Showing posts with label Dragon Tablets - Iteration Two. Show all posts
Showing posts with label Dragon Tablets - Iteration Two. Show all posts

Friday, May 4, 2018

The Dragon Tablets: Iteration Two – Playtest

Pretty much the same scenario as last time, but with archers. I estimate that it will be a little tougher than last time, but that the heroes still can handle four orc bandits each. As there are allies involved, I’ll add another four bandits for them. As with last time, they will not defend or all-out attack and they will go down at 0 hp.

Setting the Stage

Even though Arthur has a horse, the others don’t, so they are all walking. And Arthur’s dog is with them. They are traveling in a wooded area during the daytime and nothing is out of the ordinary.

Turn 1

16 orc bandits ambush the heroes from the trees. But as all three heroes and the dog have Combat Reflexes, so this Total Surprise is treated as Partial Surprise.

Edward has Danger Sense and he knows that something is off.

Nephithi is the leader of the heroes. She has Combat Reflexes, the higher IQ, but no points in Tactics. That gives her a total bonus of +3 to her initiative roll. Rolling 1d+3 gives her 7. The orc leader has Combat Reflexes, but not Tactics for a +2 bonus. But they also set the ambush and were waiting for the heroes, so they get an additional +1 for a total of 1d+3 and he rolls 9. So the orcs act first.

The four archers all shoot at different targets. They roll 15, 10, 11, and 13. So they miss Nephithi and the dog. Arthur ignores the arrow and it bounces off his heavy armor. While Edward stepped aside.

The four orcs with knives swarmed Arthur with Move and Attack maneuvers, all of them entering close combat and striking the face or the skull (from behind) for a -5 penalty to hit. All of them miss.

Two stick wielders attacked Nephithi from one yard away and two spear wielders attacked her from two yards away. Rolling 9, 7, 14, and 10. So one of the spears missed. She fast-draws her sword with a roll of 8 and attempts to dodge the sticks and parry the spear. And she succeeds with the spear, but fails with the others. They roll 4 and 5 for damage and her DR 2 armor reduces that to 5 injury, leaving her 6 hp.

The remaining orcs attack Edward, rolling 12, 10, 6, 9. He also fast-draws his sword with a roll of 4 and continuing to roll well, he dodges both sticks, parries one spear, and blocks the other with his cloak.

The heroes roll 12, 8, 9, and 6 and all of them, including the dog, make their IQ rolls. Thus they have to take Do Nothing this turn, but they will be able to act next turn.

Turn 2

The four archers drew another arrow.

The four with knives continue to attack Arthur’s head. And all of them continue to miss.

The two sticks and two spears attack Nephithi again, all of them doing well enough to hit. She dodges one stick and a spear and parries the other spear. The connecting orc rolled 7 damage for 5 injury, leaving her at 1 hp.

The remaining orcs attack Edward again. One stick misses and Edward avoided the spears. For 7 damage or 4 injury. Leaving him 9 hp.

And finally, the heroes can act.

Nephithi casts her armor spell, enveloping herself in arcane armor, giving her a total of DR 7.

Arthur orders the dog to attack the archers and prayed to heal Nephithi, who instantly was back at full hp.

Edward readies his bow.

The dog runs into one of the archers, but his bite misses.

Turn 3

Three archers ready their bows. One archer dropped his bow and drew his knife.

The four knife orcs continue to attack Arthur’s face. They still fail.

Four orcs continue to attack Nephithi, one stick misses, and she avoids the other three.

The rest attack Edward, a stick misses, and he avoids them.

Two swift swings with Nephithi’s sword slices a stick wielder to the ground.

Arthur steps out of close combat and attacks a spear from behind, bringing him to the ground.

Edward draws an arrow from his quiver, readies the bow, and shoots one of the spears in the face, taking him down.

The dog bit his archer for 3 hp.

Turn 4

Three archers fires at Edward, one miss, and Edward avoids the other two. One archer attacks the dog, but the dog avoids the knife.

The knives swarm Arthur again, attack his head again, and this time only three of them miss. And Arthur steps aside.

Two attack Nephithi, but both miss.

Three attack Edward, none miss, and he dodges a stick and blocks the spear. Edward loses 3 hp, leaving him 6 hp.

Nephithi switches to her fire spell.

Arthur steps out of close combat, swung at the other spear attacking Nephithi, dealing 9 hp in injury.

Edward fires another arrow, in the chest this time, bringing another orc down.

The dog continues to bite the orc for another 3 hp, bringing it to 5 hp.

Turn 5

Three arches fires at Edward, two miss, and he sidesteps the third.

The knives surround Arthur in close combat again, three miss, and he avoids the fourth.

Two attack Nephithi, but both miss.

Two attack Edward, the stick misses, and he avoids the spear.

Nephithi swings her sword and downs one orc and shots a jet of fire from her left hand, with a -4 off-hand penalty, that still strikes another orc and downs it too.

Arthur left close combat and struck one of Edward’s orcs to the ground.

Edward fired another arrow and downs another orc.

The dog misses.

Turn 6

Three archers drew an arrow each from their quivers. The fourth archer attacks the dog, but it evades.

The four knives close combat Arthur again, attack his face, and miss.

Nephithi skewers one orc with her sword and burns another with her flame jet.

Arthur steps out of close combat, turns, swings his hammer, for a critical hit, which in this case means that no matter how much injury is done, it will still be regarded as a major wound. Which doesn’t change anything as he does enough damage to cause a major wound. And the orc makes its HT roll.

Edward fires another arrow, for a major wound on the other orc, but it too made its HT roll.

The dog continues to bite the orc, bringing it down to 1 hp.

Turn 7

Three orcs readied their bows.

One orc attacked the dog, but it avoided the strike.

Two more orcs missed.

Nephithi skewers one of the wounded orcs and flame jets one of the archers.

Arthur knocks the final non-archer to the ground.

Edward fires another arrow and downs an archer.

The dog continues to bite his orc and brings it down.

Turn 8

The final orc runs away.

