GURPS: Church and State Races: Difference between revisions

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== General fantastical wildlife and races==
The four PC non-human races are the Gani, Scali, Merghast, and Trevan.  Other races possibly encountered include the breeds of Reptilemen, Dogmen (gnolls), Balfries, Bullmen (minotaurs), Ogres and Trolls.  The four demi-humans (and common belief says others as well) can freely interbreed with humans with varying success.  Most half breeds add the prefix D' to the name; e.g. D'gani, D'scali, etc.  Demi-humans can fall anywhere between the racial profile below, and human norm (i.e., a D'trevan could have anywhere from 15 ST to 10 ST) depending on the the strength of the racial blood.  Generally the stronger the ads you have, the stronger the disads too.  (Meta-game- if you're looking to play a 1/2 breed, send me what you're looking for.)
The Quani study of animal magic and alchemical elixirs (hybridization and fertility) allowed them to breed both hybrid races and animals.  They apparently had fairly advanced understanding of this even before they came to Argoth.  Many of the more experimented minded mages out there occasionally dabble in such an experiment, which may be seen on the battlefield, found as a manor hall guardian, or just run into in the forest.  Some of the more successful results have been griffins, hippogriffs, basilisks, woolens, milkfish, hardings, bushwolves, harpies, and others which can be found through Argoth.  Most lords post bounties on the more dangerous ones and reward those who bring in a token proving the death of such a creature.  Naturalist skill covers these as most have been around a couple of thousand years and are considered part of the ecology.
Dragons- There are many legends of fierce, intelligent, giant dragons that parlayed with man, or ravaged his towns.  Skeptical Argothians don't always believe these, but almost everyone believes in drakes and wyverns.  Wyverns are no smarter than dogs, but carry a vicious poison.  Drakes are not much larger, and many have remarked on the the resemblance between them, and a Reptile man with wings.  While drakes have shown to be cunning, there is no evidence that they are spellcasters or diplomats of dragon legend.
Lycanthropes may come from their magic, or from the union of Enus and Draef.


== Gani ==
== Gani ==
The Gani carry a long stigma as the favored caste under the Quani.  The Gani today have lost much of the cultural heritage from living in the marginal areas between towns for nearly 2000 years.  Today, they are a TL2 society with social hierarchy being mostly tribal.  Metal working is almost unknown among them, but they make good use of items they traded for.  Their astronomy and farming is top notch, but they are almost completely illiterate with an oral tradition.  Gani make some of the best mages at plant, animal and weather spells.  Tribes have totem creatures that they have usually domesticated and turned into helpful pets.  Many Gani bond with their pet in a way similar to a Familiar.  The Gani tribe in Rotbrueck is the Fox Tribe (and their foxes are 50 lbs hunting machines- bought as an ally).  Other tribes in the area include Ibex, Lynx, and Boar.  Boar would likely get you killed on sight in Rotbrueck as they raid their lands often.  Gani tribes are easily identified by the tattoos they receive during their passage to adult hood.  Small Gani bands, called Ans, roam the country side in their tribal area in groups of 5-25 from Vernal equinox to autumnal equinox as hunter-gatherers.  During the winter, the tribe comes together in the Hal'An for trade, protection, wife swapping, courting, and generally lasting through the cold months.  In the first part of the Empire of Man, Gani who stayed in one spot for very long could expect to find an army riding to their location.  Today, most peasants couldn't even tell you why Gani are call traitors, nor why so much folk wisdom goes into not trusting them. 
Some Gani do go work with the 'rock foots' for a while.  Gani face social stigma (barbarian) and some general intolerance due to perceived racial crimes committed long ago, but many a country lord finds them invaluable as trackers, huntsmen, verderers, Stable Master, or Dog Trainer.  The Fox Gani are usually tolerated in Rotbrueck, but all Gani face prejudice in the more settled areas.  Gani typically will be regarded as status 0, unless they have a position of higher status.  The wild ones just visiting will typically fall outside of the system and most people won't know how to react to them.  Gani neighborhoods in larger cities is not unknown, but they are generally outcasts from Gani society, and sometimes several generations removed.  They may have no connection to their woodland cousins.  Gani speak a dialect derived from Quani, with regional variations.  Most of the Central Kingdom Gani can understand each other, but a Fox meeting a Nor'gani Sea Lion would be hard pressed to find a common word.
Ampul and the House of Light are very poorly regarded by the Gani.  Enus is prime, followed by Draef.  Gani tribes war (raid mostly) regularly against other Gani tribes.  They regard the rock foots almost as just trees or rivers within their land, but best to be avoided.  Taxing them is almost impossible.  Frontier farmers can expect to trade with them equitably, but if they cheat them, they can also expect to be killed outright.  In lean years though, raiding any farmstead is fair game, and many a chicken-coop has been ravaged by a Fox fox.  Bloodfeuds are for life, and cannot be stopped unless the village elders step in.  Scalping is a common way of showing victory in combat, and the concept of counting coup is also common.  Tattoos are used widely to show clan affiliation and personal history/accomplishments.  Gani are 4" shorter than a human of the same ST, and 15 lbs lighter.  They tend to be very wiry in build.  Dark skin is very common, with shades of brown and olive complected common.  Gani have pointed ears, almond shaped eyes of green or brown color, and a graceful and striking appearance.  Gani primarily use hand axes (including throwing and hatchet), knives, spears, staves, and composite bows.  The Gani do love to make long swords, broad swords, and bastard swords of Ironwood (See [[GURPS: Church and State Magic]], but this is fairly rare and very expensive.  They are hard enough to make that Gani will almost never sell them to outsiders, but might gift one to somebody who did them a great boon.  Wpn master is limited to the weapons listed above.
Gani 17 or 22 pts.
*Attribute Modifiers: ST-1 [-10]; DX+1 [20]; Per+1 [5], Will+1 [5].
*Advantages: Attractive [4]; Magery 0 [5]; Extended Lifespan 1 [2]; Longevity [2]; Talent (Outdoorsman [10] or Green Thumb [5])
*Disadvantages: Low TL (-1)[-5]; Sense of Duty (Nature) [-10]; Bloodlust [-10]; Social Stigma (Barbarian) [-10].
*Racial Skill Bonuses: +1 to Bow [2]; and +1 to Erotic Art [2].
- Silence, catfall, perfect balance, telescopic vision, parabolic hearing, and peripheral vision are all common in Gani and need no further justification to take as advantages.




