Saturday, 15 October 2022

Monsters/Racial Templates: Unapproachable East Races

Monsters/Racial Templates: Unapproachable East Races

And here's the races from Unapproachable East, plus some extra ones from Oriental Adventures to finish the spirit folk cycle. Neat.


The first race is the star elf, also known as the mithril elf. These elves have retreated to an extraplanar refuge for 2,000 years and only now are slowly coming back to the world that is now unfamiliar to them. Just like most other elves, star elves are frail, so I will give them HT-1. They have sharp senses, especially vision, so I will give them Per+1 [5] and Night Vision 5 [5]. Elves also live long, so I will give them Extended Lifespan 3. However, they mature physically almost as quickly as humans, so I will have to compensate Extended Lifespan 3 with Early Maturation 3.

Star elves are said to be strikingly handsome or beautiful by human standards, so let’s be bold and give the star elves Handsome/Beautiful [12]. This applies to elves, humans, and other similar races.
In terms of mentality, star elves are said to be cautious, so I will give them the Careful quirk.
There is also one supernatural ability possessed by the star elves – between sunset and sunrise, they become able to interact with insubstantial beings. I decided to represent it with Blessed (Ghost Weapon) limited by Accessibility, Only at night, -20%. The Blessed advantage has an integrated Divine power modifier, and thus replacing it with the Magical power modifier does not change its cost.

Star Elf [Unapproachable East, page 9]

38 points
Attribute Modifiers: HT-1 [-10].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Blessed (Ghost Weapon; Accessibility, Only at night, -20%; Magical instead of Divine, -0%) [12]; Extended Lifespan 3 [6]; Handsome/Beautiful [12]; Night Vision 5 [5].
    Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Quirks: Careful [-1].
Features: Early Maturation 2.5.
Creature Type: Humanoid (Elf).

Typical Stats – Star Elf Warrior

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

5

IQ:

10

Per:

11

 

 

HT:

9

FP:

9

SM:

+0

Dodge:

8

Parry:

9F

DR:

2* (light layered leather; torso)

    Rapier (13): thurst 1d-1 impaling, Reach 1-2.
    Elven Reverie: Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The elf is still conscious and aware of his surroundings, but immobile. The human word for an elf’s meditation is “trance,” as in “four hours of trance,” but the elves themselves call this “reverie.” When an elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.

    Traits: Blessed (Ghost Weapon; Accessibility, Only at night; Magical instead of divine); Careful; Early Maturation 3; Extended Lifespan 2.5; Handsome; Night Vision 5.
    Skills: Diplomacy-14; Knife-12; Rapier-13.
    Creature Type: Humanoid (Elf).
 
The next race is the taer. These yeti-like savage humanoids live in the icebound north, where they raid civilized folk for cattle, food, or even people to eat. The taers are not tied to the Forgotten Realms setting – they also exist in Greyhawk and may exist in your game world with no problem.
The taer are human-sized, but very strong and tough, but are quite dumb. I decided to give them ST+3, IQ-2, HT+2, and Will and Per +2. They are covered with thick fur – let’s give them the Fur perk, DR 2 with Flexible and Partial, Does not protect face, and Temperature Tolerance 3 (Cold). They have innate resistance to cold – let’s give them DR 5 against cold attacks, and a vulnerability to fire. They can enter a bestial rage, even at will, so let’s also give them the Berserk disadvantage. Finally, the taers are adept climbers, so let’s give them Super Climbing 1.
The taers are omnivores, but they are known to eat sapient creature – that’s an Odious Racial Habit. Just like many similar races, they have a reputation of being savage – that’s Social Stigma (Savage).
If we look at the AD&D Monstrous Compendium, we will find some extra information. The taers exude a very smelly substance that protects them from cold. Their glands can be harvested to produce potions of cold resistance. Let’s give them the Bad Smell disadvantage. They also have a third eyelid, so let’s give them Nictitating Membrane 1.
    The taers are moderately interesting. When it comes to cold climates, there’s usually not that big of a choice in terms of creatures, especially sapient ones. The taers have an oral folklore and history, and an interesting outlook on life, where they believe themselves to be part of some overarching story, but your characters are unlikely to learn anything about that due to the berserk, isolationist nature of the taers. But still, this is a nice TL0 culture for your game world.

