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Home » Great Library at Hoeth » Tome of Creation » RPG Articles » GURPS Warhammer: Races of the Old World
GURPS Warhammer: Races of the Old World
by Calarion Sapherior
This article is written using the GURPS Lite 4th Edition system, the rules for which can be downloaded for free at: www.sjgames.com/gurps/lite.
This article was written by the Storm over Ulthuan group: Anarion, Bob of Yvresse, Calarion, Crazylisk, and Etherion Fenix.

1. Introduction
2. Humans
3. Elves
4. Dwarves
5. Lizardmen
6. Greenskins: Orcs
7. Greenskins: Goblins and Goblinkin
8. Miscellaneous

1. Introduction

The Old World contains a number of varied and unique races, many of which are key players in the war against – or for – the power of Chaos. This article presents templates for these races. Effectively, each race is a collection of advantages and disadvantages modifying a character, which are appropriate for a race. Not every member of a race will have these skills, but these are the characteristic or stereotypical traits for each given race. These characteristics can be increased (for instance, a mandatory elven Code of Honour can be upgraded to a Gentleman’s Code of Honour), or they can be bought off at the GM’s approval. For instance, an Elven character might be able to lose his Intolerance of non-Elves if he shares a few adventures with them.
This article is not intended as a reference guide to the races, and therefore notes about each race have been omitted. It is assumed the reader will understand the difference between a High Elf and a Wood Elf, or an Orc and a Snotling. Races are grouped alphabetically by category; thus, all the Humans are together, all the Elves are together, and so forth.

2. Humans

Humans receive a bonus Skill and a single Quirk, based on their homeland. Some ethnic groups of Humans receive more bonuses and penalties. 0pts.
· Albion: Acute Hearing (1) [+2], Fearless (1) [+2], Naturalist at IQ-1 [+2], Low Technology Level (1) [-5], Quirk (Ignorance About Lands Outside Albion) [-1]
· Araby: Merchant at IQ-1 [+1], Quirk (Highly Religious) [-1]
· Bretonnia: Humanity (Heraldry) at IQ-2 [+1], Quirk (Class System) [-1]
· Cathay: Humanity (Philosophy) at IQ-2 [+1], Quirk (Mystical) [-1]
· Empire: The Empire has no mandatory skills or quirks. An Imperial Human is the baseline character.
· Estalia: Navigation at IQ-1 [+1], Quirk (Hate magic) [-1]
· Hung: +1 ST [+10], +1 HT [+10], -1 IQ [-20], Animal Handling at IQ [+2], Riding at DX [+2], Unattractive [-4]
· Ind: Animal Handling at IQ-1 [+1], Quirk (Have Sacred Animals) [-1]
· Kislev: Survival at IQ-1 [+1], Quirk (Enmity with Chaos) [-1]
· Kurgan: +1 ST [+10], +1 HT [+10], -1 IQ [-20].
· Nippon: Humanity (Philosophy: Bushido) at IQ-2 [+1], Quirk (Class System) [-1]
· Norsca: +1 ST [+10], +1 HT [+10], -1 IQ [-20], Melee Weapon at DX-1 [+1], Quirk (Compulsive Drinkers) [-1]
· Tilea: Fast-Talk at IQ-1 [+1], Quirk (Mercenary) [-1]

3. Elves

Dark Elves: +2 DX [+40], +1 IQ [+20], -1 HT [-10]. May never increase HT above 12. Acute Vision (3) [+6], Acute Hearing (1) [+2], Fearless (1) [+2], Voice [+10] advantages. Code of Honour (Pirate) [-5], Intolerance (Total) [-10], Overconfidence [-5], Vow (Always oppose the Asur) [-10] disadvantages. 40 pts

High Elves: +2 DX [+40], +1 IQ [+20], -1 HT [-10]. May never increase HT above 12. Acute Vision (3) [+6], Acute Hearing (1) [+2], Fearless (1) [+2], Voice [+10] advantages. Code of Honour (Pirate) [-5], Intolerance (Total) [-10], Overconfidence [-5], Vow (always oppose the Druchii) [-10] disadvantages. 40 pts

Wood Elves: +2 DX [+40], +1 IQ [+20], -1 HT [-10]. May never increase HT above 12. Acute Vision (3) [+6], Acute Hearing (2) [+4], Fearless (1) [+2], Talent (Outdoorsman - 1) [+10], Voice [+10] advantages. Code of Honour (Pirate) [-5], Intolerance (Total) [-10], Low Technology Level (1) [-5], Quirk (Xenophobia) [-1], Overconfidence [-5], Sense of Duty (Forest of Athel Loren) [-10], Vow (Protect Forests) [-10] disadvantages. Naturalist at IQ [+4]. 40 pts

4. Dwarves

Chaos Dwarves: +1 ST [+10], -1 DX [-20], +3 HT [+30]. Fearless (2) [+4], Night Vision (5) [+5], Talent (Artificer - 1) [+10] advantages. Greed [-15], Intolerance (Total) [-10], Quirk (Never Forget A Grudge) [-1], Unattractive [-4] disadvantages. Melee Weapon (Axe/Mace) at DX –1 [+1]. 10 pts

Dwarves: +1 ST [+10], -1 DX [-20], +3 HT [+30]. Fearless (2) [+4], Night Vision (5) [+5], Talent (Artificer - 1) [+10] advantages. Code of Honour (Pirates) [-5], Intolerance (Elves) [-5], Quirk (Never Forget A Grudge) [-1], Unattractive [-4], Vow (Kill Greenskins) [-10] disadvantages. Melee Weapon (Axe/Mace) at DX –1 [+1]. 15 pts

5. Lizardmen

Chameleon Skinks: -4 ST [-40], +1 DX [+20], -2 HT [-20]. Acute Hearing (1) [+2], Fearless (1) [+2] advantages. Hideous Appearance [-16], Low Technology Level (2) [-10], Sense of Duty (Slann) [-5] disadvantages. Area Knowledge at IQ [+1], Camoflage at IQ+5 [+20], Stealth at DX-1 [+1]. Skinks gain an extra 1 point of DR from their scaly skin, which can be combined with armour [+10]. –35pts.