== Scali ==
== Scali ==
The Scali are sometimes known as the builders, and with good reason, they were bred by the Quani for their craft skills.  The are usually 8" shorter than a human of the same strength, and 30% heavier, usually in muscle.  They are short and stocky, with powerful chests and shoulders.  The Quani built them to man their mines, smithies, quarries, and as builders.  Of all the demi-humans, they have done the best, and freely mingle with whatever culture they are in.  On their own, they prefer to work for a Scali landowner or guild, and there are several known Scali lords, but no Scali kingdom is known to exist.  The Canton of the Grey Watch comes the closest, but they still are only roughly 40% Scali, but they do hold the kingship and many other important roles in that nation/republic/kingdom.


All male Scali are bearded, and a Scalian regards a beard as his mark of growing up. Scalian are moody: some are vulgar, others merry, surly, cruel, or dignified, but their personalities are always emphatic. Few Scali are introverts. All Scali are craftsmen to one extent or another. Status among them comes as much from craft ability as birth or heroism. They love gold and jewels, and will happily work all day to mine precious things and build with them. Anything they make will be both useful and beautiful. Their preferred weapons are martial versions of tools: the hammer, the pick, and the axe. Their great strength lets them use massive weapons efficiently. Scali love good craftsmanship and react well to any good craftsman or to proposals involving a challenge to their skills. Scali dislike things that are shabby or ill-made, and pointless destruction enrages them. Some are afraid of open spaces. They have a keen sense of personal pride and honor. Scali have 1 point in Signature Gear. This represents a beloved $500 item (or items) probably hand-crafted by the Scali. Possibilities include an ornate, fine-quality warhammer or a beautiful set of craftsman’s tools.


