This page contains one or more unofficial conversions of Classic material that can include fan expansion of canonical material (which should be noted in body text). |
Dwarf (GURPS Fantasy)
Cost: 35 ([15]+[27]-[7]+[0]+[0]) points
Description
Dwarves are race of miners, metalworkers, and craftsmen. It should not be confused with Dwarfism though it is possible to have a Dwarf with Dwarfism
- Attributes and Secondary Characteristics [15]: HT+1 [10]; Will+1 [5]; SM -1;
- Advantages and Perks [27]: Alcohol Tolerance [1]; Artificer 1 [10]; Detect Gold (Vague, -50%) [3]; Extended Lifespan 1 [2]; Lifting ST +2 [6]; Night Vision 5 [5]
- Optional Advantages [N/A]: None
- Disadvantages and Quirks [-7]: Greed (15) [-7]
- Optional Disadvantages [N/A]: None
- Skills [0]: No Racial Skills
- Optional Skills [N/A]: None
- Innate Magic [0]: None
- Features: None
Dwarf (Yrth)
Cost: 35 ([34]+[29]-[32]+[4]+[0]) points
Description
None Given
- Attributes and Secondary Characteristics [34]: ST+2 [20]; HT+1 [10]; FP+3 [9]; Basic Move-1 [-5]
- Advantages and Perks [29]: Artificer 1 [10]; Damage Resistance 1 (Tough Skin, -40%) [3]; Extended Lifespan 1 [2]; Lifting ST+2 [6]; Longevity [2]; Resistant to Poison (+3) [5]; Signature Gear [1]
- Optional Advantages [N/A]: None
- Disadvantages and Quirks [-32]: Greed (12) [-15]; Intolerance (Racial enemies) [-5]; Miserliness (15) [-5]; Stubbornness [-5]; Expects male dwarves to have long beards [-1]; Prefers gold to other precious metals
- Optional Disadvantages [N/A]: None
- Skills [4]: Axe/Mace (DX/A) DX [2]-10; Merchant (IQ/A) IQ [2]-10
- Optional Skills [N/A]: None
- Innate Magic [0]: None
- Features: Taboo Traits (Jumping, Running skills)
Dwarves (Classic: Fantasy Folk)
Cost: 54 ([23]+[44]-[15]+[2]+[0]) points
Description
4'-4.5' tall, 175-250 lb
- Attributes and Secondary Characteristics [23]: ST+2 [20]; Move-1 [-5]; FP+1 [3]; Will+1 [5]; SM -1
- Advantages and Perks [44]: DR +1 (Tough Skin, -40%) [3]; Extended Lifespan 2 (x4) [4]; Hard to Kill +1 [2]; Night Vision +5 [5]; Talent (Artificer) +3 [30]
- Optional Advantages [N/A]: None
- Disadvantages and Quirks [-15]: Greed (15) [-7]; Miserliness (15) [-5]; Distrusts Elves and Goblins [-1]; Intolerance (Orcs) [-1]; Never Shave Beards [-1]
- Optional Disadvantages [N/A]: None
- Skills [2]: Axe/Mace (A) DX [2]; Merchant (A) IQ [2]
- Optional Skills [N/A]: None
- Innate Magic [0]: None
- Features: all missile weapons -2
Artificer: Armoury, Carpentry, Engineer, Machinist, Masonry, and Smith
Dwarf (Dark Sun)
Cost: 60 ([40]+[25]-[5]+[0]+[0]) points
This is regarding an unofficial conversion of another RPG to GURPS |
Description
These are dwarves as they exist on Athas, the setting of Dark Sun. For a complete description see the original publications.
- Attributes and Secondary Characteristics [40]: ST+1 [10]; HT+2 [20]; FP +1 [3]; HP +1 [2]; Will +1 [5]
- Advantages and Perks [25]: Extended Lifespan 2 [4]; Higher Purpose [5]; Infravision [10]; Magic Resistance 3 [6].
- Optional Advantages [N/A]: None
- Disadvantages and Quirks [-5]: Stubbornness [-5]
- Optional Disadvantages [N/A]: None
- Skills [0]: No Racial Skills
- Optional Skills [N/A]: None
- Innate Magic [0]: None
- Features: If the dwarf is killed while having failed his Higher Purpose, he will return as an undead banshee haunting his unfinished works.
