Race-Feline

Feline

Natural Race
Cost: 50

ST

-1

DX

+2

IQ

+0

HT

+0

HP

+0

W

+0

Per

+0

FP

+0

BM

+0

Spd

+0

SM

+0

TL

+0

Ground Move

x1

Air Move

Advantages & Perks:

Catfall
Claws (Sharp Claws)
Combat Reflexes
Purring Voice (F)
Racial Acute Hearing 2
Racial Acute Taste and Smell 1
Racial Damage Resistance 1
Racial Temperature Tolerance 2
Teeth (Sharp Teeth)
Tail (F)

Disadvantages & Quirks:

Impulsiveness (9 or less)
Loves to chase their prey
Sleepy

The great tribes of the felines roam where they will, putting passion into every day of their varied lives. Feline nomads roam the grassy plains, living in tribes segregated by their visual differences. Feline tribes range from friendly to hostile; encounters with felines depend more on an individual feline’s mood and the circumstance more than any tribal mind-set. Quick in movement and thought, the felines rely on short bursts of energy to accomplish nearly every task, making the other races seem plodding and dedicated in comparison. Felines resemble a cross between a large predatory cat and a human, with a sleekly muscled humanoid body and the head and mane of a cat. Most male felines wear their thick hair in braids, while females keep theirs short and sleek. The most common felines have characteristics reminiscent of lions, including thick manes for the males. Other groups have the characteristic markings and appearance of leopards, tigers, or cheetahs. Felines have thicker nails than other humanoids, but not the powerful claws of their cat counterparts, and they make unarmed attacks just like humans. Many felines favor the use of charms and totems that they braid into their hair for luck in battle, success on the hunt, and good fortune in other such endeavors. Felines maintain a tribal society similar to that of many nomadic human cultures. They roam the open grasslands in temperate and tropical regions, shunning the colder lands even in the heights of summer. Wandering tribes of felines rarely come close to the large cities of other races, but they occasionally camp within sight of a smaller town or village in order to trade. Felines roam great distances in their travels and do not become attached to a specific range or territory the way that nomadic tribes of humans sometimes do. Feline encampments balance defensibility with ease of escape from a dangerous area. Generally circular in nature, feline encampments center on a communal area where children play and the elders care for them and practice their crafts. The tents and lean-tos of individual families range out from this center, with the most able warriors occupying tents on the perimeter of the encampment. With no large nations or powerful alliance of tribes to bind them together, felines experience little of the politics and power struggles that define the societies of other races. Instead, most tribes receive guidance from three sources: the outriders, the druids, and the chieftain. The outriders are the most skilled scouts of the tribe, and they govern the direction that the tribe hunts and travels, unless the chieftain overrules their choice. The druids, the primary source of healing and magical power within the society, hold a great deal of influence over most aspects of feline life and often advise the chieftain on important matters. The chieftain makes decisions on everything that affects the tribe as a whole. Felines get along well with members of just about every other race. They admire those who live in the wild more than city dwellers. Because of this, they seek out the company of halflings, wood elves, and gnolls. Felines have a hard time understanding the slow, steady approach that dwarves take to life, and the two races have little in common. Because they are such opposites in both temperament and physical abilities, felines and dwarves rarely enjoy the other’s company, although no real animosity exists between the races.

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Race-Feline

GURPS High Fantasy Belrathius