TEXT: NNEEW
  W  GGUURRPPSS  RRAACCEESS _________________________________________________________ 2
  IINNTTRRO
  ODDUUCCTTIIO
  ONN  ____________________________________________________________________ 22
  FFAANNTTAASSSSYY  FFO
  OLLK
  KSS _______________________________________________________________ 3
  CCEENNTTAAUURRSS  _________________________________________________________________________ 33
  AABBAANNAASSIINNIIAANN  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  7755))  _______________________________________________ 33
  CCRRYYSSTTAALLM
  MIIRR  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  7755)) ________________________________________________ 44
  EENNDDSSCCAAPPEE  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  6655)) ___________________________________________________ 44
  W
  WEENNDDLLEE  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  8800)) _____________________________________________________ 44
  CCEENNTTAAUURRSS::    ““RREEAALL””  CCEENNTTAAUURRSS  AACCCCO
  ORRDDIINNG
  G  TTO
  O  G
  GRREEEEK
  K  M
  MYYTTH
  HO
  OLLO
  OG
  GYY _______________ 55
  M
  MAAG
  GNNEETTEESS  CCLLAANN    ((CCO
  OSSTT  ==  6655)) _______________________________________________________ 55
  IIXXIIO
  ONNIIDDAAEE  CCLLAANN  ((CCO
  OSSTT  ==  3300)) ________________________________________________________ 77
  DDIISSCCO
  OVVEERRIIEE  G
  GNNO
  OM
  MEESS  ((CCO
  OSSTT  ==  3311)) ___________________________________________________ 88
  DDW
  WAARRVVEESS    ((CCO
  OSSTT  ==  3355))  _____________________________________________________________ 1100
  DDW
  WAARRVVEESS,,  G
  GUULLLLYY    ((CCO
  OSSTT  ==  --  3300  O
  ORR  VVAARRIIAABBLLEE)) ______________________________________ 1111
  H
  HIIG
  GH
  H  EELLFF  ((CCO
  OSSTT  ==    8855)) ______________________________________________________________ 1122
  K
  KEENNDDEERR  ((CCO
  OSSTT  ==  1166))  _______________________________________________________________ 1144
  K
  KO
  OBBO
  OLLDDSS    ((CCO
  OSSTT  ==  --9955)) _____________________________________________________________ 1177
  LLIIZZAARRDDM
  MEENN  ((CCO
  OSSTT  5555//6655//112255))  _______________________________________________________ 1188
  O
  OG
  GRREESS    ((CCO
  OSSTT  ==  00))  _________________________________________________________________ 1199
  O
  OG
  GRREESS,,  G
  GIIAANNTT    ((CCO
  OSSTT  ==  4400)) _________________________________________________________ 2200
  O
  OG
  GRREE  M
  MAAG
  GEESS    ((CCO
  OSSTT  ==  1155  TTO
  O  6655)) ____________________________________________________ 2211
  O
  OG
  GRREESS,,  H
  HAALLFF    ((CCO
  OSSTTSS  ==  3300)) _________________________________________________________ 2222
  O
  ORRCCSS::  TTH
  HEE  NNO
  OBBLLEE  NNAATTIIVVEESS    ((CCO
  OSSTT  ==  --99))    ((OOFFFFIICCIIAALL)) _________________________________ 2233
  RRO
  OCCK
  K  M
  MEENN    ((CCO
  OSSTT  3388//6633))  ___________________________________________________________ 2244
  W
  WEEM
  MIICC  ((LLIIO
  ONN  CCEENNTTAAUURRSS))    ((CCO
  OSSTT  ==  110033)) _____________________________________________ 2255
  W
  WIINNG
  GEEDD  PPEEO
  OPPLLEE,,  TTH
  HEE    ((CCO
  OSSTT  ==  5500))  _________________________________________________ 2266
  BBAARRBBAARRIIAANNSS __________________________________________________________________ 27
  BBAARRBBAARRIIAANNSS  ((CCO
  OSSTT  ==  1100  O
  ORR  LLEESSSS))  ((UUSSUUAALLLLYY  AARRO
  OUUNNDD  ––1100)) __________________________ 2277
  SSH
  HAAM
  MAANNSS    ((CCO
  OSSTT  ==  VVAARR))  ((UUSSUUAALLYY  AARRO
  OUUNNDD  --55)) ______________________________________ 2288
  FFAARRIIEE  FFO
  OLLK
  KSS __________________________________________________________________ 29
  BBRRO
  OW
  WNNIIEESS    ((CCO
  OSSTT  ==  --1177  ))  ___________________________________________________________ 2299
  FFAAIIRRIIEESS    ((CCO
  OSSTT  ==    5544)) _______________________________________________________________ 3300
  PPIIXXIIEESS    ((CCO
  OSSTT  ==  3322)) _________________________________________________________________ 3311
  UUNNDDEEAADDSS ______________________________________________________________________ 33
  AABBO
  OM
  MIINNAATTIIO
  ONNSS    ((CCO
  OSSTT  ==  4400))  _______________________________________________________ 3333
  BBAANNSSH
  HEEEE  ((CCO
  OSSTT  4455)) ________________________________________________________________ 3344
  PPO
  OLLTTEERRG
  GEEIISSTT    ((CCO
  OSSTT  ==  4466))  _________________________________________________________ 3355
  SSK
  KEELLEETTO
  ONNSS  ((CCO
  OSSTT  4499))  _____________________________________________________________ 3366
  W
  WRRAAIITTH
  H  ((CCO
  OSSTT  5555)) _________________________________________________________________ 3377
  M
  MO
  ONNSSTTEERR  RRAACCEESS ______________________________________________________________ 38
  DDRRAAG
  GO
  ONNSS!! _________________________________________________________________________ 3388
  YYO
  OUUNNG
  G  DDRRAAG
  GO
  ONNSS::  UUNNDDEERR  220000  YYEEAARRSS  O
  OLLDD    ((CCO
  OSSTT  ==  555500)) _____________________________ 4400
  AADDUULLTT  DDRRAAG
  GO
  ONNSS::  220000  TTO
  O  440000  YYEEAARRSS  O
  OLLDD    ((CCO
  OSSTT  ==  779955))  ______________________________ 4411
  O
  OLLDD  DDRRAAG
  GO
  ONNSS  ((CC..440000  TTO
  O  11000000  YYEEAARRSS  O
  OLLDD))    ((CCO
  OSSTT  ==  11003355))  ____________________________ 4422
  AANNCCIIEENNTT  DDRRAAG
  GO
  ONNSS  ((O
  OVVEERR  11000000  YYEEAARRSS  O
  OLLDD))    ((CCO
  OSSTT  ==  11440055)) __________________________ 4433
  IIFFRRIITTSS    ((CCO
  OSSTTSS  ==  9955)) ________________________________________________________________ 4444
  NNIIG
  GH
  HTT  CCRRAAW
  WLLEERRSS  ((CCO
  OSSTT  3300)) _______________________________________________________ 4499
  SSK
  KUULLLLDDRRAAK
  KEESS  ((DDRRAAG
  GO
  ONN  M
  MEENN))    ((CCO
  OSSTT  ==  7722))      ((OOFFFFIICCIIAALL)) _____________________________ 5511
  TTRRO
  OLLLLSS    ((CCO
  OSSTT  ==    221155  M
  MAALLEESS  //  222255  FFEEM
  MAALLEESS)) ________________________________________ 5522
  
  NNEEW
  W  G
  GUURRPPSS  RRAACCEESS
  IINNTTRRO
  ODDUUCCTTIIO
  ONN
  This book is an amalgam of new races for GURPS.  These races come from various sources:
  � Articles in the Pyramid Magazine
  � Articles in Roleplayer
  � Various web sites from GURPS Webring
  � Conversions from other RPG like D&D
  Most of these races are unofficial but I think they are pretty well balanced and reflect common
  belief about these races even if its sometimes hard to evaluate their statistics. I.e.: its not like
  their is scientific fact about the real strength of an ogre.  This is a first release and some changes
  will be made to reflect more accurately in game terms the races.  I make an early release to
  spark discussion and in hope to get feedback from many players concerning what changes they
  think should be made.  I also would appreciate people who send me new races they have created
  and will add them to the second edition of this book. Reach me by email at
  bboouurrqquueeccllaauuddee@
  @hhoottm
  maaiill..ccoom
  m
  If players are looking for more official races, some can be found in GURPS Fantasy Folk. By
  Steve Jackson Games.  I hope to see more official races in future releases of GURPS books they
  are not nearly enough.  I find Steve Jackson is putting more and more the player in him aside for
  the benefit of his profits.  The information we need is scattered in bits and pieces in tons of books
  to make us spend more.  I find it frustrating to go trough 6 or 7 books just to make a character.
  Please make a few good books with all the pertinent information (even if their more expensive,
  at least they’ll be worth it).
  Warning: Some races have a vulnerability that can instantly kill (or severely wound, on a lucky
  roll) the character - These vulnerabilities are meant to be killing blow disadvantages...If you
  don't agree with this, don't use the race.  Some the advantages and disadvantages of these races
  seem a bit far fetch to me.  I’ll probably modify or completely remove these races in the next
  edition but I’m leaving them here for now in case some of you enjoy playing them.
  Thank you to all who posted material on the web that helped me make this book. I hope it will
  contribute in making your playing session more enriching and especially more fun.  Also a
  special thanks to Sean "Dr. Kromm" Punch, the system guru, who help us all by posting articles
  on his webpage called, Dr. Kromm's Home Page.  Finally my biggest thanks goes to my friends
  and fellow players : Etienne Gorry, Brian Labonté, Léo St-Martin, Emanuel Pacheco, Christian
  Robillard, Danny Warren (this is in alphabetical order, I don’t mean nothing by it guys); also my
  wife who endures my long playing session and bring me lunch while we play.
  This net book was assemble and made by Claude Bourque, bourqueclaude@hotmail.com on
  Friday July 13, 2001.   Montreal
  Last Update: Friday July 13, 2001
  
  FFAANNTTAASSSSYY  FFO
  OLLK
  KSS
  CCEENNTTAAUURRSS
  APPEARANCE
  The centaurs are gentle folk, appearing as a cross between a powerful horse and a human of near-
  perfect frame. The males have broad chests, rippling muscles, and handsome, angular faces. The
  females are lithe and graceful, and their visages are among the most beautiful seen on Krynn.
  There are several varieties of centaurs:
  PERSONALITY
  Centaurs are not especially intelligent, nor particularly virtuous. They think first of themselves
  and enjoy pleasures such as wine, art, and fine weather. Although the centaurs of Krynn live in
  secluded woods and pasture lands, they freely associate with humans and demihumans, whom
  they consider less fortunate due to their dear set of legs. Centaurs, especially Wendle, avoid
  kender, however, who often try to ride them. Centaurs favour meetings with satyrs and other
  children of Krynn. Centaurs tend to be of good alignment.
  AABBAANNAASSIINNIIAANN  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  7755))
  They are the biggest and handsomest of Centaurs, they’re strong and sturdy.
  IQ-1 (-10 points), HT+2 (20 points).
  Use the split ST for Hybrid races rule (GURPS: Fantasy Folk p. 11).  Their humanoid upper
  bodies have +3 ST with the No Jumping Bonus limitation, while their equine lower bodies have
  enhanced ST 26 with the No Fine Manipulators limitation (61 points).
  ADVANTAGES
  DR+1
  10 Enhanced Move: Running x1
  5
  4 legs
  DISADVANTAGES
  10 Inconvenient Size
  15 Phobia: Mild Claustrophobia
  5
  Stubborn
  RACIAL SKILLS
  4
  Animal Handling at IQ
  1
  Jumping at DX
  4
  Running at HT
  4
  Survival: Appropriate area at IQ
  
  CCRRYYSSTTAALLM
  MIIRR  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  7755))
  Crystalmir centaurs are leaner, sleeker creatures, but still exhibit the renown strength of their
  race. They tend to be shy and reclusive.
  They possess the same properties as the Abanasinian Centaurs with the exception that  they only
  have a +1 bonus to upper body strength. However, they have Enhanced Move: Running x2
  instead of Enhanced Move: Running x1.
  EENNDDSSCCAAPPEE  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  6655))
  Endscape centaurs have long, shaggy coats and are nomadic and savage. These short, stocky
  beasts are skilled with weaponry and attacking with hooves.  They have neither the increased
  upper body strength of the  Abanasinian Centaurs nor the increased speed of the Crystalmir
  centaurs.
  W
  WEENNDDLLEE  CCEENNTTAAUURRSS  ((CCO
  OSSTT  ==  8800))
  Wendle centaurs, are odd, pony-sized beasts. Their ribs form a set of bony plates that protect
  them in battle. Wendle centaurs are the smartest of all centaurs.
  Possess the same advantages and disadvantages as Endscape Centaurs with the exception of :
  10 IQ + 1
  9
  DR of 3
  -1
  They have the additional quirk: avoid kender
  
