GURPS

Introducing my GURPS Orc Generator…

Thanks to some helpful prodding from some good people, I’m finally getting around to posting more of my Monsters system for GURPS.  monsters-orcs-frazetta

This week’s monster type:

Goblin-Kin!

This small collection of tables is designed to help you to create new Orcs and Goblins on-the-fly.

Careful – some of them bite…

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7 thoughts on “Introducing my GURPS Orc Generator…

  1. Good to see. At a first look, I note that weapon skill (including DX) increases at 1.5x the rate of increase of peril, and then gets a neat +4 bonus at peril 6. They may frequently serve evil empires, but they aren’t stormtroopers. Strength ranges from significantly weaker than a human to very strong indeed, depending on peril and luck of the dice. The disadvantage generator is a nice touch, giving a nice hook for how to play them if interactions don’t go immediately to combat.

    If I had one disappointment, it would be the lack of any notes on Size Modifier. Goblinoids in the sources range from child or hobbit sized (call it SM -2) up to creatures not shorter than mighty human barbarians (SM+1).

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    1. You’re quite right to point out the lack of any mechanic for varying the Size Modifier. That would be pretty cool – it would be great to be able to face little gobliny types, plus massive oversized ogre-like orcs.

      I guess I left this out simply because I find the SM rules a bit finicky, so I tend to just elide them entirely in my games – I sort of figures that if you’re at a low Peril, and you roll up a low-ST goblinoid, then you can just declare it a little goblin; and if, at a higher peril, you roll up a super strong goblinoid, you can say it’s a half-orc/half-ogre, or whatever. Not that this is the ideal solution!

      I read with some interest Kromm’s comments on size modifiers in the new DFRPG – I can’t seem to find the link right now, but if I recall correctly, he basically just said “SM is a finicky, complex mechanic for simulating realism, and the DFRPG is highly committed to simplicity and playability, rather than realism – therefore, no SM at all.” I like that a lot – not least because it’s how I’ve been playing anyway!

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      1. I tend to use SM- it being more difficult to hit a halfling (or worse, a pixie) than an ogre is not only realism, but matches my intuitive sense of how things ought to work, and genre convention besides. Anyway, everyone knows how hard it is to kick a hobbit (sorry). That said, I agree that it’s easy enough to improvise.

        Again, thanks for making this available- one can never have too many orcs to hand when one is running an evil realm or a fantasy game.

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