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Leif's DISCONTINUED GURPS Traveller Game, Recruiting Thread
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<blockquote data-quote="Scotley" data-source="post: 5245190" data-attributes="member: 11520"><p>[sblock=Something like this?] From Alien Races 1</p><p>CREATING VARGR CHARACTERS</p><p></p><p></p><p>Vargr characters can be created using the normal Basic Set system or the streamlined template system found in GURPS Traveller.</p><p></p><p>VARGR RACIAL TEMPLATE (0 POINTS]</p><p>So that players won't have to flip between two books. the Vargr racial template given on p. GT83 is repeated here, in slightly expanded formal. This template also codifies the earlier descriptions of Vargr physiology and psychology in game terms.</p><p></p><p>Attributes</p><p>ST -I [-IO points]: DX +1 [lO points]. Vargr are somewhat smaller than Humans, but have faster reflexes.</p><p>Advantages</p><p>Vargr are smaller than Humans, but have superior senses, faster reflexes and are belief short-distance sprinters. They possess natural weapons (claws and teeth) and protection (fur).</p><p>Acute Taste/Smell+3 [6 points].</p><p>Acute Vision + I [2 points].</p><p>Alertness +1 [5 points}.</p><p>Claws (+2 damage) [15 points].</p><p>Enhanced Move I (doubles Move, with the limitation that running fatigue begins after five seconds, -30%) [7 points].</p><p>Fur (DR 1, keeps wam) [4 points].</p><p>Teeth (1 d-1 bite in close combat) [5 points].</p><p>Disadvantages</p><p>Cannot Kick [•5 points). Due to their digitigrade posture, Vargr can't kick in close combat (unless a foe is prone and the Vargr standing, in which case they can stamp downward), This disadvantage's cost was set at -5 points. Canceling the 5 point cost that Vargr pay for having sharper than-normal teeth.</p><p>Chummy {-5 points). This is the famous Vargr gregariousness, a "pack mentality" that leaves them happiest when in groups they have come to find trustworthy, whether among Vargr or not.</p><p>Curious (-5 points]. Even more than Humans, a Vargr will go out of his way to investigate new things.</p><p>Easy to Read [-10 points]. Vargr find hiding their feelings an alien concept.</p><p>Even if the Vargr doesn't say what he thinks (which he usually will), posture. Facial expression, ruffled fur are all easy for other Vargr to read. These cues are also fairly obvious to Humans, as Vargr are descended from canines</p><p>and Humans have been reading their dogs' body language for millennia (the correlation is not total, but comes close enough).</p><p>Proud [-1 point). Vargr are always concerned with their own status within any individual group, and that group's status in society. They are also quick to take offense at racial slights.</p><p>Reduced Fatigue (-1 fatigue) [-3 point]. Vargr are good sprinters but lack the long-distance endurance of Humans.</p><p>Reduced Hit Points -1 [-5 points]. The lighter Vargr build, Thus, the average Vargr has HT 10 but only nine hit points.</p><p>Reputation -2 [-10 points]. Vargr have a universal reputation as chaotic, easily swayed and potentially disloyal.</p><p>Features</p><p>Vargr average 4" less than a Human of the same ST and weigh proportionally less.</p><p>Their hearing is in a higher range than that of Humans, as described under Senses on p. 65. And they react to Charisma, Rank, and Status in different ways than do Human - see the discussion of the appropriate advantages, below.</p><p></p><p>ADVANTAGES AND DISADVANTAGES</p><p>Although not required, these modifications are suggested when creating Vargr characters from scratch, or adapting existing GURPS Traveller templates for use with Vargr.</p><p>Appearance see p. 815</p><p>Decide what color the Vargr's fur will be: usually brown. black, or rust, or a mix of these shades. Some Vargr may have natural gray or white fur, hut these are much rarer.</p><p>Charisma see p. 819</p><p>The bulk of Vargr have no Charisma. About I in 4 have a +1 Charisma: maybe 1 in 20 have +2. 1 in 100 a +3. one in 500 a +4, and after that, the rarity increases exponentially. For realism and play-balance, GMs should forbid stating Vargr PCs (and possibly others) from having more than Charisma +5.</p><p>Vargr react to Charisma bonuses at double value, i.e.. +2 per level. As Charisma equates with dominance, GMs can optionally use a more complex set of rules:</p><p>A lower Charisma Vargr reacts to one with higher Charisma at +2 per level of difference between their Charisma.