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Old 03-17-2008, 07:14 PM   #1
b-dog
 
Join Date: Nov 2006
Default Dungeon Fantasy: Demon Doors

Demon Door
ST 20-50
DX 15
IQ 6-8
HT 10-14
HP 20-50
Will 15-20
Per 15-20
FP 15-20
DR 10-20

Attacks: Bite as per ST + imp fangs, Tongues ( 1 to 8 ) ST 15-20, only for grappling ST 15-25

Traits: Detect Invisable, True sight

This is a special demon summoned by a very powerful mage ( lich, shadow elf, evil wizard ect. ) to guard spell labs, treasure and other things. This demon is bound into a door and door frame. It functions as a normal door for the origional binder and it usually has keys for others to pass. If people without keys try to open the door the the demonic form will transform. It will become a huge gaping demon mouth, biting all players who enter. It will use its tongue to try to pull in the rest.

Last edited by b-dog; 03-17-2008 at 08:33 PM.
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Old 03-17-2008, 07:54 PM   #2
Blood Legend
 
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by b-dog
Demon Door
ST 20-50
DX 15-20
IQ 12-20
HT 15-20
HP 20-50
Will 15-20
FP 15-20
DR 10-20

Attacks: Bite as per ST + imp fangs, Tounges ( 1 to 8 ) ST 15-20, only for grappling ST 15-25
I see you're still on a high-stats bender...

I dont own DF yet, so maybe they're about being this high with stats, I'm not sure, but I do know how to design a game for standard fantasy.

The minimum stats proposed alone would be 290 points. Since we're not complicating things with advantages and disadvantages, I can safely compare the difficulty of fighting this door with someone who doesn't have the luxury of spending some 300 points around base stats alone so here's my tidbits; take them as you will, hope they're helpful.

ST: Perfectly Ok for a demon door. It's got the bite of a T-Rex and that most certainly seems to be what the mage was going for.
DX: It's a door. An unmoving obstacle that requires outside forces to change it's state of being. Save for the giant mouth it obviously has I cant see why it doesn't just get a decent brawling skill at 12-14.
IQ: Its only purpose (so far) is guarding labs. It only needs about as much IQ as you'd need to tell who has a key and who doesn't. Even a trained dog could do that and they have IQ in the 3-5's range (haven't checked). I'd give it IQ 6
HT: At those levels, this thing Will - Never - Die. This isn't Dungeons and Dragons, we dont need these high levels. 14 is formiddable enough.
Will: The chances it will be effected by influential magics are slim to almost never.
FP: I can't see what it'd need with this much FP, it's not exactly a spell caster, unless it makes liberal use of the Extra Effort rules of course, then I could see it.
DR: Nothing wrong at all. It could be a wooden door around 5 or 10 DR, or a big hefty steel door. Maybe it's made out of plywood, but since it's demonic it's unreasonably high anyway! Kudos.

Just so we know, what power level does your group commonly operate on when playing GURPS?

(Think I'll try my hand at making a demonic door, it'll show up shortly.)

Here's some references you might find useful when guaging strengths and capabilities.

Skill Levels
10 - Average Joe, Hobbyist
12 - Working man.
14 - Professional, or Teacher.
16 - Best in the business
18 - "I did nothing else with my life."
20 - Impossibly heroic, can do what no other can.

Stat levels
ST 10 - Average human capable of joining the military
ST 12 - Construction worker, landscaper, decent military personnel.
ST 14 - Professional Body builder. According to some stat normalizers, this is the human limit.
ST 16 - Typical fantasy barbarian.
ST 20 - Quite literally a Grizzly Bear, or a Clidesdale. Look at that giant horse and ask yourself if you feel lucky.

DX 10 - Average
DX 12 - "I've always been good with my hands"
DX 14 - Career athlete
DX 16 - Athletic legend
DX 20 - I can dance on the warlord's head with one leg tied behind my back, balancing an apple on my head, while juggling!

IQ 10 - Average
IQ 12 - College grad
IQ 14 - College Professor
IQ 16 - Mad Scientist
IQ 20 - Floating hyper-evolved brain in a jar who laughs at silly concepts like breathing...and physics.

HT 10 - Healthy
HT 12 - Really Healthy
HT 14 - Never had a day off from work.
HT 16 - And never will!
HT 20 - Long lived mortals who have never experienced the flue, and laugh at things like the plague.
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Last edited by Blood Legend; 03-17-2008 at 08:06 PM.
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Old 03-17-2008, 08:05 PM   #3
KlausPrinceOfTheUndeads
 
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by Blood Legend
I dont own DF yet, so maybe they're about being this high with stats, I'm not sure, but I do know how to design a game for standard fantasy.
Well, DF2 features ST 26 giant spiders, so I think demonic doors with ST in the thirties aren't out of discussion. ;-)
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Old 03-17-2008, 08:09 PM   #4
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by KlausPrinceOfTheUndeads
Well, DF2 features ST 26 giant spiders, so I think demonic doors with ST in the thirties aren't out of discussion. ;-)
I have no issues with monsters having High ST. Its the high "everything" that gets me.
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Old 03-17-2008, 08:25 PM   #5
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by Blood Legend
(Think I'll try my hand at making a demonic door, it'll show up shortly.)
Please do. The reason I wanted the demon door to have a high IQ and Per because I don't want it to be fooled by a character using illusion desguise or such. Also I don't want any mind control to work. The high HT is not necessary. Anyway, I do enjoy useful comments such as this to help with stats. Thanks.
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Old 03-17-2008, 08:28 PM   #6
KlausPrinceOfTheUndeads
 
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by Blood Legend
I have no issues with monsters having High ST. Its the high "everything" that gets me.
That proves I should read posts with more attention.

