Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Tuesday, November 27, 2018

Jon Anvil

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

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

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

Attributes

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

Secondary Characteristics

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

Advantages/Perks

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

Disadvantages/Quirks

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

Skills

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

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

Notes

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


Wednesday, November 21, 2018

A Song of Ice and Fire – House & Lands

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

Step One: The Realm

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

Step Two: Starting Resources

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Step Three: House History

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Step Four: Holdings

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

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

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

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

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

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

Step Five: Motto & Arms

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

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

Step Six: The Household

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

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


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

Tuesday, October 16, 2018

Emond's Field

Emond's Field

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


Emond's Field

Population: 200 (Search -2)

Physical and Magical Environment

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

Culture and Economy

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

Political Environment

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

Notes

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

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

The population is 100% human.

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

Tuesday, October 9, 2018

GURPS Dungeon Fantasy Dragon’s Breath Traits

Dungeon Fantasy Monsters 4: Dragons by SJ Games

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

Clouds

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

Acid

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

Frost

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

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

Incendiary

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

Poison (Gas)

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

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

Poison (Mist)

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

Spark

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

Steam

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

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

Vacuum

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

Cones

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

Cold

Read about Extinguish under the Steam heading above.

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

Disintegration

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

Fire

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

Heat

Read about Extinguish under the Steam heading above.

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

Ice

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

Lightning

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

Mana

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

Sonic

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

Tuesday, September 25, 2018

The Dragon Tablets: Iteration Three – Playtest

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

Setting the Stage

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

Turn 1

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

Said has Danger Sense and knows that something is off.

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

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

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

The archer moved away from the others.

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

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

Turn 2

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

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

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

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

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

Turn 3

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

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

Notes

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

Monday, September 24, 2018

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



Unnamed by Unknown

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

Attributes

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

Secondary Characteristics

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

Advantages/Perks

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

Disadvantages/Quirks


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


Skills

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

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

Gear

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

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

Notes

9 unspent points


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

Tuesday, September 18, 2018

The Dragon Tablets: Iteration Three – Casara Stormwatch 1.0

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

Attributes

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

Secondary Characteristics

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

Advantages/Perks

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

Disadvantages/Quirks

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

Skills

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

† Includes +1 for Combat Reflexes.

Features

Infertile.

Gear

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

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

Notes

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

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


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

Tuesday, September 11, 2018

The Dragon Tablets: Iteration Three – Races of Menorra

I am a big proponent of humans are humans, or in other words, that there is only one human race. In Tamriel, from the Elder Scrolls, that isn’t the case. So we went with that view for Iteration Two. In Star Wars they get around that by having one human race and a number of near-human races. But I’d like to avoid that too, at least for Iteration Three. Thus, we’re only going to have one human race.

Humans (Nen)

Racial Cost: 0 points
Human is the base racial template in GURPS or in other words, GURPS is based around the average human. Thus no additional trait is needed to be an average human. We mentioned a few new places in recent posts, so we mention the people who live there here too.

Red Portrait by elenasamko
Celdons come from Celdonia and generally have pale skin, red hair, and light eyes.
Elessarians come from Elessar and generally have tanned skin, dark hair, and dark eyes.

Gords generally have tanned to dark skin, black hair, and dark eyes. The tribes of Gordfast are ruled by the strongest, so there is much focus on combat.

Oriental Fantasy by Esmira
Mâzhus come from Mâzhu and generally have oriental skin, black hair, and dark eyes.

The Guardian by LAS-T
Palatials generally have tanned skin, dark hair, and dark eyes. Cornia is the heart of the empire.

Nobility by merillizaART
Soders generally have pale skin, fair hair, and light eyes. Celement, the home of Soders, has a cold climate and is ruled by hardy warriors.
Wellens generally have pale skin, fair to medium hair, and dark eyes. They are from Rockwell.

