Disadvantages: Dependency (Full immersion in fire, very common, daily) [-15], Elemental Meta Trait [-50], Impulsiveness [-10], No Fine Manipulators [-30], Overconfidence [-10], Pyromania (12) [-5], Selfish (6-) [-10], Social Stigma (Valuable Property) -2 [-10], Thalassaphobia (12) [-10], Weakness (Water, 1d/minute) [-60].
Innate Spells: Flame Jet∗ (H) IQ+3 [16]-13.
Package Total: [-44] points.
Certain traits are common to all Elemental races on Merlin. This meta-trait package is used without alteration by all of them.
4/7/2005 4:58:00 AM - DaltonSpence-199.212.94.196
∗ Does not include +3 for Magery
Features: Taboo Trait (Fixed ST).
Conversion Notes
Converted to 4e from GURPS Technomancer p.61. An innate spell rather than attack was used to keep faith with the original template. Note that Merlin Salamanders are comprised of plasma (a high energy state of matter) and do not require oxygen to maintain combustion.
The GURPSWiki.[GURPS] world book describing Merlin in detail.
4/9/2005 9:10:00 AM - DaltonSpence-199.212.94.149
*Merlin-1* is an Alternate Earth that diverges from Homeline in 1945, when the first test of an atomic bomb tears open a dimensional rift that lets magic (back?) into the world.
The material presented here is the original creation of the contributors, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.