The description of cat-folk from GURPS Dungeon Fantasy 3: The Next Level says that cat-folk are only the most common kind of beast-man race. It was remarked that it didn’t seem quite fair to leave out dogs, while including cats. So, by popular demand, here they are: the dog-folk of the world of Tembladera.
Dog-Folk (15 points)
Choice professions: Barbarian, Knight.
Marginal professions: Bard, Cleric, Druid, Wizard.
Attribute Modifiers: ST +4, IQ-1, HT + 1
Secondary Characteristic Modifiers: Will +2, SM +1
Advantages: Claws (blunt); Discriminatory Smell; Night Vision 5; Reduced Consumption 1 (Cast-Iron Stomach); Teeth (sharp); Temperature Tolerance 2; Ultrahearing
Perks: Fur, Penetrating Voice
Disadvantages: Bully (12); Chummy; Gluttony (12); Intolerance (total, of other species); Sadism (12); Social Stigma (Savage)
For those who are familiar with the monsters of D&D, these guys are (of course) loosely based on the gnoll. They’re big, strong, dumb, hang around in packs, and have a low sense of humor. They aren’t terribly particular about what they eat, but they eat a lot, and often don’t know when to quit.
There are two kinds of dog-folk. The majority of them are primitive tribesmen. They tend towards the Barbarian template, and have a reduced Tech Level. On occasion, a strong, more intelligent leader takes over a tribe of dog-folk, and turns them into a disciplined fighting force. These groups tend towards the Knight template.
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I would save this to surprise the players, but I figure it’s too likely to be common knowledge. Y’know dog whistles? The ones that they can hear, that normal people can’t? Well, dog-folk have Ultrahearing, so they can hear those whistles, too. In the real world, they weren’t invented until the late 1800’s, so they’re anachronistic for the medieval world.
On the other hand, we’re talking about humanoid dog-men, and the Rule Of Cool trumps nearly any other consideration. So: those organized, more-tech-saavy dog-folk have been known to use silent whistles to signal among themselves. They buy it as a language, spoken-only, and only to Broken level, thus costing 1 point. Each “language” is specific to the tribe using it, and can only be used to communicate simple concepts having to do with military maneuvers, skirmish tactics, and the like.
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I’ve also heard players mentioning that it’s unfair to have just one flavor of dwarf, while elves come in their usual bewildering variety. For this campaign, I’m making that a bit of a plot point…