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I plan on posting assets, conversations about complicated rules, session recaps, etc. I dunno if this will be useful to anyone, or only useful to myself, but here we go. Well, you are right. I feel like there are not enough plant people templates, which is weird.

If you want to play a topsy-turvy pastiche of anachronistic fantasy hodgepodge, then a few plant people ought to be in order, right? I mean, they even got so many interesting pros and cons, so it seems almost natural.

I think I want to focus on the spines, the ability to forego water for long times, and not needing to eat, using carbon dioxide, and being somewhat clumsy but healthy. Affected by spells that affect plants instead of those that target mundane races. Hospitable Hollow means that a creature SM-3 or less can treat the cactus like a tent for sleeping purposes.

Power-Ups Fine Manipulators - You have developed uncanny finesse with your talon like spines and can operate your branches as if they were arms with hands. Cost varies. This is an expensive upgrade and will cost at least 30 points plus: 4 points for each additional ST bought beyond Projectile Spines: You may build an innate attack that does any of the piercing or impaling types of damage. Requires at least cost 1 Fatigue or 1 HP. Appropriate modifiers for this ability: Armor divisor up to 2.

Increased Range.


GURPS Classic: Fantasy Folk

GURPS Mass Combat [41] [42] Gives rules for large-scale battles between military units, as well as allowing for the actions of player characters. GURPS Powers [43] Extends the basic character creation rules to better handle high powered characters, and allow highly detailed customization of powers in which each power consists of a range of abilities ie, advantages and a talent, with a "source" and a "focus", adding color and helping to tie together the abilities, and an additional "power modifier" that acts like an enhancement rare or limitation to the power as a whole. Extends further the rules about magic, adding ceremonial, spirit, runic, freeform, material alchemy, herbalism , and real-world-inspired magic. Genre toolkits[ edit ] These books describe how to design and play campaigns in a particular genre , such as fantasy , science fiction or detective fiction. Zeigler and James L. A basic premise of the setting is that magical banestorms pick up people, whole villages, etc. GURPS Traveller: Interstellar Wars - Describing a period of the history of the science fiction Traveller setting, early in its history; includes rules for generating characters for the setting, starship design, interstellar trade , exploration, and ship-to-ship combat.


GURPS Fantasy Folk



3rd Edition



List of GURPS books


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