Taer [Unapproachable East, page 72]

-5 points
Attribute Modifiers: ST+3 [30]; IQ-2 [-40]; HT+2 [20].
Secondary Characteristics Modifiers: Will+2 [10]; Per+2 [10].
Advantages: DR 2 (Flexible, -20%; Partial, Does not protect face, -10%) [7]; Fangs [2]; Infravision [10]; Nictitating Membrane 1 [1]; Super Climbing 1 [3]; Temperature Tolerance 3 (Cold) [3].
    Cold Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, -40%; Tough Skin, -40%) [13].
Disadvantages: Bad Smell [-10]; Berserk (12) [-10]; Odious Racial Habit (Eats sapient beings) [-15]; Social Stigma (Savage) [-10]; Vulnerability (Fire, x2) [-30].
Perks: Fur [1].
Creature Type: Giant (Cold).

Typical Stats

ST:

13

HP:

13

Speed:

5.5

DX:

10

Will:

10

Move:

5

IQ:

8

Per:

10

 

 

HT:

12

FP:

12

SM:

+0

Dodge:

8

Parry:

9U

DR:

2* (not face)

    Punch (12): thrust 1d crushing, Reach C.
    Fangs (12): thrust 1d impaling, Reach C. 
    Mace (12): swing 3d-1 crushing, Reach 1.

    Traits: Bad Smell; Berserk (12); Fur; Infravision; Nictitating Membrane 1; Odious Racial Habit (Eats sapient beings); Social Stigma (Savage); Super Climbing 1; Temperature Tolerance 3 (Cold); Vulnerability (Fire, x2).
    Skills: Brawling-12; Two-Handed Axe/Mace-12.
    Creature Type: Giant (Cold).

The final race of the Unapproachable East is the volodni. The volodnis are a humanlike race of treefolk. In the ancient times, they used to be demon-worshipping humans, but they renounced their ways and were transformed by elder treants into their current form.

The volodnis aren’t particularly bright, but are tough – let’s give them IQ-1 and HT+1. They are not made of flesh, but are made of wood. Let’s give them Injury Tolerance (Homogenous), Limited Camouflage (Forest), Temperature Tolerance 2 (Cold), and Vulnerability (Fire, x2). They still have sap-like blood, so I won’t give them Injury Tolerance (No Blood).

The volodni metabolism is weird. They do not need to breathe, so let’s give them Doesn’t Breathe [20]. They are immune to poisons and other similar things – so that means Immunity to Metabolic Hazards [30]. They still need to sleep, but they do have Less Sleep 2 [4]. Finally, they require water and food, but they need much less of it if they have access to sunlight. So, let’s give them Reduced Consumption 3 with Accessibility, Only with daily sunlight, ‑10%.

As for their mentality, I think the only disadvantage I have to give them is Callous [-5].

And that’s it. The volodnis are an interesting race, but I don’t think they have ever appeared anywhere outside the Unapproachable East book, so they probably weren’t that popular. As a GURPS racial template, the volodni is on the expensive side, and doesn’t provide that many interesting abilities – the best part of the template is the immunity to metabolic hazards and injury tolerance, but those are passive abilities, and passive abilities, as a rule, as less exciting than active abilities.

Volodni [Unapproachable East, page 80]

75 points
Attribute Modifiers: IQ-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: Will+1 [5]; Per+1 [5].
Advantages: Doesn’t Breathe [20]; Extended Lifespan 1 [2]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous) [40]; Less Sleep 2 [4]; Night Vision 5 [5]; Reduced Consumption 3 (Accessibility, Only with daily sunlight, -10%) [6]; Temperature Tolerance 2 (Cold) [2].
Disadvantages: Callous [-5]; Vulnerability (Fire, x2) [-30].
Perks: Limited Camouflage (Forest) [1].
Creature Type: Plant.

Typical Stats

ST:

13

HP:

13

Speed:

5.25

DX:

10

Will:

10

Move:

5

IQ:

9

Per:

10

 

 

HT:

11

FP:

11

SM

+0

Dodge:

8

Parry:

9U

DR:

-

    Flail (12): swing 3d-1 crushing, Reach 1-2*. Attempts to parry flails are at -4; fencing weapons (“F” parry) can’t parry at all! Attempts to block such weapons are at -2.

    Traits: Callous; Doesn’t Breathe; Extended Lifespan 1; Immunity to Metabolic Hazards; Injury Tolerance (Homogeouns); Less Sleep 2; Limited Camouflage (Forest); Night Vision 5; Reduced Consumption 3 (Accessibility, Only with daily sunlight); Temperature Tolerance 2 (Cold); Vulnerability (Fire, x2).
    Skills: Two-Handed Flail-12.
    Creature Type: Plant.

