Tuesday, December 4, 2018

Lucy Brimstone

Lucy was adopted by John and Jane Smith when she was less than a year old. They were both active in the Knights of the Serene Temple, a Masonic-like order, in which Lucy was raised. Membership did not require belief in a Supreme Being.

Her parents taught her that there was a Supreme Being, but that it was up to her to figure out who he or she was. She was taught about various religions, agnosticism, atheism, and tolerance. Just because someone was different, believed differently, or acted differently didn’t mean they should be treated differently.

Lucy attended a private school where she excelled in schoolwork, tried a number of different sports, arts, music, and other extracurricular activities. She especially had a talent for debate. Her parents took her on day trips to many interesting places close to where they lived and on vacations to many places further away. Including to other countries.

They took her to art galleries, museums, libraries, musical and dance performances of various types, such as ballet, opera, rock, and country, to expose her to all kinds of cultural events.

When she graduated from high school, Lucy moved in with Lodge Master Bruce Bender for her year-long preparation to be installed an Apprentice of the Knights of the Serene Temple.

Shortly after being inducted, she found out that her birth name was Lucy Brimstone and going away to college, she decided to change her name. She wanted something more from her college experience than a bland name like Smith could provide.

Lucy is 19 years old, 5'3", and 108 lbs. She has long black hair, very dark eyes, and tanned skin.

Lucy is beautiful, very charismatic, and convincing. She has perfect grades and was recruited to college with a free running scholarship. And this is her character sheet on her first day of college.

Attributes

ST: 11 [10]; DX: 12 [40]; IQ: 12 [40]; HT: 11 [10].

Secondary Characteristics

Will: 12; Per: 12; HP/: 11; FP/: 11; DR:
Damage: 1d-1/1d+1
Basic Lift (STxST/5): 24 lbs Basic Speed: 6.00 [5] Basic Move: 6 Dodge:

Advantages/Perks

Alcohol Tolerance (Cosmic) [3]
Beautiful [12]
Charisma 4 [20]
Destiny [5]
Empathy [15]
Fit [5]
Flexibility [5]
Honest Face [1]
Less Sleep 2 [4]
Languages (English) (native) [0]
Luck [15]
Smooth Operator 2 [30]
Voice [10]

Disadvantages/Quirks

Charitable (12) [-15]
Phantom Voices (Annoying) [-5]
Sense of Duty (Knights of the Serene Temple) [-10]
Vow (Knights of the Serene Temple) [-5]

Skills

Acrobatics (H) DX+1 [8]-13
Acting (A) IQ+1 [1]-13⃰
Bicycling (E) DX [1]-12
Carousing (E) HT+2 [1]-13⃰
Climbing (A) DX+2 [1]-14¤
Computer Operation (E) IQ [1]-12
Connoisseur (Dance) (A) IQ-1 [1]-11
Connoisseur (Literature) (A) IQ-1 [1]-11
Connoisseur (Music) (A) IQ-1 [1]-11
Connoisseur (Visual Arts) (A) IQ-1 [1]-11
Dancing (A) DX-1 [1]-11
Detect Lies (H) Per+7 [1]-19⃰†‡
Diplomacy (H) IQ+2 [1]-14⃰§
Driving (Automobile) (A) DX-1 [1]-11
Escape (H) DX+2 [2]-14¤
Fast-Talk (A) IQ+4 [2]-16⃰§
First Aid (E) IQ [1]-12
Hiking (A) HT-1 [1]-10
Housekeeping (E) IQ [1]-12
Jumping (E) DX+1 [2]-13
Karate (H) DX-2 [1]-10
Literature (H) IQ-2 [1]-10
Philosophy (Knights of the Serene Temple) (H) IQ-2 [1]-11
Psychology (H) IQ+1 [1]-13‡
Public Speaking (A) IQ-1 [1]-15⃰§
Religious Ritual (Knights of the Serene Temple) (H) IQ-2 [1]-11
Running (H) HT+2 [8]-13
Research (A) IQ-1 [1]-11
Savoir-Faire (High Society) (E) IQ+2 [1]-14⃰
Sex Appeal (A) HT+2 [2]-15⃰§
Teaching (A) IQ-1 [1]-11
Urban Survival (A) Per [2]-12
Wrestling (A) DX-1 [1]-11

⃰ Includes +2 for Smooth Operator.
† Includes +4 for Charisma.
‡ Includes +3 for Empathy.
§ Includes +2 for Voice.
¤ Includes +3 for Flexibility.

Notes

Alcohol Tolerance (Cosmic): A house rule that allows drinking alcohol without ill effect.
Destiny: An optional rules for Destiny from GURPS Power Ups 5: Impulse Buys on page 5.
Religious Ritual: Not actually religious in nature, but ritualistic all the same.

Tuesday, November 27, 2018

Jon Anvil

Jon Anvil is the 46-year-old Lord of House Anvil. The house I created in last week’s blog and designed using A Song of Ice and Fire Roleplaying: A Game of Thrones Edition. And Tywin Lannister is his liege lord. In the War of the Usurper, Jon rebelled against his liege and struck the Lannister forces in the back. And despite being vastly outnumbered, he kept the Lannisters distracted long enough. The only reason he is still alive is because Robert Baratheon won.

But the consequences of his rebellion still mars his demesnes as bandits, raiders, and other criminals are everywhere. Minor members of the Lannister family quite often make things inconvenient. And on a personal note, everyone knows of his traitorous ways.

Jon is 5'10" and weighs 173 lbs. He has blue eyes and dark blond hair. He is a very religious man.

