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Old 04-21-2009, 12:25 PM   #1
Sam Baughn
 
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Some generic fantasy goons.

Here's ten write-ups of normal human NPC fighters for a TL 2-3 setting with basic equipment. I gave them names based on their intended roles, but these shouldn't be taken as absolutes - for instance a village might have militia bowmen with the same stats as the 'bandit', while a group of bandits could include individuals with the stats of a 'barbarian warrior' or 'crossbowman'. Assume that they have about a dozen arrows or crossbow bolts if they need them and add a bit of loot (typically some food and drink, valuables worth around $50 plus some odds and ends) if it matters.


Thug

Attributes
ST 11; DX 10; IQ 10; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 9 (Brawling).

Skills
Brawling 12; Forced Entry 10; Holdout 10; Intimidation 12; Knife 10; Shadowing 10; Streetwise 10.

Equipment
Blackjack (Reach C, 1d cr); Leather Jacket (DR 1, arms & torso); Small Knife (Reach C, 1d-2 imp / Reach C,1, 1d-2 cut). No encumbrance.



Assassin

Attributes
ST 11; DX 12; IQ 10; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 10; Per 12; FP 10.
Basic Speed 6.00; Basic Move 6; Dodge 9; Parry 9 (Knife).

Skills
Acting 12; Climbing 12; Fast Draw (Knife) 14; Forced Entry 12; Holdout 12; Knife 14; Shadowing 14; Stealth 14; Streetwise 10; Thrown Weapon (Knife) 12.

Equipment
Large Knife (Reach C, 1d-1 imp / Reach C,1, 1d-1 cut / Acc 0, Range 8/16, 1d-1 imp), Small Knife (Reach C, 1d-2 imp / Reach C,1, 1d-2 cut / Acc 0, Range 5/16, 1d-2 imp). No encumbrance.



Bandit

ST 10; DX 10; IQ 10; HT 10.
Damage 1d-2/1d; BL 20 lbs; HP 10; Will 10; Per 11; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 8U (Axe/Mace).

Skills
Axe/Mace 10; Bow 12; Camouflage 10; Climbing 10; Intimidation 10; Knife 10; Scrounging 10; Stealth 10; Survival (Woodlands) 10; Tracking 10.

Equipment
Hatchet (Reach 1, 1d cut); Leather Armour (DR 2, torso & groin); Regular Bow (Acc 2, Range 150/200, 1d-1 imp); Small Knife (Reach C, 1d-3 imp / Reach C,1, 1d-3 cut). No encumbrance.



Bandit Leader

ST 11; DX 11; IQ 11; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 11; Per 12; FP 10.
Basic Speed 5.25; Basic Move 5; Dodge 8; Parry 9 (Broadsword).

Skills
Broadsword 12; Bow 12; Camouflage 12; Climbing 10; Intimidation 12; Knife 10; Leadership 12; Stealth 10; Survival (Woodlands) 12; Tactics 10; Tracking 12.

Equipment
Leather Armour (DR 2, torso & groin); Regular Bow (Acc 2, Range 150/200, 1d imp); Small Knife (Reach C, 1d-2 imp / Reach C,1, 1d-2 cut); Thrusting Broadsword (Reach 1, 1d+2 cut / Reach 1, 1d+1 imp). No encumbrance.



Barbarian Warrior

ST 11; DX 10; IQ 10; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 10; Parry 11U (Axe/Mace); Block 11.

Skills
Axe/Mace 12; Brawling 12; Climbing 10; Intimidation 10; Shield 12; Stealth 10; Survival (Woodlands) 10.

Equipment
Axe (Reach 1, 1d+3 cut); Leather Armour (DR 2, torso & groin); Leather Helm (DR 2, skull & face); Medium Shield (DB 2). Light encumbrance.



Berserker

ST 13; DX 10; IQ 10; HT 10.
Damage 1d/2d-1; BL 34 lbs; HP 13; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 9U (Two-handed Flail).

Disadvantages
Berserk.

Skills
Brawling 12; Intimidation 12; Two-handed Flail 12.

Equipment
Flail (Reach 1,2*, 2d+3 cr); Heavy Leather Leggings (DR 2, legs); Heavy Leather Sleeves (DR 2, arms); Leather Armour (DR 2, torso & groin); Leather Helm (DR 2, skull & face). No encumbrance.



Spearman

Attributes
ST 11; DX 10; IQ 10; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 11 (Spear), Block 11.

Skills
Hiking 12; Knife 10; Shield 12; Soldier 12; Spear 12.

