Showing posts with label Sample Character. Show all posts
Showing posts with label Sample Character. Show all posts

Tuesday, December 4, 2018

Lucy Brimstone

Lucy was adopted by John and Jane Smith when she was less than a year old. They were both active in the Knights of the Serene Temple, a Masonic-like order, in which Lucy was raised. Membership did not require belief in a Supreme Being.

Her parents taught her that there was a Supreme Being, but that it was up to her to figure out who he or she was. She was taught about various religions, agnosticism, atheism, and tolerance. Just because someone was different, believed differently, or acted differently didn’t mean they should be treated differently.

Lucy attended a private school where she excelled in schoolwork, tried a number of different sports, arts, music, and other extracurricular activities. She especially had a talent for debate. Her parents took her on day trips to many interesting places close to where they lived and on vacations to many places further away. Including to other countries.

They took her to art galleries, museums, libraries, musical and dance performances of various types, such as ballet, opera, rock, and country, to expose her to all kinds of cultural events.

When she graduated from high school, Lucy moved in with Lodge Master Bruce Bender for her year-long preparation to be installed an Apprentice of the Knights of the Serene Temple.

Shortly after being inducted, she found out that her birth name was Lucy Brimstone and going away to college, she decided to change her name. She wanted something more from her college experience than a bland name like Smith could provide.

Lucy is 19 years old, 5'3", and 108 lbs. She has long black hair, very dark eyes, and tanned skin.

Lucy is beautiful, very charismatic, and convincing. She has perfect grades and was recruited to college with a free running scholarship. And this is her character sheet on her first day of college.

Attributes

ST: 11 [10]; DX: 12 [40]; IQ: 12 [40]; HT: 11 [10].

Secondary Characteristics

Will: 12; Per: 12; HP/: 11; FP/: 11; DR:
Damage: 1d-1/1d+1
Basic Lift (STxST/5): 24 lbs Basic Speed: 6.00 [5] Basic Move: 6 Dodge:

Advantages/Perks

Alcohol Tolerance (Cosmic) [3]
Beautiful [12]
Charisma 4 [20]
Destiny [5]
Empathy [15]
Fit [5]
Flexibility [5]
Honest Face [1]
Less Sleep 2 [4]
Languages (English) (native) [0]
Luck [15]
Smooth Operator 2 [30]
Voice [10]

Disadvantages/Quirks

Charitable (12) [-15]
Phantom Voices (Annoying) [-5]
Sense of Duty (Knights of the Serene Temple) [-10]
Vow (Knights of the Serene Temple) [-5]

Skills

Acrobatics (H) DX+1 [8]-13
Acting (A) IQ+1 [1]-13⃰
Bicycling (E) DX [1]-12
Carousing (E) HT+2 [1]-13⃰
Climbing (A) DX+2 [1]-14¤
Computer Operation (E) IQ [1]-12
Connoisseur (Dance) (A) IQ-1 [1]-11
Connoisseur (Literature) (A) IQ-1 [1]-11
Connoisseur (Music) (A) IQ-1 [1]-11
Connoisseur (Visual Arts) (A) IQ-1 [1]-11
Dancing (A) DX-1 [1]-11
Detect Lies (H) Per+7 [1]-19⃰†‡
Diplomacy (H) IQ+2 [1]-14⃰§
Driving (Automobile) (A) DX-1 [1]-11
Escape (H) DX+2 [2]-14¤
Fast-Talk (A) IQ+4 [2]-16⃰§
First Aid (E) IQ [1]-12
Hiking (A) HT-1 [1]-10
Housekeeping (E) IQ [1]-12
Jumping (E) DX+1 [2]-13
Karate (H) DX-2 [1]-10
Literature (H) IQ-2 [1]-10
Philosophy (Knights of the Serene Temple) (H) IQ-2 [1]-11
Psychology (H) IQ+1 [1]-13‡
Public Speaking (A) IQ-1 [1]-15⃰§
Religious Ritual (Knights of the Serene Temple) (H) IQ-2 [1]-11
Running (H) HT+2 [8]-13
Research (A) IQ-1 [1]-11
Savoir-Faire (High Society) (E) IQ+2 [1]-14⃰
Sex Appeal (A) HT+2 [2]-15⃰§
Teaching (A) IQ-1 [1]-11
Urban Survival (A) Per [2]-12
Wrestling (A) DX-1 [1]-11

