Thursday, February 1, 2018

The Dragon Tablets: Iteration Two – Exploits

Morrowind Expansion for Elder Scrolls Online

Having established the new rules, we have to establish what can be done. GURPS works like Action, Dungeon Fantasy, and Monster Hunters have shown us how to do that. So instead of scouring all the available GURPS books to build a framework for Dragon Tablets, let’s use those three works to get us there.

Specifically, we will be using GURPS Action 2: Exploits, GURPS Dungeon Fantasy 2: Dungeons, and GRUPS Monster Hunters 2: The Mission to set how the core activities of The Dragon Tablets will work. Some things will certainly be just as described, in one or another of those volumes, while other things need to be different. Those three represent three different types of games, but I have a feeling that The Dragon Tablets will take elements from all three. And when you create your setting, you may conclude that you need all of them too, or perhaps not. The important thing is that you go with what is needed for your setting.

When you only use one of them, you could go through that volume chapter by chapter and section by section. But when you use more than one, you have to find another way that allows you to merge information from all sources in a way that allows you to find things easily and that doesn’t confuse things. This took much longer than I had expected, so if you don’t really need all of them, settle on one and go with it.

When we go through this iteration, it might be useful to have access to the GURPS Action, GURPS Dungeon Fantasy, and/or GURPS Monster Hunters series.

Below I will be referencing the series, instead of the complete volume title to save some space.

Action Chapter One

Works as listed.

Getting Ready

Motivation: A reason for the characters to do the quest. Use Action’s Getting the Ball Rolling, personal disadvantages, or rewards.
Finding a Job: You can find the quest as in Action’s The Job, Dungeon Fantasy’s Finding a Quest, or Monster Hunter’s Discovery. But the job can also find you.
Gear up!: Getting the gear needed for the quest. Actions, Assembling Kit as modified for fantasy technology, Dungeon Fantasy’s Getting Stuff Cheap, Scoring Extra Cash, and Finding a Sponsor. Or Monster Hunter’s Stocking Up. But you may also already have everything you need.
Where to go: Unless you already know, you need to figure out where you need to go. Who/what is involved. Perhaps when you can take the next step in your quest. And perhaps why this is happening. Action and Monster Hunters do this differently, and I’m going with Action’s Targets and Locations.

Travel

You go where you need to go. As exploration is important, travel time is not simplified to the point it is in the three series. Instead, you use the normal travel time for yourself, your mount, or vehicle. Use Forced March from Dungeon Fantasy’s Travel, but shorten travel time with 20% if everyone succeeds and increase travel time by 10% if there’s at least one critical failure. If everyone is traveling in one wagon, one of the players, or an NPC teamster, rolls Teamster. If they travel in more than one boat or wagon, roll for each vehicle to travel quickly. If you travel in the wilderness, you use The Golden Path from Dungeon Fantasy’s Travel to shorten travel time. Area Knowledge could be used instead of Navigation by those who know the area.

Commercial Travel, from Action’s Travel, is another way to go. In TES those trips are instant to the player and expend no resources for the character, except the fare and game time. In Dragon Tablets, such routes exist between some towns, over land and water. As with any trip, it is up to the GM to decide if anything happens on the trip and how much real time it takes. It takes the normal amount of game time for a journey of that distance, terrain, and mode of travel. Costing the normal amount of resources for such a trip.

Fast Travel exists in TES, allowing you to travel from anywhere to any town you’ve already visited in no time for the player, but it still takes game time to get there. No other resources are spent though. Dragon Tablets does have a form of Fast Travel too.

We also use: Fragile and Anything to Declare, Sir?, from Action’s Travel. Foraging, Camping and Posting Watches, and Tracking from Dungeon Fantasy’s Travel. And Following, but not Chasing, from Monster Hunter’s Pursuit.