Attributes

ST: 12 [20]; DX: 13 [60]; IQ: 12 [40]; HT: 12 [20].

Secondary Characteristics

Will: 12; Per: 12; HP/: 12; FP/: 12.
Damage: 1d-1/1d+2
Basic Lift (STxST/5): 29 lbs Basic Speed: 6.25 Basic Move: 6 Dodge: 10

Advantages/Perks

Appearance (Attractive) [4]
Born War Leader 2 [10]
Charisma 2 [10]
Claim to Hospitality [7]
Combat Reflexes [15]
Cultural Familiarity (Westeros) [0]
Deep Sleeper [1]
Destiny [5]
Empathy [15]
Feudal Rank 4 [20]
Fit [5]
Honest Face [1]
Intuition [15]
Languages (Common) (native) [0]
Luck [15]
Penetrating Voice [1]
Status 4 [10]
Wealth (Filthy Rich) [50]
Weapon Bond [1]

Disadvantages/Quirks

Dependent (Wife; 50%; Loved one; Quite Often) [-20]
Dependent (Son; 50%; Loved one; Quite Often) [-20]
Enemy (Lannisters; Rival; Quite Often) [-20]
Humble [-1]
Reputation -2 (Traitor; Everyone; Always) [-10]
Sense of Duty (Family) [-5]
Vow (Faith of the Seven) [-5]

Skills

Acting (A) IQ [2]-12
Administration (A) IQ [2]-12
Axe/Mace (A) DX+2 [8]-15
Bow (A) DX+2 [8]-15
Brawling (E) DX [1]-13
Broadsword (A) DX+3 [12]-16
Connoisseur (Weapons) (A) IQ [1]-11
Dancing (A) DX-1 [1]-12
Detect Lies (H) Per+3 [4]-15⃰
Diplomacy (H) IQ+3 [16]-15
Falconry (A) IQ-1 [1]-11
Fast-Draw (Sword) (E) DX+1 [1]-14†
Heraldry (A) IQ-1 [1]-11
Intelligence Analysis (H) IQ+2 [4]-14‡
Knife (E) DX [1]-13
Leadership (A) IQ+4 [2]-16‡§
Psychology (H) IQ+1 [1]-13⃰
Public Speaking (A) IQ+2 [2]-14§
Riding (A) DX+1 [4]-14
Savoir-Faire (High Society) (E) IQ [1]-12
Savoir-Faire (Military) (E) IQ+2 [1]-14‡
Shield (E) DX+1 [2]-14
Soldier (A) IQ [2]-12
Staff (A) DX [2]-13
Strategy (Land) (H) IQ+3 [8]-15‡
Tactics (H) IQ+3 [8]-15‡
Writing (A) IQ [2]-12
Wrestling (A) DX [2]-13

⃰  Includes +3 for Empathy.
† Includes +1 for Combat Reflexes.
‡ Includes +2 for Born War Leader.
§ Includes +2 for Charisma.

Notes

I’m using the optional rules for Destiny found in Power Ups 5: Impulse Buys on page 5.


Wednesday, November 21, 2018

A Song of Ice and Fire – House & Lands

I decided to do something different this week, so I’m creating a House, and their accompanying lands, for A Song of Ice and Fire Roleplaying: A Game of Thrones Edition published by Green Ronin Publishing. This is the first step of creating a character in SIFRP as all PCs have to belong to or otherwise serve the same House.

Step One: The Realm

The first thing you need to do is decide what part of the Seven Kingdoms you are from and thus who your liege lord is. Rolling 3d6, I got 12. This means the house we are creating is from The Westerlands and that Tywin Lannister is our liege.

Step Two: Starting Resources

There are seven kinds of resources, Defense, Influence, Lands, Law, Population, Power, and Wealth. And  you need to roll 7d6 for each resource. Depending on which realm your house is in, these rolls may be modified.

Defense describes how fortified your holding are. Influence indicates how important your house is. Lands addresses how vast your holding are. Law describes how law-abiding the people in your holding is. Population addresses how many live in your holding. Power indicates your house’s military strength. And Wealth is about how much stuff you have.

The Westerlands have the following modifiers: Defense -5, Influence +10, Lands -5, Law -5, Population -5, Power +0, Wealth +20. Rolling 7d6 for each of them and adding the modifier, we get: Defense 20, Influence 33, Lands 17, Law 9, Population 18, Power 19, and Wealth 38. As I rolled really poorly, only one roll was above average.

Defense 20 indicates: “Some cultivation, presence of a keep or smaller stronghold with a few roads, rivers, or ports.”

Influence 33 establishes: “Maximum Lord’s Status 4. A minor house. Examples include House Clegane, House Payne, and House Karstark.”

Lands 17 tells us: “A small stretch of land, about the size of a single small island or small portion of a larger island, or a large city and its immediate environs, such as House Mormont.”

Law 9 says: “Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble.”

Population 18 indicates: “Small population but no single community larger than a small town.”

Power 19 establishes: “Small force of soldiers largely made up of smallfolk.”

Wealth 38 tells us: “Prosperous. Your family has the funds to live in accordance with their station.”

Following this, each player has 1d6 to use for additional modification. Let’s assume that there are five players that roll: 5, 6, 2, 5, and 5.

We use the 2 to increase Defense to 22. 5 to increase Lands to 22.  6 to increase Law to 15. 5 to increase Population to 23. And 5 to increase Power to 24.

Defense is now “Defensible, with at least one fortified town or castle. Roads and trails are present, and rivers or ports are likely.”

Lands is now “A modest stretch of land or medium-size island, such as House Frey.”