Elves (Nice)

Yes, other than the meaning we are more familiar with, "nice" is one of the Common words used to identify elves. Its etymology is from Elven and refers to the elves themselves, in the plural. The word "elves" is a much older Common word. "Nice" started as a racial slur, referring both to elves and to elf-loving humans as a noun. But also as an adjective referring to anything that was too elf-like.

It is now much more complex. Older generations of elves still see the word as it started, while younger generations of elves, a few generations down the line from when it all started, have claimed it for their own. Still, most of them would consider humans who use the term crossing the line. While humans using the term amongst themselves will almost certainly know if "nice" is the old term or the new term.

The etymology of the word "nen," mentioned above, also is elven and means human, humans, and humanity.

Frost Elf

Racial Cost: 55 points
They are a type of elf from Celement and generally have white or pale blue skin, snow-white hair, and light almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: DX +1 [20].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Danger Sense [15]; Unaging [15].

Halfling

Racial Cost: 16 points
They are short elves, with human coloration, and small pointy ears. They have a mischievous and fun-loving temperament and enjoy the pleasures in life. Their height and weight are based on half that of ST +3.

Attribute Modifiers: ST -2 [-20]; DX +1 [20]; HT +1 [10].
Secondary Characteristic Modifiers: SM -2.
Advantages: Halfling Marksmanship 2 [10]; Honest Face [1]; Light-Fingered 1 [5]; Silence 2 [10].
Disadvantages: Gluttony (12) [-5]; Kleptomania (12) [-15].

High Elf

Racial Cost: 65 points
Dragon Eyes by neven
They are a type of elf and generally have pale or pale golden skin, red or brown hair, and green, amber, or yellow, almond shaped eyes. They are 7 inches taller than their ST would suggest, but their weight is based on ST+1. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: ST -1 [-10]; DX +1 [20]; IQ +1 [20]; HT -1 [-10].
Secondary Characteristic Modifiers: Magicka +5 [15].
Advantages: Immunity to Sickness [15];  Unaging [15].
Features: They can learn the Recover Energy spell without any prerequisites.

Shadow Elf

Racial Cost: 80 points
Old Vadril by TheMinttu
They are a type of elf from Lunarstream and generally have dark, black, or purple skin, bone-white to cobweb-gray to jet-black hair, and black, red, or yellow, almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: DX +1 [20]; IQ +1 [20].
Advantages: Dark Vision [25]; Unaging [15].

Wild Elf

Racial Cost: 35 points
They are a type of elf and generally have tan to dark to green skin, dark to green hair, and violet or brown, almond shaped eyes. They are 2-3 inches taller than their ST would suggest, but their weight is based on ST. Their ears are pointy, but not much larger than human ears.
Attribute Modifiers: ST +1 [10]; DX +1 [20].
Secondary Characteristic Modifiers: Basic Move +1 [5]; Will -1 [-5]; Per +1 [5].
Advantages: Forest Guardian 2 [10]; Unaging [15].
Disadvantages: Sense of Duty (Nature) [-15]; Social Stigma (Minority) [-10].

Cat-Folk

Racial Cost: 74 points
Raoflin by Unknown
They are humanoid cats from Urdinia with catlike fur coloration and patterns. They have normal build according to their ST.
Attribute Modifiers: ST -1 [-10]; DX +1 [20].
Secondary Characteristic Modifiers: HP +1 [2]; Will -1 [-5]; Per +1 [5].
Advantages: Catfall [10]; Claws (Sharp) [5]; Dark Vision [25]; Fur [1]; Perfect Balance [15]; Silence 1 [5]; Striking ST 2 [10]; Teeth (Sharp) [1].
Disadvantages: Social Stigma (Minority) [-10].
Features: Tail (neither a manipulator nor enough of a problem to interfere with armor). Cannot wear human helmets that cover their face.