The Higher Purpose of a dwarf is referred to as his focus. This is a longer task that requires at least one week to complete, and the dwarf may choose a new one after finishing it.
The Magic Resistance of dwarves works explicitly against wizardly magic only (defiling or preserving). Alchemical potions/fruits work normally.
Dwarf (D&D)
Cost: 53 ([5]+[48]-[0]+[0]+[0]) points
This is regarding an unofficial conversion of D&D material to GURPS. |
Description
These are the standard dwarves from the Dungeons & Dragons Player's Handbook.
- Attributes and Secondary Characteristics [5]: HT +1 [10]; Basic Move -1 [-5].
- Advantages and Perks [48]: Dark Vision [25]; Extended Lifespan 2 [4], Resistant (Magic, +3 to resist) [10], Resistant (Poison, +3 to HT) [5]; Can intuitively know the depth underground [1], Huge Weapons (SM) [1], Resistant To Knockback 2 (+2 to ST for knockback purposes only) [2].
- Optional Advantages [N/A]: None
- Disadvantages and Quirks [-0]: None
- Optional Disadvantages [N/A]: None
- Skills [0]: No Racial Skills
- Optional Skills [N/A]: None
- Innate Magic [0]: None
- Features: Upper body and feet armor and clothing fit SM 0 humanoids and vice versa.
Dwarf, Deep[]
Deep Dwarves are best represented as a lens of the D&D Dwarf:
- Deep Dwarf lens [-1]: add Vulnerability to Bright Lights (-3 to all HT rolls to resist the effects of sudden bright lights) [-1];
Dwarf (Earthdawn)
Cost: 25 ([22]+[10]-[7]+[0]+[0]) points
This is regarding an unofficial conversion of another RPG to GURPS |
Description
The Dwarves of Barsaive are one of the most successful and wide-spread of the Namegiver races. Their industry, gift for large-scale construction, and unwavering loyalty to those they consider friends have allowed them to found the greatest nation in the province, and establish many smaller trade towns, outposts, and businesses.
Physically, dwarves average about 4' tall, and weigh about 120 lbs. Their short stature does little to conceal their strength - dwarves are built "blocky" compared to humans, and can be easily twice the width of a member of a slender race such as an elf. Their legs are shorter, even in proportion to their frames, than other races, meaning they move more slowly. Their skin tone ranges from pinkish white to dark ebony, and their bodies are usually quite hairy, with particularly dense growth on the head.
It is often acknowledged, even by dwarves themselves, that their personalities can be a bit off-putting. Dwarves stick to their chosen course of action with far more firmness than the "flighty" races that surround them. They are also quick to come to decisions - most prefer to make a quick, possibly wrong choice, rather than wasting time working out the perfect course of action. Dwarves are also noted for having shorter tempers than most Namegivers - their friends and associates must learn what is likely to set a dwarf off, and avoid that.
Dwarves have an inherent ability that they call "heat-vision", that allows them to see the heat emitted by objects and people, giving them an edge in darkness. When dealing with an opponent who emits heat (which includes practically all living creatures), dwarves can strike them without penalty, even in total darkness. They gain bonuses to spot such targets against a colder background, and can track someone with just the heat that their footsteps leave behind.
- Attributes and Secondary Characteristics [22]: Attribute Modifiers: ST+2 [20]; HT+1 [10]; HP+1 [2]; Basic Speed -0.25 [-5]; Basic Move -1 [-5]; SM -1.
- Advantages and Perks [10]: Infravision [10]
- Optional Advantages [N/A]: None
- Disadvantages and Quirks [-7]: Stubbornness [-5]; Decisive [-1]; Bad Temper (12) [-1] (one minor/very rare specific circumstance or trigger).
- Optional Disadvantages [N/A]: Bad Temper (12) [-10] (one major/common specific circumstance or trigger).
- Skills [0]: No Racial Skills
- Optional Skills [N/A]: None
- Innate Magic [0]: None
- Features: None
References[]
- Basic Set pg 261
- GURPS Fantasy pg 107-108
- Classic: Fantasy Folk pg 50-53
- jhubert
- Kelly Pedersen