Some standard DnD-style humanoids in GURPS
I'll start with racial templates, to be followed by "stat blocks" for "generic warriors" from these races, intended for quick monster encounters.
The racial templates do not include Social Stigmas or racial Appearance penalties, despite most of these races having charisma penalties in DnD. I leave these up to GMs because it varies campaign to campaign how these would be applied. An orc in a demihuman centered campaign would probably have Appearance (Ugly) and anything from Social Stigma (Minority group) down to Social Stigma (Monster). An orc in an 'evil humanoid' game might have neither. I've 'converted' them from the 3.5 SRD, and about the only systematic thing I did was base their Strength on the weight listed for them in the SRD. In general DX and IQ bonuses and penalties were 1/2 the modifier the race got in D&D. Con bonuses were turned into a combination of extra HP and extra HT, leaning towards the HP to avoid having a monster that just can't fail death checks. The rest is a hodgepodge based on instinct, writeup of attributes in DnD, and things I thought the race should have had but didn't (Kobold tails as strikers, Gnolls getting sharp teeth and bite strength...) |
Re: Some standard DnD-style humanoids in GURPS
Racial Templates:
Kobold, -48 points ST -6 [-60], DX +1 [20] Will -1 [5], Size Modifier -3 Damage Resistance 1 (Flexible, -20%) [4] Dark Vision (Accessibility: Only light levels -4 and lower, -25%) [19] Striker (Crushing, Limited Arc: Back Only, -40%) [3] Racial Skill Bonus (Traps) +1 [2] Racial Skill Bonus (Professional Skill (Miner) +1 [2] Racial Skill Bonus (Search) +1 [2] Perk: Scales (Immune to Sunburn) [1] Bully (12-) [-10] Chummy [-5] Cowardice (12-) [-10] Intolerance (Total) [-10] Quirk: Glowing Red Eyes (May cause penalties to Stealth based on facing, direction the kobold is looking, etc) [-1] Feature: Home Light Level is -3 Goblin, 5 points ST -4 [40], DX +1 [20] Size Modifier -2 Dark Vision [25] Silence 2 [10] Speak/Read Common at Broken [2] Racial Skill Bonus (Animal Handling (Dogs)) +2 [4] Racial Skill Bonus (Riding (Canines)) +2 [4] Cowardice (12-) [-10] Gregarious [-10] Hobgoblin, 39 points ST -1 [-10], DX +1 [20] HP +1 [2], Size Modifier -1 Dark Vision [25] Silence 2 [10] Speak/Read Common at Broken [2] Chummy [-5] Cowardice (15-) [-5] Bugbear, 114 points ST +3 [30], DX +1 [20], HT +1 [10] HP +2 [4], PER +1 [5] Damage Resistance 2 (Tough Skin, -40%) [6] Dark Vision [25] Discriminatory Smell [15] Silence 2 [10] Speak/Read Common at Broken [2] Bully (12-) [-10] Chummy [-5] Racial Skill Training: Tracking 12* (PER+1) [4] * Doesn't include bonus from Discriminatory Smell Gnoll, 16 points ST +3 [30], IQ -1 [-20] HP +1 [2], Per +2 [10] Damage Resistance 1 (Tough Skin, -40%) [3] Dark Vision [25] Striking ST +2 (Biting Only, -60%) [4] Teeth (Sharp Teeth) [1] Fur [1] Bully (6-) [-20] Restricted Diet (Very Common: Carnivore) [-10] Odious Personal Habit -2 (Tortures and eats live prey) [-10] Orc, -1 point ST +2 [20], IQ -2 [-40] PER +2 [10] Dark Vision (Accessibility: Only light levels -4 and lower, -25%) [19] Bad Temper (12-) [-10] Feature: Home Light Level is -3 Ogre, 55 points ST +7 [63], DX -1 [-20], IQ -3 [-60], HT +2 [20] HP +2 [4], PER +3 [15], Size Modifier +1 Damage Resistance 3 (Tough Skin, -40%) [9] Dark Vision [25] Enhanced Move 1/2 (Ground) [10] Bad Smell [-10] Quirk: Uncongenial Minotaur, 139 points ST +8 [72] IQ -3 [-60] HT +2 [20] HP +2 [4], PER +5 [25], Size Modifier +1 3D Spatial Sense [10] Damage Resistance 2 (Thick Head; Skull only, -70%) [3] Damage Resistance 3 (Thick Hide; Tough Skin, -40%) [9] Dark Vision [25] Discriminatory Smell [15] Peripheral Vision [15] Striker (Horn 1; Impaling, Limited Arc (Forward), -40%) [5] Striker (Horn 2; Impaling, Limited Arc (Forward), -40%) [5] Fur [1] Loner (12-) [-10] |
