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Old 01-17-2008, 12:37 PM   #51
Smirg
 
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

I just dug out my that-other-game conversion race templates (25 points, or -25 for kobolds). A few shoot way beyond the target by exaggerating regular traits but make the races play a bit more unique (full-blown Illusion for gnomes, nearsighted in sunlight rather than just a different base light level).
And, as mentioned, most of the savage races (except kobolds and goblins) totally dominate the regular ones in a dungeon crawl.

Honestly, if I considered making a dungeon-crawl game, I wouldn't use the races as presented here (as I mentioned before, I did the conversion for fun, not to actually use it). For such a game, I'd start by cutting all non-combat relevant abilities (and disadvantages!) by half in point cost - at least.


Dwarves (4’3”, 150 lbs.):
HP +1, HT +1, Basic Move -1, SM -1, Extended Lifespan 1, Infravision, Resistant (poisons, +3 HT), Dwarven Craftsmanship 1, Stable, Odious Racial Habit (gruff) [-5]

Dwarven Craftsmanship Talent: Architecture, Armoury, Engineer, Machinist, Masonry, Smith
Stable Perk: +1 to resist being knocked down such as slams or trips, but not knockdown+stun


Elves (5’, 115 lbs.):
ST -1, DX +1, Per +1, HT -1, Appearance: Attractive, Extended Lifespan 2, Less Sleep (4 hours), Night Vision 5, one of Broadsword, Rapier or Bow (DX-1) [1], Treehugger, Chauvinistic (non-elves)

Treehugger Quirk: Minor Sense of Duty towards preserving nature


Gnomes (3’3”, 42 lbs.):
ST -2, HP +2, HT +1, Basic Move -1, SM -1, Extended Lifespan 1, Illusion {from GURPS Powers p. 94}, Night Vision 5, Resistant (illusions, +3 IQ) [1], Speak with animals (burrowing mammals, 4 min/day), Curious (12, machines and alchemy only) [-2]


Half-Elves (5’3”, 135 lbs.):
Per +1, Night Vision 5, Social Chameleon, Diplomat 1

Diplomat Talent: Acting, Carousing, Detect Lies, Diplomacy, Fast-Talk, Leadership, Politics, Public Speaking, Savoir-Faire, Sex Appeal, Streetwise.


Halflings (3’, 32 lbs.):
ST -2, DX +2, Will +1, Basic Move -1, SM -1, Acute Hearing 1, Agility 1, Fearlessness 1, one of Thrown Weapon (any, DX) or Sling (DX-2) [1], Curious (12)

Agility Talent: Acrobatics, Climbing, Escape, Jumping, Stealth, Throwing


Half-Orcs (6’, 215 lbs.):
ST +2, HP +2, IQ -1, Per +1, Infravision, Fearlessness +3


Humans (5’6”, 160 lbs.):
Humans receive class-dependant boosts to relevant abilities.


Gnolls (7’6”, 300 lbs.):
ST +4, HP +2, IQ -1, Per +1, HT +2, SM +1, Damage Resistance 1 (tough skin), Fur, Infravision, Gluttony (15), Social Stigma (monster), Odious Racial Habit (eat other sentients) [-15], Disturbing Laughter, Scream Connoisseur

Disturbing Laughter Quirk: -1 to social and reaction rolls if amused. +5 on Mimicry (hyena)
Scream Connoisseur Quirk: slight sadism, gnolls like to hear intelligent beings scream


Goblins (3’3”, 42 lbs.):
ST -2, DX +2, SM -1, Infravision, Silence 1, Social Stigma (minority group)


Kobolds (2’3”, 40 lbs.) [-25 points]:
ST -4, DX +2, Per +1, HT -1, SM -2, Damage Resistance 1 (tough skin), Infravision, Engineer (mining, IQ-2) [1], Running (HT) [2], Traps (IQ) [2], Bad Sight (nearsighted, bright sunlight only) [-17], Cowardice (12), Social Stigma (minority group), Squeaky Voice

Squeaky Voice Quirk: -1 to Intimidation and appropriate reaction rolls against non-kobolds


Lizardfolk (6’6”, 125 lbs.):
ST +1, IQ -1, HT +1, SM +1, Breath-Holding 1, Claws (sharp claws), Damage Resistance 3 (flexible), Nictitating Membrane 1, Teeth (sharp teeth), Acrobatics (DX -1) [2], Jumping (DX +1) [2], Swimming (HT +2) [4], Social Stigma (minority group)


Ogres (9’6”, 625 lbs.):
ST +10, HP +3, DX -1, IQ -2, Per +1, HT +1, Basic Move +1, SM +2, Damage Reduction 3 (tough skin), Infravision, Bad Temper (15), Social Stigma (monster), Odious Racial Habit (eat other sentients) [-15], Dull (usually smash, ignore or flee) [-1]


Orcs (6’, 215 lbs.):
ST +5, HP +2, IQ -1, Infravision, Fearlessness +4, Bad Sight (nearsighted, bright sunlight only) [-17], Social Stigma (minority group), chauvinistic (women are breeders)
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Old 01-18-2008, 01:23 AM   #52
eddie
 
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by LoneWolf23k
Quote:
Originally Posted by Sielle
No one thought up a gnome yet?
Which flavor?...
Gnomes taste like beef, especially if prepared properly. MMMMMMMM, finger licking good :).
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Old 01-18-2008, 02:27 AM   #53
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Got one for warforged?
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Old 01-18-2008, 03:34 PM   #54
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by Smirg
I just dug out my that-other-game conversion race templates (...)
Interesting post!