Scali 30 pts
*Attribute Modifiers: ST+2 [20]; HT+1 [10].
*Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 [-5].
*Advantages: Material Cunning 1 [5] (see below); Damage Resistance 1 (Tough Skin, -40%) [3]; Extended Lifespan 1 [2]; Lifting ST+2 [6]; Longevity [2]; Resistant to Poison (+3) [5]; Signature Gear [1].
*Disadvantages: Greed (12) [-15]; Intolerance (Racial enemies) [-5]; Miserliness (15) [-5]; Stubbornness [-5].
*Quirks: Expects male Scali to have long beards; Prefers gold to other precious metals [-2].
*Racial Skills: Axe/Mace (A) DX [2]-10; Merchant (A) IQ [2]-10.
*Features: Taboo Traits (Jumping, Running skills).
For their Intolerance disadvantage, the primary racial enemies tend to be Gani and Merghast.  The Scali still hold the greatest grudge against the Gani for their role in the Quani empire, and their long lives make their memories fade slowly.  The Merghast bear a racial grudge for their penchant for destruction, and Scali neighborhoods or works have often been the first target of Merghast raiders and plunderers. Similarly, some Scali (particularly among The Canton of the Grey Watch) truly hate Imperials.  Many Scali lack Greed or Miserliness, a great many are Honest, and some have Phobia (Open Spaces). Night Vision is very common, as are other craft talents such as Master Builder and Artisan. Some have extra points in Signature Gear; each point is worth an additional $500 in equipment.
Material Cunning comes in one of three forms.  It's a Talent of either Stonecunning, Woodcunning, or Metalcunning.  The talent only applies when working with that kind of material, e.g., engineering and Stonecunning only work when building aqueducts, not when designing a catapult.  They are all 5 pts per level and the skills are:
*Stonecunning - Masonry, Prospecting, Geology, Engineer, Artist (sculpting), Architect
*Woodcunning - Carpentry, Engineer, Artist (woodworking), Mechanic, Architect
*Metalcunning - Smith, Machinist, Armorer, Jeweler, Engineer, Mechanic
The Scali invented Rune Magic (Symbol Magic GURPS: Magic p. 205) and the most words or power and knowledge is found with their scholars.  It is rare outside of the Scali hands.


== Merghast ==
== Merghast ==
Merghast are squat, hairy humanoids with small eyes and broad mouths dominated by enlarged canines; most other races regard them as ugly. Most Merghast are brutal and violent, and respect only force; whether living as primitive savages or disciplined legionaries, the strongest and most ruthless among them will usually lead. They enjoy revelry, the spoils of war, and dominating those weaker than themselves. Merghast return other races’ hostility with interest. Many will gladly sacrifice their own lives for a chance to take an enemy with them. Height is 2” less than normal for ST. Weight is 10 lbs. over human average for their height.


Merghast were the most widespread of the warrior castes made by the Quani with a prolific birthrate and a penchant for surviving the worst conditions.  Merghast mothers often have more than one birth at a time; twins, triplets, quadruplets, and even more are not uncommon.  Survival through childhood is not guaranteed, as the Merghast have very little sense of parenthood responsibility.  Merghast regard warfare as their sole reason for existing and excel at destroying things; and in a very strong sense regard the ability to destroy something, as the ability to control it (he who can destroy a thing, controls a thing).  Merghast constantly vie for power, leadership, and authority, and as such, make for very poor subjects in settled peaceful lands, but Merghast mercenaries are highly sought after in times of conflict.  Properly led, they are a force of ruthlessness and destruction unparalleled on the battlefield.  The most worrisome concentration of Merghast is in the Hills of Bloudin, where a highly organized Merghast army stopped the Imperials cold.
The Merghast believe the Gods are out to destroy them. They're obviously much stronger than they are and send storms, diseases, and enemies. Worse, the Gods are by definition impossible to destroy and thus no Merghast can ever control them. The idea that emulating the Gods laws or ways is the whole point of life falls on deaf ears – to Merghast, the struggle is never the point. Victory is, and victory means destroying
things before someone else does, the Gods or otherwise. What little formal religion Merghast have is mostly a series of warnings: “The world is out to get you! Get it first!” Legendary Merghast heroes are seen as having betrayed, outsmarted, or outfought the Gods; Merghast wizards claim they can wrest power from it. Some Merghast adopt the bloodier varieties of Qaudrant, or other religions, probably because they offer some kind of hope.
Merghast measure standing by what someone controls.  They realize that if you have something, someone else can take it away, so a Merghast might destroy something, thus claiming complete control for ever more, and denying his enemies the chance to take it.  They invented scorched earth warfare, and are very good at it.  The Merghast have almost no craft skills, or art, except when it comes to application of violence.  Their fortresses, weapons, armor, walls, and such are finely made, and often highly decorated...often with scenes of despicable violence.
Merghast 5 or 9 pts.
*Attribute Modifiers: ST+1 [10]; IQ-1 (but Will and Per 10) [-10]; HT+2 [20].
*Secondary Characteristic Modifiers: HP+3 [6].
*Advantages: Acute Hearing 2 [4]; Combat Reflexes [15]; Rapid Healing [5]; Recovery [10]; Resistant to Disease (+3) [3];.
*Disadvantages: Bully (12) [-10]; Bad Temper (12) [-10]; Code of Honor (Merghast)[-10] Jealousy (especially those with more power) [-10]; Social Stigma (Barbarian) [-10]; Intolerance (at least somebody, no Merghast comes of age without choosing an enemy) [-5]; Unattractive [-4] or Ugly [-8].
*Quirks: Kowtows to stronger people; Measures social standing by things “controlled” (p. 165) [-2].
*Racial Skills: Brawling (E) DX [1]-10; and Forced Entry (E) DX [2]-11.
Weapon Master and Born War Leader (Banestorm p. 184) are both very common advantages.
Code of Honor (Merghast)[-10] Anyone is entitled to one night of hospitality with no questions asked. Even a sworn enemy is a guest under your roof. Destroy anything that is yours before you let it fall into an enemies hands, your children, your house, your sword.  Speak the letter of the truth to your superiors, but all others are fair game.  If you make a promise, honor it to the bitter end. If someone kills a member of your family, clan, tribe, squad, you must seek revenge. Single combat is the most respected way. -10 points.