Exploration

Mapping in TES is done automatically for the Hero. We use the rules from Dungeon Fantasy Chapter One, but those who have Absolute Direction ignore the in-game requirements.
Light Sources uses the rules from Dungeon Fantasy Chapter One, but in a full circle rather than in a semicircle. With the addition of Flaming Weapon working as a torch
Marching Order uses the rules from Dungeon Fantasy Chapter One.
Hidden Doors uses the rules from Dungeon Fantasy Chapter One.
Scouting Ahead uses the rules from Dungeon Fantasy Chapter One, except the rules on Sneaking and Dogging.
Signaling uses the rules from Dungeon Fantasy Chapter One.
Staying Undetected uses the rules from Monster Hunters Chapter One. The rules on Silent Communication are not being used.
Subtlety uses the rules from Action Chapter Two, without Staying Undetected and Silent Communication, as modified for fantasy technology.
All Who Wander… uses the rules from Monster Hunters Chapter One, but without the sections on mapping and locating hidden passageways.
Sentries use the rules from Monster Hunters Chapter One.

Gathering Intelligence

Magic and other supernatural abilities can be used to gather intelligence too.
Physical Searches uses the rules from Action Chapter Three, as modified for fantasy technology. Veterinary is used for animal corpses. Hidden Lore or Veterinary, at +4, reveals what kind of creature left the tracks. Scientific skills like Biology and Chemistry may further analyze samples after a Forensics roll. It may be difficult to get your hands on evidence collection kits and forensics labs. Magic, enhanced senses, and fantasy skills can be used too.
Audio Surveillance uses Listening from Action Chapter Three, the technology needed for the others do not exist. Magic and enhanced senses are available.
Visual Surveillance uses Watching from Action Chapter Three, the technology needed for the others don’t exist. Magic and enhanced senses can be of some help.
Bugs, Beacons, and Wires There is no such technology, but there is magic that can do some of these things.
Intercepts There is no technology or magic to do this.
Dumpster-Diving uses the rules from Action Chapter Three.
Files and Records use the rules from Action Chapter Three, as modified by fantasy technology. For Research, small libraries have a -1 penalty. Standard libraries are +0. Large libraries are +1. Famous libraries are +2. There are no known libraries with a better bonus than that. Large and famous libraries are generally poorly cataloged. Depending on what you are looking for, you may make an appropriate roll against the highest of Biology, Hidden Lore, Occultism, Research, Thaumatology, or Theology. Many libraries may not have the type of information heroes are looking for and thus have a -4 penalty to your roll.
Magic 8-Ball uses the rules from Monster Hunters Chapter One.
Pieces of the Puzzle use the rules from Monster Hunters Chapter One.
Occultism uses the rules from Monster Hunters Chapter One.

Social Engineering

Supernatural abilities can help here too.
Bribery uses the rules from Action Chapter Three, but with a base bribe of $5 for +1. $25 for +2. $100 for +3. And $500 for +4.
Making an Impression uses the rules from Action Chapter Three and Monster Hunters Chapter One.
Contacts and Contact Groups use the rules from Action Chapter Three
Word on the Street uses the rules from Action Chapter Three.
Manipulation uses the rules from Action Chapter Three.
Interviews use the rules from Monster Hunters Chapter One. Magic can be used instead of Spirit Channeling and Spirit Communication.
Making Them Talk uses the rules from Action Chapter Three, as modified by fantasy technology.
Fitting In uses the rules from Action Chapter Three in most cases. Administration isn’t used for businesses, but can be used in some government bureaucracies. Savoir-Faire (Religious) is used to deal with religious officials.
How to Game Fact-Finding uses the rules from Action Chapter Three.
Monster Underworlds uses the rules from Monster Hunters Chapter One.

Planning

The Big Picture uses the rules from Action Chapter Three.
Permission to Act uses the rules from Action Chapter Three.
The Mission Plan uses the rules from Action Chapter Three.
The Training Sequence uses the rules from Action Chapter Three.

Breaking and Entering

Dungeon Parkour uses the rules from Dungeon Fantasy Chapter One, but it is applicable to all Heroes and determines jumping distance by Jumping in Combat from Monster Hunters Chapter Two. Also, use Tossing Lines, Sliding, and Spinning from Action Chapter Three.
Bridging Hazards uses the rules from Dungeon Fantasy Chapter One.
Picking Locks uses the rules from Dungeon Fantasy Chapter One.
Muscling Through uses the rules from Dungeon Fantasy Chapter One, but without Bending. Bending uses the rules from Monster Hunters Chapter One.
Surveillance and Patrols use the rules from Action Chapter Three, but there are no cameras.
Insertion uses the rules from Action Chapter Three, as modified for fantast technology. Boating (Unpowered) instead of powerboat. Swimming for unpowered water insertion instead of Scuba.
Fences use the rules from Action Chapter Three, though these are walls rather than fences so Cutting Fences and Types of Fences doesn’t apply
Unwelcome Attention uses the rules from Monster Hunters Chapter One, but this is about breaking the law, not hunting monsters.

