garlic 30 SEVERE PHOBIA: Water (extra 10 for no roll to resist) It is impossible for vampires to cross water unless (exception: asleep, in coffin full of land) 30 SEVERE PHOBIA: Desert (extra 10 for no roll be resist) It is impossible for a vampire to cross a desert 100 VULNERABILITY: Wooden Weapons do 10d extra Wooden weapons do extra damage. Extra damage is taken in the same place as the wooden weapon hit. For example, if a wooden weapon hit the Vampire's arm, the extra 10D would (most likely) destroy the arm, but the Vampire would not be dead. 100 VULNERABILITY: Strong Faith Icons do 10d extra (ranged attck) Icons of any strong faith act as range projectiles if a) the character believes in the strong faith b) the character uses the icon to ward off the Vampire. For example, if Friar Jon does not believe in his religion strongly, or does not wield his holy symbol against the Vampire - it will do no damage but if Friar Jon believes and pulls out the symbol to protect himself - then he may use the symbol as a ranged weapon (5 Hex 1/2 Range, 10 Hex Max Range Acc0 SS1) with a default skill of IQ, DX or Best Holy Skill (which ever is highest). 30 DEPENDANCY (common, daily, highly illegal): Blood Character needs 3 units of blood per day. This is the amount of HT healed. Old victims produce 1D6/2 units. Normal victims 1D6, Young victims 2D6, Virgin Opposite Sex victims 2D6+2, After Sex +1D6, After Rape +2D6. Vampire can store extra blood in advance for (HT*2)-2 units of blood (rounded down). 5 VOW: Can Not Enter House Without Being Invited 5 Have No Reflection In Mirror 5 Hidden Apperance (-2): When Call Teeth, Eyes Go Blood Red 5 Unattractive (-1) 10 SLEEPY (Sleeps 50% of time) DESCRIPTION: There are three phases that a Vampire can take. In the normal phase (the usual phase) the Vampire has all powers except any bite powers. In the normal phase, the Vampire looks like any other human although the complexion of a Vampire is a little lighter (but no more lighter than a person that works indoors all day). In the Vampire phase, the Vampire appears as in the normal phase except that he/she has Vampire teeth and the eyes turn completely blood red. The Vampire may use all powers in this phase. The last phase is the bat phase, in this phase the Vampire is a complete Vampire Bat with all Vampire powers including bite. HIDE FACTOR: 1/2/0 In the normal phase the character can freely mingle with others, the only problem might be explaining why you mingle only at night. In the Vampire phase the face needs to be covered (or at least the mouth and eyes). Vampire teeth can not be hidden inside the mouth (ie. the teeth are too large to hide inside the mouth). In Vampire bat form you may mingle with other bats with no problem and other people without fear of discovery if bats are common. ---------------------------------------------------------------------- WRAITH: (COST 55) ST+5 IQ-5 RACIAL ADVANTAGE: 375 40 FLIGHT 45 INVISIBILITY (AT WILL, AUTOMATIC IN COMBAT EXCEPT ON SWING) 25 SEE INVISIBLE 50 INCREASED STRENGTH 50 FULL COORDINATION 55 CLAWS (THRUST+2/IMP or SWING+2/CUT) 25 DARK VISION 15 INFRAVISION 40 SPECTRUM VISION 25 360 VISION 5 POLARIZED EYES RACIAL DISADVANTAGE: 320 100 VULNERABILITY: TECH & MAGIC WEAPONS (NOT MAGIC ITSELF) + 10D 100 SLOW HEALING (1 HT in 11 days) 50 WEAKNESS (Rare @ 1D per 12s): TELEPORT/TIMEPORT GATES 15 BESERK 20 HIDEOUS 35 LEGLESS DESCRIPTION: The Wraith appears like a Skeleton (see Skeleton) except that the UNDEAD ends at the bottom of the rib cage. Instead of skeletal fingers, Wraiths have huge claws. HIDE FACTOR: 9 Like Skeletons, Wraiths must be clothed completely to be able to hide. But on top of this, Wraiths must have long sleeved arms (or robes) to hide their claws and must not expose them. Wraiths also have the added problem that they have no legs so only clothes like robes can be worn and even they don't always hide this well. ---------------------------------------------------------------------- ABOMINATIONS: (COST 40) RACIAL ADVANTAGES: 550 400 SPECIAL EXTRA HIT POINTS (80 HP) See Below 100 DAMAGE RESISTANCE (DR 20) 50 SPECIAL