Reptonian

Racial Cost: 92 points
Koviell by WillOBrien
They are humanoid reptiles from Marshlands.
Attribute Modifiers: DX +1 [20]; HT -1 [10].
Secondary Characteristic Modifiers: Basic Speed +1.00 [20].
Advantages: Amphibious [10]; Claws (Sharp) [5]; Damage Resistance 1 [5]; Doesn’t Breathe (Gills, -50%) [10]; Nictitating Membrane 1 [1]; Perfect Balance [15]; Peripheral Vision [15]; Striker (Tail; Crushing) [5]; Teeth (Sharp) [1];  Terrain Adaptation (Swamp) [5].
Disadvantages: Social Stigma (Minority) [-10].
Features: Armor isn’t interchangeable with human armor. Born Biter.

Ogre

Racial Cost: 31 points
orc hunter by yy6242
They generally have light green to dark brown skin, dark to green hair, and green eyes. They have normal build according to their ST.
Attribute Modifiers: ST +4 [40]; IQ -1 [-20]; HT +1 [10].
Secondary Characteristic Modifiers: Will +2 [10].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Fearlessness 1 [2]; Night Vision 3 [3]; Teeth (Sharp) [1].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Minority) [-10].
Features: Tusks.

Interbreeding

Humans and elves can interbreed with each other. And both can interbreed with the bestial races, though these half-breeds will be infertile. But the bestial races cannot interbreed with each other. To create a half-breed, choose which race is dominant. The dominant race determines appearance, though the other race may have minor influences. Select racial traits from the dominant racial template equal to half its racial point cost or less. Then select racial traits from the other racial template, that does not contradict the traits you have already picked, totaling no more than half its racial point cost.

Talents

A new talent.

Light-Fingered

5 points/level
Filch, Forced Entry, Lockpicking, Pickpocket, Sleight of Hand, and Traps.
Reaction Bonus: Those who benefit directly from your skills.







Monday, September 10, 2018

The Dragon Tablets – Iteration Three: Gear

Note: This post merges the three gear posts I've done so that everything is in the same place.

The Dragon Tablets setting is mostly TL3, but with some TL4 elements. The gear listed below is taken from GURPS Low-Tech and GURPS Dungeon Fantasy 1: Adventurers.

A number of proper nouns are mentioned in this post for the first time in this series. There will be more details on those in the future.

Modifiers

Not all gear is standard gear. If it is crafted better or worse than the standard, the classification of those differences will be listed here.

Beading: It works as Beading from LT 38. CF +2 or +8.
Cheap: It works as Cheap from LT 14. CF -0.5.
Cloth of Gold/Silver: It works as Cloth of Gold/Silver from LT 38. CF +3 or +30.
Disguised: It works as Disguised from LT 14. CT +1 or +4.
Dyeing: It works as Dyeing from LT 38. CF +1.5, +6, or +30.
Enamel: It works as Enamel from LT 38. CF +2, +4, or +10.
Etching: It works as Etching from LT 38. CF +1.5 or +4.
Expensive: It works as Expensive from LT 14. CF +1.
Figurative Painting: It works as Figurative Painting from LT 38. CF +2, +4, or +10.
Fringe, Feather, or Fur Trim: It works as Fringe, Feather, or Fur Trim from LT 38. CF +1.5 or +4.
Gilding: It works as Gilding from LT 38. CF +0.5, +2, or +20.
Inlay: It works as Inlay from LT 38. CF varies.
Quality: It works as Quality from LT 14. CF +0, +4, or +19.
Relief: It works as Relief from LT 38. CF +1.5 or +4.
Rugged: It works as Rugged from LT 14. CF +1.
Smuggling Gear: It works as Smuggling Gear from LT 126. CF +1, +3, +7, or +15.
Styling: It works as Styling from LT 14. CF +1, +4, or +9.
Tapestry Weaving: It works as Tapestry Weaving from LT 38. CF varies.

Core Technologies

The following core technologies are available.

Chemistry

The people of Elessar have the best chemists in Menorra. The list below is what’s generally available. Added notes indicate what Elessarian chemists can do.