</p><p>A higher Charisma Vargr reacts at no bonus to a lower Charisma personage under normal circumstances. However, if that personage does anything that could he perceived as challenging the higher-Charisma Vargr's leadership or position, or acts in an overly familiar or presumptuous fashion (for example, interrupting him, or asking for an unearned favor) the Vargr will react al a penalty equal to twice the level of difference between their Charisma.</p><p>An equal Charisma Vargr reacts at no penalty under normal circumstances, but if the other individual acts in a way that can be construed as challenging them, apply twice the challenger's full Charisma as a penalty.</p><p>Charisma and Race: GURPS officially assumes Charisma works across racial boundaries without penalty. For more realism, GMs can assume this is true, but the doubled Charisma bonus only applies when two Vargr interact, or when one of the aliens has a suitable advantage, such as Cultural Adaptability (p. CI23), or has lived among Vargr for some time and also makes a Xenology skill roll.</p><p>Challenges: When dealing with reactions and loyalties of a group of Vargr, GMs may also wish to reroll existing reactions whenever a situation changes to create uncertainly as to the relationship between dominant and subordinate Vargr. For example, if a leader's position is weakened by a bad decision, Vargr will reconsider their loyalty.</p><p>Variable: Charisma: A Vargr's charisma is closely lied to his self-confidence and his perception of the worth accorded him by others, especially other Vargr. Success or failure at important tasks can cause Charisma to fluctuate. In game terms, GMs should allow Vargr to buy added levels of Charisma with experience whenever they succeed at something that would boost a Vargr's se1f image, especially in public. Note that as a Vargr's Charisma rises, the magnitude of success needed also rises! Similarly, GMs should allow Charisma levels to drop from failure, especially in public. (In the later case. the GM should allow the player to regain such losses without paying any character points for them if subsequent actions make up for it.)</p><p>For example, suppose the group is in trouble, and unable to decide on a strategy. A Vargr character lakes command and leads them out of danger. If the Vargr were used to taking such a leadership role, success wouldn't be worth an alteration in Charisma unless the party was much larger, the danger greater, or the task involved more important than usual. If the Vargr had never done this sort of thing before, his Charisma could certainly rise!</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 5245190, member: 11520"] [sblock=Something like this?] From Alien Races 1 CREATING VARGR CHARACTERS Vargr characters can be created using the normal Basic Set system or the streamlined template system found in GURPS Traveller. VARGR RACIAL TEMPLATE (0 POINTS] So that players won't have to flip between two books. the Vargr racial template given on p. GT83 is repeated here, in slightly expanded formal. This template also codifies the earlier descriptions of Vargr physiology and psychology in game terms. Attributes ST -I [-IO points]: DX +1 [lO points]. Vargr are somewhat smaller than Humans, but have faster reflexes. Advantages Vargr are smaller than Humans, but have superior senses, faster reflexes and are belief short-distance sprinters. They possess natural weapons (claws and teeth) and protection (fur). Acute Taste/Smell+3 [6 points]. Acute Vision + I [2 points]. Alertness +1 [5 points}. Claws (+2 damage) [15 points]. Enhanced Move I (doubles Move, with the limitation that running fatigue begins after five seconds, -30%) [7 points]. Fur (DR 1, keeps wam) [4 points]. Teeth (1 d-1 bite in close combat) [5 points]. Disadvantages Cannot Kick [•5 points). Due to their digitigrade posture, Vargr can't kick in close combat (unless a foe is prone and the Vargr standing, in which case they can stamp downward), This disadvantage's cost was set at -5 points. Canceling the 5 point cost that Vargr pay for having sharper than-normal teeth. Chummy {-5 points). This is the famous Vargr gregariousness, a "pack mentality" that leaves them happiest when in groups they have come to find trustworthy, whether among Vargr or not. Curious (-5 points]. Even more than Humans, a Vargr will go out of his way to investigate new things. Easy to Read [-10 points]. Vargr find hiding their feelings an alien concept. Even if the Vargr doesn't say what he thinks (which he usually will), posture. Facial expression, ruffled fur are all easy for other Vargr to read. These cues are also fairly obvious to Humans, as Vargr are descended from canines