Thursday, February 8, 2018

The Dragon Tablets: Iteration Two – Exploits Continued

Now that the Exploits have been set and we know what can be done, let’s make a list of the traits needed to do those things. This will be an aid in template creation as well as for players and GMs in selecting what traits their PCs and NPCs should have.

Exploits mentioned that there is a form of Fast Travel in The Dragon Tablets, it will be covered in another post.

Attributes

DX: Increasing jumping distance. Use a bow or crossbow as “brass knuckles.” Hit someone with a crossbow. Showing people into stuff. Smashing people into stuff. Flip a weapon to your hand. Run, jump, and attack. Bring your client to the ground.
ST: Damage enemy in a choke hold. Boosting someone to reach a high area. Forcing a door open. Lifting things. Showing people into stuff.
IQ: Pray for guidance.

Secondary Characteristics

Perception: To avoid surprise while standing watch. Keep watch. Verifying ID. Hearing: Hearing what is being said. Vision: Find secret doors. Seeing what people do.

Advantages

Acute Taste and Smell: Spot gunk.
Acute Vision: Find traps. Spot gunk. Find gizmos in plain sight.
Ally: Help you find a job.
Ambidexterity: You can use any weapon in any hand.
Appearance: Bonus to reaction roll when selling stuff.
Arm ST: Damage enemy in a choke hold.
Blessed: A vision that leads to a job. Ask the universe for clues.
Channeling: Can be used to interview dead people.
Charisma: Bonus to finding a sponsor. Bonus to reaction rolls. Bonus to reaction roll when selling stuff.
Clerical Investment: Start with holy water at a discount. Treated as higher wealth level, when selling things to the temple. Sanctify a shrine with Religious Ritual.
Common Sense: May be informed if forgotten crucial gear. Or failed “stealth mode”. Find flaws in weakness oriented plans to deal with monsters.
Contact: Use Streetwise to find gear on the black market. Help you find a job. Get information. Leave the body to someone you know to take care of.
Contact Group: Get information.
Cultural Adaptability: Remove the social penalty for dealing with non-human monsters.
Danger Sense: Sense danger. Spots trouble.
Eidetic Memory: Remembering the weaknesses of monsters.
Enhanced Dodge (Vehicular): Bonus to defend during a chase scene.
Gizmos: Use gizmos. Can become tools.
Healing: Heal injuries. Cure diseases and afflictions.
Heroic Archer: Add Acc or ignore Bulk with bows. Ignore the extra penalty when avoiding being hit. You can fire during any chase maneuver, except Hide.
High Manual Dexterity: Gives a bonus to picking locks. Disarming/rearming traps. Helps discover traps by touch.
Higher Purpose: Bonus to attack and damage vs. selected monsters.
Holy Might: Recognize curses. Remove a curse. Note blessed/cursed items. Bonus to pray for guidance.
Infravision: Helps being sneaky in darkness.
Intuition: Avoid missing clues.
Language: Communicating with others in a given language.
Lifting ST: Damage enemy in a choke hold. Forcing a door open. Lifting things.
Magery: Discover tricks. Spot magic potions. Note magical items. Note magic scrolls. Note potions.
Medium: Can be used to interview dead people.
Night Vision: Helps being sneaky in darkness.
Patron: Help you find a job. Ask a divine for clues.
Perfect Balance: You don’t have to roll to traverse something narrow.
Power Investiture: Recognize curses. Note blessed/cursed items. Bonus to pray for guidance.
Precognition: A vision that leads to a job. Ask the universe for a clue.
Prophetic Dreams: A vision that leads to a job.
Quick Gadgeteer: Instant jury-rigging.
Rank: Helps when requisitioning gear from your organization.
Rapid Healing: Recover from crippled limbs.
Regeneration: Recover from crippled limbs.
Serendipity: Turn success into critical success for Scrounging gear. Find a random clue, if there is one. Make sure that a victim remains at the site of a violent crime. You don’t have to roll Stealth to backstab in combat. Avoid being hit. Find acid that you can dissolve a body in. Gives you a suitable scenery in a chase. Find improvised tools.
Smooth Operator: Helps when requisitioning gear from your organization.
Social Chameleon: Bonus to reaction rolls.
Telescopic Vision: You can see further.
Trained by a Master: Special moves become available.
True Faith (Turning): Prevents some monsters from getting closer.
Wealth: Determines the price you get when selling stuff.
Weapon Master: Special moves become available.

Perks

Off-Hand Weapons Training: You can use weapons of one skill in the wrong hand.

Disadvantages

Absent-Mindedness: Forgetting to bring a piece of starting gear.
Dependent: Help you find a job.
Divine Curse (Monster Magnet): Gives you a job by coming after you.
Duty: Provides a job.
Enemies (Monster of the week): Gives you a job by coming after you.
Social Stigma (Excommunicated): Penalty to pray for guidance.

Skills

In some cases, Action, Dungeon Fantasy, and/or Monster Hunters don’t give complete lists of skills that can be used to accomplish a task. Thus this is not an exhaustive list.
Anyone who gets divine help through enlightenment or prayer, is advised to donate $1,000 to the temple next time you are in town or the helpline will be busy.

