GURPS - Compendium 1..
GURPS - Compendium 1..
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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