REGENERATION Character heals by damage that doesn't get through DR. The character starts with 0 Extra Hitoints and every time the character is hit, any damage blocked by DR adds Extra Hitpoints (up to a max of 80). Damage exceeding the DR is subtracted from Extra Hitpoints first. Thus a damage of 30 points gains the character 20 Extra Hitpoints of which 10 are lost due to the damage that exceeded DR. RACIAL DISADVANTAGES: 510 100 VULNERABILITY: Magical/Enhanced Weapons Do Double Damage 100 VULNERABILITY: Magic/Psi Attacks Do Double Damage 100 VULNERABILITY: Energy/Radiation Weapons Do Double Damage Lazers, Rad weapons. If a Rad/Lazer spell is use, both multipliers apply, thus a damage of x4) 60 WEAKNESS: LIGHT 1D/Min (Extra Hitpoints Only) Extra Hitpoints are reduced at 1D/Min 60 WEAKNESS: DARKNESS 1D/Min (Extra Hitpoints Only) Extra Hitpoints are reduced at 1D/Min 90 VULNERABILITY: USE OF EXTENDED HIT POINTS Using Extra Hitpoint for anything but life (ie. for casting or having mages borrow it) results in 30D damage. DESCRIPTION: Abominations may come in any shape or size. Usually apperance is of the dead character with (possibly) parts missing. UNDEAD of this type do NOT need to be whole when raising. Abominations are comprised of a mud like appearing texture but the texture is, in all other respects, like normal skin except when the damage done by normal weapons is not high enough to pass the 20 DR. In such a case the weapon goes into the body as if it had hit mud. Parts of an Abomination that are severed from the rest of it will rot away in 1D(HT) turns. HIDE FACTOR: 8-10 Abomnations must be completely covered in clothing to hide themselves. It might be possible for a Abomination to pass by people in relativly dark places but any close contact would reveal them. If the abominations are missing body parts that a normal character would not be missing (eg. jaw, half the skull, part of the rib cage) they must take extra measures to hide that (although a 'good' explanation might explain this). ---------------------------------------------------------------------- POLTERGEIST: (COST 46) RACIAL ADVANTAGES: 341 30 DOESN'T BREATH 40 ENHANCE MOVE (Move+3Move, Combat Move/Dodge not affected) 40 INVISIBILITY 40 INSUBSTANTIAL (PERMANENTLY) 125 MINDSHARE: Intelligent Planetwide Global Consciousnes (60+25+30+10) {Hey, get a few of these together and we won't need AT&T} 25 SILENCE (+5) 41 PSI: PSYCHOKINESIS - TELEKINESIS (MH) RACIAL DISADVANTAGES: 295 20 FRAGILE 20 INVERTABRATE 35 LEGLESS 30 ARMLESS 45 REDUCED HITPOINTS (-9) 50 VULNERABILITY: WEAPONS DO NORMAL DAMAGE This makes them normally vulnerable to weapons but still able to walks through solid objects 15 COMABT PARALYSIS 80 WEAK WILL (Except On MindShare Fright Check) DESCRIPTION: Patches of solid air. HIDE FACTOR: 0 ---------------------------------------------------------------------- WEARWOLF: (COST 40) RACIAL ADVANTAGES: 350 10 Doesn't Sleep 20 Acute Smell/Taste (+10) 40 Claws (Thrust/Swing) 40 Bite (Thrust/Swing) 100 Full Coordination (FC/3) 50 Modified Damage Resistance (20 DR) -Protects from physical attacks that are not steel or silver -Steel Attacks cause DR to act as if it was ablative (1p/m) -No protection against silver 100 Increased Strength (2 Levels) (STx3) -Normally Character Has STx2 -In combat every 4 combatic turns at STx2, or 3 combatic turns at ST, or 2 non-combatic turns increases the wear's strength by one Increase Strength Level. Once a swing with wear strength is made the strength bonus has to be re-earned. Up to 4 Levels (STx5) can be gained. RACIAL DISADVANTAGES: 310 150 Powers Can Be Used Only In Darkness 100 Vulnerability: Silver (10D) 20 No Fine Manipulators (In Wear Form) 20 Reputation (50% Chance): Silver Kills Wears 20 Social Stigma: Outcasts OPTIONAL: To make things interesting a player can keep track of the moon phase and add a fraction of 50% to all powers for moon phases greater than half phase and subtract a fraction of 50% for phases under half phase. On a full moon the character would get 100% more power (ie double all powers) and on a new moon the character would get no power.