Monday, April 30, 2018

The Dragon Tablets: Nephithi Andas 2.0

Let’s see what Nephithi looks like now. With the new templates she is a Shadow Elf (racial template), Arcane Warrior (character template), and Chosen One (motivational lens), which will take most of her budgeted points and leave little room for any personal touches. And considering that she spent 554 points last time and now only have 500, there is much that has to be left on the cutting room floor.
Feriel by kerembeyit as Nephithi Andas.


Attributes

ST 11 [10]; DX 15 [100]; IQ 14 [80]; HT 11 [10].

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 15 [5]; FP 11 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 6.25 [0]; Basic Move 6 [0].
Move 6; Dodge 10; Parry (Broadsword)-14

Advantages/Perks

Absolute Direction [5]
Accessory (Map) [1]
Alcohol Tolerance [1]
Appearance (Attractive) [4]
Combat Reflexes [15]
Dark Vision [25]
Destiny [15]
Eidetic Memory [5]
Enhanced Parry 1 (Broadsword) [5]
Extra Attack 1 [25]
Luck [15]
Serendipity 1 [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]
Silence 2 [10]
Sorcerous Empowerment 5 [60]
Sorcery Talent 3 [30]
Unaging [15]
Voice [10]
Weapon Bond (Sword) [1]

Known Spells

Affliction 1 (Advantage, Damage Resistance 5 (Magical, -10%; Maximum Duration, 10 minutes, -50%), +100%; Extended Duration, 3x, +20%; Magical, -10%; Selectivity, +10%) [21/5]
Burning Attack 3d (Damage Modifiers, Explosion, +50%; Damage Modifiers, Surge, +20%; Jet, +0%; Magical, -10%; Selectivity, +10%) [25/5]
Crushing Attack 3d (Cone, 5 yards, +100%; Damage Modifiers, Double Knockback, +20%; Damage Modifiers, Explosion, +50%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 10, -30%; Selectivity, +10%) [27/6]
Healing (Affects Self, +50%; Injuries Only, -20%; Magical, -10%; Temporary Disadvantage, Sessile, -50%) [9/2]
Regeneration (Very Fast; Magical, -10%; Magicka Only, -0%; Useless under stress, -60%) [30/6]

Disadvantages/Quirks

Code of Honor (Gentleman’s) [-10]
Obsession (Become the best sorcerer in the world!) (9) [-15]
Obsession (Become the best swordsman in the world!) (12) [-10]
Sense of Duty (Companions) [-5]
Social Stigma (Minority) [-10]
Unnatural Features (Large Ears) [-1]
Vow (Never refuse a challenge to combat) [-10]
Weirdness Magnet [-15]

Skills

Acrobatics (H) DX [4]-15
Alchemy (VH) IQ-1 [4]-13
Autohypnosis (H) Will-2 [1]-12
Brawling (E) DX [1]-15
Broadsword (A) DX+3 [12]-18
Carousing (E) HT+2 [4]-13
Cartography (A) IQ-1 [1]-13
Climbing (A) DX-1 [1]-14
Cloak (A) DX [2]-15
Connoisseur (Natural Environments) (A) IQ-1 [1]-13
Crossbow (E) DX [1]-15
Diplomacy (H) IQ+1 [2]-15†
Fast-Draw (Sword) (E) DX+1 [1]-16*
Fast-Talk (A) IQ+2 [2]-16†
First Aid (E) IQ [1]-14
Forced Entry (E) DX [1]-15
Gambling (A) IQ-1 [1]-13
Gesture (E) IQ [1]-14
Hazardous Materials (Magical) (A) IQ-1 [1]-13
Hidden Lore (Cryptozoology) (A) IQ [2]-14
Hidden Lore (Elementals) (A) IQ [2]-14
Hidden Lore (Free Spirits) (A) IQ [2]-14
Hidden Lore (Magic Items) (A) IQ [2]-14
Hidden Lore (Magical Writings) (A) IQ [2]-14
Hidden Lore (Restless Undead) (A) IQ [2]-14
Hidden Lore (Vampires) (A) IQ [2]-14
Hiking (A) HT+1 [4]-12
Holdout (A) IQ-1 [1]-13
Innate Attack (Beam) (E) DX+4 [2]-19‡
Innate Attack (Projectile) (E) DX+4 [2]-19‡
Intimidation (A) Will-1 [1]-13
Jumping (E) DX [1]-15
Meditation (H) Will-2 [1]-12
Occultism (A) IQ+1 [4]-15
Physiology (Vampires) (H) IQ-1 [2]-13
Research (A) IQ-1 [1]-13
Riding (A) DX-1 [1]-14
Running (A) HT-1 [1]-10
Savoir-Faire (High Society) (E) IQ [1]-14
Scrounging (E) Per [1]-15
Search (A) Per-1 [1]-14
Stealth (A) DX-1 [1]-14
Swimming (E) HT [1]-11
Thaumatology (VH) IQ-1 [4]-13
Throwing (A) DX [2]-15
Wrestling (A) DX-1 [1]-14
Writing (A) IQ-1 [1]-13
* Includes +1 for Combat Reflexes † Includes +2 for Voice ‡ Includes +3 for Sorcery Talent

Improvised Magic

The following are examples of improvised spells at Nephithi’s disposal.
Doesn’t Breathe (Gills, -50%; Magical, -10%; Maximum Duration, 1 week, -20%)
Infravision (Magical, -10%; Maximum Duration, 10 minutes, -50%)

Gear

I’m only listing combat gear. Encumbrance (24 lbs).
Clothes $0 2 lbs.
Thrusting Broadsword-19 1d+2 cut/1d+1 imp (reach 1) $600 3 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. $110

Notes

She has 6 unspent points and 4 remaining quirks.