Law is now “Lawlessness and banditry are a problem along the fringes along the fringes of your lands.”

Population is now “Typical population. Most smallfolk live on farmsteads or in hamlets, but you might have a couple of small towns and a community around your primary fortification.”

Power is now “A modest force of soldiers, including some trained troops.”

Step Three: House History

This determines how old the House is and how many historical events formed it. A roll of 1d6 resulting in 1 means that the House if ancient with 1d6+3, or 8, historical events. We roll 3d6 for each event, rolling: 12, 9, 6, 11, 14, 9, 8, and 9. That is: Ascent, Treachery, Madness, Infrastructure, Victory, Treachery, Invasion/Revolt, and Treachery.

The first historical event is Ascent, which means that your House was “raised from the smallfolk by marriage or through some great act that warranted your elevation to a noble house.” As this took place during the Age of Heroes, before the Lannisters had arrived and taken control of the area, a smith among the First Men married some insignificant daughter of a local lord and was given a title and lands between Crakehall and Red Lake, on the borders of The Reach.

As the House was started by a smith, let’s call the House Anvil.

Then the Andal Invasion came and in their treachery, the House betrayed their lords, switched sides, and adopted the Faith of the Seven.

In this new environment ruled by the Andals, the blood of the First Men was diluted, causing the Head of the House to fall to madness and unpredictability.

In the early days of peace in the Age of Dragons, the blood of the First Men had been purged from the family and before the lands had been overrun by trouble, the House grew and expanded.

The House defeated an approaching Targaryen army in the greatest victory of the House’s history.

They were later betrayed by their neighbors House Plumm and conquered by the Targaryens, as one of the final opponents to fall to the Dragon banner.

During the Blackfyre Rebellion, the smallfolk rebelled against the House, because of inept leadership.

During the War of the Usurper, the House betrayed the Lannisters and dealt with one of their armies harshly and decisively from behind and in secret, distracting their lord’s army from the real conflict.

Ascent adds +1d6 to each of Influence, Lands, Power, and Wealth. Each Treachery modifies the resources with -1d6 to Influence and Law and +1d6 to Power. While Madness adds +6-2d6 to each resource. Infrastructure adds +1d6 to each of two resources. And Invasion/Revolt modifies them with -2d6 to Law and -1d6 to each of Population, Power, and Wealth.

Adding all of these together we get: Defense at 21, Influence at 25, Lands at 25, Law at 4, Population at 22, Power at 36, and Wealth at 40. Leaving Defense, Lands, Population, and Wealth at no real change.

Influence is lowered to “Maximum Lord’s Status 4. A small minor house. Examples include House Mormont and House Westerling.”

Law is lowered to “Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble.”

Power is increased to “A trained force of soldiers, including cavalry and possibly ships. You may have the service of a banner house.”

In summary, the House is defensible, but not as influential as their lands would suggest. They have a typical population and great problems with lawlessness. Despite being quite prosperous and having a well trained military.

Step Four: Holdings

We can now invest the various points we have in various holdings.

Defense Holdings: We have 21 points to invest and invest in a Hall. Leaving 1 point not invested.

Influence Holdings: We have 25 points to invest and invest in a First-born son. Leaving 5 points not invested.

Land Holdings: We have 25 points to invest and we invest in a terrain of Plains and the following features: Hamlet, Grassland, Ruin, and Light Woods. Leaving 3 points not invested.

Power Holdings: We have 36 points to invest. We invest in Trained Archers, Trained Cavalry, Trained Garrison, Trained Infantry, Trained Scouts, and Trained Support. Leaving 0 points not invested.

Wealth Holdings: We have 40 points to invest. We invest in Artisan (castle-forged), Maester, and Sept. Leaving 5 points not invested.

Step Five: Motto & Arms

House Anvil, despite their history of treachery, have the motto “Firm and Grounded.” But with their history, no one believes in that anymore. As theirs have become an Old and inglorious House. But not yet at the level House Reyne.

Their coat of arms is obviously a golden anvil on a red background, so there’s no need to roll.

Step Six: The Household

In this step the most important family members and retainers of the House are described with a focus on the narrative elements.

We have a Lord, a Lady, a first-born son, but no other family members. They have a maester, a septon, a master-at-arms, a master-of-horse, a master-of-the-hunt, a kennelmaster, 20 vassal knights, 500 trained warriors, and many others.


As this is an overview of the House, we’re not going into any greater detail regarding the individuals of the House.

WITCHER III: Blood and Wine #11 - Wolf Pack

Episode 11 of my 3 ¤BloodandWine Let's Play.

Tuesday, October 30, 2018

Frostbite

Frost Dragon by hellthunder

Using the templates and suggestions from Dungeon Fantasy Monsters 4: Dragons, that I have reviewed and stated the included breath weapons a couple of weeks ago, I have now created a dragon based on that work.

Frostbite is a small dragon from the frozen tundra in the lands of the south. He is a scout who goes where he needs to go to gather information. Whether as a dragon or a human. Unseen or blending in.

He can literally see for miles! And he can fly further and faster and better than his peers. Never needing to eat, drink, or sleep.


Frostbite has all three cold-related breath weapons dragons are known to have and an Energy Reserve that allows him to use it more than most dragons of his size and age.

