Skip to main content

Racially Sensitive Thug-O-Matic, With Added Secondary Traits

Because I apparently have nothing better to do with my time (or rather, because I definitely have something better to do with my time and am therefore doing something else), more NPCs:

Dwarf 1
ST 11; DX 10; IQ 13; HT 14
Per 13; Will 13; HP 11; Fatigue 13
Throwing Axe damage 1d+3 cut
Cloth Armor DR 1
Speed 6.0, Dodge 9, Move 5
Parry 9; Block 10 (Small Shield)
Advantages: Night Vision 5; Resistant to Poison +3; FP +2; Pickaxe Penchant; Lifting ST +2; DR 1
Disadvantages: Stubbornness; Greed (12); Move -1
Shield-12
Throwing Axe-11

Dwarf 2
ST 14; DX 11; IQ 11; HT 10
Per 11; Will 11; HP 14; Fatigue 16
Shortsword damage 2d cut; 1d imp
Steel Laminate DR 5
Speed 5.25, Dodge 7, Move 3
Parry 9; Block 11 (Small Shield)
Advantages: Night Vision 5; Resistant to Poison +3; FP +2; Pickaxe Penchant; Lifting ST +2; DR 1
Disadvantages: Stubbornness; Greed (12); Move -1
Shortsword-11
Shield-14

Dwarf 3
ST 9; DX 9; IQ 12; HT 11
Per 12; Will 12; HP 9; Fatigue 11
Shortsword damage 1d-1 cut; 1d-2 imp
Leather Armor DR 2
Speed 5.0, Dodge 7, Move 3
Parry 11; Block 11 (Medium Shield)
Advantages: Night Vision 5; Resistant to Poison +3; FP +2; Pickaxe Penchant; Lifting ST +2; DR 1
Disadvantages: Stubbornness; Greed (12); Move -1
Shortsword-12
Shield-12

Dwarf 4
ST 13; DX 11; IQ 13; HT 10
Per 13; Will 13; HP 13; Fatigue 15
Mace damage 2d+2 cr
Cloth Armor DR 1
Speed 5.25, Dodge 8, Move 4
Parry 12; Block 12 (Medium Shield)
Advantages: Night Vision 5; Resistant to Poison +3; FP +2; Pickaxe Penchant; Lifting ST +2; DR 1
Disadvantages: Stubbornness; Greed (12); Move -1
Shield-14
Mace-14

Dwarf 5
ST 14; DX 13; IQ 8; HT 10
Per 8; Will 8; HP 14; Fatigue 16
Hatchet damage 2d cut
Plate DR 6
Speed 5.75, Dodge 7, Move 3
Parry 9
Advantages: Night Vision 5; Resistant to Poison +3; FP +2; Pickaxe Penchant; Lifting ST +2; DR 1
Disadvantages: Stubbornness; Greed (12); Move -1
Hatchet-13

Orc 1
ST 11; DX 9; IQ 8; HT 15
Per 9; Will 9; HP 13; Fatigue 11
Nunchaku damage 1d+2 cr
Mail DR 4
Speed 6.0, Dodge 7, Move 3
Parry 8
Advantages: Rapid Healing; Acute Hearing 2; Infravision; Resistant to Metabolic Hazards (+3); HP +2; Per +1; Will +1
Disadvantages: Appearance (Ugly); Social Stigma (Savage); Bully (12)
Nunchaku-11

Orc 2
ST 10; DX 12; IQ 12; HT 15
Per 13; Will 13; HP 12; Fatigue 10
Shortsword damage 1d cut; 1d-2 imp
Cloth Armor DR 1
Speed 6.75, Dodge 9, Move 6
Parry 10
Advantages: Rapid Healing; Acute Hearing 2; Infravision; Resistant to Metabolic Hazards (+3); HP +2; Per +1; Will +1
Disadvantages: Appearance (Ugly); Social Stigma (Savage); Bully (12)
Shortsword-14

Orc 3
ST 13; DX 8; IQ 11; HT 10
Per 12; Will 12; HP 15; Fatigue 13
Thrusting Broadsword damage 2d cut; 1d+2 imp
Cloth Armor DR 1
Speed 4.5, Dodge 6, Move 3
Parry 10; Block 11 (Large Shield)
Advantages: Rapid Healing; Acute Hearing 2; Infravision; Resistant to Metabolic Hazards (+3); HP +2; Per +1; Will +1
Disadvantages: Appearance (Ugly); Social Stigma (Savage); Bully (12)
Thrusting Broadsword-9
Shield-11