Kobold Warrior
Kobold Warrior (-19 points)
ST 4; DX 11; IQ 10; HT 10. Damage 1d-5/1d-4; BL 3.2 lbs.; HP 4; Will 9; Per 10; FP 10. Basic Speed 5.25; Basic Move 5; Block 0; Dodge 8; Parry 9 (Axe/Mace). DR: 1 (Flexible), Skull DR: 6 + 1 (Flexible), Groin DR: 2 (Flexible) Languages: Draconic Templates: Kobold Skills Brawling-12; Broadsword-12; Camouflage-12; Search-12 (Per+2) [4]; Sling-12; Stealth-10; Tactics-9; Traps/TL3-12. Hand Weapons 1 Baton Skill:10 LC:4 $20 Wgt:1 swing Dam:1d-4 cr Reach:1 Parry:0 ST:6 thrust Dam:1d-5 cr Reach:1 Parry:0 ST:6 1 Striker (Tail) Skill:12 LC:* $0 Wgt:0 Dam:1d-4 cr Reach:C Parry:0 ST:* Notes:Back only Ranged Weapons 1 Sling (Lead Bullets) Skill: 10 LC:4 Dam:1d-3 pi Acc:0 Range:48 / 80 RoF:1 Shots:1(2) ST:6 Bulk:-4 Rcl: $20 Wgt:.5 Notes:[2,3,7] Armor & Possessions 1 Fur Loincloth (SM -3) $10 Wgt:0 Location:groin 1 Pot-Helm (SM -3) $100 Wgt:.7 Location:skull 1 Pouch $12 Wgt:1 20 Sling Lead Pellet $2 Wgt:1 Location: Pouch |
Goblin Warrior
Goblin Warrior (18 points)
ST 6 [0]; DX 11 [0]; IQ 10 [0]; HT 10 [0]. Damage 1d-4/1d-3; BL 7.2 lbs.; HP 6 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]. Basic Speed 5.25 [0]; Basic Move 5 [0]; Block 0; Dodge 8; Parry 8 (Knife). Torso/Groin DR: 1, Skull DR: 6 Languages: Goblin (Native), Common (Broken) Templates: Goblin Skills Knife-12; Sling-12; Stealth-10*; Tactics-9. * Takes bonuses from Silence 2 in appropriate situations Hand Weapons 1 Large Knife Skill: 12 LC:4 $40 Wgt:1 swing Dam:1d-5 cut Reach:C,1 Parry:-1 ST:6 Notes:[1] thrust Dam:1d-4 imp Reach:C Parry:-1 ST:6 Notes:[1] Ranged Weapons 1 Sling (Lead Bullets) LC:4 Dam:1d-2 pi Acc:0 Range:72 / 120 RoF:1 Shots:1(2) ST:6 Bulk:-4 Rcl: $20 Wgt:.5 Notes:[2,3,7] Armor & Possessions 1 Cloth Armor (SM -2) $30 Wgt:1.5 Location: torso, groin 1 Pot-Helm (SM -2) $100 Wgt:1.25 Location: skull 1 Pouch $12 Wgt:1 20 Sling Lead Pellet $2 Wgt:1 Location: Pouch |
Hobgoblin Warrior
Hobgoblin Warrior (64 points)
ST 9; DX 11; IQ 10; HT 10. Damage 1d-2/1d-1; BL 16 lbs.; HP 10; Will 10; Per 10; FP 10. Basic Speed 5.25; Basic Move 5; Block 9+1 (Shield); Dodge 8+1; Parry 9+1 (Spear). Torso/Groin DR: 2, Skull DR: 6 Languages: Goblin (Native), Common (Broken) Templates: Hobgoblin Skills Knife-12; Shield-12; Sling-12; Spear-13; Stealth-10*; Tactics-10. * Takes bonuses from Silence 2 in appropriate situations Hand Weapons 1 Large Knife Skill: 12 LC:4 $40 Wgt:1 swing Dam:1d-3 cut Reach:C,1 Parry:-1 ST:6 thrust Dam:1d-2 imp Reach:C Parry:-1 ST:6 Notes:[1] 1 Small Shield Skill: 12 LC:4 $40 Wgt:8 Dam:1d-2 cr Reach:1 Parry:No ST:-- Notes:[2,3,4] 1 Spear Skill: 13 LC:4 $40 Wgt:4 one-handed thrust Dam:1d imp Reach:1* Parry:0 ST:9 Notes:[1] two-handed thrust Dam:1d+1 imp Reach:1,2* Parry:0 ST:9† Ranged Weapons 1 Sling (Lead Bullets) LC:4 Dam:1d pi Acc:0 Range:108 / 180 RoF:1 Shots:1(2) ST:6 Bulk:-4 Rcl: $20 Wgt:.5 Notes:[2,3,7] Armor & Possessions 1 Leather Armor (SM -1) $100 Wgt:5 Location:torso, groin 1 Pot-Helm (SM -1) $100 Wgt:2.5 Location:skull 1 Pouch $12 Wgt:1 20 Sling Lead Pellet $2 Wgt:1 Location: Pouch |
