Borderlands/New and Adjusted racial templates
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- 1.1 Buying off Racial disadvantages
- 1.2 Sense of Duty: Nature
- 1.3 Coleopterans
- 1.4 Fae Races
- 1.5 Halflings
- 1.6 Half-Spirits
- 1.7 Minotaurs
- 1.8 New Race: Kabeiroi
- 1.9 New Race: Kentauroi
- 1.10 See Also
Buying off Racial disadvantages
Racial disadvantages with self control modifiers may be bought down to "15 or less" at character creation. After character creation they may be bought down to a quirk, at a rate of one level per adventure, but no further.
Racial Social Stigmas may be reduced after character creation, but only if the PCs are successful in delving and prove their worth.
Sense of Duty: Nature
All racial templates with this disadvantage may replace it with a combination of the following traits, if they choose.
- Level 1 or Level 2 Green Mind [-5 or -10], from GURPS Plant Magic. Higher levels are generally too sedentary for adventuring.
- Code of Honor: Forest Protector. Defend all woodlands from those who attempt to burn it, fell its trees, or destroy it by other means. Keep its secrets. Use its resources in a respectful way. Be humble toward druids and toward clerics and mages dedicated to the woodland. Oppose the idea of the forest as a possession, owned by any individual, country, or institution. [-10]
- Intolerance (Anyone involved in woodcutting, charcoal burning, etc.) [-5]
- Sense of Duty (Forest) [-10*] Plants and animals, but only in treed areas.
- Sense of Duty (Plants) [-10*] Applies to normal plants, animate plants, and plant-people if any ever show up (rare).
- Sense of Duty (Animals) [-10*]. Applies to IQ 5 or lower creatures that do not have special keywords like "Elder Thing", "Demonic", "Elemental" etc. Giant animals sent as a divine curse, or created by exposure to titansblood are Demonic. Giant animals made giant by wizards or druids, or giant animals that just happen, are not.
- Vow (Use animal material only if gathered without severe injury to the animal) [-5]
- Vow (Use plant material only if gathered without severe injury to the plant) [-5]
- Vow (Strict Carnivore) [-5]
- Vow (Vegetarian) [-5]
Replace DR 5 (Cannot Wear Armor, -40%) with DR 3 (Touch Transmissive, -10%)  and the Coleopteran Mutations perk outlined below.
Coleopterans can wear armor, but they cannot share any armor piece with any other race. Armor bought at character creation costs the usual amount, but once in play ordering armor in humanoid lands counts as a Special Order and costs an additional +50%. Humanoid armor cannot be refitted for Coleopterans.
Touch Transmissive DR: DR with this limitation does not offer a bonus to resist Afflictions, and does not prevent skin-to-skin contact for Touch effects. This DR counts as "natural" for the purposes of spells that bypass "natural" DR but not "artificial" DR. -10%. Touch Transmissive DR is not Flexible (unlike Tough Skin) and does not count 0 damage cut/pi/imp attacks as penetrating for the purposes of poison (unlike Tough skin). Can otherwise be considered a form of Tough Skin.
Coleopteran Mutations: Coleopterans' underground habitat and proximity to the blood of Khaos has caused odd mutations to crop up among certain individuals. These range from the simply odd to the outright bizarre, and Coleopteran society is divided on the meaning of these strange gifts. Like the Divine Gifts perk, this perk opens up further advantages that can be bought either at character creation or later with acquired points.
Sample Coleopteran Mutations
- Burrowing (perk) 
- Tunneling (Slow, 1y/2min)  - See GURPS Powers p.85 for details
- Flight (Gliding; Large Wings) , Flight (Cannot Hover; Large Wings) , or Flight (Large Wings) 
- Up to 3 more points of Touch-Transmissive DR [4, 9, or 13 pts]
- Replace Teeth (Sharp)  with Teeth (Fangs) 
- Add Striking Surface , Blunt Claws , or Sharp Claws 
- 2 more Extra Arms  OR 2 Extra Legs 
- Spinnerets (Binding ST 15) (Reduced Range 1/10, Costs 2 FP)  and the Climbing Line perk from GURPS Supers 
- Chemical Spit (ACC 0; 1/2D 5, Max 10). This attack costs 2 FP and uses DX or Innate Attack to hit; as a jet it does not suffer range penalties. It must hit the victim on exposed skin or Tough Skin DR to have an effect, and the victim may dodge or block with a shield, but not parry.<br/>Struck victims must roll HT or suffer Moderate Pain  or Terrible Pain  for 1 minute per margin of failure). <br/>Notes: this is an Affliction with Jet, Contact Agent, and Costs Fatigue 2. Counts as a Poison effect.
- Reduced Consumption (Cast-Iron Stomach) 2 
- Nictitating Membrane 1 or 2 [1 or 2 points]
- Glow Worm - may spend 1 FP to shed light that removes darkness penalties in a 2-yard radius for up to 12 hours. You may turn this off at will, but must spend 1 FP to turn it back on. [1 point]
While mutations are not exactly rare in Coleopteran societies (particularly those deeper underground), the more esoteric (read: high point value) mutations are uncommon, and views regarding mutants differ wildly from individual to individual or from group to group. Some view these mutations as gifts from the Cthonic gods (Ennosigaios in particular), and others regard them as dangerous aberrations that should be stamped out before the taint spreads. A character with 5 points or more in Coleopteran Mutations may have a reaction modifier anywhere from -2 to +2 from individual Coleopterans or entire communities of them (this is, in essence, a 0-point Reputation).
