D&D Themed Racial Templates

Angelblood

62 points.
Secondary Characteristic Modifiers: Per +1 [5]; Will +1 [5].
Advantages: Appearance (Attractive) [4], Charisma 1 [5], Damage Resistance 3 (vs. acid, cold, and electricity, -40%) [9], Dark Vision[25], Magery 0 [5].
Racial Spells: Sunlight (H) IQ+0 [4].

Changeling

40 points.
Advantages: Language Talent [10], Elastic Skin [20], Resistant to Sleep and Charm Effects (+3 to resistance rolls) [4], Shifter Talent 1 (Acting, Fast-Talk, Intimidation, Interrogation) [5].

Demonblood

83 points.
Attribute Modifiers: DX +1 [20]; IQ +1 [20].
Advantages: Damage Resistance 3 (vs. acid, cold, and electricity, -40%) [9], Dark Vision [25], Magery 0 [5].
Racial Spells: Darkness (H) IQ+0 [4].
Note: Due to their varied heritage, demonblood may take up to 10 points in minor physical changes such as Strikers in the forms of Tails or horns, or claws and sharp teeth; Reduced Comsumption with Cast Iron Stomach, and so forth. Likewise they can also take up to 10 points in physical disadvantages such as Unnatural Features, Unusual Biochemistry, and more. These should be considered racial disadvantages and not count against the campaign disadvantage limit.

Dwarf

49 points.
Attribute Modifiers: HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Advantages: Dark Vision [25]; Extended Lifespan 2 [4], Magic Resist 3 [6], Resistant (Poison, +3 to HT) [5].
Perks: Can intuitively know the depth underground [1], Huge Weapons (SM) [1], Resistant To Knockback 2 (+2 to ST for knockback purposes only) [2]
Features: SM -1, Upper body and feet armor and clothing fit SM 0 humanoids and vice versa.

Dwarf (Alternate)

23 points.
Attribute Modifiers: ST +1 [10]; DX -1 [-20]; HT +1 [10]
Secondary Characteristic Modifiers: HP +1 [2]; FP +1 [3]; Will +2 [10]; Speed -0.75 [-15]
Advantages: Damage Resistance +1 (Tough Skin -40%) [3], Magic Resistance 2 [4]; Extended Lifespan [1]; Dark Vision [25]
Disadvantages: Colorblindness [-10]

Dwarf (Deep Dwarf)

51 points.
Attribute Modifiers: HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Advantages: Dark Vision [25]; Extended Lifespan 2 [4], Resistant (Magic, +3 to resistance rolls) [10], Resistant (Poison, +3 to HT) [5].
Perks: Can intuitively know the depth underground [1], Huge Weapons (SM) [1], Resistant To Knockback 2 (+2 to ST for knockback purposes only) [2].
Quirks: Vulnerability to Bright Lights (-3 to all HT rolls to resist the effects of sudden bright lights) [-1]
Features: SM -1, Upper body and feet armor and clothing fit SM 0 humanoids and vice versa.

Dwarf (Desert Dwarf)

60 points.
Attribute Modifiers: ST +1 [10]; HT +2 [20].
Secondary Characteristic Modifiers: FP +1 [3]; HP +1 [2]; Will +1 [5].
Advantages: Extended Lifespan 2 [4]; Higher Purpose [5]; Infravision [10]; Magic Resistance 3 [6].
Disadvantages: Stubbornness [-5].
Features: If the dwarf is killed while having failed his Higher Purpose, he will return as an undead banshee haunting his unfinished works.
Notes: The Higher Purpose of a dwarf is referred to as his focus. This is a longer task that requires at least one week to complete, and the dwarf may choose a new one after finishing it. The Magic Resistance of dwarves works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally.

Dwarf (Gray Dwarf)

89 points.
Attribute Modifiers: HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5], Per +1 [5].
Advantages: Dark Vision [25]; Extended Lifespan 2 [4], Magery 0 [5], Resistant (Magic, +3 to resistance rolls) [10], Resistant (Paralysis, Immunity) [5], Resistant (Poison, Immunity) [15], Silence [5].
Perks: Can intuitively know the depth underground [1], Huge Weapons (SM) [1], Resistant To Knockback 2 (+2 to ST for knockback purposes only) [2].
Quirks: Racial Spells work on Self only [-1], Vulnerability to Bright Lights (-3 to all HT rolls to resist the effects of sudden bright lights) [-1].
Racial Spells: Enlarge (H) IQ [4], Invisibility (H) IQ [4].
Features: SM -1, Upper body and feet armor and clothing fit SM 0 humanoids and vice versa.