  CCEENNTTAAUURRSS::    ““RREEAALL””  CCEENNTTAAUURRSS  AACCCCO
  ORRDDIINNG
  G  TTO
  O  G
  GRREEEEK
  K  M
  MYYTTH
  HO
  OLLO
  OG
  GYY
  HISTORY
  Contrary to popular opinion, there are two types of Centaurs. They are all of the same original
  race, but through the passage of time, they have separated into two separate groups. One group is
  called the Magnetes, who are the children of Cheiron, a wise and educated Centaur. The other
  Centaurs are called the Ixionidae, children of Ixion, an ancient king of Centaurs, who was wild
  and unpredictable.
  SOCIETY
  All Centaurs are Omnivores. They usually find grains and vegetables to eat, but they are also
  hunters, and search out prey relentlessly.  They have no taboos against nudity, so they most often
  live completely naked, having fur to warm their lower bodies. All Centaurs are Polygamous.
  M
  MAAG
  GNNEETTEESS  CCLLAANN    ((CCO
  OSSTT  ==  6655))
  61
  Upper Body +3 ST, lower body 26 ST
  20
  IQ+2
  20
  HT+2
  ADVANTAGES
  3
  DR+1
  10
  Enhanced Move x1
  5
  4 legs
  DISADVANTAGES
  10
  Inconvenient Size
  15
  Mild Clausterphobia
  5
  Reputation -2 (Half of the time)
  10
  Code of Honor (Act with Grace)
  10
  Sense of Duty to Nature
  10
  Miserliness
  5
  Stubborn
  SKILLS
  2
  Archery at DX
  1
  Jumping at DX
  4
  Running at HT
  2
  Music at IQ
  2
  Physician at IQ
  
  SOCIETY OF THE MAGNETES
  The Magnetes are a wise, peaceful race. Like all Centaurs, their upper bodies are human, and
  their lower bodies are horse. This accounts for their split strength score, as their upper bodies are
  somewhat stronger than a normal human, and their lower bodies are as strong as a horse. They
  can kick with their legs for full damage.
  They have studied much from their sire, Cheiron. Although Cheiron is Generations dead, he is
  still regarded as the "father" of all the Magnetes Centaurs. All Magnetes go to schools for the
  first fifteen years of their lives, and all schools are referred to as the Temples of Cheiron,
  although they do not think of Cheiron as a deity. The teachings include reading, writing, biology,
  zoology, botany, medicine, and mathematics, as well as limited physics, archery, and divination
  rites.
  Magnetes Clan Centaurs live in forests and plains, spending most of their time learning and
  studying, and improving upon their communities. They are very protective towards nature, and
  will battle anyone doing damage to their lands.
  They are also very magical creatures. They study magic in depth, with no taboos against its use.
  Centaurian mages undergo the Elven Ritual Tattooing before being taught the secrets of magic,
  but those that do often become the most powerful mages in the known worlds.
  The Magnetes are very concerned about their image. They always act with style, emulating the
  Elven ideals. Even though they do act very different than the Ixionidae, they still often get
  classed along with their boisterous brethren, and still suffer the reputation disadvantage.
  The Magnetes are hunters, and very skilled in archery, as well as spears and forged metal hand
  weapons. They limit their hunting to non-mammals, mainly eating fish and birds. Most of their
  food is made up of vegetables, as they see it as the only humane food.
  They do prefer to remain naked, but in times of war they will forge light armor and wear it to
  protect themselves. They band together and charge with lances, while a group behind them,
  usually women, children, and the elderly, showers the enemies with arrows.
  While their nature is to be polygamous, they are, more often, serial monogamists. They tend to
  stay in partners while the colts are being reared, but after the child is above the age of ten, the
  couple will most often find other partners to mate with.
  Magnetes Centaurs have close affiliation with Elves and Fauns.
  
  IIXXIIO
  ONNIIDDAAEE  CCLLAANN  ((CCO
  OSSTT  ==  3300))
  61
  Upper Body +3 ST, lower body 26 ST
  20
  HT+2
  -10 IQ-1
  ADVANTAGES
  5
  Alertness +1
  3
  DR+1
  10 Enhanced Move x1
  5
  4 legs
  DISADVANTAGES
  10
  Inconvenient Size
  10
  Overconfidence
  15
  Mild Clausterphobia
  10
  Odious Personal Habits
  10
  Reputation -2
  10
  Ugly -2
  5
  Stubborn
  5
  Uneducated
  SKILLS
  2
  Animal Care (M/E) at IQ+2
  1
  Jumping at DX
  4
  Running at HT
  2
  Survival (plains) at IQ
  SOCIETY OF THE IXIONIDAE
  The Ixionidae Centaurs are very different from the Magnetes Centaurs. While physically they
  look very similar, the Ixionidae often have hairier upper bodies, and are unkempt and smelly.
  They lack any of the social graces or obligations that the Magnetes do. They love nothing better
  than to get half-tanked on anything they can find, and run around fighting and knocking things
  over.
  The Ixionidae live in forests and plains as well, but usually closer to mountain regions. These
  Centaurs do not feel any restraint when it comes to hunting. They will hunt and eat mammals,
  but they keep away from hunting sentient creatures unless they are starving. Ixionidae Centaurs
  feel a kinship with Satyrs, and even have been known to "party" with Kobolds and other
  undesirable races.
  
  DDIISSCCO
  OVVEERRIIEE  G
  GNNO
  OM
  MEESS  ((CCO
  OSSTT  ==  3311))
  DX-1 (-10 points)
  ADVANTAGES
  9
  DX+3 With Craft/Engineering Skills
  6
  Manual Dexterity +2
  3
  Fatigue +1
  10
  Extended Lifespan x2 (1/4)
  5
  Lightning Calculator
  10
  Limited Magery:  technological college
  3
  DR+1
  5
  Reduced move –1 due to their short legs (does not affect dodge)
  SOCIETY
  The Gnomic community is one of the most interesting in the True Worlds. The main attribute to
  the Gnomes is their abilities to create machinery. They are inventors, pure and simple. They
  create marvellous, incredible machines, and their minds work in ways no other race can. Their
  mathematical skills are advanced, and their machinery proves it. One of their most important
  discoveries is the measurement of time. They have created clocks that are so accurate that they
  may stand for centuries and still not lose a second.
  Like their Dwarven cousins, they too enjoy mining and the arts of collecting precious metals and
  stones. But again they do not suffer from the greed Dwarves often have. They see the land as a
  mother, and so their religion is linked to that.
  GNOMIC RELIGION
  All the Gnomes basically follow the same religion. Their main Goddess is Sophia, the Goddess
  of Wisdom and Knowledge. Sophia's mother, Sige, the Goddess of Silence, dwells at the base of
  all things. The idea of the religion is that women possess more spiritual energy than men, and
  men can only achieve a spiritual equality by sexual intercourse in a specific rite, and in the
  intercourse, the man does not orgasm. The religion also deals with a lot of meditation and
  chanting. Gnomic clerics are always women, and they choose their "spells" from the Knowledge
  college. They do not create machinery, rather, they give up their machinery spells in order to
  better serve the Goddess.
  GNOMIC PHYSIOGNOMY
  Physically, they are small like Dwarves. Standing around three feet, they are not as thick as their
  relatives, but not skinny like a Kobold either. The Gnomes all have short fingers, but are
  incredibly adept with working with small parts. They have an affinity for wearing a pointed cap,
  or Apex. Often this cap is bright red, signifying high rank, but also causing all other creatures to
  spot the Gnome at +3.
  Gnomes enjoy creating mechanical animals. No other race is sure how they accomplish this.
  They have mechanical weasels, birds, cats, even mechanical spiders and flies. They do not tell
  others how they do this.
  
  They have some forms of magic. To learn other magic, they have to travel away from their
  communities and learn from other races. This, most often, means they must take on the ritual
  tattooing the other races agree upon. The only magic they can use freely is a single spell college
  in Machine Magic in the last section of the Grimoire.
  GNOMIC WRITINGS AND INTERACTIONS
  The Gnomes have their own language, which is slightly similar to Dwarven. They may speak to
  each other, but some fundamental differences make it difficult to understand. Many also speak
  common. The written language uses Runes, the same letters as the Dwarven language, and again,
  the races can read the other languages, but with difficulty.
  Other than the women being seen as having more spiritual energy, there is little inequality. The
  men are often more drawn to underground activities, while the women prefer to stay above
  ground, but there are no taboos about interchanging. Also, there are no taboos about sexuality
  concerning members of the same sex.
  Gnomes have a small heirarchy of rulership. Basically, there is usually a leader of some sorts,
  democratically voted in by the people, but most often the religion has the power. This may
  change from community to community, but the religion still most often has the power.
  Gnomes get along well with other races. They love miners of all kinds, even getting along with
  Kobolds. They are highly possesive of their mines, though, and any miner tresspassing may find
  themselves becoming buried beneath a tonne of rock!
  GNOMIC DISEASE
  There is one major disease that only affects Gnomes so far, the Dweller Disease. It seems to be
  some sort of virus, contracted through close contact with someone affected. It starts with a
  constriction of the throat, then cysts forming in the fatty tissue on the lips and eyes. Then there
  might be a bloating of the liver, and intense bone pain. Most bizarre, the Gnome might hear
  voices in his/her head and the intense urge to bury themselves deep in underground tunnels.
  Then, paranoia sets in, along with deafening and sometimes light-blindness, but giving the
  Gnome excellent dark vision. Soon comes seizures, uncontrolled body movement, and then
  bodily shutdowns, starting with the central nervous system. There is no known cure for Dweller
  Disease.
  
  DDW
  WAARRVVEESS    ((CCO
  OSSTT  ==  3355))
  ST+3, IQ-2
  RACE ADVANTAGES: 130
  50 INCREASED STRENGTH
  50 FULL CORDINATION /F2
  15 INFRAVISION
  5
  RAPID HEALING
  10 FATIGUE +2
  RACE DISADVANTAGES: 115
  50 ALL SPELLS BACKFIRE MILDLY
  Roll 3D; On a 17 or 18 Dwarf saves vs spell, On 3-17 spell is modified against the dwarfs
  favor. An attack spell against the dwarf might do extra damage, an invisibility spell on the
  dwarf might leave him partially visible, ...
  20 PHOBIA OF OCEANS (THALASSOPHOBIA)
  10 DELUSION: SALT WATER STEALS THE SOUL
  10 DELUSION: SEA SAILERS HAVE DEMONIC PACTS WITH SEA MONSTERS
  10
  INTOLLERANCE: ANY LARGE BODY OF WATER OCCUPATIONS
  5
  Reduced move –1 due to their short legs (does not affect dodge)
  10
  VULNERABILITY TO SALT WATER: 1D6
  HIDE FACTOR: 0
  
  DDW
  WAARRVVEESS,,  G
  GUULLLLYY    ((CCO
  OSSTT  ==  --  3300  O
  ORR  VVAARRIIAABBLLEE))
  IQ : Maximum 5 for players (Gully Dwarves with IQ's as high as 4 or 5 are uncommon)
  RACE ADVANTAGES:
  5
  Immune to odious smells (but harmful smells will still hurt them)
  15 Instinctive abilities: scrounging, hiding and shelter
  RACE DISADVANTAGES:
  5
  Reduced move –1 due to their short legs (does not affect dodge)
  ?
  Chose at least one Odious habit (min –5 pt)
  DESCRIPTON
  Gully dwarves are stupid little creatures. A degenerate of the race of Dwarves, these  creatures
  are usually untidy, unclean, odious nightscroungers with an odious odour. Gully Dwarves can eat
  almost anything including garbage, plants and insects without any drawbacks and very rarely get
  sick due to "gross" situations.
  All Gully Dwarves get the following (instinctive) abilities: scrounging, hiding and shelter. Each
  of these is instinctive and can not be called up by the player at will. But when such a skill is
  needed the GM rolls and reports to the character the results on a instinctive level. For example, if
  a Gully Dwarf is hungry the GM rolls the scrounging skill and on a pass the character finds just
  enough food to satisfy his/her hunger. The player can not call up the skill to find food for
  reserves.
  SCROUNGE: A successful pass on this ability lets the character find enough food to satisfy
  his/her hunger. There might be more food around but there will always be at least enough for the
  character to satisfy his/her hunger. Although other characters could possibly benefit from this,
  remember that only a small portion of what Gully Dwarves eat will be passable by most races.
  HIDING:   Allows a Gully Dwarf to hide him/herself along with his/her items. This skill can not
  be used just to hide objects (even on oneself). Critical pass voids any bonuses for special or
  improved sights as night vision or Infrared. Critical failure means the character is very obvious.
  Note: player does not know if he/she passed or not.
  SHELTER:  Allows the character to find shelter from the elements. The shelter may be only
  suited the Gully Dwarf (ie. small for 1 person or small entrance way) but may be larger. Also
  note that shelter may be found in places that many races would not find suitable such as sewers.
  Since the skills are instinctive a Gully Dwarf with more IQ will tend to have poorer instinctive
  skills. Skills level is determined by the following formula: 17-IQ.
  If a Gully Dwarf does not take the APPERANCE disadvantage (at least to the UGLY) level then
  the following change should be made to the character sheet: Apperance: ugly (-10 Points) -2 to
  reaction Roll, Cute factor (+10 Points) +2 Reaction Roll. This means that the overall reaction roll
  is unmodified because you appear "cute" (like a puppy). In most situations this will have no
  affect but under certain conditions "cute" doesn’t apply. For example when dealing with
  Dwarves the "cute" factor does not apply (-2 to reaction). If dealing with a Bloodlusty fighter
  which does not go for "cute" your +2 "cute" reaction would also not apply.
  