⃰ Includes +2 for Smooth Operator.
† Includes +4 for Charisma.
‡ Includes +3 for Empathy.
§ Includes +2 for Voice.
¤ Includes +3 for Flexibility.

Notes

Alcohol Tolerance (Cosmic): A house rule that allows drinking alcohol without ill effect.
Destiny: An optional rules for Destiny from GURPS Power Ups 5: Impulse Buys on page 5.
Religious Ritual: Not actually religious in nature, but ritualistic all the same.

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.


Tuesday, October 30, 2018

Frostbite

Frost Dragon by hellthunder

Using the templates and suggestions from Dungeon Fantasy Monsters 4: Dragons, that I have reviewed and stated the included breath weapons a couple of weeks ago, I have now created a dragon based on that work.

Frostbite is a small dragon from the frozen tundra in the lands of the south. He is a scout who goes where he needs to go to gather information. Whether as a dragon or a human. Unseen or blending in.

He can literally see for miles! And he can fly further and faster and better than his peers. Never needing to eat, drink, or sleep.


Frostbite has all three cold-related breath weapons dragons are known to have and an Energy Reserve that allows him to use it more than most dragons of his size and age.

ST: 25
DX: 12
IQ: 12
HT: 15

Dodge: 9
HP: 25
Will: 12
Per: 17
FP: 15

Parry: 10
Speed: 6.75
Move: 6 (Air Move 20)

SM: +3

DR: 3







Bite (14): 2d+3 cutting. Reach C, 1.
Cold Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 burning damage as large area injury due to extreme cold. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Front Claw (14): 2d+3 cutting. Reach C-2.
Frost Breath (14): 2d-2 burning damage as large area injury due to extreme cold. It won’t set fires. Roll vs. HT at -1 per 2 points of penetrating damage or be paralyzed (encased in ice) for (20 – HT) minutes, minimum 1 minute, unless thawed with magic. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Hind Claw (12): 2d+4 cutting. Reach C-2.
Horns (14): 2d+3 cutting. Treat as weapon, not as body part, both to attack and parry! Reach C, 1.
Ice Breath (14): A 1-yard-wide x 10-yard-long cone inflicting 2d+2 cutting damage of high-speed razor-sharp hail. Cannot set fires, but will extinguish ordinary fire. Costs 2 FP per use, with no recharge time or limit on uses/day; this can come from FP or Energy Reserve.
Tail (12): 2d+4 crushing or double that for knockback only (no damage). Reach C-3.
Wing (14): 2d+3 crushing or double that for knockback only (no damage). Reach C-3.

Traits: Alternate Form (Humanoid); Bad Grip 2; Damage Reduction 2 (Cold/Ice); DR 12 (Cold/Ice); Danger Sense; Doesn’t Eat or Drink; Doesn’t Sleep; Energy Reserve 25 (Dragon); Extra Attack 1; Extra Legs (Four Legs); Flight (Winged); High Pain Threshold; Horizontal; Immunity to Cold Spells; Immunity to Disease; Loner (12); Nictitating Membrane 3; Night Vision 9; Penetrating Voice; Peripheral Vision; Telescopic Vision 20; Temperature Tolerance 6 (-25°F to 120°F); Unfazeable.
Skills: Acting-15; Aerobatics-15; Brawling-14; Diplomacy-12; Disguise-15; Fast-Talk-14; Flight-17; Innate Attack (Breath)-14; Observation-20; Survival (Arctic)-20; Tactics-14.
Class: Mundane.

Notes: Can attack twice, using each natural weapon just once.

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.

