GURPS - Compendium 1..
GURPS - Compendium 1..
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 />
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