Quote:
Originally Posted by Daverius
Got one for warforged?
I think someone will post that just after the template for the Teenage Mutant Ninja Turtles "Dungeon Fantasy race"... >:-D
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Old 01-18-2008, 04:15 PM   #55
GnomesofZurich
 
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

War-Forged would be difficult to do on 25 points.

Looking at Jurgen Hubert's Eberron conversion, his War-Forged build comes in at 83 points. The minimum traits to apply would be Machine meta-trait [25], Doesn't Sleep [20], plus Damage Resistance 3 (Can't Wear Armour, -40%) [9], and perhaps Longevity, Extended Lifespan or Rev. Pee Kitty's house-ruled Unaging [5]. This totals to 59 points (using Unaging).

Can you apply enough disadvantages to fit into 25 points, or remove any of the traits above and still keep their feel? One could apply Numb [-20] and Low Empathy [-20], although I don't know that that really fits the spirit or the official stats of War-Forged.

Edit: another poster (don't recall the name, sorry) suggested Ham-Fisted for this race, so that could be applied as well.
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Old 01-19-2008, 04:43 AM   #56
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by Smirg
One thing I would definitely be wary of (from experience) is "balancing" combat-related advantages with social disadvantages in a dungeon-centric game. ST, HP and DR are especially "dangerous" in this regard.
The Ogre is an extreme example, because any opponent who is though enough DR-wise to prove a considerable challenge to a regular (e.g. human) fighter will not make much difference to an Ogre.:)
I've been thinking about how to balance the other races. What I'm thinking is that I'd have a hard limit of 50 points in disadvantages (plus 5 quirkes) _including_ the points from racial disadvantages and quirkes. Therefore one of my Elves:

Elf [+25 points]
DX +1 [20], PER +1 [5], Attractive Appearance [+4], Gifted Artist Talent/1 [5] OR Musical Ability Talent/1 [5], Magery 0 [5], Unaging [5]*, Racial skill bonus to Bow +1 [2], Night Vision/4 [4], Elven Code of Honor [-10], Sense of Duty - Nature [-15]

who already has 25 points in racial disadvantages would only be able to take 25 more points of disadvantages from their class template. This would mean that they wouldn't be able to buy as many of the optional traits from their class template, as they won't be able to afford them.

Since Orges have more than 50 points in racial disadvantages, they wouldn't be able to take any of their class disadvantages without buying off some racial disadvantages. You might also want to provide absolute limits to stats, so that if a human Barbarian has ST +7 (size -10% and an Ogre has +10 ST (size -10%), this does not necessarily mean that an Ogre Barbarian has STR +17 (size -20%). [136 points] Since STR 27 gives Thrust 3d-1 and Swing 5d+1 damage than an Ogre with an oversized Maul doing sw+6 cut would be doing 5d+7 swing (average of 24.5 points of crushing).
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Old 01-20-2008, 06:33 PM   #57
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Might as well take a stab at this along with everyone else:

Ogre (around 8 feet, 500-600 lbs). Big, strong, a little slow and clumsy. Aside from Bad Temper, not particularly anti-social.

Size Mod +1 [0], +8 ST [72*], -1 DX [-20], -2 IQ [-40], +1 HT [10], -1.0 Speed [-20], +4 HP [8]. +2 Move [10], +2 Per [10], +2 Will [10], +2 Fearlessness [4], Night Vision +9 [9], +2 DR (Tough Skin -40%) [6], Bad Temper 12- [-10], Social Stigma (Monster) [-15], Ugly [-8], Quirk: Always talks of self in third person ("Mongo mere pawn in game of life.") [-1]

Total for Attributes: 22
Total for Secondary Characteristics: 18
Total for Advantages: 19
Total for Disadvantages: -34
Total: 25 points

I avoided Odious Racial Habit (Eats Sentients) as I think Social Stigma (Monster) covers it.