Accounting: Find clues in financial records. Forgery, if lower, to alter ledgers.
Acrobatics: To traverse something narrow. Dive through a narrow opening. Being boosted to a high area. Climbing by jumping back and forth between two objects. “Surf” down a handrail or similar. Face any direction after a full move. Avoid being hit. Perform a stunt in a chase. Make a sharp turn in a chase. Move bound arms from behind to in front.
Acting: Complementary skill roll to Interrogation for Good cop, Bad cop. Drawing enemies into an ambush. Pretending to be dead. Walk through a high-risk area as if you were someone else. Disguise, if lower, to pose as another specific person. Faking a heart attack.
Administration: Requisition gear from your organization. Impressing bureaucrats. Complementary skill to Diplomacy and Fast-Talk when dealing with officials. Complimentary skill in all social situations among the guilds. Forgery, if lower, to alter complex forms.
Alchemy: You can start with any chemical or potion you can craft at a cost modified by a skill roll. Spot acid, volatile oil, etc. gunk. Remove magic potions. Determine a magic items general abilities at the risk of destroying it. Determine a potion’s effect.
Animal Handling: Complimentary skill to Stealth, Camouflage, Holdout, Shadowing, Smuggling, and Teamster when being subtle with handler leading an animal. Allowing Stealth to just walk past when an animal is alone. Distract animals. Provoke animals to attack you. Feed a body to pigs or dogs. Find contraband. Track/attack person, risking that the animal freaks out.
Archaeology: Helps you find the way in tombs, tunnels, etc.
Architecture: Helps you find the way in buildings designed for habitation. To plan a mission to infiltrate a building.
Area Knowledge: Complementary skill to get started, if you know where to look. Selecting the optimal travel route in an area you know. Complementary skill for Chase rolls.
Armoury: You can start with any ordinary gear you can craft at a cost modified by a skill roll. Jury-rig weapons. Note better than average items.
Armoury (Body Armor): Adjust armor fit.
Biology: Further analyze samples after a Forensics roll. Research related information. Know about Know about dire/giant/warped animals, cryptids and parasites.
Boating: Travel faster in small water vehicles, at the risk of traveling slower. Chase roll.
Boating (Unpowered): Insertion by unpowered boat.
Body Language: Gives hints why a sentry doesn’t signal. Spot someone signaling, drawing a weapon, etc.
Body Sense: Avoids being disoriented after being transported.
Boxing: Shoving stuff into people.
Brainwashing: Brainwashing or reprogramming individuals.
Brawling: Use a bow or crossbow as “brass knuckles.” Hit someone with a crossbow. Shoving stuff into people. Smashing people into stuff.
Breaking Blow: To bash or force something open.
Camouflage: May give you a second chance to avoid surprise in camp. Hiding behind stuff. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Hiding things outside. Concealing an outdoor trap. Hide a body outdoors. To hide your position.
Captivate: Perform mind tricks.
Carousing: Find rumors in a tavern. Impress people at a tavern or party. Complementary skill for words on the street. Complementary skill for Sex Appeal.
Cartography: Helps you figure out your map. Read maps and blueprints. Make a map of your journey after the adventure that can be sold.
Chemistry: Further analyze samples after a Forensics roll. Dissolve a body in acid.
Climbing: Climb stuff. Pull you up to something you can reach. Perform a stunt in a chase.
Connoisseur: Complementary skill for Sex Appeal. Determine what it is. Note something that could be a rare artifact.
Connoisseur (Wine): May impress high society types.
Counterfeiting: Debasing coin, at the risk of his coin and more. Altering bonds/stocks.
Criminology: Find clues at crime scenes, critical success gives clues to their identity. For lawmen to be ready to plan a mission against criminals.
Crossbow: Hit someone in melee with a crossbow.
Current Affairs: Search for overtly legitimate jobs. Complementary skill to get started by checking the news. Already heard a rumor. Find bad guys who advertise. Get leads on legitimate info. Determine if anyone in town is buying scrap.
Dancing: Perform for money, at the risk of being beaten. Complementary skill for Sex Appeal. Blend in at a dance hall.
Detect Lies: Figure out if your target is holding back information. Remove complementary skill penalties to Interrogation. Figure out if people lie.
Diagnosis: Find clues about cause of death in people. Know about parasites. Discover what’s wrong with someone. Avoid penalty when casting Cure Disease.
Diplomacy: Convince neutral NPCs to give information and perhaps minor aid. Making deals.
Disguise: Posing as monsters. Looking like no one in particular, but not yourself. Acting, if lower, to pose as another specific person.
Disguise (Animals): Posing as monsters. Pass uneaten.
Expert Skill (Military Science): Find clues from weapons.
Explosives (Demolition): Destroy evidence, distract bad guys, or render a target unsalvageable through arson.
Explosives (Fireworks): Destroy evidence, distract bad guys, or render a target unsalvageable through arson.
Escape: Squeeze through a narrow crack. Move bound arms from behind to in front. Escaping from ropes, shackles, leather belts, and clamps.
Esoteric Medicine: Administer truth serum. Perform first aid. Reduce the recovery time from crippled limbs. Treat supernatural afflictions. Might be used instead of magic to cure a diagnosed affliction. Drug someone safely and efficiently.
Exorcism: Remove a curse.
Fast-Draw: Flip a weapon to your hand.
Fast-Talk: Distracts guards or trick mooks to give you information or even let you pass. Duping others. Taunt those intelligent enough to understand. Complementary skill to stealing. Trick someone into lowering their guard. To pose as someone from a general class. Complementary skill to Acting for faking a heart attack.
Filch: Steal starting gear, at a risk of losing all of his gear! Take something that is just sitting there.
First Aid: Perform first aid.
Forced Entry: Improves damage when bashing a door or chest to destroy it rather than unlock it. Forcing a door open. Bashing something open will set off any traps on it. Accounting, if lower, to alter ledgers.
Forensics: Finds clues by collecting evidence. Finds clues by analyzing evidence. Plant false clues.
Forgery: Determine if a rare artifact is real or fake. Create fake IDs. Altering documents. Administration, if lower, to alter complex forms. Law (Police), if lower, to alter crime-scene reports.
Freight Handling: Packing delicate gear for travel or shipping. Load cargo quickly.
Gambling: Gambling for money, risking the money. Impress people at a gambling hall. Complementary skill to Fast-Talk for confidence scams. Complementary skill for Sex Appeal.
Gesture: Make simple silent signals. Communicate without a common verbal language.
Hazardous Materials (Magical): Removing magical potions. Extract any agent with weird magical powers.
Heraldry: Recognize bandits and others by their mark. Deduce the maker of an item based on marks left on it.
Herb Lore: You can start with any natural preparation or healing potion at a cost modified by a skill roll.
Hidden Lore: Determine which creature left tracks. Research related information. To fit into a suitable monster society. Discover Dread, Fragile, Revulsion, Susceptible, Uncontrollable Appetite, Vulnerability, Weakness, or similar weaknesses  that the monster possesses.
Hidden Lore (Cryptozoology): Know about cryptids.
Hidden Lore (Demons): Know about demons.
Hidden Lore (Elementals): Know about elementals.
Hidden Lore (Free Spirits): Know about free-willed spirits.
Hidden Lore (Magic Items): Identify legendary magical items.
Hidden Lore (Magical Writings): Discover properties, not content, of magical writings at the risk of activating bad effects.
Hidden Lore (Mummies): Know about mummies.
Hidden Lore (Psionics): Know about psis. Figure out what ability a colorful aura represents.
Hidden Lore (Restless Undead): Know about restless undead, such as ghosts, skeletons, and zombies.
Hidden Lore (Shapeshifters): Know about shapeshifters.
Hidden Lore (Vampires): Know about vampires.
Hiking: Travel faster on foot, at the risk of traveling slower.
Holdout: Hiding items on your body. Blend in on foot if you’ve taken something.
Housekeeping: Cleaning up so that others cannot see the results of foul play.
Hypnotism: Perform mind tricks. Fix mental damage.
*Intelligence Analysis: Find clues in military and espionage situations. To be ready to plan the mission.
Interrogation: Interview friendly/neutral individual. Interrogate subject.
Intimidation: Threatening a sentry’s life. A violent version of interrogation. Complimentary skill to Streetwise in relation to criminals outside the guilds. Drive off intelligent monsters. Threaten someone to come with you.
Judo: Grappling. Showing people into stuff. Stealthily subdue someone. Bring your client to the ground.
Jumping: Jump over or across something. Climbing by jumping back and forth between two objects. Increasing jumping distance. Run, jump, and attack. Perform a stunt in a chase.
Karate: Shoving stuff into people.
Knife: Complimentary skill to Interrogation for torture.
Knot-Tying: Bind someone. Estimate how much rope you need to bind someone.
Law (Criminal): Impress judges and city guards.
Law (Police): Complementary skill in social interaction between city guards and judges. Forgery, if lower, to alter crime-scene reports.
Leadership: To make a plan to command an NPC force. Help the group resist mind control and fear.
Lifting: Lifting things.
Lip Reading: To see what others are saying.
Lockpicking: Picking locks. Use Traps, if lower, when picking trapped locks, risking to activate the trap.
Machinist: Jury-rig hand tools. Assembles the missing piece for  weapons and vehicles.
Meditation: Ask the universe for a clue. Seek enlightenment for what to do next. Pray for guidance.
Melee Weapon: Attacking and damaging your foe.
Mechanic: Jury-rig vehicles.