Bugbear Warrior
Bugbear Warrior (169 points)
ST 13; DX 11; IQ 10; HT 11. Damage 1d/2d-1; BL 34 lbs.; HP 14; Will 10; Per 11; FP 11. Basic Speed 5.5; Basic Move 5; Block 10+1 (Shield); Dodge 8+1; Parry 10+1 (Shortsword). DR: 2 (Tough Skin), Torso/Vitals DR: 4/2 (Flexible) + 2 (Tough Skin), Skull DR: 6 + 2 (Tough Skin) Languages: Goblin (Native), Common (Broken) Templates: Bugbear Skills Knife-12; Shield (Shield)-14; Shortsword-14; Sling-14; Stealth-12*; Tactics-12; Thrown Weapon (Knife)-12. * Takes bonuses from Silence 2 in appropriate situations Hand Weapons 1 Large Knife Skill:12 LC:4 $40 Wgt:1 swing Dam:2d-3 cut Reach:C,1 Parry:-1 ST:6 thrust Dam:1d imp Reach:C Parry:-1 ST:6 Notes:[1] 1 Shortsword Skill:14 LC:4 $400 Wgt:2 swing Dam:2d-1 cut Reach:1 Parry:0 ST:8 thrust Dam:1d imp Reach:1 Parry:0 ST:8 1 Small Shield Skill:14 LC:4 $40 Wgt:8 Dam:1d cr Reach:1 Parry:No ST:-- Notes:[2,3,4] Ranged Weapons 1 Large Knife Skill:12 LC:4 Dam:1d imp Acc:0 Range:10.4 / 19.5 RoF:1 Shots:T(1) ST:6 Bulk:-2 Rcl: $40 Wgt:1 1 Sling (Lead Bullets) Skill:14 LC:4 Dam:2d pi Acc:0 Range:156 / 260 RoF:1 Shots:1(2) ST:6 Bulk:-4 Rcl: $20 Wgt:.5 Notes:[2,3,7] Armor & Possessions 1 Boots $80 Wgt:3 Location:feet 1 Mail Hauberk $230 Wgt:25 Location:torso, groin 1 Pot-Helm $100 Wgt:5 Location:skull 1 Pouch $12 Wgt:1 20 Sling Lead Pellet $2 Wgt:1 Location: Pouch |
Re: Some standard DnD-style humanoids in GURPS
Hmm. Couple things. First, shouldn't this be in the general GURPS forum? Unless you're asking us to put the templates into a datafile... :-)
Second, wouldn't Tough Skin be a better modifier for the kobolds' DR than Flexible? |
Re: Some standard DnD-style humanoids in GURPS
Aaagh, wrong forum! Ieee!
Um, can we get a mod to move this? I'm a moron :P Re Kobolds - It was the best thing I could think of to differentiate scales vs leathery skin. |
Re: Some standard DnD-style humanoids in GURPS
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Re: Some standard DnD-style humanoids in GURPS
Of course, now that we're in the CORRECT forum, I'll continue posting monsters... ;)
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Gnoll Warrior
Gnoll Warrior (45 points)
ST 13; DX 10; IQ 9; HT 10. Damage 1d/2d-1; BL 34 lbs.; HP 14; Will 9; Per 11; FP 10. Basic Speed 5; Basic Move 5; Block 9+2 (Shield); Dodge 8+2; Parry 9+2 (Axe/Mace). DR: 1 (Tough Skin), Torso DR: 2 (Flexible) + 1 (Tough Skin), Groin DR: 5/3 (Flexible) +1 (Tough Skin), Leg DR: 3/2 (Flexible) + 1 (Tough Skin), Skull DR: 6 +1 (Tough Skin) Languages: Gnoll Templates: Gnoll Skills Axe/Mace-13; Brawling-12; Knife-10; Shield (Shield)-12; Tactics-7; Thrown Weapon (Axe/Mace)-13. Hand Weapons 1 Large Knife Skill:10 LC:4 $40 Wgt:1 swing Dam:2d-3 cut Reach:C,1 Parry:-1 ST:6 thrust Dam:1d imp Reach:C Parry:-1 ST:6 Notes:[1] 1 Medium Shield LC:4 $60 Wgt:15 Dam:1d cr Reach:1 Parry:No ST:-- Notes:[2,3,4] 3 Throwing Axe Skill:13 LC:4 $180 Wgt:12 Dam:2d+1 cut Reach:1 Parry:0U ST:11 Notes:[1] Ranged Weapons 3 Throwing Axe Skill:13 LC:4 Dam:2d+1 cut Acc:2 Range:13 / 19.5 RoF:1 Shots:T(1) ST:11 Bulk:-3 Rcl: $180 Wgt:12 Armor & Possessions 1 Leather Armor $100 Wgt:10 Location:torso, groin 1 Pot-Helm $100 Wgt:5 Location:skull 1 Studded Leather Skirt $60 Wgt:4 Location:groin, legs |
Orc Warrior
This is the classic DnD "Orc with a ridiculously large axe".
