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Old 07-17-2007, 05:48 PM   #21
Rasputin
 
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Default Re: Some standard DnD-style humanoids in GURPS

These are terrific. I'm sure with a little work, folks can convert all the monsters from the SRD.
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Old 07-17-2007, 10:19 PM   #22
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Default Re: Some standard DnD-style humanoids in GURPS

Here's my Orc, FWIW:

Orc 0 points
Attribute Modifiers: ST +2 [+20]; IQ -1 [-20].
Advantages: Infravision [+10]
Disadvantages: Social Stigma (Barbaric) [-5]; Appearance (Unattractive) [-4]
Quirks: Chavinistic [-1]
Features: Night Vision 3 (Visually impaired by day) [0]

And the basic orc warrior:

Orc Warrior 25 points
5'10", 200 lbs. (SM 0)
ST 13 [10]; DX 10 [0]; IQ 9 [0]; HT 11 [10]
Dmg 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 8 [-5]; Per 10 [+5]; FP 11 [0].
Basic Speed 5.25 [0]; Basic Move 5 [0]
Dodge 8
Social Background
TL: 3 [0]
CF: Orcish [0]
Languages: Orcish (Native, Illiterate) [-3], Common (Broken, Illiterate) [+1]
Advantages
Fit [+5]
Orc [+0]
Disadvantages
Callous [-5]
Odious Personal Habit (Doesn't bathe)-1 [-5]
Quirks
Proud [-1]
Skills
Two-Handed Axe/Mace-11 (DX+1) [4]
Thrown Weapon (Spear)-9 (DX-1) [1]
Spear-9 (DX-1) [1]
Climbing-11 (DX+1) [4]
Jumping-11 (DX+1) [2]
Stealth-9 (DX-1) [1]

Equipment
Great Axe (cheap)
Javelin (cheap)
Armour: Leather Armour, Heavy Leather Leggings, Heavy Leather Sleeves, Leather Helm, Leather Gloves, Boots (DR2 everywhere except eyes & neck (DR0), flexible on hands and feet).
Code:
Weapon     Damage    Reach  Parry  ST  Notes
Great Axe  2d+2 cut  1,2*   8      12
Javelin    1d+1 imp  1      7       6

Weapon   Damage    Acc  Range  RoF  Shots  ST  Bulk  Notes
Javelin  1d+1 imp  2    19/32  1    T(1)   6   -4
And a scary footsoldier in the Dark Lord's army (based on a D&D3.5 4th level fighter):

Orc Elite Fighter 150 points
6'1", 225 lbs. (SM 0)
ST 15 [30]; DX 11 [20]; IQ 9 [0]; HT 12 [20]
Dmg 1d+1/2d+1; BL 45 lbs.; HP 15 [0]; Will 11 [+10]; Per 10 [+5]; FP 12 [0].
Basic Speed 6.0 [+5]; Basic Move 6 [0]
Dodge 9
Social Background
TL: 3 [0]
CF: Orc [0]
Languages: Orcish (Native) [0], Common (Broken) [+2]
Advantages
Combat Reflexes [+15]
High Pain Threshold [+10]
Orc [+0]
Very Fit [+15]
Disadvantages
Bloodlust [-10]
Callous [-5]
Duty (All the Time, Extremely Hazardous, Involuntary) [-25]
Quirks

Skills
Two-Handed Axe/Mace-15 (DX+4) [16]
Bow-12 (DX+1) [4]
Knife-12 (DX+2) [4]
Thrown Weapon (Knife)-12 (DX+2) [4]
Brawling-12(DX+2) [4]
Climbing-13 (DX+2) [8]
Hiking-12 (HT+0) [2]
Jumping-13 (DX+2) [4]
Riding (Horse)-11 (DX+0) [2]
Running-12 (HT+0) [2]
Soldier-11 (IQ+2) [8]
Stealth-10 (DX-1) [1]
Swimming-11 (DX+0) [1]

Equipment
Great Axe (Fine)
Composite Bow (Fine)
20 arrows (Fine) + quiver
Large Knife, silver-coated
Armour: Steel Corselet, Studded Leather Skirt, Heavy Leather Sleeves, Mail coif + Pot-Helm, Gauntlets, Boots – All enchanted with Deflect +1 & Fortify+1
Assorted personal items and camping gear
Alchemetical Heal potion x2
[Note: All this shiny kit is owned by the Army, so it costs nothing but keeping it is theft, and they can't take it with them when off on their own - the army is not their patron.]

DR:
Skull, DR9/7; Eyes & Face, DR0; Neck, DR5/3*; Torso, DR7; Legs DR4/3*; Arms, & Feet, DR3*; Hands, DR5).
Code:
Weapon        Damage    Reach  Parry  ST  Notes
Great Axe     2d+5 cut  1,2*   11     12
Large Knife   2d-1 cut  C, 1    9      6
              1d+1 imp  C       9      6
Punch         1d+1 cr   C      10
Kick, Booted  1d+3 cr   C, 1   --

Parries include Combat Reflexes, but not the armour's Deflect bonus.