All fae templates from DF3 have Dependency: Mana replaced with "Pick 25 points of disadvantages from the General Fae Races Disadvantages List or from the list appropriate to your specific race". These disadvantage are Racial, not personal, and do not count towards your personal disad limit.
"Iron" includes Steel and Meteoric Iron, as well as Dwarven shields, Silver-Edged (but not solid silver) weapons, and Mirrored shields that are not Silver. It does not affect Orichalcum, Mithril, etc.
- Dread (Iron; Common) [-20, -2/extra level]
- Dread (Holy Symbols; Occasional) [-10, -1/extra level]
- Magic Susceptibility [-3/level]
- Revulsion (Iron; Common) [-10]
- Trickster [-15*]
- Vow: Cannot Harm A Person Wearing A Turned Coat* [-5]
- Vulnerability (x2 Damage; Iron; "Uncommon") [-25] (Higher levels will be rapidly fatal and are not permitted)
- Vulnerability (Meteoric Iron; Rare) [-10/-15/-20]
- Weakness (Holy Artifacts and Holy Consecrated ground; Occasional) [-5/-10/-20]
- Weakness (Unholy Artifacts and Unholy Consecrated ground; Occasional) [-5/-10/-20]
- Weakness (No or Twisted Mana areas; Rare) [-2/-5/-10]
These disadvantages are good choices for buying off Racial Disadvantages, and generally the GM won't object to any of them being removed either at character creation or during play.
It's public knowledge that fae have all sorts of strange restrictions, but the average man on the street/in the delve isn't clued in to the specifics. Hidden Lore: Fae can be used to deduce one of an observed fae's weaknesses (or all on a critical success).
<nowiki>*</nowiki> "Turned Coat" in this case refers to the victim's outer layer of clothing worn inside out. It must be prominent and visible - a cloak worn inside out, a jacket or long coat, would count. A sock or belt or garter or underpants do NOT count. Flexible armors cannot be worn inside out unless they can be concealed AS clothing, not just UNDER clothing. Some items, i.e. a simple unhemmed piece of cloth worn as a cape or poncho, do not have a distinguishable in/out side and offer no protection. GMs ruling in all ambiguous cases is final.
Be aware that superstitious peasants and the occasional stupid humanoids could be found wearing clothing inside out.
"Cannot Harm" counts as per Pacifist "Cannot Harm Innocents". The value is rated at -5 because while it's rarely encountered, once foes discover this weakness it can be trivially easy for them to exploit.
Faun specific options
- Bad Appearance [-4/-8]
- Chummy [-5 or -10]
- Compulsive Carousing [-5*]
- Cowardice [-10*]
- Intolerance: City Folk [-5]
- Jealousy [-10]
- Laziness [-10]
- Quirk level versions of any of the above except Bad Appearance [-1 each]
Cowardice, Compulsive Carousing, and Ugly make for classical Greek Satyrs. Gregarious, Compulsive Carousing, and Laziness makes for classical Italian Fauns. Note that being drunk helps offset Cowardice...
Leprechaun specific options
- Miserliness [-10*]
- Greed [-15*]
- Spell of Luck [-6]: Your Luck advantage is Mana Sensitive, can be temporarily disabled by magic disrupting attacks and spells, is reduced proportionately in low mana areas (reduced to Extraordinary Luck in Low -3, and to plain Luck in Low -6), and shuts down entirely in no-mana regions.
Dryad specific options
- Shyness [-5, -10, or -20]
- Enchanting Beauty [-4]: Your Appearance and Charisma are Mana Sensitive, can be temporarily disabled by magic disrupting attacks and spells, are reduced proportionately in low mana areas (reaction bonuses are reduced to 2/3rds normal in Low -3, reduced to 1/3 normal in Low -6), and shut down entirely in no-mana regions.
- Glamorous Appearance [-10]: Your Appearance and Charisma are a subtle and innate charm effect. Not only do you suffer all the effects of Enchanting Beauty (above) but your charms are completely lost on creatures Immune to Mind Control (such as Golems and the undead), and others may make a Will roll to see through the illusion to your true, rather boring looking, form. (Glamour limitation from Powers). Magic Resistance, Mind Shield, and Resistant to Mind Control all provide a bonus on this resistance roll.
Pixie specific options
- Curious [-5*]
- Impulsiveness [-10*]
- Short Attention Span [-10*]
- Enchanted Flight [-4]: Your Flight ability is Mana Sensitive, can be temporarily disabled by magic disrupting attacks and spells, and is reduced proportionately in low mana areas (Flight Move is reduced to 2/3rds normal in Low -3, reduced to 1/3 normal in Low -6), and shuts down entirely in no-mana regions. You take a penalty equal to the Mana penalty on Flight skill checks when in areas below Normal mana as well. High Mana areas do not impart a speed or skill bonus.