Orc Warrior (24 points) ST 12; DX 10; IQ 8; HT 10. Damage 1d-1/1d+2; BL 29 lbs.; HP 12; Will 8; Per 10; FP 10. Basic Speed 5; Basic Move 5; Block 6 (DX); Dodge 8; Parry 9 (Brawling). Torso/Arm DR: 4/2 (Flexible), Groin/Leg DR: 3/2 (Flexible), Skull DR: 6, Foot DR: 2 (Flexible) Languages: Orc Templates: Orc Skills Axe/Mace-11; Brawling-12; Knife-10; Thrown Weapon (Axe/Mace)-12; Two-Handed Axe/Mace-14. Hand Weapons 1 Great Axe Skill:14 LC:4 $100 Wgt:8 Dam:1d+5 cut Reach:1,2* Parry:0U ST:12‡ 3 Hatchet Skill:11 LC:4 $120 Wgt:6 Dam:1d+2 cut Reach:1 Parry:0 ST:8 Notes:[1] Ranged Weapons 3 Hatchet Skill:12 LC:4 Dam:1d+2 cut Acc:1 Range:18 / 30 RoF:1 Shots:T(1) ST:8 Bulk:-2 Rcl: $120 Wgt:6 Armor & Possessions 1 Boots $80 Wgt:3 Location:feet 1 Mail Shirt $150 Wgt:16 Location:torso 1 Mail Sleeves $70 Wgt:9 Location:arms 1 Pot-Helm $100 Wgt:5 Location:skull 1 Studded Leather Skirt $60 Wgt:4 Location:groin, legs |
Primitive Ogre Warrior
Primitive Ogre Warrior (85 points)
ST 17; DX 9; IQ 7; HT 12. Damage 1d+2/3d-1; BL 58 lbs.; HP 19; Will 7; Per 10; FP 12. Basic Speed 5.25; Basic Move 5; Block 5 (DX); Dodge 8; Parry 9 (Brawling). DR: 3 (Tough Skin), Torso/Groin DR: 1 (Flexible) + 3 (Tough Skin) TL 1 Languages: Giant Templates: Ogre Skills Axe/Mace-14; Brawling-12; Wrestling-12. Hand Weapons 1 Mace (Cheap) Skill:14 LC:4 $20 Wgt:5 Dam:3d+2 cr Reach:1 Parry:0U ST:12 Notes:[1] Armor & Possessions 1 Fur Loincloth (Size +1) $10 Wgt:0 Location:groin 1 Fur Tunic (Size +1) $25 Wgt:4.5 Location:torso 1 Leather Helm (Size +1) $20 Wgt:2.25 Location:skull, face |
Advanced Ogre Warrior
This is an ogre with good TL 3 equipment. He is Medium Encumbered.
Advanced Ogre Warrior (95 points) ST 17; DX 9; IQ 7; HT 12. Damage 1d+2/3d-1; BL 58 lbs.; HP 19; Will 7; Per 10; FP 12. Basic Speed 5.25; Basic Move 5; Block 9+2 (Shield); Dodge 8+2; Parry 10+2 (Axe/Mace). DR: 3 (Tough Skin), Torso/Arms/Legs/Groin DR: 4/2 (Flexible) + 3 (Tough Skin), Skull DR: 6 + 3 (Tough Skin) TL: 3 Languages: Giant Skills Axe/Mace-14; Brawling-11; Shield (Shield)-12; Wrestling-11. Hand Weapons 1 Mace Skill:14 LC:4 $50 Wgt:5 Dam:3d+2 cr Reach:1 Parry:0U ST:12 Notes:[1] 1 Medium Iron Shield Skill:12 LC:4 $300 Wgt:30 Dam:1d+2 cr Reach:1 Parry:No ST:-- Notes:[2,3,4] Armor & Possessions 1 Boots (Size +1) $80 Wgt:6.75 Location:Feet 1 Mail Leggings (Size +1) $110 Wgt:33.75 Location:legs 1 Mail Shirt (Size +1) $150 Wgt:36 Location:torso 1 Mail Sleeves (Size +1) $70 Wgt:20.25 Location:arms 1 Pot-Helm (Size +1) $100 Wgt:11.25 Location:skull |
Re: Some standard DnD-style humanoids in GURPS
Hi Bruno:
Very good work. Adding standard equipment is also a good idea! I am keeping this in my HD. If you still have material, please go on! I love it. |
Re: Some standard DnD-style humanoids in GURPS
No melee weapon for the kobold warrior? Not even a light club?