Merchant: May roll for starting gear to get a modified price. Be impressive when money changes hands. Complimentary skill for all social situations among merchants. Determine what kind of gem it is. Determine the approximate value of a fully identified item. Treated as higher wealth level, risking being treated as lower.
Mimicry: Deliver prearranged signals. Distracting with voice and noise.
Mimicry (Animal Sounds): Lead animals away.
Musical Composition: Perform for money, at the risk of being beaten. Compose a ballad on your adventure.
Musical Influence: Perform mind tricks. Works on animals too.
Musical Instrument: Additional skill when performing for money.
Naturalist: Know about dire/giant/warped animals. Know what external animal parts are useful for raw materials or medicine.
Navigation: Selecting the optimal route for travel.
Observation: To avoid surprise while standing watch. Find secret doors. Reveals interesting details, patrol frequency, sentry placement. Keep watch. Spotting trouble. Verifying ID.
Occultism: Research related information. Can be used instead of Expert Skills (Psionics), Hidden Lore (any supernatural), Theology, or Thaumatology at a penalty. Recognize curses if there’s a relic to play with. Analyze curses. Know about weird creatures. Discover weaknesses of any monster. Discover those that are trying to watch you. Find gizmos in plain sight.
Panhandling: Beg for money, at the risk of being beaten.
Parachuting: Make a parachute jump. Use this if lower than attack skill when doing both at the same time.
Performance: Perform for money, at the risk of being beaten.
Persuade: Perform mind tricks.
Pharmacy: Make truth serum. Make antidotes to known poisons.
Physiology: Discover where a monster’s vitals are. Know what internal animal parts are useful for raw materials or medicine.
Pickpocket: Steal money from others, risking a beating. Take something off someone.
Piloting (Glider): Using a glider. Chase roll.
Poetry: Perform for money, at the risk of being beaten. Turn your adventure into an epic for sale.
Poisons: You can start with any poison you can craft at a cost modified by a skill roll. Spot toxic gunk. Make a poisoned blade do more poisoned damage than normal. Identify poison. Avoid penalty when casting Neutralize Poison. Milk toxins from mundane venomous creature.
Power Blow: To bash or force something open. To lift something.
Propaganda: Advertise your services. Find a buyer for your scrap through advertising. Orchestrating a cover-up.
Prospecting: Identify ore.
Psychology: Complimentary skill for Interrogation to interview. Complementary skill roll to Interrogation for Good cop, Bad cop. Distract things with a psychology. Fix mental damage.
Psychology (Monster): Exploit appetites and fears.
Public Speaking: Soapbox speaking for money, at the risk of being beaten. Stir up a crowd of neutrals so that you can hide among them or even cause a riot. Calm a riot. Complimentary skill to Propaganda for delivering a speech.
Religious Ritual: Provoke evil monsters. Lead a ceremony. Get the full details on blessed/cursed items through prayer. Sanctify a shrine with Clerical Investment. Lead a group in prayer for aid with a proper shrine.
Research: Complementary skill to get started, by checking records or books. Learning details about your target location. Go through blueprints, files, maps and such. Research related information.
Riding: Travel faster while mounted, at the risk of traveling slower. Chase roll.
Running: Face any direction after a full move. Chase roll.
Savoir-Faire: Search for a job through the appropriate social channels. Complementary skill to get started, by talking to friends. Find a merchant/noble sponsor for your quest. Find out if a bribe is insulting. Use instead of Diplomacy or Fast-Talk for your specialty. Walk through a high risk area as if you were someone else. Blending in at the ambassador’s ball after stealing.
Savoir-Faire (High Society):  to pass butler or maĆ®tre d’. Servant to get upper class to overlook you. Complimentary skill for all social interactions with rich people, anyone who gets Status 2+ from their job, and anyone with Rank 5+ met socially.
Savoir-Faire (Mafia): Complimentary skill to all social interaction with criminal guilds.
Savoir-Faire (Military): Complimentary skill to all social interaction with the military.
Savoir-Faire (Police): Complimentary skill to all social interaction with city guards.
Savoir-Faire (Servant): To get your client moving.
Scrounging: Finding nonmagical items worth no more than $10 or more than that with a critical success. Go through someone’s trash. Get the needed materials for jury-rigging replacement parts. Determining if the junk they brought with them has any value. Find improvised tools.
Seamanship: Travel faster in large water vehicles, at the risk of traveling slower.
Search: Finding clues that have been deliberately hidden. Find things hidden on the subject’s body. Find hidden gizmos.
Sex Appeal: Impress those whose type you are. Complementary skill to Fast-Talk for distraction. Distract. Convince doorman to let you in. May convince someone to leave their post and/or set up for Pickpocket. Show some leg. Complementary skill to stealing. Letting you through the door to chat.
Shadowing: Tail someone subtly in an occupied area. Hiding in a crowd. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Blending in in generic crowded places.
Singing: Perform for money. Taunt foes smart enough to understand what you’re singing.
Skiing: Travel faster while skiing, at the risk of traveling slower. To cross ice or similar. “Surf” down a handrail or similar on skis. Use this if lower than attack skill when doing both at the same time. Chase roll.
Sleight of Hand: Cheating at Gambling for a bonus, risking both money and being beaten. Swap something for an item of similar size and appearance.
Smuggling: Leaving town with stolen starter gear or lose all gear. Avoids having illegal gear they travel with or ships from being confiscated. Hiding items in a vehicle or a room. Concealing an indoor or vehicular trap. Hide a body indoors. Blend in with something stolen in your vehicle.
Soldier: Bonus when keeping watch.
Spear: Striking with the butt of a long weapon.
Speed-Reading: Read quickly. Shorten the time to evaluate magical writings.
Staff: Striking with the butt of a long weapon.
Strategy: To make a plan to command an NPC force. Figure out the enemy’s general plan.
Stealth: Tail someone subtly if no one is around. Be sneaky when moving. Sneaking up on a sentry. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Hide in shadows. Be a sniper. Disappear during combat. Avoid alerting guards. Move a body and burry it or toss it into water. Hide from others. To stow away on a vehicle. Hide in a chase. Hide from a guard.
Streetwise: Search for illegal jobs. Find starting gear on the black market, at a risk of 10% of your starting money. Complementary skill to get started, by talking to friends. Find a criminal sponsor for your quest. Avoid losing money when making an illegal bribe. Get leads on underworld info. Complementary skill to Diplomacy when dealing with criminals. Complimentary skill in all social dealings with criminals outside the guilds. To make a plan to strike against a street gang. Treated as higher wealth level selling on the black market, risking being treated as lower or losing the item(s).
Suggest: Perform mind tricks.
Sumo Wrestling: Grappling. Showing people into stuff. Smashing people into stuff.
Surgery: Complementary skill to Diagnosis to find clues about cause of death. Complimentary skill to Interrogation for torture. Reduce the recovery time from crippled limbs. Reattach limbs. Repair eyes. Remove things from the body. Remove internal animal organs. Extract mana organs.
Survival: Avoid cost of living by camping outside town. Remove external animal parts.
Sway Emotions: Perform mind tricks.
Swimming: Swim across water. Insertion by swimming. Chase roll.
Tactics: To make a plan for a combat mission. Advice a friend in combat. Bonus when keeping watch. Bonus to help defend your client.
Teaching: To teach someone something.
Teamster: Traveling faster in a wagon. Blending in in a stolen wagon.
Thaumatology: Research related information. Know about rogue witches, as well as golems and other magical automata. Distinguish evil runes. Discover weaknesses of witches. Identify a spell not in your grimoire. Figure out what you need to cure an ongoing magical effect. Find mana organs. Know how to extract mana organs. Determine what spell a magic scroll casts.
Theology: Soapbox speaking for money, at the risk of being beaten. Research related information. Know about demons, free-willed spirits, and restless undead. Analyze curses. Seek enlightenment for what to do next. Pray for guidance.
Throwing: To throw a grapnel to snag something.
Tracking: Noticing tracks. Finding clues in tracks.
Traps: May give you a second chance to avoid surprise in camp. Find traps. Find secret doors. Open secret doors. Find, disarm, rearm, and stealing traps. Set traps. Use Lockpicking, if lower, when picking trapped locks, risking to activate the trap. Work by touch to discover traps that cannot be discovered on the outside of a chest. Make traps.
Two-Handed Axe/Mace: Swing weapons like a baseball bat.
Urban Survival: Avoid cost of living by living like a bum. Finding coins in the gutter at the risk of disease. Unless obvious, finding were a person throws their trash. Complementary skill for Chase rolls.
Ventriloquism: Distracting with voice and noise.
Veterinary: Find clues about cause of death in animals. Determine which animal left tracks. Know about dire/giant/warped animals, cryptids and shapeshifters. Discover natural weaknesses of dire/giant/warped animals, cryptids, and shapeshifters. Might be used instead of magic to cure a diagnosed affliction.
Wrestling: Grappling. Complimentary skill to Interrogation for torture. Showing people into stuff. Smashing people into stuff. Stealthily subdue someone. Bring your client to the ground.
Writing: Find an arcane/divine sponsor for your quest. Write a learned work on one aspect of your adventure for sale. Complementary skill to Propaganda for speechwriting and article writing.
Unarmed Striking: Attacking and damaging your foe.