== Trevan ==
== Trevan ==
The Trevan came as one of the warrior castes of the Quani clan Travi, which is where their name comes from.  Trevan were widely successful, except for breeding.  They have trouble becoming pregnant, but once pregnant, they Trevan rarely have trouble with carrying the baby to term, or giving birth, but mothers are lucky to bear more than one child in their entire lives.  Trevan are slow witted by nature, and rather hidebound, but make formidable fighters.  In a straight run, on open fields, the fastest can even keep up with a horse.  Many a lords dream is to have 10 of these guys in heavy armor to charge enemy lines.  Trevan look much like humans, only eight or more feet tall, with large bony hands that land tremendous blows, and a sloping brow. However, they vary remarkably, and some trevan have only one eye, two heads, or other unusual features due to wild magical mutations.  Trevan are generally private, preferring the solitude of their homes. They can be unexpectedly dangerous if roused. Most Trevan have very “human” personalities but are uncomfortable in human lands, where all the furniture is built for midgets. Trevan resent being compared to ogres. They react very poorly to that race, and to anyone who mentions them in any but the most disparaging terms. Unfortunately, many smaller beings mistakenly believe the biggest difference between the two races is that Trevani aren’t as ugly.


Calculate height based on ST before adding the racial +5, and then increase it by 1/3. Weight is 3 times that of a man of the same ST (again, before the racial bonus).  Trevan rarely congregate into groups larger than an immediate family, and have no society of their own.  They often live on the outskirts of human settlements in woods or hills and barter their strength and size for food, metal instruments, and other items, meeting with their own kind infrequently in the outlands to barter and pass news.  A Trevan can cover a great deal of ground on foot and can range widely.  Trevan prefer simple weapons and hide or leather armor.  They can rarely afford to buy good metal weapons for their size.


== Reptile Men ==
Trevan 46 pts.
*Attribute Modifiers: ST+6 (Size, -10%) [54]; IQ -1 [-20]; HT +2 [20].
*Secondary Characteristic Modifiers: SM +1; Speed -0.25 [-5].
*Advantages: Acute Taste/Smell 3 [6]; Damage Resistance 2 (Tough Skin, -40%) [6]; Enhanced Move (Ground) 1 [20]; High Pain Threshold [10]; Bony Hands (treat as claws (hooves), i.e. adds +1 per die to damage for punches and gives hands +1 DR) [3].
*Perk: Penetrating Voice [1].
*Disadvantages: Bad Temper (12) [-10]; Shyness (Severe) [-10]; Social Stigma (Oversized Barbarian) [-10]; Stubbornness [-5]; Ham fisted [-5]; Low TL (-1) [-5]; Hidebound [-5].
*Quirks: Hates ogres, and being compared to ogres [-1].
*Racial skills: Brawling at DX+1 (2)


Trevan can freely buy extra arm, head, leg, or other similar attributes.  Unnatural bony features are common, horn, growth or whatnot.


== Reptile Men & others ==
I'm using the templates from Banestorm for the creatures described above.  They're not available as PCs, so don't worry about the stats too much.