  H
  HIIG
  GH
  H  EELLFF  ((CCO
  OSSTT  ==    8855))
  +2 DX (20); +1 IQ (10)
  ADVANTAGES
  4
  Acute Hearing +2
  5
  Appearance: Attractive
  10
  Charisma +2
  15
  Combat Reflexes
  10
  Immunity to Disease
  15
  Magical Aptitude Level 1
  2
  Musical Ability +2
  10
  Night Vision
  10
  Reduced Sleep
  6
  Temperature Tolerance: cold only
  15
  Unaging
  DISADVANTAGES
  10
  Code of Honour: to Live Elegant Lives
  10
  Dying Race (-10)
  3
  Magic Susceptibility
  15
  Sense of Duty: toward Nature
  10
  Short Attention Span
  20
  Slow Healing (Level 2).
  SKILLS
  12
  +2 to Craft Skills
  2
  +2 to Bard
  6
  +2 to Meditation
  1
  +2 to Savior-Faire
  Height is normal for ST +6"; Weight is normal for ST; Fair complexion, Black hair, and Grey
  eyes are the norm for High Elves, although variations do occur.  High Elven is a M/H skill.
  SPECIAL CONSIDERATIONS
  The Reduced Sleep advantage for High Elves as presented here differ slightly from the standard
  advantage in that a High Elf may choose to stagger her or his sleep to one hour per day rather
  than one eight-hour period per week. However, to simulate the special endurance of High Elves,
  a High Elf may put off the need for sleep for seven days at which time she or he must have eight
  hours worth of sleep or incur fatigue penalties.
  Although High Elves are generally given towards whim, they can be very obsessive, especially
  in regards to knowledge, magic, and artifice. To offset somewhat their racial Short Attention
  Span, High Elves often learn the Meditation skill which in addition to its normal benefits allows
  them (on a successful roll) disregard the Short Attention Span. However, overuse of this
  technique can lead to abuse; High Elves live practically forever and to survive mentally their
  minds are geared towards "taking it easy" as often as possible. They do often, however, take it
  upon themselves to dedicate themselves to the mastery of various areas (as mentioned above). To
  simulate this, a High Elf should take an Obsession disadvantage.
  
  High Elves often rival Dwarves in their crafts; however, High Elven artifice tends towards
  blending with and complimenting Nature rather than conquering and molding it as Dwarves do.
  High Elven cities rise along with natural features and it is often hard to tell where High Elven
  dwellings end and Nature begins. Given High Elves' natural talents with craft and magic, their
  magical items are mighty indeed, although always beautiful wonders to behold.
  SOCIETY & HIGH ELVES IN GURPS GAMES
  High Elves as presented here can be placed into an existing campaign where the standard
  GURPS Elf exists. High Elves are a dying breed; they were never plentiful but many High Elf
  city lies abandoned in the deepest woods and secluded mountains. Most that remain are given
  towards isolation, study, and leisure, ignoring the ways of mortal races (that is until a greedy
  army of orcs or humans comes a'callin'). Most mortal folk will never see a High Elf, although
  they live in legends and in scholars' books and scrolls. Standard Elves are those of them who
  millennia ago broke away from artifice and chose to remain active in the world. They consider
  High Elves to be haughty and aristocratic, but secretly almost worship them in an ancestral sort
  of way and do definitely respect High Elven skill in magic and knowledge.
  High Elven adventurers are rare, though not unheard-of. A "young" High Elf (usually a stripling
  of only a few centuries or so) cannot resist the urge to see and study the world. Such a character
  could very well be haughty, pedantic, and gullible all at once. Another character type could be a
  High Elf bent on revenge. Although High Elves would chose to live isolated, peaceful lives,
  inevitably outside forces prevent this. Humans, orcs, ogres, etc. marauders would often love to
  sake High Elven cities of their treasures. A High Elf who survives such an attack would become
  obsessed with avenging her or his people. An example of such a figure is Corum from Michael
  Moorcook's most excellent _Swords Trilogy_ and _The Chronicles of Corum_ (The Vadhagh are
  a good model for High Elves if one wants to depart from Tolkien).
  Conversion from:  ROLEMASTER
  
  K
  KEENNDDEERR  ((CCO
  OSSTT  ==  1166))
  DX+2 (20), ST-1 (-10)
  ADVANTAGES: 84
  30 Fearlessness (+15)
  35 Taunt (Resisted by Will, Places target character in a Beserk Mode)
  5
  Alertness (+1)
  9
  Manual dexterity +3
  5
  Charisma +1 (their pretty fun to be with when their not “borrowing” your stuff)
  DISADVANTAGES: 87
  15
  Curious (IQ-5 to avoid)
  20
  Reputation: Kleptomania
  15
  Kleptomania
  10
  Miserliness (Like Greed but toward Trinkets instead of money)
  10
  Impulsiveness
  10
  Gullibility
  5
  Reduced move –1 due to their short legs (does not affect dodge)
  5
  Chummy
  1
  Quirk: like to travel, explore and to embark on adventures.
  1
  Quirk: like trinkets and other sparkling objects
  SKILLS: 14
  1
  Escape
  DX-2
  2
  Fast Talk
  IQ
  2
  Acting
  IQ
  2
  Hold Out
  IQ
  4
  Pick Pockets
  DX  (DX+3 with manual dext.)
  2
  Lock Picking
  IQ
  1
  Sleight of Hand DX-2 (DX+1 with manual dext.)
  1
  Hootpak (Staff) DX-2
  1
  Hootpak (Sling) DX-2
  DESCRIPTION
  Kenders look like human children and unlike their cousin halfling they lack foot fur and common
  sense. . Just after the age of twenty Kenders are afflicted by wanderlust and leave their homes to
  travel. This wears off at adult hood (around fifty). They are greatly curious about everything and
  are utterly fearless about everything, even death. As a result they are willing to travel literally
  anywhere and try almost anything. The cruellest form of torture that can be inflicted on them is
  to lock them up.
  The life expectancy of a Kender is about a century but because of some of their curiosity,
  fearlessness and borrowing habits they are likely to meet with a sudden and violent demise. They
  are not suicidal, but they do get carried away.
  Kender are not thieves or malicious but they don’t know the meaning of ownership. If they see
  something they need or like they simply take it especially trinkets and sparkling objects.
  
  KENDER EXCUSES FOR TAKING OTHER PEOPLE’S STUFF:
  - 
  Is this yours?
  -     I guess I found it somewhere.
  - 
  You must have dropped it. 
  -     I was keeping it safe for you.
  - 
  You said you didn't want it anymore. 
  -     This looks just like yours doesn't it?
  - 
  Maybe it fell into my pocket.
  -     Oops!!
  KENDER GRAB TABLE  (DM should roll a few of these before each session)
  1 Kender Spoon of Turning
  2-4 bollik
  5-7 roll of duct tape
  8-10 bird feather
  11-13 battak
  14-16 2d10 butterflies�
  17-19 2d6 purple stones
  20-22 3d8 red stones
  23-25 chapak
  26-28 1d6 red stones
  29-31 spatula
  32-34 hoopak
  35-37 3bluestones (+1hoopak ammo)
  38-41 3d4 copper pieces
  42 Hitchiker's Guide to the Galaxy
  43-45 hachak
  46-48 1d100 multicolored marbles
  49-51 Scooby snack.
  52-54 rolled up newspaper
  55-57 polpak
  58-60 1d10 feet of string
  61-63 Set of keys
  64-66 AD&D Book
  67-69 Magic the gathering card game
  70-72 Mox Jet
  73-75 A Big Black Harry Dildo
  76-78 1d10 feet of rope (frayed)
  79-81 stale crust of bread
  82-84 carousel brass ring
  85-87 rusty pocket knife
  88-90 1d8 feet of silk cord
  91-93 cooler full of snow balls
  94-96 portable door
  97-99 2d4 gp
  100-102 Skyhook
  103-105 Clearing House form
  106-108 Cat's claw
  109-110 Broken crystal ball
  111 Krazy Glue (tm)
  112-114 bottle of goo
  115-117 bear tooth
  118-120 brass cricket box
  121-123 silly putty (tm)
  124-126 jar of 1d12  dead fireflies
  127-129 Boogle
  130-132 band-aid
  133-135 slinky (tm)
  136-138 jar of 2d10 fireflies (living)
  139-141 tube of toothpaste (empty)
  142-144 yo-yo
  145-147 stick
  301-303 spool (shark line spools)
  304-306 Half eaten sandwich
  307-309 vallenwood leaf
  310-312 hollow metal tube
  313-315 Pair of suspenders
  316-318 oak branch
  319-321 one white sequinned glove
  321-323 continual light rock
  324-326 pencil
  328-330 one shoelace
  331-332 Dried-up paint brush
  333 healing rock
  333-335 can of day-glow orange
  paint
  336-338 red crayon
  339-341 blue crayon
  342-344Book with the name Din in it
  345-347 dixie cup
  348-350 yellow crayon
  351-353 green crayon
  354-356 bag of beans
  357-359 orange crayon
  360-362 ring of shapeshifting
  363-365 Zippo(tm) lighter
  366-368 chalk
  369-371 bean bag
  372-374 jar holding a blue ring
  375-377 twinkie
  378-380 golden ring (60 steel pieces)
  381-383 2d4 rocks +3
  384-386 knife +2 vs. Evil
  387-389 magical staff
  390-392 snipe calling whistle
  393-395 belt of gender change
  396-398 dagger
  399-401 wooly mammoth
  402-404 tribble
  405-407 helmet (human sized)
  408-410 extra tip for hoopak
  411-413 tea, with complete china set
  414-416 K5 Identicard
  417-419 bola ball (1)
  420-422 Boots of Striding/Leaping or
  Tripping/Falling
  423-425 lump of shiny white metal
  426-428 pocket knife (blade missing)
  429-431 Puppy of cuteness
  432-434 were-squirrel
  435-437 apple tree
  438-440 deck of cards
  441-443 needlenose pliers
  646-650head band of enlarge/shrink
  651-655 bell
  656-660 book of kender poetry
  661-665 1 ft. of steel chain
  666 Deck of Many Things
  667-670 candle (unused)
  671-675 candle (half used)
  676-680 torch
  681-685 d12 ft. of steel cable
  686-690 flint and steel
  691-695 black lotus flower
  696-700 fishhook
  701-705 tea kettle
  706-710 1d8 ft. Fishing line
  711-715 Ring of Animal Friendship
  716-720 cotton bathrobe
  721-725 iron pot
  726-730 mirror (unbroken)
  731-735 mirror (broken)
  736-740 Potion of water breathing
  741-745 flask of lamp oil
  746-750 vial of perfume
  751-755 kaleidoscope
  756-760 pickled herring
  761-765 hair net
  766-770 Ring of Feather falling
  771-776 golden bracelet (50 gp)
  777 Priest's holy symbol (he’s not
  happy)
  778-780 3 chicken eggs
  781-785 1d4 arrowheads
  786-790 lock (broken)
  791-795 sealing wax
  796-800 sword hilt
  801-805 lock of blond hair
  806-810 finger puppet
  811-815 needle
  816-820 pipe
  819-821 bag of gems
  822-824 bar of soap
  825-827 cloak pin
  828-830 1d20 fingernail clippings
  831-833 whetstone
  834-836 box of miniatures
  837-839 socks (with holes)
  840-842 Black book (with addresses)
  843-845 1d6 stones
  846-848 dried fruit
  849-851 red ribbon
  852-854 parsley
  855-857 sage
  
  148-150 2 strips of beef jerky
  151-153 d12 noisemakers
  154-156 dragon orb
  157-159 whistle
  160-162 d6 party hats
  163-165 pair of earplugs
  166-168 jar of black ink
  169-171 box of confetti
  172-174 rubber chicken
  175-177 brown scarf
  178-180 drawing of Uncle Bob
  181-183 Object from a party member
  184-186 handkerchief (blue)
  187-189 Macintosh apple sticker
  190-192 potion of cure light wounds
  193-195 rodent skeleton
  196-198 purple glass
  199-201 spork
  202-204 Chiken eggs (broken)
  205-207 dirty tissues
  208-210 ruby (value 45 steel pieces)
  211-213 Kender Fork of Attraction
  214-216 roll of duct tape
  217-219 handkerchief (white)
  220-221 spool of copper wire
  222 Cauldron of Infinite custard pies
  223-225 Koosh(tm) ball
  226-228 coffee-pot
  229-231 brown mouse (dead)
  232-234 Fizban's hat
  235-237 bend straw
  238-240 Chihuahua
  241-243 white mouse (alive)
  244-246 floor tile
  247-249 blood stained arrowhead
  250-252 pillow
  253-255 slingshot
  256-258 Mickey Mouse (tm) ears
  259-261 jar of fleas
  262-264 belt buckle
  265-267 map case (empty)
  268-270 paper
  271-273 left-handed smoke shifter
  274-276 salt shaker
  277-279 Chinese finger trap
  280-282 iron key (magical - will
  open wizard locks)
  283-285 1d10 useless maps
  286-288 useful map
  289-291 pumpkin
  292-294 red glass bowl
  295-297 powdered minotaur horn
  298-300 gnomish sketch
  444 Ring of wish (1)
  445-447 panpipe
  448-450 286 motherboard
  451-453 1 dose dust of disappearance
  454-456 2d6 nails
  457-459 phillips screwdriver
  460-462 Belt of alignment change
  463-465 Linux slackware cd-rom
  466-468 eyeglasses (lens broken)
  469-471 eyeglasses (unbroken)
  472-474 can of Jolt(tm) Cola
  475-477 1d8 keys
  478-480 An April Fool's gag
  481-483 Gnomeflinger
  484-486 rusted lockpicks (useless)
  487-489 Bottle of Celebration Punch
  490-492 Nightwatch(C) armband
  493-495 Minor spelljamming helm
  496-498 usable lockpicks
  499-501 6' tall neon outlined metal
  502-504 Random God/Goddess
  505-507 Crown Royal (C) bag
  508-509 miniature metal dragon
  510-512 betamax video cassette
  513-515 Marihuana
  516-520 silver brooch (25 st.p.)
  521-525 potion of truth
  526-530 Rabbitslayer
  531-535 Mouse trap (Ouch!!!)
  536-540Mage powerstone (he’s not
  happy)
  541-545 pair of sandals
  546-550 Wild Coyote's tiny umbrella
  551-554 sash (orange)
  555 Universal solvent
  556-560 green sash
  561-565 purple sash
  566-570 yellow sash
  571-575 keg of kenderlager
  576-580 skin of ale
  581-585 attack squirrel
  586-590 bag (1 lb.) of salt
  591-595 Knife +3
  596-600 jar of nutmeg
  601-605 finger cymbols
  606-610 apple
  611-615 bag (1/2 cup) of flour
  616-620 roller skates
  621-625 water skin
  626-630 hallucinatory cigar
  631-635 horseshoe
  636-640 bridle
  641-645 flight ring
  858-806 rosemary
  861-863 thyme
  864-866 whip
  867-869 chicken feather
  870-872 1d6 darts +2
  873-875 tarot deck (non-magical)
  876-878 blowgun
  879-881 1 use of flash powder
  882-884 belt
  885-887 baby squirrel (alive)
  888 Bag of holding
  889-891 A live Brownie
  892-894 crumpled hat
  895-897 A live chicken
  898-900 halter
  901-903 Eyeglass case
  904-906 jar of honey
  907-909 jalapeño (on a steeck)
  910-912 Wand of Wonder
  913-915 2d8 copper pieces
  916-918 1d4 platinum pieces
  919-921 1d4 oak leaves
  922-924 Spam (tm)
  925-927 panpipe (Pipes of Vendyr)
  928-930 purple chalk
  931-933 flute
  934-936 d4 sq. ft. of astroturf
  937-939 scissors
  940-942 bird cage
  943-945 clam shell
  946-948 lantern cover
  949-951 flourecent spray paint
  952-954 glass bottle
  955-957 mosquito net
  958-960 piece of parchment
  961-963 scroll of protection: plants
  964-966 d6 peppercorns
  967-969 chicken bone
  970-972 bottle of Tobasco (tm) sauce
  973-975 hawk feather
  976-978 glass eye
  979-981 flea circus
  982-984 glue
  985-987 inflatable beach ball
  988-990 noble's signet ring
  991-993 ring of protection +1
  994-996 Scarab of Insanity
  997-999 3d6 +1 arrowheads
  1000 Ring of Invisibility
  