Techniques

Dual-Weapon Attack: Makes you better at firing two ranged weapons of the same type at once.

Wildcard Skills

Talker!: Impress anyone.

Spells

Analyze Magic: Reveal enchantments on an item.
Continual Light: Creates a light source.
Create Food: Creates food, so that you don’t have to buy and carry rations or forage for food.
Cure Disease: Cure disease.
Detect Magic: Discover tricks.
Glow: Creates a light source.
Hawk Vision: Allows you to see further.
Invisible Wizard Ear: Hears at a distance.
Invisible Wizard Eye: Sees at a distance.
Light: Creates a light source.
Light Jet: Creates a light source.
Mage Sight: Discover tricks.
Neutralize Poison: neutralizes poison.
Remove Curse: Remove a curse.
Sunlight: Creates a light source.
Wizard Ear: Hears at a distance.
Wizard Eye: Sees at a distance.

Friday, February 2, 2018

Star Wars Battlefront II Blind Let's Play Solo Campaign Part 1


Earlier today I published the first hour of my Blind Let's Play of Star Wars Battlefront II. Go see it! There will be more


Thursday, February 1, 2018

The Dragon Tablets: Iteration Two – Exploits

Morrowind Expansion for Elder Scrolls Online

Having established the new rules, we have to establish what can be done. GURPS works like Action, Dungeon Fantasy, and Monster Hunters have shown us how to do that. So instead of scouring all the available GURPS books to build a framework for Dragon Tablets, let’s use those three works to get us there.

Specifically, we will be using GURPS Action 2: Exploits, GURPS Dungeon Fantasy 2: Dungeons, and GRUPS Monster Hunters 2: The Mission to set how the core activities of The Dragon Tablets will work. Some things will certainly be just as described, in one or another of those volumes, while other things need to be different. Those three represent three different types of games, but I have a feeling that The Dragon Tablets will take elements from all three. And when you create your setting, you may conclude that you need all of them too, or perhaps not. The important thing is that you go with what is needed for your setting.

When you only use one of them, you could go through that volume chapter by chapter and section by section. But when you use more than one, you have to find another way that allows you to merge information from all sources in a way that allows you to find things easily and that doesn’t confuse things. This took much longer than I had expected, so if you don’t really need all of them, settle on one and go with it.

When we go through this iteration, it might be useful to have access to the GURPS Action, GURPS Dungeon Fantasy, and/or GURPS Monster Hunters series.

Below I will be referencing the series, instead of the complete volume title to save some space.

Action Chapter One

Works as listed.

Getting Ready

Motivation: A reason for the characters to do the quest. Use Action’s Getting the Ball Rolling, personal disadvantages, or rewards.
Finding a Job: You can find the quest as in Action’s The Job, Dungeon Fantasy’s Finding a Quest, or Monster Hunter’s Discovery. But the job can also find you.
Gear up!: Getting the gear needed for the quest. Actions, Assembling Kit as modified for fantasy technology, Dungeon Fantasy’s Getting Stuff Cheap, Scoring Extra Cash, and Finding a Sponsor. Or Monster Hunter’s Stocking Up. But you may also already have everything you need.
Where to go: Unless you already know, you need to figure out where you need to go. Who/what is involved. Perhaps when you can take the next step in your quest. And perhaps why this is happening. Action and Monster Hunters do this differently, and I’m going with Action’s Targets and Locations.

Travel

You go where you need to go. As exploration is important, travel time is not simplified to the point it is in the three series. Instead, you use the normal travel time for yourself, your mount, or vehicle. Use Forced March from Dungeon Fantasy’s Travel, but shorten travel time with 20% if everyone succeeds and increase travel time by 10% if there’s at least one critical failure. If everyone is traveling in one wagon, one of the players, or an NPC teamster, rolls Teamster. If they travel in more than one boat or wagon, roll for each vehicle to travel quickly. If you travel in the wilderness, you use The Golden Path from Dungeon Fantasy’s Travel to shorten travel time. Area Knowledge could be used instead of Navigation by those who know the area.

Commercial Travel, from Action’s Travel, is another way to go. In TES those trips are instant to the player and expend no resources for the character, except the fare and game time. In Dragon Tablets, such routes exist between some towns, over land and water. As with any trip, it is up to the GM to decide if anything happens on the trip and how much real time it takes. It takes the normal amount of game time for a journey of that distance, terrain, and mode of travel. Costing the normal amount of resources for such a trip.

Fast Travel exists in TES, allowing you to travel from anywhere to any town you’ve already visited in no time for the player, but it still takes game time to get there. No other resources are spent though. Dragon Tablets does have a form of Fast Travel too.

We also use: Fragile and Anything to Declare, Sir?, from Action’s Travel. Foraging, Camping and Posting Watches, and Tracking from Dungeon Fantasy’s Travel. And Following, but not Chasing, from Monster Hunter’s Pursuit.

Exploration

Mapping in TES is done automatically for the Hero. We use the rules from Dungeon Fantasy Chapter One, but those who have Absolute Direction ignore the in-game requirements.
Light Sources uses the rules from Dungeon Fantasy Chapter One, but in a full circle rather than in a semicircle. With the addition of Flaming Weapon working as a torch
Marching Order uses the rules from Dungeon Fantasy Chapter One.
Hidden Doors uses the rules from Dungeon Fantasy Chapter One.
Scouting Ahead uses the rules from Dungeon Fantasy Chapter One, except the rules on Sneaking and Dogging.
Signaling uses the rules from Dungeon Fantasy Chapter One.
Staying Undetected uses the rules from Monster Hunters Chapter One. The rules on Silent Communication are not being used.
Subtlety uses the rules from Action Chapter Two, without Staying Undetected and Silent Communication, as modified for fantasy technology.
All Who Wander… uses the rules from Monster Hunters Chapter One, but without the sections on mapping and locating hidden passageways.
Sentries use the rules from Monster Hunters Chapter One.

Gathering Intelligence

Magic and other supernatural abilities can be used to gather intelligence too.
Physical Searches uses the rules from Action Chapter Three, as modified for fantasy technology. Veterinary is used for animal corpses. Hidden Lore or Veterinary, at +4, reveals what kind of creature left the tracks. Scientific skills like Biology and Chemistry may further analyze samples after a Forensics roll. It may be difficult to get your hands on evidence collection kits and forensics labs. Magic, enhanced senses, and fantasy skills can be used too.
Audio Surveillance uses Listening from Action Chapter Three, the technology needed for the others do not exist. Magic and enhanced senses are available.
Visual Surveillance uses Watching from Action Chapter Three, the technology needed for the others don’t exist. Magic and enhanced senses can be of some help.
Bugs, Beacons, and Wires There is no such technology, but there is magic that can do some of these things.
Intercepts There is no technology or magic to do this.
Dumpster-Diving uses the rules from Action Chapter Three.
Files and Records use the rules from Action Chapter Three, as modified by fantasy technology. For Research, small libraries have a -1 penalty. Standard libraries are +0. Large libraries are +1. Famous libraries are +2. There are no known libraries with a better bonus than that. Large and famous libraries are generally poorly cataloged. Depending on what you are looking for, you may make an appropriate roll against the highest of Biology, Hidden Lore, Occultism, Research, Thaumatology, or Theology. Many libraries may not have the type of information heroes are looking for and thus have a -4 penalty to your roll.
Magic 8-Ball uses the rules from Monster Hunters Chapter One.
Pieces of the Puzzle use the rules from Monster Hunters Chapter One.
Occultism uses the rules from Monster Hunters Chapter One.

Social Engineering

Supernatural abilities can help here too.
Bribery uses the rules from Action Chapter Three, but with a base bribe of $5 for +1. $25 for +2. $100 for +3. And $500 for +4.
Making an Impression uses the rules from Action Chapter Three and Monster Hunters Chapter One.
Contacts and Contact Groups use the rules from Action Chapter Three
Word on the Street uses the rules from Action Chapter Three.
Manipulation uses the rules from Action Chapter Three.
Interviews use the rules from Monster Hunters Chapter One. Magic can be used instead of Spirit Channeling and Spirit Communication.
Making Them Talk uses the rules from Action Chapter Three, as modified by fantasy technology.
Fitting In uses the rules from Action Chapter Three in most cases. Administration isn’t used for businesses, but can be used in some government bureaucracies. Savoir-Faire (Religious) is used to deal with religious officials.
How to Game Fact-Finding uses the rules from Action Chapter Three.
Monster Underworlds uses the rules from Monster Hunters Chapter One.

Planning

The Big Picture uses the rules from Action Chapter Three.
Permission to Act uses the rules from Action Chapter Three.
The Mission Plan uses the rules from Action Chapter Three.
The Training Sequence uses the rules from Action Chapter Three.