Magicka, Absolute Direction, Accessory, and both Shticks are added outside the budget as they are setting switches. So there are no changes there.

In a general sense, she is less capable. But with almost 10% of her points gone, that wasn’t unexpected. But she is less capable to such an extent that one can assume that anything she was able to do before, she either cannot do at all or not as well.

She is still as strong, attractive, colorful, combat ready, but not combat precise, and lucky as she used to be. As the voice of the group, she is just as capable in that arena as she used to be. She knows monsters as well as she did, except demons.

She is more perceptive now, even in total darkness. And destiny is on her side. She is knowledgeable about cryptids, more undead than she used to be, and vampires. Vampires replace demons as her focus. She now know how to trance, use a crossbow, hike, ride, run, swim, and wrestle.

She is a sorceress instead of a wizardess. So the spells of the standard Magic system are gone and has been replaced by Sorcery. Which means it takes longer to pick the right spell, but she can improvise.

Her disadvantages are all there, but her desire to be the sorceress supreme is more severe and her main reason for being an adventurer. And we have added that shadow elves are not well liked and that her ears are much bigger than they should be.

Friday, April 27, 2018

Thursday, April 26, 2018

The Dragon Tablets: Iteration Two – Scout

You are an outdoorsman extraordinaire of unprecedented archery skill, mixing mobility with stealth.

Attributes: ST 13 [30]; DX 15 [100]; IQ 12 [40]; HT 12 [20].
Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 12 [0]; Per 15 [15]; FP 12 [0]; Basic Speed 7.00 [5]; Basic Move 7 [0].
Advantages: Heroic Archer [20]; Luck [15]; and Perfect Balance [15]. • One 15-point Motivational Lens. • 65 points chosen from among ST [10/level], DX +1 [20], HT [10/level], Per [5/level], Basic Speed +1 [20], Basic Move [5/level], Acute Vision [2/level], Ambidexterity [5], Catfall [10], Combat Reflexes [15], Danger Sense [15], Lifting ST [3/level], Fit [5] or Very Fit [15], High Pain Threshold [10], Night Vision 1-9 [1/level], Outdoorsman 3 or 4 [10 or 20], Peripheral Vision [15], Rapid Healing [5], Signature Gear [Varies], Weapon Bond [1], or Weapon Master (Bow) [20].
Disadvantages: -15 points chosen from among Honesty [-10*], Impulsiveness [-10*], Obsession (Being the best at something) [-5*], Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5], Stubbornness [-5], or Trickster [-15*]. • Another -35 points chosen from among the previous traits or Bloodlust [-10*], Callous [-5], Code of Honor  (Pirate’s or Soldier’s) [-5 or -10], Greed [-15*], Intolerance (Urbanites) [-5], Loner [-5*], No Sense of Humor [-10], Odious Personal Habit (“Unwashed bushwhacker”) [-5], Paranoia [-10], Phobia (Crowds) [-15*], Social Stigma (Disowned) [-5], Vow (Never sleep indoors) [-10], or Vow (Own no more than what can be carried) [-10].
Wildcard Skills: Ranger! DX+4 [72]-19;
Primary Skills: Knot-Tying (E) DX [1]-15. • 8 points of Monster Knowledge.
Secondary Skills: Boating (Unpowered) (A) DX-1 [1]-14; Brawling (E) DX [1]-15; First Aid (E) IQ+1 [2]-13; Forced Entry (E) DX [1]-15; Gesture (E) IQ+1 [2]-13; Holdout (A) IQ+1 [4]-13; Riding (Horse) (A) DX-1 [1]-14; Throwing (A) DX-1 [1]-14; Wrestling (A) DX-1 [1]-14. • One of  Carousing (E) HT+2 [4]-14; Diplomacy (H) IQ [4]-12; Fast-Talk (A) IQ+1 [4]-13; or Interrogation (A) IQ+1 [4]-13. • One of Savoir-Faire (High Society, Military, Police, Religion) (E) IQ+1 [2]-13 or Streetwise (A) IQ [2]-12. • One of Dancing (A) DX+1 [4]-16; Gambling (A) IQ+1 [4]-13; Musical Instrument (Pick one) (H) IQ [4]-12; Panhandling (A) IQ+1 [4]-13; Public Speaking (A) IQ+1 [4]-13; Singing (E) HT+2 [4]-14; Sleight of Hand (H) DX [4]-15; Theology (H) IQ [4]-12; Urban Survival (A) Per+1 [4]-16;
Background Skills: Pick five of Armoury (Missile Weapons) (A) IQ-1 [1]-10; Connoisseur (any) (A) IQ-1 [1]-10; Lip Reading (A) Per-1 [1]-13; Prospecting (A) IQ-1 [1]-10; Running (A) HT-1 [1]-11; Skiing (H) HT-2 [1]-10; Swimming (E) HT [1]-12

Ranger!

DX

You can use this skill instead of Bow, Broadsword, Climbing, Jumping, Knife, Staff, and Stealth. Instead of Dropping or Throwing to toss such a weapon to a friend or attack an enemy (or instead of DX to catch one). You can use it instead of Acrobatics, Dancing, etc. to move while fighting with these weapons or as Fast-Draw to draw your weapon or its ammo. You can roll this skill to retain your weapon, whether you are being disarmed or pickpocketed. You can use an attack to break free from being bound by rope (Escape)

With an IQ-based roll, you can use it instead of Camouflage, Cartography, Mimicry, Naturalist, Navigation (Land, Sea), Shadowing, but only outdoors, and Weather Sense. With a Per-based roll, you can use it instead of Fishing, Observation, Survival, and Tracking. And with a HT-based roll, you can use it instead of Hiking.