  K
  KO
  OBBO
  OLLDDSS    ((CCO
  OSSTT  ==  --9955))
  -1 to IQ (-10 points), -2 to ST (-15 point), -3 to DX (-20 points) and -1 to HT (-10 points).
  ADVANTAGES
  15
  Infravision
  DISADVANTAGES
  15
  Cowardice
  5
  Uneducated
  15
  Inconvenient size
  5
  Reduced move –1 due to their short legs (does not affect dodge)
  15
  Weakness: Bright light (penalty of -3 to all actions taken in bright light, including sunlight)
  5
  Hate Gnomes (attack gnomes on sight; their hatred for gnomes knows no bounds)
  DESCRIPTION
  Kobolds are reptilian humanoids who stand barely 3' tall. These sadistic, subterranean
  humanoids always attack gnomes on sight; their hatred for gnomes knows no bounds. However,
  they do not hesitate to attack other foes, as long as they have overwhelming odds. They prefer
  not to close with enemies until the enemy has been sufficiently weakened. They enjoy setting
  pits and snares for the larger humanoids.
  
  LLIIZZAARRDDM
  MEENN  ((CCO
  OSSTT  5555//6655//112255))
  RACIAL ADVANTAGES: 115
  20 DAMAGE RESISTANCE (DR 4)
  15 CLAWS (+2 DMG)
  15 PERIPHERIAL VISION
  5
  EXTRA STRIKER (TAIL)
  10 EXTRA STRIKER (ARM x 2)
  50 FULL COORDINATION (TAIL)
  RACIAL DISADVANTAGES: 60
  15 ODIOUS PERSONAL HABIT (Eat Other Sentient)
  5
  ODIOUS PERSONAL HABIT (Eat Meat Raw)
  10 BLOODLUST
  15 VOW: NEVER BACKOUT/RETREAT FROM A FIGHT
  15 VOW: MEETS ALL COMBAT AS LONG AS IT IS FAIR
  OPTIONAL: 10/60
  10 STRIKER ARM -> FULL ARM (x2)
  50 FULL COORDINATION (2nd arm)
  DESCRIPTION
  Lizardmen are humanoid lizards. They walk on two legs and can use their front "arms" just as
  any humanoid could. Their tails have no manipulation ability but often are used to strike extra
  blows or sweep opponents off their feet. Lizardmen are green, scaly creatures with either green
  flat faces or alligator like snouts.
  Hide Factor: 9  Since lizardmen are completely scaly they must wear clothing that covers their
  entire body. It must be loose to allow the hiding of the tail without suspicion.
  
  O
  OG
  GRREESS    ((CCO
  OSSTT  ==  00))
  IQ-4 (-30 points), ST+6 (70 points), DX-3 (-20 points) and HT+1 (10 points).
  ADVANTAGES
  7
  Extra Hitpoints +7
  3
  DR +1
  5
  Sharp teeth
  DISADVANTAGES
  5
  uneducated
  10
  inconvenient size
  20
  hideous appearance
  20
  Reputation -4: slavering monster
  DESCRIPTION
  The cousins of the Irda do not share their beauty. Evil ogres stand 9' tall and cover their gray,
  warty skin with loincloths and rags. Their faces are studies in brutality, depravity, and cunning
  cruelty. Ogres have barely more intelligence than the beasts but are brutal, depraved and
  chillingly cunning.  they tend to wander the wilds scavenging what they can.
  
  O
  OG
  GRREESS,,  G
  GIIAANNTT    ((CCO
  OSSTT  ==  4400))
  IQ-3 (-20 points), ST+10 (100 points), DX-3 (-20 points) and HT+1 (10 points).
  ADVANTAGES
  11
  Extra Hitpoints: 11
  9
  DR 3
  5
  Sharp teeth
  DISADVANTAGES
  5
  Uneducated
  10
  Inconvenient size
  20
  Hideous appearance
  20 Reputation -4: slavering monster
  DESCRIPTION
  Giant ogres stand 24' tall - even kneeling, they rise above the heads of the other ogres. They have
  tusklike teeth that protrude from their broad mouths and are generally smarter than regular ogres.
  Giant Ogres are rare.  Although smarter than their common ogre brethren, giant ogres are usually
  found filling the same niche as the common ogre.
  
  O
  OG
  GRREE  M
  MAAG
  GEESS    ((CCO
  OSSTT  ==  1155  TTO
  O  6655))
  IQ-2 (-15 points), ST+4 (45 points) and DX-2 (-15 points).
  ADVANTAGES
  15
  Magical aptitude
  4
  Extra hitpoints: 4
  6
  DR 2
  5
  Sharp teeth
  DISADVANTAGES
  10
  Inconvenient size
  10
  Ugly appearance
  20
  Reputation -4: evil, slavering monster
  SPELLS
  10 to 60 points invested in spells.
  DESCRIPTION
  Ogre mages stand 10 ' tall. They have lean bodies and share their cousins' look of bestial cruelty,
  though they appear much smarter. They also usually have horns protruding from their heads.
  Ogre mages are a dangerous foe. Believed to actually be a slightly different species to the
  common ogre, ogre mages combine the strength of the ogre race with greater intelligence and
  magical abilities.  They are, almost without exception, Evil.
  
  O
  OG
  GRREESS,,  H
  HAALLFF    ((CCO
  OSSTTSS  ==  3300))
  ST+4 (45 points) and HT+1 (10 points).
  ADVANTAGES
  3
  DR1
  2
  Extra hit points: 2
  DISADVANTAGES
  10
  Ugly appearance
  20
  Reputation -4: evil, slavering monster
  DESCRIPTION
  Finally (and rather abominably) come half-ogres, crossbreeds between Evil ogres and humans.
  They appear like human throwbacks to the time of caves and clubs. Half-ogres can be fearsome
  enemies indeed.  Combining the intelligence and dexterity of humanity with the strength of their
  ogre parent a half-ogre can be found in any niche that will accept him.
  
  O
  ORRCCSS::  TTH
  HEE  NNO
  OBBLLEE  NNAATTIIVVEESS    ((CCO
  OSSTT  ==  --99))    ((OOFFFFIICCIIAALL))
  Here is the revised orc: An Alternate View of Fantasy Role-Playing's Cannon Fodder. by Stu
  Venable and Bill Roper
  IQ-1 (-10) , HT+2 (+20)
  ADVANTAGES
  5
  Alertness +1
  1
  Brawling at DX
  DISADVANTAGES
  10
  Intolerance to other races
  15
  Orc Code of Honour (See below)
  ORCS CODE OF HONOR
  The only reason orc civilisation has survived is the strong bond each Orc has to his fellow
  warriors. This bond is described as the Orc Code of Honour.
  1. Never abandon a fellow Orc in battle.
  2. Never surrender, never retreat.
  3. Never refuse the opportunity to fight.
  SOCIETY
  Orcs are often described as brutal, ruthless, and stupid - typical combat fodder. Hardly a worthy
  foe. This is an attempt to rewrite orcs as a warrior race, noble in their brutality, calculating in
  their ruthlessness, and not so stupid.
  The hierarchy of orc society is based on strength and ruthlessness. Other races will see Orcs as
  stupid, but they are not. If one were to ask them to name one of Shakespeare's plays, they would
  probably be stumped, but ask them the Five Easiest Ways to Kill a Foe, and even the dullest will
  recite them with ease. Orcish intellect is best suited to matters of war and killing, they care little
  for more lofty pursuits. Orcs are tough. Soon after they are weened, Orcs begin to fight - first
  their siblings, then their companions, and finally other races. Weak, frail Orcs rarely survive to
  adolescence.  Orcs are warriors. They love all things war, and they hate cowardice, surrender,
  and defeat. Add all these factors together, and Orcs look far more intimidating.
  PLAYING AN ORC
  The New Orc is very different to the old cannon fodder, and as such it is suitable for a player
  character. Orcs are strong figures, proud of their history as a warring people. They are aloof to
  those they consider weak, and they'll grudgingly respect any non-Orcish warrior who fits into
  their model of a brave fighter. They do not believe in thinking through problems when force will
  bring an acceptable outcome. However, they do not go into battle without proper preparation.
  The orcish mind (being geared toward war) is also a strategic mind. A well-fought battle is not
  just one that is won, but one that is well planned.
  A FINAL WORD
  I've always found it disconcerting that the "bad guys" in most role-playing games practiced evil
  for evil's sake. Very few people (even those most would categorise as evil) consider themselves
  evil. In a sentient being's mind, its actions are usually justified.
  
  RRO
  OCCK
  K  M
  MEENN    ((CCO
  OSSTT  3388//6633))
  ST+2, DX-2, IQ-2, HT+2
  RACIAL ADVANTAGES: 248
  20  MANA DAMPNER (Self Only, Always On, 4 Levels)
   Players choice if this includes PSI. Remember PSIs may be your only healing path
  228 BODY OF STONE (DR 25, PD 10)
  RACIAL DISADVANTAGE: 185
  50 VULNERABILITY: WEAPONS THAT PENETRATE DO DOUBLE DMG
  50 VULNERABILITY: NATURAL COLD ATTACKS DO DOUBLE DMG
  This includes spells which create cold things like, frost, ice shards and so on, the cold spell
  would not count.
  50 SLOW HEALING (1 every 6 days)
  20 REDUCED MOVE (-4 MOVE)
  15 POOR MANIPULATORS
  Can't repair, tie knots or grasp small things but can grasp larger things
  OPTIONAL DISADVANTAGE: 25
  PARTIAL SESSILITY (Become Statues during Night Hours)
  DESCRIPTION: Tall humanoid form. Skin of Stone. Internals organs comprised of partially
  melted stone.
  HIDE FACTOR: 8  Needs clothing that cover entire body.
  
  W
  WEEM
  MIICC  ((LLIIO
  ONN  CCEENNTTAAUURRSS))    ((CCO
  OSSTT  ==  110033))
  IQ-1 (-10 points) and HT+2 (20 points).
  Wemics use the split ST for Hybrid races rule (GURPS: Fantasy Folk p. 11).  Their humanoid
  upper bodies have +3 ST with the No Jumping Bonus limitation, while their equine lower bodies
  have enhanced ST 26 with the No Fine Manipulators limitation (61 points).
  ADVANTAGES
  3
  DR+1
  10 Enhanced Move: Running x1
  5
  4 legs
  25 Increased speed
  15 Claws
  DISADVANTAGES
  10
  Inconvenient Size
  15
  Phobia: Mild Claustrophobia
  10
  Intolerance
  SKILLS
  1
  Jumping
  DX
  4
  Running
  HT
  4
  Survival: Plains IQ
  DESCRIPTION
  Wemics are the leonine counterparts to centaurs. They are humanoid from the waist up, but have
  the body of a lion supporting them. Males develop a mane of long black hair.
  Natives of the plains, Wemic are nomadic hunters.  Wemics travel in small packs and shun
  societies other than their own.  Wemics are usually of Neutral alignment.
  
  W
  WIINNG
  GEEDD  PPEEO
  OPPLLEE,,  TTH
  HEE    ((CCO
  OSSTT  ==  5500))
  +1 DX (10pts)
  ADVANTAGES
  40
  Flying
  DESCRIPTION
  The winged people are the offspring of Hu and Visha, the wind goddess, who he seduced.
  From: GURPS  AZAD (the book that never was).
  
