PLAYER CHARACTER RACES We use GURPS to generate characters. Listed below are the available player races template. Each player has 150 points to spend on character creation, the template cost is taken away from this total. If the template cost is a negative number then the player actually GAINS that many points. The major (and only playable) races that are dealt with at the moment are Humans. There are various sub-races of human, these include your standard human (like me and you), Ogryns, Sqauts and Ratlings and the super-human Marines. Marines are unplayble as well (for now).. Essentially the world of Warhammer 40,000 Roleplay is tailored specifically for human characters. This is because the Imperium is the major power of the universe that the PCs will be a part of. Eldars and Space Marines are included for NPC generation purposes. The point cost for the advantage litracy is factored into all the human races except for Ogryn. Humans Point Cost: 0 Humans occupy many worlds in the Universe and comprise various factions, most commonly the Imperium and Pirate worlds. They are the most numerous of the four PC races. These are your standard character in GURPS. It costs nothing to be a human. Advantages: Variable. Squats Point Cost: +23 or +18 These are identical in appearance and personality with the Dwarfs of the Warhammer World. Squats come from what are called the Squat Homeworlds. They love technical gadgetry in whatever shape or form. Maximum Height 1.35m Advantages: +2 ST (+20). Fatigue +2 (+20). DR +1 (+3). Gadgetry I (+25). Alcohol Tolerance (+5). Improved G-Tolerance I (+5) Ratlings Point Cost: 10 Ratlings are identical in appearance to the Halflings of the Warhammer World, but think about food rather less than them. They are determined little people and are recruited into Imperial armies as sharpshooters as they are crack shots. Unfortunately they care little for electronics and machinery. Maximum height is 1.00m. Advantages: +1 DX (+10). +1 HT (+10). Silence (+5). Sharpshooter (+45). Imperial Ogryns Point Cost: 8 The Imperium makes great use of these massive, and ugly, humanoids. Ogryns come from harsh often cold worlds with high gravity and little natural life. They have adapted by increasing their bodyweight to survive the cold, and their bodies have become accustomed to long periods of starvation and protracted darkness. Together with an increase in size Ogryns have undergone a steady decrease in intelligence and mental agility. The Technomagi and Geneticists of the Adeptus Mechanicus have increased the Imperial Ogryns intellect so that they can at least obey orders and use some technological weapons; something that would be impossible for their much bigger cousins. With this increase in intellect Imperial Ogryns are somewhat smaller than normal creatures of their type but are still very big. Males stand 2.10m to 2.70m tall; all Imperial Ogryns are male because if there were females in Ogryn regiments there would be mayhem! Advantages: Gain Strength +6 (+70). Gain Health +1 (+10). Extra Hitpoints +7 (+7). DR 1 (+3). sharp teeth (+5). Hard to kill (+5). Butting Horns (+5). Iron Hands (+15).
NON-PLAYER CHARACTER RACES These are the non-player races (some are not races, just modified humans) characters can meet within the 40k Universe. This is not to say these are the ONLY types of NPC encounters, these are in addition to the thousands of humans and animal life in the known galaxy. Templates included, some races deserve greater detail so just follow the hyperlinks.. Eldar The Eldar are the most mysterious race of all. Their race has suffered the most at the hands of Chaos, predominantly by the power of Slaanesh. Eldar are incredibly complex people with a way of life totally unique to themselves. Space Marine Space Marines are the finest fighting force humanity has to offer its most deadly of enemies. They are superhuman warriors that have the best guns, equipment and armour the Imperium can afford. As far as Space Marine PCs are concerned they are NOT allowed in the game. Space Marines need specilly tailored campaigns which is beyond the scope of this game. This is because, as they are the finest human warriors and probably the best in the entire universe, they are quickly dispatched against the deadliest of enemies, not against some gang from a scummy hive world. When there is a Tyranid invasion or a renegade Imperial Commander or a troublesome Ork warlord to get rid off, the Space Marines will be dispatched to deal with them with ruthless speed and efficiency. Space Marines have their own unique special advantages. See Adeptus Astartes for details. Space Marines are DEADLY enemies, fortuntly only heretics, traitors and mutants need fear them. The template below is for ALL space marines, certain special characters get extra advantages. Chaos Space Marine From within the Eye of Terror and other dark sanctuaries of evil, the vile legions of chaos spill forth in a frenzy of wanton bloodletting and desecration. Combining the armour and training of Space Marines with the battle-hunger and ruthlessness of Chaos followers, the Chaos Space Marines can inflict horrendous casualties on their enemies whilst sustaining little damamge themsleves. The Chaos Legions often summon horrifying daemons to the battlefield. These immensely powerful beings are the equal of an armoured vehicle or several squads of men, and can tear the heart out of an enemy with a single well-timed assault. They are the sworn enemies of the Space Marines and all of humanity. The major practical difference between a Chaos Marine and a Space Marine is that Chaos Marines use TL 9 gear (Space Marines are TL 10). They may also take any "mystical" advantage/disadvantage listed below.
The Sisters of Battle The Sisters of Battle are the fighting arm of the Adeptus Ministorum - the holy church of the Imperium. Trained and equipped to the highest standards, they are utterly dedicated to the protection of the Imperial Faith. The armies of the Sisterhood fight in small units at close quarters often destroying the faithless with the purifying fires of their Flamers and Meltaguns. They are, in essence, the female arm of the Space Marines. Tyranids Totally inhuman, the Tyranids are a deadly race of alien monstrosities that lives to consume all living matter. Encased in chitinous armor and wielding weapons that are an amalgam of living tissue and synthetic material, Tyranid broods rip, tear, slash, maim and mutilate everything in their path, their killing frenzy leaving nothing but dismembered corpses in their wake Insect Men 35 FFolk(88) +1 ST, +2 Dr, +1 Pd, Secret Communication, Mute, Unattractive Orks Orks are greenskinned monstrosities who spread across the universe in vast and brutal hordes. Living to fight anyone they encounter and when they're alone fighting each other, Ork WAAAGH!s (as their barbaric warbands are called) drift across the galaxy spreading conflict and strife in their wake. Ork weaponry and war machines are crude but effective and more than one more "sophisticated" army has fallen before the massed might of this savage green tide! Necrons The Necrons are a biologically dead race that was wiped out in a galaxy wide catastrophe approximately 60 million years ago. Faced with extinction the Necrons constructed metal bodies as repositories for their hyper-advanced minds. To weather the impending galactic bio-meltdown the Necrons constructed huge stasis chambers to shelter inside. They have been there ever since, resting until such time that the galaxy was safe for them to emerge. Sensei The Sensei are descended from the Emperor, although they do not know of their lineage themselves. Because of this very special lineage, a Sensei is immortal and ageless, and possesses quite amazing powers of recovery. But immortality and resilience are just some of the attributes that makes a Sensei special. The Star Child bestows gifts and blessings upon those that perform favourably, just like a Chaos Power rewards its followers with Chaos Gifts and mutations. The Sensei do not feel hate, bitterness, or irrational anger, as these emotions lead the mind closer to the Dark Powers; the disharmony of these emotions brings the individual to the attention of Daemons. A Sensei radiates confidence and serenity and they themselves are utterly invulnerable to Chaos. The taunts and promises of daemons have little or no effect upon them. Techno-mage
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