After Action Report

Nephithi decides not to use Luck to have the group attack first. And this is the only reason why this combat was longer than the playtest in Iteration One, as the archers and the dog didn’t impact the overall length of the scene.

Being too occupied by drawing and firing his bow with such speed, Edward forgot to summon his ally who could have helped.

Defeating 16 orcs in eight turns is only two orcs per turn on average, which is slower than in Iteration One for reasons mentioned above.

Focusing on keeping as much of the Iteration One hero in the Iteration Two suit meant that suggestions of Tactics and Off-Hand training for Nephithi wasn’t taken into consideration, but her Innate Attack was higher this time too. She started by casting armor on herself this time, which meant there was two turns she wasn’t attacking. And as she can attack twice per turn, four more orcs downed early could have shortened combat, but she was too injured not to defend herself because of the lost initiative.

Working on this post, it was discovered that partial surprise was handled incorrectly in Iteration One. As characters have to Do Nothing on the turn they succeed at their IQ roll.

Edward is still awesome with the bow! Able to fire every second. And this time we can see just how awesome that is next to those who cannot.

This time the heroes act not in the order of Basic Speed, like they did last time and how they normally do, but instead in the order of interest the first turn and that order was kept throughout combat.

Arthur is still not as skilled in combat as the other two, but his hammer still does more damage than anything else. Other than Nephithi’s magic. His heavier armor also keeps protecting him the way it is supposed to.

This time, Nephithi brought seven orcs down, and with two attacks every second at her disposal, killing more than any other is expected.

Arthur deals with three. He was close a couple of times, but only kill shots count.

Edward deals with four. So the boys together deal with the same number of enemies as the woman does on her own, which is exactly as expected.

The dog deals with one on his own.

And one orc runs away.

Last time being in close combat with Edward didn’t help, so these orcs tried with Arthur instead.
Iteration Two combat works, Iteration Two heroes are viable, and a boss type encounter with an NPC that defends itself would still be interesting.

Thursday, May 3, 2018

The Dragon Tablets: Orc Bandits 2.0

The orcs are not much different than they were. The only difference is that archers have been added.
Orc Morax by Mantic Games as example Orc

Attributes

ST 11; DX 12; IQ 9; HT 11

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11; Will 9; Per 9; FP 11; Energy Reserve (Magicka) 10.
Basic Speed: 6.00 Basic Move: 6 Dodge: 10

Advantages

Acute Taste and Smell 2
Combat Reflexes
Fearlessness 2
Fit (Only at Night)
Infravision
Rapid Healing
Resistant to Disease +3

Disadvantages

Appearance (Unattractive)
Bad Temper (12)
Callous
Disturbing Voice
Impulsiveness (12)
Sadism (12)
Unfit (Only by Day)

Quirks

Bowlegged

Skills

Combat Skill-12

Gear

One of:
Light Club-12 1d+2/1d cr
Large Knife-12 1d-1 cut/1d-1 imp
Spear-12 1d+2 imp
Bow-12 1d+1 imp Acc 3 Bulk -8

Wednesday, May 2, 2018

The Dragon Tablets: Arthur Wing 2.1

Arthur was also over budget last time, but not as much as Nephithi was. So again we have to cut things out. Looking at the image, I would assume that Arthur is a Palatial, so let’s go with that. This means we have to spend points on a racial template we didn’t need to last time too. As for the other templates, he is a Crusader (Character template) and Clergy (motivational lens).

Cleric Comm by YamaOrce as Arthur Wing.

Attributes

ST 13 [30]; DX 14 [80]; IQ 15 [100]; HT 14 [40].

Secondary Characteristics

Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 15 [0]; Per 15 [0]; FP 14 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 6.75 [0]; Basic Move 6 [0].
Dodge: 10/8+2 Parry (Hammer) 11+2 Block 11+2

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Alcohol Tolerance (Cosmic) [3]
Allies (Hound; Built on 25%; Constantly; Holy, -60%; Summonable, +100%) [4]
Allies (Stallion; Quarter points; Constantly; Holy, -60%; Summonable, +100%) [4]
Born War Leader 2 [10]
Clerical Investment [5]
Combat Reflexes [15]
Divine Favor 6 [25]
Enhanced Parry (Axe/Mace) [5]
Extraordinary Luck [15]
Higher Purpose (Slay Demons) [5]
Immunity to Fear [15]
Legal Immunity (Cleric) [10]
Patron (Church; 6 or less; Minimal Intervention, -50%; Special Abilities, +50%) [10]
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]
Shtick (Foes slain personally can’t rise as undead) [1]
Signature Gear [7]
Striking ST 2 [10]
Weapon Bond (Hammer) [1]
Weapon Master (Hammer) [20]

Learned Prayers

Affliction 1 (Advantage, Damage Resistance 5 (Holy, -60%; Maximum Duration, 10 minutes, -50%), +50%; Attribute Penalty, DX -5, +50%; Extended Duration, 3x, +20%; Holy, -60%; Incapacitation, Paralysis, +150%; Irritant, Severe Pain, +40%; Selectivity, +10%) [16.8/4]
Blessed (Last Rites) [5/1]
Create fresh divine bread 1 (Holy, -60%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 2, -20%)* [1.4/1]
Create water 1 (Holy, -60%; Reduced Fatigue Cost 2, +40%; Takes Extra Time 2, -20%)* [1.4/1]
Healing (Cosmic, No die roll required, +100%; Cure Affliction, +60%; Faith Healing, +20%; Holy, -60%; Ranged, +40%; Reduced Fatigue Cost 5, +100%; Temporary Disadvantage, Sessile, -50%) [25.2/6]
Regeneration (Very Fast; Holy, -60%; Maximum Duration, 30 minutes, -25%) [20/4]
True Faith (Holy, -60%; Reliable 10, 50%; Turning, +65%) [12.9/3]

* Create can only create food/drink for your household; Allies are included, but other traveling companions are not. The creation pool is provided by your Divine Patron.