  BBAARRBBAARRIIAANNSS
  BBAARRBBAARRIIAANNSS  ((CCO
  OSSTT  ==  1100  O
  ORR  LLEESSSS))  ((UUSSUUAALLLLYY  AARRO
  OUUNNDD  ––1100))
  IQ –1, ST+1, HT+1 and another +1 distributed among ST, DX or HT (depending on the tribe).
  Note: Barbarian are not superior to humans, the natural selection in their culture just evolved
  differently (survival of the fittest).  The +1 variant stat should be the same for all member of a
  specific tribe.
  Each barbarian tribe has its own individual culture but here are common ads. & disad.:
  DISADVANTAGES
  5
  Social Stigma: Outsider/Barbarian' (reaction –1)
  5
  Primitive
  ?
  Other (In most cases the tribes also have disadvantages that are 'normal' to them. Some
  tribes have Codes of Honour, Delusions, berserk,  and peculiar social structures).
  EXAMPLES:
  1) THE HODIRI are at TL 2 (Primitive -5 points), they have a +1 reputation as the second
  most famous horsemen on Hârn (the Chelni are better)(5 points), they have Odious Personal
  Habits -2 (Revolting Table Manners), and the Minor Delusion: "Wizards are all tricksters,
  and priests aren't much better." (-5 points). IT COSTS -10 POINTS TO BE A HODIRI.
  2) THE FEROCIOUS KUBORA of the North West are at TL 2 (Primitive -5) and have a -3
  Reputation as merciless, ferocious, war-mongers (-15 points). All Kubora Males are
  Hideous to outsiders due to their habit of facial scarring (which they share with
  neighbouring tribes. This doesn't affect the reaction of other Kubora (-20 points). All males
  have Combat Reflexes. (15 points). IT COSTS -20 POINTS TO BE A KUBORA male.
  Kubora women are Second Class Citizens.
  3) THE PACIFIC BUJOC on the other hand are required to take a Vow of Total Pacifism (-30
  points) or face exile from the tribe. They have a +1 reputation (as being Mostly Harmless)
  (5 points) and are also at TL 2 (-5 points). IT COSTS -25 POINTS TO BE A BUJOC.
  A common advantage for a barbarian is fearlessness but not necessary
  From: GURPS HORSECLANS
  
  SSH
  HAAM
  MAANNSS    ((CCO
  OSSTT  ==  VVAARR))  ((UUSSUUAALLYY  AARRO
  OUUNNDD  --55))
  ST+1
  ADVANTAGES
  Var Can have magic sensitivity, magery 1 or magery 2
  DISADVANTAGES
  Same as for Barbarians
  Shamans are the magico-religious leaders of the 'Barbarian' peoples. Their authority may come
  from a number of sources not all of which are magical in nature:
  1. Most Shamans are mages. They are often outside the common disciplines of magic
  (although they could learn them given the opportunity). They tend to learn by oral means
  and their spells tend to be concentrated in the Animal, Plant and Healing Magic. In
  general they have no spells that require more than Magery 2 and/or IQ 14+, but this is not
  a restriction for great villains or player characters. In their own realms they are second
  only to the chief. In the cities they would be very old apprentices. None the less some
  tribal shamans have been the full equal of any mage.
  2. Talent Master Shamans have one or more Psionic Abilities.
  3. Some Shamans have absolutely no magical or psionic powers at all. Known as
  Skillmaster Shamans they concentrate on Psychology, Medicine skills and Survival skills
  that will aid their tribes.
  4. Some people maintain their authority as tribal Shaman by using (or abusing) a magical
  device made by someone else. This should be assessed in Character Points in the same
  way as the Unusual Background Advantage.
  5. Religious Shamans derive their powers from serving some supernatural being. They
  perform "miracles" similar to spells but less extensive.
  From: GURPS HORSECLANS
  
  FFAARRIIEE  FFO
  OLLK
  KSS
  BBRRO
  OW
  WNNIIEESS    ((CCO
  OSSTT  ==  --1177  ))
  ST-7 (-60), DX+4 (45), IQ+1 (10), HT-4 (-30)
  ADVANTAGES
  6
  Acute Hearing +3
  6
  Acute Vision +3
  15
  Charisma +3
  10
  Night Vision
  5
  Animal Empathy
  15
  Unaging
  22
  Magery 3 (Animal college only)
  DISADVANTAGES
  10
  Ugly -2
  20
  Enemy: Goblins (9 or less)
  20
  Fragile
  10
  Impulsiveness
  15
  Inconvenient size
  1
  Quirk: prefer not to engage in direct combat (prefer surprise and indirect attack).
  SKILLS
  4
  Stealth
  DX+1
  8
  Bow
  DX+1
  2
  Alchemy: Sprite Poisons (this is a magical poison witch only works for them)
  IQ
  ½
  Language: elven
  ½
  Language: halflings
  DESCRIPTION
  These earth spirits enjoy a reputation for being cheerful and helpful little creatures. Peaceful and
  friendly, brownies live in pastoral regions, foraging and gleaning their food. They are devoid of
  mischief and prefer to live in harmony with mortals. They are small and hairy, with flat faces and
  pinhole nostrils, but their happy smiles and extrovert character create an instant feeling of
  goodwill. Mortals with similarly cheerful and innocent natures will often see brownies. Brownies
  enjoy playing with children, telling them stories and helping to make such artefacts as
  wildflower posies and daisy chains. Brownies dislike any expression of gratitude for their
  assistance, and will never accept gifts. The presence of Brownies is a sure protection against
  goblins. Brownies know how to make powerful poisons from the forests, and how to poison their
  tiny arrows so that they can even make the largest of creatures fall asleep after only one direct
  hit. (See Pixies in the combat sections for details). Brownies speak their own language and those
  of pixies, sprites, and common.
  Brownies know every nook and cranny of the areas where they live, and thus make excellent
  guides.
  
  FFAAIIRRIIEESS    ((CCO
  OSSTT  ==    5544))
  ST-8 (-80), DX+4 (45), HT-4 (-20)
  ADVANTAGES
  4
  Acute Hearing +2
  6
  Acute Vision +3
  25
  Very Handsome
  10
  Night Vision
  30
  Flight: winged
  44
  Invisibility: normal human vision (at will +10%, objects can be carried “light enc.” +20%,
  visible to animals –20%)
  15
  Unaging
  35
  Magery 3
  DISADVANTAGES
  5
  Code of Honor: courtliness
  20
  Fragile
  10
  Impulsiveness
  15
  Inconvenient size
  10
  Bad Temper
  5
  Incompetent Cooks -5
  SKILLS
  2
  Flight
  DX+1
  1
  Savoir-faire
  IQ
  2
  Stealth
  DX
  DESCRIPTION
  Also known as the Little People, fairies are a miniature (5’ tall) form of perfect human and
  immortal. They have iridescent, ephemeral butterfly wings, and small antennae. They have many
  duties, like appearing into a household to lavish gifts upon a new baby, but if they are not treated
  with extreme tact, they will curse the child with a taboo. In extreme cases they may afflict the
  adults with baldness, rheumatism or impotence. They have limited invisibility, only being visible
  to animals (birds, dogs, cattle, etc.). Using their fairy Glamerye, they can make themselves
  visible to humans.
  Fairies live in barrows and hollow hills. Fairies are vegetarian, but they are too impatient to be
  gardeners, so they gather food from the forests. They are also terrible cooks, so they sometimes
  steal food from humans, often doing some favor for them in exchange. They are beautiful,
  graceful, and tactful, and have no concept of clumsiness and stupidity.
  Fairy tricks include tricking someone into finding gold, and as they walk home, they realise their
  bag is getting lighter, until there is nothing but dead leaves in it. An offended fairy is a dangerous
  enemy. Their most serious anti-mortal activity is that of stealing beautiful babies and putting
  changelings in their cradles. Because of their size, anyone attempting to hit them gets a -6 to
  their attack roll. As for movement, they may fly at three hexes a turn at full speed.
  
  PPIIXXIIEESS    ((CCO
  OSSTT  ==  3322))
  ST-7 (-60), DX+4 (45), HT-4 (-30)
  ADVANTAGES
  4
  Acute Hearing +2
  4
  Acute Vision +2
  5
  Attractive
  10
  Night Vision
  30
  Flight: winged
  22
  Magery3 (Mind control college only and the spell perfect illusion)
  52
  Invisibility: normal human vision (at will +10%, objects can be carried “light enc.” +20%)
  15
  Unaging
  DISADVANTAGES
  5
  Code of Honor: courtliness
  20
  Fragile
  10
  Impulsiveness
  15
  Inconvenient size
  5
  Trickster (only 5 points worth because it doesn’t apply solely to dangerous foes)
  10
  Bad Reputation: prankster
  SKILLS
  8
  Bow
  DX+1
  2
  Alchemy: Sprite Poisons (this is a magical poison witch only works for them)
  IQ
  DESCRIPTION
  Pixies are a bit larger than a human hand. When visible, they resemble small elves, but with
  longer ears. Pixies have two silver wings, like those of moths. They have red hair and turned up
  noses and green eyes. They wear closefitting suits of bright green which acts as camouflage in
  lush pastures.
  Pixies are malicious tricksters. travellers astray. They use their illusion powers to accomplish
  this, hence the expression ``pixie-led'' for one who has lost his way. They like to frighten
  maidens, rap on walls, blow out candles, and play in water.  Pixies love to trick misers into
  giving away their treasure, especially by convincing them that something horrible will happen to
  them if they do not. Pixies carry no treasure, but sometimes have a hoard in their lair to impress
  visitors. Pixies use treasure to taunt greedy people, and then play merciless pranks on them until
  they abandon their search for the pixies' fortune. If the victim shows no greed and exhibits a
  good sense of humor about their pranks, the pixies may allow that individual to choose one item
  from their hoard.
  Farmers usually keep on good terms with pixies in their districts by leaving buckets of water
  outside for pixie mothers to wash their babies in. They leave milk on the kitchen table for them
  to drink, and keep the hearth swept clean for pixies to dance on at midnight.
  Pixies dwell together in a community of clans or families that seem to mimic human customs.
  Each family has a last name, and family and community loyalty is very important to pixies. Their
  life span is about 300 years.
  
  Pixies eat fruits and nectar. The most famous by-product of pixies is pixie dust, also known as
  dust of disappearance. Crushing 50 pixie wings into a fine powder creates one dose of dust of
  disappearance. Naturally, pixies frown on this use of their wings. Pixies speak their own
  language, Common, and the language of sprites. They can become visible at will, for as long as
  they desire.
  COMBAT
  Due to their extremely small size, anyone attempting to attack them get a modifier of -6 to hit.
  Pixies carry sprite-sized swords (thr –1, sw –3) and bows. Bows have a range half that of a
  human short bow. Their arrows does 1D4+1 points of damage and are coated with a special
  alchemycal poison witch they make from forest plants. Any creature struck by the drugged
  arrows must make a successful HT roll or fall into a deep sleep lasting 1d6 hours; they can make
  the largest of creatures fall asleep after only one direct hit. Normally pixies do nothing more than
  take their victims to safe a place very far away (often confiscating their weapons in the process),
  though evil creatures may be slain.
  
  UUNNDDEEAADDSS
  AABBO
  OM
  MIINNAATTIIO
  ONNSS    ((CCO
  OSSTT  ==  4400))
  ADVANTAGES: 550
  400 Special extra hit points: + 80 HP (See Below)
  100 Damage resistance: DR +20
  50
  Special regeneration
  Character heals by damage that doesn't get through DR. The  character starts with 0 Extra
  Hitpoints and every time the  character is hit, any damage blocked by DR adds Extra
  Hitpoints (up to a max of 80). Damage exceeding the DR is subtracted from Extra Hitpoints
  first. Thus a damage of 30 points gains the character 20 Extra Hitpoints of which 10 are lost
  due to the damage that exceeded DR.
  DISADVANTAGES: 510
  100 Vulnerability: Magical/Enhanced Weapons Do Double Damage
  100 Vulnerability: Magic/Psi Attacks Do Double Damage
  100 Vulnerability: Energy/Radiation Weapons Do Double Damage
  Lazers, Rad weapons. If a Rad/Lazer spell is use, both multipliers apply, thus damage  x 4
  60
  Weakness: Light Extra Hitpoints are reduced at 1D/Min (only extra hitpoints are affected)
  60
  Weakness: Darkness 1D/Min (Extra Hitpoints Only)
  Extra Hitpoints are reduced at 1D/Min
  90
  Vulnerability:  use of extended hit points
  Using Extra Hitpoint for anything but life (ie. for casting or having mages borrow it) results
  in 30D damage.
  DESCRIPTION
  Abominations may come in any shape or size. Usually appearance is of the dead character with
  (possibly) parts missing. UNDEAD of this type do NOT need to be whole when raising.
  Abominations are comprised of a mud like appearing texture but the texture is, in all other
  respects, like normal skin except when the damage done by normal weapons is not high enough
  to pass the 20 DR. In such a case the weapon goes into the body as if it had hit mud. Parts of an
  Abomination that are severed from the rest of it will rot away in 1D (HT) turns.
  HIDE FACTOR: 8-10  Abomnations must be completely covered in clothing to hide themselves.
  It might be possible for a Abomination to pass by people in relativly dark places but any close
  contact would reveal them. If the abominations are missing body parts that a normal character
  would not be missing (eg. jaw, half the skull, part of the rib cage) they must take extra measures
  to hide that (although a 'good' explanation might explain this).
  