Thursday, April 19, 2018

The Dragon Tablets: Iteration Two – Crusader

You have a special connection with the divine and because of it, you are granted power to smite Evil. As with Clerics, you are burning with Holy Might which you use to protect the weak and bring justice to the downtrodden. You are unsurpassed in spiritual warfare.

Attributes: ST 13 [30]; DX 13 [60]; IQ 14 [80]; HT 13 [30].
Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 14 [0]; Per 14 [0]; FP 13 [0]; Basic Speed 6.50 [0]; Basic Move 7 [0].
Advantages: Born War Leader 1 [5]; Combat Reflexes [15]; Divine Favor 6 [25]; Higher Purpose (Slay Demons or Slay Undead) [5]; Luck [15]; and Shtick (Foes slain personally can’t rise as undead) [1]. • One 15-point Motivational Lens. • 40 points in learned prayers and other Holy Might traits, put leftovers into the following advantages. • Another 20 points in ST [10/level], DX [20/level], IQ [20/level], HT [10/level], HP [2/level], Will [5/level], Allies [varies], Animal Empathy [5], Autotrance [1], Born War Leader [5/level], Charisma [5/level], Clerical Investment [5], Common Sense [10], Destiny [5 to 15], Divine Favor [varies], Enhanced Block 1 [5], Enhanced Parry 1 (One Melee Weapon skill) [5], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Languages [2-6/language], Penetrating Voice [1], Resistant [varies], Sensitive [5] or Empathy [15], Serendipity [15/level], Weapon Bond [1], Weapon Master (one weapon) [20]; or replace Luck [15] with Extraordinary Luck [30] for 15 points.
Disadvantages: -30 points chosen from among Charitable [-15*], Code of Honor (Law-Abiding) [-5] or Honesty [-10*], Compulsive Generosity [-5*], Pacifism (Cannot Harm Innocents) [-10], Selfless [-5*], Sense of Duty (Good entities or Coreligionists) [-10], Truthfulness [-5*], Vow (Chastity or Faithfulness) [-5], Vow (Help those in need who ask) [-10], Vow (Religious Fidelity) [-5]; put the leftovers into the following disadvantages. • Another -20 points chosen from among Appearance (Unattractive or Ugly) [-4 or -8], Code of Honor (Gentlemen’s) or (Chivalry) [-10 or -15], Disturbing Voice [-10], Duty (Religious Order) [-5 to -20], Enemies [varies], Fanaticism (pick one suitable) [-15], Flashbacks [-5 or -10], Gluttony [-5*], Intolerance (“Evil” religions) or (All other religions) [-5 or -10], Overconfidence [-5*], or Sense of Duty (Team/Nation) [-5 to -10].
Primary Skills: Esoteric Medicine (Holy) (H) Per-1 [2]-13; Exorcism (H) Will [4]-14; Occultism (A) IQ [2]-14, Riding (Horse) (A) DX+1 [4]-14. • One of Crossbow (E) DX+2 [4]-15 or Bow (A) DX+1 [4]-14. • 8 points spent on Monster Knowledge. • One of these melee skills packages:
1. One of Axe/Mace, Broadsword, or Spear, all (A) DX+3 [12]-16, and Shield (E) DX+3 [8]-16.
2. Flail (H) DX+2 [12]-15 and Shield (E) DX+3 [8]-16.
3. One of Polearm, Spear, or Two-Handed Sword, all (A) DX+5 [20]-18.
Secondary Skills: Armoury (Body Armor) (A) IQ [2]-14; Armoury (Melee Weapons) (A) IQ [2]-14; Brawling (E) DX+1 [2]-14; Connoisseur (Weapons) (A) IQ [2]-14; Forced Entry (E) DX [1]-13; Hiking (A) HT-1 [1]-12; Holdout (A) IQ-1 [1]-13; Innate Attack (any) (E) DX+2 [4]-15; Leadership (A) IQ [1]-14†; Throwing (A) DX [2]-13; Wrestling (A) DX+1 [4]-14; First Aid and Gesture, both (E) IQ [1]-14; Strategy and Tactics, both (H) IQ [2]-14†; Climbing and Stealth, both (A) DX-1 [1]-12; Physiology (monster type) and Psychology (same monster type), both (H) IQ [4]-14; and Intimidation (A) Will-1 [1]-13. • Two of Axe/Mace, Broadsword, Saber, Shortsword, Spear, Staff, or Whip, all (A) DX+1 [4]-14 and Flail (H) DX [4]-13. • One of Carousing (E) HT [1]-13, Diplomacy (H) IQ-2 [1]-12, Fast-Talk (A) IQ-1 [1]-13, or Interrogation (A) IQ-1 [1]-13. • One of Savoir-Faire (any) (E) IQ [1]-14 or Streetwise (A) IQ-1 [1]-13. • One of Observation (A) Per-1 [1]-13, Scrounging (E) Per [1]-14, or Search (A) Per-1 [1]-13. • Two of Counterfeiting (H) IQ-2 [1]-12, Dancing (A) DX-1 [1]-12, Gambling (A) IQ-1 [1]-13, Musical Instrument (any) (H) IQ-2 [1]-12, Panhandling (E) IQ [1]-14, Performance (A) IQ-1 [1]-13, Pickpocket (A) DX-1 [1]-12, Poetry (A) IQ-1 [1]-13, Public Speaking (A) IQ-1 [1]-13, Singing (E) HT [1]-13, or Urban Survival (A) Per-1 [1]-13. • One of Current Affairs (any) (E) IQ [1]-14 or Propaganda (A) IQ-1 [1]-13.
Background Skills: Diagnosis (H) IQ-2 [1]-12; Knife (E) DX [1]-13; Meditation (H) Will-2 [1]-12; Religious Ritual (A) IQ-1 [1]-13; Research (A) IQ-1 [1]-13; Surgery (VH) IQ-2 [2]-12; Theology (H) IQ-2 [1]-12; • Five of Body Language (A) Per-1 [1]-13, Detect Lies (H) Per-2 [1]-12, Fast-Draw (any) (E) DX [1]-13, Heraldry (A) IQ-1 [1]-13, Intimidation (A) Will-1 [1]-13, Lance (A) DX-1 [1]-12, Pharmacy (Herbal) (H) IQ-2 [1]-12, Teaching (A) IQ-1 [1]-13, Writing  (A) IQ-1 [1]-13.