Breaking and Entering

Dungeon Parkour uses the rules from Dungeon Fantasy Chapter One, but it is applicable to all Heroes and determines jumping distance by Jumping in Combat from Monster Hunters Chapter Two. Also, use Tossing Lines, Sliding, and Spinning from Action Chapter Three.
Bridging Hazards uses the rules from Dungeon Fantasy Chapter One.
Picking Locks uses the rules from Dungeon Fantasy Chapter One.
Muscling Through uses the rules from Dungeon Fantasy Chapter One, but without Bending. Bending uses the rules from Monster Hunters Chapter One.
Surveillance and Patrols use the rules from Action Chapter Three, but there are no cameras.
Insertion uses the rules from Action Chapter Three, as modified for fantast technology. Boating (Unpowered) instead of powerboat. Swimming for unpowered water insertion instead of Scuba.
Fences use the rules from Action Chapter Three, though these are walls rather than fences so Cutting Fences and Types of Fences doesn’t apply
Unwelcome Attention uses the rules from Monster Hunters Chapter One, but this is about breaking the law, not hunting monsters.

Traps and Hazards

Dealing with Traps uses the rules from Dungeon Fantasy Chapter One.
Tricks use the rules from Dungeon Fantasy Chapter One.
Dangerous Stuff uses the rules from Dungeon Fantasy Chapter One.
Curses 101 uses the rules from Dungeon Fantasy Chapter One adding the Assistance section from Confronting Curses in Monster Hunters Chapter Two. Use Holy Might instead of Holiness.

Monsters

Recognition uses the rules from Dungeon Fantasy Chapter One and What from Monster Hunters Chapter One, both modified for Dragon Tablets cosmology.
Negotiation uses the rules from Dungeon Fantasy Chapter One.
Trickery uses the rules from Dungeon Fantasy Chapter One.
”Good (Three-Headed) Doggie!” uses the rules from Dungeon Fantasy Chapter One.
Talking it Out uses the rules from Monster Hunters Chapter One.
Foiling the Plan uses the rules from Monster Hunters Chapter One.

Combat

The standard (abstract) combat system is used most of the time, leaving Tactical Combat for those times when knowing exactly how much room you have is crucial.
Shooting Made Easy uses the rules from Action Chapter Four, modified for fantasy technology, using standard range penalties, and RoF 1. Shooting Two Guns works for crossbows.
Cracking Skulls uses the rules from Action Chapter Four, modified for fantasy technology.
Exploiting Weaknesses uses the rules from Dungeon Fantasy Chapter One. Veterinary or Thaumatology can be used for some foes. Estimate how well-known the weakness is as per the rules in Monster Hunters Chapter One.
Medic! uses the rules from Monster Hunters Chapter One, but First Aid takes 30 minutes and heals 1d-3 HP or 3 HP for critical success. Physician isn’t used.
“Onward to Victory!” uses the rules from Dungeon Fantasy Chapter One.
Playing Dead uses the rules from Dungeon Fantasy Chapter One.
Recognizing Magic uses the rules from Dungeon Fantasy Chapter One.
Roguish Skills in Battle uses the rules from Dungeon Fantasy Chapter One. Though using Serendipity or a character point means you don’t need to make a Stealth roll for Backstabbing or turn success on such a roll into a critical success. The Sniping option from Action Chapter Four is also in use.
Speed is Armor! uses the rules from Dungeon Fantasy Chapter One. You can use Serendipity or a character point to make sure that the scenery permits. Heroes with Heroic Archer ignores the -2 penalty to bow attacks.
Taunt and Bluster uses the rules from Dungeon Fantasy Chapter One. Fast-Talk can be used to taunt and Psychology to Bluster. Winning by 5+ has the same effect as critical success.
No “I” in “Teamwork” (No Profit Without It) uses the rules from Dungeon Fantasy Chapter One.
Add Some Color! uses the rules from Monster Hunters Chapter Two.
Special Combat Situations uses the rules from Action Chapter Four, but not Underwater Shooting, modified for fantasy technology.

Cinematic Combat

Most foes don’t defend and go down at 0 HP, but standard rules apply to boss monsters and NPCs on the same power level as the heroes. Bar fights don’t escalate, but you can escalate other unarmed combat.
Warrior Moves uses the rules from Monster Hunters Chapter Two, but it refers back to Speed is Armor! above.
A Good Day to Die uses the rules from Monster Hunters Chapter Two.
The Element of Surprise Disappearing uses the rules from Monster Hunters Chapter Two.
Unbalanced Parries uses the rules from Monster Hunters Chapter Two.
Extra Effort Rules uses the rules from Action Chapter Four, modified for fantasy technology, with Heroic Archer instead of Gunslinger.
Cinematic Combat Rules uses Flesh Wounds, Infinite Ammunition applies to standard ammunition while special ammunition has to be counted, and TV Action Violence which counts as an extra-effort option. All from Action Chapter Four.

Tricks of the Trade

Holy Ground uses the rules from Monster Hunters Chapter Two.
Gizmos use the first three options from Monster Hunters Chapter Two, as modified for fantasy technology and TL.
Psychic Phenomena uses the rules from Monster Hunters Chapter Two, as modified for fantasy technology.
Ghosts use the rules from Monster Hunters Chapter Two, as modified for fantasy technology.
Player Control uses the rules from Monster Hunters Chapter Two.

After the Battle

Prisoners use the rules from Dungeon Fantasy Chapter One.
Patching Up uses the rules from Dungeon Fantasy Chapter One. Use Esoteric Medicine to
Searching the Bodies uses the rules from Dungeon Fantasy Chapter One.
Dead Monster Bits uses the rules from Dungeon Fantasy Chapter One.
Repairs use the rules from Action Chapter Five, modified for fantasy technology.

Loot

Finding the MacGuffin uses the rules from Action Chapter Three.
Identifying the Good Stuff uses the rules from Dungeon Fantasy Chapter One.
Naturally Occurring Money uses the rules from Dungeon Fantasy Chapter One.
Determining Value uses the rules from Dungeon Fantasy Chapter One.
Cracking Chests and Vaults uses the rules from Dungeon Fantasy Chapter One.
Lifts and Pulls use the rules from Action Chapter Three.
Live Capture uses the rules from Action Chapter Three, modified for fantasy technology and using Esoteric Medicine instead of Physician.

Disposing of the Spoils

Keepers use the rules from Dungeon Fantasy Chapter One.
Getting a Good Price uses the rules from Dungeon Fantasy Chapter One.
Scrap uses the rules from Dungeon Fantasy Chapter One.
Selling the Tale uses the rules from Dungeon Fantasy Chapter One.
Last Ditch uses the rules from Dungeon Fantasy Chapter One.

Destruction

Arson uses the rules from Action Chapter Three, modified for fantasy technology.
Setting Traps uses the rules from Action Chapter Three, modified for fantasy technology.

Deception

Cleaning uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Cover-Ups uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Fake ID uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely an uncommon occurrence.
Falsifying Records uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely a rare occurrence.
Impersonation uses the rules from Action Chapter Three, modified for fantasy technology. But this is likely an uncommon occurrence.

Getting Away

Sneak Out uses the rules from Action Chapter Three, modified for fantasy technology, but using the rules from Breaking and Entering above rather than Getting In.
Blend In uses the rules from Action Chapter Three, modified for fantasy technology.
Smuggling uses the rules from Action Chapter Three, modified for fantasy technology.

Providing Security

Watches uses the rules from Action Chapter Three, modified for fantasy technology.
Bodyguard Duty uses the rules from Action Chapter Three, modified for fantasy technology.
Checkpoint Security uses the rules from Action Chapter Three, modified for fantasy technology.
Electronic Security uses the rules from Action Chapter Three for countersurveillance and Finding a Bug, modified for fantasy technology. Finding a Bug are used to find peepholes and such.