and Humans have been reading their dogs' body language for millennia (the correlation is not total, but comes close enough). Proud [-1 point). Vargr are always concerned with their own status within any individual group, and that group's status in society. They are also quick to take offense at racial slights. Reduced Fatigue (-1 fatigue) [-3 point]. Vargr are good sprinters but lack the long-distance endurance of Humans. Reduced Hit Points -1 [-5 points]. The lighter Vargr build, Thus, the average Vargr has HT 10 but only nine hit points. Reputation -2 [-10 points]. Vargr have a universal reputation as chaotic, easily swayed and potentially disloyal. Features Vargr average 4" less than a Human of the same ST and weigh proportionally less. Their hearing is in a higher range than that of Humans, as described under Senses on p. 65. And they react to Charisma, Rank, and Status in different ways than do Human - see the discussion of the appropriate advantages, below. ADVANTAGES AND DISADVANTAGES Although not required, these modifications are suggested when creating Vargr characters from scratch, or adapting existing GURPS Traveller templates for use with Vargr. Appearance see p. 815 Decide what color the Vargr's fur will be: usually brown. black, or rust, or a mix of these shades. Some Vargr may have natural gray or white fur, hut these are much rarer. Charisma see p. 819 The bulk of Vargr have no Charisma. About I in 4 have a +1 Charisma: maybe 1 in 20 have +2. 1 in 100 a +3. one in 500 a +4, and after that, the rarity increases exponentially. For realism and play-balance, GMs should forbid stating Vargr PCs (and possibly others) from having more than Charisma +5. Vargr react to Charisma bonuses at double value, i.e.. +2 per level. As Charisma equates with dominance, GMs can optionally use a more complex set of rules: A lower Charisma Vargr reacts to one with higher Charisma at +2 per level of difference between their Charisma. A higher Charisma Vargr reacts at no bonus to a lower Charisma personage under normal circumstances. However, if that personage does anything that could he perceived as challenging the higher-Charisma Vargr's leadership or position, or acts in an overly familiar or presumptuous fashion (for example, interrupting him, or asking for an unearned favor) the Vargr will react al a penalty equal to twice the level of difference between their Charisma. An equal Charisma Vargr reacts at no penalty under normal circumstances, but if the other individual acts in a way that can be construed as challenging them, apply twice the challenger's full Charisma as a penalty. Charisma and Race: GURPS officially assumes Charisma works across racial boundaries without penalty. For more realism, GMs can assume this is true, but the doubled Charisma bonus only applies when two Vargr interact, or when one of the aliens has a suitable advantage, such as Cultural Adaptability (p. CI23), or has lived among Vargr for some time and also makes a Xenology skill roll. Challenges: When dealing with reactions and loyalties of a group of Vargr, GMs may also wish to reroll existing reactions whenever a situation changes to create uncertainly as to the relationship between dominant and subordinate Vargr. For example, if a leader's position is weakened by a bad decision, Vargr will reconsider their loyalty. Variable: Charisma: A Vargr's charisma is closely lied to his self-confidence and his perception of the worth accorded him by others, especially other Vargr. Success or failure at important tasks can cause Charisma to fluctuate. In game terms, GMs should allow Vargr to buy added levels of Charisma with experience whenever they succeed at something that would boost a Vargr's se1f image, especially in public. Note that as a Vargr's Charisma rises, the magnitude of success needed also rises! Similarly, GMs should allow Charisma levels to drop from failure, especially in public. (In the later case. the GM should allow the player to regain such losses without paying any character points for them if subsequent actions make up for it.) For example, suppose the group is in trouble, and unable to decide on a strategy. A Vargr character lakes command and leads them out of danger. If the Vargr were used to taking such a leadership role, success wouldn't be worth an alteration in Charisma unless the party was much larger, the danger greater, or the task involved more important than usual. If the Vargr had never done this sort of thing before, his Charisma could certainly rise! [/sblock] [/QUOTE]
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