ST: 25
DX: 12
IQ: 12
HT: 15

Dodge: 9
HP: 25
Will: 12
Per: 17
FP: 15

Parry: 10
Speed: 6.75
Move: 6 (Air Move 20)

SM: +3

DR: 3







Bite (14): 2d+3 cutting. Reach C, 1.
Cold Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 burning damage as large area injury due to extreme cold. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Front Claw (14): 2d+3 cutting. Reach C-2.
Frost Breath (14): 2d-2 burning damage as large area injury due to extreme cold. It won’t set fires. Roll vs. HT at -1 per 2 points of penetrating damage or be paralyzed (encased in ice) for (20 – HT) minutes, minimum 1 minute, unless thawed with magic. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Hind Claw (12): 2d+4 cutting. Reach C-2.
Horns (14): 2d+3 cutting. Treat as weapon, not as body part, both to attack and parry! Reach C, 1.
Ice Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 cutting damage of high-speed razor-sharp hail. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Tail (12): 2d+4 crushing or double that for knockback only (no damage). Reach C-3.
Wing (14): 2d+3 crushing or double that for knockback only (no damage). Reach C-3.

Traits: Alternate Form (Humanoid); Bad Grip 2; Damage Reduction 2 (Cold/Ice); DR 12 (Cold/Ice); Danger Sense; Doesn’t Eat or Drink; Doesn’t Sleep; Energy Reserve 25 (Dragon); Extra Attack 1; Extra Legs (Four Legs); Flight (Winged); High Pain Threshold; Horizontal; Immunity to Cold Spells; Immunity to Disease; Loner (12); Nictitating Membrane 3; Night Vision 9; Penetrating Voice; Peripheral Vision; Telescopic Vision 20; Temperature Tolerance 6 (-25°F to 120°F); Unfazeable.
Skills: Acting-15; Aerobatics-15; Brawling-14; Diplomacy-12; Disguise-15; Fast-Talk-14; Flight-17; Innate Attack (Breath)-14; Observation-20; Survival (Arctic)-20; Tactics-14.
Class: Mundane.

Notes: Can attack twice, using each natural weapon just once.

Tuesday, October 16, 2018

Emond's Field

Emond's Field

Emond's Field is the hometown of Rand in The Wheel of Time series created by Robert Jordan. These stats are based on information from The Wheel of Time Companion and my own estimates of how the village was when Rand left the village in 998 NE early in The Eye of the World. I used GURPS City Stats and GURPS Fantasy to create it.


Emond's Field

Population: 200 (Search -2)

Physical and Magical Environment

Terrain: Plains
Appearance: Average (+0)Hygiene: -1
Normal Mana (Rare Enchantment)

Culture and Economy

Language: New TongueLiteracy: Native
TL: Wheel of Time
Wealth: AverageStatus: -2 to 2

Political Environment

Government: Representative Democracy
CR: 3 (Corruption -1)
Military Resources: $2,800Defense Bonus: +4

Notes

Emond's Field is a one-inn village lead by the Village Council and the Women's Circle. In theory, Emond's Field is part of Andor. But in practice, they are not. And these stats lists the local government that actually rules the village.

It grows a well-known tabac and it gets +1 to the Search roll for that.

The population is 100% human.

The image is from 999 NE, not 998. But that was the best I could find.

Tuesday, October 9, 2018

GURPS Dungeon Fantasy Dragon’s Breath Traits

Dungeon Fantasy Monsters 4: Dragons by SJ Games

Recently, Steve Jackson Games published GURPS Dungeon Fantasy Monsters 4: Dragons, which I reviewed last week. This post will be all about stating their breath weapons as the above volume told us what they did, but not what they looked like as GURPS advantages. So here they are in all their draconic glory.

Clouds

GURPS Powers added information to the Area Effect enhancement on page 100, listing that the Costs Fatigue limitation should be multiplied by the radius of the target area for a total fatigue cost. And as it costs 2 FP to use these breath weapons, no matter the size of the dragon, the larger dragons would have a cost of less than 1 FP per yard in radius and thus no limitation or cost break at all. Not that the small dragons actually got any cost break either.

Acid

Small: Corrosion Attack 1d-1 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%) [11].
Medium: Corrosion Attack 1d-1 (Area Effect, 3 yards, +100%) [14].
Large: Corrosion Attack 1d-1 (Area Effect, 4 yards, +100%) [14].
Gargantuan: Corrosion Attack 1d-1 (Area Effect, 5 yards, +150%) [18].

Frost

I was going for an average Extended Duration, but as it fell between two listed values, I went with the higher one. While with the number of levels of Affliction, I took the average and rounded it down.

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; No Incendiary, -10%) [10] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%; No Incendiary, -10%) [14] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%; No Incendiary, -10%) [14] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%; No Incendiary, -10%) [17] + Affliction 3 (HT; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-up, Innate Attack, +0%; Incapacitation, Paralysis, +150%;) [87].

Incendiary

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%) [11].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%) [14].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%) [14].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%) [18]

Poison (Gas)

Here I use the Secondary effect as the coughing only is applied some of the time. It may not be Rules As Written, but it simplifies things.

Small: Toxic Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [12] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].
Medium: Toxic Attack 2d (Area Effect, 3 yards, +100%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [16] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].
Large: Toxic Attack 2d (Area Effect, 4 yards, +100%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [16] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].
Gargantuan: Toxic Attack 2d (Area Effect, 5 yards, +150%; Resistable, HT+4, -50%; Respiratory Agent, +50%) [20] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%; Secondary Irritant, Coughing, +4%) [137].