Chases

Quarry and Pursuer use the rules from Action Chapter Four.
Rounds use the rules from Action Chapter Four, modified for fantasy technology.
Chase Sequence uses the rules from Action Chapter Four, modified for fantasy technology.
Chase Maneuvers uses the rules from Action Chapter Four, modified for fantasy technology. For the Stunt maneuver on foot, use the above rules rather than the rules from Action.
Passenger Actions uses the rules from Action Chapter Four, modified for fantasy technology.
Multi-Party Chases uses the rules from Action Chapter Four, modified for fantasy technology.
Chase Rolls uses the rules from Action Chapter Four, modified for fantasy technology.
Escape uses the rules from Action Chapter Four.
Static Maneuvers uses the rules from Action Chapter Four, modified for fantasy technology.
Attacks use the rules from Action Chapter Four, modified for fantasy technology.
Defenses use the rules from Action Chapter Four, modified for fantasy technology.
Damage uses the rules from Action Chapter Four, modified for fantasy technology.
Wipeouts uses the rules from Action Chapter Four, modified for fantasy technology.

Captured!

Using these rules will likely be a rare occurrence.
Escaping Restraints uses the rules from Action Chapter Five, modified for fantasy technology.
Escaping Prisons uses the rules from Action Chapter Five, modified for fantasy technology.

Thursday, January 25, 2018

The Dragon Tablets: Iteration Two – Races

The Elder Scrolls have many races, variants of humans, variants of elves, and others. Variations that don’t fit the racial templates already available in GURPS. We also return to the question of magic. Every hero, no matter race, is capable of using magic in TES. There are three ways to make that possible in GURPS.
1. If the world is High Mana, everyone in the world could learn to use magic. But I don’t like that solution.
2. If Magery is part of every racial template a hero could have, everyone of a hero race could learn to use magic. But I don’t like that solution either.
3. If we change the magic system so that the system doesn’t require Magery, everyone could learn to use magic. There are portions of that I do like. But others that I don’t.

A big problem with giving everyone the capacity to learn magic, is that magic could become commonplace. And that a wizard has less to do with talent and more to do with having the money to pay for the training. And this is not the feel I get from TES. Every hero can learn magic, but everyone cannot learn magic. And to keep this feeling of talent and rarity, it seems better not to allow Magery as part of the racial templates.

Instead I am going to use a combination of traits from TES, GURPS, and perhaps other influences in designing the racial templates.

In later iterations, I want to do something with the social aspect of where they come from, how they were raised, as well as when they were born, as their constellations actually have an effect on people in TES. I am also going to add variants to the “beast races” in a similar way to the variants that already exist for elves (nice) and humans (nen).

Yes, I have chosen “nice” as the Common word used to identify elves. Its etymology is from Elven and refers to the elves themselves, in plural. The word “elves” is a much older Common word, but racist humans started to use the word “nice” instead. Referring, in a derogatory way, to both elves and elf-loving humans, as a noun. They also used it as an adjective about anything that was too elf-like. And with time, it was adopted by those targeted and brought into mainstream Common. It has been part of Common for so long that terms such as “she’s so nice” are almost impossible to decipher without contextual information about the person in question. Similarly, “nen” comes from Elven and when used in Common refers to the nouns human, humans, and humanity.

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]; Per +1 [5]; Will -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.

Gord

Racial Cost: 60 points
My new norn necro, Sivrunn, by Baewall

They are a type of human from Gordfast and generally have tanned to dark skin, black hair, and dark eyes. They have normal build according to their ST.
Attribute Modifiers: ST +1 [10]; DX +1 [20]; IQ -1 [-20]; HT +1 [10].
Advantages: Combat Reflexes [15]; High Pain Threshold [10]; Luck [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.

Palatial

Racial Cost: 45 points
The Guardian by LAS-T
They are a type of human from Cornia and generally have tanned skin, dark hair, and dark eyes. They have normal build according to their ST.
Attribute Modifiers: IQ +1 [20]; HT +1 [10].
Advantages: Luck [15].

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.

Shadow Elf

Racial Cost: 85 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].
Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Dark Vision [25]; Silence 2 [10]; Unaging [15].
Disadvantages: Social Stigma (Minority) [-10].

Soder

Racial Cost: 76 points
Nobility by merillizaART
They are a type of human from Celement and generally have pale skin, fair hair, and light eyes. They have normal build according to their ST.
Attribute Modifiers: ST +1 [10]; DX +1 [20]; IQ -1 [-20]; HT +1 [10].
Advantages: Damage Resistance 1 (Tough Skin, -40%) [3]; Luck [15]; Rapid Healing [5]; Temperature Tolerance (Cold) 3 [3]; Terror (Auditory) [30].

Wellen

Racial Cost: 0 points

They are a type of human from Rockwell and generally have pale skin, fair to medium hair, and dark eyes. They have normal build according to their ST.

Wood Elf

Racial Cost: 40 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].
Advantages: Forest Guardian 2 [10]; Immunity to Metabolic Hazards [30];  Unaging [15].
Disadvantages: Sense of Duty (Nature) [-15]; Social Stigma (Minority) [-10].

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.

Thursday, January 18, 2018

The Dragon Tablets: Iteration Two – New Rules

In Iteration One, we took the first quick steps with some basic volumes of GURPS and some basic tenants of The Elder Scrolls to create the cinematic fantasy setting of The Dragon Tablets. And according to the playtest, it works! We can use what we have, but it is a broad strokes setting that still needs many of the fine details filled out before it becomes a masterpiece.

The heroes felt capable enough in the playtest, even though there are small details and large systems that should change for that TES feel. As well as molding the templates into what we need them to be.

Some GURPS works have added worked examples or variant rules on old subjects or created new subjects altogether. As The Dragon Tablets won’t confine itself to the Basic Set, we saw some of that in Iteration One, this is a good time to start listing those changes. Some of these does not take their inspiration from TES, but as I mentioned in the very beginning of Iteration One, adding other sources of inspiration is one of the advantages of creation over conversion.

In Iteration Two, we cover what I’ve already included, GURPS Powers, the worked examples, GURPS Action 1: Heroes, GURPS Dungeon Fantasy 1: Adventurers, GURPS Monster Hunters 1: Champions, and the volumes that add the most systematic changes, GURPS Powers: Divine Favors and GURPS Thaumatology: Sorcery.

Traits from some of the above works will be given a specific cost as those works are looked at. These costs only relate to the trait as it is presented in the work in question. And doesn't mean that that is the only version of that trait available. Nor does it mean that these are the only traits available in the various powers listed.

Powers

Optional Rule: Alternative Abilities uses the rules from Chapter One. If you want to use more than one ability of the set at the same time, you pay for that many abilities at full cost and the rest at 1/5 cost.
Optional Rules for Affliction uses the rules from Chapter Two.
Awe uses the rules from Chapter Two.
Optional Rule: Multiplicative Modifiers uses the rules from Chapter Two.
Energy Reserves uses the rules from Chapter Two, except Magicka is the only one that exists and is used with every power source. And as listed in Iteration One, everyone has ER (Magicka) 10 for free and this cannot be sold away to get extra points.

Dungeon Fantasy 1: Adventurers

Chi Mastery uses the rules from Chapter Four.
Druidic Arts uses the rules from Chapter Five, except Allies can be of a lower point total.
Holy Might uses the rules from Chapter Five, except Allies can be of a lower point total; and the Mysticism abilities from Monster Hunters Chapter Two also fall under Holy Might.
Extra Money uses the rules from Chapter Five.
Wealth in Play uses the rules from Chapter Five on selling things, but not its assumption on society.

Druidic Arts

Allies cost 18 or 27 points instead of what is listed, because of multiplicative modifiers.

Holy Might

The Holy Power Modifier may be more limiting than -10% for those that have a stricter relationship with their source. Ask your GM about how to calculate the value of the new power modifier and the new cost of abilities.
Allies cost 18 or 27 points instead of what is listed, because of multiplicative modifiers.
Patron cost 35 and 68 points instead of what is listed, because of multiplicative modifiers.
True Faith cost 23 points instead of what is listed, because of multiplicative modifiers.