Disadvantages

Charitable (12) [-15]
Code of Honor (Chivalry) [-15]
Compulsive Generosity (12) [-5]
Honesty (12) [-10]
Sense of Duty (Companions) [-5]
Truthfulness (12) [-5]
Vow (Chastity) [-5]
Vow (Religious Fidelity) [-5]

Sense of Duty is the only disadvantage he can ignore and still have access to Divine Favor and his prayers.

Skills

Armoury (Body Armor) (A) IQ [2]-15
Armoury (Melee Weapons) (A) IQ [2]-15
Axe/Mace (A) DX+3 [12]-17
Bow (A) DX+1 [4]-15
Brawling (E) DX+1 [2]-15
Broadsword (A) DX+1 [4]-15
Carousing (E) HT [1]-14
Climbing (A) DX-1 [1]-13
Connoisseur (Weapons) (A) IQ [2]-15
Diagnosis (H) IQ-2 [1]-13
Esoteric Medicine (Holy) (H) Per [4]-15
Exorcism (H) Will [4]-15
Fast-Draw (Axe/Mace) (E) DX+1 [1]-15*
Flail (H) DX [4]-14
Forced Entry (E) DX [1]-14
Gambling (A) IQ-1 [1]-14
Gesture (E) IQ [1]-15
Heraldry (A) IQ-1 [1]-14
Hidden Lore (Demons) (A) IQ+1 [4]-16
Hidden Lore (Restless Undead) (A) IQ [2]-15
Hidden Lore (Shapeshifters) (A) IQ [2]-15
Hiking (A) HT-1 [1]-13
Holdout (A) IQ-1 [1]-14
Innate Attack (Beam) (E) DX+2 [4]-16
Intimidation (A) Will-1 [1]-14
Knife (E) DX [1]-14
Leadership (A) IQ [1]-15†
Meditation (H) Will-2 [1]-13
Observation (A) Per-1 [1]-14
Occultism (A) IQ [2]-15
Pharmacy (Herbal) (H) IQ-2 [1]-13
Physiology (Vampires) (H) IQ [4]-15
Propaganda (A) IQ-1 [1]-13
Psychology (Vampires) (H) IQ [4]-15
Public Speaking (A) IQ-1 [1]-14
Religious Ritual (A) IQ-1 [1]-14
Research (A) IQ-1 [1]-14
Riding (Horse) (A) DX+2 [8]-16
Savoir-Faire (High Society) (E) IQ [1]-15
Shield (E) DX+3 [8]-17
Stealth (A) DX-1 [1]-13
Strategy (H) IQ [2]-15†
Surgery (VH) IQ-2 [2]-13
Tactics (H) IQ [2]-15†
Teaching (A) IQ-1 [1]-14
Theology (H) IQ-2 [1]-13
Throwing (A) DX [2]-14
Wrestling (A) DX+1 [4]-15
Writing (A) IQ-1 [1]-14

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

Gear

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

Clothes $0 2 lbs
Hammer-18 2d+5 cr (reach 1) $50. 5 lbs.
Medium Shield-17 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

Legal Immunity (Cleric): It works much like Bardic Immunity. You can do anything in your religious capacity and no one but the Church can do anything about it, other than banish you.
Magicka, Absolute Direction, Accessory, and both Shticks are added outside the budget as they are setting switches. So there are no changes there.

Magery and spells were traded for Divine Favor and learned prayers. And although he only has access to one of them at a time, it feels like an awesome trade.

Because Arthur now is a Palatial, he is smarter and healthier than he used to be, which also makes him more skilled at several things. He is not as strong as he used to be, but the difference in damage is barely noticeable and the difference in encumbrance is nonexistent.

Arthur traded the equal Ally we didn’t know what to do with for two quarter allies he can actually use. As another substantial advantage had to go, we let go of High Pain Threshold, as it wasn’t needed last time around.

As all disadvantages couldn’t stay, Intolerance had to go. And as Obsession wasn’t on the list, it was replaced with a second Vow.

The 5 extra skill points we got from the Clergy lens were used to keep his Riding skill were it used to be and to improve Esoteric Medicine further together with dropping First Aid, as the latter skill no longer was needed.

In combat, he is better with his main weapon and worse at his additional melee weapons. He is a better healer, both magically and mundanely.

In the final analysis, we haven’t spent all of his character points, but what we have feels pretty good.

Tuesday, May 1, 2018

The Dragon Tablets: Edward Ashcroft 2.0

Last time Edward came in under budget, which gives us a lot of room to maneuver. But with the new templates, there will also be traits that weren’t there the first time around. As Edward was inspired by a Breton and they inspired the Wellen, it seems like a good idea to make Edward a Wellen. And as they, like humans, have a blank racial template, I have all the freedom in the world to use the points available to him. Other than what I’m putting in the Scout character template and the Accidental Hero motivational lens, of course.

Breton Rogue by Bethesda as Edward Ashcroft

Attributes

ST 13 [30]; DX 15 [100]; IQ 13 [60]; HT 13 [30].

Secondary Characteristics

Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 13 [0]; Per 16 [15]; FP 13 [0]; Energy Reserve (Magicka) 10 [0]. Basic Speed 7.25 [5]; Basic Move 7 [0].
Dodge: 11/10+2 Parry (Broadsword) 13+2 Block 11+2

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Ally (50%; Constantly; Summonable, +100%) [16]
Ambidexterity [5]
Catfall [10]
Combat Reflexes [15]
Danger Sense [15]
Fit [5]
Flexibility [5]
Heroic Archer [20]
High Manual Dexterity 1 [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]
Wealth (Comfortable) [10]
Weapon Master (Bow) [20]

Disadvantages

Code of Honor (Pirate’s) [-5]
Compulsive Thrill-Seeking (9) [-15]
Overconfidence (12) [-5]
Sense of Duty (Companions) [-5]
Trickster (12) [-15]
Vow (Never Sleep Indoors) [-10]
Vow (Own no more than what can be carried) [-10]