Orc 4
ST 11; DX 8; IQ 10; HT 15
Per 11; Will 11; HP 13; Fatigue 11
Spear damage 1d+1 imp; 1d+2 imp
Light Scale DR 3
Speed 5.75, Dodge 6, Move 3
Parry 10; Block 10 (Medium Shield)
Advantages: Rapid Healing; Acute Hearing 2; Infravision; Resistant to Metabolic Hazards (+3); HP +2; Per +1; Will +1
Disadvantages: Appearance (Ugly); Social Stigma (Savage); Bully (12)
Spear-10
Shield-10

Orc 5
ST 13; DX 8; IQ 11; HT 11
Per 12; Will 12; HP 15; Fatigue 13
Javelin damage 1d+1 imp
Mail DR 4
Speed 4.75, Dodge 6, Move 3
Parry 7
Advantages: Rapid Healing; Acute Hearing 2; Infravision; Resistant to Metabolic Hazards (+3); HP +2; Per +1; Will +1
Disadvantages: Appearance (Ugly); Social Stigma (Savage); Bully (12)
Javelin-9

The random stat generation machinery and equipment assignment routines work as they always did, but there's now some stuff which reads in racial templates. It applies racial modifiers to the random stats (so members of races with stat bonuses will trend higher in those stats) and builds a register for advantages and disads, which means in turn that I can meaningfully generate secondary stats like HP and Will, which can now vary from their underlying stats.

Next? Probably expand on equipment handling. At the moment, parry is half weapon skill, so I need to teach the machinery how to deal with fencing weapons, and it doesn't handle missile weapons at all.

Comments

Popular posts from this blog

Ferrous Metal Food Fighting Guy!

(This is something I wrote up some years back. I'm putting it here so I can find it more easily when I want to. Though it's rather silly, it's also where I came up with the idea of high-quality materials which don't provide a bonus to the craftsman's skill, but do add to the margin of success, a mechanism which later appeared in the crafting rules in GURPS Low-Tech Companion 3 .) One of the things not to be found in GURPS 4e is extensive rules for competitive cooking. If two cooks of steely resolve rise up to face one another across a cooking coliseum, the GM can only fall back on hand-waving and contests of skill. This article fills that much-needed gap. GURPS chefs can now stage furious contests wherein they construct fanciful dishes, the more elaborate the better, and prove whose cooking rules the day. To the kitchen! Procedure These rules provide guidance for attempting to cook complex dishes and comparing their quality when the cooking is done. A che

Car Wars Minis, Third Batch

Still having a go at these, trying out some new ideas. The short version is that having the right tools and materials is still key, but I've got a way to go with some other stuff. I think this one looks better in person than as a picture. A couple of shades of blue here with a blue wash and drybrushed metallic blue on some components. Oh, and purple spikes. I didn't even try to figure out something clever to do with the windshield. I'm finding that it's hard to make yellow work, but this one wasn't too bad. I initially tried masking the area for the blue stripe with tape, but it pulled off the paint instead. Had to do a swipe with a broad brush, which isn't great but worked better than I expected. Another one that looks better in person than on film. Tried to do a few different shades of green, which wasn't entirely successful. Probably my best out of this batch. I credit the red wash, which ended up being kind of glossy and goes well with the copper accents

Charcuterie Bard

A few days ago, I dropped this random gag:   I shall make a character for an RPG who has powers related to artistic creativity, but instead of music and song, they come from arranging cheeses and cured meats. A charcuterie bard. — Turhan's Bey Company (@turhansbeycmpny) December 21, 2021   But then I remembered that there's absolutely precedent for food-based magic:  So, then, obviously we can have food-based bards in GURPS, right? The best approach I see is modifying the Enthrallment skills (p. B191). However, rather than requiring Public Speaking at 12+ as a prerequisite, a charcuterie bard requires Cooking and Professional Skill (Food Stylist) at 12+; see Ferrous Metal Food Fighting Guy for a bit on the latter. The skills are used by preparing and feeding an audience with tasty, tasty foods. The elements of food in question cost a minimum of 1% of COL per target, though higher quality ingredients provide a bonus (use costs and reaction bonuses for styling, GURPS Low-Tech