Traps and Hazards

Dealing with Traps uses the rules from Dungeon Fantasy Chapter One.
Tricks use the rules from Dungeon Fantasy Chapter One.
Dangerous Stuff uses the rules from Dungeon Fantasy Chapter One.
Curses 101 uses the rules from Dungeon Fantasy Chapter One adding the Assistance section from Confronting Curses in Monster Hunters Chapter Two. Use Holy Might instead of Holiness.

Monsters

Recognition uses the rules from Dungeon Fantasy Chapter One and What from Monster Hunters Chapter One, both modified for Dragon Tablets cosmology.
Negotiation uses the rules from Dungeon Fantasy Chapter One.
Trickery uses the rules from Dungeon Fantasy Chapter One.
”Good (Three-Headed) Doggie!” uses the rules from Dungeon Fantasy Chapter One.
Talking it Out uses the rules from Monster Hunters Chapter One.
Foiling the Plan uses the rules from Monster Hunters Chapter One.

Combat

The standard (abstract) combat system is used most of the time, leaving Tactical Combat for those times when knowing exactly how much room you have is crucial.
Shooting Made Easy uses the rules from Action Chapter Four, modified for fantasy technology, using standard range penalties, and RoF 1. Shooting Two Guns works for crossbows.
Cracking Skulls uses the rules from Action Chapter Four, modified for fantasy technology.
Exploiting Weaknesses uses the rules from Dungeon Fantasy Chapter One. Veterinary or Thaumatology can be used for some foes. Estimate how well-known the weakness is as per the rules in Monster Hunters Chapter One.
Medic! uses the rules from Monster Hunters Chapter One, but First Aid takes 30 minutes and heals 1d-3 HP or 3 HP for critical success. Physician isn’t used.
“Onward to Victory!” uses the rules from Dungeon Fantasy Chapter One.
Playing Dead uses the rules from Dungeon Fantasy Chapter One.
Recognizing Magic uses the rules from Dungeon Fantasy Chapter One.
Roguish Skills in Battle uses the rules from Dungeon Fantasy Chapter One. Though using Serendipity or a character point means you don’t need to make a Stealth roll for Backstabbing or turn success on such a roll into a critical success. The Sniping option from Action Chapter Four is also in use.
Speed is Armor! uses the rules from Dungeon Fantasy Chapter One. You can use Serendipity or a character point to make sure that the scenery permits. Heroes with Heroic Archer ignores the -2 penalty to bow attacks.
Taunt and Bluster uses the rules from Dungeon Fantasy Chapter One. Fast-Talk can be used to taunt and Psychology to Bluster. Winning by 5+ has the same effect as critical success.
No “I” in “Teamwork” (No Profit Without It) uses the rules from Dungeon Fantasy Chapter One.
Add Some Color! uses the rules from Monster Hunters Chapter Two.
Special Combat Situations uses the rules from Action Chapter Four, but not Underwater Shooting, modified for fantasy technology.

Cinematic Combat

Most foes don’t defend and go down at 0 HP, but standard rules apply to boss monsters and NPCs on the same power level as the heroes. Bar fights don’t escalate, but you can escalate other unarmed combat.
Warrior Moves uses the rules from Monster Hunters Chapter Two, but it refers back to Speed is Armor! above.
A Good Day to Die uses the rules from Monster Hunters Chapter Two.
The Element of Surprise Disappearing uses the rules from Monster Hunters Chapter Two.
Unbalanced Parries uses the rules from Monster Hunters Chapter Two.
Extra Effort Rules uses the rules from Action Chapter Four, modified for fantasy technology, with Heroic Archer instead of Gunslinger.
Cinematic Combat Rules uses Flesh Wounds, Infinite Ammunition applies to standard ammunition while special ammunition has to be counted, and TV Action Violence which counts as an extra-effort option. All from Action Chapter Four.