Alcohol: Ethyl Alcohol and Heat Distillation up to 70% alcohol content, though Elessarian distillations can reach 81%.
Acids: Acetic Acid, through oxidation of alcohol and Inorganic Acids. Elessarian chemists could make acetic acids with a concentration of up to 36% and they could make Aqua Regia.
Pigments: Mineral and Organic.
Other Chemicals: Salt, Alum, Potash, Petroleum, Ether, and Saltpeter.

Fuel and Power

Fire: Wood, Charcoal, Fats, Oil, and Waxes, Agricultural Waste, Dung, and Peat.
Accelerant: 1 gallon. $3, 6 lbs.
Oil: DF 24. $2, 1 lb.
Animal Power: Breast-Strap Harness, Shoulder Yoke, and Horse Collar.
Water and Wind: Undershot Watermill, Overshot Watermill, and Windmill, but not with rotating bearings.

Tools and Basic Equipment

Carpentry: Adze, Bow Drill, Pump Drill, Lathe, Saw, Square, Auger, and Brace and Bit.
Chemical: Alembic, Aludel, Crucible, and Cupel/Scorifier.
Cloth and Leather: Awl, Sewing Needle, Spindle, Scissors, Thimble, and Treadle/Flying Loom.
Fishing: Fish Trap, Fishhook, and Net.
Fishhooks and Line: DF 23. $50, 0.1 lb.
Mining and Tunneling: Chisel, Large Crowbar, Hammer, Pick, and Shovel.
Smithing: Anvil, Hammer, Pliers, Shears, Tongs, Draw Plate, File, and Jeweler’s Tools.
Stone Knapping: Soft Hammer, Stone Hammer, Small Punch, and Chest Punch.
Backpack Alchemy Lab: DF 26. $1,000, 10 lbs.
Backpack Armoury Kit: DF 24 $600, 20 lbs.
Carpenter’s Kit: LT 30 $250, 21 lbs.
Fletcher’s Kit: LT 30 $95, 4 lbs.
Smith’s Kit: LT 30 $330, 17.5 lbs or $1,530, 117.5 lbs.
Stoneworker’s Kit: LT 30 $551, 42.5 lbs.
Tailor’s Kit: LT 30 $95, 2.75 lbs.

General Equipment

The following everyday things are available.

Shelter

Improvised Shelter: Lean-To and Semi-Prepared Shelter.
Tent, 1-Man: DF 23 $50, 5 lbs.
Tent, 2-Man: DF 23 $80, 12 lbs.
Tent, 4-Man: DF 23 $150, 30 lbs.
Tent, 20-Man: DF 23 $300, 100 lbs.
Tent, Bedouin: LT 32 $340, 200 lbs. Used by Gords.
Tent, Legionary: LT 32 $225, 45 lbs.
Yurt: LT 32 $480, 200 lbs or $1,200, 500 lbs. Used by Mâzhus.
Semi-Portable Housing Elements: Door, Partition, Beaded Curtain, Carpet, Folding Screen, and Wicker Fence,.

Domestic Conveniences

Heating and Cooling: Brazier, Warming Pan, and Water Jug.
Fan: LT 33 $10, 0.25 lbs.
Parasol: LT 33 $12, 3 lbs.
Bull’s-Eye Lantern: DF 26. $100, 2 lbs.
Candle, Beeswax: LT 33 $9, 1 lb.
Candle, Tallow: LT 33 $5, 1 lb.
Covered Lantern: LT 33 $40, 2.5 lbs.
Fireseed: Throw it. When it collides with something of substantially higher mass, it flares up into a campfire sized fire. It does 1d fire damage to anyone caught in the flare-up.
Helmet Lamp: DF 25. $100, 2 lbs.
Oil Lamp: LT 33 $10, 4 lbs.
Torch: LT 33 $7, 1 lb.

