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Old 07-18-2007, 10:53 PM   #1
Rasputin
 
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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].
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Old 07-21-2007, 04:29 PM   #2
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Default 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.
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Old 07-21-2007, 07:43 PM   #3
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Default 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?
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Last edited by Bruno; 07-21-2007 at 07:54 PM.
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Old 07-21-2007, 10:52 PM   #4
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Default 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.
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Old 07-22-2007, 02:11 AM   #5
DieMunchkin
 
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Default 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.
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Old 07-22-2007, 05:38 PM   #6
DieMunchkin
 
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Default 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.
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Old 07-17-2007, 11:19 PM   #7
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Default 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
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Last edited by Rupert; 07-17-2007 at 11:30 PM. Reason: Forgot Soldier Skill
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Old 07-18-2007, 08:16 AM   #8
Bruno
 
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Default 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.
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