Sunday 1 June 2014

GURPS: Dire Stirges

Following a comment about the Dire Stirge creature that I've been using in my current D&D Next Campaign, here is an attempt at converting it to GURPS.

I didn't really check any of the cost for this, since it makes no sense to me when designing a creature. Instead, I just went for what I thought a Dire Stirge should have, and should be able to do. They are a bit different from D&D Next but more accurate in terms of what I wanted from this monster.
Overall, it's a tough little bugger and that's what I wanted. The usual Modus Operandi for these is to Rush into Close Combat, Grapple with it's 4 Talons (Claw Grapple), then once they have a good grip, plant their Proboscis somewhere (Proboscis Impaling Grapple) and start draining until full (Limited Capacity) before retreating to safety.

Adults (or youngs against smaller targets) might decide to Claw Grapple, then Fly off (Lifting ST) before dropping their targets in order to weaken it before draining.
The Blood Drain is a follow-up attack from a successful Proboscis Impaling Grapple and causes automatic HP damage each turn. The only way to stop it before is to stop the grapple itself or kill the creature.

To add to the "fun", I put an Affliction: Hemophilia linked to the Blood Drain ability. This Hemophilia effect is ONLY linked to the Proboscis Impaling Grapple damage (not other damage the creature will take).
When playing with these, remember that they do NOT fight to kill, but they fight to feed on blood, unless defending a nest or something of course. Once satiated, they just leave.

Anyway, here they are, both in Young and Adult versions.

Dire Stirge(Young)
ST(6), DX(12), IQ(3),HT(8)
Will(10),Per(14),
Speed(6.25),Move(6la/1sw/12fl)
Dodge(9),SM(-2)
BL(13 - 26/39/78/130)
DR(1/tough Skin)

Attacks
  • Proboscis Impaling Grapple (14): 1d-1 imp (C)
  • Blood Drain (follow-up): 1 spec (C)
    • Affliction: Hemophilia (30 minutes)
  • Claw Grapple (12):  1d-3 imp (C)(*4 arms)
  • Claw Swing (12) : 1d+1 cut (C)
Skills
Brawling(12),Aerobics(14)

Advantages
  • Claws (Talons)(Cannot Parry)
  • Damage Resistance 1 (Tough Skin)
  • Extra Arm (2, Short)
  • Flight (Small Wings)
  • Night Vision 2
  • Peripheral Vision
  • Scanning Sense (Sonar)
  • Striker (Proboscis)(Impaling Grapple, Cannot Parry, Limited Arc)(Accurate 1)
  • Blood Drain (Proboscis Impaling Grapple, Follow Up)(1 spe)
    • In effect each turn as long as Proboscis is Impaled in Target
    • Affliction: Hemophilia for 30 Minutes, Only current wound from Proboscis Impaling
    • Limited daily capacity: 8, Cannot drain more than 8 HPs a day
  • Striking ST (4)
  • Lifting ST (2)
Disadvantages
  • Bad Smell (dried blood)
  • Dependency (Blood)(Very Common, Daily)
  • Restricted Diet (Blood)(Very Common)
  • Short Lifespan 3
  • Uncontrollable Appetite (Blood)
  • Wild Animal


Adults are just slightly bigger and meaner versions. The main differences are increased DR, increased ST (and lifting ST) and High Pain Threshold. Due to their increased potential Lifting capacity, they adults are more likely to Grapple then Drag their preys before letting them fall.

Dire Stirge(Adult)
ST(8), DX(12), IQ(3),HT(10)
Will(12),Per(14),
Speed(6.25),Move(6la/1sw/12fl)
Dodge(9),SM(-1)
BL(29 - 58/87/174/290)
DR(3/tough Skin)

Attacks
  • Proboscis Impaling Grapple (18): 1d+2 imp (C)
  • Blood Drain (follow-up): 2 spec (C)
    • Affliction: Hemophilia (30 minutes)
  • Claw Grapple (16):  1d+1 imp (C)(*4 arms)
  • Claw Swing (16) : 1d+3 cut (C)
Skills
Brawling(16),Aerobics(16)

Advantages
  • Claws (Hooked Talons)(Cannot Parry)
  • Damage Resistance 3 (Tough Skin)
  • Extra Arm (2, Short)
  • Flight (Small Wings)
  • High Pain Threshold
  • Night Vision 2
  • Peripheral Vision
  • Scanning Sense (Sonar)
  • Striker (Proboscis)(Impaling Grapple, Cannot Parry, Limited Arc)(Accurate 2)
  • Blood Drain (Proboscis Impaling Grapple, Follow Up)(2 spe)
    • In effect each turn as long as Proboscis is Impaled in Target
    • Affliction: Hemophilia for 30 Minutes, Only current wound from Proboscis Impaling
    • Limited daily capacity: 10, Cannot drain more than 10 HPs a day
  • Striking ST (4)
  • Lifting ST (4)
Disadvantages
  • Bad Smell (dried blood)
  • Dependency (Blood)(Very Common, Daily)
  • Restricted Diet (Blood)(Very Common)
  • Short Lifespan 3
  • Uncontrollable Appetite (Blood)
  • Wild Animal

How do they play? I have no idea!
I'd imagine they are very nasty when encountered in small groups, especially if they start swarming one or two specific low armor/defenses targets. They are not really meant to kill however, but be very scary for a while, before they leave you alone.

If you actually get a chance to try them out, give me feedback on them please. Otherwise, I'll just update once I give them a test ride.



4 comments:

  1. Very cool! I'll let you know if they get any use in my game... and I think they will!

    ReplyDelete
    Replies
    1. Good to hear, be sure to keep me posted :)
      Stating up the creature for GURPS was quite interesting so I'll work on splitting up each of the custom built creatures I have for D&D Next and make a GURPS page, a D&D Next page and a page more dedicated to behavior, habitat and whatnot that suits all systems.

      Delete
    2. That is awesome! Keep up the good work! I think this kind of thing will be very useful to many other folk! Keep sharing!

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  2. This comment has been removed by the author.

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