GURPS Gargoyles (racial package) by vecna@eskimo.com (Tim & Christine Morgan) This is an extreme rough draft, actively seeking comments, corrections, and feedback. 1. Gargoyles (note: I thought about adding the Advantage of Absolute Timing, but remembered "Long Way to Morning". in which Hudson demonstrated that _he_ had the ability, while Demona was taken off-guard) Base cost: +80 Advantages (+195): +5 ST (+60) Striker (+5); increased range of 1 hex (+5) -- tail. Roll vs. DX to hit, does Thrust cr. damage Extended Lifespan +1 (+5) age at 1/2 human normal rate Gliding (+20) with Special Enhancement of riding thermals (+5) Claws (+15) extra +2 damage on any hand-to-hand attack Regeneration, Fast (+50) Limitation -- only during a day's stone sleep Temperature Tolerance 1 level (+10) Nightvision (+10) Recovery (+10) regains consciousness in minutes rather than hours Disadvantages (-115): Inconvenient Size (-10) applicable in modern human cultures only Sleepy, 50% of the time (-20) defined as turning to stone during daylight hours Sessile (-25) half value for being stone during the day Sense of Duty, clan and protectorate (-10) Social Stigma, monster (-30) Secret (-20), keeping existence secret from humans in general 2. Mutate Base cost: +65 Mutates are humans who have been transformed by a genetic casserole of DNA from bats, electric eels, and various forms of large cats (panther, tiger, etc.). It is important to remember that mutates began life as humans and may therefore have more disadvantages of a social nature, such as trying to keep their families from finding out what happened to them. Advantages (+125): +2 ST (+20) +2 DX (+20) Gliding (+20) with Special Enhancement of riding thermals (+5) Claws (+15) extra +2 damage on any hand-to-hand attack Nightvision (+10) Natural Attack, Lightning (+35) Range 6 hexes, damage 1d6 Disadvantages (-60): Sense of Duty, clan and protectorate (-10) Social Stigma, monster (-30) Secret (-20), keeping existence secret from humans in general 3. Oberon's Children. Base Cost:+100 This is just for being fey, and each individual will have different diverse powers and weaknesses according to the character concept.Other suggested Advantages might include: Morph, Invisibility, Insubstantiality, Flight, various Natural Attacks. Advantages (+165): Immortality (+125) includes Instant Regeneration, Unaging, and Immunity to Disease/Poison. Magical Aptitude 1 (+15), may be increased on an individual basis Patron, Oberon (+25) extremely powerful individual, magic abilities, unusual reach in time and space, appears rarely. Disadvantages (+65): Duty to Oberon (-10) infrequent but all-encompassing Vulnerability, iron, 1 level (-15) takes additional 1d6 damage Weakness, iron, 1d6 Fatigue per minute (-20) Secret (-20), keeping existence secret from humans in general (note: buying off Disadvantages related to iron is a possible modification, but done at double cost.)