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A Song Of Ice And Fire's Dire Wolves racial template (Comp..

 
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Korin Duval

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Since: Nov 08, 2004
Posts: 183



(Msg. 1) Posted: Thu Mar 09, 2006 4:55 am
Post subject: A Song Of Ice And Fire's Dire Wolves racial template (Comple
Archived from groups: rec>games>frp>gurps (more info?)

Here's my racial template for the "Dire Wolves" from the popular book
series "A Song Of Ice And Fire".

They're, essentially, a bigger and meaner version of wolves, and can
be used in any campaign needing a really cunning death-on-4-paws as
big as a big horse.

Prehistoric, realistic, dire wolves are supposed to be slower than
normal, today wolves. These AREN'T.

Let me know if it's useful to someone.



SM +1 (3 hexes)

ST 16 [30] (1)
DX 13 [36] (2)
IQ 5 [-50]
HT 12 [20]

Will +6 [30]
Per +9 [45] (3)

Basic move (ground) +3 [15] (4)


Advantages:
Discriminatory Smell [15]; Damage Resistance 1 [5]; Night Vision 2
[2]; Teeth, Sharp [1]; Temperature (5) Tolerance 1 [1]; Combat
Reflexes [15]; Penetrating Voice [1]; Fur [1].

Disadvantages:
Wild Animal (6) -or- Domestic Animal (7) [-30]; Quadruped (Cool [-35].

Skills:
Brawling DX+1 [2]
Tracking Per+0 [2]


TOTAL COST OF TEMPLATE: [56]



Please note that all the extraordinary features they seem to develop
when in prolonged contact with a human are NOT included. These can be
represented by Special Rapport [5] first, then some form of
_extremely_ limited form of ESP or Precognition powers (both the wolf
and the human, only about dangers). In the book series it's not
completely clear how these powers work: they can be merely a special
effect (worth only Special Rapport) the GM can use as a plot hook.


NOTES:

(1): -10% from SM, -40% from No Fine Manipulators.
(2): -40% from No Fine Manipulators.
(3): HP, Fat, Lift ST and Striking ST: unmodified from basic stats.
(4): They can move at 9, just as fast as normal wolves (see p.458).
(5): Their comfort zone is at arctic temperatures. Some GMs may wish
to define it exactly.
(6): It is the racial default. Includes: Cannot Speak [-15]; Hidebound
[-5]; Bestial [-10] and Taboo Trait (Fixed IQ) [0].
(7): It is an exception for that rare specimen that are raised since
puppies. In the books, it happens to a certain number of characters,
so I felt players and GMs could use that option. Includes: Cannot
Speak [-15]; Hidebound [-5]; Social Stigma (valuable property) [-10]
and Taboo Trait (Fixed IQ) [0].
(Cool: Includes: Extra legs (4 legged) [5]; Horizontal [-10]; No Fine
Manipulators [-30].


Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."

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David Johnston

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Since: Aug 28, 2005
Posts: 419



(Msg. 2) Posted: Thu Mar 09, 2006 5:55 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
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On Thu, 09 Mar 2006 09:11:56 GMT, korinNOduvalSPAM.DeleteThis@yahoo.it (Korin
Duval) wrote:

>and Taboo Trait (Fixed IQ) [0].

Why do Dire Wolves have no individual variation in their intelligence?

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Mark Sebree

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Since: Feb 13, 2006
Posts: 34



(Msg. 3) Posted: Thu Mar 09, 2006 8:13 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
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David Johnston wrote:
> On Thu, 09 Mar 2006 09:11:56 GMT, korinNOduvalSPAM DeleteThis @yahoo.it (Korin
> Duval) wrote:
>
> >and Taboo Trait (Fixed IQ) [0].
>
> Why do Dire Wolves have no individual variation in their intelligence?

One more point and they become sentient. In general, animals have a
smaller range of possible intelligence ratings than sentient species.
The stupid ones are killed off, and the intelligent ones become
leaders. And leaders tend to be the ones that breed the most, which
means that most offspring are likely to be near the leader's
intelligence.