* Multiplied for self-control number; see p. B120.
† Includes +1 for Born War Leader

Thursday, April 12, 2018

The Dragon Tablets: Iteration Two – Arcane Warrior

Magic is in your blood. Some might say that it is your blood, as magic suffuses everything you are. Scholars may debate why you, and not they, have been so gifted, but you let your actions speak for you. You are literally a graceful whirlwind of sword and sorcery. Some may envy your power and the ease with which it was granted you, but you know the true cost of the spectacular.

Attributes: ST 11 [10]; DX 14 [80]; IQ 13 [60]; HT 11 [10].
Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].
Advantages: Combat Reflexes [15]; Luck [15]; Sorcerous Empowerment 5 [60]; Sorcery Talent 3 [30]; an Weapon Bond (Any starting weapon) [1]. * One 15-point Motivational Lens. * 25 points in Sorcery spells; put leftovers into other advantages. • Another 50 points chosen from among ST +1 to +6 [10/level], DX +1 to +3 [20/level], IQ +1 to +3 [20/level], HT +1 to +6 [10/level], Basic Speed +1 or +2 [20 or 40], Basic Move +1 to +3 [5/level], Per +1 to +5 [5/level], Will +1 to +5 [5/level], Alcohol Tolerance [1], Ambidexterity [5], Appearance (Attractive, Handsome, or Very Handsome) [4, 12, or 16], Autotrance [1], Catfall [10], Charisma [5/level], Danger Sense [15], Daredevil [15], Eidetic Memory [5] or Photographic Memory [10], Empathy [15], Enhanced Dodge 1 [15], Enhanced Parry 2 or 3 (Weapon of choice) [5 or 10], Extra Attack 1 [25], Gizmos 1 or 2 [5 or 10], Intuition [15]; Language Talent [10], Languages (any) [2-6/language], Mind Shield [4/level], No Hangover [1], Perfect Balance [15], Rapier Wit [5], Serendipity [15/level], Signature Gear [Varies], Sorcery Talent 4-6 [10/level], Spirit Empathy [10], Striking ST 1 or 2 [5 or 10], Voice [10], Wealth (Comfortable or Wealthy) [10 or 20], or replace Luck [15] with Extraordinary Luck [30] for 15 points or with Ridiculous Luck [60] for 45 points.
Disadvantages: -20 points chosen from among Alcoholism [-15], Chronic Depression [-15*], Code of Honor (Fight Fair!, Hippocratic Oath, Law-Abiding, Stay Bought) [-5], (Gentleman’s or Soldier’s) [-10], or (Chivalry) [-15], Compulsive Behavior [-5* to -15*], Fanaticism (Employer, nation, or service) [-15], Obsession [-5 to -10], Odious Personal Habit [-5 to -15], Overconfidence [-5*], Sense of Duty [-5 to -10], Vows [-5 to -15], or Weirdness Magnet [-15]. * Another -30 points chosen from among those traits or Addiction [varies], Appearance (Unattractive or Ugly) [-4 or -8], Bad Temper [-10*], Bloodlust [-10*], Bully [-10], Callous [-5], Charitable [-15*], Chummy [-5] or Gregarious [-10], Curious [-5*], Delusion (any) [-5], Disturbing Voice [-10], Greed [-15*], Intolerance (any large group) [-5], Jealousy [-10], Lecherousness [-15*], Loner [-5*], Missing Digit [-2 to -5], Nightmares [-5*], Selfless [-5*], Stubbornness [-5], or Workaholic [-5].
Primary Skills: Acrobatics (H) DX [4]-14; Cloak (A) DX [2]-14; Fast-Draw (Sword) (E) DX+1 [1]-15†; Hidden Lore (any magical) (A) IQ [2]-13; Jumping (E) DX [1]-14; * One of Broadsword, Rapier, Saber, Shortsword, or Smallsword all (A) DX+3 [12]-17; * 4 points spent on Innate Attacks
Secondary Skills: Alchemy (VH) IQ-1 [4]-11; Brawling (E) DX [1]-15; Carousing (E) HT+1 [2]-12; Climbing (A) DX-1 [1]-13; Crossbow (E) DX [1]-14; First Aid (E) IQ [1]-13; Forced Entry (E) DX [1]-14; Gesture (E) IQ [1]-13; Hiking (A) HT+1 [4]-12; Holdout (A) IQ-1 [1]-12; Stealth (A) DX-1 [1]-13; Thaumatology (VH) IQ-1 [4]-11; Throwing (A) DX [2]-14; Wrestling (A) DX-1 [1]-13; * One of Diplomacy (H) IQ-1 [2]-12; Fast-Talk (A) IQ [2]-14; or Interrogation (A) IQ [2]-14; * One of Riding (A) DX-1 [1]-13 or Teamster (A) IQ-1 [1]-12; * One of Observation (A) Per-1 [1]-12; Scrounging (E) Per [1]-13; or Search (A) Per-1 [1]-12; * One of Savoir-Faire (any) (E) IQ [1]-13 or Streetwise (A) IQ-1 [1]-12; * 16 points spent on Monster Knowledge
Background Skills: Autohypnosis (H) Will-2 [1]-11; Meditation (H) Will-2 [1]-11; * Pick five of Connoisseur (any) (A) IQ-1 [1]-12; Current Affair (any region) (E) IQ [1]-13; Escape (H) DX-2 [1]-13; Gambling (A) IQ-1 [1]-12; Hazardous Material (Magical) (A) IQ-1 [1]-12; Intimidation (A) Will-1 [1]-12; Knot-Tying (E) DX [1]-15; Lockpicking (A) IQ-1 [1]-12; Running (A) HT-1 [1]-10; Swimming (E) HT [1]-13;


* Multiplied for self-control number; see p. B120.
† Includes +1 for Combat Reflexes.