Skills

Ranger! DX+4 [72]-19

Acrobatics (H) DX-1 [1]-14§ Boating (Unpowered) (A) DX-1 [1]-14
Brawling (E) DX [1]-15
Carousing (E) HT [1]-13
Cloak (A) DX-1 [1]-14
Connoisseur (Art) (A) IQ-1 [1]-12
Connoisseur (Luxuries) (A) IQ-1 [1]-12
Escape (H) DX+1 [1]-16‡
Fast-Talk (A) IQ+1 [4]-14
Filch (A) DX-1 [1]-14
First Aid (E) IQ+1 [2]-14
Forced Entry (E) DX [1]-15
Gambling (A) IQ+1 [4]-14
Gesture (E) IQ+1 [2]-14
Holdout (A) IQ [2]-13
Knot-Tying (E) DX [1]-15
Lip Reading (A) Per-1 [1]-15
Lockpicking (A) IQ-1 [1]-12
Merchant (A) IQ-1 [1]-12
Pickpocket (H) DX-1 [1]-14
Riding (Horse) (A) DX-1 [1]-14
Running (A) HT-1 [1]-12
Scrounging (E) Per [1]-16
Search (A) Per [2]-16
Shortsword (A) DX-1 [1]-14
Sleight of Hand (H) DX-1 [1]-14@
Smuggling (A) IQ [2]-13
Streetwise (A) IQ [2]-13
Swimming (E) HT [1]-13
Throwing (A) DX-1 [1]-14
Thrown Weapon (Knife) (E) DX+2 [4]-17
Traps (A) IQ+1 [4]-14
Urban Survival (A) Per [2]-16
Veterinary (H) IQ+1 [8]-14
Weather Sense (A) IQ-1 [1]-12
Wrestling (A) DX-1 [1]-14

‡ Includes +3 for Flexibility
§ Includes +1 for Perfect Balance
@ Includes +1 for High Manual Dexterity

Gear

I’m only listing combat gear.
Light Encumbrance (40.7 lbs).

Clothes $0 2 lbs.
Thrusting Broadsword-19 2d cut/1d+2 imp (reach 1) $600 3 lbs
4x Small Knife-19 2d-4 cut/1d-1 imp (reach C-1/C) Parry -1 $30 0.5 lbs. Thrown-15 1d-1 imp Range x0.5/x1 RoF 1 Shots T(1) Bulk -1
Composite Bow-19 1d+3 imp Acc 3 Range x20/x25 Wt 4/0.1 lbs RoF 1 Shots 1(2) $900 Bulk -7
Shoulder Quiver $10 0.5 lbs. Holds 12 arrows
Heavy Cloak-14 DB 2 $50 5 lbs. Damage spec. Acc 1 Range 2 RoF 1 Shots T(1) Bulk -6
Light Scale Armor DR 3 $150 15 lbs. torso
Cloth Sleeves DR 1* $20 2 lbs. arms.
Leather Pants DR 1* $40 3 lbs. legs, groin
Leather Gloves DR 2* $30 neg. hands.
Boots DR 2* $80 3 lbs. feet. $66

Fae

202 points
Attributes: ST: 10 [0]; DX: 13 [60]; IQ: 10 [0]; HT: 10 [0]
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed: 5.75 [0] Basic Move: 5 [0]; SM -4.
Advantages/Perks: Affliction 4 (Extended Duration, 30x, +60%; Magical, -10%; Temporary Disadvantage, Sessile, -50%) [25.6]; Burning Attack 3d (Lightning; Damage Modifiers, Surge, +20%; Magical, -10%) [16.2/4]; Create Visible Light 1 (Accessibility, Limited to lighting a 10-yard radius for one minute, -40%; Emanation, -20%; Magical, -10%; Reduced Fatigue Cost 2, +40%) [4.2]; Faerie (native) [6]; Flight (Winged, -25%) [30]; Honest Face [1]; Luck [15]; Rogue Talent 4 [20].
Disadvantages: Charitable (12) [-15]; Curious (12) [-5]; Impulsiveness (12) [-10]; Kleptomania (12) [-15]; Sense of Duty (Nature) [-15]; Sense of Duty (Edward) [-2]; Selfless (12) [-5].
Skills: Aerobatics (H) DX+2 [12]-15; Area Knowledge (The Faerie Realm) (E) IQ [1]-10; Connoisseur (Art) (A) IQ [2]-10; Connoisseur (Luxuries) (A) IQ [2]-10; Filch (A) DX+5 [4]-18*; Forced Entry (E) DX+6 [4]-19*; Lockpicking  (A) IQ+9 [20]-19*; Pickpocket (H) DX+6 [12]-19*; Research (A) IQ [2]-10; Stealth (A) DX+6 [8]-19*; Traps (A) IQ+9 [20]-19*.
* Includes +4 from Rogue Talent to Filch, Forced Entry, Lockpicking, Pickpocket, Stealth, Traps.
Fae are a kind of faerie with butterfly wings. This Fae is 12.2” tall and weigh less than 1 lb. He likes shiny things and picks them up, even if they technically are not his.

Notes

Magicka, Absolute Direction, Accessory, and both Shticks are added outside the budget as they are setting switches. So there are no changes there.
In general, Edward is better than he used to be, in particular at anything folded into the Ranger Wildcard! skill and social interaction. But the bow especially. On the other hand, his thieving side has been toned down to give him a sidekick. A Chewbacca to his Han Solo. The new Edward has also been trained in dealing with animals.

We have also added Compulsive Thrill-Seeking as his motivational disadvantage to be an adventurer. And we leave him with 36 unspent points.

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.

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.

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.

Thursday, March 15, 2018

The Dragon Tablets: Iteration Two – Templates the New Way


As shown in Templates the Old Way, the Dungeon Fantasy templates can be quite useful if used correctly. But that is the difficulty.

When we started this journey, we were looking at 400 point characters, but due to the Dungeon Fantasy templates and the way we merged two of them together, that ended up being closer to 500 character points, including racial templates for those that use them. Which is why The Dragon Tablets templates will be 400 character points, including -50 points of disadvantages, with another 100 character points to be spent individually and -5 points for quirks, for 500 point characters. In addition to that, they will get the computer game related traits, so that’s another 8 character points.

