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-   -   Some standard DnD-style humanoids in GURPS (https://forums.sjgames.com/showthread.php?t=29078)

Bruno 07-17-2007 12:21 PM

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...)

Bruno 07-17-2007 12:22 PM

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]

Bruno 07-17-2007 12:37 PM

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

Bruno 07-17-2007 12:45 PM

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

Bruno 07-17-2007 12:54 PM

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

Bruno 07-17-2007 01:05 PM

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

Kelly Pedersen 07-17-2007 01:05 PM

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?

Bruno 07-17-2007 01:06 PM

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.

Kelly Pedersen 07-17-2007 01:28 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Bruno
Re Kobolds - It was the best thing I could think of to differentiate scales vs leathery skin.

Hmm. I dunno - most of the pictures and descriptions I've read of them suggest that the scales aren't that thick. I'd probably rule that they were pretty scratchable, myself. But, of course, YMMV. :-)

Bruno 07-17-2007 02:09 PM

Re: Some standard DnD-style humanoids in GURPS
 
Of course, now that we're in the CORRECT forum, I'll continue posting monsters... ;)

Bruno 07-17-2007 02:19 PM

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

Bruno 07-17-2007 02:28 PM

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

Bruno 07-17-2007 02:38 PM

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

Bruno 07-17-2007 02:49 PM

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

demonsbane 07-17-2007 02:50 PM

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.

Xplo 07-17-2007 02:50 PM

Re: Some standard DnD-style humanoids in GURPS
 
No melee weapon for the kobold warrior? Not even a light club?

Bruno 07-17-2007 02:53 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Xplo
No melee weapon for the kobold warrior? Not even a light club?

I'm afraid whenever I look at the Kobolds and think of them meleeing, I find myself wondering "What, exactly, is the point?" So I forgot >.>

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.

KlausPrinceOfTheUndeads 07-17-2007 03:55 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Bruno
I'm afraid whenever I look at the Kobolds and think of them meleeing, I find myself wondering "What, exactly, is the point?" So I forgot >.>

That's understandable. Probably you were thinking about the all-dreaded Kobolds from Baldur's Gate (*sniff*), which could be portrait well by giving them Telescopic Vision 5 and the Bow skill at 18+.

Cernig 07-17-2007 04:04 PM

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

Bruno 07-17-2007 06:15 PM

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

Rasputin 07-17-2007 06:48 PM

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.

Rupert 07-17-2007 11:19 PM

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


Bruno 07-18-2007 08:16 AM

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.

Kaldrin 07-18-2007 10:25 AM

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...

Rasputin 07-18-2007 09:59 PM

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?

sir_pudding 07-18-2007 10:04 PM

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).

Rasputin 07-18-2007 10:39 PM

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.

Rasputin 07-18-2007 10:53 PM

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].

Rupert 07-18-2007 11:01 PM

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

AstralRunner 07-18-2007 11:21 PM

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.

Rupert 07-19-2007 05:46 AM

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.

Bruno 07-19-2007 10:03 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Rupert
I think trolls would qualify for Social Stigma (Monster) [-15].

Most if not all of the races in the thread would, but I deliberately left it and various Appearance related traits out because they do tend to be relative - and also largely irrelevant if you're using them as cannon-fodder.

Hanuman47 07-19-2007 02:39 PM

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.

Rupert 07-19-2007 08:21 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Bruno
Most if not all of the races in the thread would, but I deliberately left it and various Appearance related traits out because they do tend to be relative - and also largely irrelevant if you're using them as cannon-fodder.

Unless the campaign is troll-centric I think they're always going to be 'monsters', even if your game centres around orcs and bugbears - it's not like trolls are fussy about what they eat, or care even a little about the stuff of civilisation.

Verjigorm 07-19-2007 09:50 PM

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.

AstralRunner 07-19-2007 10:16 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Rupert
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.

Ahh, that is true. So I guess we would need Unkillable 2 with a LOT of Achilles' Heels in order to properly capture the "You will never be able to kill it with a plain sword no matter how fast and hard you stab it" thing they have going.

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.

Verjigorm 07-19-2007 10:22 PM

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.

Flyndaran 07-20-2007 03:06 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Rupert
Unless the campaign is troll-centric I think they're always going to be 'monsters', even if your game centres around orcs and bugbears - it's not like trolls are fussy about what they eat, or care even a little about the stuff of civilisation.

The AD&D 2nd ed. had some interesting cultural input about trolls. I remember how proper politeness required a large bite hello with an, "Eh. It'll grow back." It's not their fault that most creatures took undue offense.
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.