Furniture

Household Furniture: Collapsible Bed, X-Frame Chair, and X-Frame Table.
Bedding: Headrest, Mattress, Hammock, Pillow, and Sheets.
Blanket: LT 33 $20, 4 lbs.
Sleeping Fur: DF 23. $50, 8 lbs.

Containers and Storage

Barrel: LT 34. Various sizes, costs, and weights.
Basket: LT 34. Wicker Baskets of various sizes, costs, and weights.
Bottle: LT 34. Glass Bottles of various sizes, costs, and weights.
Bucket: DF 24. $15, 4 lbs.
Chest, Wooden: LT 34. Wooden Boxes of various sizes, costs, and weights.
Jar: LT 34. Earthenware Jars of various sizes, costs, and weights.
Metal Boxes: LT 34. Various sizes, costs, and weights.
Pouch: LT 34. Leather pouches of various sizes, costs, and weights.
Sack: LT 34. Cloth Bags of various sizes, costs, and weights.
Vial, Crystal: DF 24. $5, 0.25 lb.
Container Options: Compartmentalized, Locked, Reinforced, and Waterproof.

Personal Gear and Consumer Goods

Fire-Starting Gear: Firebow and Prepared Block.
Alchemist’s Matches: DF 25. $15, 0.25 lb.
Burning Glass: DF 26. $40, 0.25 lb.
Enhanced Tinder: LT 35 $2, 0.1 lb.
Flint: LT 35 $2, 0.2 lb.
Grooming: Bathtub.
Brush: LT 36 $6, 0.5 lb.
Comb: LT 36 $3, 0.2 lb.
Razor: LT 36 $18, 0.2 lb.
Soap: LT 36 Bar $27, 1 lb.
Tweezers: LT 36. $5, neg.
Load-Bearing Gear: Carrying Frame, Carrying Straps, and Carrying Yoke.
Backpack, Frame: DF 23. $100, 10 lbs.
Backpack, Small: DF 23. $60, 3 lbs.
Delver’s Webbing: DF 25. $160, 3 lbs.
Potion Belt: DF 25. $60, 1 lb.
Quick-Release Backpack: DF 25. $300, 3 lbs.
Luxuries: Perfumes, Cosmetics, Spices, and Jewelry.
Distilled Liquors: LT 37 $20, 1 pint.
Fermented Beverages: LT 37 $5, 1 gallon.
Herbal Preparations LT 37 $36, 1 lb. Different cultures have different beverages, e.g. chocolate, coffee, or tea.
Pipe: LT 37 $3, 1 lb.
Tobacco: LT 37 $12, 1 lb.
Water Pipe: LT 37 $35, 4 lbs. Are used in Gordfast.

Entertainment

Games and Toys: Dolls and Kite.
Board Games: LT 39 $40, 3 lbs.
Cards: LT 39 $400, 0.5 lb.
Dice: LT 39. Dice with two, four, six, or twenty sides. $6, neg.
Tiles: LT 39. Dominoes set $22, 1.5 lbs. Mah jong set $44, 3 lbs.
Public Events and Facilities: Public Spectacles, Automata, and Bathhouse.
Sporting Gear: Ball, Stick, and Discus.
Fireworks: The Mâzhusian Yänhä guild is the only ones who know how to make fireworks.

Camping and Survival Gear

Group Basics: DF 23. $50, 20 lbs.
Personal Basics: DF 23. $5, 1 lb.
Rations: DF 23. $2, 0.5 lb.
Elven Rations: DF 25. $15, 0.5 lb.
Ogre Rations: Use Dwarven Rations. DF 25. $5, 1 lb.