Mark Sebree
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Mark Sebree

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Since: Feb 13, 2006
Posts: 34



(Msg. 4) Posted: Thu Mar 09, 2006 11:04 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
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David Johnston wrote:
> On 9 Mar 2006 08:13:16 -0800, "Mark Sebree" <sebree.RemoveThis@infionline.net>
> wrote:
>
> >
> >David Johnston wrote:
> >> On Thu, 09 Mar 2006 09:11:56 GMT, korinNOduvalSPAM.RemoveThis@yahoo.it (Korin
> >> Duval) wrote:
> >>
> >> >and Taboo Trait (Fixed IQ) [0].
> >>
> >> Why do Dire Wolves have no individual variation in their intelligence?
> >
> >One more point and they become sentient. In general, animals have a
> >smaller range of possible intelligence ratings than sentient species.
> >The stupid ones are killed off, and the intelligent ones become
> >leaders. And leaders tend to be the ones that breed the most, which
> >means that most offspring are likely to be near the leader's
> >intelligence.
>
> I see. It's actually a standard part of the animal metatype. Hunh.
> I think I have an issue with that. Having had a lot of pets there's
> no question in my mind that they vary enough in intelligence to
> justify one point of IQ less or more. Not more than that, mind you,
> but it is possible to have a smarter than average bear...I mean dog.

I can understand what you are saying. However, you are talking about
an animal that has long been domesticated. The template is primarily
for a wild animal. In the wild, the stupid die, usually before they
reach adulthood. That culling mechanism is not in work for most
domesticated animals, so more stupid specimens live and breed, and more
variation in the apparent intelligence becomes evidence.

Besides, I was basically providing an explanation that dealt with the
game mechanics

Mark Sebree
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David Johnston

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Since: Aug 28, 2005
Posts: 419



(Msg. 5) Posted: Thu Mar 09, 2006 2:55 pm
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 9 Mar 2006 08:13:16 -0800, "Mark Sebree" <sebree.RemoveThis@infionline.net>
wrote:

>
>David Johnston wrote:
>> On Thu, 09 Mar 2006 09:11:56 GMT, korinNOduvalSPAM.RemoveThis@yahoo.it (Korin
>> Duval) wrote:
>>
>> >and Taboo Trait (Fixed IQ) [0].
>>
>> Why do Dire Wolves have no individual variation in their intelligence?
>
>One more point and they become sentient. In general, animals have a
>smaller range of possible intelligence ratings than sentient species.
>The stupid ones are killed off, and the intelligent ones become
>leaders. And leaders tend to be the ones that breed the most, which
>means that most offspring are likely to be near the leader's
>intelligence.

I see. It's actually a standard part of the animal metatype. Hunh.
I think I have an issue with that. Having had a lot of pets there's
no question in my mind that they vary enough in intelligence to
justify one point of IQ less or more. Not more than that, mind you,
but it is possible to have a smarter than average bear...I mean dog.
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Elvis