Thursday, April 5, 2018

The Dragon Tablets: Iteration Two – How to Build a Template

We now have the list of templates we are going to use with a short description of what role each template fulfills. We can now use GURPS Template Toolkit 1: Characters to create those templates. But to fail faster, we will not create all of them now. Just the ones we need. And to show how we do that, we’ll use the Psionic Ranger as an example.

This blog post is longer and more thorough than fail faster would suggest, but it also works shows three different ways of doing this so that you can pick your own method.

In Templates the New Way, we listed that role as: “An outdoorsman powered by Psionics. That doesn’t say very much, but Lone Wolf, the solo RPG book series that now also is a roleplaying game, might say more.

As that is an inspiration only, we can use the Psionic abilities from GURPS Monster Hunters 1: Champions chapter four, as mentioned in New Rules, but we can also make up some Psionic abilities on the spot and add them to the mix. Abilities that goes well with the Lone Wolf book series.

Psionics

Books used for these abilities: GURPS Basic Set, GURPS Powers, GURPS Power-Ups 2: Perks.

* Animal Empathy (Psionics, -10%) [4.5].
* Combat Reflexes (Psionics, -10%) [13.5].
* Crushing Attack (Psionics, -10%) [4.5/level]. You can add Accurate, Armor Divisor, suitable Damage Modifiers, Guided or Homing, Increased Range, Jet, Malediction, or Rapid Fire. As well as Costs Fatigue.
* Danger Sense (Psionics, -10%) [13.5].
* Detect (Traps, Psionics, -10%) [9]. You can add Precise +100%, Reflexive +40%
* Empathy (Psionics, -10%) [13.5]. You can add Includes physical status, as listed in Monster Hunters.
* Healing (Psionics, -10%) [27]; You can add Xenohealing, Affects Self, +50%; Cure Afflictions, +60%.
* Invisibility (Electromagnetic Vision; Switchable, +10%; Psionics, -10%) [40]; You can add Affects Machines, Can Carry Objects.
*Mind Shield (Psionics, -10%) [3.6/level].
* Obscure (Scent; Psionics, -10%) [1.8/level]; You can add Defensive and Stealthy.
* Oracle (Psionics, -10%) [13.5].
* Omnidialectal [6]: You can use any dialect of one language at Native.
* Omnilingual (Reading only, -50%) [20].
* Passing Complexion [1].
* Regeneration (Psionics, -10%; Useless under stress, -60%) [3, 8, 15, 30, or 45].
* See Invisible (Electromagnetic; Psionics, -10%) [13.5].
* Speak with Animals (Psionics, -10%) [23].
* Telekinesis (Psionics, -10%) [4.5/level]. You can add Increased Range x2 +10%.
* Temperature Tolerance (Psionics, -10%) [0.9/level].

Template Building

Template Toolkit suggests that we start with a concept. Including a title for the template that describes its role, Psionic Ranger. What kind of template this is; and we have discussed this previously, these will be mandatory and limited dramatic templates; or in other words, everyone must have one and it won’t be the total point budget. And what traits it would need; Psionics point us to high IQ, Psionic talent, and psionic abilities. While outdoorsman shows us high DX, stealth, combat, survival, and mobility. Just to get started.

The next step is a more comprehensive description than the short sentence used to describe it in the second paragraph of this post.

You were raised in a monastery where you were taught how to use both your mind and your body. A self-reliant defender of the weak and helpless. You may not be as skilled an outdoorsman and archer as the Scout or have the brainpower of the Mentalist, but the two meld like sweet alchemy in your hands.

We’ll come back to that again, just in case defining the actual numbers will help us fix what the template is more firmly in our minds. The next step is setting the cost of the template and we’ve already decided that it will be 400 character points.

Having done that, let’s continue with the traits. There are a few ways to find the proper traits to assign to a template.

Template Toolkit continues to be useful here, as does GURPS Action 4: Specialists, even though their more modern focus leaves something to be desired when we’re talking about supernatural templates.

The Old Way

The Iteration One method of merging two Dungeon Fantasy templates can still be useful. You merge them and see how many points are spent on each trait and you use that as an indication of where you should spend your points. But you also have to decide what traits are vital, important, and optional for the template you are trying to build.

Attributes: ST +3 [30]; DX +4 [80]; IQ +4 [80]; HT +2 [20]. That seems like a good start.

Secondary Characteristics: Will +2 [10]; Basic Speed +0.50 [10]. Template Toolkit suggests that you leave Secondary Characteristics alone at this stage, unless “the concept absolutely requires outstanding ability in one of these areas…” And I’d say that both of them does for this template.

Advantages: Psionic Talent 3 [30]; Unusual Background (Psionic) [10]; Heroic Archer [20]; Outdoorsman 2 [20] are the mandatory advantages. I’m not using Unusual Background and Heroic Archer seems like a trait we should leave with the Scout so that it remains special. But Psionic Talent and Outdoorsman are definitely vital. 60 points in Psionic traits is definitely vital too.

With 45 points for other Advantages, we’re keeping ST, DX, Per, Basic Speed, Basic Move, Combat Reflexes, Eidetic Memory or Photographic Memory, Fit or Very Fit, High Pain Threshold, Luck, Magic Resistance, Night Vision, Outdoorsman, Psionic Talent, Resistance to Psionics, Serendipity, Signature Gear, Unfazeable, and Weapon Bond for a well rounded set of options. Stronger, faster, smarter, fitter, more durable, luckier, and more powerful versions.