  BBAANNSSH
  HEEEE  ((CCO
  OSSTT  4455))
  RACIAL ADVANTAGES: 296
  30
  Don't Breath
  30
  Don't Eat or Drink
  10
  Don't Sleep
  40
  Flight
  75
  Special Healing (x3)
  When a Banshee elects to wail on one person (instead of 3) it heals three time the amount of
  hitpoints that the target was damaged for (a transfer of the target's life to itself).
  100 Increased Speed +4
  105 Sonic Blast
  Banshee wail does 1D+1 damage to 3 characters or does 1D+1 damage to one character but
  heals Banshee.
  6
  Musical Instrument +2
  RACIAL DISADVANTAGES: 245
  20
  Invertebrate (1/4 ST for lifting)
  100 Slow Healing (1 HP roll every 11 days)
  20
  Dependency (Hourly on Music (instrumental or voice))
  20
  Reputation: Cursed Banshee Wail (-4)
  20
  Hidden Hideousness
  Reaction roll -8. A banshee may have any appearance but once it wishes to use any of its
  powers then it turns Extra Hideous (Demonic looking appearance). Attractive appearance
  may be purchased for half price since it is only temporary.
  5
  Intolerance of Unprofessional Musical Talent (Skill below 15)
  10
  Intolerance to Anything Noise Producing
  50
  Vulnerability: 5D damage when hit with anything non-real
  Banshees take 5D extra damage when hit with anything that is not real. This may include
  illusions, holograms and spells & tech that convince the character he/she has been hit.
  DESCRIPTION:   Appears normal in all ways except when hit. In this case "hit" is interpreted as
  forceful application of pressure upon the banshee's body. Thus snow, rain or a fallen feather will
  not constitute a hit but hail, weapons or a hardy slap on the back does. When a banshee is hit the
  area becomes translucent or transparent and causes a ripple effect (like a pebble thrown into a
  still lake). Obviously if they use their powers, they will instantly be discovered (because of the
  hideous transformation).
  HIDE FACTOR: 1 No special clothing needs to be worn to hide body parts. Care should be
  taken to ensure that "hits" do not occur.
  
  PPO
  OLLTTEERRG
  GEEIISSTT    ((CCO
  OSSTT  ==  4466))
  RACIAL ADVANTAGES: 341
  30
  DOESN'T BREATH
  40
  ENHANCE MOVE (Move+3Move, Combat Move/Dodge not affected)
  40
  INVISIBILITY
  40
  INSUBSTANTIAL (PERMANENTLY)
  125 MINDSHARE: Intelligent, Planetwide, Global Consciousnes (60+25+30+10)
  25
  SILENCE (+5)
  41
  PSI: PSYCHOKINESIS - TELEKINESIS (MH)
  RACIAL DISADVANTAGES: 295
  20
  FRAGILE
  20
  INVERTABRATE
  35
  LEGLESS
  30
  ARMLESS
  45
  REDUCED HITPOINTS (-9)
  50
  VULNERABILITY: WEAPONS DO NORMAL DAMAGE
  They are normally vulnerable to weapons but still able to walks through solid objects
  15
  COMABT PARALYSIS
  80
  WEAK WILL (Except On MindShare Fright Check)
  DESCRIPTION
  Patches of solid air.
  
  SSK
  KEELLEETTO
  ONNSS  ((CCO
  OSSTT  4499))
  RACIAL ADVANTAGE: 244
  8
  MAGICAL APPTITUDE (FOR RACIAL ADVANTAGES ONLY)
  28
  SPELL: TELEPORT IQ+5
  28
  SPELL: INST REGENERATION  IQ+5
  80
  EXTRA FATIGUE (FOR INST REGEN SPELL ONLY)
  100 REGENERATION
  RACIAL DISADVANTAGE: 195
  50
  VULNERABILITY: Double Damage From Fire
  50
  VULNERABILITY: Double Damage From Ice
  25
  WEAKNESS: (Rare @ 1D per 12sec) NAMED WEAPONS
  Any weapon that the skeleton knows is named or has the name directly on it. Note: If the
  weapon is named, but neither the skeleton knows it nor is it imprinted on the  weapon then
  the weakness does not apply.
  30 DEPENDANCE: (Somewhat hard to find; Daily)
  Graveyard or other Unholy place for sleeping
  10
  BLOODLUST
  10
  BAD TEMPER
  10
  INTOLERANCE OF FLESHOIDS
  5
  SKINNY
  5
  NO SENSE OF TASTE/SMELL
  DESCRIPTION: Skeletons appear in proportions to the original character but with all the flesh
  gone leaving only the skeleton. Obviously character that do not have a skeleton can not be raised
  to this UNDEAD. The skull has no eyes, but each eye socket contains orange-red coal like "eye".
  The “eye’s” seem to glow when looked at but do not actually illuminate.
  HIDE FACTOR: 8 The entire body (including head) must be covered in clothing to prevent
  discovery. The face must remain hidden at all times.
  
  W
  WRRAAIITTH
  H  ((CCO
  OSSTT  5555))
  ST+5 IQ-5
  RACIAL ADVANTAGE: 375
  40 FLIGHT
  45 INVISIBILITY (AT WILL, AUTOMATIC IN COMBAT EXCEPT ON SWING)
  25 SEE INVISIBLE
  50 INCREASED STRENGTH
  50 FULL COORDINATION
  55 CLAWS (THRUST+2/IMP or SWING+2/CUT)
  25 DARK VISION
  15 INFRAVISION
  40 SPECTRUM VISION
  25 360 VISION
  5   POLARIZED EYES
  RACIAL DISADVANTAGE: 320
  100 VULNERABILITY: TECH & MAGIC WEAPONS (NOT MAGIC ITSELF) + 10D
  100 SLOW HEALING (1 HT in 11 days)
  50   WEAKNESS (Rare @ 1D per 12s): TELEPORT/TIMEPORT GATES
  15   BESERK
  20   HIDEOUS
  35   LEGLESS
  DESCRIPTION: The Wraith appears like a Skeleton (see Skeleton) except that the UNDEAD
  ends at the bottom of the rib cage.  Instead of skeletal fingers, Wraiths have huge claws.
  HIDE FACTOR: 9  Like Skeletons, Wraiths must be clothed completely to be able to hide. But
  on top of this, Wraiths must have long sleeved arms (or robes) to hide their claws and must not
  expose them. Wraiths also have the added problem that they have no legs so only clothes like
  robes can be worn and even they don't always hide this well.
  
  M
  MO
  ONNSSTTEERR  RRAACCEESS
  DDRRAAG
  GO
  ONNSS!!
  This material is Copyright © 1996 by Sean M. Punch
  DESCRIPTION
  Dragons are winged, fire-breathing monsters of fearsome aspect and awesome power clad in
  gleaming scales. Although they bear a superficial resemblance to some dinosaurs, or perhaps to
  gigantic lizards, they have little or nothing in common with these creatures; in fact, they are
  intelligent, magic-using beings. Dragons can be any colour; red and gold are common, but their
  glittering armour can be deep green, shiny black, silver or even translucent and rainbow-hued.
  They have mighty, venomous fangs, sharp talons, and a tail capable of striking lethal blows.
  Their senses are superior in every way and the senses of old and powerful Dragons are rumoured
  to extend into the supernatural sphere. Since Dragons assume ever-more-powerful forms as they
  age, each age category (Young, Adult, Old and Ancient) will be treated as a separate racial
  template. As a Dragon gets older, it will gradually gain the capabilities of the next highest age
  category; Dragon PCs should probably dedicate most of their earned character points to buying
  these traits, or to improving spells.
  The height (length) of a Dragon in inches is calculated as follows: figure its height normally,
  before adding any racial ST modifiers (but after adding personal ST modifiers), then multiply by
  2.1 for Young Dragons, 3.7 for Adult Dragons, 5.2 for Old Dragons and 7.3 for Ancient
  Dragons. Weight (in lbs.) is 7*length (in inches) - 380 lbs.
  Regardless of their age category, all Dragons share certain features:
  Firstly, Dragons have sinuous, heavily muscled bodies with huge, bat-like wings and moderately
  agile foreclaws; they prefer to either walk on all four legs or to fly. The senses of a Dragon are
  superior to those of almost any natural creature and are reflected as such in the advantages
  below. In addition, since Dragons are virtually immortal, not to mention supernaturally tough,
  they qualify for additional advantages. Finally, although extremely intelligent, Dragons are still
  rapacious monsters who see themselves as being superior to every other race. They are greedy
  and lofty by nature, and are not above killing and eating anyone who gets in their way!
  
  ADVANTAGES (common to all age categories)
  15
  Magery 1 (Dragons are magical creatures)
  5
  4 Legs
  5
  Extra Encumbrance
  15
  Flexibility
  24
  Flight: Winged, Cannot Hover
  15
  Acute smell: can smell a prey or person with an smell of IQ +8 (normal range modif. apply)
  15
  Combat Reflexes
  100 Full Co-ordination: x2 (can attack 3 times per turn with any combination of claws, teeth, tail
  and flame breath.
  20
  Alertness +4
  15
  Discriminatory Smell
  15
  Infravision
  15
  Peripheral Vision
  12
  Telescopic Vision: 4x
  15
  Cast Iron Stomach
  10
  Hard to Kill +2
  10
  High Pain Threshold
  10
  Immunity to Disease
  25
  Regeneration: 1 HT/hour
  10
  Temperature Tolerance x 1
  15
  Unaging
  20
  Fear-inducing roar (15 points) - treat as a Penetrating Call (5points)
  DISADVANTAGES  (common to all age categories)
  10
  Horizontal
  10
  Inconvenient Size
  5
  Poor Grip
  25
  Constant Dependency on Mana (common).
  10
  Bloodlust
  5
  Gluttony
  15
  Greed
  10
  Intolerance
  10
  Jealousy
  10
  Megalomania
  15
  Odious Racial Habit - Eats Sentient
  5
  Pyromania
  5
  Stubbornness
  1
  Quirk: Like Reptile Men
  This "basic Dragon package" is worth 220 points, and is assumed to be included in the specific
  description for each age category (below).
  
  YYO
  OUUNNG
  G  DDRRAAG
  GO
  ONNSS::  UUNNDDEERR  220000  YYEEAARRSS  O
  OLLDD    ((CCO
  OSSTT  ==  555500))
  ST +10 (110 points), HT +4 (45 points)
  ADVANTAGES
  30
  Extra Hit Points: +6
  10
  Enhanced move: running (due to their long limbs)
  20
  Extra Reach: 1 yard (total 2 yards) with their two forelimbs
  15
  Claws
  5
  Sharp Teeth (inflict cutting damage and deliver a Corrosive Venom (see below))
  15
  Corosive venom: level 1
  15
  Tail Striker with 2 yards of reach
  20
  Breathe fire (roll vs. DX) for 1d damage at up to 3 yards of range
  25
  PD 1 (due to hide)
  12
  DR 4 (due to hide)
  4
  Extra DR 4: versus fire only
  10
  Eyes are protected by a Nictating Membrane: PD 2 / DR 1
  4
  Fearlessness +2
  DISADVANTAGES
  25
  Monstrous Appearance: -5 on reaction rolls
  Average Young Dragon:
  ST 20, DX 10, IQ 10, HT 14/20, PD 1, DR 4
  Speed: 6.0, Move: 12 (land), 12 (air)
  Th: 2d-1 / Sw: 3d+2
  Claw: Cr 2d-1, Bite: Cut 1d + 1d venom
  Tail Smash: Cr 2d-1, Flame: 1d
  
  AADDUULLTT  DDRRAAG
  GO
  ONNSS::  220000  TTO
  O  440000  YYEEAARRSS  O
  OLLDD    ((CCO
  OSSTT  ==  779955))
  ST +20 (175 points), IQ +1 (10 points), HT +4 (45 points)
  ADVANTAGES
  80
  Extra Hit Points: +16
  10
  Enhanced move: running (due to their long limbs)
  10
  Enhanced move: flight (Strong fliers)
  40
  Extra Reach: 2 yard (total 3 yards) with their two forelimbs
  40
  Talons
  5
  Sharp Teeth (inflict cutting damage and deliver a Corrosive Venom (see below))
  30
  Corosive venom: level 2
  20
  Tail Striker with 3 yards of reach
  26
  Breathe fire (roll vs. DX) for 2d damage at up to 6 yards of range
  50
  PD 2 (due to hide)
  15
  DR 5 (due to hide)
  5
  Extra DR 5: versus fire only
  20
  Eyes are protected by a Nictating Membrane: PD 4 / DR 2
  4
  Fearlessness +2
  DISADVANTAGES
  25
  Monstrous Appearance: -5 on reaction rolls
  Average Adult Dragon:
  ST 30, DX 10, IQ 11, HT 14/30, PD 2, DR 5
  Speed: 6.0, Move: 12 (land), 24 (air)
  Th: 3d / Sw: 5d+2
  Claw: Imp 3d/Cut 5d+2, Bite: Cut 1d+2 + 2d venom
  Tail Smash: Cr 3d, Flame: 2d
  
