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Old 06-21-2013, 10:37 AM   #1
PenitentDemon
 
Join Date: Aug 2008
Default Disneys Gargoyles

Am trying to put a game together on RPol, Involving disneys gargoyles, not wanting to look like a complete idiot I'd like to get some 3rd party assistance creating a template.

(I admit this is my first GURPS game ever)

What I have so Far is Flight with the Controlled Gliding Special limitation

Unsure on claws, though probaly yes.

Not sure how to phrase the "Turns to stone in the day" thing.

Last edited by PenitentDemon; 06-21-2013 at 10:46 AM.
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Old 06-21-2013, 11:38 AM   #2
CoyoteGestalt
 
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Default Re: Disneys Gargoyles

Some of the discussion here: http://forums.sjgames.com/showthread.php?t=25741 may be helpful.
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Old 06-22-2013, 03:27 PM   #3
Vaevictis Asmadi
 
Join Date: May 2007
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Default Re: Disneys Gargoyles

Hello! Welcome to GURPS.

I have a complete template, it may be more detailed than you want but you can always drop a few parts if you like.

It'll take me some time to get it in a postable format.

Edit: here.


adult gargoyle [93] (83 if you use my Nocturnal house-rule)

ST +5 [50]
HT +3 [30]
DX +1 [20]
Perception +1 [5]
Ground Move -30% (only when bipedal, doesn’t affect gliding) [-4] (gargs lack the human adaptations for bipedal running)
Flight (Winged, Controlled Gliding) [12]
Air Move +1 [2]
Enhanced Move 0.5 (Air, Reduced Deceleration) [10]
Acute Smell 3 [3]
Claws (Sharp, Armor Divisor 2) [8]
DR 2 (Tough Skin) [6]
Extended Lifespan 1 [2]
Extra Arm (Tail, Extra-Flexible, 75% ST, -3 manual DX, Bad Grip) [2] (worse ST or manual DX is worth 0 points)
Night Vision 3 [3] (gives equivalent of Night Vision 6 in darkness)
Reduced Consumption 1 (Food Only) [1]
Regrowth (front teeth only, 1d+1 weeks) [1]
Resistant to Disease (not metabolic illness) +8 [5] (only +3 if stone sleep is magically removed)
Super Climbing 2 [6]
Teeth (Sharp) [1]
Temperature Tolerance 2 [2]

Visual Acuity Centered on Equivalent of Night Vision 3 [0]
This means that in lighting that gives humans no vision penalties, a gargoyle takes -3 in vision penalties. If it’s dark enough to give humans -2 in vision penalties, a garg takes -1 in vision penalties. If that’s too complicated, just give them Night Vision 6.

Gargate Fertility Cycles [1]
Breeding season is once every 20 years. During each breeding season, Lecherousness (9) and -3 to resist sex appeal if unmated; if mated you behave the same way but only towards your mate. At all other times +1 to resist sex appeal if unmated; if mated, +1 to resist sex appeal from your mate, +3 to resist sex appeal from anyone else.

Tapetum [-1]
-1 to all vision rolls for faraway objects (racial average). Eyes reflect light in darkness and are visible.

Appearance: Horrific (only to humans) [-24] (gargoyle PCs with a negative personal appearance (to other gargs) have a -75% limitation to their personal appearance.
Four Clawed Digits Per Hand (-2 manual DX) [-8]
Restricted Diet: food plus at least 6 hrs heat/sunlight per day (very common) [-10]
Social Stigma (Monster) [-15]
Unusual Biochemistry [-5]
Broad-Minded [-1] (racial average)
Cannot Nap (can sleep only by day) [-1]
Congenial [-1] (racial average)
Glowing Eyes (visible in twilight to darkness, only when angry, -1 to Stealth rolls) [-1]
Humble [-1] (racial average)
Partial Colorblindness (-3 to rolls to distinguish non-pure colors) [-1]
Protective (includes protective behavior, plus quirk-level guilt complex) [-1]