Information Technologies

Eyeglasses: LT 42. $100, 0.25 lb.
Mirrors: DF 26. Hand, $15, 1 lb. Tall, $125, 10 lbs.
Telescope: DF 26. $500, 6 lbs.
Measurement: Level, Surveyor’s Cross, Chorobates, Cross-Staff, Dioptra, Astrolabe, and Kamal. Measuring Rod and Odometer. Surveyor’s Kit. Measuring Bag or Jug. Steelyard. Clepsydra, Sundial, Portable Sundial, Regulated Clepsydra, and Weight-Driven Clock. Miniature Clepsydra and Sandglass.
Balance and Weights: LT 44. $35, 6 lbs.
Graduated Candle: LT 44 $55, 6.7 lbs.

Writing and Records

Pictures: TL3
Maps and Globes: TL3, so globes are not widespread.
Writing Media: Stonecutting. Clay Tablet, Stylus, and Wax Tablet. Barkcloth, Leather, Papyrus, Potsherds, Leaves, Stems, and Bark, and Parchment and Vellum. Pumice and Stylus.
Brush: LT 46 $2, neg.
Ink, Liquid: LT 46 $2.50, 1 lb/pint.
Ink, Solid: LT 46 $2.50, 1 oz.
Ink Stone: LT 46 $@0, 2 lbs.
Medieval Scribal Kit: LT 47 $24, 3 lbs.
Paper: LT 46. $6, 1 lb.
Pen: LT 46. Reed, Metal, or Quill.
Signet Ring: LT 46 $30, neg.
Written Documents: Tablet, Scroll, and Codex. Colophon, Catalog, Line Numbers, Table of Contents, Page Numbers, and Index.
Printing: Printing Blocks.

Signals and Messages

Visual Signals: Beacon Fire, Smoke Signal, and Signal Flags.
Auditory Signals and Musical Instruments: Church Bells and Kettledrums.
Bagpipe: LT49 $150, 8 lbs. Used in Celdonia.
Drum: DF 24. $40, 2 lbs. It can be used to send messages too.
Fife: LT49 $100, 1 lb. It also works for other woodwind instruments.
Harp: LT49 $600, 7 lbs. It also works for Zither.
Hunting Horn: $200, 2 lbs.
Shofar: LT49 $80, 5 lbs.
Stringed: DF 24. $150, 5 lbs.
Trumpet: $200, 2 lbs.
Whistle: DF 24. $5, 0.1 lb.

Calculation and Computation

Numerical Systems: Tallies and Positional Numbers.
Aids to Calculation: Abacus and Cube Root Extractor.

Navigation

Astronomical Aids: Merkhet and Windrose.
Reference Materials: Stick Chart, Periplus, Sounding Pole, and Lead Line.
Dead Reckoning: Dividers, Compass, and Portolan.
Celestial Navigation: Astrolabe with cross-staff, Kamal, Sun Shadow Board,

Weapons

Bandoleer: DF 25. $60, 1 lb.
Crossbow Rest: DF 25. $40, 2 lbs.
Crossbow Sight: DF 25. $100, 1 lb.
Crossbow Sling: DF 25. $200, 2 lbs.
Ogre Whetstone: Use Dwarven Whetstone. DF 25. $€00, 1 lb.

Mechanical Artillery

Belly Brace, Winch, Belt Hook, Goat’s Foot, Stirrup, Treadmill, and Windlass.
Heavy Weapons: Ballista, Carroballista, Gastraphetes, Petrobolos, Polybolos, Scorpion, Arbalest, Springald. Monankon, Beam Sling, and Trebuchet.

Combat Accessories

Hip Quiver: DF 24. $15, 1 lb.
Hip Quiver, Large: DF 24. $20, 2 lbs.
Lanyard, Chain: DF 24. $15, 0.5 lb.
Lanyard, Leather: DF 24. $1, 0.1 lb.
Shoulder Quiver: DF 24. $10, 0.5 lb.
Whetstone: DF 24. $5, 1 lb.

Defenses

Anti-Garrote Collar: DF 25. $35, 1 lb.
Tinted Goggles: DF 26. $150, 0.5 lb.