[[GURPS: Church and State]]
[[GURPS: Church and State]]
[[Category: GURPS Church and State]]

Latest revision as of 03:18, 10 September 2010

General fantastical wildlife and races

The four PC non-human races are the Gani, Scali, Merghast, and Trevan. Other races possibly encountered include the breeds of Reptilemen, Dogmen (gnolls), Balfries, Bullmen (minotaurs), Ogres and Trolls. The four demi-humans (and common belief says others as well) can freely interbreed with humans with varying success. Most half breeds add the prefix D' to the name; e.g. D'gani, D'scali, etc. Demi-humans can fall anywhere between the racial profile below, and human norm (i.e., a D'trevan could have anywhere from 15 ST to 10 ST) depending on the the strength of the racial blood. Generally the stronger the ads you have, the stronger the disads too. (Meta-game- if you're looking to play a 1/2 breed, send me what you're looking for.)

The Quani study of animal magic and alchemical elixirs (hybridization and fertility) allowed them to breed both hybrid races and animals. They apparently had fairly advanced understanding of this even before they came to Argoth. Many of the more experimented minded mages out there occasionally dabble in such an experiment, which may be seen on the battlefield, found as a manor hall guardian, or just run into in the forest. Some of the more successful results have been griffins, hippogriffs, basilisks, woolens, milkfish, hardings, bushwolves, harpies, and others which can be found through Argoth. Most lords post bounties on the more dangerous ones and reward those who bring in a token proving the death of such a creature. Naturalist skill covers these as most have been around a couple of thousand years and are considered part of the ecology.

Dragons- There are many legends of fierce, intelligent, giant dragons that parlayed with man, or ravaged his towns. Skeptical Argothians don't always believe these, but almost everyone believes in drakes and wyverns. Wyverns are no smarter than dogs, but carry a vicious poison. Drakes are not much larger, and many have remarked on the the resemblance between them, and a Reptile man with wings. While drakes have shown to be cunning, there is no evidence that they are spellcasters or diplomats of dragon legend.

Lycanthropes may come from their magic, or from the union of Enus and Draef.

Gani

The Gani carry a long stigma as the favored caste under the Quani. The Gani today have lost much of the cultural heritage from living in the marginal areas between towns for nearly 2000 years. Today, they are a TL2 society with social hierarchy being mostly tribal. Metal working is almost unknown among them, but they make good use of items they traded for. Their astronomy and farming is top notch, but they are almost completely illiterate with an oral tradition. Gani make some of the best mages at plant, animal and weather spells. Tribes have totem creatures that they have usually domesticated and turned into helpful pets. Many Gani bond with their pet in a way similar to a Familiar. The Gani tribe in Rotbrueck is the Fox Tribe (and their foxes are 50 lbs hunting machines- bought as an ally). Other tribes in the area include Ibex, Lynx, and Boar. Boar would likely get you killed on sight in Rotbrueck as they raid their lands often. Gani tribes are easily identified by the tattoos they receive during their passage to adult hood. Small Gani bands, called Ans, roam the country side in their tribal area in groups of 5-25 from Vernal equinox to autumnal equinox as hunter-gatherers. During the winter, the tribe comes together in the Hal'An for trade, protection, wife swapping, courting, and generally lasting through the cold months. In the first part of the Empire of Man, Gani who stayed in one spot for very long could expect to find an army riding to their location. Today, most peasants couldn't even tell you why Gani are call traitors, nor why so much folk wisdom goes into not trusting them.

Some Gani do go work with the 'rock foots' for a while. Gani face social stigma (barbarian) and some general intolerance due to perceived racial crimes committed long ago, but many a country lord finds them invaluable as trackers, huntsmen, verderers, Stable Master, or Dog Trainer. The Fox Gani are usually tolerated in Rotbrueck, but all Gani face prejudice in the more settled areas. Gani typically will be regarded as status 0, unless they have a position of higher status. The wild ones just visiting will typically fall outside of the system and most people won't know how to react to them. Gani neighborhoods in larger cities is not unknown, but they are generally outcasts from Gani society, and sometimes several generations removed. They may have no connection to their woodland cousins. Gani speak a dialect derived from Quani, with regional variations. Most of the Central Kingdom Gani can understand each other, but a Fox meeting a Nor'gani Sea Lion would be hard pressed to find a common word.

