Wednesday, January 10, 2018

The Dragon Tablets: Arthur Wing 1.0

For the third character, I wanted to do something different from the other two. Both Nephithi and Edward were lightly armored, so let's make Arthur wear heavy armor. The most armored template in Dungeon Fantasy 1 Adventurers is the Knight. I then looked for what’s missing in the trio to decide what the second template should be and as there is no divine point of view in the group, I went with a Cleric. I could have used Holy Warrior, but he already has the Knight template, or Druid, but that’s more Nature than Divine, so Cleric seems to be the best fit. To that, as before, I add Magicka and some computer game traits from The Elder Scrolls. Arthur ends up being 518 points.

I wanted a two-handed weapon with a head that did crushing damage on one end and impaling damage on the other, but I couldn’t find an image like that, and there wasn’t a weapon like that in the books I’m using for Iteration One anyway, and the only template that has Two-Handed Axe/Mace is Barbarian. So I went with a hammer and shield combo instead.
Cleric Comm by YamaOrce as Arthur Wing

Attributes

ST 14 [40]; DX 14 [80]; IQ 14 [80]; HT 13 [30]

Secondary Characteristics

Damage 1d/2d; BL 39 lbs.; HP 14 [0]; Will 14 [0]; Per 14 [0]; FP 13 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed: 7.00 [5] Basic Move: 7 [0]
Move 4; Dodge: 11/9+2 Parry (Hammer) 12U+2 Block 11+2

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Allies (Divine servant of equal points; 12 or less; Holy, -10%; Summonable, +100%) [18]
Born War Leader 2 [10]
Clerical Investment [5]
Combat Reflexes [15]
Enhanced Parry (Axe/Mace) [5]
Healing (Faith Healing, +20%; Holy, -10%) [33]
High Pain Threshold [10]
Immunity to Fear [15]
Luck [15]
Magery 3 [35]
Penetrating Voice [1]
Shtick (Absolute Direction and your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Signature Gear [7]
Striking ST 2 [10]
True Faith (Holy, -10%; Turning, +65%) [23]
Weapon Bond (Hammer) [1]
Weapon Master (Hammer) [20]

Disadvantages

Charitable (12) [-15]
Code of Honor (Chivalry) [-15]
Compulsive Generosity (12) [-5]
Honesty (12) [-10]
Intolerance (Evil religions) [-5]
Obsession (Slay Demons) (12) [-5]
Truthfulness (12) [-5]
Vow (Chastity) [-5]
Sense of Duty (Companions) [-5]

Skills

Armoury (Body Armor) (A) IQ+1 [4]-15
Armoury (Melee Weapons) (A) IQ+1 [4]-15
Axe/Mace (A) DX+2 [8]-16
Bow (A) DX+1 [4]-15
Brawling (E) DX+1 [2]-15
Broadsword (A) DX+2 [8]-16
Carousing (E) HT [1]-13
Climbing (A) DX-1 [1]-13
Connoisseur (Weapons) (A) IQ+1 [4]-15
Diagnosis (H) IQ-2 [1]-12
Esoteric Medicine (Holy) (H) Per [4]-14
Exorcism (H) Will [4]-14
Fast-Draw (Axe/Mace) (E) DX+1 [1]-15*
First Aid (E) IQ [1]-14
Flail (H) DX+1 [8]-15
Forced Entry (E) DX [1]-14
Gambling (A) IQ-1 [1]-13
Gesture (E) IQ [1]-14
Heraldry (A) IQ-1 [1]-13
Hidden Lore (Demons) (A) IQ-1 [1]-13
Hiking (A) HT-1 [1]-12
Innate Attack (Beam) (E) DX+2 [4]-16
Intimidation (A) Will-1 [1]-13
Knife (E) DX [1]-14
Leadership (A) IQ+1 [1]-15†
Meditation (H) Will-2 [1]-12
Observation (A) Per-1 [1]-13
Occultism (A) IQ-1 [1]-13
Public Speaking (A) IQ-1 [1]-13
Religious Ritual (H) IQ-2 [1]-12
Riding (Horse) (A) DX+2 [8]-16
Research (A) IQ-1 [1]-13
Savoir-Faire (High Society) (E) IQ [1]-14
Shield (E) DX+2 [4]-16
Stealth (A) DX-1 [1]-13
Strategy (H) IQ+1 [2]-15†
Surgery (VH) IQ-2 [2]-12
Tactics (H) IQ+1 [2]-15†
Teaching (A) IQ-1 [1]-13
Theology (H) IQ-2 [1]-12
Wrestling (A) DX [2]-14
Writing (A) IQ-1 [1]-13