Weapon         Damage    Acc  Range    RoF  Shots  ST  Bulk  Notes
Composite Bow  1d+5 imp  3    360/450  1    1(2)   10  -7    
Large Knife    1d+1 imp  0    12/22    1    T(1)    6  -2
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Last edited by Rupert; 07-17-2007 at 10:30 PM. Reason: Forgot Soldier Skill
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Old 07-18-2007, 07:16 AM   #23
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Default Re: Some standard DnD-style humanoids in GURPS

Quote:
Originally Posted by Rupert
Here's my Orc, FWIW:
Gasp! I could use Code tags for the weapon blocks! That's BRILLIANT.
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Old 07-18-2007, 09:25 AM   #24
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Default Re: Some standard DnD-style humanoids in GURPS

Some good work here. Isn't there a template thread somewhere that can use these? If not, then this could be the start of a very long thread with templates in it from everyone...
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Old 07-18-2007, 08:59 PM   #25
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Default Re: Some standard DnD-style humanoids in GURPS

Quote:
Originally Posted by Bruno
Racial Templates:
Speak/Read Common at Broken [2]
  1. Is a racial template the place to list foreign languages known?
  2. Would most goblins or orcs or whatever know Common? The raiders probably would have it at Broken, but their wives, say? The guys who tend the worgs? They probably don't.
  3. And how many goblins or bugbears know how to read?
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Old 07-18-2007, 09:04 PM   #26
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Default Re: Some standard DnD-style humanoids in GURPS

Quote:
Originally Posted by Rasputin
Is a racial template the place to list foreign languages known?
Since it's "automatic" I guess so. It is at least as appropriate as racially learned skills.
Quote:
Would most goblins or orcs or whatever know Common? The raiders probably would have it at Broken, but their wives, say? The guys who tend the worgs?
According to the Monster Manual, yes.
Quote:
And how many goblins or bugbears know how to read?
Any non-barbarians (and maybe commoners, I can't recall if they are explicitly illiterate or not).
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Old 07-18-2007, 09:39 PM   #27
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Default Re: Some standard DnD-style humanoids in GURPS

Quote:
Originally Posted by sir_pudding
Since it's "automatic" I guess so. It is at least as appropriate as racially learned skills.
I'm not sure it's a racially learnt skill, frankly.

Quote:
Originally Posted by sir_pudding
According to the Monster Manual, yes.
Don't take it too literally. The Monster Manual concerns itself with monsters for the PCs to kill. Noncombatants are not discussed much.

Quote:
Originally Posted by sir_pudding
Any non-barbarians (and maybe commoners, I can't recall if they are explicitly illiterate or not).
Actually, there has never been a ruling on any NPC class on its literacy. I've been considering writing to Sage Advice about this very topic.
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Old 07-18-2007, 09:53 PM   #28
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Default Troll

Troll
271 points

Attribute Modifiers: ST +6 (Size, -10%) [54]; DX +2 [40]; IQ -2 [-40]; HT +6 [60].
Secondary Characteristic Modifiers: SM +1; Will +2 [10]; Per +2 [10].
Advantages: Claws (Hands; Sharp) [5]; DR 2 (Tough Skin, -40%) [6]; Dark Vision [25]; Discriminatory Smell [15]; Regeneration (Very Fast) [100]; Regrowth (Reattachment, +50%) [60].
Disadvantages: Odious Racial Habit (Eats other sentients) [-15]; Overconfidence (6) [-10]; Vulnerability (Acid; Damage x2) [-20]; Vulnerability (Fire; Damage x2) [-30]
Racially Learned Skills: Tracking (A) Per-1 [1].
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Old 07-18-2007, 10:01 PM   #29
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Default Re: Some standard DnD-style humanoids in GURPS

I think trolls would qualify for Social Stigma (Monster) [-15].
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Old 07-18-2007, 10:21 PM   #30
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Default Re: Some standard DnD-style humanoids in GURPS

If that's really supposed to be a D&D troll, it wouldn't have any vulnerabilities, but would have Unkillable 2 (Achilles Heel: Fire or Acid), and the inability to regenerate damage from those sources.

This is important flavor; not mechanical nit-picking. Your troll could be killed if you only managed to inflict any sort of damage faster than it's regeneration. In D&D, you have no such luxury: use fire or acid, or it WILL come back, and in a way best represented by Unkillable 2. Furthermore, if your troll took a torch to the eyes, it would take less damage to blind it, but they would then regrow almost immediately. In D&D, fire and acid damage to a troll heals only as fast as it would without regeneration. Hence, Regrowth would not be limited, but Regeneration would have some sort of accessibility limitation. Maybe you could give it some much slower version for that sort of damage if you still want it to be able to regenerate such damage fairly quickly, but it should still be too slow to make a difference in a single combat encounter.

Last edited by AstralRunner; 07-18-2007 at 10:25 PM.
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