Ampul and the House of Light are very poorly regarded by the Gani. Enus is prime, followed by Draef. Gani tribes war (raid mostly) regularly against other Gani tribes. They regard the rock foots almost as just trees or rivers within their land, but best to be avoided. Taxing them is almost impossible. Frontier farmers can expect to trade with them equitably, but if they cheat them, they can also expect to be killed outright. In lean years though, raiding any farmstead is fair game, and many a chicken-coop has been ravaged by a Fox fox. Bloodfeuds are for life, and cannot be stopped unless the village elders step in. Scalping is a common way of showing victory in combat, and the concept of counting coup is also common. Tattoos are used widely to show clan affiliation and personal history/accomplishments. Gani are 4" shorter than a human of the same ST, and 15 lbs lighter. They tend to be very wiry in build. Dark skin is very common, with shades of brown and olive complected common. Gani have pointed ears, almond shaped eyes of green or brown color, and a graceful and striking appearance. Gani primarily use hand axes (including throwing and hatchet), knives, spears, staves, and composite bows. The Gani do love to make long swords, broad swords, and bastard swords of Ironwood (See GURPS: Church and State Magic, but this is fairly rare and very expensive. They are hard enough to make that Gani will almost never sell them to outsiders, but might gift one to somebody who did them a great boon. Wpn master is limited to the weapons listed above.

Gani 17 or 22 pts.

  • Attribute Modifiers: ST-1 [-10]; DX+1 [20]; Per+1 [5], Will+1 [5].
  • Advantages: Attractive [4]; Magery 0 [5]; Extended Lifespan 1 [2]; Longevity [2]; Talent (Outdoorsman [10] or Green Thumb [5])
  • Disadvantages: Low TL (-1)[-5]; Sense of Duty (Nature) [-10]; Bloodlust [-10]; Social Stigma (Barbarian) [-10].
  • Racial Skill Bonuses: +1 to Bow [2]; and +1 to Erotic Art [2].

- Silence, catfall, perfect balance, telescopic vision, parabolic hearing, and peripheral vision are all common in Gani and need no further justification to take as advantages.


Scali

The Scali are sometimes known as the builders, and with good reason, they were bred by the Quani for their craft skills. The are usually 8" shorter than a human of the same strength, and 30% heavier, usually in muscle. They are short and stocky, with powerful chests and shoulders. The Quani built them to man their mines, smithies, quarries, and as builders. Of all the demi-humans, they have done the best, and freely mingle with whatever culture they are in. On their own, they prefer to work for a Scali landowner or guild, and there are several known Scali lords, but no Scali kingdom is known to exist. The Canton of the Grey Watch comes the closest, but they still are only roughly 40% Scali, but they do hold the kingship and many other important roles in that nation/republic/kingdom.

All male Scali are bearded, and a Scalian regards a beard as his mark of growing up. Scalian are moody: some are vulgar, others merry, surly, cruel, or dignified, but their personalities are always emphatic. Few Scali are introverts. All Scali are craftsmen to one extent or another. Status among them comes as much from craft ability as birth or heroism. They love gold and jewels, and will happily work all day to mine precious things and build with them. Anything they make will be both useful and beautiful. Their preferred weapons are martial versions of tools: the hammer, the pick, and the axe. Their great strength lets them use massive weapons efficiently. Scali love good craftsmanship and react well to any good craftsman or to proposals involving a challenge to their skills. Scali dislike things that are shabby or ill-made, and pointless destruction enrages them. Some are afraid of open spaces. They have a keen sense of personal pride and honor. Scali have 1 point in Signature Gear. This represents a beloved $500 item (or items) probably hand-crafted by the Scali. Possibilities include an ornate, fine-quality warhammer or a beautiful set of craftsman’s tools.

Scali 30 pts

  • Attribute Modifiers: ST+2 [20]; HT+1 [10].
  • Secondary Characteristic Modifiers: FP+3 [9]; Basic Move-1 [-5].
  • Advantages: Material Cunning 1 [5] (see below); Damage Resistance 1 (Tough Skin, -40%) [3]; Extended Lifespan 1 [2]; Lifting ST+2 [6]; Longevity [2]; Resistant to Poison (+3) [5]; Signature Gear [1].
  • Disadvantages: Greed (12) [-15]; Intolerance (Racial enemies) [-5]; Miserliness (15) [-5]; Stubbornness [-5].
  • Quirks: Expects male Scali to have long beards; Prefers gold to other precious metals [-2].
  • Racial Skills: Axe/Mace (A) DX [2]-10; Merchant (A) IQ [2]-10.
  • Features: Taboo Traits (Jumping, Running skills).