Disadvantages: Neither template has any mandatory disadvantages, but Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5] and Stubbornness [-5] are on both template’s important list. And Intolerance (Stupid people – IQ 10 or less or Urbanites) [-5] is on the less important list. While Odious Personal Habits [-5 to -15], Loner [-5*], No Sense of Humor [-10], and Paranoia [-10] are on both lists.

Other disadvantages for the important list could include Bad Temper [-10*], Curious [-5*], Honesty [-10*], Jealousy [-10], and Vow (Own no more than what can be carried [-10]. While Code of Honor (Pirate’s or Soldier’s) [-5 or -10], Obsession (Become a world-class psi at any cost) [-10*], Wealth (Struggling, Poor, or Dead Broke) [-10, -15, or -25], Weirdness Magnet [-15], or Xenophilia [-10*] can be on the less important list.

With the limit being -50 points of disadvantages, the important list gets -15 points and the other list gets -35 points.

Skills: The vital skills are: Camouflage [2], Hidden Lore (Psi) [4]. Observation [2], and Tracking [2].
The important skills are: Acting [1], Bow [16], Cartography [4], Climbing [1], Detect Lies [2], Diplomacy [1], Fast-Talk [2], Grappling [1], Gesture [2], Hiking [2], Innate Attack [4], Interrogation [2], Grappling [4],  Melee [4], Mental Strength [2], Mind Block [2], Meditation [2], Melee [12+1], Mimicry (Bird Calls) [2], Navigation [1], Occultism [2], Public Speaking [1], Shadowing [4], Stealth [1], Striking [1], Survival [1], Throwing [4], and Traps [4].

The optional skills are: Aerobatics [2], Armoury (Missile Weapons) [1], Boating (Unpowered) [1], Body Language [1], Cloak [4], Fast-Draw [1+1+1], First Aid [1+1], Gambling [2], Garrote [1], Jumping [1], Hypnotism [2], Intimidation [1], Knot-Tying [1], Lip Reading [1], Prospecting [1], Psychology [2], Research [1], Riding [1], Running [1], Scrounging [1], Seamanship [1], Search [1+1], Shield [4], Shield (Buckler) [4], Skiing [1], Strategy [1], Swimming [1], Teaching [1], Thrown Weapon [4], and Weather Sense [1].

The Specialist Way

This method uses GURPS Action 4: Specialists to select the traits in the template. It starts with the Basic Action Template or BAT and to that you add disadvantages, skill sets´, and power-ups. As well as Psionic power, but that isn’t covered by this volume.

Disadvantages

The disadvantages are divided into categories and looking at those to determine which would best suit the Psychic Ranger, we end up with the following.
  • Antisocial: Many Psionic Rangers travel alone, some may have come to prefer that.
  • Cocky: Some Psychic Rangers may think they are better than they are or that bad things don’t happen to them.
  • Dutiful: Many Psionic Rangers serve as protectors.
  • Hard-Boiled: Psionic Rangers are trained to deal with evil, some may like it a little too much.
  • Honorable: While other Psionic Rangers follow a code above everything else.
  • Obsessed: Many Psionic Rangers are very goal oriented.
  • Outgoing: Some Psionic Rangers may have spent too much time on their own, either training or traveling, and want to connect with others.
  • Scarred: Fighting evil may have led you into one scrape too many.
  • Virtuous: Many Psionic Rangers are heroes.

Now that we have determined which the suitable categories are, we will look at each individual disadvantage and determine how important it is to the concept.

Important: Charitable [-15], Code of Honor (Fight Fair!) [-5], Duty (Group; 9, 12, or 15 or less) [-5, -10, or -15] or (Extremely Hazardous; 9, 12, or 15 or less) [-10, -15, or -20], Honesty [-10*], Sense of Duty (Team) [-5], Stubbornness [-5],
Optional: Chummy or Gregarious [-5 or -10], Disturbing Voice [-10], Fanaticism (Psionic Ranger) [-15], Guilt Complex [-5], Loner [-5*], Missing Digit [-2 or -5], Nightmares [-5*], No Sense of Humor [-10], Obsession (Become a world-class psi at any cost or one of bringing a criminal to justice, exacting revenge, or solving a particular case) [-10* or -5*], Odious Personal Habit [-5 to -15], Overconfidence [-5*], Truthfulness [-5*], Vows [-5 to -15],

Skill Sets

Skill sets are “a collection of traits relevant to a particular action niche…” We’re going to go through them alphabetically to see which of them are suitable to our concept. But as a caveat, these skill sets do not do fantasy nor supernatural.

Bushwacker seems fitting. Craftiness appears to be vital, as does Camouflage, Naturalist, Stealth, and Tracking. Traps appear to be important. While Tactics is optional.

We keep looking through the rest of the skill sets and pick up: Climber, Desert Training, Forest or Jungle Training, Linguist, Mountain Training, Obsolete Weapons, Parkour, Survival, and Unarmed Combat.