Poison (Mist)

Small: Toxic Attack 2d (Area Effect, 2 yards, +50%; Contact Agent, +150%; Costs Fatigue 1, -5%; Resistable, HT+4, -50%) [20] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].
Medium: Toxic Attack 2d (Area Effect, 3 yards, +100%; Contact Agent, +150%; Resistable, HT+4, -50%) [24] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].
Large: Toxic Attack 2d (Area Effect, 4 yards, +100%; Contact Agent, +150%; Resistable, HT+4, -50%) [24] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].
Gargantuan: Toxic Attack 2d (Area Effect, 5 yards, +150%; Contact Agent, +150%; Resistable, HT+4, -50%) [28] + Affliction 11 (Attribute Penalty, HT -4, +20%; Follow-Up, +0%) [132].

Spark

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [11] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [15] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [15] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%; Damage Modifiers, Surge, +20%; No Incendiary, -10%) [19] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].

Steam

Extinguish is an enhancement which allows your trait to extinguish ordinary fires. As Incendiary is +10% and ignites fires, setting Extinguish at +10% too seems fair.

Small: Burning Attack 2d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [12] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Medium: Burning Attack 2d-2 (Area Effect, 3 yards, +100%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [16] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].
Large: Burning Attack 2d-2 (Area Effect, 4 yards, +100%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [16] + Affliction 3 (HT; ollow-up, Innate Attack, +0%) [30].
Gargantuan: Burning Attack 2d-2 (Area Effect, 5 yards, +150%; Damage Modifiers, Double Knockback, +20%; Extinguish, +10%; No Incendiary, -10%) [19] + Affliction 3 (HT; Follow-up, Innate Attack, +0%) [30].

Vacuum

Small: Crushing Attack 1d-2 (Area Effect, 2 yards, +50%; Costs Fatigue 1, -5%; Cosmic, Irresistible Attack, +300%) [9] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].
Medium: Crushing Attack 1d-2 (Area Effect, 3 yards, +100%; Cosmic, Irresistible Attack, +300%) [10] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].
Large: Crushing Attack 1d-2 (Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%) [10] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].
Gargantuan: Crushing Attack 1d-2 (Area Effect, 5 yards, +150%; Cosmic, Irresistible Attack, +300%)) [11] + Affliction 4 (HT; Follow-up, Innate Attack, +0%; Disadvantage, Deafness +20%; Stunning +10%) [48].

Cones

Where the size of the area of the cloud varied with the size of the dragon, but all of them did the same damage, cones have the same size, but larger dragons do more damage.

Cold

Read about Extinguish under the Steam heading above.

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [16].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [26].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [34].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [52].

Disintegration

Small: Corrosion Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [32].
Medium: Corrosion Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [52].
Large: Corrosion Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [68].
Gargantuan: Corrosion Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [104].

Fire

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [16].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [26].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [34].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [52].

Heat

Read about Extinguish under the Steam heading above.

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [16].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [26].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [34].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Extinguish, +10%; No Incendiary, -10%; Reduced Range, 10, -30%) [52].

Ice

Small: Cutting Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [22].
Medium: Cutting Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [37].
Large: Cutting Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [48].
Gargantuan: Cutting Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [73].

Lightning

Small: Burning Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [17] + Affliction 5 (HT; Follow-up, Innate Attack, +0%) [50].
Medium: Burning Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [28] + Affliction 8 (HT; Follow-up, Innate Attack, +0%) [80].
Large: Burning Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [37] + Affliction 11 (HT; Follow-up, Innate Attack, +0%) [110].
Gargantuan: Burning Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Damage Modifiers, Surge, +20%; No Incendiary, -10%; Reduced Range, 10, -30%) [56] + Affliction 16 (HT; Follow-up, Innate Attack, +0%) [160].

Mana

Small: Crushing Attack 2d+2 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [52].
Medium: Crushing Attack 4d+1 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [86].
Large: Crushing Attack 5d+2 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [112].
Gargantuan: Crushing Attack 8d+2 (Accessibility, Not on inanimate objects, -10%; Affects Insubstantial, +20%; Cone, +60%; Cosmic, Irresistible Attack, +300%; Costs Fatigue 2, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 10, -30%) [172].

Sonic

Small: Crushing Attack 2d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [16] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].
Medium: Crushing Attack 4d+1 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [26] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].
Large: Crushing Attack 5d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [34] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].
Gargantuan: Crushing Attack 8d+2 (Cone, +60%; Costs Fatigue 2, -10%; Reduced Range, 10, -30%) [52] + Affliction 4 (HT; Follow-up, Innate Attack, +0%) [40].

Monday, October 8, 2018

Tuesday, October 2, 2018

Assassin's Creed Odyssey Blind Let's Play Part 1

Episode 1 of my Blind Let's Play.

Review of Dungeon Fantasy Monsters 4: Dragons

Dungeon Fantasy Monsters 4: Dragons by SJ Games


With a volume about dragons, of course I had to review it. Dragons are awesome! Which is one of the reasons why I named my blog after them. It is written by Sean Punch, the GURPS Line Editor.

Executive Summary: Just knowing the title and what this volume was about, made it an instant buy! After reading it and finding four dragons and rules to make my own fantastic and unique creatures, I do not regret it. Having read the Introduction, I wished the new traits had been stated out and given character point costs. Having read all of it, I figure I can attempt doing that on my own in another blog post. It also presents a view of dragons that is a breath of fresh air compared to what I have seen in the past, allowing those that want that to do that and those who don’t to stick to what they know.

I’m a conservative grader and give it 7/10.

The Introduction tells us what this volume is and what it isn’t. And explains how to read the stats and why dragons and their new traits aren’t given a point cost.

