GURPS World of Warcraft

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Mostly based on the state of the WoW world pre-Cataclysm.


See Arcane Magic Powers for a work-in-progress on a power structure for mage magic.

See Druidic Alternate Forms for some playing around with Druids and Shapeshifting, although not entirely on the Warcraft model.


Observant readers will note the number of races with Stubborn or Hidebound as a racial trait. This explains quite a lot about the political situation in the World of Warcraft.

Races of the Horde

Jungle Troll, 61 points

The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races. One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde.

Led by the cunning Shadow Hunter, Vol'jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen'jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracks within the nearby jungles of the Echo Isles.

As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.

ST +3 [27]; DX +1 [20]; IQ -1 [-20]; HT +2 [20]; HP +2 [4]; PER +1 [5], Size Modifier +1.

Breath-Holding 1, [2]; Extended Lifespan 1, [2]; Feature: Early Maturation (14yrs); Hard to Kill 2, [4]; Jungle Dweller 1, [5]; Night Vision 2, [2]; Parabolic Hearing 1, [4]; Regeneration (Slow), [10]; Regrowth, [5]*; Teeth (Fangs), [2].

Hamfisted -1, [-5]; Odious Racial Habit (Eats Sentients), [-15]; Social Stigma (Ignorant), [-5].

Jungle Dweller

This talent adds to Blowgun, Camouflage (Optional Specialty: Jungles), Fast-Draw (Dart), Naturalist (Optional Specialty: Jungles), Stealth, Survival (Jungle). Reaction Bonus: Those living in a jungle environment. 5 points/level (technically this talent covers 7 skills, but the GM is counting the two "required optional specialties" as half skills each).

Note that while the unspecialized versions of Camouflage, Naturalist, and Survival default to the specialized versions, you do not count the bonus from Jungle Dweller when figuring this default.

* Regrowth

Regrowth is overpriced at 40 points, and so has been houseruled to 5 points. In a Rules As Written game this should increase the cost of the template by 35 points.

Dungeon Fantasy

In Dungeon Fantasy games, remove Extended Lifespan 1 and Feature: Early maturation, changing net template cost to 59 points (94 points if using the Rules As Written cost of Regrowth.

Orc, 47 points

The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans.

Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion's invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters.

Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.

ST +2, [20]; HT +1, [10].

Blood Fury (+4 Striking ST; Costs 1 FP/activation; Temporary Disadvantage: Berserk 12- w. Battle Rage; Takes Recharge: 15 seconds) [12]; Damage Resistance +1 (Tough Skin, -40%) [3]; Resistant +3 (Very Common: Stun and KO), [10]; Teeth (Sharp Teeth), [1];

Hidebound, [-5]; Susceptible to Demonic Influence -3, [-3]; Quirk (Spiritual), [-1];

Tauren, 40/78 points

The Tauren are huge, bestial creatures who live in the grassy, open barrens of central Kalimdor. They live to serve nature and maintain the balance between the wild things of the land and the restless spirit of the elements.

Despite their enormous size and brute strength, the remarkably peaceful Tauren cultivate a quiet, tribal society. However, when roused by conflict, Tauren are implacable enemies who will use every ounce of their strength to smash their enemies under hoof.

Under the leadership of their ancient chief, Cairne Bloodhoof, the Tauren allied themselves with the Orcs during the invasion of the Burning Legion. The two races have remained steadfast allies ever since. Like the Orcs, the Tauren struggle to retain their sense of tradition and noble identity.

Tauren Female, 40 points

ST +4 (Size +1, -10%), [36]; DX -1, [-20]; HT +1, [10]; Arm ST +1 (Two Arms; Size +1, -10%), [5]; Reduced Move -1, [-5]; Size +1, [0].

Claws (Hooves), [3]; Damage Resistance +2 (Thick Skull, -70%) [3]; Damage Resistance +2 (Tough Skin, -40%) [6]; Enhanced Move 1/2 (Ground), [10]; Perk: Fur, [1]; Temperature Tolerance (24°-101°), [2]; Prairie Master +1, [5].