Vital Advantages: DX +2 [40]; IQ +1 [20]; HT +2 [20]; Craftiness 1 [5]; Fit [5].
Important Advantages: Language Talent [10]; Languages (Pick three) [12]; Outdoorsman 1 [10+10].
Optional Advantages: HT +1 [10]; Acute Hearing 1 [2]; Catfall [10]; Enhanced Parry 1 (One melee weapon) [5]; Enhanced Parry 1 (Bare Hands) [5]; Lifting ST 1 [3]; Perfect Balance [15].
Optional Perks: Equipment Bond  (Climbing Kit) [1]; Sure-Footed (Sand) [1]; Sure-Footed (Uneven) [1+1]; 8+12 points in weapons perks.
Vital Skills: Camouflage (E) IQ+1 [2+1+1]; Naturalist (H) IQ [4+4]; Stealth (A) DX [2+2]; Tracking (A) Per+1 [4+2+2].
Important Skills: Acrobatics (H) DX [4+4]; Climbing (A) DX+2  [8+4]; First Aid (E) IQ+1 [2]; Gesture (E) IQ [1]; Hiking (A) HT [2+2+2+2]; Jumping (E) DX [1]; Melee Weapon [2]; Navigation (Land) (A) IQ [2+2+2+2]; Survival (Pick one to three of desert, woodlands, jungle, mountain) (A) Per+2 [8+4+4]; Traps (A) IQ+1 [4]; Urban Survival (A) Per [2]; Unarmed Striking [12]; Unarmed Grappling [12].
Optional Skills: Knot-Tying (E) DX+1 [2+1]; Linguistics (H) IQ-2 [1]; Lip Reading (A) Per-1 [1]; Public Speaking (A) IQ-1 [1]; Scrounging (E) Per+1 [2]; Swimming (E) HT [1]; Tactics (H) IQ [4]; Throwing (A) DX [2]; Writing (A) IQ-1 [1]; 12 points in melee weapons, Parry Missile Weapons, or Armoury (Melee Weapons).

The Template Toolkit Way

This method uses GURPS Template Toolkit 1: Characters to select the traits on the template. At first it suggests picking whatever traits are suitable for the template in question and later makes a list of niches for ease of use.

Considering the Psionic Ranger, I would say that the niches of Combat, Esoterica, Exploration, Mobility, Outdoors, and Sneaking seem to be the most fitting. And those would add the following traits:

Vital Attributes and Secondary Characteristics: DX, IQ
Important Attributes and Secondary Characteristics: ST, Will, Per, Basic Speed, Basic Move
Optional Attributes and Secondary Characteristics: HT, HP
Vital Advantages: Combat Reflexes, Luck, Outdoorsman, Psionic Talent
Important Advantages: Danger Sense, Enhanced Defenses, Extra Attack, Fit, Honest Face, Intuition, Night Vision, Serendipity, Temperature Tolerance.
Optional Advantages: Acute Senses, Ambidexterity, Autotrance, Catfall, Eidetic Memory, Empathy, Enhanced Move (Ground) ½, Flexibility, Hard to Kill, Hard to Subdue, High Pain Threshold, Illuminated, Peripheral Vision, Perfect Balance, Rapid Healing, Trained by a Master, Weapons Master.
Vital Disadvantages: Disciplines of Faith, Sense of Duty,
Important Disadvantages: Vow, Xenophilia,
Optional Disadvantages: Berserk, Bloodlust, Callous, Curious, Divine Curse, Epilepsy, Flashbacks, Loner, Phantom Voices, Weirdness Magnet, anything self-imposed to keep nature pristine,
Vital Skills: Bow, Hidden Lore, one Melee skill, Navigation,
Important Skills: Acting, Architecture, Area Knowledge, Camouflage, Climbing, Escape, Expert Skill, Current Affairs (Regional), one Striking skill, one grappling skill, Hiking, Holdout, Mind Block, Naturalist, Observation, Occultism, Philosophy, Stealth, Survival, Tracking, Urban Survival,
Optional Skills: Acrobatics, Aerobatics, Aquabatics, Autohypnosis, Alchemy, Artist (Illusion), Body Sense, Breath Control, Cartography, Dreaming, Enthrallment, Exorcism, Fast-Draw (Arrows or Melee skill), Fishing, Flight, Free Fall, Fortune-Telling, Geography, Herb Lore, Housekeeping, Hypnotism, Jumping, Meditation, Mathematics  (Surveying), Meteorology/Weather Sense, Mimicry (Animal Sounds or Bird Calls), Mount, Parachuting, Piloting (Glider), Prospecting, Religious Ritual, Ritual Magic, Running, Shadowing, Skating, Skiing, Smuggling, Sports, Swimming, Symbol Drawing, Thaumatology, Theology,

Everyman and Exploits

These are traits that everyone needs.

Important Skills: These skills are needed at least at skill level 12. Climbing, First Aid, Forced Entry, Gesture, Hiking, Holdout, Throwing, Stealth, one of Carousing, Diplomacy, Fast-Talk or Interrogation, one of Riding or Teamster, one of Observation, Scrounging, or Search, one of Savoir-Faire or Streetwise, one of Bow or Crossbow, one Melee weapon, one unarmed striking skill, and one unarmed grappling skill.

One of Counterfeiting, Dancing, Gambling, Musical Instrument, Panhandling, Performance, Pickpocket, Poetry, Public Speaking, Singing, Sleight of Hand, Theology, and Urban Survival can be useful to get a little extra cash.

One of Carousing, Current Affairs, Propaganda, Savoir-Faire, or Streetwise to find a job. Which skill you use can have a great impact on what kind of quest you find.

Optional Skills

Someone in the group has to know these. So either they have to be part of every template or every group has to include the templates that do have them or the group only does the quests they can complete. Or they can be left to the unrestricted character points.

A number of Area Knowledge, Current Affairs, and Hidden Lore specialties can be useful. As can Heraldry.

Someone needs to know how to discover critical facts and clues needed to complete the quest. Someone needs to make a plan. The group has to be able to get to wherever they are going, across distance, around obstacles, or through monsters.

The Psionic Ranger

Now that we have all of this information, we need to sift through the material and use the pieces to craft the template according to the given specifications.