Quote:
Originally Posted by b-dog
Please do. The reason I wanted the demon door to have a high IQ and Per because I don't want it to be fooled by a character using illusion desguise or such.
You could give the door See Invisible (Magic) with True Seeing. That would be even better, as no magic invisibility, illusion or disguise could pass the demon's scrutiny. ;-)
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Quote:
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Want to explore the inherent angst and rage of a werewolf? Get the white-wolf book. Want a combat system that works? Get GURPS.
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Old 03-17-2008, 08:33 PM   #7
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by b-dog
Please do. The reason I wanted the demon door to have a high IQ and Per because I don't want it to be fooled by a character using illusion desguise or such. Also I don't want any mind control to work. The high HT is not necessary. Anyway, I do enjoy useful comments such as this to help with stats. Thanks.
If it's magical/demonic in origin and requires these keys to let somebody pass in then an illusion won't help. Also, it can probably see somebody's magical aura as well so unless if a player has the illusion spell and just so happens to match the mage's specific aura then it would work, but without that aura it is a no go. An illusion spell as far as I am aware can't alter auras, that is what false aura and hide aura are for. Besides, it's a nearly sentient door. You would need acting or fast-talk and to have observed the mage for a little while to get his mannerisms to even fool ti with an illusion/disguise.

And on a side not. If it was my players who where good and prepared enough to use hide and fake aura, an illusion spell, AND have watched the mage long enough to be able to use an acting skill to mimic him, or a fast-talk, then I would give them extra points JUST for being able to have got past that door without having everything they technically needed. I like encouraging my players to prepare and think outside the box a little. Keeps me frosty and always thinking a head.
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Old 03-17-2008, 08:39 PM   #8
Blood Legend
 
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by b-dog
Please do. The reason I wanted the demon door to have a high IQ and Per because I don't want it to be fooled by a character using illusion desguise or such. Also I don't want any mind control to work. The high HT is not necessary. Anyway, I do enjoy useful comments such as this to help with stats. Thanks.
You really need to look at Gurps: Characters, and Gurps: Powers.

There are a TON of alternatives to godly high stats. Like that True Sight thing already mentioned.

If I want my monster race to always survive 5 yard falls, I could either give them DEX 15 [100] and Acrobatics with 8 points in it...

Or I could give them Catfall [10].
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Old 03-17-2008, 08:54 PM   #9
b-dog
 
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Default Re: Dungeon Fantasy: Demon Doors

Quote:
Originally Posted by Blood Legend
You really need to look at Gurps: Characters, and Gurps: Powers.

There are a TON of alternatives to godly high stats. Like that True Sight thing already mentioned.

If I want my monster race to always survive 5 yard falls, I could either give them DEX 15 [100] and Acrobatics with 8 points in it...

Or I could give them Catfall [10].
I just recieved the those books a few days ago. I haven't had time to read them all yet, I am almost finished with Fantasy.

In any case is it ok to have a very high Will so that it won't get banished?
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Old 03-17-2008, 09:12 PM   #10
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Default Re: Dungeon Fantasy: Demon Doors

Demon Door
ST: 30 HP: 30 Speed: 5.5
DX: 10 Will: 12 Move: N/A
IQ: 6 Per: 10
HT: 12 FP: 15 SM: +1
Dodge: N/A Parry: N/A DR: 10

Bite (14): 3d-1 imp
Tongue Grapple (14): Range 10 yards.

Traits: Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; High Pain Threshold; Injury Tolerance (Homogenous; No Blood); See Invisible (True Sight); Teeth (Fangs); Appearance (Monstrous) (Universal); Bad Temper (6 or less); Bestial; Bloodlust (6 or less); Callous; Cannot Learn; Cannot Speak; Fragile (Combustible); Frightens Animals; Hidebound; Low Empathy; No Legs (Sessile); No Sense of Humor; Pyrophobia: Fire (6 or less); Vow (Let no one pass without the key) (Major); Teeth (Fangs). Dislikes Wizards [-1]
Skills: Brawling-14; Wrestling-14; Intimidation-12
Notes: A beast summoned from hell by an archmage that was fused to a doorway to safeguard the wizard's many immortal secrets. Unable, to move the beast's only options are to surprise (B.393 Surprise Attacks) the players, biting at the first to foolishly attempt entry into the wizard's lair, and soaking up the returning damage. Anyone who attempts lockpicking or uses traps skill on the door will disturb and awaken this beast. Since the Demon Door cannot defend, it makes liberal use of Extra Effort and All-Out Attacks. If grappled, the target is dragged into it's maw after 1d6 seconds. The target may make an opposing strength check to break free if he can grasp hold of jutting rocks, a wall mount, a person, or some other object or obstruction.

Quote:
Originally Posted by b-dog
I just recieved the those books a few days ago. I haven't had time to read them all yet, I am almost finished with Fantasy.

In any case is it ok to have a very high Will so that it won't get banished?
Tactics man...tactics. That spell takes 5 seconds and 10FP.

That's 1 second your player starts concentrating on the spell and the demon door attacks him. He does anything other than casting and I believe he has to make a few penalized will rolls to maintain what he's doing.

He can forgo dodging of course, and let himself be grappled...and then on the next turn sucked into the demon's chompy bits and chewed up for 3d-1 imp every second he fails to escape (which I believe is at a -4 or 5 for being grappled). I doubt he'll be getting that spell off. Besides, that's what the spell's for. It'd suck if every time they came up against a demon that they couldn't use a spell they put points into because they're all gods at what they do.
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Last edited by Blood Legend; 03-19-2008 at 09:58 AM.
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