Monster: Shark-Kin
The shark-kin are something like an ancestor species of the sahuagins. I remember finding them in ENWorld's Creature Catalog and using them in my underwater D&D game. Now it's time to convert them to GURPS. Seems like a decent racial template for an aquatic game.
Shark-Kin [AC9 - Creature Catalogue]
Attribute Modifiers: ST+1 [10]; IQ-1 [-20].
Advantages: Amphibious (Accessibility, Only skill penalties, -50%) [5]; DR 1 (Tough Skin, -40%) [3]; Extended Lifespan 1 [2]; Nictitating Membrane 2 [2]; Pressure Support 1 [5]; Sharp Claws [5]; Sharp Teeth [1]; Speak Underwater [5]; Speak with Animals (Specialized, Sharks, -60%) [10].
Disadvantages: Cold-Blooded (50°) [-5]; Restricted Diet (Carnivore) [-10]; Social Stigma (Savage) [-10].
Features: Doesn’t Breathe (Gills); No Legs (Semi-Aquatic); Potential Form (Land-walking shark-kin).
Creature Type: Monstrous Humanoid.
Trident one-handed (13): thrust 1d+2(0.5) impaling (KYOS: 1d+2(0.5) impaling), Reach 1*. Unbalanced Parry. Can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon. Target at -1 to Dodge, +1 to Block or Parry.
Trident two-handed (13): thrust 2d-1(0.5) impaling (KYOS: 2d-1(0.5) impaling), Reach 1-2*. Can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon. Target at -1 to Dodge, +1 to Block or Parry.
Sharp Teeth (13): thrust 1d-1 cutting, Reach C.
Sharp Claws (13): thrust 1d-1 cutting, Reach C.
Traits: Amphibious (Accessibility, Only skill penalties); Cold-Blooded (50°); Combat Reflexes; Doesn’t Breathe (Gills); Extended Lifespan 1; Nictitating Membrane 2; No Legs (Semi-Aquatic); Potential Form (Land-walking shark-kin); Pressure Support 1; Social Stigma (Savage); Speak Underwater; Speak with Animals (Specialized, Sharks).
Skills: Aquabatics-12; Brawling-13; Intimidation-12; Spear-13; Survival (Saltwater Sea)-14.
Creature Type: Monstrous Humanoid.
Creature Type: Monstrous Humanoid.
Typical Stats
ST: |
11 |
HP: |
11 |
Speed: |
5.25 |
DX: |
11 |
Will: |
9 |
Move: |
1 ground, 5 water |
IQ: |
9 |
Per: |
9 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
9 |
Parry: |
10 |
DR: |
1* (tough skin) |
Trident two-handed (13): thrust 2d-1(0.5) impaling (KYOS: 2d-1(0.5) impaling), Reach 1-2*. Can strike to disarm (p. B401) without -2 to hit for using a non-fencing weapon. Target at -1 to Dodge, +1 to Block or Parry.
Sharp Teeth (13): thrust 1d-1 cutting, Reach C.
Sharp Claws (13): thrust 1d-1 cutting, Reach C.
Traits: Amphibious (Accessibility, Only skill penalties); Cold-Blooded (50°); Combat Reflexes; Doesn’t Breathe (Gills); Extended Lifespan 1; Nictitating Membrane 2; No Legs (Semi-Aquatic); Potential Form (Land-walking shark-kin); Pressure Support 1; Social Stigma (Savage); Speak Underwater; Speak with Animals (Specialized, Sharks).
Skills: Aquabatics-12; Brawling-13; Intimidation-12; Spear-13; Survival (Saltwater Sea)-14.
Creature Type: Monstrous Humanoid.
While this is an interesting build, is it actually supposed to have both No Legs (Semi-Aquatic) and Amphibious? Because I was under the impression those were mutually exclusive.
ReplyDeleteNo Legs (Aquatic) includes the benefits of Amphibious, but No Legs (Semi-Aquatic) does not.
DeleteTrue, but if you already have Amphibious, Semi-Aquatic does nothing but reduce land move for no points back. If you want the benefits of Amphibious but lower land move than water move, I'd just take Amphibious and some Reduced Move with a -80% limitation "Land Move Only" (limitation size based on the rules for limited disadvantages in Power-Ups 8). A bit clunkier, but fairer to a player that wants to play a member of the species.
Delete