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, 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, January 11, 2018

The Dragon Tablets: Orc Bandits 1.0

If we are to do a combat example, we need an enemy. Orc bandits seem like a good place to start. Fantasy even has an Orc template. And as these are combat NPCs, we don’t have to make them as detailed as the heroes nor do we need to use points.
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

Notes

I was making this as easy as possible. Where the heroes got occupational templates, these orcs did not.

Wednesday, January 10, 2018

The Dragon Tablets: Arthur Wing 1.0

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

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

Attributes

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

Secondary Characteristics

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

Advantages/Perks

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

Disadvantages

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

Skills

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


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

Spells*

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


* Includes +3 for Magery

Gear

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

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

Notes

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

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

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

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

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

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

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

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

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

Tuesday, January 9, 2018

The Dragon Tablets: Edward Ashcroft 1.0

So let's go for something completely different this time. When I watched the first trailer to Elder Scrolls Online, I was especially impressed by the Breton Rogue. So let's do a character like that. Let's just go with the standard human template (nothing at all) and the Thief and Scout templates from Dungeon Fantasy 1 Adventurers. Again, adding Magicka and some computer game traits. There’s no problem finding images for him online. I’m not saying that this is him, it’s just my inspiration. And as most of the images I found made him left handed even though the trailer shows that he is right handed, I decided to go with that to distinguish the two. He is less powerful than Nephithi and he too has issues to deal with in future iterations. He ended up at 434 points.
Breton Rogue by Bethesda as Edward Ashcroft

Attributes

ST 13 [30]; DX 15 [100]; IQ 13 [60]; HT 12 [20]

Secondary Characteristics

Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 13 [0]; Per 16 [15]; FP 12 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed: 8.00 [15] Basic Move: 8 [0] Move 6.
Dodge: 12/11+2 Parry (Broadsword) 12+2 Parry (Knife) 9+2 Block 10+2

Advantages/Perks

Accessory (Map) [1]
Absolute Direction [5]
Ambidexterity [5]
Catfall [10]
Combat Reflexes [15]
Fit [5]
Flexibility [5]
Heroic Archer [20]
High Manual Dexterity 1 [5]
Luck [15]
Outdoorsman 2 [20]
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]

Disadvantages

Code of Honor (Pirate’s) [-5]
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

Acrobatics (H) DX-1 [1]-14§
Boating (Unpowered) (A) DX-1 [1]-14
Bow (A) DX+4 [16]-19
Brawling (E) DX [1]-15
Broadsword (A) DX+3 [12]-18
Camouflage (E) IQ+3 [2]-16*
Carousing (E) HT [1]-12
Cartography (A) IQ+1 [4]-14
Climbing (A) DX+3 [1]-18‡§
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-Draw (Arrow) (E) DX+1 [1]-16†
Fast-Draw (Sword) (E) DX+1 [1]-16†
Fast-Talk (A) IQ-1 [1]-12
Filch (A) DX [2]-15
First Aid (E) IQ [1]-13
Forced Entry (E) DX [1]-15
Gambling (A) IQ-1 [1]-12
Gesture (E) IQ+1 [2]-14
Hiking (A) HT [2]-12
Holdout (A) IQ [2]-13
Jumping (E) DX [1]-15
Knife (E) DX [1]-15
Knot-Tying (E) DX [1]-15
Lip Reading (A) Per-1 [1]-15
Lockpicking (A) IQ+1 [4]-14
Merchant (A) IQ-1 [1]-12
Mimicry (Bird Calls) (H) IQ+1 [2]-14*
Navigation (Land) (A) IQ+4 [1]-17£*
Observation (A) Per [2]-16
Pickpocket (H) DX [2]-15@
Riding (Horse) (A) DX-1 [1]-14
Running (A) HT-1 [1]-11
Scrounging (E) Per [1]-16
Search (A) Per [2]-16
Sleight of Hand (H) DX-1 [1]-14@
Shadowing (A) IQ+1 [4]-14
Shortsword (A) DX-1 [1]-14
Smuggling (A) IQ [2]-13
Stealth (A) DX+3 [12]-18
Streetwise (A) IQ [2]-13
Survival (Woodland) (A) Per+1 [1]-17*
Swimming (E) HT [1]-12
Throwing (A) DX-1 [1]-14
Thrown Weapon (Knife) (E) DX [1]-15
Tracking (A) Per+2 [2]-18*
Traps (A) IQ+1 [4]-14
Urban Survival (A) Per [2]-16
Weather Sense (A) IQ-1 [1]-12
Wrestling (A) DX-1 [1]-14