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Re: Some standard DnD-style humanoids in GURPS
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I probably should have given the little guys Brawling for their striker tails, too, and write up it's damage, actually. I'll go edit the original entry. EDIT: Done. |
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Re: Some standard DnD-style humanoids in GURPS
Very nice work, which I'm certain to use.
I've even got a mini-setting they'll come in handy for. Regards, C |
Primitive Minotaur Warrior (172 points)
Primitive Minotaur Warrior (167 points)
ST 18; DX 10; IQ 7; HT 12. Damage 1d+2/3d; BL 65 lbs.; HP 20; Will 7; Per 12; FP 12. Basic Speed 5.5; Basic Move 5; Block 0; Dodge 8; Parry 10 (Brawling). DR: 3 (Tough Skin), Torso/Groin DR: 1 (Flexible) + 3 (Tough Skin), Skull DR: 2+3 (Tough Skin) TL: 1 Languages: Giant Skills Brawling-14; Tracking-12; Two-Handed Axe/Mace-14; Wrestling-12. Hand Weapons 1 Great Axe (Cheap) Skill:14 LC:4 $40 Wgt:8 Dam:3d+3 cut Reach:1,2* Parry:0U ST:12‡ Note:Due to ST 18 this weapon is no longer Unready 2 Horns Skill:14 LC:* Dam:1d+4 imp Reach:C,1 Parry:0 ST:* Note:Front only. Ranged Weapons Armor & Possessions 1 Fur Loincloth $10 Wgt:0 Location:groin 1 Fur Tunic $25 Wgt:4.5 Location:torso |
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. |
Re: Some standard DnD-style humanoids in GURPS
Actually, D&D trolls can be drowned, suffocated, starved, or poisoned to death - these kill by means other than damage, so regeneration won't stop them.
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Re: Some standard DnD-style humanoids in GURPS
Very nice work! I have only the tiniest of quibbles: I don't think any level of Cowardice is appropriate for Hobgoblins. They're more disciplined and militaristic than their goblin kin. A bit of Bully or even Sense of Duty might be an appropriate substitute.
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Re: Some standard DnD-style humanoids in GURPS
Personally, I think anything large, strong and well armed should be a "monster". Even if it doesn't have some inherent reason to kill you. A gold dragon is a "monster", as is a Tiger, Troll or Golem. Not all of them are going to try to kill you, but they are all frikken scary.
It's alot like heavy machinery. You may not be much bothered by a landmower, but a combine is going to scare the crap outta most people. |
Re: Some standard DnD-style humanoids in GURPS
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Though of course this only matters if you need trolls as enemies, allies, or PCs. Otherwise point total can be ignored and you can just roll with what you know should happen. |
Re: Some standard DnD-style humanoids in GURPS
Why not give them lots of HTK and high HT. A combo of that to about 20ish should make a troll pretty much impossible to kill. Throw in some kind of injury tolerance, and then with a trolls rapid regeneration, it'll be pretty hard to keep them down.
I never worried too much about fire with trolls. Whack'em with a greatsword untill they drop, then coup de grace them with a torch. Works wonders. |
Re: Some standard DnD-style humanoids in GURPS
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Like sharks they inspected things by eating part of it. Again, not their fault that most property owners took offense to losing part of their wagons, cows, or children. The 3rd ed. stuff seems quite a bit more morbid with respect with trolls. Parents bite off toddlers' limbs to show them that life and regeneration is painful and not to be wusses. |
Re: Some standard DnD-style humanoids in GURPS
Very good, I will find these monstrous dudes very useful indeed. Good Job!
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Re: Some standard DnD-style humanoids in GURPS
About the troll.
what about unhealing limited to fire/acid? shouldnt there be at least one extra attack? |
Re: Some standard DnD-style humanoids in GURPS
oh, i forgot
it is great work. you save me a lot of time by sharing your stuff. thanks a lot! |
Re: Some standard DnD-style humanoids in GURPS
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Assuming it's like Alternate Attack, if you're trying to model 2 horns in the off chance someone will try to attack/remove one of the horns, then this implementation wouldn't work. With Alternate Attack, if one of the attacks is negated, then all of them are negated. So if the Minotaur somehow loses one of the horns (for whatever reason), then the Minotaur couldn't attack with the other horn. My suggestion; you could buy both for full price with Link, +20% thereby giving your Minotaur the ability to impale PC's with either or both horns as required. Great work, btw. |
Re: Some standard DnD-style humanoids in GURPS
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The weapon pods on the robot in the basic set are sort of what I was thinking of, and they get no discount at all. Quote:
EDIT: or did you mean getting to do two horn attacks with one attack roll? |
Re: Some standard DnD-style humanoids in GURPS
This is great stuff.
