Do you have homebrew creatures, monsters, races, etc that you'd like to share?

Argyle King

Legend
One of the complaints I most often see about GURPS is the lack of a monster manual. To that, I typically respond by saying there are plenty of creatures to be found in the books (Basic Set has some animals, Zombies has a variety of Zombies; etc; etc,) and there is also this: http://www.sjgames.com/gurps/books/dungeonfantasymonsters1/


Still, it's not a completely unfounded complaint. Someone looking for a D&D or Pathfinder style Monster Manual might not know where to look for some of the creatures they want. Others may find the task of building something from scratch daunting. Being new to a system can sometimes be hard; even someone familiar with the system may be short on prep time or not feel like doing all of the work. With that in mind, I'd like to share some of the things I've created during my time with GURPS 4th Edition.

That's not the only reason I'd like to share though; there are others. For one, I actually enjoy building things with the rules. Secondly, I've noticed that I'm not as alone as a GURPS fan on Enworld as I originally thought. I'd like to see what others may have created. While I enjoy tinkering with the rules, sometimes I too am in a rush and short on prep time, or unsure of exactly how to do something I'd like to do, or maybe I just see an idea someone else had and it makes me consider things in a different light.

...if nothing else, it's nice to be able to just discuss the game. If anyone else out there has creations to share, I look forward to seeing them.
 

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Frost Giant Warrior

This giant looks like a thick, muscular human. It has frost-white skin and long, light blue hair that it wears braided.

ST 30, HP 30
DX 10, Will 11
IQ 10, Per 11
HT 13, FP 13

Special: HT is treated as 3 higher versus cold and ice based afflictions, spells, and environmental effects which are resisted with HT. (for example: Frostbite, pg 189 Magic)

Speed 6, Move 6

Dodge 10, Parry 11,
DR 7/5 torso; DR 5 arms and legs and feet; DR 3 (Tough Skin) elsewhere


Giant Great Axe (15) 5d+10 cutting. Reach 2-4*
Giant Punch (14) 3d crushing. Reach C,1

Traits: Combat Reflexes, High Pain Threshold, Night Vision 3, Bad Temper (12), Temperature Tolerance 5 (-50°F to 70°F), Resistant to Cold Based Afflictions (+3), Enhanced Move 0.5 (Ground Speed 9),
Sure-Footed (Snow), Huge Weapons (ST), DR 3 (Tough Skin)

Skills: Two-Handed Axe/Mace-15, Brawling-14, Throwing-15, Wrestling-14

Class: Giant

Notes: Carries a SM+2 Great Axe with SM+3 grips (ST 30, 50 lbs, $940). Wears mail on the torso, heavy leather on arms and legs, and heavy leather boots on feet; both are factored into the DR listed above. The Axe is an unbalanced weapon and cannot parry and attack on the same turn.

This is a baseline specimen.
More seasoned warriors may have better attributes and weapons. It is also common for some warriors to use better armor; those who regularly do combat with smaller foes tend to put heavier armor on their legs and leather on their chests. Most commonly, slabs of wood or ice are carved into leg guards which offer heavier protection to the fronts of a giant's leg. In the case of wood, the DR is 6F (on top of the 3 from tough skin) on the leg and semi-ablative. In the case of an ice slab, the DR is 6F as well, but it is ablative and vulnerable to fire -losing an extra 1d of DR from a fire based attack. Giants who are more wealthy or better equipped may have actual metal plates on their legs.

It's also possible for a GM to simulate a weaker member of the race by reducing some of the attributes which would make attacks with the axe at a penalty or use a less cumbersome weapon. This may be desirable for wanting to use a Frost Giant as part of an adventure, but toning it down for a weaker or less experienced group.

Huge Weapons allows Frost Giants to treat their ST as one higher for the purpose of meeting weapon ST requirements. Sure Footed allows them to ignore some of the penalties associated with fighting on on unfavorable ground, but only when fighting on snowy ground.




Design Notes: This was something which came about when I wanted to try my hand at converting some Pathfinder creatures to GURPS. There aren't point values listed and the format is a bit different because I was also trying to write something up in the more brief style of GURPS Dungeon Fantasy. Being hit with the great axe is going to hurt a lot; I'll again stress that this creation was a way for me to experiment and practice converting things from other games. That's not to say one of these guys cannot be used in a game though; it may simply be a good idea to switch to some other weapon than an axe if the DM feels uncomfortable with easy character death.
 

Dragonforged [18]
a.k.a. Xwurkadarastrix

“We are born of two parts, and our existence brings forth two questions. The question we ask our spirit is 'Who am I?' The question we ask the world is 'What am I to do with my life?' When you are old, withered, and gone, you will be remembered by how you chose to answer those questions.”
-Naosthyr, Dragonforged Mystic


Background
The spirit and ferocity of a dragon barely contained within a humanoid form; in a previous age, Dragonforged were a race created by the dragon Malzvirdask. While they could technically be considered her children, she was hardly the most loving of mothers, and their position was mainly one of soldier and servant. Individuals might earn some amount of free will, but the majority of the race was meant to serve Malzvirdask's will. A human mother might discipline her children with a swat on the bottom; Malzvirdask might well roast you alive and have your carcass for an appetizer.