  O
  OLLDD  DDRRAAG
  GO
  ONNSS  ((CC..440000  TTO
  O  11000000  YYEEAARRSS  O
  OLLDD))    ((CCO
  OSSTT  ==  11003355))
  ST +40 (185 points), IQ +2 (20 points), HT +5 (60 points)
  ADVANTAGES
  165 Extra Hit Points: +35
  20
  Enhanced move: running (2 levels) (due to their long limbs)
  10
  Enhanced move: flight (Strong fliers)
  60
  Extra Reach: 3 yard (total 4 yards) with their two forelimbs
  55
  Long Talons
  10
  Fangs (inflict impaling damage and deliver a Corrosive Venom (see below))
  30
  Corrosive venom: level 2
  25
  Tail Striker with 4 yards of reach
  32
  Breathe fire (roll vs. DX) for 3d damage at up to 9 yards of range
  75
  PD 3 (due to hide)
  21
  DR 7 (due to hide)
  7
  Extra DR 5: versus fire only
  30
  Eyes are protected by a Nictating Membrane: PD 6 / DR 3
  10
  Fearlessness +5
  15
  Danger sense
  DISADVANTAGES
  30
  Horrifying Appearance: -6 on reaction rolls (requires a Fright Check)
  Average Old Dragon:
  ST 50, DX 10, IQ 12, HT 15/50, PD 3, DR 7
  Speed: 6.25, Move: 18 (land), 24 (air)
  Th: 5d+2 / Sw: 8d-1
  Claw: Imp 5d+4/Cut 8d+1, Bite: Cut 2d+2 + 2d venom
  Tail Smash: Cr 5d+2, Flame: 3d
  
  AANNCCIIEENNTT  DDRRAAG
  GO
  ONNSS  ((O
  OVVEERR  11000000  YYEEAARRSS  O
  OLLDD))    ((CCO
  OSSTT  ==  11440055))
  ST +80 (205 points), IQ +3 (30 points), HT +6 (80 points)
  ADVANTAGES
  370 Extra Hit Points: +74
  20
  Enhanced move: running (2 levels) (due to their long limbs)
  20
  Enhanced move: flight (2 levels) (Strong fliers)
  80
  Extra Reach: 4 yard (total 5 yards) with their two forelimbs
  55
  Long Talons
  10
  Fangs (inflict impaling damage and deliver a Corrosive Venom (see below))
  45
  Corrosive venom: level 3
  30
  Tail Striker with 5 yards of reach
  38
  Breathe fire (roll vs. DX) for 4d damage at up to 12 yards of range
  100 PD 4 (due to hide)
  33
  DR 11 (due to hide)
  9
  Extra DR 9: versus fire only
  30
  Eyes are protected by a Nictating Membrane: PD 6 / DR 3
  15
  Unfazeable
  15
  Danger sense
  DISADVANTAGES
  30
  Horrifying Appearance: -6 on reaction rolls (requires a Fright Check)
  Average Ancient Dragon:
  ST 90, DX 10, IQ 13, HT 16/90, PD 4, DR 11
  Speed: 6.5, Move: 18 (land), 36 (air)
  Th: 10d / Sw: 12d
  Claw: Imp 10d+2/Cut 12d+2, Bite: Cut 4d+2 + 3d venom
  Tail Smash: Cr 10d, Flame: 4d
  
  IIFFRRIITTSS    ((CCO
  OSSTTSS  ==  9955))
  A New PC Race for Fantasy or SF Games by Chris McCubbin
  Note: This race was designed for the new GURPS Fantasy Folk, but we ran out of room in the book… and this
  was the one that got cut. But the Ifrits were too good not to publish, so here they are! exactly as they were meant to
  be in the Fantasy Folk book.
  ST +2, DX +2, IQ +2, HT+2 (20 points each for a total of 80 points)
  ADVANTAGES
  5
  Extended Lifespan
  15
  Magical Aptitude
  10
  Night Vision
  35
  Winged Flight: Small Wings
  DISADVANTAGES
  10
  Bad Temper
  15
  Lecherousness
  10
  Overconfidence
  15
  Reputation -3 on the average
  DESCRIPTION
  Ifrits are a rare and mysterious race. Some whisper that they are demonic; others say they are
  simply a very strange type of human. They can have the features and coloration of any human
  race, and their appearance is usually attractive and healthy (although a small minority are
  monstrously deformed). Ifrits have normal height for their ST without the racial ST bonus, and
  normal weight for their ST with the racial bonus. This extra weight is mostly in the wings and
  muscles -- Ifrits are usually slender. They are distinguished by their small horns, distinctly
  pointed canine teeth, and small wings (typical wingspan: 4 or 5 feet) which they can fold across
  their back so they make hardly a bulge under clothing. Some individuals are also said to have
  barbed tails, cloven hooves and other diabolical accoutrements, but this may just be a tall tale.
  PSYCHOLOGY
  All Ifrits share a strong ego, a fiery temperament and an unquellably mercurial nature. It is most
  unhealthy to deliberately insult even the most high-minded of Ifrits. Their natures are
  intrinsically passionate; an Ifrit is the most ardent of lovers, the most loyal of friends, and the
  most relentless of enemies. Some philosophers say that an Ifrit is naturally inclined towards
  destruction, and is innately better suited to slaying and hindering than healing and helping.
  However, whether the individual's destructive energies are directed against good, evil or both
  indiscriminately appears to be his or her own choice.
  Because all Ifrits are violent, and many are evil, they are widely feared. This is an unfortunate
  oversimplification. Ifrits have the human power to choose. If many of them are evil, it's because
  they have been raised in secret by dark cults, to become dark messiahs -- champions of evil upon
  the earth. Such specially conditioned Ifrits are often more evil… or at least more creatively so…
  than real demons. But often a new-born Ifrit escapes such a fate, and is raised by good people.
  Just as with humans, a virtuous upbringing is no guarantee of a virtuous adulthood, but most
  Ifrits raised in a loving environment become very admirable people . . . in a fiery, inflexible,
  violent way. They become paladins, adventurers, heroes or martyrs.
  
  Ifrits live twice as long as humans, and mature twice as slowly. The extended adolescence of an
  Ifrit is a terrifying time -- consider a young woman with the keen intelligence and magical ability
  of an Ifrit, the experience of a 30-year old, and the mind, body and personality of a 15-year old.
  The opportunities for severe mischief boggle the mind.
  They are intensely magical creatures, and almost all are accomplished spellcasters. Many have
  become mighty wizards. They can master all of the various schools of magic, but usually avoid
  Healing and Enchantment spells as unsuited to their temperaments. As might be expected, spells
  of elemental fire are tremendously favored by all Ifrits. Those of evil intent often excel at
  necromancy.
  Their natural strength, speed and vigor, combined with their fiery temper, make them opponents
  to be feared in battle. They favor edged weapons -- swords and knives -- both because these are
  the best weapons to take advantage of their overall physical prowess, and because they are the
  most common enchanted weapons. Ifrits are fascinated by enchanted weapons, and few members
  of the race will reach adulthood without having acquired a powerful weapon. Other magical
  objects are also of interest to an Ifrit, of course, but their most profound obsession is reserved for
  those items capable of dealing destruction to an enemy.
  Few Ifrits excel at craft, art or music. This may be evidence of their intrinsically destructive
  nature, or they may simply lack the requisite patience for such pursuits. Although they are not
  themselves artistic, often they are connoisseurs, who surround themselves with rare and valuable
  things of craft and beauty.
  Ifrits, as a group, love learning and new knowledge, and almost all are literate. Many will also
  write, and some have produced notable literary classics, an exception to the racial tendency
  against creative pursuits. Rarely, however, is an Ifrit book poetry or a story. Usually they're
  factual works on learned subjects. The arts of war and magic are by far the most popular
  subjects, but Ifrits have also produced notable works of science, engineering, history, artistic
  criticism and philosophy.
  Many Ifrits are profoundly religious. They worship, as a rule, according to how they were raised.
  Thus, an evil Ifrit will loyally serve dark masters -- which encourages those who say the race is
  demonic -- but a good Ifrit is likely to be a passionate champion of some non-pacifistic "good"
  religion.
  ECOLOGY
  The genesis of the Ifrits presents many mysteries. Almost all Ifrits are born to human parents.
  This happens very rarely -- perhaps one birth in a million! Ifrits can breed with mankind, though
  they are not very fertile. The child of an Ifrit and a human will always appear human . . . with a
  tendency to be attractive, healthy, and mageborn. When two Ifrits breed, the child will always be
  an Ifrit. However, the race is so uncommon, and Ifrits get along with each other so badly, that
  most Ifrits come of human stock.
  Thus, it seems likely that Ifrits represent a very rare recessive gene combination among
  humanity. The great-great-great-grandchild of an Ifrit, while appearing fully human, may give
  birth to another Ifrit. But some religions, both good and evil, teach that the Ifrits are not human at
  all… they are the children of demons! Some who believe this will seek to slay any Ifrit they
  encounter. Others will wish to worship or control this "demonic" force.
  
  This belief makes the race rarer still. Many newborn Ifrits put to death immediately by terrified
  or superstitious parents. Most of the survivors are given up by their parents at an early age and
  raised under the auspices of a religious organization. Evil cults want to insure that their child
  grows up, as much as possible, with a demonic disposition, free from any moderating love or
  human emotion. On the other hand, when a benign religion stumbles upon a young Ifrit, they will
  do their best to raise the strange child as a power for Good.
  A very few Ifrits have tails, hooves, and horrible, mask-like visages. It is notable, however, that
  all these spent their earliest life under the direct care of an evil cult. Some scholars believe that
  such features are not born to the individual at all, but are produced by magical operations
  immediately after the birth, and designed to enhance the demonic appearance of the child. Others
  say that an evil Ifrit grows to look evil . . . but some of the worst villains of history have been
  beautiful Ifrits.
  Ifrits age very slowly, not reaching puberty until after age 20, and achieving their full growth at
  about age 35. They begin to age at 100, but twice as slowly as human beings. Curiously, while
  Ifrits become weaker and more unstable as they age, their outward appearance changes little.
  Ifrits can eat anything a human can, but usually prefer red meat, either very rare or raw. Some
  have a distinct affinity for the taste of blood.
  CULTURE
  Ifrits have no indigenous culture. This is hardly surprising, since there are seldom more than a
  few dozen alive at any one time. There are tales of a land of Ifrits, but few believe them . . .
  because Ifrits do not get along at all well with one another. Even when two Ifrits happen to have
  identical ethics and world-views (which is very unlikely), they usually still prefer to carry out
  their respective life-missions far away from one another.
  More often two Ifrits will instinctively hate one another and become lifelong enemies; roll any
  reaction between Ifrits at -6. If they team up temporarily to accomplish some short-term
  objective, that simply means they will hate each other all the more fiercely later on. Enmity
  between female and male Ifrits runs particularly hot, though there is sometimes also mutual
  passion. A Ifrit's interpersonal relationships are usually complex.
  Whatever the Ifrits' own true origin, they have little fear of true demons. Indeed, they seem to
  hold them in contempt, bullying or destroying the lesser spirits, and behaving as impudently as
  they dare to the greater.
  POLITICS
  Most races, especially humans, fear the Ifrits. In many human kingdoms, it is a capital crime to
  bear or to be an Ifrit. Local reaction to Ifrits will vary from -1 to -4. However, the human stories
  about Ifrits always portray them as mighty warriors and mages, so many humans will react at +2
  to an Ifrit in a situation where combat is imminent. Dwarves scorn the Ifrits as an abomination,
  reacting at -4 with a strong tendency toward violence. The sylvan races also react at -4, but they
  will flee or avoid rather than attack. Some Elven tribes, however, have been known to raise Ifrit
  children, ensuring that they remain free of evil influences during their early years.
  Of the major races, only the Goblins truly admire the Ifrits. Their fascination with all things
  magical and mysterious gives them an intense curiosity about the race -- sometimes to their
  detriment. Goblins will always react at + 1 to an Ifrit.
  
  Of course, evil races tend to prize the Ifrits. Dark Elves and Bales both seek out Ifrits as slaves
  and champions. Orcs look up to them with an almost worshipful fear. Gargoyles feel a certain
  kinship with the winged, horned Ifrits, and can easily be led from their usual indolent lives into
  evil ways by a charismatic and unscrupulous Ifrit.
  [Sidebars]
  IFRITS IN THE CAMPAIGN
  Ifrits should keep the adventurers guessing. They can be built on anything from 150 to 1,000
  points, so the characters never know exactly how powerful they are. More importantly, the party
  should never know exactly where the Ifrit stands or what he's thinking. No matter how long the
  party's known the Ifrit, or how many favors he's done for them, they should never be entirely
  sure of his friendship and good will. If the party seems to be becoming complacent about their
  relationship to an NPC Ifrit, the GM should take it upon himself to teach them the error of their
  ways.
  Meeting a Ifrit is very unusual -- even a traveler can go a lifetime without meeting one. The GM
  should see that his PCs arc suitably impressed upon encountering their first Ifrit.
  Ifrits react normally to all other races. Most other races react to them badly; see Politics in the
  main text. An individual Ifrit may eventually gain a Reputation which will outweigh his racial
  reaction penalty. Individuals who happen to know one Ifrit are likely to assume that any other
  one they meet is a similar individual… which is usually a bad mistake.
  The Ifrits are the ultimate generalists. They can be equally outstanding as wizards, warriors,
  thieves, rangers, bounty hunters, bodyguards and assassins. There are a few professions they'll be
  much less likely to succeed in -- trader, because of other races' prejudices, and healer, because it
  goes against their temperament -- but designing an exception to those rules could be an
  entertaining challenge. One thing about all sorts of Ifrits: they'll all be at least a little magical.
  They are outstanding as Allies, Enemies and Patrons. Of course, if the Ifrit is an "official"
  Patron, Ally or Enemy, the players are entitled to know a little more about his motivations… a
  little.
  Ifrits can also work, with few or no changes, in a science fiction campaign. They can represent a
  mutation, a "created" form of human, or simply an alien race.
  IFRIT PCS
  Despite the high racial point cost, it is actually quite possible to have a viable Ifrit PC in a 100-
  point campaign. The player should simply leave the characteristics and advantages alone (Ifrits
  already have plenty of both), take the full amount of disadvantages, and split the remaining
  points between combat skills and spells. The result will be a reasonably well-rounded
  fighter/mage type who can also fly and see in the dark. He would probably be a very young and
  inexperienced member of his race.
  However, Ifrits can be used to much greater advantage in a cinematic or higher-level campaign.
  Such a flamboyant race also fits in much better in a more extravagant setting. As mentioned
  above, once they have the requisite points, an Ifrit PC can excel at almost anything.
  