* Includes +2 for Outdoorsman
† Includes +1 for Combat Reflexes
‡ Includes +3 for Flexibility
§ Includes +1 for Perfect Balance
@ Includes +1 for High Manual Dexterity
£ Includes +3 for Absolute Direction

Gear

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

Clothes $0 2 lbs.
Thrusting Broadsword-18 2d cut/1d+2 imp (reach 1) $600 3 lbs
4x Small Knife-15 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

Notes

Edward is a more complex character than Nephithi Andas. An antisocial who cares for his friends, but does whatever he wants to do. Going about doing more derring-do than he should. He’s quite capable with the bow (Bow-19, Fast-Draw-16, and Heroic Archer), almost as capable with a sword (Broadsword-18, Fast-Draw-16), but not as good with knives (Knife-15, Thrown Knife-15). He is quite outdoorsy with a minor in thieving skills.

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

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

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

Monday, January 8, 2018

The Dragon Tablets: Nephithi Andas 1.1

When I play Elder Scrolls, I normally play a male Dunmer with a sword in one hand and magic in the other, wearing light armor. So that’s the kind of character I want to start creating. I didn’t find any good images filling all the above criteria, so I made this character female.

Looking at the available templates, I’m going to use the Elf template in Fantasy and both the Swashbuckler and Wizard templates from Dungeon Fantasy 1 Adventurers, adding Magicka and some computer game related traits taken from The Elder Scrolls games. It will make her more powerful than I want her to be, but I can’t create the character I want with only one template. And even with two templates, she will still not be everything I need her to be. I’ll have to deal with that in some later iteration. She ended up being 554 points.
Feriel by kerembeyit as Nephithi Andas


Attributes

ST 11 [10]; DX 16 [120]; IQ 15 [100]; HT 13 [30].

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 15 [0]; Per 13 [-10]; FP 13 [0]; Energy Reserve (Magicka) 14 [12].
Basic Speed 7.00 [0]; Basic Move 7 [0].
Move 7; Dodge 12; Parry (Broadsword) 15

Advantages/Perks

Absolute Direction [5]
Accessory (Map) [1]
Alcohol Tolerance [1]
Appearance (Attractive) [4]
Combat Reflexes [15]
Eidetic Memory [5]
Enhanced Dodge 1 [15]
Enhanced Parry 1 (Broadsword) [5]
Extra Attack 1 [25]
Luck [15]
Intuition [15]
Magery 4 [45]
Perfect Balance [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]
Telescopic Vision 1 [5]
Unaging [15]
Voice [10]
Weapon Bond (Sword) [1];
Weapon Master (Broadsword) [20]

Disadvantages

Code of Honor (Gentleman’s) [-10]
Obsession (Become the best swordsman in the world!) (12) [-10]
Obsession (Become the best wizard in the world!) (12) [-10]
Sense of Duty (Companions) [-5]
Vow (Never refuse a challenge to combat) [-10]
Weirdness Magnet [-15]