Elf

48 points.
Attribute Modifiers: DX +1 [20]; HT -1 [-10].
Secondary Characteristic Modifiers: Per +2 [10], HP -1 [-2].
Advantages: Extended Lifespan 3 [6], Less Sleep 4 [8], Magery 0 [5], Night Vision 3 [3], Resistant (Immunity to supernatural “sleep” effects) [5], Resistant (+3 versus supernatural charm effects) [2].
Perks: Trance instead of sleep [1].

Elf (Alternate)

22 points.
Attribute Modifiers: ST -1 [-10]; HT -2 [-20]; IQ +1 [20]
Secondary Characteristic Modifiers: Per +1 [5]
Advantages: Attractive [4]; Extended Lifespan [1]; Night Vision 4 [4]; Magic Resistance (Improved) [5]; Perfect Balance [15].
Feature: Elvish Blood.

Elf (Dark Elf)

87 points.
Attribute Modifiers: DX +1[20]; HT -1 [-10].
Secondary Characteristic Modifiers: Per +2 [10], HP -1 [-2].
Advantages: Dark Vision [25], Extended Lifespan 3 [6], Less Sleep 4 [8], Magery 0 [5], Magic Resist 3 [6], Resistant (Immunity to supernatural “sleep” effects) [5], Resistant (+3 versus supernatural charm effects) [2].
Perks: Trance instead of sleep [1].
Quirks: Vulnerability to Bright Lights (-3 to all HT rolls to resist the effects of sudden bright lights) [-1]
Racial Spells: Darkness (H) IQ -2[1], Simple Illusion (H) IQ-2 [1].

Elf (Desert Elf)

62 points.
Attribute Modifiers: DX +2 [40]; IQ +1 [20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; HP -1 [-2].
Advantages: Enhanced Move (Ground, only affects long-distance travel -40%) 0.5 [6]; Extended Lifespan 1 [2]; Infravision [10]; Silence 1 [5]; Temperature Tolerance 3 [3].
Disadvantages: Claustrophobia (15) [-7]; Elven Code of Honor [-5]; Impulsiveness (12) [-10]; Reputation -1 (as untrustworthy cheaters, all the time) [-5]. Elven Code of Honor (-5 points): Live for the moment; don't get tied down to a place and reject all confinement; protect and respect your tribe members (and the rare others whom you consider your friends); outsiders are potential enemies who might swindle, cheat, or harm you and thus can be swindled and lied to in return.
Notes: Due to their Temperature Tolerance, the "comfort zone" of elves ranges from (35-HT) °F to (95+2xHT) °F.

Elf (High Elf)

30 points.
Attribute Modifiers: ST -1 [-10]; IQ +1 [20];
Advantages: Appearance: Beautiful [12]; Magery 0 [5]; Unaging [15];
Disadvantages: Intolerance (Anyone Not a High Elf) [-10]; Skinny [-5]
Perks: Elven Gear [1]; Reproductive Control (Fertility Control) [1]; Sanitized Metabolism [1]

Elf (Jungle Elf)

20 points.
Attribute Modifiers: ST -1 [-10]; DX +1 [20].
Advantages: Appearance (Attractive) [4], Forest Guardian 1 [5], Magery 0 [5], Perfect Balance [15].
Perks: Elven Gear [1].
Disadvantages: Callous [-5], Sense of Duty (Nature) [-15]
Features: Green-brown hair.

Elf (Moon Elf)

41 points.
Attribute Modifiers: ST -1 [-10]; IQ +1 [20]
Advantages: Appearance: Attractive [4]; Magery 1 [15]; Perfect Balance [15]; Unaging [15]
Disadvantages: Code of Honor (Live with elegance and style) [-10]; Sense of Duty (Nature) [-10]
Skills: Public Speaking (Storytelling) @ IQ (E) [1]; Savoir-Faire (Elven Society) @ IQ (E) [1].

Elf (Sea Elf)

61 points.
Attribute Modifiers: DX +1 [20]; IQ -1 [-20].
Secondary Characteristic Modifiers: Per +3 [15].
Advantages: Amphibious [15], Doesn’t Breathe (Gills, -50%) [10], Extended Lifespan 3 [6], Less Sleep 4 [8], Magery 0 [5], Night Vision 9 [9], Resistant (Immunity to supernatural “sleep” effects) [5], Resistant (+3 versus supernatural charm effects) [2].
Perks: Trance instead of sleep [1].
Disadvantages: Dependency (Submersion in Water, Very Common, Daily) [-15].

Elf (Wild Elf)

45 points.
Attribute Modifiers: DX +1 [20]; IQ -1 [-20].
Secondary Characteristic Modifiers: Per +3 [15].
Advantages: Extended Lifespan 3 [6], Less Sleep 4 [8], Magery 0 [5], Night Vision 3 [3], Resistant (Immunity to supernatural “sleep” effects) [5], Resistant (+3 versus supernatural charm effects) [2].
Perks: Trance instead of sleep [1].

