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GURPS - Compendium 1..

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The Rule of 12<br />

If evolution or the creator provides a<br />

certain advantage, then that advantage generally<br />

works. Consequently, racial advantages<br />

that require an attribute roll will<br />

often work more efficiently than the<br />

attribute suggests, as follows:<br />

For advantages that require an attribute<br />

roll, members of a race with an average of<br />

less than 12 in that attribute will roll at 12<br />

or the individual's actual attribute,<br />

whichever is higher. For races with an<br />

average attribute of 12 or more, always use<br />

the individual's actual attribute, even if<br />

that is less than 12!<br />

NPC Races vs. PC Races<br />

A player character race is one that the<br />

PCs are permitted to be members of at the<br />

time of character creation. A non-player<br />

character race is one that the GM has<br />

reserved for personal use. These terms are<br />

intended to remind the GM that not every<br />

race that can be designed using the racial<br />

generation rules will necessarily be appropriate<br />

for players to use as characters.<br />

There is no "official" distinction between a<br />

NPC race and a PC race, though. As<br />

always, that's a decision the GM should<br />

make. Try not to be too restrictive, however -<br />

races that are traditionally considered<br />

NPCs in other games can often prove to be<br />

wonderful roleplaying challenges as PCs in<br />

<strong>GURPS</strong>!<br />

First, a word of caution. It will soon become apparent to gamers who are<br />

already familiar with the character generation rules that these racial generation<br />

rules have fewer arbitrary limitations and balancing factors than do the rules for<br />

creating individual characters. These balancing factors were incorporated into<br />

the character generation rules to make it harder for players to unbalance the<br />

GM's campaign. Fewer safeguards have been introduced for racial creation,<br />

because this is intended to be a GM's system, and the GM is free to decide what is<br />

or is not balanced in his campaign.<br />

This lack of balancing factors means that it is possible to abuse these racial<br />

generation rules to create a race that will have a significant advantage in points or<br />

effectiveness over normal human characters. It is simply assumed that the GM<br />

will not wish to allow such races - at least, not as PCs. To this end, while<br />

unbalanced racial creation is quite possible using the following rules, we have<br />

attempted to provide enough guidelines herein to keep less-experienced GM's<br />

from accidentally creating an unbalanced race.<br />

THE GENERATION<br />

PROCESS<br />

The meat and bones of creating nonhumans lies in creating a racial template -<br />

an assortment of attribute modifiers (see below), advantages, disadvantages.<br />

quirks and skills that will, under normal circumstances, apply to every member of<br />

the race. Just as in character creation, each of these elements has a positive or<br />

negative point value. These values are totalled to find the final point value of the<br />

racial template.<br />

All of the elements of a racial template must normally be purchased together by<br />

all members of the race, and so the template has a single, overall point cost know<br />

as the racial cost. All racial templates assume a human norm; therefore, humans<br />

cost 0 points and require no racial template of their own.<br />

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