Skills

Acrobatics (H) DX+1 [4]-17‡
Alchemy (VH) IQ [8]-15
Brawling (E) DX+1 [2]-17
Broadsword (A) DX+4 [16]-20
Carousing (E) HT [1]-13
Cartography (A) IQ-1 [1]-14
Climbing (A) DX [1]-16‡
Cloak (A) DX+1 [4]-17
Connoisseur (Natural Environments) (A) IQ-1 [1]-14
Diplomacy (H) IQ [1]-15§
Fast-Draw (Knife) (E) DX+1 [1]-17*
Fast-Draw (Potion) (E) DX+1 [1]-17*
Fast-Draw (Sword) (E) DX+1 [1]-17*
Fast-Talk (A) IQ+1 [1]-16§
First Aid (E) IQ [1]-15
Gambling (A) IQ-1 [1]-14;
Gesture (E) IQ [1]-15
Hazardous Materials (Magical) (A) IQ-1 [1]-14
Hidden Lore (Demons) (A) IQ [2]-15
Hidden Lore (Magic Items) (A) IQ-1 [1]-14
Hidden Lore (Magical Writings) (A) IQ-1 [1]-14
Hidden Lore (Spirits) (A) IQ-1 [1]-14
Hiking (A) HT-1 [1]-12
Innate Attack (Beam) (E) DX+2 [4]-18
Innate Attack (Projectile) (E) DX+2 [4]-18
Jumping (E) DX [1]-16
Meditation (H) Will-1 [2]-14
Occultism (A) IQ [2]-15
Physiology (Demon) (H) IQ-2 [1]-13
Physiology (Mundane) (H) IQ-2 [1]-13
Research (A) IQ-1 [1]-14
Savoir-Faire (High Society) (E) IQ+1 [2]-16
Scrounging (E) Per [1]-13
Search (A) Per-1 [1]-12
Speed-Reading (A) IQ-1 [1]-14
Staff (A) DX+2 [8]-18
Stealth (A) DX-1 [1]-15
Teaching (A) IQ-1 [1]-14
Thaumatology (VH) IQ [1]-15†
Throwing (A) DX [2]-16
Wrestling (A) DX [2]-15
Writing (A) IQ-1 [1]-14


* Includes +1 for Combat Reflexes
† Includes +4 for Magery
‡ Includes +1 for Perfect Balance
§ Includes +2 for Voice

Spells*

Armor (H) IQ+2 [1]-17
Breathe Water (H) IQ+2 [1]-17
Burning Touch (H) IQ+2 [1]-17
Concussion (H) IQ+2 [1]-17
Create Air (H) IQ+2 [1]-17
Create Fire (H) IQ+2 [1]-17
Create Water (H) IQ+2 [1]-17
Dark Vision (H) IQ+2 [1]-17
Deflect Energy (H) IQ+2 [1]-17
Destroy Water (H) IQ+2 [1]-17
Explosive Fireball (H) IQ+2 [1]-17
Fireball (H) IQ+2 [1]-17
Flame Jet (H) IQ+2 [1]-17
Heat (H) IQ+2 [1]-17
Ignite Fire (H) IQ+2 [1]-17
Infravision (H) IQ+2 [1]-17
Keen Vision (H) IQ+2 [1]-17
Lend Energy (H) IQ+2 [1]-17
Lend Vitality (H) IQ+2 [1]-17
Lightning (H) IQ+2 [1]-17
Major Healing (VH) IQ+1 [1]-16
Minor Healing (H) IQ+2 [1]-17
Purify Air (H) IQ+2 [1]-17
Recover Energy (H) IQ+2 [1]-17
Resist Fire (H) IQ+2 [1]-17
Shape Air (H) IQ+2 [1]-17
Shape Fire (H) IQ+2 [1]-17
Shield (H) IQ+2 [1]-17
Sound (H) IQ+2 [1]-17
Thunderclap (H) IQ+2 [1]-17

* Includes +4 for Magery

Gear

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

Clothes $0 2 lbs.
Thrusting Broadsword-21 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

Nephithi may be more than a starting Elder Scrolls character in some ways, but the restrictions of the templates makes her less than a starting character in other ways. She may have a lot of the spells I find iconic for my play style in TES, but her versatility in combat is paltry compared to the all capable TES prisoner. She wants to grow in power, similarly to a TES player who wants their character to increase in level. She’s someone around whom the strange frequently takes place.

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

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

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

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.