The next race is the spirit folk. The spirit folk are descendants of humans and spirits of nature. Basically, they are something of a planetouched race. They are uncommon on Faerun, but more widespread in Kara-Tur. Despite all that, they are not tied to the setting, you can use them in your games easily. Unapproachable East describes two subraces of spirit folk – mountain spirit folk and river spirit folk. However, there are also two other subraces in Oriental Adventures – bamboo spirit folk and sea spirit folk.

The spirit folk have some common qualities – they live longer than humans – I will give them Extended Lifespan 2 [4]. Nothing is said about their rate of maturation, but I will also give them Early Maturation 2. They also see in the dark better than humans – I will give them Night Vision 5 [5]. The spirit folk are considered to be good looking – I will give them the racial Attractive [4] appearance. The description also says that the spirit folk are considered to be “wise ones” by the human populace, so let’s give them Social Regard 1 (Respected) [5].

You know what, I want to give them another advantage that I basically never really use – Spirit Empathy limited with Specialized, Nature Spirits, -50%. That will give them something unique and flavorful.

The rest of the abilities will depend on the subrace in question. Let’s start with the mountain spirit folk. They possess an excellent sense of balance and are adept climbers. I would like to represent balance not by giving them Perfect Balance or Excellent Balance, but by giving them Terrain Adaptation (Uneven) [5] instead. The climbing ability will be just a level of Super Climbing. Mountain spirit folk can also talk to birds – that’s the Speak With Animals advantage limited with Magical, -10% and Specialized, Birds, -50%. Finally, I want to give them a perk – Pressure-Tolerant Lungs (Thin) [1]. This will make them even better adapted to living in the mountains.


Mountain Spirit Folk [Unapproachable East, page 71]

42 points
Advantages: Attractive [4]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Social Regard 1 (Respected) [5]; Speak With Animals (Magical, -10%; Specialized, Birds, -50%) [10]; Spirit Empathy (Specialized, Nature Spirits, -50%) [5]; Super Climbing 1 [3]; Terrain Adaptation (Uneven) [5].
Perks: Pressure-Tolerant Lungs (Thin) [1].
Features: Early Maturation 2.
Creature Type: Humanoid (Spirit).

Typical Stats – Mountain Spirit Folk Warrior

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

-

    Falchion (12): swing 1d+1 cutting or thrust 1d-4 impaling, Reach 1.

    Traits: Attractive; Early Maturation 2; Extended Lifespan 2; Night Vision 5; Pressure-Tolerant Lungs (Thin); Social Regard 1 (Respected); Speak With Animals (Magical; Specialized, Birds); Spirit Empathy (Specialized, Nature Spirits); Super Climbing 1; Terrain Adaptation (Uneven).
    Skills: Shortsword-12. 
    Creature Type: Humanoid (Spirit).
 
The river spirit folk are adapted to living in water – I gave them Amphibious [10], Doesn’t Breathe (Gills, -50%) [10], and Speak Underwater [5]. I will not give them Pressure Support, as I believe it’s not necessary for most rivers. They are adapted to fresh water, so let’s give them Weakness (Immersion in saline water, 1d per 30 minutes) [-5]. River spirit folk can talk to fish – that’s the Speak With Animals advantage limited with Magical, -10% and Specialized, Fish, -50%. Finally, they are resistant to water spells. In GURPS, I want to represent it as Resistant to Noxious Water Effects (+3) [3] – this covers not only water spells that affect the spirit folk directly, but also similar effects of water powers. This actually is more relevant to the spirit folk, because they are native to Kara-Tur that is home to various oriental cultures. And such cultures might have elemental chi powers, like the ones in GURPS Thaumatology: Chinese Elemental Powers.

River Spirit Folk [Unapproachable East, page 71]

56 points
Advantages: Amphibious [10]; Attractive [4]; Doesn’t Breathe (Gills, -50%) [10]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Resistant to Noxious Water Effects (+3) [3]; Social Regard 1 (Respected) [5]; Speak Underwater [5]; Speak With Animals (Magical, -10%; Specialized, Fish, -50%) [10]; Spirit Empathy (Specialized, Nature Spirits, -50%) [5].
Disadvantages: Weakness (Immersion in saline water, 1d per 30 minutes) [-5].
Features: Early Maturation 2.
Creature Type: Humanoid (Spirit).