Replace "Gluttony (12) [-5]; Kleptomania (12) [-15]" with "Choose one of the following disadvantage packages:
- Charitable (12-) [-15] and Gluttony (12-) [-5]
- Curious (12-) [-5] and Kleptomania (12-) [-15]"
Replace "Weakness (Cursed areas and areas of high or better sanctity to Evil gods; Occasional; 1d/minute) [-20]" with "Weakness (Unholy Artifacts and Unholy Consecrated areas; Occasional; 1d/minute) [-20]"
Replace "Weakness (Blessed areas and areas of high or better sanctity to Good gods; Occasional; 1d/minute) [-20]" with "Weakness (Holy Artifacts and Holy Consecrated areas; Occasional; 1d/minute) [-20]".
Replace racial Berserk with Social Stigma: Savage. Minotaurs are not "peaceful" pastorals with hair triggers, they're cranky brutes and not welcome in human society. Minotaurs are not titanspawn - they're technically human descended and Poseidon gets the ultimate blame for them - but they're still unpleasant.
New Race: Kabeiroi
<div align="right" style="max-width: 400px;">25 points</div>
<i>Good Template Choices: Barbarian, Knight, Holy Warrior</i><br/><i>Bad Template Choices: Scout, Thief</i>
The Kabeiroi are a friendly but determined people, prone to considering the situation, picking a position, and then loudly refusing to budge. They value being enduring over being reasonable, and prefer a direct approach over subtlety (their tendency to rattle and squeak usually ruins subtle efforts). A large group of Kabeiroi usually degenerates into a (loud) argument.
Kabeiroi of both genders have pointed, faceted features and a long limbed body type, hard metal skin (usually darkened bronze), and wavy hair that ranges from flaming red to coal black. Kabeiroi eyes are orange, copper, bronze, brown, pale green, or black, and their teeth are brilliant metallic bronze in color.
Kabeiroi figure height based on a human of their (unmodified) ST plus 3", and their weight based on a human of their (unmodified) ST plus 10 lbs.
ST +2 ; DR 2 (Flexible) ; Extra FP 2 ; Kabeiroi Wardancer Talent* +2 ; Penetrating Voice ; Robust Hearing ; Stunning Voice** ; Alcohol Intolerance [-1]; Chummy [-5]; Noisy -1 [-2]; OPH: No Inside Voice [-5]; Stubbornness [-5]; Susceptible to Poison† [-4].
<nowiki>*</nowiki> Kabeiroi Wardancer Talent applies to Armoury, Dancing, Kiai, Smith, Spear, and Tactics. Reaction bonus from soldiers and metalworkers.
<nowiki>**</nowiki> Stunning Voice: All Kabeiroi are naturally talented at projecting their voices, and generally shouting at people until they get their way. Kabeiroi may buy the Kiai skill without the usual prerequisites (Trained by a Master or Weapon Master) and without taking the Monk template. Only Kabeiroi may take this perk.
<nowiki>†</nowiki> Susceptible to Poison is cumulative with Alcohol Intolerance - Kabeiroi start with HT-1 rolls for drinking from extremely low alcohol beverages like 0.5% home-brewed ginger ale, "dealcoholized" beers, and other very weak drinks.
Kabeiroi also shouldn't make a habit of using Alchemy to figure out what suspicious concoctions do, as that HT+1 roll for trace exposure applies even on a success!
Singular: Kabeiros (eg. "That makes as much sense as arguing with a drunken Kabeiros."<br/> Plural, Collective, Adjective: Kabeiroi (eg. "Hey you Kabeiroi! Keep it down, we're trying to sleep!"<br/>
New Race: Kentauroi
<div align="right" style="max-width: 400px;">75 points</div> Kentauroi have the upper body of a humanoid joined at the waist to a pony's withers, where the pony's neck would be. Their humanoid halves are strong, their ears pointed, and their faces are long and "horsey". Kentauroi can share armor with SM +1 humanoids from the withers up. They can also share armor with SM +1 equines from the withers down, but find using equipment meant for actual horses shameful.
They are a raucous and passionate people who have difficulty concentrating on lengthy tasks. Kentauroi are enthusiastic drinkers and party-crashers, often drinking to excess and regretting it later. Many Kentauroi are primitive Barbarians or particularly unsubtle Knights, and the terrifyingly strong bows of Kentauroi Scouts are legendary. They make terrible intellectuals, but occasionally a Kentauros will be drawn to become a more physical type of Druid or Cleric.
- ST +8 ; IQ -1 [-20]; HT +1 ; Basic Move +1 ; Basic Speed -0.25 [-5]; Perception +1 [+5]; Size +1; Damage Resistance (Tough Skin) ; 4 Extra Legs ; Enhanced Ground Move (1/2 level) ; Fearlessness 2 ; Hooves ; Compulsive Carousing (12-) [-5]; Short Attention Span [-10]; Dislikes Horse Equipment [-1]; Personality Change (Bad Temper or Lecherousness when Drunk) [-1].