Great Crested Skinks: -1 ST [-10], +1 DX [+20], -1 HT [-10]. Acute Hearing (1) [+2], Fearless (1) [+2] advantages. Hideous Appearance [-16], Low Technology Level (2) [-10], Sense of Duty (Slann) [-5] disadvantages. Area Knowledge and Camoflage at IQ [+2]. Skinks gain an extra 1 point of DR from their scaly skin, which can be combined with armour [+10]. –15pts.

Skinks: -3 ST [-30], +1 DX [+20], -1 HT [-10]. Acute Hearing (1) [+2], Fearless (1) [+2] advantages. Hideous Appearance [-16], Low Technology Level (2) [-10], Sense of Duty (Slann) [-5] disadvantages. Area Knowledge and Camoflage at IQ [+2]. Skinks gain an extra 1 point of DR from their scaly skin, which can be combined with armour [+10]. –35pts.

6. Greenskins: Orcs

Black Orcs: +3 ST [+30], -1 DX [-20], -1 IQ [-20], +4 HT [+40]. Fearless (3) [+6], High Pain Threshold [+10] advantages. Bad Temper [-10], Impulsive [-10], Intolerance (Goblins) [-5] Odious Persona Habit [-5], Ugly [-8] disadvantages. Brawling at DX [1], Melee Weapon (Axe/Mace) at DX-1 [+1]. 20 pts.

Orcs: +2 ST [+20], -1 DX [-20], -2 IQ [-40], +3 HT [+30]. Fearless (1) [+2], High Pain Threshold [+10] advantages. Bad Temper [-10], Impulsive [-10], Intolerance (Goblins) [-5], Odious Persona Habit [-5], Ugly [-8] disadvantages. Brawling at DX [+1]. –25pts.

Savage Orcs: +2 ST [+20], -1 DX [-20], -2 IQ [-40], +3 HT [+30]. Daredevil [+15], Fearless (1) [+2], High Pain Threshold [10] advantages. Bad Temper [-10], Impulsive [-10], Intolerance (Goblins) [-5], Low Technology Level (3) [-15], Odious Persona Habit [-5], Ugly [-8] disadvantages. Brawling at DX [+1]. –25pts.

7. Greenskins: Goblins and Goblinkin

Forest Goblins: -2 ST [-10], -1 IQ [-20], -1 HT [-10]. Talent (Outdoorsman – 1) [10] advantage. Low Technology Level (2) [-10]. Phobia (Elves) [-5], Quirks (Believe Everyone Picks On Them, Don’t Trust Anyone) [-2], Ugly [-8] Disadvantage. –55pts.

Goblins: -2 ST [-10], -1 IQ [-20], -1 HT [-10]. Phobia (Elves) [-5], Quirks (Believe Everyone Picks On Them, Don’t Trust Anyone) [-2], Ugly [-8] Disadvantage. –55pts.

Hobgoblins: -1 IQ [-20], +1 HT [+10]. Quirk (Treacherous) [-1], Ugly [-8] disadvantages. Animal Handling (Wolves) at IQ [+2], Riding (Wolves) at DX [+2]. –25pts.

Night Goblins: -2 ST [-10], -1 IQ [-20], -1 HT [-10]. Night Vision (5) [+5] advantage. Delusion (Minor) [-5], Phobia (Elves) [-5], Quirks (Believe Everyone Picks On Them, Don’t Trust Anyone) [-2], Ugly [-8] Disadvantage. –55pts.

Snotlings: -6 ST [-60], -1 IQ [+20], -4 HT [-40]. ST and HT cannot be increased above 8. Acute Smell (1) [+2], Enhanced Dodge [+15], Luck (Ridiculous) [+60] advantages. Curious [-5], Low Technology Level (2) [-10], Ugly [-8] disadvantages. Stealth at DX-1 [+1]. –65 pts (NB – Due to their extremely weak nature, Snotlings are not recommended as a player race.)

8. Miscellaneous Races

Halflings: -4 ST [-30], -2 HT [-20], +1 DX [+20]. Acute Taste (1) [+2], Acute Hearing (1) [+2], Luck [+15] advantages. Gluttony [-5] disadvantage. Cooking = IQ (Cooking is an Easy IQ Skill) [+1]. -25 pts.

Ogres: +5 ST [+50], -2 DX [-40], -2 IQ [-40], +4 HT [+40]. Fearlessness (3) [+6], Hard to Kill (3) [+6], High Pain Threshold [+10] advantages. Gluttony [-5], Impulsiveness [-10], Odious Personal Habit [-5], Ugly [-8] disadvantages. Brawling at DX [+1]. Ogres gain an extra point of DR due to their leathery skin and layers of fat, which is cumulative with armour. [+10]. 15pts.

Skaven: +1 DX [+20]. Acute Hearing (1) [+2], Acute Smell (1) [+2], Night Vision (9) [+9], Resistant to Disease (3) [+3] advantages. Cowardice [-10], Hideous Appearance [-16], Jealousy [-10], Overconfident [-5], Intolerance (Total) [-10] disadvantages. -15 pts.
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