Yer Basic Dragons set the assumptions on what a dragon is and give stats for the various sizes of dragon, Small, Medium, Large, and Gargantuan. With a sidebar for even bigger dragons. It also gives us an introduction to how one dragon can differ from another. And that “[b]reath weapons and special abilities aren’t tied to size, age, or bloodline.” Which is completely opposite of what I’m used to, but gives a new face to what it means to be a dragon and how to fight them.

Dragon’s Breath explains the variations of available breath weapons. From clouds to cones and what types of breath weapons they have available, such as Acid, Frost, and Fire. And several more, some of them really interesting. And ways to make them both less and more powerful.

Distinguishing Your Dragon lists several other kinds of traits that a dragon could have, with some comments on rarity. As well as how difficult they might make the encounter. Including dragon magic, with a couple of new rules that make it extra interesting, and ideas on how to modify their breath weapon. And sidebars on their temperament and how unforgettable they should be.

Dragons in Action cover a dragon’s tactics and what a GM should think about when they are controlling one.

Not Your Average Dragon lists four interesting and different dragons based on the rules in this volume.

Tuesday, September 25, 2018

The Dragon Tablets: Iteration Three – Playtest

Pretty much the same scenario as last time, so much so that we use the Iteration Two Orc Bandits without change. But as there are only two heroes this time, there will only be eight orcs. As with last time, they will not defend or all-out attack and they will go down at 0 hp.

Setting the Stage

The two bounty hunters, Casara and Said are traveling on foot through a wooded area during the daytime and nothing is out of the ordinary.

Turn 1

Eight orc bandits ambushed the duo from the trees. But as Said has Enhanced Time Sense, he acts first no matter what. And Casara has Combat Reflexes so instead of being Total Surprise, this is treated as Partial Surprise.

Said has Danger Sense and knows that something is off.

Casara is the leader, she has both Combat Reflexes and is trained in Tactics, she also has the highest IQ. So she rolls 1d+4 for 10. the orc leader has Combat Reflexes, so he rolls at 1d+2, with no chance of getting a higher result. So both heroes act first.

Said teleported to the archers, rolling 10 vs. 13+10-10 =13 to do so instantly. Rolling 11 to be able to act and another 11 to draw his shortsword in no time. He then stuck the sword in one archer’s vitals, rolling 16 vs. 17-3 and missed. Repeating his move, he rolled 4, a critical hit. Rolling 4 for damage and tripling that to 12 for a hit to the vitals which killed the orc.

Casara rolled 12 and drew her sword instantly and moved up on the orcs. Aiming at the neck, she rolled 9 and decapitated one orc, but rolled 12 on the second attack and as she Moved and Attacked, that was a miss.

The archer moved away from the others.

Both orcs with knives attacked Said and rolling 8 and 9 was good enough to hit. But Said rolled 9 and 12 and dodged the first attack. The other rolled 0 for damage and did none.

Both orcs with clubs and the remaining spear attacked Casara. Both orcs with clubs rolled 12, good enough to hit, but the spear rolled 13 and missed. But Casara rolled 8 and 10 and dodged both attacks.

Turn 2

Said teleported to the remaining archer rolling 5 to do it in no time and 9 to be able to act. He rolled 11 to attack and skewered him in the vitals, bringing another orc down. He then moved back to the others, rolled 9 and skewered a knife-wielding orc.

Casara went for the neck again, but rolled 15 and 14 and missed.

The remaining orc with a knife attacked Said again and rolled 9, but he dodged with an 11.

The two club-wielding orcs attacked Said this time. One rolled 17 for a critical failure and rolled 14 on the critical miss table, losing his grip on the club that landed 6 yards away and the orc went to the club. The other clubber rolled 10 and Said failed to dodge with a roll of 14. And the orc rolled 3 damage, but his coat protects him and he only suffers 1 hp of injury, thus being at -1 his next turn.

The remaining spear continued to attack Casara and rolled 9 for a hit, but she rolled 10 and dodged.

Turn 3

Said focused on the club-wielding orc, rolled 8 and skewered him. He then teleported, rolling 10 to do so immediately and 10 to be able to act afterward. He then rolled 8 and skewered the club fetching orc he had pursued.

Casara continued with her neck attacks and rolled 10 and 11 and rolled 9 and 5, doubling with the cutting wound modifier for the neck and both of them lost their heads.

Notes

Both of them are able to attack twice per turn. One of them can teleport instantly. The expectation was that this playtest would be faster than the previous ones. Having them fight an enemy where they can fully take advantage of their Entercian silver and Matruskan steel swords and compare that to what a fight without such weapons would be like could be interesting.

Monday, September 24, 2018

The Dragon Tablets: Iteration Three – Said bun al-Khalashadi 1.1



Unnamed by Unknown

Said is an Elessarian that has been alchemically altered into an Acrobat (character template) with the Accidental hero (motivational lens). He is always on the move and as a bounty hunter, he has been partnered with Casara for some time.

Attributes

ST 11 [10]; DX 16 [120]; IQ 13 [60]; HT 13 [30].