For their Intolerance disadvantage, the primary racial enemies tend to be Gani and Merghast. The Scali still hold the greatest grudge against the Gani for their role in the Quani empire, and their long lives make their memories fade slowly. The Merghast bear a racial grudge for their penchant for destruction, and Scali neighborhoods or works have often been the first target of Merghast raiders and plunderers. Similarly, some Scali (particularly among The Canton of the Grey Watch) truly hate Imperials. Many Scali lack Greed or Miserliness, a great many are Honest, and some have Phobia (Open Spaces). Night Vision is very common, as are other craft talents such as Master Builder and Artisan. Some have extra points in Signature Gear; each point is worth an additional $500 in equipment.

Material Cunning comes in one of three forms. It's a Talent of either Stonecunning, Woodcunning, or Metalcunning. The talent only applies when working with that kind of material, e.g., engineering and Stonecunning only work when building aqueducts, not when designing a catapult. They are all 5 pts per level and the skills are:

  • Stonecunning - Masonry, Prospecting, Geology, Engineer, Artist (sculpting), Architect
  • Woodcunning - Carpentry, Engineer, Artist (woodworking), Mechanic, Architect
  • Metalcunning - Smith, Machinist, Armorer, Jeweler, Engineer, Mechanic


The Scali invented Rune Magic (Symbol Magic GURPS: Magic p. 205) and the most words or power and knowledge is found with their scholars. It is rare outside of the Scali hands.

Merghast

Merghast are squat, hairy humanoids with small eyes and broad mouths dominated by enlarged canines; most other races regard them as ugly. Most Merghast are brutal and violent, and respect only force; whether living as primitive savages or disciplined legionaries, the strongest and most ruthless among them will usually lead. They enjoy revelry, the spoils of war, and dominating those weaker than themselves. Merghast return other races’ hostility with interest. Many will gladly sacrifice their own lives for a chance to take an enemy with them. Height is 2” less than normal for ST. Weight is 10 lbs. over human average for their height.

Merghast were the most widespread of the warrior castes made by the Quani with a prolific birthrate and a penchant for surviving the worst conditions. Merghast mothers often have more than one birth at a time; twins, triplets, quadruplets, and even more are not uncommon. Survival through childhood is not guaranteed, as the Merghast have very little sense of parenthood responsibility. Merghast regard warfare as their sole reason for existing and excel at destroying things; and in a very strong sense regard the ability to destroy something, as the ability to control it (he who can destroy a thing, controls a thing). Merghast constantly vie for power, leadership, and authority, and as such, make for very poor subjects in settled peaceful lands, but Merghast mercenaries are highly sought after in times of conflict. Properly led, they are a force of ruthlessness and destruction unparalleled on the battlefield. The most worrisome concentration of Merghast is in the Hills of Bloudin, where a highly organized Merghast army stopped the Imperials cold.

The Merghast believe the Gods are out to destroy them. They're obviously much stronger than they are and send storms, diseases, and enemies. Worse, the Gods are by definition impossible to destroy and thus no Merghast can ever control them. The idea that emulating the Gods laws or ways is the whole point of life falls on deaf ears – to Merghast, the struggle is never the point. Victory is, and victory means destroying things before someone else does, the Gods or otherwise. What little formal religion Merghast have is mostly a series of warnings: “The world is out to get you! Get it first!” Legendary Merghast heroes are seen as having betrayed, outsmarted, or outfought the Gods; Merghast wizards claim they can wrest power from it. Some Merghast adopt the bloodier varieties of Qaudrant, or other religions, probably because they offer some kind of hope.

Merghast measure standing by what someone controls. They realize that if you have something, someone else can take it away, so a Merghast might destroy something, thus claiming complete control for ever more, and denying his enemies the chance to take it. They invented scorched earth warfare, and are very good at it. The Merghast have almost no craft skills, or art, except when it comes to application of violence. Their fortresses, weapons, armor, walls, and such are finely made, and often highly decorated...often with scenes of despicable violence.

Merghast 5 or 9 pts.