Elf (Wood Elf)

42 points.
Attribute Modifiers: ST +1 [10]; DX +1 [20]; IQ -1 [-20]; HT -1 [-10].
Secondary Characteristic Modifiers: Per +3 [15], HP -1 [-2].
Advantages: Extended Lifespan 3 [6], Less Sleep 4 [8], Magery 0 [5], Night Vision 3 [3], Resistant (Immunity to supernatural “sleep” effects) [5], Resistant (+3 versus supernatural charm effects) [2].
Perks: Trance instead of sleep [1].

Gnome

18 points.
Attribute Modifiers: ST -1 [-10]; HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Advantages: Acute Hearing +2 [4], Extended Lifespan 2 [4], Magery 0 [5], Night Vision 3 [3], Resistant (Illusions, +3) [5].
Racial Spells: Beast Soother (H) IQ-2 [1], Simple Illusion (H) IQ-2 [1].
Features: SM -2.

Gnome (Alternate)

22 points.
Attribute Modifiers: ST -2 [-20]; HT +1 [10]
Secondary Characteristic Modifiers: Per +1 [5]; FP +1 [3]
Advantages: Night Vision 4 [4]; Animal Empathy [5]; Charisma 2 [10]; Magery 0 [5]
Features: SM -2

Gnome (Fey Gnome)

0 points
Attribute Modifiers: ST-3 {-30}; IQ+1 {20}; HT+1 {10}.
Secondary Characteristic Modifiers: SM -2; HP+1 {2}; Basic Move -1 {-5}.
Advantages: Magery 0 {5}; Night Vision 5 {5}; Gnome Magic {3}.
Disadvantages: Impulsiveness (12) {-10}.
Features: Wild, brightly colored hair and/or dark eyes without pupils.
Notes: Fey Gnomes are about as big as halflings, but no one would confuse the two. With their slim builds, pointy ears, large eyes and wildly-colored hair they look more like tiny psychedelic elves. Tough they are mortal, these gnomes still have a strong connection to the faerie realm, which manifests in their natural talent for magic and their predilection for whimsy and pranks. These gnomes are native to an otherworldly faerie realm, and most Fey Gnomes still live in those realms, or visit them regularly! Gnomish communities rely heavily on illusion magic to protect themselves.
Special Gnome Traits: Gnome Magic (identical to the Leprechaun Charms perks possessed by that race in DF 3: The Next Level) You may learn up to three wizardly or druidic spells without regard for pre-requisites! You must specify which spells those are during character creation, though you can wait to actually learn them later if you wish. You must still pay points to learn the spells as normal. If your Magery is 1 or more, it gives a bonus to these spells (even if they are druidic). The spells don’t all have to be from the same “power source” - you can choose one wizardly and two druidic spells, or any other combination. Your choice is subject to GM approval. Popular spells for gnomes include Apportation, Sound, Light, Beast Speech, Invisibility or other illusions.

Gnome (Forest Gnome)

25 points.
Attribute Modifiers: ST -1 [-10]; HT +1 [10].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Advantages: Acute Hearing +2 [4], Extended Lifespan 2 [4], Magery 0 [5], Night Vision 3 [3], Resistant (Illusions, +3) [5], Silence 1 [5].
Racial Spells: Beast Soother (H) IQ-2 [1], Simple Illusion (H) IQ-2 [1], Walk Through Plants (H) IQ-2 [1].
Features: SM -2.

Half-Elf

17 points.
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Extended Lifespan 1 [2], Night Vision 3 [3], Resistant (Immunity to supernatural “sleep” effects) [5], Resistant (+3 versus supernatural charm effects)[2].

Half-Elf (Alternate) 3 points.
Advantages: Magic Resistance 1 (Improved) [5]; Longevity [1]; Night Vision 2 [2]
Disadvantages: Social Stigma (Half Breed) [-5]
Advantages: Elvish Blood.

Half-Orc

10 points.
Attribute Modifiers: ST +1 [10]; IQ -1 [-20].
Advantages: Dark Vision [25].
Disadvantages: Social Stigma (Second-Class Citizen) [-5].

Half-Orc (Alternate)

-3 points.
Advantages: Night Vision 5 [5]; Resistance to Metabolic Hazards 3 [10]; Teeth (Sharp) [1]
Disadvantages: Unattractive [-4]; Colorblindness [-10]; Social Stigma (Half Breed) [-5]
Features: Orcish Blood.

Halfling

20 points.
Attribute Modifiers: ST -2 [20]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Advantages: Acute Hearing +2 [4], Luck (Defensive -20%) [12], Extended Lifespan 1 [2], Fearlessness +1 [2], Silence 1 [5].
Features: SM -2.