Monster Hunters 1: Champions

Luck or Skill uses the rules from Chapter One.
Destiny uses the rules from Chapter Two.
Higher Purpose uses the rules from Chapter Two as well as from Action Chapter Two.
Hyper-Competency uses the rules from Chapter Two.
Other Uses for Points uses the rules from Chapter Two, but with Holy Might instead of Mysticism.
Bioenhancement uses the rules from Chapter Two, as modified for fantasy technology.
Mysticism is replaced by Holy Might
Magic vs. Powers uses the rules from Chapter Two.
Psionics uses the rules from Chapter Two, as modified for fantasy technology, except there is no Teleportation and the three remaining powers are folded into a single power with a 10 point/level Psionic Talent.
Anti-Psi uses the rules from Chapter Two.

Bioenhancement

Cerebral-Motor Multitasking cost 27 or 54 points instead of what is listed, because of multiplicative modifiers.
Neural Computational Matrix cost is 7 or 14 points as there are no computers.

Mysticism

These abilities are counted as if they were part of Holy Might. And all rules affecting Holy Might affects these abilities.
Eyes of the Dead cost 15 points instead of what is listed, because of multiplicative modifiers.
Lay on Hands cost 33 or 46 points instead of what is listed, because of multiplicative modifiers.
Prayer cost 23 or 45 points instead of what is listed, because of multiplicative modifiers.
Smite cost 11, 16, or 21 points instead of what is listed, because of multiplicative modifiers.
Spirit Communication cost 14 or 23 points instead of what is listed, because of multiplicative modifiers.
Turn Evil cost 23 points instead of what is listed, because of multiplicative modifiers.

Psionics

Psi Sense cost 13 or 22 points instead of what is listed, because of multiplicative modifiers.
Remote Senses cost 35 or 46 points instead of what is listed, because of multiplicative modifiers.
Seekersense cost 19 points instead of what is listed, because of multiplicative modifiers.
Spirit Communication see Mysticism.
Cryokinesis cost 19 points/level instead of what is listed, because of multiplicative modifiers.
Psychic Healing cost 27, 38, or 53 points instead of what is listed, because of multiplicative modifiers.
Pyrokinesis cost 12 points instead of what is listed, because of multiplicative modifiers.
Mental Blow cost 30 points instead of what is listed, because of multiplicative modifiers.
Mindwipe cost 29 points instead of what is listed, because of multiplicative modifiers.
Telecontrol cost 30 points for one race and 45 points for two instead of what is listed, and only one cost is listed for both levels as both levels have the same cost because of multiplicative modifiers.
Telescan cost 22 points instead of what is listed, because of multiplicative modifiers.

Powers: Divine Favors

All rules are used as listed. Including the listed cost of Divine Favor, even though it under the hood should have another cost because of multiplicative modifiers. The Holy power modifier is used instead of Divine and counts as a part of Holy Might.

The listed costs for the learned prayers use the assumption that Holy is a -10% modifier.

Feed the Masses costs 14 points instead of what is listed, because of multiplicative modifiers.
Fireproof costs 15 points instead of what is listed, because of multiplicative modifiers.
Divine Guidance costs 15 points instead of what is listed, because of multiplicative modifiers.
Spirit Weapon costs 19 points instead of what is listed, because of multiplicative modifiers.
Traveler’s Blessing costs 21 points instead of what is listed, because of multiplicative modifiers.
Walk on Water costs 27 points instead of what is listed, because of multiplicative modifiers.
Sense True Evil costs 28 points instead of what is listed, because of multiplicative modifiers.
Lay on Hands costs 14 points instead of what is listed, because of multiplicative modifiers.
Fireproof (Enhanced) costs 38 points instead of what is listed, because of multiplicative modifiers.
Holy Glory costs 41 points instead of what is listed, because of multiplicative modifiers.
Smite costs 11 points instead of what is listed, because of multiplicative modifiers.
Consecrate Ground costs 18 points instead of what is listed, because of multiplicative modifiers.
Feed the Masses (Enhanced) costs 42 points instead of what is listed, because of multiplicative modifiers.
See Evil costs 42 points instead of what is listed, because of multiplicative modifiers.
Walk on Water (Enhanced) costs 60 points instead of what is listed, because of multiplicative modifiers.
Rainmaker costs 40 points instead of what is listed, because of multiplicative modifiers.
Golem costs 72 points instead of what is listed, because of multiplicative modifiers.
Smite (Enhanced) costs 19 points instead of what is listed, because of multiplicative modifiers.
Consecrate Ground (Enhanced) costs 30 points instead of what is listed, because of multiplicative modifiers.
Holy Glory (Enhanced) costs 95 points instead of what is listed, because of multiplicative modifiers.
Lay on Hands (Enhanced) costs 66 points instead of what is listed, because of multiplicative modifiers.
Eclipse costs 101 points instead of what is listed, because of multiplicative modifiers.
Plague of Insects costs 120 points instead of what is listed, because of multiplicative modifiers.
Part the Sea costs 180 points instead of what is listed, because of multiplicative modifiers.
Resurrection costs 59 points instead of what is listed, because of multiplicative modifiers.

Thaumatology: Sorcery

Use all rules as listed, except Imbuments, Gate Spells, and spells related to technology that doesn’t exist.

The listed cost per level may be rounded, so calculate the total cost from the book if you pick up such an ability.
Air Jet costs 4 points/level instead of what is listed, because of multiplicative modifiers.
No-Smell costs 51 points instead of what is listed, because of multiplicative modifiers.
Repel Animals costs 31 points and additional levels of Area Effect cost 3 points per level instead of what is listed, because of multiplicative modifiers.
Haircut costs 3 points instead of what is listed, because of multiplicative modifiers.
Tanglefoot costs 8 points instead of what is listed, because of multiplicative modifiers.
Gift of Tongues costs 26 points instead of what is listed, because of multiplicative modifiers.
Sense Life costs 26 or 51 points instead of what is listed, because of multiplicative modifiers.
Flesh to Stone costs 53 points instead of what is listed, because of multiplicative modifiers.
Walk Through Earth costs 49 or 61 points instead of what is listed, because of multiplicative modifiers.
Enchant costs 9 instead of what is listed, because of multiplicative modifiers.
Penetrating Weapon costs 31, 42, 52, 63, 73, or 83 points instead of what is listed, because of multiplicative modifiers.
Ignite Fire costs 1 or 2 points instead of what is listed, because of multiplicative modifiers.
Shape Fire 16 points/level instead of what is listed, because of multiplicative modifiers.
Minor Healing 18 points instead of what is listed, because of multiplicative modifiers.
Complex Illusion costs 39 points and 13 points per level of Area Effect.
Create Object costs 42 or 47 points and 2 points/additional level instead of what is listed, because of multiplicative modifiers.
Divination costs 18 or 24 points instead of what is listed, because of multiplicative modifiers.
Light costs 8 or 10 points instead of what is listed, because of multiplicative modifiers.
Disintegrate costs 38 points instead of what is listed, because of multiplicative modifiers.
Inspired Creation costs 27 instead of what is listed, because of multiplicative modifiers.
Dispel Magic costs 25 points and additional levels of Area Effect costs 7 points per level instead of what is listed, because of multiplicative modifiers.
Remove Curse costs 21 points instead of what is listed, because of multiplicative modifiers.
Scryguard costs 57 points instead of what is listed, because of multiplicative modifiers.
Lesser Geas costs 48 points instead of what is listed, because of multiplicative modifiers.
Terror costs 43 points and 15 points/additional level instead of what is listed, because of multiplicative modifiers.
Grease costs 30 points for the first level and 6 points/additional level instead of what is listed, because of multiplicative modifiers.
Turn Zombie costs 21 for the first level and 3 points/additional level instead of what is listed, because of multiplicative modifiers.
Blight costs 23 points for the first level and 3 points/additional level instead of what is listed, because of multiplicative modifiers.
Body of Wood costs 85 points instead of what is listed, because of multiplicative modifiers.
Magelock costs 7 points for the first level and 3 points/additional level instead of what is listed, because of multiplicative modifiers.
Reverse Missiles costs 52 points for the first level and 47 points/additional level instead of what is listed, because of multiplicative modifiers.
Delayed Message costs 34 points instead of what is listed, because of multiplicative modifiers.
Thunderclap costs 25 points for the first level and  3 points/additional level instead of what is listed, because of multiplicative modifiers.
Icy Weapon costs 12 points instead of what is listed, because of multiplicative modifiers.
Whirlpool costs 3 points/level, minimum 4 levels, instead of what is listed, because of multiplicative modifiers.
Cool costs 5 points + 2 points/level, 10 points + 4 points/level, 15 points + 6 points/level, 19 points + 7 points/level, or 24 points + 8 points/level, instead of what is listed, because of multiplicative modifiers.
Predict Weather costs 8 or 11 points instead of what is listed, because of multiplicative modifiers.