With only 400 points for the template, the merge method cannot be used any longer. Nor did it produce characters of the same point budget to begin with. And if we wanted to figure out what the highest budget would be, we would have to test all 55 mergers, and that’s only counting the templates in Dungeon Fantasy 1: Adventurers. And we would have to consider not using all the disadvantages for each merger. Not a fun or fast prospect.

And considering what we added in New Rules, there now need to be templates for Bioenhancement, Psionics, and Sorcery. And we need to update the Holy Might templates so that they cover Divine Favor too. Bard-Song, which is from Dungeon Fantasy but is more of a sub-power than a power of its own, wasn’t listed in New Rules with the other powers, but still is in the setting. And considering the changes made to it, we’re going to cover it here, in context. But not just yet. To that, we have the lists of traits from Exploits and Exploits Continued that have to be included in the set of templates we’re going to make.

Going back to the very first post in Iteration One, we established the core activities in The Dragon Tablets and they can be summarized as combat, supernatural, exploration, and economics.

If we start with the non-supernatural templates from Dungeon Fantasy 1: Adventurers, we have Barbarian, Knight, Scout, Swashbuckler, and Thief. Knight, which Dungeon Fantasy used for their baseline warrior template, gives me mental pictures of a mounted, heavy armored, honorable warrior. And even though it is possible to use the Knight template to build such a character, you can use it to build very dissimilar characters too. So I want a term that doesn’t pigeonhole the template as much. And Warrior seems like a good generic term.

Among those templates, there is little focus on economics, so let's get an Agent. Those templates also only cover two of the three non-supernatural guilds mentioned in that same first post. So we’re also adding an Assassin template.

Having looked at the non-supernatural, let’s look at the supernatural ones. There are seven ways to be supernatural: Bioenhancement, Chi, Druidic Arts, Holy Might, Psionics, Sorcery, and Wizardry. And looking to Elder Scrolls, the three iconic characters of Dragon Tablets, and the remaining templates from Dungeon Fantasy 1: Adventurers, there are some interesting templates to choose from for this list. To follow the example of Dungeon Fantasy, we are looking at two templates from each form of supernatural power: Acrobat, Arcane Warrior, Bard, Bearbarian, Cleric, Crusader, Druid, Experiment, Martial Artist, Mentalist, Nightblade, Psionic Ranger, Sorcerer, and Wizard.

While working on these templates, I quickly discovered that I had seven for psionics, sorcery, and wizardry. But only one for Druidic Arts. I looked at Arcane Warrior, Bard, Mentalist, Nightblade, Psionic Ranger, Sorcerer, and Wizard and quickly noted that Bard had to go. But just as quickly noted that Druidic Arts was not the way to go. So I moved Agent to the non-supernatural list and reshaped and renamed the Bearbarian, leaving room in Chi and Bioenhancement.

And with Agent now the “powerless” face template, I could move Bard, the powered face template, into the Chi slot I had vacated. And as I envisioned Bioenhancement for characters like Black Panther, Black Widow, and Captain America, but with fewer character points, it felt natural to call the final powered template Acrobat.

Having defined those templates, it was clear that all bases hadn’t been covered yet, so Marshal and Steward were added.

Bard-Song

This is the power of song and music channeling the user’s life energy, or chi. Rolls to use abilities with the Bard-Song limitation are made at a bonus equal to the bard’s Bardic Talent level.

Power Modifier: Bard-Song: The new Bard-Song modifier works as the old one did, with the exception that it’s not magical. But as it is chi, you need the Disciplines of Faith (Chi Rituals) disadvantage and you are bound to all the other aspects listed under the Chi power modifier in Dungeon Fantasy too.

Bardic Talent: Bardic Talent costs 15 points/level and gives you a bonus to Bard-Song abilities, Bardic skills, and Chi skills. But as he still needs to sing to use his Chi skills, some of them may not be as useful to him as they are to the Martial Artist.

Templates

As we define the scopes on these templates, we’re using Dungeon Fantasy, GURPS Template Toolkits 1: Characters, GURPS Action 4: Specialists, and fictional sources to do so.

Acrobat: An entertaining, Bioenhanced wonder of motion.
Agent: Deception, infiltration, intrigue, manipulation, negotiation, stealth, and tradecraft.
Arcane Warrior: A warrior who uses Sorcery.
Assassin: A stealthy infiltrator of death.
Barbarian: A strong, durable outdoorsman and warrior.
Bard: An infiltrating, Chi powered manipulator and entertainer.
Bearbarian: A strong, durable druidic warrior.
Cleric: A leader and healer of Holy Might that knows many things.
Crusader: A warrior of Holy Might.
Druid: Nature is yours
Experiment: A Bioenhanced warrior
Marshal: An investigator and stealthy leader on horseback.
Martial Artist: A mobile, Chi powered warrior.
Mentalist: You are a master of Psionics.
Nightblade: You are an athletic and stealthy deathbringer with Wizardry.
Psionic Ranger: An outdoorsman powered by Psionics.
Scout: An outdoorsy, ranged warrior.
Sorcerer: A master of Sorcery.
Steward: You are a diplomat who takes care of business.
Swashbuckler: You are a swordsman extraordinaire
Thief: Stealth and acquisition.
Warrior: You are a warrior.
Wizard: The ultimate Wizardry spellslinger and scholar.

Thursday, March 8, 2018

The Dragon Tablets: Iteration Two – Templates the Old Way

Now that we have set the new rules we’re using with The Dragon Tablets, drawing on Action, Dungeon Fantasy, and Monster Hunters. It is time to update the templates.

When we started this journey, I was looking at 400 point characters, but due to the Dungeon Fantasy templates and the way I merged two of them together to get something workable, that ended up being closer to 500 character points, including racial templates for those that use them. Creating characters this way is still possible and that is why we’re going to go through the process that created Arthur Wing, Edward Ashcroft, and Nephithi Andas.

Let’s use Nephithi as our example. In Iteration One we used the elf template from GURPS Fantasy, but in Iteration Two we changed the racial templates. And as her inspiration came from the Elder Scrolls Dark Elf, she would be a Shadow Elf.