Halfling (Alternate)

25 points.
Attribute Modifiers: ST -2 [-20]; DX +1 [20].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Silence 2 [10]; Luck (1 hour) [15]; Increased Consumption [-10]; Tough, Hairy Feet (DR 1 to bottom of feet only) [1]; Fearlessness 2 [4].
Features: SM -2

Halfling (Deep Halfling)

40 points.
Attribute Modifiers: ST -2 [20]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move -1 [-5].
Advantages: Acute Hearing +2 [4], Dark Vision [25], Luck (Defensive -20%) [12], Extended Lifespan 1 [2], Fearlessness +1 [2].
Perks: Can intuitively know the depth underground [1].
Features: SM -2.

Halfling (Tallfellow Halfling)

21 points.
Attribute Modifiers: ST -2 [20]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move -1 [-5], Per +2 [10].
Advantages: Luck (Defensive -20%) [12], Extended Lifespan 1 [2], Fearlessness +1 [2].
Features: SM -2.

Lizard-folk

45 points.
Attribute Modifiers: ST+2 [20]; IQ -1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Amphibious [10], Breath Holding 2 [4], Claws (Sharp Claws) [5], Damage Resistance 2 [10], Teeth (Sharp Teeth) [1].

Mantis

91 points.
Attribute Modifiers: DX +2 [40]; IQ -1 [-20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; Basic Speed +0.5 [10]; Per +2 [10].
Advantages: Affliction 1 (Paralytic Venom: HT; Follow-Up, Teeth or Striker, +0%; Paralysis, +150%) [25]; Damage Resistance 4 (can't wear armor, -40%) [12]; Doesn't Sleep [20]; Extra Arms 2 [10]; Fangs [2]; Sharp Claws [5]; Super Jump 2 [20]; Vibration Sense (air) [10].
Disadvantages: Low TL -2 [-10]; Odious Racial Habit (eats other sapients) [-15]; Short Lifespan 1 [-10]; Sense of Duty (Clutch) [-5]; Vow (only own what they can carry, no concept of money) [-15].
Quirks: Consider elves delicious; see everything in terms of "the Hunt"; test those they interact with to see if they are "worthy".
Features: Cannot jump backwards; cannot learn arcane magic.
Note: The Fangs represent mandibles. After being bitten, the victim must make a HT roll. Failure means he’s paralyzed for one minute times his margin of failure.Manti s may buy up to three levels of Extra Attack for their arms, even in non-cinematic games. The racial memory can be used to justify knowledge of skills at a very early age, which means that most mantis should probably know skills typical for desert nomads and hunters. This is distinct from the Racial Memory advantage, which is very common among mantis but not universal (since it represents especially vivid ancestral knowledge as opposed to skills).

Minotaur

161 points.
Attribute Modifiers: ST+8 [80]; IQ -2 [-40]; HT +2 [20].
Secondary Characteristic Modifiers: Per +4 [20].
Advantages: Absolute Direction [5], Claws (hooves) [3], Damage Resistance 3 (Tough Skin, -40%) [9], Danger Sense [15], Dark Vision [25], Discriminatory Smell [15], Striker (Horns, impaling) [8].
Perks: Fur [1].
Features: SM +1.

Orc

45 points.
Attribute Modifiers: ST+4 [40]; IQ-1[-20].
Advantages: Dark Vision [25].

War Machine

96 points.
Attribute Modifiers: HT +2 [20].
Secondary Characteristic Modifier: HP +2 [4].
Advantages: Blunt Claws [3], Damage Resistance 3 (Cant Wear Armour, -40%) [9], Doesn’t Eat or Drink [10], Doesnt Sleep [20], Machine (Immunity to Metabolic Hazards [30], Injury Tolerance (No Blood, Unliving) [25], Unhealing (Total) [-30]) [25], Unaging [15].
Disadvantages: Social Stigma (Minority Group) [-10].
Features: Healing spells and similar effect will only heal half as many hit points as normally. The Mechanic skill allows the skill user to function exactly as a doctor with the appropriate medical skills, however as contructs, war machines do not ordinarily have Fatigue points and cannot get exhausted. To push their bodies beyond the usual limits and to power supernatural abilities, they must buy Fatigue Points at the usual cost of 3/level. Warforged can purchase up to four additional levels of Damage Resistance (Cant Wear Armour, -40%) [3/level]. However, if they have a total of more than four levels, they also must take a level of Basic Move -1 [-5]. If they have more than six, they need to take two levels.

Sources: http://gurpswiki.wikidot.com/dnd:racial-templates
http://web.cs.dal.ca/~safatli/blog/?p=347
http://www.oocities.org/ericbsmith/pdf/FFolk4e.pdf