Ruinous 07-20-2007 03:26 AM

Re: Some standard DnD-style humanoids in GURPS
 
Very good, I will find these monstrous dudes very useful indeed. Good Job!

Verjigorm 07-20-2007 11:19 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Flyndaran
The AD&D 2nd ed. had some interesting cultural input about trolls. I remember how proper politeness required a large bite hello with an, "Eh. It'll grow back." It's not their fault that most creatures took undue offense.
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.

Where's that from? I don't remember trolls beign described as much more than appetites.

Flyndaran 07-20-2007 06:52 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Verjigorm
Where's that from? I don't remember trolls beign described as much more than appetites.

The 3rd. edition "Slayer's Guide to Trolls".

Bruno 07-20-2007 07:58 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Flyndaran
The 3rd. edition "Slayer's Guide to Trolls".

Ah. See, that's not D&D - that's a 3rd party D20 licensed supplement, and therefore not part of the core creature description.

Exception Clause 07-21-2007 02:46 PM

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?

Exception Clause 07-21-2007 02:47 PM

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!

DieMunchkin 07-21-2007 04:29 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Bruno
Minotaur, 140 points

Striker (Horn 1; Impaling, Limited Arc (Forward), -40%) [5]
Striker (Horn 2; Impaling, Limited Arc (Forward), -40%; Duplicate Attack, *1/5) [1]

Where did you get Duplicate Attack from? I'm aware of the Alternate Attack from Powers, but I don't recall seeing Duplicate Attack anywhere.

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.

Bruno 07-21-2007 07:43 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by DieMunchkin
Where did you get Duplicate Attack from? I'm aware of the Alternate Attack from Powers, but I don't recall seeing Duplicate Attack anywhere.

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.

This is what I'm getting for working from memory. I was thinking of if you have an ability under two powers. Or I could just be confused.

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:

Originally Posted by DieMunchkin
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.

I think you could do taht with a Dual Weapon Attack anyways.

EDIT: or did you mean getting to do two horn attacks with one attack roll?

stingerz16 07-21-2007 10:52 PM

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.

DieMunchkin 07-22-2007 02:11 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Bruno
I think you could do taht with a Dual Weapon Attack anyways.

EDIT: or did you mean getting to do two horn attacks with one attack roll?

Yup, two horns, one roll. Ouch.

DieMunchkin 07-22-2007 05:38 PM

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.

Flyndaran 07-23-2007 02:55 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Bruno
Ah. See, that's not D&D - that's a 3rd party D20 licensed supplement, and therefore not part of the core creature description.

How does that matter? D&D 3rd+ is so internally inconsistant and errata laden as to render the concept of canon vs. non-canon a little silly.
It's a game. There is no such thing as canon.

Rupert 07-23-2007 05:44 AM

Re: Some standard DnD-style humanoids in GURPS
 
If you stick to the core books it's actually quite a tight system.

Bruno 07-23-2007 07:19 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Flyndaran
How does that matter? D&D 3rd+ is so internally inconsistant and errata laden as to render the concept of canon vs. non-canon a little silly.
It's a game. There is no such thing as canon.

... you know, there are about ten billion star trek fans that would argue with that train of logic. Just because the original source has no organizing central rhyme or reason, doesn't mean that a fan-written Spock/Kirk slashfic is cannonical.

Flyndaran 07-23-2007 11:22 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Rupert
If you stick to the core books it's actually quite a tight system.

I'm not saying that they are as half-a**ed as White Wolf products, which I still enjoyed in a "pick and choose what I like, and disgard the rest" way.
:)

Flyndaran 07-23-2007 11:28 AM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Bruno
... you know, there are about ten billion star trek fans that would argue with that train of logic. Just because the original source has no organizing central rhyme or reason, doesn't mean that a fan-written Spock/Kirk slashfic is cannonical.

I could only enjoy ST by pretending that each episode was a seperate parallel universe with unique laws and histories.
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.

Bruno 07-23-2007 12:08 PM

Re: Some standard DnD-style humanoids in GURPS
 
Quote:

Originally Posted by Flyndaran
I could only enjoy ST by pretending that each episode was a seperate parallel universe with unique laws and histories.
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.

There are, however, degrees of "cannon", if you will. There's seriously internally consistent stuff, "Hard cannon" if you like, then there's Star Trek level consistency ("soft cannon"), which is fuzzier, but still has borders.

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.

DieMunchkin 07-23-2007 11:57 PM

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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