As a Shadow Elf, she has DX +1, IQ +1, Per +1, Dark Vision, Silence 2, Unaging, and Social Stigma (Minority). Which would remove the Elf template’s ST -1, Appearance (Attractive), Magery 0, Perfect Balance, Telescopic Vision 1, Voice, and Connoisseur (Natural Environments) from the Iteration One character.

We add the TES related traits, Absolute Direction, Accessory (Map), Shtick (Absolute Direction and your senses updates the Map automatically), Shtick (Absolute Direction shows the direction to all locations on the map).

We then go to the Dungeon Fantasy templates Swashbuckler and Wizard. We take the highest of each attribute from both templates, ST 11, DX 16, IQ 16, HT 13. The elf template gave ST -1, but I decided to skip that part in Iteration One so that the character didn’t have lower attributes than indicated by the templates. In Iteration Two this includes IQ +1.

Secondary characteristics go next. Again, use the best of each template. Damage 1d-1/1d+1, BL 24 lbs, HP 11, Will 16, Per 14, FP 13, Energy Reserve (Magicka) 14, Basic Speed 7.00, Basic Move 7. Including the Per +1 from her race and lowering FP to the Swashbuckler value as FP from the wizard has been moved to Magicka.

The next step is looking at the advantages, starting with the mandatory ones. Combat Reflexes, Enhanced Parry (Broadsword), Luck, Magery 3, Weapon Bond (Sword), and Weapon Master (Broadsword). And then picking optional ones: Eidetic Memory, Intuition, Magery 4 from Wizard and Alcohol Tolerance, Enhanced Dodge, Extra Attack, and Serendipity 1 from Swashbuckler.

Followed by the disadvantages. And neither have any mandatory disadvantages, so we’re going straight for the optional ones. Code of Honor (Gentleman’s), Obsession (Become the best swordsman in the world!), and Vow (Never refuse a challenge to combat) for a total of -30 from the -50 points for a Swashbuckler. And Obsession (Become the best wizard in the world!), Weirdness Magnet, and Sense of Duty (Companions) for a total of -30 from the -35 points from the Wizard template. There are another -25 points available in the templates, but I chose to skip those.

Skills are next, starting with the mandatory ones. From the Wizard: Hidden Lore (Demons)-16, Occultism-16, Alchemy-16, Thaumatology-16, Hazardous Materials (Magical)-15, Research-15, Speed-Reading-15, Teaching-15, Writing-15, Meditation-15. And from Swashbuckler: Jumping-15, Fast-Draw (Knife)-17, Fast-Draw (Sword)-17, Acrobatics-16, Wrestling-15, Stealth-15, Carousing-13. As IQ and Will have +1 in Iteration Two, but not Perfect Balance, some of the skill levels are different from Iteration One. And somehow Wrestling didn’t make it in Iteration One.

The optional skills, starting with Swashbuckler: Throwing-16, Broadsword-20, Cloak-17, Brawling-17, Savoir-Faire (High Society)-17, Climbing-15, Fast-Talk-14, First Aid-16, Gesture-16, Gambling-15, Hiking-12, and Search-13. And from the Wizard: Staff-18, Innate Attack (Beam)-18, Fast-Draw (Potion)-17, Cartography-15, Hidden Lore (Magic Items)-15, Hidden Lore (Magical Writings)-15, Hidden Lore (Spirits)-15, Diplomacy-14, Physiology (Demon)-14, Physiology (Mundane)-14, and Scrounging-14. As I would need it for my spells, I also added Innate Attack (Projectile)-18 outside the template. Some of the skill levels are different here too, due to higher IQ and Per, as well as no Voice.

And then on to the spells. All of these are from the Wizard: Armor-18, Breathe Water-18, Burning Touch-18, Concussion-18, Create Air-18, Create Fire-18, Create Water-18, Dark Vision-18, Deflect Energy-18, Destroy Water-18, Explosive Fireball-18, Fireball-18, Flame Jet-18, Heat-18, Ignite Fire-18, Infravision-18, Keen Vision-18, Lend Energy-18, Lend Vitality-18, Lightning-18, Major Healing-17, Minor Healing-18, Purify Air-18, Recover Energy-18, Resist Fire-18, Shape Air-18, Shape Fire-18, Shield-18, Sound-18, and Thunderclap-18.

Because of the more expensive racial template, she ended up being 15 points more expensive at 569 points. But as she already has Dark Vision, we can remove a few spells from her spell list: Dark Vision, Infravision, and Keen Vision. But as the template indicates that 30 points should be spent on spells, those three points have to be reinvested there anyway.

That elves are better looking than humans, is one of the most common traits of an elf in other settings. But that isn’t the case in TES or Dragon Tablets. At least not in Iteration Two. Is that something that needs to be considered for Iteration Three? If the image of Nephithi is considered Attractive in Iteration One, shouldn’t it be considered Attractive in Iteration Two too? Or can I use the same image even if she no longer is Attractive? The balance and voice of elves are also well known in some settings. But again, in Iteration Two that is not the case. And having the old Nephithi being 569 points and the new Nephithi being only 500 points, something has to change. But how that will happen is still to come.

Thursday, March 1, 2018

The Dragon Tablets: Iteration Two – Concoctions and Magic Items

We’ve come to the third post on gear. After weapons & armor and adventuring gear, we have come to concoctions and magical items. We will be referring to GURPS Dungeon Fantasy 1: Adventurers for the default list. The names of these concoctions are in most cases descriptive rather than something that would be used in the game world. But figuring out names used in the setting will be for a later post. This will not be a complete list of concoctions and magical items.

Concoctions

Concoctions are not only potions, but all kinds of things crafted by alchemists, herbalists, and poisoners. Though the crafting of such concoctions will be covered in a later post. We will be focusing on adventure ready concoctions

Chemicals

Acid: DF 28. $10, 1 lb.
Glow Vial: DF 28. $30, 0.5 lb.
Smoker: An alchemically treated wooden stick that when lit develops an impenetrable smoke in a two-yard radius. The smoke will remain in place for 1d hours. $500, 0.5 lb.

