Æther: Races

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There are many fantastical races in Æther, many of whom appear in our own myths and folklore from their brief stint on Earth. Below are the races most appropriate for play by PCs. Other races may be found in The World of Æther. Traits marked with a star are not in GURPS Basic Set, but can be found here.

Races[edit]

Human[edit]

0 pts
Humans are the most common race on both Earth and Æther. They are considered the "base" race.

Humans have no traits.

Troglodyte[edit]

5 pts
Troglodytes are a subrace of humans who moved underground and evolved to accommodate. Troglodytes have very pale skin that is often smudged with dirt and their hair is often white, pale pink or black. Troglodytes have yellow eyes and very sharp teeth, but loath to venture to the surface as they have become very susceptible to sunlight.

Traits:
Appearance (Unattractive) [-4]
Acute Hearing 2 [4]
Colorblindness [-10]
Distinctive Features (Pale skin, yellow eyes) [-2]
Flexibility [5]
Nictitating Membrane 1 [1]
Night Vision 9 [9]
Stealth (A) DX+0 [2]
Survival (Underground) (A) Per+0 [2]
Teeth (Sharp Teeth) [1]
Weakness (Sunlight, 1d/30 minutes; Fatigue only, -50%; Variable, -40%) [-3]

Arena[edit]

20 pts
Arenas are human-spider hybrids with the torso of a human and the eight legs and abdomen of a spider. Arenas are a slightly mysterious race who keep to themselves for the most part, usually dwelling in forests or in subterranean caves. Arenas are highly intelligent having the ability to climb on walls and spin webs, but have weak eyes.

Traits:
-1 ST [-10]
+1 IQ [20]
Bad Sight (Nearsighted) [-25]
Clinging [20]
Extra Legs (8 legs; Long, +100%) [30]
Hemophilia [-30]
Nictitating Membrane 1 [1]
Spider Silk* [4]
Vibration Sense [10]

Behemoth[edit]

35 pts
Behemoths are very large, very strong reptilian creatures. They have four arms and usually orange or reddish scales. They hail from the Far West of Æther, and come from a very rigid, honor-driven culture. While they may be prone to violence (being a good warrior is held in higher esteem than all else), they are quite civilized and have strict laws governing such things. Behemoths make formidable foes and powerful allies, but their hulking forms and warlike dispositions generally make them feared and discriminated against by most other races.

Traits:
+1 SM [0]
+6 ST (SM +1, -10%) [54]
-1 DX [-20]
Colorblindness [-10]
Damage Resistance 2 [10]
Extra Arms (4 arms) [20]
Ham-Fisted [-10]
Social Stigma (Minority Group) [-10]
Teeth (Sharp Teeth) [1]

Dwarf[edit]

0 pts
Dwarfs are stout, bearded creatures measuring a tad less than three feet tall. But they lack in stature they make up for in skill and sheer grit. They are excellent miners, smiths, and metal-workers, and surprisingly tough for their size. Dwarfs usually live underground and make nasty fighters when forced to defend their subterranean homes.

Traits:
-2 SM [0]
-3 ST [-30]
+1 HT [10]
+1 Will [5]
-2 Basic Move [-10]
Detect (Gold, vague, -50%) [3]
Longevity [2]
Night Vision 8 [8]
Survival (Underground) (A) Per+0 [2]
Talent (Earth Affinity)1* [10]

Blood Dwarf[edit]

0 pts
Blood dwarfs are a slightly different breed of dwarfs who have a way with fire. They are marvelous smiths and often live near, or in, volcanoes. Their hair is always brilliantly red and heir eyes are the same color. Blood dwarfs are rash and have hot tempers which are often described as "fiery."
The traits listed here are in addition to those listed under Dwarf.

Traits:
+2 Smith [4]
Bad Temper (12) [-10]
Damage Resistance 2 (Heat/Fire Only, -40%) [6]
Immune to Sunburn [1]
Fire Magic (1d-3 burn; Reduced Range 10, -30%) [2]
Pyromania (9) [-7]
Temperature Tolerance 4 (Hot) [4]

Giant[edit]

50 pts
As their name suggests, giants are. . . well, giant. They live in hills, usually secluded from civilized society, perhaps because they are generally looked upon as "savages" or "barbarians." Not all giants are barbaric, however. While not very intelligent, giants have, upon occasion become --if somewhat grudgingly -- accepted members of society. Giants look like humans for the most part except that they are around fifteen feet tall.