  • Attribute Modifiers: ST+1 [10]; IQ-1 (but Will and Per 10) [-10]; HT+2 [20].
  • Secondary Characteristic Modifiers: HP+3 [6].
  • Advantages: Acute Hearing 2 [4]; Combat Reflexes [15]; Rapid Healing [5]; Recovery [10]; Resistant to Disease (+3) [3];.
  • Disadvantages: Bully (12) [-10]; Bad Temper (12) [-10]; Code of Honor (Merghast)[-10] Jealousy (especially those with more power) [-10]; Social Stigma (Barbarian) [-10]; Intolerance (at least somebody, no Merghast comes of age without choosing an enemy) [-5]; Unattractive [-4] or Ugly [-8].
  • Quirks: Kowtows to stronger people; Measures social standing by things “controlled” (p. 165) [-2].
  • Racial Skills: Brawling (E) DX [1]-10; and Forced Entry (E) DX [2]-11.

Weapon Master and Born War Leader (Banestorm p. 184) are both very common advantages.

Code of Honor (Merghast)[-10] Anyone is entitled to one night of hospitality with no questions asked. Even a sworn enemy is a guest under your roof. Destroy anything that is yours before you let it fall into an enemies hands, your children, your house, your sword. Speak the letter of the truth to your superiors, but all others are fair game. If you make a promise, honor it to the bitter end. If someone kills a member of your family, clan, tribe, squad, you must seek revenge. Single combat is the most respected way. -10 points.


Trevan

The Trevan came as one of the warrior castes of the Quani clan Travi, which is where their name comes from. Trevan were widely successful, except for breeding. They have trouble becoming pregnant, but once pregnant, they Trevan rarely have trouble with carrying the baby to term, or giving birth, but mothers are lucky to bear more than one child in their entire lives. Trevan are slow witted by nature, and rather hidebound, but make formidable fighters. In a straight run, on open fields, the fastest can even keep up with a horse. Many a lords dream is to have 10 of these guys in heavy armor to charge enemy lines. Trevan look much like humans, only eight or more feet tall, with large bony hands that land tremendous blows, and a sloping brow. However, they vary remarkably, and some trevan have only one eye, two heads, or other unusual features due to wild magical mutations. Trevan are generally private, preferring the solitude of their homes. They can be unexpectedly dangerous if roused. Most Trevan have very “human” personalities but are uncomfortable in human lands, where all the furniture is built for midgets. Trevan resent being compared to ogres. They react very poorly to that race, and to anyone who mentions them in any but the most disparaging terms. Unfortunately, many smaller beings mistakenly believe the biggest difference between the two races is that Trevani aren’t as ugly.

Calculate height based on ST before adding the racial +5, and then increase it by 1/3. Weight is 3 times that of a man of the same ST (again, before the racial bonus). Trevan rarely congregate into groups larger than an immediate family, and have no society of their own. They often live on the outskirts of human settlements in woods or hills and barter their strength and size for food, metal instruments, and other items, meeting with their own kind infrequently in the outlands to barter and pass news. A Trevan can cover a great deal of ground on foot and can range widely. Trevan prefer simple weapons and hide or leather armor. They can rarely afford to buy good metal weapons for their size.

Trevan 46 pts.

  • Attribute Modifiers: ST+6 (Size, -10%) [54]; IQ -1 [-20]; HT +2 [20].
  • Secondary Characteristic Modifiers: SM +1; Speed -0.25 [-5].
  • Advantages: Acute Taste/Smell 3 [6]; Damage Resistance 2 (Tough Skin, -40%) [6]; Enhanced Move (Ground) 1 [20]; High Pain Threshold [10]; Bony Hands (treat as claws (hooves), i.e. adds +1 per die to damage for punches and gives hands +1 DR) [3].
  • Perk: Penetrating Voice [1].
  • Disadvantages: Bad Temper (12) [-10]; Shyness (Severe) [-10]; Social Stigma (Oversized Barbarian) [-10]; Stubbornness [-5]; Ham fisted [-5]; Low TL (-1) [-5]; Hidebound [-5].
  • Quirks: Hates ogres, and being compared to ogres [-1].
  • Racial skills: Brawling at DX+1 (2)

Trevan can freely buy extra arm, head, leg, or other similar attributes. Unnatural bony features are common, horn, growth or whatnot.

Reptile Men & others

I'm using the templates from Banestorm for the creatures described above. They're not available as PCs, so don't worry about the stats too much.


GURPS: Church and State