Natural Preparations

Anti-Toxin: DF 28. $20, 0.5 lb.
Garlic: DF 28. $5, 0.25 lb.
Wolfsbane: DF 28. Works on shapeshifters. $5, 0.25 lb.

Poisons

Bladeblack: DF 28. $1,000, 0.5 lb.
Demon’s Brew: DF 28. $500, 1 lb.
Monster Drool: DF 29. $20, 0.5 lb.
Oozing Doom: DF 29. $100, 1 lb.
Paralysis: Utility. Causes paralysis in the victim for 1d hours. $1,000, 0.5 lb.
Poison: Utility. Does 1d injury on a failed HT roll. $50, 0.5 lb.
Poison, Strong: Utility. Does 2d injury on a failed HT-1 roll. $200, 0.5 lb.
Restlessness: Utility. Does 1d FP loss on a failed HT roll. $50, 0.5 lb.
Restlessness, Strong: Utility. Does 2d FP loss on a failed HT-1 roll. $200, 0.5 lb.

Potions

Acid Resistance Potion: Drinkable. Immunity to acid for 1d hours. $500, 0.5 lb.
Agility Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Alchemical Antidote: DF 29. $400, 0.5 lb.
Alkahest: DF 29. $1,650, 1 lb.
Balm of Regeneration: DF 29. $900, 0.5 lb.
Breathe Underwater Potion: Drinkable. Grants you the ability to breathe underwater for 1d hours. $240, 0.5 lb.
Clinging Potion: Drinkable. Grants the Clinging advantage for 1d hours. $500, 0.5 lb.
Cold Endurance: Drinkable. Add HT*10 degrees to the cold side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Cold Resistance Potion: Drinkable. Immunity to cold for 1d hours. $500, 0.5 lb.
Cure Disease Potion: Drinkable. Cures all mundane diseases. $1,000, 0.5 lb.
Cure Paralysis Potion: Drinkable. Cures paralysis. $1,000, 0.5 lb.
Dark Vision Potion: Drinkable. Grants you Dark Vision for 1d hours. $1,000, 0.5 lb.
Death Potion: DF 29. $1,000, 1 lb.
Defense Potion: Drinkable. Grants you +1 to all active defenses for 1d hours. $2,000, 0.5 lb.
Fearlessness Potion: Drinkable. You become unaffected by fear and Fright Checks. $400, 0.5 lb.
Fire Resistance Potion: DF 29. $500, 0.5 lb.
Fitness Potion: Drinkable. Grants you the Very Fit advantage for 1d hours. $400, 0.5 lb.
Flight Potion: DF 29. $3,000, 0.5 lb.
Great Healing Potion: DF 29. $1,000, 0.5 lb.
Growth Potion: Drinkable. Grants 2 levels of the Growth advantage for 1d hours. $500, 0.5 lb.
Heat Endurance: Drinkable. Add HT*10 degrees to the hot side of your temperature comfort zone for 1d hours. $240, 0.5 lb.
Invisibility Potion: DF 29. $2,250, 0.5 lb.
Invulnerability Potion: DF 29. $2,100, 0.5 lb.
Liquid Ice: DF 29. $250, 1 lb.
Magebane: DF 29. $1,400, 1 lb.
Magic Resistance Potion: DF 29. $1,600, 0.5 lb.
Major Healing Potion: DF 29. $350, 0.5 lb.
Minor Healing Potion: DF 29. $120, 0.5 lb.
Paut: DF 29. Restores Magicka. $135, 0.5 lb.
Perception Potion: DF 29. Lasts 1d hours. $1,500, 0.5 lb.
Poison Blood: Drinkable. For any who drink your blood, including undead, it has the effects of Bladeblack poison. This effect remains in your blood for 1d hours. $1,000, 0.5 lb.
Poison Immunity Potion: Drinkable. Grants you Poison Immunity 1d hours. $500, 0.5 lb.
Poison Resistance Potion: Drinkable. Grants you Resist Poison +8 for 1d hours. $240, 0.5 lb.
Regenerative Potion: Drinkable. Regenerates 1 HP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Regenerative Potion, Improved: Drinkable. Regenerates 1 HP per second for 1d hours. $2,800, 0.5 lb.
Rejuvenation Potion: Drinkable. Regenerates 1 FP per 10 seconds for 1d hours. $1,400, 0.5 lb.
Rejuvenation Potion, Improved: Drinkable. Regenerates 1 FP per second for 1d hours. $2,800, 0.5 lb.
Shock Resistance Potion: Drinkable. Immunity to lightning and electricity for 1d hours. $500, 0.5 lb.
Shrinking Potion: Drinkable. Grants 2 levels of the Shrinking advantage for 1d hours. $240, 0.5 lb.
Sleep Potion: DF 29. $500, 1 lb.
Slow Fall: Drinkable. If you fall, you will fall slow enough not to get hurt. It lasts 1d hours. $1,000, 0.5 lb.
Speed Potion: DF 29. Lasts 1d hours. $1,100, 0.5 lb.
Strength Potion: DF 29. Lasts 1d hours. $500, 0.5 lb.
Thieves’ Oil: DF29. $700, 0.5 lb.
True Water: DF29. $750, 0.5 lb.
Universal Antidote: DF 29. $750, 0.5 lb.
Walk on Water Potion: Drinkable. Grants the ability to walk on water for 1d hours. $240, 0.5 lb.
Weakness Potion: DF 29. $800, 1 lb.
Wisdom Potion: DF 29. $1,500, 0.5 lb.

Magic Items

We will be focusing on adventure ready “low-end” magic items, but they won't be the only items.