  The GM does not have to allow Ifrits to exist at all. If he decides they do exist, and that he will
  allow them to be PCs, he should not allow more than one Ifrit in the party at any given time.
  Remember, there are very few of them, and they do not get along well with one another.
  Finally, the race's advantages and disadvantages have been deliberately written so they never
  have to behave in either an evil or a dangerously erratic manner. Ifrits are unpredictable, but that
  does not mean they have to be loose cannons. If the character is endangering the party or
  indulging in sociopathic behavior under the player's excuse that it is in his racial character to do
  so, the GM should correct the misconception.
  
  NNIIG
  GH
  HTT  CCRRAAW
  WLLEERRSS  ((CCO
  OSSTT  3300))
  RACIAL ADVANTAGE: 95
  5
  BODY SAC
  A small skin pouch in a Night Crawlers stomach allows them to swallow up to 60 cubic
  inches (must fit through a 3x3 square opening) of objects. Without skill, they can be brought
  back up in a random order. With a specific skill the order can be chosen.
  15 MAGICAL APTITUDE
  All Night Crawlers are mages. Although some practice other arts also, they always aid
  themselves by magic. A non-magic using Night Crawler would be considered a mutant or
  possibly even demonic.
  40 PARTIAL INSUBSTANTIALITY (Non Moving Obj Only)
  Insubstantiality to stationary objects (more specifically objects that have a 0 relative motion
  with respect to the character. So if both the character and a tree are travelling at the same
  speed, even though the tree is moving, the character can pass through it. But a weapon swung
  at the character will not pass through)
  40 MODIFIED INSUBSTANTIALITY FOR SPELLS
  Mage casts all spells from home dimension/area. Spells do not follow local magic levels until
  they interface with the local area. For example, a fireball could be cast and it would follow
  home magic rules until it hit someone (actually a split second before, so if it was a no mana
  area it still would not hit) but a spell that creates boulders and then throws them would work
  all the way because once it interfaces with the local dimension/area it is no longer magic.
  This allows limited casting in low or even no manna areas. It also means that anything
  affecting manna or spells in the local area is not applicable to the caster until the spell
  interfaces.
  Defining a new "home" location takes 1 hour and drains the mage of all fatigue. If only some
  fatigue is used during this process, only that amount of fatigue will be available for casting.
  RACIAL DISADVANTAGE: 65
  15 FANATICISM: Magic Lore
  15 VOW: Use No (Official) Weapons
  Night Crawlers can pick up a stone or branch and throw it or swing it, but they can not use
  any official weapon like a sword, sling, staff or bow.
  15 VOW: Use No Armour (Inc Shields, Not Inc Magical Bonuses)
  25 Powers In Item
  All of the Night Crawler's powers stem from an item. The item must be at least ring sized.
  The item has no power of its own and is completely useless to other people but without it the
  Night Crawler looses all its Racial Advantage, Magery and Spells (other non spell skills are
  retained as are stats). A Night Crawler can recreate his/her power item with 100 hours of
  work (no special tools needed). If a Night Crawler finds another Night Crawler ring, he/she
  can use it to cast all of the owners spells - sometimes Night Crawlers lend spells among
  themselves using this method (obviously once the ring is returned, the spells disappears from
  the Night Crawler's memory).
  
  OTHER NOTES:
  Night Crawlers have a special swapped vision. There are two degrees of this swapped vision. A
  Night Crawler must take one of the following vision packages:
  1) Their night vision is as good as a normal persons day vision (Night Vision Adv) but their day
  vision is reduced to a normal person's night vision. Shadows act like light (ie. Shadows
  instead of light will improve a Night Crawler's vision). They do not have Dark Vision.
  2) There night vision is perfect even in absolute darkness (Dark Vision Adv) but their day
  vision, not in direct sunlight, is reduced to a normal person's night vision. In direct sunlight
  the character becomes blind (as per GURPS Blind Diaadv). This mean on a sunny day the
  character is blind while on a cloudy day the character has reduced vision.
  APPERANCE: Night Crawlers appear relatively like humans. They tend to be taller ranging
  from 5'10" to 6'10". The race is racially skinny (compared to humans) so a fat Night Crawler
  would be normal human. A Night Crawler does not have toes on its feet but otherwise the feet
  are human like. Night Crawlers have 2 finger and a thumb on each hand which tend to be slightly
  longer and more slender than human fingers. Night Crawler can grow bodily hair (hair, beards
  and other) but because of a strange bodily chemical imbalance it never grows evenly (ie. beards
  that are full on one side and half full one the other. If one side is trimmed until the other side
  grows in, the other side will also stop growing). For this reason, most Night Crawler tend to cut
  off all bodily hair. Night Crawler eyes usually appear in strange colors like red, yellow, orange,
  purple, black or white.
  HIDE FACTOR: 3  A nightcrawler must ensure that his/her eyes are not see. This can be
  accomplished by a deep hood. The hands must remain hidden at all times, possibly by long
  sleeves which cover the hands, and lastly the feet must remain covered. Care should be taken not
  to give away that they are blind in direct sunlight.
  
  SSK
  KUULLLLDDRRAAK
  KEESS  ((DDRRAAG
  GO
  ONN  M
  MEENN))    ((CCO
  OSSTT  ==  7722))      ((OOFFFFIICCIIAALL))
  *A draconic PC race for GURPS Fantasy* by S.D. Anderson
  DX + 1 (10), IQ + 1 (10), HT+4 (45)
  ADVANTAGES
  30
  Winged Flight
  9
  DR+3
  15
  Claws
  50
  Increased ST
  10
  Extended Lifespan (5) & Longevity (5)
  10
  Alertness + 2
  10
  Metabolism Control 2
  5
  Striker (tail)
  35
  Magery 3
  2
  +1 Reaction from Rep Men
  4
  Strong Will +1
  DISADVANTAGES
  10
  Dying Race
  25
  Mana Dependent
  22
  -4 reaction modifier / -1 reaction from firedrakes
  25
  Greedy (15) & Miserly (10)
  5
  Glutton
  5
  Keeps Oaths (when given!)
  30
  No fine Manipulators
  20
  Sleepy 66% of the time
  05
  Reduced Move -1
  20
  Hideous Appearance -4
  10
  Inconvenient Size (3 hexes)
  RACIAL INNATE SPELLS
  4
  Breathe Fire
  DESCRIPTION
  Skulldrakes are a subspecies of dragon.  They get their names because their heads bear a strong
  resemblance to a humanoid skull, especially at angles that obscure the length of their snouts.
  They are relatively weak as dragons go. They are definitely long lived, but not immortal. The
  aging process that hardens their hides hardens their arteries.  Natural deaths occur due to heart
  failure and stroke.  When age kicks in, they become "Old Skulldrakes".  An Old Skulldrake
  acquires the "fragile" disadvantage.  Soon afterwards (5 x HT years) the old one becomes
  "antique", and death generally follows in 1d6+2 years.
  Skulldrakes are a dying race.  They are easier to kill than firedrakes, whom they must compete
  with for territory.  Their monstrous head makes a superb trophy for hunters, and the relative easy
  by which they can be vanquished encourages hunters.
  But they are far from helpless, let alone finished.  Because of their smaller size, they can live off
  less productive lands than their larger cousins.  If enough such lands existed, unclaimed by other
  dragons, beasts or humans, they could flourish. But there aren't near enough such places.
  
  TTRRO
  OLLLLSS    ((CCO
  OSSTT  ==    221155  M
  MAALLEESS  //  222255  FFEEM
  MAALLEESS))
  ST +5  (60), IQ-2 (-20), DX+1 (10), HT +3 (30)
  ADVANTAGES
  10
  Fearlessness (+5)
  15
  Claws (+2 dam)
  5
  Sharp teeth
  9
  DR+3 (from their rubbery hide)
  15
  Infravision
  15
  Acute smell: can smell a prey or person with an smell of IQ +8 (normal range modif. apply)
  60
  Fast regeneration: 3 HT per minute
  40
  Regrowth (regrow lost limbs and organs, even the head)
  75
  Resurrection (Fire & acid prevent resurrection-30% and cannot be healed-20%; death -25pt)
  Var Magery 1: Females only (cost 10) (the spell darkness, weather spells, knowledge college &
  mind control college)
  DISADVANTAGES
  10
  Gluttony (5pts): will attack unceasingly when hungry (5pts)
  15
  Bad reputation: attack
  25
  Apperance: Monstrous (reaction -5, people consider you as a monster not a sentient being)
  4
  Poor Hearing: –2 to IQ
  15
  No language (only 25% chance to be understood by other players; roleplay it!).
  15
  On the edge
  15
  Berserk
  15
  Odious Racial Habit: Eats Sentient
  Var Many Trolls are impulsive but not all (this is a optional disadvantage worth 10 pts)
  SKILLS
  4
  Climbing
  DX+1
  2
  Camouflage
  IQ+1
  1
  Stone Throwing DX
  DESCRIPTION
  Trolls are horrid carnivores found in all climates. Most creatures avoid these beasts, since trolls
  know no fear and attack unceasingly when hungry. Their frame appears thin and frail, but trolls
  possess extraordinary strength. Their arms and legs are long and ungainly. The legs end in great
  three-toed feet, the arms in wide, powerful hands with sharpened claws. Trolls have rubbery
  green-grey hide, black or silvery grey hair and dull sunken black eyes with infravision. Females
  are easily distinguished from males; they are both larger and more powerful than their male
  counterparts.
  Trolls walk upright but hunched forward with sagging shoulders. The trolls' gait is uneven and,
  when running, the arms dangle free and drag along the ground. For all this seeming
  awkwardness, trolls are very agile. They are masterful climbers and can scale even sheer cliffs.
  Trolls have a poor hearing, but their sense of smell is superior.
  Trolls have no language of their own, using ``trollspeak'', a guttural mishmash of common, giant,
  goblin, orc, and hobgoblin. Trollspeak is highly transient and trolls from one area are only 25%
  likely to be able to communicate with trolls from another.
  
  COMBAT
  Trolls attack with two clawed hands and their bite and in some rare case they wield weapons.
  Trolls regenerate at an amazing rate. Starting three rounds after first blood, the creatures recovers
  3 hit points per minute until healed. Trolls reduced to HT-5 fall to the ground, incapacitated but
  not slain unless immersed in acid or burned with fire (they still lose 25 character points).
  Incapacitated trolls continue to regenerate and stand up to fight as soon as they have a positive
  number of hit points (see the resurrection advantage for more details). When a Troll’s limb is
  severed it regenerates as described by the regrowth advantage or can be rebinded (even the head)
  on to the body within 24 hours.  After that time new ones will have to be regrown. Only fire and
  acid cause permanent damage.
  Trolls have no fear of death, and launch themselves into combat, flailing wildly at their
  opponents and biting whoever comes closest. They occasionally throw stones before closing with
  their victims. If confronted by a large natural or magical fire, trolls try to find some way around
  the flames. A good way to flee charging Trolls is to drop food and run.  They will break off
  pursuit to pick up the food 50% of the time.
  HABITAT / SOCIETY
  Trolls can survive in all climes, but prefer dense forests and subterranean locales, since bright
  sunlight hurts their eyes; they suffer no combat penalties because of this. They usually make
  their lairs in caves, using great boulders to block the entrances. Inside a troll cave are a number
  of rough nests made of straw and grass, plus scattered bones and treasure from victims. If there
  are no caves in an area, trolls dig themselves a trollhole and cover its opening with twigs and
  leaves. Trollholes are usually built near trees and greately camouflaged. Anyone who steps on a
  trollhole is 75% likely to fall through the leafy door and tumble into the den below.
  Trolls live in small packs of 3 to 12 trolls led by a dominant female who acts as shaman/chieftain
  with limited magery. Leadership is only retained by combat, so fights for pack control are
  frequent. Often trolls rend each other limb from limb, but these battles are never fatal. Still, it is
  the custom of trolls to toss the loser's head a great distance from the fight scene, and frequently
  losers must sit and stew for a week until their new head grows in.
  The pack chieftain's duties are few. She leads the trolls on nightly forages, loping along, sniffing
  the air for prey. If a scent is found, the trolls charge, racing to get there first, and letting out a
  great cry once prey is spotted. In return for being the hunt leader, the shaman gets her choice of
  mates in the pack. Females give birth to a single troll about once every five years.
  Trolls have ravenous appetites, devouring everything from simple grubs to bears and humans.
  Their lairs are often located near human settlements or along well travelled roads, but not too
  near, for even trolls respect organised resistance by fire-bearing humans. Wandering trolls, in
  search of a new lair, travel by night and sleep by day. Ravenous from walking, these packs, on
  occasion, attack and devour entire humanoid villages.
  ECOLOGY
  Trolls prey on all but the most powerful of creatures. They respect and fear dragons, but they
  hate giants of good alignment and wage war with them frequently. The troll's green blood is used
  to manufacture both poison antidotes and healing potions. The blood from one troll, worth
  400gp, can make three such potions.
  Source: Converted from AD&D 2nd Ed. by Claude Bourque bourqueclaude@hotmail.com
    for Danny Warren. Montreal, July 12, 2001
  
SOURCE: textdata/thevault/GURPS [multi]/3rd Party [Non-Steve Jackson Games]/GURPS - Book of Races .pdf