Tricks of the Trade

Holy Ground uses the rules from Monster Hunters Chapter Two.
Gizmos use the first three options from Monster Hunters Chapter Two, as modified for fantasy technology and TL.
Psychic Phenomena uses the rules from Monster Hunters Chapter Two, as modified for fantasy technology.
Ghosts use the rules from Monster Hunters Chapter Two, as modified for fantasy technology.
Player Control uses the rules from Monster Hunters Chapter Two.

After the Battle

Prisoners use the rules from Dungeon Fantasy Chapter One.
Patching Up uses the rules from Dungeon Fantasy Chapter One. Use Esoteric Medicine to
Searching the Bodies uses the rules from Dungeon Fantasy Chapter One.
Dead Monster Bits uses the rules from Dungeon Fantasy Chapter One.
Repairs use the rules from Action Chapter Five, modified for fantasy technology.

Loot

Finding the MacGuffin uses the rules from Action Chapter Three.
Identifying the Good Stuff uses the rules from Dungeon Fantasy Chapter One.
Naturally Occurring Money uses the rules from Dungeon Fantasy Chapter One.
Determining Value uses the rules from Dungeon Fantasy Chapter One.
Cracking Chests and Vaults uses the rules from Dungeon Fantasy Chapter One.
Lifts and Pulls use the rules from Action Chapter Three.
Live Capture uses the rules from Action Chapter Three, modified for fantasy technology and using Esoteric Medicine instead of Physician.

Disposing of the Spoils

Keepers use the rules from Dungeon Fantasy Chapter One.
Getting a Good Price uses the rules from Dungeon Fantasy Chapter One.
Scrap uses the rules from Dungeon Fantasy Chapter One.
Selling the Tale uses the rules from Dungeon Fantasy Chapter One.
Last Ditch uses the rules from Dungeon Fantasy Chapter One.

Destruction

Arson uses the rules from Action Chapter Three, modified for fantasy technology.
Setting Traps uses the rules from Action Chapter Three, modified for fantasy technology.

Deception

Cleaning uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Cover-Ups uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Fake ID uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely an uncommon occurrence.
Falsifying Records uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Impersonation uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely an uncommon occurrence.

Getting Away

Sneak Out uses the rules from Action Chapter Three, modified for fantasy technology, but using the rules from Breaking and Entering above rather than Getting In.
Blend In uses the rules from Action Chapter Three, modified for fantasy technology.
Smuggling uses the rules from Action Chapter Three, modified for fantasy technology.

Providing Security

Watches uses the rules from Action Chapter Three, modified for fantasy technology.
Bodyguard Duty uses the rules from Action Chapter Three, modified for fantasy technology.
Checkpoint Security uses the rules from Action Chapter Three, modified for fantasy technology.
Electronic Security uses the rules from Action Chapter Three for countersurveillance and Finding a Bug, modified for fantasy technology. Finding a Bug are used to find peepholes and such.

Chases

Quarry and Pursuer use the rules from Action Chapter Four.
Rounds use the rules from Action Chapter Four, modified for fantasy technology.
Chase Sequence uses the rules from Action Chapter Four, modified for fantasy technology.
Chase Maneuvers uses the rules from Action Chapter Four, modified for fantasy technology. For the Stunt maneuver on foot, use the above rules rather than the rules from Action.
Passenger Actions uses the rules from Action Chapter Four, modified for fantasy technology.
Multi-Party Chases uses the rules from Action Chapter Four, modified for fantasy technology.
Chase Rolls uses the rules from Action Chapter Four, modified for fantasy technology.
Escape uses the rules from Action Chapter Four.
Static Maneuvers uses the rules from Action Chapter Four, modified for fantasy technology.
Attacks use the rules from Action Chapter Four, modified for fantasy technology.
Defenses use the rules from Action Chapter Four, modified for fantasy technology.
Damage uses the rules from Action Chapter Four, modified for fantasy technology.
Wipeouts uses the rules from Action Chapter Four, modified for fantasy technology.

Captured!

Using these rules will likely be a rare occurrence.
Escaping Restraints uses the rules from Action Chapter Five, modified for fantasy technology.
Escaping Prisons uses the rules from Action Chapter Five, modified for fantasy technology.

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