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [0]; Basic Move 9 [10].
Move 9; Dodge 11; Parry 12

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Bioenhancement Talent 2 [10]
Danger Sense [15]
Enhanced Time Sense [45]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Fearlessness 1 [2]
Flexibility [5]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Perfect Balance [15]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Warp (Bioenhancement, -10%; Range Limit, 20 yards, -45%; Reliable, 10, +50%) [68]

Disadvantages/Quirks


Code of Honor (Bounty Hunter) [-5]
Compulsive Carousing (12) [-5]
Compulsive Thrill-Seeking (9) [-15]
Increased Conscumption 1 [-10]
Lecherousness (12) [-15]
Overconfidence (12) [-5]
Sense of Duty (Team) [-5]
Workaholic [-5]


Skills

Acrobatics (H) DX+3 [12]-19‡
Acting (A) IQ [2]-13
Alchemcy (VH) IQ-3 [1]-10
Archaeology (H) IQ-2 [1]-11
Architecture (H) IQ-2 [1]-11
Armoury (Body Armor) (A) IQ-1 [1]-12
Armoury (Melee Weapons) (A) IQ-1 [1]-12
Armoury (Missile Weapons) (A) IQ-1 [1]-12
Biology (VH) IQ-1 [4]-12
Boating (Unpowered) (A) DX-1 [1]-15
Body Sense (H) DX [4]-16
Bow (A) DX [2]-16
Brawling (E) DX [1]-16
Broadsword (A) DX [2]-16
Camouflage (E) IQ [1]-13
Carousing (E) HT+1 [2]-14
Climbing (A) DX+5 [4]-21†‡
Dancing  (A) DX-1 [1]-15
Escape (H) DX+3 [4]-19†
Fast-Draw (Knife) (E) DX+1 [1]-17*
Fast-Draw (Sword) (E) DX+1 [1]-17*
First Aid (E) IQ [1]-13
Forced Entry (E) DX [1]-16
Gesture (E) IQ [1]-13
Hidden Lore (Elementals) (A) IQ [2]-13
Hidden Lore (Free Spirits) (A) IQ [2]-13
Hidden Lore (Restless Undead) (A) IQ [2]-13
Hidden Lore (Shapeshifters) (A) IQ [2]-13
Hiking (A) HT [2]-13
Holdout (A) IQ [2]-13
Intelligence Analysis (H) IQ-2 [1]-11
Jumping (E) DX+1 [2]-17
Knife (E) DX [1]-16
Knot-Tying (E) DX [1]-16
Leatherworking (E) DX [1]-16
Lockpicking (A) IQ-1 [1]-12
Navigation (Land) (A) IQ-1 [1]-12
Observation (A) Per-1 [1]-13
Parachuting (E) DX [1]-16
Performance (A) IQ [2]-13
Piloting (Glider) (A) DX+1 [2]-17‡
Riding (Horse) (A) DX [2]-16
Running (A) HT [2]-13
Shadowing (A) IQ+2 [8]-15
Shortsword (A) DX+1 [4]-17
Skiing (H) HT-1 [2]-12
Sleight of Hand (H) DX [4]-16
Smith (Copper) (A) IQ-1 [1]-12
Smith (Iron) (A) IQ-1 [1]-12
Smith (Lead and Tin) (A) IQ-1 [1]-12
Stealth (A) DX [2]-16
Streetwise (A) IQ-1 [1]-12
Swimming (E) HT [1]-13
Tactics (H) IQ-2 [1]-11
Teamster (A) IQ [2]-13
Throwing (A) DX-1 [1]-15
Traps (A) IQ-1 [1]-12
Urban Survival (A) Per [2]-14
Ventriloquism (H) IQ-1 [2]-12
Wrestling (A) DX-1 [1]-15
Techniques
Rope Up (A) Climbing [2]-21
Scaling (H) Climbing [4]-21

* Includes +1 for Combat Reflexes.
† Includes +3 for Flexibility.
 Includes +1 for Perfect Balance

Gear

I’m only listing combat gear.
No  Encumbrance (25.25 lbs).

Clothes $0 2 lbs.
Brass Knuckles-16 1d-1 cr (reach c) $10 0.25 lb
Entercian Silver Shortsword-17 1d+1 cut/1d-1 imp (reach 1) $8,000 2 lbs
Buff Coat (Leather) DR 2* $210 16 lbs body, limbs.
Boots DR 2* $80 3 lbs.

Notes

9 unspent points


Top Image: At first sight, it was clear that this image represented this character. Though continued searching found it posted in several places, nowhere was it posted with a clear attribution. One of them provided a link to http://ericbelisle.com/, but the exact page didn’t exist.

Tuesday, September 18, 2018

The Dragon Tablets: Iteration Three – Casara Stormwatch 1.0

Unnamed by Unknown
Casara was born as a high elf, but was given to the Warlocks in her youth. She took well to the alchemical alterations they submitted her to and became a bounty hunter, something of a mix of a Jedi and a Witcher. But without the more overt super powers. She picked the Warlock (racial/character template) and the Law Enforcement (motivational lens) and her gear is much more expensive than she could afford because it was suitable to her role.

Attributes

ST 15 [50]; DX 13 [60]; IQ 14 [80]; HT 14 [40].

Secondary Characteristics

Damage 1d+1/2d+1; BL 45 lbs.; HP 18 [6]; Will 14 [0]; Per 14 [0]; FP 14 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 7.00 [5]; Basic Move 7 [0].
Move 7; Dodge 11; Parry 11 Parry Missile Weapons 11

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Bioenhancement Talent 2 [10]
Catfall (Bioenhancement, -10%) [9]
Combat Reflexes [15]
Destiny [5]
Discriminatory Smell (Bioenhancement, -10%) [14]
Extended Lifespan 2 [4]
Extra Attack 1 (Multi-Strike, +20%; Bioenhancement, -10%) [27]
Imaging Radar (Bioenhancement, -10%; Reduced Range, x1/50, -50%) [8]
Immunity to Fear [15]
Immunity to Metabolic Hazards [30]
Intuition [15]
Legal Enforcement Powers (Bounty Hunter) [5]
Luck [15]
Longevity [2]
Night Vision 3 [3]
Regeneration (Fast; Bioenhancement, -10%; Temporary Disadvantage, Sessile, -50%; Useless under stress, -60%) [10]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Super Jump 1 (Bioenhancement, -10%) [9]
Warlock Gear [1]
Weapon Bond (Her Sword) [1]
Weapon Master (Broadsword) [20]