Keep it coming. It would be grand if a template wizard could put all these into a file. |
Re: Some standard DnD-style humanoids in GURPS
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Re: Some standard DnD-style humanoids in GURPS
Here's something similar from one of my worlds. Not strictly from the D&D books, but since I haven't played since 2ed AD&D in 1990-1991(?) that's not really surprising. Recently updated (I love the Dark Vision accessibility).
Kobald -40 pts ST -4 [-40]; DX +1 [20] Will -1 [5]; Per +1 [5]; Size Mod -2 Dark Vision (Accessibility: Only lighting levels -4 or lower, -25%) [19] Extra Arm (Tail; No Physical Attack, -50%) [5] Racial Skill Bonus (Climbing) +2 [4] Super Climbing 2 [6] Scales [1] Gregarious [-10] Intolerance (Non-Kobalds, Total) [-10] Odious Personal Habit (Eats other sentient beings) -3 [-15] Overconfidence (12-) [-5] Phobia (Agoraphobia; 9-) [-15] Feature: Home lighting level of -3. Large bands of these guys inhabit cave complexes and the deepest, darkest forests. Normally surviving on fungi and the occasional beetle, Kobalds will take their protein anywhere they can get it. Prone to attacking PC's from above with dropped objects (stones, oil, etc.) while hanging by their tails from prepared tail-holds. Gnoll 20 pts ST +3 [30]; IQ -1 [-20] Move +2 [10]; HP +1 [2]; Per +3 [15] Damage Resistance 1 (Tough Skin, -40%) [3] Night Vision 5 [5] Racial Skill Bonus (Tracking) +2 [4] Striking ST +2 (Bite Only, -60%) [4] Teeth (Sharp Teeth) [1] Fur [1] Bully (9-) [-15] Chummy [-5] Odious Personal Habit (Eats other sentient beings) -3 [-15] Feature: Tail. Gnolls inhabit the cold northern forest, plains and tundra. Travel in packs hunting, tracking and ambushing PC's in the middle of the night. Wherever possible they will try to prolong the hunt for hours or days, letting wounded prey struggle before they move in for the kill. Minotaur 80 pts ST +6 [54]; IQ -2 [-40]; HT +3 [30] HP +4 [8]; Per +3 [15]; Size Mod +1 Absolute Direction [5] Acute Hearing +2 [4] Damage Resistance 3 (Tough Skin, -40%) [9] Damage Resistance 2 (Skull Only, -70%) [3] Fur [1] Night Vision 2 [2] Peripheral Vision [15] Striker 1 (Horn 1; Impaling; Limited Arc (Front), -40%; Link (Striker 2), +20%) [7] Striker 2 (Horn 2; Impaling; Limited Arc (Front), -40%; Link (Striker 1), +20%) [7] Bad Temper (6-) [-20] Loner (12-) [-5] Odious Personal Habit (Eats other sentient beings) -3 [-15] Feature: Tail. Solitary beings that inhabit scrub forests and hills. Minotaurs tend to react poorly to intrusions into their territory. |
Re: Some standard DnD-style humanoids in GURPS
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It's a game. There is no such thing as canon. |
Re: Some standard DnD-style humanoids in GURPS
If you stick to the core books it's actually quite a tight system.
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Re: Some standard DnD-style humanoids in GURPS
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Re: Some standard DnD-style humanoids in GURPS
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:) |
Re: Some standard DnD-style humanoids in GURPS
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Unless there is a single author, or unequivocal basis like what's on the screen is "true", the concept of canon just falls flat, in my opinion. |
Re: Some standard DnD-style humanoids in GURPS
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Slashfic between two consistently unromantically involved characters who are consistently defined as being completely uninterested in each other falls well outside even the hazy borders of soft cannon. Perhaps a better example would be Spock/Bones slashfic... ;) It's very very unusual that anyone ever considers 3rd party products produced in isolation and without consultation of the 'origin' material to be canonical in any sense whatsoever. Some items might get the 'cannon' blessing after the fact if the 'official' sources like it (I think Star Wars extended universe works a little like this) but it still takes special intervention. |
Re: Some standard DnD-style humanoids in GURPS
Not strictly in topic here, but these vermin are DnD style. Actually, I whipped them up a while ago for a Temple of Apshai influenced dungeon crawl. I've cleaned them up a bit and put them here in case someone else can use them.