Stone Sleep meta-trait:
DR 3 (only by day) [9]
Fragile: Brittle (only by day) [-3]
Nocturnal [-20] (I house-ruled this to -30, which I think is a more reasonable cost)
Regeneration (Slow, 2 HP at 24-hour interval) [10]
Vulnerability: cr x1.5 (common, only by day) [-4] (flesh is semi-rigid like bone, it tends to break or crack instead of bending)

Features: dying race. sense magnetic north. clothes and personal items also turn to "stone". fertile only in breeding years, 1 egg every 20 years, 3 eggs in a lifetime

Climbing Skill Bonus +2 [4]
Jumping at DX+1 (12) [2]
Ineptitude: Running [-1] (gargs lack the human adaptations for bipedal running)

Taboo Traits: Acute Hearing 4+, Acute Vision 3+, Deep Sleeper, Quick Gadgeteer, Language Talent, Less Sleep, Regeneration (Regular or better), Extra Sleep, Increased Consumption, Insomnia, Light Sleeper, Loner, Night Blindness, Sleepwalker, Sleepy, Slow Healing


Customization notes:
Each clan can have its own lens (Area Knowledge, Wealth, Status, Enemies, Allies, Dependents, Secrets, and any Sense of Duty beyond allies and dependents).

Dependent Group (clan children) [varies] (social)
Always part of a clan lens. Since eggs hatch every 20 years, and children are not adults until their 36th year, a healthy clan will always have at least some children under under 20 years of age.

Secret (existence and/or location of clan) [-30]
Every clan lens has this except the Avalon and New Olympian clans.



Advantages and disadvantages for individual gargoyles:

Ambidexterity [5] (seems fairly common among gargs)

Attached Wings [20] (physical)
Your wing membranes are attached to your arms and legs, limiting your range of motion with your limbs, but improving lift and making you more streamlined when gliding. You cannot use arms, legs, or weapons to attack while you glide, and you can only carry small objects in your outstretched hands. DX+1 (only while gliding -30%), double the Enhanced Move, Flight has a Temporary Disadvantage: No Fine Manipulators -30%, you can’t wear any clothes without piercing the wing membranes, you need special clothes designed for you, and your membranes can get in the way when reaching into small spaces. (Needing special clothes is a quirk. Needing piercings is a feature. Nudity is a -15 pt odious personal habit!)

Clan Leader (Rank 2, no automatic Status) [10] (social)
plus duty: may be occasional hazardous missions, may be nonhazardous (no additional hazards beyond what all warriors face)

DR +1 (Tough Skin) [2] (physical)
This brings the total to 3 by night, 4 by day.

Elbow Spikes [2] (physical)
+1 damage per die on an elbow strike

Knee Spikes [2] (physical)
+1 damage per die on a knee strike

Pseudo-Feathers (DR+1, tough skin, wings only) [2] (physical)
Your wings are protected with a feather-like covering. It is not the same as bird feathers, though it looks very similar from a distance. This advantage can justify the purchase of higher Air Move.

Second in Command (Rank 1, no automatic Status) [5] (social)
plus Duty: may be occasional hazardous missions, may be nonhazardous (no additional hazards beyond what all warriors face)

Striker (horns, crushing or piercing, cannot parry) [3] (physical)

Striker Tail [3] (physical)
Your tail has spikes or a club and cannot grasp: change it to Striker: crushing or piercing, clumsy -1.

Very Rapid Healing [10] (physical)
This costs less for gargs than for humans, since gargs already have Regeneration.

Snout/Beak [0]

Anonymous [-5] (social)
You have no name, which makes interaction with humans even more awkward.

Bad With Names [-1] (mental)
More common in times and places where human names generally have no obvious meaning in the local language.

Blunt Claws (hind feet only) [-2] (physical)
Plus your Climbing Skill Bonus is only +1. A likely result of hooved and clawed gargoyles breeding together.

Crippled Wing/Missing Wing/Wingless (no Flight) [-24] (physical)
Only possible as an injury or deformity. Cost is different with attached wings or web wings.

Hooves (hind feet only) [-5] (physical)
Super Climbing is only 1, Climbing Skill Bonus is only 1

Non-Grasping Tail [-1] (physical)
Extra Arm becomes Striker: crushing, weak, clumsy -2.