Typical Stats – River Spirit Folk Warrior

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

5 ground, 5 water

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

-

    Falchion (12): swing 1d+1 cutting or thrust 1d-4 impaling, Reach 1.

    Traits: Amphibious; Attractive; Doesn’t Breathe (Gills); Early Maturation 2; Extended Lifespan 2; Night Vision 5; Resistant to Noxious Water Effects (+3); Social Regard 1 (Respected); Speak Underwater; Speak With Animals (Magical; Specialized, Fish); Spirit Empathy (Specialized, Nature Spirits); Weakness (Immersion in saline water, 1d per 30 minutes).
    Skills: Shortsword-12.
    Creature Type: Humanoid (Spirit).

The bamboo spirit folk are resistant to earth effects and can speak with any animal. They also get the Limited Camouflage (Forest) [1] perk and a level of Outdoorsman. Finally, let’s give them Terrain Adaptation (Undergrowth) [5].

Bamboo Spirit Folk [Oriental Adventures, page 192]

65 points
Advantages: Attractive [4]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Outdoorsman 1 [10]; Resistant to Noxious Earth Effects (+3) [3]; Social Regard 1 (Respected) [5]; Speak With Animals (Magical, -10%) [23]; Spirit Empathy (Specialized, Nature Spirits, -50%) [5]; Terrain Adaptation (Undergrowth) [5].
Perks: Limited Camouflage (Forest) [1].
Features: Early Maturation 2.
Creature Type: Humanoid (Spirit).

Typical Stats – Bamboo Spirit Folk Warrior

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

5

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

-

    Falchion (12): swing 1d+1 cutting or thrust 1d-4 impaling, Reach 1.

    Traits: Attractive; Early Maturation 2; Extended Lifespan 2; Night Vision 5; Outdoorsman 1; Resistant to Noxious Earth Effects (+3); Social Regard 1 (Respected); Speak With Animals (Magical); Spirit Empathy (Specialized, Nature Spirits); Terrain Adaptation (Undergrowth).
    Skills: Shortsword-12; Survival (Woodlands)-12.
    Creature Type: Humanoid (Spirit).
 
The sea spirit folk are very similar to the river spirit folk. They are adapted to aquatic life, but I decided to make them vulnerable to fresh water, even though there’s no such weakness in the source material. Sea spirit folk should be able to live deeper than the river spirit folk, so I will give them one level of Pressure Support. Unlike the river spirit folk, the sea spirit folk are not resistant to water effect, but instead are resistant to fire effects. They also cannot talk to fish. Finally, the sea spirit folk have an innate ability to predict weather, so let’s give them Weather Sense as a racial skill.

Sea Spirit Folk [Oriental Adventures, page 192]

52 points
Advantages: Amphibious [10]; Attractive [4]; Doesn’t Breathe (Gills, -50%) [10]; Extended Lifespan 2 [4]; Night Vision 5 [5]; Pressure Support 1 [5]; Resistant to Noxious Fire Effects (+3) [3]; Social Regard 1 (Respected) [5]; Speak Underwater [5]; Spirit Empathy (Specialized, Nature Spirits, -50%) [5].
Disadvantages: Weakness (Immersion in fresh water, 1d per 30 minutes) [-5].
Features: Early Maturation 2.
Racial Skills: Weather Sense (A) IQ-1 [1].
Creature Type: Humanoid (Spirit).

Typical Stats – Sea Spirit Folk Warrior

ST:

10

HP:

10

Speed:

5

DX:

10

Will:

10

Move:

5 ground, 5 water

IQ:

10

Per:

10

 

 

HT:

10

FP:

10

SM:

+0

Dodge:

8

Parry:

9

DR:

-

    Falchion (12): swing 1d+1 cutting or thrust 1d-4 impaling, Reach 1.

    Traits: Amphibious; Attractive; Early Maturation 2; Doesn’t Breathe (Gills); Extended Lifespan 2; Night Vision 5; Pressure Support 1; Resistant to Noxious Water Effects (+3); Social Regard 1 (Respected); Speak Underwater; Spirit Empathy (Specialized, Nature Spirits); Weakness (Immersion in fresh water, 1d per 30 minutes).
    Skills: Shortsword-12; Weather Sense-10.
    Creature Type: Humanoid (Spirit).

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