Disadvantages/Quirks

Code of Honor (Bounty Hunter) [-5]
Code of Honor (Law-Abiding) [-5]
Duty (Warlocks; 12 or less; Extremely Hazardous) [-15]
Flashbacks (Severe) [-10]
Nightmares (12) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Selfless (129 [-5]
Sense of Duty (Team) [-5]
Social Stigma (Freak) [-5]
Unusual Biochemsitry [-5]
Unnatural Features (Eyes) [-1]
Vow (Diet) [-5].
Workaholic [-5]

Skills

Acting (A) IQ-1 [1]-13
Alchemy (VH) IQ+1 [12]-15
Armoury (Body Armor) (A) IQ-1 [1]-13
Armoury (Melee Weapons) (A) IQ-1 [1]-13
Bioengineering (Alchemical) (H) IQ-2 [1]-12
Body Control (VH) HT-1 [4]-13
Brawling (E) DX+1 [2]-14
Broadsword (A) DX+2 [8]-15
Camouflage (E) IQ [1]-14
Climbing (A) DX [2]-13
Connoisseur (Weapons) (A) IQ-1 [1]-13
Criminology (A) IQ [2]-14
Crossbow (E) DX+2 [4]-15
Cryptography (Code-Breaking) (A) IQ-1 [1]-13
Current Affairs (Headline News) (E) IQ [1]-14
Detect Lies (H) Per-1 [2]-13
Diagnosis (H) IQ-2 [1]-12
Escape (H) DX-1 [2]-12
Esoteric Medicine (Alchemical) (H) Per-2 [1]-12
Fast-Draw (Arrow/Bolt) (E) DX+1 [1]-14†
Fast-Draw (Sword) (E) DX+1 [1]-14†
First Aid (E) IQ [1]-14
Forced Entry (E) DX+1 [2]-14
Forensics (H) IQ-2 [1]-12
Gesture (E) IQ [1]-14
Hazardous Materials (Alchemical) (A) IQ-1 [1]-13
Hiking (A) HT-1 [1]-13
Hidden Lore (Demons) (A) IQ [2]-14
Hidden Lore (Mummies) (A) IQ [2]-14
Hidden Lore (Vampires) (A) IQ [2]-14
Hidden Lore (Psionics) (A) IQ [2]-14
Holdout (A) IQ-1 [1]-13
Intelligence Analysis (H) IQ [4]-14
Interrogation (A) IQ [2]-14
Jeweler (H) IQ-2 [1]-12
Knife (E) DX [1]-13
Law (Criminal) (H) IQ-1 [2]-13
Leatherworking (E) DX [1]-13
Lockpicking (A) IQ-1 [1]-13
Meditation (H) Will-1 [2]-13
Naturalist (H) IQ-1 [2]-13
Navigation (Land) (A) IQ-1 [1]-13
Observation (A) Per [2]-14
Occultism (A) IQ [2]-14
Parry Missile Weapons (H) DX+1 [4]-14
Pharmacy (Herbal) (H) IQ-2 [1]-12
Physiology (Demons) (H) IQ-1 [2]-13
Psychology (H) IQ-2 [1]-12
Research (A) IQ-1 [1]-13
Riding (A) DX-1 [1]-12
Savoir-Faire (Police) (E) IQ [1]-14
Search (A) Per-1 [1]-13
Smith (Iron) (A) IQ-1 [1]-13
Stealth (A) DX-1 [1]-12
Survival (Woodlands) (A) Per-1 [1]-13
Swimming (E) HT [1]-14
Tactics (H) IQ-1 [2]-13
Thaumatology (H) IQ-1 [2]-13
Throwing (A) DX-1 [1]-12
Tracking (A) Per+1 [4]-15
Two Handed Sword (A) DX+2 [8]-15
Weather Sense (A) IQ-1 [1]-13
Wrestling (A) DX [2]-13

† Includes +1 for Combat Reflexes.

Features

Infertile.

Gear

I’m only listing combat gear.
No  Encumbrance (24 lbs).

Clothes $0 2 lbs.
Warlock Medallion
Matruskan Steel Thrusting Broadsword-17 2d+7 cut/1d+6 imp (reach 1) $26,400 1.5 lbs
Leather Armor DR 2 $100 10 lbs. torso, groin.
Heavy Leather Leggings/Sleeves DR 2 $110 6 lbs. arms, legs.
Boots DR 2* $80 3 lbs.
$100

Notes

Pacifism: Pacifism wasn’t on her list of disadvantages, but you don’t have to follow a template’s disadvantage list if you don’t want to.
Parry Missile Weapons: This skill was not on the list, but because of overlap between the template and the lens, there were four points to spare.
Warlock Medallion: The image doesn’t quite fit with the description in the Enchantment post. Other than that, the description is generally correct, though the pricing was off. On the black market, such a medallion would be worth about $220,000.

Warlock Medallions provide the following traits: Detect (Supernatural Beings; Reflexive, +40%), Detect (Magic; Ranged, +40%; Reflexive, +40%), and Danger Sense. The Ranged modifier isn’t usually used for Detect, but as the medallion can communicate this information to the owner from a distance, this seemed close enough to that.


Top Image: I found this image allover the place. I couldn’t find any information about who created it. So I’m listing it as unknown and linking it to the search results for the image.

Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.