* Includes +1 for Combat Reflexes
† Includes +2 Born War Leader

Spells*

Armor (H) IQ+1 [1]-15
Clumsiness (H) IQ+1 [1]-15
Earth to Stone (H) IQ+1 [1]-15
Extinguish Fire (H) IQ+1 [1]-15
Fireproof (H) IQ+1 [1]-15
Flesh to Stone (H) IQ+1 [1]-15
Ignite Fire (H) IQ+1 [1]-15
Itch (H) IQ+1 [1]-15
Pain (H) IQ+1 [1]-15
Paralyze Limb (H) IQ+1 [1]-15
Resist Fire (H) IQ+1 [1]-15
Seek Earth (H) IQ+1 [1]-15
Shape Earth (H) IQ+1 [1]-15
Shield (H) IQ+1 [1]-15
Spasm (H) IQ+1 [1]-15
Stone to Earth (H) IQ+1 [1]-15
Stone to Flesh (H) IQ+1 [1]-15
Stop Paralysis (H) IQ+1 [1]-15
Stop Spasm (H) IQ+1 [1]-15
Stun (H) IQ+1 [1]-15


* Includes +3 for Magery

Gear

I’m only listing combat gear.
Medium Encumbrance (97 lbs).

Clothes $0 2 lbs
Hammer-17 2d+6 cr (reach 1) $50. 5 lbs.
Medium Shield-16 DB 2 $60 15 lbs
Steel Laminated Plate DR 5 $900 30 lbs. torso, groin.
Plate Arms/Legs DR 6 $2,200 35 lbs. arms, legs
Gauntlets DR 4 $100 2 lbs. hands
Sollerets DR 4 $150 7 lbs. feet
Blessed Holy Symbol $250 1 lb.
$290

Notes

Arthur is a caring and honorable person who hates Evil and kills demons.

Accessory (Map) gives him a mental map, as accurate as his senses and other maps available in the campaign. It is both a map of the world or city, as well as a floor plan of any building, cave, or similar that he is in, have been in, or have seen the map/floor plan of. The map doesn’t include anything that happened before the start of the campaign.

I decided to add a little bit of a house rule to this character, adding Alcohol Tolerance (Cosmic) [3], which triples the cost of the perk, rather than using the pricier Immunity to Alcohol [5], to indicate that alcohol has no effect on this character. That design seems more appropriate to me.

The template only gave me access to an equally powerful divine servant, I can’t quite see what that would be, so I will change that in the next iteration.

As Unfazeable is more than I want, I created an Immunity to Fear trait at the same point cost.

As Elder Scrolls don’t differentiate between arcane and divine magic, I’m using Magery instead of Power Investiture. In TES, every character can learn to cast magic. In GURPS that means that its either High Mana or every character has Magery 0 or more. TES also give us the Magicka stat, which those that don’t use magic don’t need. Allowing them to lower that trait to 0 would give them 30 character points for free, which I don’t want to do. So I have to do something about that in a future iteration.

Shtick (Absolute Direction and your senses updates the Map automatically) means that his map instantly updates with information given by his senses and Absolute Direction.

Shtick (Absolute Direction shows the direction to all locations on the map) allows Absolute Direction to tell his the direction to anywhere on the map.

There is an optional rule in GURPS Powers, called Multiplicative Modifiers, that change how modifiers affect the cost of a trait. As I always use that, it changed the cost of Healing (same cost) and True Faith (1 point cheaper than the standard method) accordingly. Even though I wasn’t supposed to use that book in this iteration.

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