Equipment
Large Knife (Reach C, 1d-1 imp / Reach C,1, 1d-1 cut); Legionary Helmet (DR 4, skull & face); Mail Hauberk (DR 4/2, torso & groin); Mail Sleeves (DR 4/2, arms); Medium Shield (DB 2); Spear (Reach 1, 1d+1 imp). Medium encumbrance.



Crossbowman

ST 10; DX 10; IQ 10; HT 10.
Damage 1d-2/1d; BL 20 lbs; HP 10; Will 10; Per 11; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 7 (Knife).

Skills
Crossbow 12; Hiking 12; Knife 10; Soldier 12;

Equipment
Crossbow (Acc 4, Range 200/250, 1d+2 imp); Large Knife (Reach C, 1d-2 imp / Reach C,1, 1d-2 cut); Leather Armour (DR 2, torso & groin); Leather Helm (DR 2, skull & face). No encumbrance.



Guard

Attributes
ST 11; DX 10; IQ 10; HT 10.
Damage 1d-1/1d+1; BL 24 lbs; HP 11; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 8U (Polearm).

Skills
Intimidation 10; Polearm 10; Search 10.

Equipment
Glaive (Reach 2,3*, 1d+4 cut / Reach 1-3*, 1d+2 imp); Leather Armour (DR 2, torso & groin); Leather Helm (DR 2, skull & face). No encumbrance.



Sergeant

Attributes
ST 12; DX 10; IQ 10; HT 10.
Damage 1d-1/1d+2; BL 29 lbs; HP 11; Will 10; Per 10; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 11U (Axe/Mace), Block 11.

Skills
Axe/Mace 12; Brawling 12; Hiking 12; Intimidation 12; Knife 10; Leadership 10; Shield 12; Soldier 12; Tactics 8.

Equipment
Large Knife (Reach C, 1d-1 imp / Reach C,1, 1d cut); Mace (Reach 1, 1d+5); Mail Coif (DR 4/2, skull & neck); Mail Hauberk (DR 4/2, torso & groin); Mail Sleeves (DR 4/2, arms); Medium Shield (DB 2). Light encumbrance.

Last edited by Sam Baughn; 04-21-2009 at 01:55 PM.
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Old 04-21-2009, 01:15 PM   #2
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: Some generic fantasy goons.

This is a really good idea.

Nitpick: Shouldn't the Dodge on the Berserker be 8 if he has no shield?

Here's another one:

Mounted Scout:

ST 10; DX 10; IQ 10; HT 10.
Damage 1d-2/1d; BL 20 lbs; HP 10; Will 10; Per 12; FP 10.
Basic Speed 5.00; Basic Move 5; Dodge 8; Parry 8 (Long Knife).

Skills
Animal Handling (Equine): 10; Bow 11; Camouflage 12; Knife 10; Navigation (Land): 11; Observation: 12; Riding (Equine or Whatever): 12; Soldier: 10; Stealth 12; Survival (Plains or Woodlands) 12; Tracking 12.

Equipment
Leather Armour (DR 2, torso & groin); Regular Bow (Acc 2, Range 150/200, 1d-1 imp); Long Knife (Reach C,1, 1d-2 imp / Reach C,1, 1d-1 cut); A swift saddle or cavalry horse; No encumbrance.

Last edited by Gold & Appel Inc; 04-21-2009 at 01:21 PM.
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Old 04-21-2009, 01:27 PM   #3
Sam Baughn
 
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Re: Some generic fantasy goons.

Quote:
Originally Posted by Gold & Appel Inc
This is a really good idea.

Nitpick: Shouldn't the Dodge on the Berserker be 8 if he has no shield?
Oh bother, yes it should. Have to correct that...

Quote:
Originally Posted by Gold & Appel Inc
Here's another one:

Mounted Scout:
Nice. Wouldn't a shortbow be more suited to a mounted archer though?
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Old 04-21-2009, 01:37 PM   #4
Gold & Appel Inc
 
Join Date: Jul 2007
Location: One Mile Up
Default Re: Some generic fantasy goons.

Quote:
Originally Posted by Perfect Organism
Nice. Wouldn't a shortbow be more suited to a mounted archer though?
I'm picturing this guy keeping his bow slung and avoiding fights entirely if he can, but occasionally dismounting and using his bow when ordered to join massed bowmen after a pitched battle is already underway, to take an opportunistic pot shot at somebody important if a critical success on his Stealth puts him within a range that he can handle, or to hunt a rabbit on a long mission. To convert to a Mounted Archer who is expected to actually fight from horseback for his pay, he needs a Shortbow (-1 damage, -50/-50 range, -1 Bulk), Bow: 12, -1 Perception and related skills, and probably the Horse Archery Technique.
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