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GURPS - Compendium 1..

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Racial Advantages and Disadvantages<br />

A nonhuman race could conceivably possess almost any advantage or disadvantage<br />

that an individual character could, within reason. When in doubt, the<br />

GM should exercise common sense: a whole race of Eunuchs is probably nonsensical,<br />

while size-related disadvantages - such as Dwarfism. Fat. Gigantism.<br />

Overweight and Skinny - are relative to a racial norm, and are better handled<br />

using the Inconvenient Size disadvantage (p. 102) when applied on a racial basis.<br />

Extra Limbs<br />

Many nonhumans have extra limbs, or limbs with unusual capabilities.<br />

These are normally treated as advantages; see Extra Arms (p. 54), Extra Legs<br />

(p. 55) and Strikers (p. 66) for details.<br />

Racial Quirks<br />

Racial quirks are minor disadvantages or personality traits that apply to all<br />

members of a race. They can be a useful tool for defining the biases and leanings<br />

of a race. The GM must be careful when assigning these, however, since<br />

overuse of racial quirks can pigeonhole individual characters to the point where<br />

they all seem identical.<br />

Racial Skills<br />

A distinction must be drawn between racial skill bonuses, group skill<br />

bonuses and racially-learned skills.<br />

Racial Skill Bonus<br />

A racial skill bonus is a natural talent for a certain skill. It is expressed as, for<br />

instance, "+1 Forgery" or "+3 Fast-Talk." Not every member of the race has the<br />

skill. Individuals get the benefit of the bonus only after they pay at least a halfpoint<br />

to actually learn the skill - not on default use.<br />

The cost for a +1 racial bonus is equal to half the cost (from the table on p.<br />

B44) to learn the skill at DX (for physical skills) or IQ (for mental skills). The<br />

cost for a +2 racial bonus is equal to half the cost to learn the skill at IQ+1 or<br />

DX+1, and the cost for a +3 racial bonus is equal to half the cost for IQ+2 or<br />

DX+2. No racial skill bonus should ever exceed +3.<br />

Racial skill bonuses apply to all specializations of a skill, even for those<br />

skills which normally require specialization, such as Survival and Engineer.<br />

Group Skill Bonuses<br />

Occasionally, the GM may wish to make a certain race gifted in an entire<br />

field of endeavor. Group skill bonuses are designed to make this easy for the<br />

GM.<br />

A group skill bonus can be bought for any reasonably-related group of skills<br />

that the GM decides upon - including the skill groups in this book and the Basic<br />

Set - with the exception of the Combat/Weapon, Esoteric, Magical, Military,<br />

Psionic and Thief/Spy groups. The cost is 6 points per +1 with those skills. It is<br />

recommended that GMs treat the Science group as a special case, and divide it<br />

into two sub-groups, each costing 6 points per +1: soft sciences (Anthropology,<br />

History, Literature, Psychology, etc.) and hard sciences (Alchemy, Architecture,<br />

Meteorology, Physiology, etc.). The Research skill should be regarded as<br />

belonging to both subgroups.<br />

Group skill bonuses should never be allowed on a less than racial basis. The<br />

GM who wishes to grant a race a bonus with a small number of related skills -<br />

Character Cost vs.<br />

Racial Strength<br />

Part of the fun of playing nonhuman<br />

characters is dealing with "people" that are<br />

not only different from humans, but more<br />

than human. Many GMs will want to create<br />

at least a few PC and NPC races with<br />

physical and mental powers far beyond<br />

normal humans. In game terms, this means<br />

characters with a high racial point cost.<br />

This creates an apparent contradiction<br />

in the campaign, however. The question<br />

arises. "If these guys are so great, why<br />

don't they control the whole world?"<br />

The most obvious answer is to say,<br />

"they do." There's no reason why humanity<br />

has to be the dominant race of the campaign.<br />

Mankind could be an insignificant<br />

minor race or an audacious upstart to the<br />

ancient civilizations of the nonhumans!<br />

However, even if the GM prefers an<br />

anthropocentric campaign, he needn't forsake<br />

superhuman races. The factors that<br />

allow an individual to excel are quite different<br />

from those that allow one race to<br />

dominate another. A humanocentric story<br />

or campaign usually assumes that humanity<br />

has several advantages, relative to other<br />

races, that would never show up on an<br />

individual character sheet.<br />

First, humans are prolific. A woman<br />

can easily bear six to 12 children in her<br />

lifetime. A single male can father children<br />

with a huge number of women. Other races<br />

might be strictly monogamous, or tied to a<br />

complex fertility cycle, or simply generally<br />

infertile, allowing humanity to dominate<br />

them through sheer numbers. This is borne<br />

out in nature, where extremely capable<br />

species such as the dominant carnivores<br />

inevitably have smaller numbers than<br />

"lesser" species.<br />

Second, humans are aggressive. They<br />

tend to want money, property and power<br />

for its own sake. A pragmatic race might<br />

let the humans move in and assume the<br />

burden of running things. The race might<br />

insist on a few basic rights, but would not<br />

necessarily want political power. An<br />

extremely powerful or supernatural race<br />

may simply pursue goals that humans cannot<br />

comprehend, leaving them to do as they<br />

please.<br />

Finally, humans are organized. A<br />

super-race might never need to band<br />

together for protection from nature as<br />

humanity's ancestors did. Such a race<br />

might be quite at a loss to withstand an<br />

organized human military campaign or<br />

political program. Indeed, such a race<br />

might find real economic and cultural benefit<br />

in accepting organization by humanity.<br />

Of course, humans may one day<br />

encounter a race that is more prolific,<br />

aggressive and organized than we are . . .<br />

orcs with spaceships. The outcome is left<br />

as an exercise for the GM.<br />

177

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