External


Since: Jan 25, 2006
Posts: 75



(Msg. 6) Posted: Fri Mar 10, 2006 5:40 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Korin Duval wrote:
> Here's my racial template for the "Dire Wolves" from the popular book
> series "A Song Of Ice And Fire".
>
> They're, essentially, a bigger and meaner version of wolves, and can
> be used in any campaign needing a really cunning death-on-4-paws as
> big as a big horse.
>
> Prehistoric, realistic, dire wolves are supposed to be slower than
> normal, today wolves. These AREN'T.
>
> Let me know if it's useful to someone.
>
>
>
> SM +1 (3 hexes)
>
> ST 16 [30] (1)
> DX 13 [36] (2)
> IQ 5 [-50]
> HT 12 [20]
>
> Will +6 [30]
> Per +9 [45] (3)
>
> Basic move (ground) +3 [15] (4)
>
>
> Advantages:
> Discriminatory Smell [15]; Damage Resistance 1 [5]; Night Vision 2
> [2]; Teeth, Sharp [1]; Temperature (5) Tolerance 1 [1]; Combat
> Reflexes [15]; Penetrating Voice [1]; Fur [1].
>
> Disadvantages:
> Wild Animal (6) -or- Domestic Animal (7) [-30]; Quadruped (Cool [-35].
>
> Skills:
> Brawling DX+1 [2]
> Tracking Per+0 [2]
>
>
> TOTAL COST OF TEMPLATE: [56]
>
>
>
> Please note that all the extraordinary features they seem to develop
> when in prolonged contact with a human are NOT included. These can be
> represented by Special Rapport [5] first, then some form of
> _extremely_ limited form of ESP or Precognition powers (both the wolf
> and the human, only about dangers). In the book series it's not
> completely clear how these powers work: they can be merely a special
> effect (worth only Special Rapport) the GM can use as a plot hook.
>
>
> NOTES:
>
> (1): -10% from SM, -40% from No Fine Manipulators.
> (2): -40% from No Fine Manipulators.
> (3): HP, Fat, Lift ST and Striking ST: unmodified from basic stats.
> (4): They can move at 9, just as fast as normal wolves (see p.458).
> (5): Their comfort zone is at arctic temperatures. Some GMs may wish
> to define it exactly.
> (6): It is the racial default. Includes: Cannot Speak [-15]; Hidebound
> [-5]; Bestial [-10] and Taboo Trait (Fixed IQ) [0].
> (7): It is an exception for that rare specimen that are raised since
> puppies. In the books, it happens to a certain number of characters,
> so I felt players and GMs could use that option. Includes: Cannot
> Speak [-15]; Hidebound [-5]; Social Stigma (valuable property) [-10]
> and Taboo Trait (Fixed IQ) [0].
> (Cool: Includes: Extra legs (4 legged) [5]; Horizontal [-10]; No Fine
> Manipulators [-30].
>
>
> Korin Duval
>
> --
>
> "Truth requires a great amount of courage;
> Fiction requires a great amount of maturity."
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Elvis

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Since: Jan 25, 2006
Posts: 75



(Msg. 7) Posted: Fri Mar 10, 2006 5:46 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
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"Jenny Elf" of "Xanth" WANTS A PACK OF THESE "DIRE WOLVES"!!!! -
'Elvis'

Bruce E. McClure
Inn Between
250 Kimbark St.#A
Longmont, CO 80501

((1930'S Hotel, WWII POW Camp, currently Halfway House for the
Homeless))
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Korin Duval

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Since: Nov 08, 2004
Posts: 183



(Msg. 8) Posted: Sat Mar 11, 2006 4:55 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
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On Thu, 09 Mar 2006 09:34:26 GMT, rgorman RemoveThis @block.net (David Johnston)
wrote:

>>and Taboo Trait (Fixed IQ) [0].
>
>Why do Dire Wolves have no individual variation in their intelligence?

It's an automatic trait of ALL animals in GURPS 4th ed.

Maybe game designers felt that the difference among lowest levels of
INT were too big to justify a realistic race with 6>IQ>1 to have
variations. Remember that 5 is the top limit of "animal intelligence",
since Sapience status in GURPS starts at IQ=6 (monkeys' and apes'
value).

Of course, GMs may permit IQ 4 or IQ 6 Dire Wolves, while I feel the
former to be a little bit too low. IQ 7+ is definitely out of setting
for ASOIAF. In other setting, the template can be altered to fit any
other need, but that's true for ALL templates, isn't it? Wink

Korin Duval

--

"Truth requires a great amount of courage;
Fiction requires a great amount of maturity."
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Elvis

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Since: Jan 25, 2006
Posts: 75



(Msg. 9) Posted: Mon Mar 13, 2006 6:54 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
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This Post has been sent to 'Jenny Elf" at Hi!Peirs of XANTH! - Elvis
Post was rated 5 STARS!
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Elvis

External


Since: Jan 25, 2006
Posts: 75



(Msg. 10) Posted: Mon Mar 13, 2006 6:54 am
Post subject: Re: A Song Of Ice And Fire's Dire Wolves racial template (Co [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

This Post has been sent to 'Jenny Elf" at Hi!Peirs of XANTH! - Elvis
Post was rated 5 STARS!
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