Short Tail (no Extra Arm, DX-1 (only while gliding -30%)) [-16] (physical)
Your tail is too short to grasp with, and too short or weak to be a striker or an effective gliding ruddder. Either you hatched with a short tail, or it was severed.

Suspicious of Humans (Chauvinistic to Humans) [-1] (mental)
May be part of some clan lenses.

Territorial [-1] (probably common)

Three Digits Per Hand (-1 manual DX) [-4] (physical)
Stacks with the racial manual DX above.

Web Wings [-4] (physical)
As Attached Wings, but in addition your wings are very short, which reduces your lift. Air Move -2, No Enhanced Move, DX+1 (only while gliding -30%), Flight has a Temporary Disadvantage: No Fine Manipulators -30%, and your wingspan is equal to your height.




Like I said, this is very detailed, maybe more than you want, but it covers every difference from humans I could think of. If it's too overwhelming (and especially if your game will not take place during a mating or egg-laying year) I can modify it to make it simpler. Gargoyles is probably not what I would pick for my first GURPS game to run.

Where and when is your game set?
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Last edited by Vaevictis Asmadi; 06-22-2013 at 04:17 PM.
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Old 06-22-2013, 03:29 PM   #4
GodBeastX
 
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Default Re: Disneys Gargoyles

Nocturnal is a disadvantage you'd need.

DR with tough skin?

Some sort of spider climbing deal.
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Old 06-23-2013, 08:55 PM   #5
PenitentDemon
 
Join Date: Aug 2008
Default Re: Disneys Gargoyles

oh not sure if you mentioned this but "claim to hospitality" if thats the name... since Gargoyles who encounter strange gargoyles their not allready enemys of, are reasonably sure of being treated as guests.
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Old 06-24-2013, 06:34 AM   #6
Not another shrubbery
 
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Default Re: Disneys Gargoyles

Quote:
Originally Posted by Vaevictis Asmadi View Post
Features... sense magnetic north.
Nitpicking, but this should be a Perk rather than a Feature.
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Old 06-24-2013, 08:10 AM   #7
Bruno
 
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Default Re: Disneys Gargoyles

Quote:
Originally Posted by Not another shrubbery View Post
Nitpicking, but this should be a Perk rather than a Feature.
Specifically "Accessory: Compass" :) It can be used as justification for flat-out Absolute Direction, but the template is already going to be spendy and that might be overkill.

(Fixed my `` issue, yay!)
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Old 06-24-2013, 09:11 AM   #8
CoyoteGestalt
 
Join Date: Jan 2009
Default Re: Disneys Gargoyles

Quote:
Originally Posted by PenitentDemon View Post
oh not sure if you mentioned this but "claim to hospitality" if thats the name... since Gargoyles who encounter strange gargoyles their not allready enemys of, are reasonably sure of being treated as guests.
I wonder if it might, in this particular case, be appropriate to carry over the reaction bonus from Social Stigma: Minority Group? Gargoyles are rare and (usually) persecuted, and thus tend to react in each others' favor when meeting.
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Old 06-24-2013, 10:28 AM   #9
Vaevictis Asmadi
 
Join Date: May 2007
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Default Re: Disneys Gargoyles

^ It depends on when and where the story takes place. In modern New York, they have Social Stigma: Monster. Minority Group would be for places and times when gargoyles are accepted as people and mostly have equal legal rights, but merely suffer discrimination. I don't know if there's an example in the series; in modern Ishimura it looked like they were treated as equals, while in 10th century Scotland they were more like Second Class Citizens.

I'll change the compass thing on my template, thanks for catching that.
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I have Confused and Clueless. Sometimes I miss sarcasm and humor, or critically fail my Savoir-Faire roll. None of it is intentional.

Published GURPS Settings
(as of 4/2013 -- I hope to update it someday...)
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Old 06-24-2013, 10:36 AM   #10
CoyoteGestalt
 
Join Date: Jan 2009
Default Re: Disneys Gargoyles

Oh, sorry, I misspoke - I didn't mean to change the Stigma, I just meant to consider giving them the same reaction bonus from other gargoyles (such a tiny group that it's probably only a Perk at most) that characters with Minority Group get from other members of the group.
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