Giant Bombardier Beetle (-28 Points) Attributes [-66] ST 10; DX 10; IQ 1 [-180]; HT 12 [20] Damage 1d-2/1d; Basic Lift 39 lbs.; HP 12 [4]; Will 10 [45]; Per 10 [45]; FP 12 Basic Speed 5.5; Basic Move 5; Ground Move 5; Water Move 1 Block 0; Dodge 8; Parry 0 DR: 2 Acid Spray (skill 12; 1d+1 Corrosion damage; 5 yard Cone; 1/2D 10; Range 100; Acc 3; RoF 1) Bite (skill 10; 1d-3 cut) Advantages [104] Corrosion Attack (Acid Spray; 1d+1 damage; Partial Dice (+1); Cone (5 yards), +100%; Limited Use (4 times per day), -20%) [24] Damage Resistance 4 (Limited Defense: Occasional (Bombardier Beetle acid spray), -60%; Can't Wear Armor, -40%) [4] Damage Resistance 2 (Shell, Can't Wear Armor, -40%) [6] Dark Vision [25] Extra Legs (6 Legs, Cannot Kick, -50%) [5] High Pain Threshold [10] Injury Tolerance (No Vitals) [5] Lifting ST (4) [12] Resistant +8 (Disease, Common) [7] Teeth (Sharp Teeth) [1] Universal Digestion [5] Disadvantages [-70] Bestial [-10] Cannot Speak [-15] Hidebound [-5] Horizontal [-10] No Fine Manipulators [-30] Taboo Trait (Fixed IQ) [0] Skills [4] Innate Attack (Breath) DX/E - DX+2 12 [4] Stats [-66] Ads [104] Disads [-70] Quirks [0] Skills [4] = Total [-28] Giant Bombardier Beetles are about 6 feet long and feed primarily on carrion and offal. If provoked it will attack with its Acid Spray or more rarely, its bite. Giant Centipede (-54 points) Attributes [-102] ST 4 [-36]; DX 12 [24]; IQ 1 [-180]; HT 10 Damage 1d-5/1d-4; Basic Lift 7.2 lbs.; HP 4; Will 10 [45]; Per 10 [45]; FP 10; Siz Mod -3 Basic Speed 5.5; Basic Move 5; Ground Move 5; Water Move 1 Block 0; Dodge 8; Parry 0 DR: 2 Bite (skill 12; 1d-5 cut + Poison) Poison (roll vs HT-1; causes Moderate Pain (pg 428) that lasts 30 minutes per point HT roll failed by; if HT roll is failed by more than 5, then Paralysis (pg 429) also occurs) Advantages [118] Affliction 2 (Poison Bite; Follow-Up (Teeth); Extended Duration (×30), +60%; Paralysis (Secondary), +30%; Moderate Pain, +20%) [42] Clinging [20] Dark Vision [25] Extra Legs (100 legs; Cannot Kick, -50%) [8] High Pain Threshold [10] Injury Tolerance (No Vitals) [5] Lifting ST 2 [6] Striking ST 1 (One Attack Only (Bite), -60%; No Fine Manipulators, -40%) [1] Teeth (Sharp Teeth) [1] Disadvantages [-70] Bestial [-10] Cannot Speak [-15] Hidebound [-5] Horizontal [-10] No Fine Manipulators [-30] Taboo Trait (Fixed IQ) [0] Stats [-102] Ads [118] Disads [-70] Quirks [0] Skills [0] = Total [-54] Giant Centipedes are about 2 feet long and can be found in both subterrainean and dark, damp forest environments. They attack anything that they think might be food. Their bite won't penetrate armor but if they bite flesh, they will inject a painful venom that can cause paralysis. Giant Fire Beetle (-144 Points) Attributes [-114] ST 6 [-24]; DX 10; IQ 1 [-180]; HT 10 Damage 1d-4/1d-3; Basic Lift 20 lbs.; HP 6; Will 10 [45]; Per 10 [45]; FP 10; Siz Mod -3 Basic Speed 5; Basic Move 5; Ground Move 5; Water Move 1 Block 0; Dodge 8; Parry 0 DR: 2 Bite (skill 10; 1d-1 cut) Advantages [71] Damage Resistance 2 (Shell; Can't Wear Armor, -40%) [6] Dark Vision [25] Extra Legs (6 Legs; Cannot Kick, -50%) [5] High Pain Threshold [10] Injury Tolerance (No Vitals) [5] Lifting ST 4 [12] Striking ST 7 (One Attack Only (Bite), -60%; No Fine Manipulators, -40%) [7] Teeth (Sharp Teeth) [1] Disadvantages [-70] Bestial [-10] Cannot Speak [-15] Hidebound [-5] Horizontal [-10] No Fine Manipulators [-30] Taboo Trait (Fixed IQ) [0] Quirks [-1] Glowing glands behind eyes (Incompetence - Stealth) [-1] Stats [-114] Ads [71] Disads [-70] Quirks [-1] Skills [0] = Total [-114] Giant Fire Beetles are around 2 feet in length and are known for having a very powerful