Using foul magics, unspeakable lore, and an archaic sort of genetic engineering, she found a way to corrupt the embryos of various humanoid mothers with her essence. Discarding the undesirable specimens and moving forward into further generations, she eventually had shock troops and servants with which to wage of a war of tyranny and greed against the rest of the world; seeing herself as the rightful heiress to the mantle of god in a world where such beings no longer acted directly. The same magic she used to create the Dragonforged was also used to create a magic orb which she then bound their minds to. Through the orb, she had complete dominance over her creation.

Against odds, the world managed to throw off the growing yoke of Malzvirdask's influence. Part of the victory against her involved shattering her prized orb and throwing her servants into disarray. Today, Dragonforged still exist, and have evolved into a race which breeds true. Suffering from both a social stigma based upon their past and uncertainty about what a future free of guiding purpose will bring, they seek to find their way in the world. Introspection about their true nature and place in the world has lead to a culture of philosophy and spiritual exploration even as their natural gifts often lead them to serve as hired muscle.

Physical Description
Dragonforged are pretty much what you'd expect a humanoid dragon to look like. They have large pointy teeth inside of a draconic head, sharp claws, tails, and scales. Most also have the capability to exhale fire. Standing a head taller than most humans, this makes for a fearsome figure.

Dragonforged scales usually range from a sandy yellow to a gator green, but many other reptilian colors are possible. Gold, black, and red tints, patterns, or flecks among the scales are also common. Many Dragonforged seek meaning among the exact coloration and pattern of their scales as well as that of the egg they hatched from. Unusual colors or patterns may be viewed as an omen among some tribes or family units.

The sexual dimorphism of the race differs greatly from that of humans and other mammalian humanoids. Males often have vestigle horns, horns, bone formations, boney head frills, skull spikes, skull nubs or other such formations on their heads, and males also tend toward thicker and more rugged scales. Females do not have breasts, but are instead often marked by soft head frills of various patterns; they also tend toward smaller scales which are smoother.

Dragonforged are 4 inches taller than a human of the same ST and weigh 25 lbs. more.

Attribute Modifiers
ST+2 (size -10%) [18]
HT+1 [10]

Secondary Characteristics
SM+1

Advantages
Burning Attack 1d (Jet, +0%; Reduced Range 2, -10%; 2FP cost, -10%; Requires 5 seconds to recharge, -10%) [3]
Claws (Sharp) [5]
Damage Resistance 1 (Tough Skin, -40%) [3]
Nictitating Membrane 2 [2];
Peripheral Vision [15]
Striker (Tail; Crushing; Clumsy, -2 to hit, -40%)[3]
Teeth (Sharp) [1].

Disadvantages
Social Stigma (Monster) [-15]
Increased Consumption 1 [-10]
Disciplines of Faith (Mysticism) [-10]
Greed (15) [-7]

Features: Born Biter. Head armor isn’t interchangeable with
human head armor. Armor isn’t interchangeable with human armor. Hatch from eggs. Scales.

This is the base template. The draconic ancestry of the race does not always manifest the same way in each specimen. At the GM's discretion, a Dragonforged PC may choose to have different natural gifts than a Burning Attack.

Other common traits for males are head horns (which can be used as a limited arc impaling, piercing, or crushing striker -depending upon the size and shape), thicker skull DR, and/or a heavier (more damaging) tail striker.

Other common traits for females are Breath-Holding, Flight with the winged and controlled gliding limitations, and/or lighter tails which are less damaging, but more accurate.

Other common traits for either gender are Fire College aspected Magery, more strength, thicker scales (more DR), a modified breath weapon, and/or an acute physical sense.

None of this is meant to suggest any of these traits is strictly the realm of one gender or the other, but is meant to detail which traits are commonly found among the two genders. In any event, if you wish to substitute any of these traits for part of the racial template or if you wish to gain them (perhaps through spending time meditating and releasing more of your inner dragon,) you should speak with your GM.



The 2 FP cost for the breath weapon and recharge is perhaps a tad expensive, but for the fantasy setting these guys were for, I was trying to keep the cost of my templates down. I also wanted there to be reason behind why these guys would use mundane weapons and tactics rather than simply using their innate attack all the time. It also gives some room for a player/character to explore the idea of honing and improving their innate attack (subject to the approval of the GM.) For what it's worth, in my own games at home, I've largely adopted the house rule that Rev Pee Kitty has which makes "Costs FP" worth more as a limitation, but I listed the default RAW costs for the purposes of sharing.
 

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