Clothing

Everyday Clothing: Summer Clothing, Ordinary Clothing, and Winter Clothing.
Hand and Footwear: Foot Wrappings, Mittens, Moccasins, Mukluks, Sandals, Gloves, Shoes, and Boots.
Headgear: Hats and Hoods.
Protective Clothing: Cloak, Parka, Poncho, Snow Goggles, Wet-Weather Gear, Leather Apron, Long Coat, Undercover Clothing, Beekeeper’s Outfit, Fireproof Clothing.

Helmets

Face Protection: Nasal, Brim, Cheek Guards, Spectacles, and Visor.
Neck Protection: Turret, Aventail, Mail Collar, Ventail, Bevor, and Gorget.

Security and Covert Ops

Bit and Brace: DF 25. $120, 5 lbs.
Nageteppo, Flash: DF 25. $40, 0.2 lb.
Nageteppo, Smoke: DF 25. $40, 0.2 lb.
Portable Ram: DF 26. $150, 35 lbs.
Snorkel: DF 26. $20, 1 lb.
Spy’s Horn: DF 26. $100, 2 lbs.

Security and Surveillance

Barriers: Chest/Strongbox, Door, Spikes/Thorns, Window, Grate, and Razor Surfaces.
Bars, Bolts, Latches, and Locks: Bar, Bolt, Latch, Knots, Locks, Cord and Bolt, Bolt and Tumbler, Multiple Tumblers, Bolt and Barb-Spring, Barb-Spring Padlock, Rotary Lock, Warded Rotary Lock, and Portable Padlocks.
Traps: Deadfall, Net, Pit, Snare, Tripwire, and Needle.
Caltrop: LT 123 $1, 0.5 lb.
Alarms: Beaded Curtain and Bell and String. Nightingale Floors are used by the Cat-Folk.
Identification and Authentication: Brands and Tattoos, Body Modifications, Watchwords, Invoices, and Seals.
Cord, 3/16": DF 24. $1, 0.5 lb.
Iron Spike: DF 24. $1, 0.5 lb.

Intrusion

Climbing Gear: Harpoon, Ladder and Rope Ladder.
Climbing Pole: LT 125 $80, 5 lbs.
Giant Spider Silk Cord: DF 25. $100, 0.5 lb.
Grappling Hook, Padded: LT 125 $30, 3 lbs.
Grappling Hook, Unpadded: LT 125 $20, 2 lbs.
Pitons: LT 125 $4, 0.75 lb.
Rope, 3/8": DF 24 $5, 1.5 lbs.
Rope, 3/4": DF 24 $25, 5 lbs.
Spikes: LT 125 $150, 2 lbs.
Camouflage and Disguise: Camouflage, Hoods, Veils, and Masks, and Padded Boots.
Disguise Kit: LT 126 $200, 10 lbs.
Lockpicks: DF 25. $50, 0.1 lb. Good, $250, 0.5. Fine, $1,000, 2 lbs.
Housebreaker’s Kit: LT 126 $255, 16 lbs.
Pry-Bar, 30": LT 126 $80, 5 lbs.
Pry-Bar, 20": LT 126 $60, 2 lbs.

Deception

Secret Messages: Skytale and Cipher Wheel.
Inks and Papers: Invisible Ink and Disposable Paper.
Forgery and Counterfeiting: Identifying Marks, Coinage, and Documents.

Enforcement and Coercion

Restraints: Bindings, Iron Shackles, Stocks, Pillory, and Barrel Pillory.
Torture: Water Torture, Whip, The Rack.

Torture Kit: LT 131 $150, 8 lbs.

Mobility and Transportation

The following equipment for travel and transportation are available.

