| ST 18 | HP 18 | ||
| DX 13 | Per 11 | ||
| IQ 10 | Will 11 | ||
| HT 12 | FP 12 |
basic speed 6.5
Move 6 (Water Move 6)
DR 3 (1 DR, 2 from leather armor)
Spear (14): 1d6+4 imp
Club (14): 3d6+1 Cr
Net (14): Special (See Basic 410)
Bite (13): 1d+1 Cut
Dodge: 10
Parry (club): 11
Parry (Spear): 11
Traits: Amphibious, Doesn't Breath (Gills), Combat Reflexes, Nicitating Membrane, Pressure Support 3, Speak Underwater, Night Vision 6, Dependency (Water, Very Common, Daily), Sharp Teeth
Personality Disadvantages: Roll three of Bad Temper(1), Bully(2), Callous(3), Selfish(4), Ugly(5), Chummy(6), Compulsive Carousing(7), Overconfidence(8), Wounded(9), and Intolerance (non-sharkmen) (10)
Skills: Spear -14, Broadsword -14, Net-14, Swimming -13, Brawling -13, Wrestling - 12, Stealth -12, Intimidation -12, carousing -12
A sharkman warrior, based on the racial template from GURPS Banestorm and the Guard template from GURPS Dungeon Fantasy, with an NPC stat block for ease of Use. Their equipment is intentionally low tech: metal won or traded for from the land dwellers is valuable and given to higher status shark men than these.These are designed for use as henchmen: their immense size puts them almost in ogre territory in terms of strength.
Some of them will be armed with spears, some with clubs and nets
The personality disadvantages are optional: in most cases you won't need them, but if you do, its highly unlikely that the army of shark men all have the same disadvantages, even if they have some general trends. But characters looking for weakness will find them, and the adventure that inspired this has at least a little bit of social interaction with the sharks.


No comments:
Post a Comment