Hidebound [-5]; Noisy -2, [-4]; Stubbornness, [-5].

Tauren Male, 78 points

ST +7 (Size +1, -10%), [63]; DX -1, [-20]; HT +1, [10]; Arm ST +2 (Two Arms; Size +1, -10%), [9]; Reduced Move -1, [-5]; Size +1, [0].

Claws (Hooves), [3]; Damage Resistance +2 (Thick Skull, -70%) [3]; Damage Resistance +2 (Tough Skin, -40%) [6]; Enhanced Move 1/2 (Ground), [10]; Horns (Impaling; Clumsy -2, -40%) [5]; Perk: Fur, [1]; Temperature Tolerance (24°-101°), [2]; Prairie Master +1, [5].

Hidebound [-5]; Noisy -2, [-4]; Stubbornness, [-5].

Prairie Master

This Talent adds to Camouflage, Herb Lore, Naturalist, Running, Survival (Plains), and Tracking. Reaction Bonus: Those that work with wild plants, and plains hunters. 5 points/level.

Plains Runner

Tauren may buy one additional half-level of Enhanced Move (Ground), for 10 points, at either character creation or in play.

Sexual Dimorphism

The two templates above are struggling to capture the significant size difference in the two Tauren sexes as presented in-game. Use of the two templates may result in more female tauren than male tauren being in play, due to the cheaper template cost - this is an amusing inversion of trends in the multiplayer game. GMs who prefer not to deal with this should use the "Female" template for both sexes as it is closer to the other templates in attributes and point cost.

Forsaken, 69 points

The Forsaken are humanoids transformed into the undead, with all the powers associated with the Scourge. They serve the Banshee Queen, Sylvanas, looking to her as their savior for delivering them from the Lich King's mental dominance. The Forsaken dwell within the bowels of the ruins of Lordaeron's capital city, which they have taken to calling the Undercity. Dedicated to seek vengeance upon the Scourge for damning them to their condition, they strive to undermine the Scourge's control of Lordaeron.

The Forsaken have been limited in their ability to reinforce their numbers, having no necromancers among their kind. Instead, these fearless undead warriors are comprised mostly of fighters and warlocks dedicated to building a culture of their own amidst a world that hates and fears them. Only recently has Sylvanas recruited and trained necromancers into the Forsaken ranks.

Forsaken (Free Willed Undead) 69 points

Doesn't Breathe [20]; High Pain Threshold [10]; Immune to Metabolic Hazards [30]; Injury Tolerance (No blood; Unliving) [25]; Regeneration (Regular; Trigger: Fresh Meat, -10%) [23]; Temperature Tolerance 10 [10]; Unaging [15]; Appearance (Monstrous; Universal) [-25]; Bad Smell [-10]; Slow Healing 2 (Mitigator: Fresh Meat, -70%) [-3]; No Sense of Smell/Taste [-5]; Social Stigma (Dead) [-20].

  • In a Dungeon Fantasy game, remove the Unaging trait, reducing template cost to 54 points.

Forsaken are suspended in a permanent state of decrepitude - able to heal but constantly deliquescing. Any Forsaken may take Slow Regeneration instead of Regular, or further levels of Slow Healing, Unhealing, or Fragile (Brittle) (all as a personal disadvantage) representing a particularly poor physical condition.

Blood Elf

Brainstorming: ST -1, DX +1 Spd -1, IQ! +1, Will -1, Improved Magic Resistance + DR vs Magic, Arcane Torrent (Afflict Mute Emanation 8 yd linked to 2 Energy Reserve?)


Brainstorming: SM -2, ST -3, DX +1, IQ! +1, -1 Will, Goblin Engineering talent, and a racial gadget (!).

Original game has only one gadget, I would suggest making it into a choice of a few "standards".