Enchantments

This is a list of effects items can be enchanted with. It does not include the cost of the item itself.
Accuracy: Weapons have +1 to attack. $4,000.
Acid Immunity: You are immune to the effects of acid, including damage. $36,000.
Breathe Underwater: You can breathe underwater. $10,000.
Climbing: You get a +4 bonus to Climbing. $16,000
Cold Immunity: You are immune to the effects of cold, including damage. $36,700.
Continual Light: DF 30. $8,000.
Deflect: DF 30. +1 DB. $2,000.
Deflect: DF 30. +2 DB. $10,000.
Disease Immunity: You are immune to disease. $10,000.
Dream Guide: The wearer can enter the Dream World while sleeping. They leave their physical body behind for the duration. The physical body gains no rest while in the Dream World. $55,000.
Fire Immunity: You are immune to the effects of heat and fire, including damage. $36,700.
Flaming Weapon: Your weapon is wreathed in flame and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Fortify: An invisible shell surrounds you and gives you DR. +1 DR for $6,000, +2 DR for $12,000, +3 DR for $18,000, and +4 DR for $24,000.
Hide Thoughts: You get a bonus to protect your mind from mental assault. +1 for $4,000, +2 for $8,000, +3 for $12,000, +4 for $16,000, +5 for $20,000, and +6 for $24,000.
Icy Weapon: Your weapon is wreathed in cold and it does +2 burning damage. This increases base damage for the weapon. $5,400.
Improved Block: You get a +1 bonus to both your Block defenses. $10,000.
Improved Dodge: You get a +1 bonus to your Dodge score. $15,000.
Improved Parry: You get a +1 bonus to all your parries. $10,000.
Invisibility: You can become invisible. $80,000.
Jumping: You get a +4 bonus to Basic Move for jumping purposes only. $16,000
Lighten: You can carry a multiple of your Basic Lift that doesn’t affect your encumbrance. BL costs $5,000, 2x BL costs $10,000, 3x BL costs $15,000, 4x BL costs $20,000.
Lighten Container: The affected container holds more than it normally does. The extra weight does not count as encumbrance. Adding 50% costs $5,000, 100% costs $10,000, 150% costs $15,000, 200% costs $20,000.
Moly: Grants 5 levels of Magic Resistance. $10,000.
Move Object: You can move things with your mind up to 10 yards away from you. Your mind’s ST score works the same way as your body’s for this purpose. ST 1 costs $5,000, ST 2 cost $10,000, ST 3 costs $15,000, and ST 4 cost $20,000.
Penetrating Weapon: Your weapon has an armor divisor of (2), $2,500.
Perfect Balance: Grants Perfect Balance. $15,000.
Poison Immunity: You are immune to poisons. $15,000.
Puissance: DF 30. For melee weapons. $5,000.
Puissance: DF 30. For missile weapons. $10,000.
Recover Energy: You recover Magicka at 1 point per minute instead of the standard 1 point per 10 minutes. $50,000.
Reinvigoration: You don’t have to eat, drink, or sleep. $60,000.
Shock Immunity: You are immune to lightning and electricity, including damage. $41,000.
Sickness Immunity: You are immune to sickness. $15,000.
Silent Stealth: This enchantment confers the effect of a number of levels of the Silence advantage. 1 level costs $5,000, 2 levels costs $10,000, 3 levels cost $15,000, 4 levels cost $20,000.
Shatterproof: DF 30. $8,000.
Slow Fall: You fall slowly to the ground. $20,000
Swimming: You get a +4 bonus to Swimming. $16,000.
Walk on Water: You can walk on water. $15,000.

Power Items

Power Items are used to store Magicka for later use. The more expensive the item is, the more Magicka can be stored in it. If the value of an item is $10*P2+$40*P, P is the highest amount of Magicka you can store in that item.

Value Magicka Value Magicka Value Magicka
$50
1
$1,650
11
$7,250
25
$120
2
$1,920
12
$10,200
30
$210
3
$2,210
13
$13,650
35
$320
4
$2,520
14
$17,600
40
$450
5
$2,850
15
$22,050
45
$600
6
$3,200
16
$27,000
50
$770
7
$3,570
17
$104,000
100
$960
8
$3,960
18
$231,000
150
$1,170
9
$4,370
19
$408,000
200
$1,400
10
$4,800
20
$635,000
250

If an item has a value in-between the values in the table, while still being lower than $4,800, use the next-lower amount. An item worth less than $50 cannot store Magicka. An item worth $942 can store 7 Magicka. If the item is worth more than $4,800, you have to use the formula above to figure out how much Magicka you can store in it.

To recharge a Power Item, you have to touch it and make a Will roll. If you succeed, you can move your personal Magicka into the Power Item. You can push up to Will Magicka into the Power Item per second. And you need to make the Will roll each second you want to refill the Power Item. If you fail the roll, you have to wait for one minute. If you critically succeed, you can push all your Magicka into the Power Item in one second. If you critically fail, all your Magicka is depleted, but none of it is pushed into the Power Item. You then have to restore your personal Magicka before you can push more into the Power Item.

Other Items

This list is for complete items.
Cornucopia Quiver: DF 30. $110, 0.5 lb.
Gem of Healing: DF 30. $400, neg.
Necklace of Fireballs: DF 30. $7,200, 0.25 lb.
Pain Giver: A short staff delivers agonizing pain when touching or striking the target. $28,020, 1 lb.
Siege Stone: DF 30. $550, neg.
Warlock Medallion: A medallion made of Entercian silver and worn by warlocks. It warns the warlock bound to it of the presence of supernatural creatures by vibrating and tugging on the chain. The exact way it does this informs the warlock of the creature’s direction. It “sings” if magic is close by and this arcane song can be heard by the warlock, and only him, even if the medallion is ten yards away. And the song indicates the direction to the magical source. The medallion becomes “warm” when danger approaches, but this is an arcane, rather than physical, heat that the warlock can sense through his armor. The intensity of the vibration, song, or heat increases with the number of sources. Some powerful creatures know how to shield themselves from detection and certain phenomena or locations may be so overwhelming in magic that the song can be misleading. These medallions are given to aspiring warlocks when they have passed their tests. Some have been lost or stolen and can be found for sale on the black market. $91,000, 1 lb.
Wizard’s Staff: DF 30. $40, 4 lbs.
Wizard’s Wand: DF 30. $50, 1 lb.

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.