Thursday, March 22, 2018

The Dragon Tablets: Iteration Two – Motivational Lenses

Inspired by Monster Hunters 1: Champions, we are going to have 15 point motivational lenses as part of each template.

Why be a Hero?

Each motivational lens includes a -15 point disadvantage that reflects why the champion is willing to risk his life as an adventurer. Each lens has been assigned the most appropriate ones, but the player can pick another if he feels that it is more suitable to his character.

Charitable (12): People need help and being an adventurer is the best way for you to prepare yourself so that you can help them when they need it. You can select to do anything you like, as long as you are there to help when needed.
Compulsive Thrill-Seeking (9): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Debt 15: For some reason, you owe money. You can select to do anything you like, but once a month you need to show up and make your payment.
Divine Curse (Monster Magnet): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Duty (12 or less; Extremely Hazardous): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Enemies (Monster of the week; 9 or less; Unknown): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Fanaticism (pick one): You believe so strongly in this one thing that you are willing to spend your time, and perhaps even your life, on the path of an adventurer. Perhaps you are looking for lost relics that should be returned to where they belong or perhaps all monsters must die. You can act freely, make careful plans, and even make tactical retreats. But you can never give up on your belief.
Greed (12): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Obsession (Become the best at what you do) (9): You want to become the best at something and figure that adventuring will help you do that. Dungeon Fantasy 1: Adventurers have a few suggestions: Perfect my art at any cost, Become the best swordsman in the world!, Become the world’s most powerful wizard. You can do whatever you like, but must make a self-control roll to engage in any activity that might interfere with your obsession. You cannot use the same Obsession twice.
Obsession (Become something) (9): You want to become something you are not. Perhaps some kind of undead. You can do whatever you like, but must make a self-control roll to engage in any activity that might interfere with your obsession. You cannot use the same Obsession twice.
Obsession (Rid the world of monsters) (9): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.
Sense of Duty (Humanity): As presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

The Lenses

These Motivational Lenses is the reason why the character is on the path of an adventurer.

Accidental Hero

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Avenger/Atoner

Someone close to you was killed by monsters and being an adventurer allows you to slay that kind of monster. You don’t say no to other adventuring tasks, but this is what you live for.

Depending on your race or other traits, some may think that you are a monster, but that’s just rude. And you’ll show them.

Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Skills: Spend 12 points on knowledge skills and 4 points on one combat skill.

Chosen One

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Clergy

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Skills: Use standard Religious Ritual and Theology skills for the Dragon Tablets setting.

Criminal

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Skills: Use other skill than Guns.

Law Enforcement

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Advantages and Disadvantages as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Skills: Replace combat skills with whatever combat skills are required for your specific background.

Mercenary

Replaces Hired Gun. It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Operative

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Philanthropist

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Soldier

It works as presented in Monster Hunters chapter one, modified by fantasy technology and the wider scope of an adventurer over a monster hunter.

Warlock

You have been raised, alchemically altered, and trained by the warlocks to become one of them.

Advantages: Magery 0 [5], Warlock Gear [1]. * One of Bioenhancement Talent 2 [10], Magery 1 [10], Psionic Talent 1 [10], or Sorcery Talent 1 [10]. * 10 points chosen from among ST +1 [10], HT +1 [10], Common Sense [10],
Disadvantages: One of Duty (12 or less; Extremely Hazardous) [-15], Fanaticism (The Mission) [-15], or Obsession (Rid the world of monsters) (9) [-15].
Skills: Spend 4 points for +1 to one combat skill.

Notes: As the warlocks are peculiar and train their members in certain ways, there are some minimum requirements. When the character creation process is completed, you must have Bioenhancement Talent and one of Magery, Psionic Talent, or Sorcery Talent at 1 level or higher. You also need a melee combat skill at 16+. This is normally Broadsword, but other skills are possible.

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