On Land

Personal Land Mobility: Travois, Wheelbarrow, and Ice Skates.
One-Man Sledge: LT 133 $50, 20 lbs.
Skis: LT 133 $175, 10 lbs.
Snowshoes: LT 133 $100, 5 lbs.
Riding Gear: Horseshoes. Elephants are used by the Shadow Elves.
Ankus: LT 134 $45, 1 lb.
Blanket: LT 134 $25, 2.5 lbs.
Bridle and Bit: LT 134 $35, 3 lbs.
Camel Stick: LT 134 $10, 2 lbs.
Halter: LT 134 $5, 1.5 lbs.
Howdah: LT 134 $675, 450 lbs.
Mats: LT 134 $75, 100 lbs.
Riding Crop: LT 134 $10, 1 lb.
Saddle, Framed: LT 134 $350, 50 lbs.
Saddle, Horned: LT 134 $200, 20 lbs.
Saddle, Riding: LT 134 $150, 15 lbs.
Saddle, War: LT 134 $250, 30 lbs.
Saddlebags: LT 134 $100, 3 lbs.
Sidesaddle: LT 134 $225, 20 lbs.
Spurs: LT 134 $25, neg.
Stirrups: LT 134 $125, 5 lbs.
Land Vehicles: Dogsled, Fifty-Man Sledge, and Sleigh. Litters, Sedan Chair, Palanquin, and Horse Litter. Oxcart, Wagon, and War Wagon. Heavy Chariot and Light Chariot. Carriage and Coach.

On Water

Personal Water Mobility: Floats, Surfboard (used by Sun Elves), and Float Bridge.
Rafts: Table on LT 139.
Hide Boats: Kayak
Log Boats: Dugout Canoe, Long Dugout Canoe, Outrigger Canoe, War Canoe, and Double Canoe.
Plank Boats: River Barge, Sampan, Sewn-Plank Boat, Fishing Boat, Square-Rigged Sailboat, Faering, Sewn-Plank Sailboat, Brig, Rowboat, and Sloop.

In Air

Glider: A hang glider or similar. $2,000, 60 lbs.
Parachute: B288. $1,000, 30 lbs.

Medicine and Surgery

Healer’s Kit: DF 26. $200, 10 lbs.

Diagnostic Methods

Diagnostic Manual and Urine Flask.

First Aid

Tourniquets: Tourniquet.
Bandages: LT 146 $10, 2 lbs.
First Aid Kit: LT 146 $50, 2 lbs.
Splints and Casts: Splints and Cast.

Surgery and Surgical Equipment

Surgical Instruments: Barber’s Kit, Dental Forceps, Dental Splinter Forceps, Fixation Forceps, and Staphylagra. Hook, Needle, Probe, Scalpel, Arrow Spoon, Catheter, Speculum, and Trephin. Cautery. Cataract Needles, Eyelash Cautery, and Eyelash Forceps. Traction Bench.
Surgeon’s Small Kit: LT 149 $300, 15 lbs.
Surgeon’s Large Kit: LT 149 $1,500, 40 lbs.

Drugs

Herbs and Herbal Extracts.

Nondrug Therapies

Dietary Regimens, Heat, and Immersion.
Acupuncture and Moxibustion: Used by Mâzhus and Cat-Folk. Acupuncture Needles and Moxa Bundle.
Antidotes and Detoxification: Geophagy, Milk, and Immersion.
Bleeding and Purging: Cup and Lancet.
Lotions and Salves: Olive Oil, Lanolin, and Lotion.
Massage: Massage Supplies, Massage Table, and Massage Chair.
Variolation: Used in Mâzhu.

Esoteric Supplies

Holy Symbol: DF 26. $50, 1 lb.
Holy Symbol, True: It cannot be crafted. An invested cleric, holding one dedicated to his own deity, can create a new one dedicated to the god of the recipient, who must be another invested cleric, apparently out of nothing. It should be given as a gift. If sold, it will instantly melt away like ice in a desert. It can give a bonus to Exorcism, True Faith, and other faith-based rolls, but not clerical spells. +1 cost 1 point, +2 cost 2 points, +3 cost 4 points, and +4 cost 8 points.
Holy Water: DF 26. $15, 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.