Half Ogre

Ogre (around 7 feet, 250-300 lbs)

Size Mod +1 [0], +3 ST [27*], -1 IQ [-20], +1 HT [10], +2 HP [4], +1 Per [5], +1 Will [5], +1 Fearlessness [2], Night Vision +3 [3], +1 DR (Tough Skin -40%) [3], Bad Temper 15- [-5], Social Stigma (Kind of suspect) [-5], Unattractive [-4]

Total for Attributes: 17
Total for Secondary Characteristics: 14
Total for Advantages: 8
Total for Disadvantages: -14
Total: 25 points

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Old 01-21-2008, 04:34 AM   #58
jimmyjimjam
 
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

How about one of these templates for a race like the Pixie-fairies from Hackmaster? Perhaps very difficult to do. What about Leprechauns? Ive always wondered why they arent a standard race in some games. Does it have anything to do with breakfast cereal I wonder?
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Old 01-21-2008, 05:05 AM   #59
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Quote:
Originally Posted by jimmyjimjam
How about one of these templates for a race like the Pixie-fairies from Hackmaster? Perhaps very difficult to do. What about Leprechauns?
The pixies and such are very "fantastic".

I once planned to run a AD&D campaign with these little creatures as PCs. I think it can be interesting.
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Old 01-22-2008, 04:41 AM   #60
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Default Re: GURPS Dungeon Fantasy Races - 25 point templates

Pixie-Fairy GURPS Dungeon Fantasy Template

Pixy-Fairy [+25]

ST - 5 [-50], DX +1 [20], Per +1 [5], Ground Move -4 [-20] SM -2 [0]
Subtotal [-45]

Attractive Appearance [4], Charisma/1 [5], Flight (winged -25%) [30] Invisibility (Can carry objects Medium +50%, Switchable +10%, Accessability - may only activate ability once per day but that activation lasts 24 hours or until deactivated -5%, Accessability - only when flying and as long as they don't attack or cast attack spells -30%, the light from light sources they carry remains visable -0%, Substantial Only -10%) [50], Perk - can gain Tattoo Magic in play [1], Rapid Healing [5], Taboo Trait - armor does not protect their wings [0]. Taboo Trait - Extra hit Points [0]. Racial Feature - can have their wings cut off [0].
Subtotal [95]

Speaks Pixie Fairy (native/none) [-3], Common (accented/none) [2]
Racially Learned Skills - Flight HT [2]-10, Survival/Forest Per-1 [1] -11
Subtotal [2]

Pixie Fairy Code of Honor [-5] OR Odious Racial Habit - Pixie Fairy [-5] (depending on how you read their behavior, I agree with Steevil on this one) Enemy (as powerful, 6- various pixie dust collectors and pixie hunters) [-2] Increased Consumption 1.5 (must eat 9 meals/day) [-15], Short Lifespan/3 [-3]* Quirk - Distractible [-1], Quirk - must return home for Pixie Meet every six years or will suffer Unluck until they attend the next Meet. [-1]
Subtotal [-27]

Optional Traits -
Wings Cut Off [-30]
Danger Sense (Reliable +8 +40%, only versus dangers from intelligent creatures -20%) [18]
Extra Life (Onset - requires one to four months to activate -40%, new form still has Extra Life, but instead looses 25 points from reduced skills and a new disadvantage -0% [15],
Magery 1 [5] and Racially Learned Spell Simple Illusion IQ [4] if IQ 11+.
various Tattoo Magic abilities [var].
Reduced FP [var]
Sterile [0].
Pixie-Fairys with Tatoos must increase the frequency of their Enemy to 9-, as many people with to acquire tattoo magic by ripping it from the pixie fairy, dead or alive [a difference of -3]

I have not included Pixie Fairys Telepathic Link to associates or their ability to give their Danger Sense to companions they are Telepathically linked to, it's just too expensive. I have not included all the languages Pixie Fairys speak. I have assumed illiteracy because Literacy is an acquired skill in Hackmaster. I have not included the 5th level Pixie Fairy abilities of casting 'Minor Sphere of Perturbation' and calling a woodland thrall (Ally). I did not give them +1 IQ and a taboo trait of lowered IQ even though in Hackmaster they can all cast a spell that requires IQ 11 in GURPS. I did not give them +1 IQ in GURPS even though they have +1 IQ and +1 WIS in Hackmaster. I have made their Extra Life and their Danger Sense both optional traits, which is inaccurate, but as this is not the 58 point template thread, was required. I have not included their high resistence to magic. I have simplified their dependency on a special diet to Increased Comsumption. I considered making their ability to gain Tattoo Magic a 0 point feature but decided it was, at least, a Perk. I have oversmiplified their loss of half their Honor for missing Pixie Meet to Unluck for missing it.

* I am deliberately reducing the cost of all aging related advantages and disadvantages for GURPS Dungeon Fantasy, on the assumption that most Dungeon Fantasy campaigns won't last long enough, in game time, for them to matter as much. If you disagree you could pick up another -27 points in disadvantages and use them to pay for some of the optional traits.

Pixie Fairys are copyright by Kenzer and Company. This is an unauthorized adaptation. If they tell me to take it down, I will.
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