Rocket Boosters: Super Jump 2 (Requires skill roll, some sort of technical skill) as an alternate ability to Rocket Barrage: 1d-1 fire damage, ROF 3

Goblins may also buy a hobgoblin ally (use Hobgoblin template from DF2, must be half Goblin point value or worse, must have Minion enhancement, ).

Races of the Alliance

Night Elf, 57 points

The reclusive Night Elves claim to be the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years ago. The Night Elves' reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea.

Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion's invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth.

As a race, Night Elves are typically honorable and just, but they are very distrusting of the 'lesser races' of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

DX +1, [20]; PER +2, [10]; HP +2, [4].

Chameleon +4 (Accessibility: In lighting worse than -3, -20%; Always On, -10%), [14]; Damage Resistance +2 (Magic only, -20%), [8]; Feature: Early Maturation (180yrs); Forest Guardian +1, [5]; Night Vision 6, [6]; Parabolic Hearing +1, [4]; Temperature Tolerance (25°-110°), [3]; Extended Lifespan 6, [12]; Magic Resistance +1, [2].

Distrustful of Arcane Magic, [-1], Odious Racial Habit (Arrogant and condescending to other races), [-10]; Sense of Duty (Nature), [-15]; Stubbornness, [-5].

Dungeon Fantasy Note

In Dungeon Fantasy games, remove Extended Lifespan and Feature: Early Maturation, for a net template cost of 66 points

Forest Guardian

As per the talent from Dungeon Fantasy 3 The Next Level, page 7, except the reaction bonus is with Druids, Emerald Dream creatures, and hunters.

Ironforge Dwarf, 45 points

The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor.

Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans' hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

ST+1 [10]; Basic Move -1 [-5].

3D Spatial Sense (Only Underground, -20%), [8]; Alternate Form (Stoneform, +22; Costs 1 FP, -5%; Maximum Duration 30 seconds, -75%; Reduced Time 4 +80%) [37]; Breath-Holding (Reduced Consumption, +100%), [4]; Master Builder +1 [5]; Night Vision 1 [1]; Hidebound [-5].

Odious Racial Habit (Blunt) [-5]; Stubbornness [-5].

StoneForm, 24 point metatrait

Basic Move -2 [-10].

Damage Resistance 5 (Semi-Ablative, -20%) [20]; Injury Tolerance: No Blood [5]; Resistant to Metabolic Hazards +3 [10].

Cannot Float [-1].

Multiplicative Modifiers

If using Multiplicative Modifiers, Alternate Form costs 28 points instead of 37, reducing template cost to 36 points.

Breath Holding (Reduced Consumption)

This enhancement converts Breath Holding into a straight reduction of required oxygen; each level halves required oxygen, or doubles the time interval between loosing FP when holding breath or deprived of oxygen.

Gnomeregan Gnome

Brainstorming: SM -2, ST -3, DX +1, IQ! +1, Improved Magic Resistance + DR vs Magic, Gnomish Engineering talent, Slippery.


Brainstorming: Charisma and/or Smooth Operator, chatty monkeys that we are. +1 Will for Spirit boost. Recovery for Every Man For Himself?


Brainstorming: ST +1, Will +1, Born War Leader +1, Magic Resistance (One College Only: Shadow) and DR: Shadow magic only.

Gift of the Naru: 20% of your HP over 15 seconds comes out to ~2 HP over 15 seconds (Scaled for HP). This is a really really crappy healing effect in GURPS, where its actually a somewhat useful heal in the original game. And then there's a 2 minute cooldown, which is pretty harsh. I am considering Healing (Faith, Ranged, Capped at 1, 15 second cool down)


Brainstorming: Base form is worgen, alternate form is Human. AF has Useless Under Stress. Worgen Form Racial attributes include +2 base move (w/Costs Fatigue) and Enhanced Ground Move (Temporary Disad Horizontal? Or Semi Upright on the main racial package?). Social Stigma: Monster on the Worgen form, Crude hands, possible self-control issues.