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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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 NotesOrc 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 |
Re: Some standard DnD-style humanoids in GURPS
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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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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]. |
Re: Some standard DnD-style humanoids in GURPS
I think trolls would qualify for Social Stigma (Monster) [-15].
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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. |
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