Attributes: ST 12 [20]; DX 14 [80]; IQ 14 [80]; HT 12 [20].
Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 15 [5]; Per 14 [0]; Basic Speed 8.00 [-10]; Basic Move 6 [0];
Advantages: Luck [15], Outdoorsman 2 [20], and Psionic Talnt 3 [30]. * One 15-point Motivational Lens. * 60 points in Psionic abilities. * A further 20 points chosen from additional Psionic abilities and from among ST [10/level], DX [20/level], IQ [20/level], Basic Speed + 0.25 to +1.00 [5 to 20], Basic Move [5/level], Per [5/level], Catfall [10], Combat Reflexes [15], Craftiness [5/level], Fit [5] or Very Fit [15], Honest Face [1], Language Talent [10], Languages [1-6 each], Night Vision [1/level], Outdoorsman [10/level], Perfect Balance [15], Psionic Talent [10/level], Serendipity 1 [15], Signature Gear [varies], Sure-Footed [1 each], or Temperature Tolerance [1/level].
Disadvantages: Vow (Own no more than what can be carried) [-10]. Choose another -15 points from among Bad Temper [-10*], Code of Honor (Fight Fair!) [-5], Code of Honor (Law-Abiding) [-5] or Honesty [-10*], Curious [-5*], Jealousy [-10], Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5], or Stubbornness [-5]. * A further -15 points chosen from among the previous traits or Code of Honor (Pirate’s or Soldier’s) [-5 or -10], Guilt Complex [-5], Obsession (Become a world-class psi at any cost) [-10*], Odious Personal Habits [-5 to -15], Loner [-5*], No Sense of Humor [-10], Paranoia [-10].
Primary Skills: Camouflage (E) IQ+3 [2]-17 †; Hidden Lore (Psi) (H) IQ [4]-14; Naturalist (H) IQ+2 [4]-16†; Navigation (Land) (A) IQ+1 [1]-15†; Observation (A) Per [2]-14; Stealth (A) DX [2]-14; Tracking (A) Per+2 [2]-16†.
Secondary Skills: Acrobatics (H) DX-1 [2]-13; Climbing (A) DX [2]-14; First Aid (E) IQ [1]-14; Forced Entry (E) DX [1]-14; Gesture (E) IQ [1]-14; Hiking (A) HT [2]-12; Holdout (A) IQ [2]-14; Swimming (E) HT+1 [2]-13; Throwing (A) DX [2]-14. * One of Carousing (E) HT+2 [4]-14; Diplomacy (H) IQ [4]-14; Fast-Talk (A) IQ+1 [4]-15; or Interrogation (A) IQ+1 [4]. * One of Riding (A) DX [2]-14 or Teamster (A) IQ [2]-14; * One of Observation (A) Per [2]-14; Scrounging (E) Per+1 [2]-15; or Search (A) Per [2]-14; * One of Savoir-Faire (any) (E) IQ [1]-14 or Streetwise (A) IQ-1 [1]-13; * One of Bow (A) DX [2]-14 or Crossbow (E) DX+1 [2]-15; * One of Axe/Mace (A) DX [2]-14; Broadsword (A) DX [2]-14; Knife (E) DX+1 [2]-15; Shortsword (A) DX [2]-14; or Staff (A) DX [2]-14; * One of Brawling (E) DX+1 [2]-15; Boxing (A) DX [2]-14; or Karate (H) DX-1 [2]-13; One of Judo (H) DX-1 [2]-13; Sumo Wrestling (A) DX [2]-14; or Wrestling (A) DX [2]-14; * 6 points spent on Monster Knowledge.
Background Skills: Acting (A) IQ-1 [1]-13; Cartography (A) IQ-1 [1]-13; Detect Lies (H) IQ-1 [2]-13; Escape (H) DX-1 [2]-13; Fishing (E) Per+2 [1]-16†; Meditation (H) Will-1 [2]-14; Mental Strength (E) Will [1]-15; Mind Block (A) Will-1 [1]-14; Parry Missile Weapon (H) DX [4]-14; Philosophy (Psionic Ranger) (H) IQ-1 [2]-13; Survival (Pick one) (A) Per+1 [1]-13†; Tactics (H) IQ-1 [2]-13; Urban Survival (A) Per-1 [1]-13; * Pick nine of Boating (Unpowered) (A) DX-1 [1]-13; Body Language (A) IQ-1 [1]-13; Current Affairs (Pick one region) (E) IQ [1]-14; Cloak (A) DX-1 [1]-13; Fast-Draw (Arrow) (E) DX [1]-14; Fast-Draw (Suitable melee weapon) (E) DX [1]-14; Gambling (A) IQ-1 [1]-13; Intimidation (A) Will-1 [1]-14; Jumping (E) DX [1]-14; Knot-Tying (E) DX [1]-14; Linguistics (H) IQ-2 [1]-12; Lip Reading (A) Per-1 [1]-13; Psychology (pick one) (H) IQ-2 [1]-12; Mimicry (Bird Calls) (H) IQ [1]-14; Running (A) HT-1 [1]-11; Shadowing (A) IQ-1 [1]-13; Shield (E) DX [1]-14; Thrown Weapon (Pick one) (E) DX [1]-14; Traps (A) IQ-1 [1]-13; or Weather Sense (A) IQ-1 [1]-13;
* Multiplied for self-control number; see p. B120. † Includes +2 from Outdoorsman.

Feedback

Vow (Own no more than what can be carried): As I’m creating the template, the suitability of this disadvantage as compared to Lone Wolf hits me like a ton of bricks and I just have to have it for the template.
Monster Knowledge: A series of skills that gives you knowledge about monsters. Biology, Hidden Lore (various), Naturalist, Occultism, Theology, and Veterinary.

Can we get a job? Yes, we can.
Do we have Psionic abilities? Yes, we do.
Can we do well outdoors? Yes, we can.
Do we fulfill the everyman requirements? Yes, we do.

It seems like it works.

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.