bite for their size. They will attack anything that they identify as food (sleeping adventurers qualify), although their glowing glands will often alert their prey. The glands are prized by wizards and alchemists, plus they are useful as they will continue to provide light (-5 vision rolls) for several days after removal. Giant Praying Mantis (36 Points) Attributes [-36] ST 16 [54]; DX 9 [-20]; IQ 1 [-180]; HT 12 [20] Damage 1d+1/2d+2; Basic Lift 97 lbs.; HP 20 [8]; Will 10 [45]; Per 10 [45]; FP 11 [-3]; Siz Mod +1 Basic Speed 5.25; Basic Move 4 [-5]; Air Move 8; Ground Move 4 Block 0; Dodge 8; Parry 0 DR: 2 Bite (skill 9; 1d cut) Grapple (effective DX 12; effective ST 22) Advantages [118] Arm DX 3 (Two arms; One Attack Only (Grappling), -60%) [20] Damage Resistance 2 (Shell; Can't Wear Armor, -40%) [6] Dark Vision [25] Extra Legs (4 Legs; Cannot Kick, -50%) [3] Flight (Cannot Hover, -15%; Winged, -25%) [24] High Pain Threshold [10] Injury Tolerance (No Vitals) [5] Lifting ST 6 (Size, -10%) [17] Racial Skill Bonus 1 (Stealth) [2] Single-Minded [5] Teeth (Sharp Teeth) [1] Disadvantages [-54] Bestial [-10] Cannot Speak [-15] Ham-Fisted (-2) [-10] Hidebound [-5] Loner (6 or less) [-10] Reduced Air Move -2 [-4] Taboo Trait (Fixed IQ) [0] Skills [8] Stealth DX/A - DX+3 12 [8] includes: +1 from 'Racial Skill Bonus (Stealth)' Stats [-36] Ads [118] Disads [-54] Quirks [0] Skills [8] = Total [36] Giant Praying Mantis' are around 9 feet in length and are excellent solitary predators. They stand perfectly still until prey comes within range, at which point they grapple (usually for the torso), after which the prey is attacked with the bite (often aimed at the neck). They can also carry off anyone of ST 11 or less or anyone they have managed to pin (pg 371). They can also attempt to crush the torso of anyone of Size 0 or less (see Choke, pg 371). Giant Wasp (132 Points) Attributes [-10] ST 15 [45]; DX 11 [20]; IQ 1 [-180]; HT 12 [20] Damage 1d+1/2d+1; Basic Lift 58 lbs.; HP 15; Will 10 [45]; Per 10 [45]; FP 12; Siz Mod +1 Basic Speed 5.75; Basic Move 4 [-5]; Air Move 11; Ground Move 4 Block 0; Dodge 8; Parry 0 DR: 2 Grapple (effective DX 11 + 4 from extra arms; effective ST 17) Bite (skill 11; 1d cut) Stinger (skill 11; 1d+1 imp + Poison) Poison (roll vs HT-2; causes Severe Pain (pg 428) that lasts 5 hours per point HT roll failed by; if HT roll is failed by more than 5, then Paralysis (pg 429) also occurs) Advantages [210] 3D Spatial Sense [10] Affliction 3 (Poison Sting; Follow-Up (Stinger); Extended Duration (×300), +100%; Paralysis (Secondary), +30%; Severe Pain, +40%) [81] Clinging [20] Damage Resistance 2 (Can't Wear Armor, -40%) [6] Dark Vision [25] Extra Arms 2 (Foot Manipulators, -30%) [14] Flight (Winged, -25%) [30] High Pain Threshold [10] Injury Tolerance (No Vitals) [5] Lifting ST 2 (Size, -10%) [6] Striker (Stinger - Impaling; Cannot Parry, -40%; Weak, -50%) [2] Teeth (Sharp Teeth) [1] Disadvantages [-70] Bestial [-10] Bloodlust (6 or less) [-20] Cannot Speak [-15] Ham-Fisted (-2) [-10] Hidebound [-5] Horizontal [-10] Taboo Trait (Fixed IQ) [0] Skills [1] Aerobatics DX/H - DX+0 12 [2] includes: +2 from '3D Spatial Sense' Stats [-10] Ads [210] Disads [-70] Quirks [0] Skills [2] = Total [132] Giant Wasps are will attack anything that looks even remotely like food. They are known to be very aggressive, often continuing to sting prey long after it has stopped moving. Their usual method of attack is to grapple their prey (preferably from above and by surprise) and then repeatedly stabbing with their stinger. If they can carry their foe into the air, they will (pg 371). |
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