Traits:
+2 SM [0]
+15 ST (SM +2, -20%) [120]
-1 DX [-20]
-2 IQ [-40]
+2 Basic Move [10]
Extended Lifespan 2 [4]
Increased Consumption 1 [-10]
Noisy 2 [-4]
Social Stigma (Minority Group) [-10]

Goblin[edit]

The term "goblin" encompasses any member of the goblin family which includes three main subraces; namely, hobgoblins, redcaps, and bugbears. goblins are not usually well-liked, mostly because of their sneaking, furtive ways, but they are not necessarily "savage" or "bad." The most commonly encountered species of goblin are hobgoblins, and many time the word "goblin" is used to refer to them only.

Bugbear[edit]

-10 pts
Bugbears are the biggest of the goblin family. They usually measure about six feet tall and are very strong and muscular. Bugbears have green skin and coarse hair that covers nearly their entire body except for the top of their head. Bugbears are not very intelligent and hobgoblins generally use this to their advantage as they often need the bugbears' muscle to get things done.

Traits:
+3 ST [30]
-2 IQ [-20]
Bad Smell [-10]
Claws (Blunt Claws) [3]
Fur [1]
Night Vision 5 [5]
Teeth (Sharp Teeth) [1]

Hobgoblin[edit]

-5 pts
Hobgoblins are the most common type of goblin. They are small and furtive, usually with a fiendish disposition. Hobgoblins on average stand about four feet tall. They have squashed, ugly faces, thin, bony limbs, and gleaming black eyes. Their skin is greenish-gray or taupe and they have long, pointy fingers, ears, teeth, noses, and just about everything else. Hobgoblins live in caves or dens usually in large groups.

Traits:
-1 SM [0]
-3 ST [-30]
+1 DX [20]
-1 IQ [-20]
+1 Per [5]
-1 Basic Move [-5]
Acute Hearing 1 [2]
Acute Taste and Smell 2 [4]
Claws (Sharp Claws) [5]
Flexibility [5]
Night Vision 5 [5]
Reduced Consumption 1 [2]
Reduced Consumption (Cast-Iron Stomach, -50%) 1 [1]
Teeth (Sharp Teeth) [1]

Redcap[edit]

0 pts
Redcaps are a relative of the goblin family that are more foul and bloodthirsty than all their cousins. Redcaps are goblins that rely on blood to survive. They typically inhabit old castles and battlefields or anywhere else where blood and corpses are to be found. Redcaps are human-sized with red skin and glowing green eyes.

Traits:
+1 ST [10]
+1 Basic Move [5]
Acute Taste and Smell 2 [4]
Dependency (Blood, weekly) [-20]
Detect (Blood; Vague, -50%) [5]
Odious Personal Habits (Bloodthirsty) [-10]
Night Vision 5 [5]
Teeth (Sharp Teeth) [1]

Harpy[edit]

30 pts
Harpies are foul-looking winged creatures that live on high cliff-tops or in mountains. They generally have black hair and an all-around horrible appearance. Their eyes are yellow and hawk-like and a distinctive odor of dead corpses clings to them. They have very sharp claws but their worst weapon is their breath which is toxic to other races. Harpies stand about four-and-a-half feet tall, have a human head and torso, bird-like feet, and wings.

Traits:
-1 SM [0]
-2 ST [-20}
+2 DX [40]
Appearance (Ugly) [-8]
Bad Smell [-10]
Breath Attack (1d tox; Respiratory Agent, +50%; Jet, +0%; Link, Affliction,+10%) [7]
Breath Attack (Nauseated, +30%; Respiratory Agent, +50%; Jet, +0%; Link, Innate Attack, +10%) [19]
Claws (Talons) [8]
Flight (Winged, -25%; Cannot Hover, -15%) [24]

Selkie[edit]

35 pts
Selkies, or finfolk, are seal-people who generally live in the sea, but venture onto land in human form from time to time. Selkies look like very attractive humans while in this form except for their blue-green hair.
Selkies often have Lecherousness, but this is not required.

Traits:
Appearance (Attractive) [4]
Distinctive Features (Blue-green hair) [-1]
Shapeshifting (Alternate form, seal; Reduced Time 4, +80%) [27]
Speak With Animals (Seals, -60%) [10]
Supernatural Features (Reflection is a seal's) [-5]

Vizard[edit]

36 pts
Vizards are masters of disguise. They can assume the form of any humanoid, mimicking every detail. Because of this they are never quite trusted, but those with a vizard ally cannot deny that they are useful. Vizards look like humans in their natural form. They are born of a human and a korrigan, or else of another vizard. The only way to catch a vizard is to dip them in holy water; holy water washes away the disguise wherever it touches.

Traits:
Mimicry [10]
Sensitive [5]
Shapeshifting (Morph; Cosmetic, -50%; Mass Conservation, -20%; Retains Shape,-20%) [20]
Disguise (A) IQ-1 [1]