Action 1: Heroes

Enhanced Dodge (Dive for Cover) uses the rules from Chapter Two.
Higher Purpose see the Monster Hunters listing.
Pulling Rank uses the rules from Chapter Three, as modified for fantasy technology and available organizations.

Other

Cost of Living: The various worked examples deal with cost of living differently, so I decided to throw my hat in the ring and add another way of doing it.

Assume it costs you half the sum listed in the Cost of Living Table for every week you spend in inns and live at your Status level. $300 for Status 0, $600 for Status 1, $1,500 for Status 2 and $6,000 for Status 3. You may live at one level below your Status without meaningful repercussions. If you live in your home, you pay the listed monthly Cost of Living for your home. If you live in the wild, you spend one-tenth of the above sum per week for travel rations. If you have a home, but are living elsewhere, you pay both costs.


Friday, January 12, 2018

The Dragon Tablets: Iteration One Playtest

There are many aspects of interaction and this playtest will test combat. My estimate is that each of the heroes, Nephithi Andas, Edward Ashcroft, and Arthur Wing will be able to handle four of these orc bandits each. TES combat is not so easy that an enemy is downed by minimal injury, so I have decided that they will automatically go down when their hp has reached 0. But they will not defend themselves or make All-Out Attacks.

Setting the Stage

The heroes are traveling on foot along a road, through a wooded area, during the day time and nothing is out of the ordinary.

Turn 1

Twelve orc bandits are ambushing the heroes from among the trees. As all three heroes have Combat Reflexes, this Total Surprise is treated as a Partial Surprise. As Nephithi is the leader of the heroes and she has Combat Reflexes, they get a +2 bonus to the initiative roll, she also has a higher IQ than the leader of the orcs, for another +1, but she doesn’t have the Tactics skill. The orc leader has Combat Reflexes and get a +2 bonus, but it doesn’t have Tactics. Nephithi rolled 5 and with her +3 bonus that’s 8. And the orc leader needs to roll 6 for a tie, but only rolled 4. So despite this being an ambush, the heroes get to act first.

Edward spends a Ready maneuver to get his bow from his back. He makes a Fast-Draw roll to draw an arrow as a free action. And a Bow -3 roll to ready the bow as a Free Action (thanks to Heroic Archer), he makes both rolls easily.

Nephithi makes a Fast-Draw roll to draw her sword as a free action and succeeded easily. She selected the Wait maneuver, planning on converting it to an Attack maneuver to thrust her sword into the first orc’s vitals.

With the shield already strapped to his arm, Arthur drew his sword in no time with a successful Fast-Draw roll, and Waited for the first orc to come close enough to him. He would have liked to bash their skull in, but that’s a -7 move and with a skill of only 17, having a 50/50 chance to hit seemed to risky. So he would only clobber them normally.

Thanks to their Combat Reflexes, all 12 orcs were able to snap out of the mental stun and all of them take Move and Attack maneuvers. The first time one of them came close enough to Nephithi, she mad a Broadsword -3 roll of 15 which is lower than the adjusted 18, which means that she hit and skewered the orc with her sword, rolling 1d+1, or 6, for damage. Which is tripled for impaling damage to the vitals, or 18. Thus dropping it. Because of her Extra Attack, she repeated her move for the next orc to close, hitting again, but only doing 12 damage. Fortunately that is high enough and another orc drops.

When the first orc was close enough to Arthur, he swung his hammer at it. He rolled Axe/Mace for 7 to hit and 2d+6, or 14, for damage, downing it without the multiply by 4 he would have gotten for bashing it on the skull.

All four orcs with large knives banded up on Edward and went into Close Combat, so as to make sure to lower his skill with the bow by -3. They all make knife rolls, but having moved this turn, they have a -4 penalty to their skill. Still three of them make it. But Edward is quick and he rolls against Dodge, which he can do normally in Close Combat, and rolling 10, 8, and 12, he avoids all attacks.

An orc with a light club and another with a spear are the only remaining orcs around Nephithi. Neither of them enter Close Combat. The clubber swung his club at her, rolling 9 vs. 12, a potential hit. But Nephithi rolled 11 vs. 15 to parry the club with her sword. The spear carrier attacked from two yards away, instead of the one for the clubber, rolled 8 vs. 12 for a potential hit, but Nephithi rolled 8 vs. 12 to dodge successfully.

The three remaining orcs were all spear carriers and focused on Arthur. All of them attacked from two yards away. One of them missed with a 14, but the other two had potential hits with 10 and 11. He blocked the first spear with his shield, 12 vs. 13, but failed to dodge the second at 13 vs. 11. Rolling 1d+2 for 3 damage. Fortunately the damage resistance of his torso armor is 5, so the attack doesn’t penetrate. And he is still fine.

Turn 2

And so it is Edward’s turn again. As he is an Heroic Archer, he doesn’t have to apply the weapon’s Bulk penalty when attacking with a ranged weapon in Close Combat. Edward feels more confident and shots for the skull, rolling 9 vs. 12 and hitting. Rolling 1d+3 or 5 for damage. The skull has  damage resistance 2, so only 3 goes through. But with the x4 damage multiplier for attacks to the skull, injury becomes 12. Enough to down the orc. He fast draws another arrow, 13 vs. 16, and a Bow -3 roll, 13 vs. 16, to draw it.

Nephithi casts Flame Jet, 4 vs. 17. So this is a critical success! Thus there is no energy cost for the spell and the GM is directed to be both generous and creative as to what other results. I checked out the Critical Hit Table for suggestions and decided to just roll on it. This might also be the only time we have the chance to do that in this example. I rolled 8, so shock penalty doubles (to a maximum penalty of -8). I had been planning on spending 3 Magicka on the spell and with this having no energy cost, there’s even more reason to do so. I only rolled 9 for damage though and then 12 vs. 13 to hit, as she’s using her offhand to attack. So the three yard flame jet injures, but doesn’t kill the spear carrier. With her Extra Attack, she stabbed the clubber in the vitals, rolling 11 vs. 18 to hit and 4 on 1d+1 for 12 injury, enough to down the orc.

Arthur takes an Attack maneuver and Steps towards one of the spear carriers attacking him, to get close enough to bash him. Rolls 11 vs. 17 to hit and 2d+6 for 12 damage, bringing it down.

The three orcs with large knives try to attack Edward, one miss, one critically fail and rolls an 8 on the table, having to spend a Ready maneuver before he can attack again, and one might actually hit, but Edward parried the attack.

The spear carrier on Nephithi tries to stab her with the spear and it rolls 4 vs. 4, with the shock penalty, for a critical success. Thus she cannot defend herself. Rolling 1d+2 for a damage of 4. Her armor has a DR of 2, so she suffers an injury of 2.

The spear carriers on Arthur both had to take steps to get back into reach, one of them steps into his back hex, as he cannot defend against such attacks, and they rolled 13 and 11 vs. 12. Fortunately the orc in the back hex missed. And Arthur rolled 14 vs. 11 to dodge, failing to avoid the spear. The orc rolled 1d+2 for 3 damage, which is less than DR 5 on his armor, so he takes no injury.

Turn 3

Edward takes the Attack maneuver and attempts to fire another arrow into an orc skull, he rolls 6 vs. 12. Rolling 1d+3 for 5 damage, the same bad roll as last turn, but it’s still enough to bring an orc down. He rolls Fast-Draw and Bow -3 again, 6 and 8 this time, and draws an arrow and readies the bow to shoot.

Nephithi takes the Concentrate maneuver and takes a step closer to the orc attacking her. She then used her flame jet on one of the spear carriers attacking Arthur, rolling 10 vs. 15, for shock penalty, to cast the spell and 15 vs. 12, for shock penalty, to hit, so she missed, wasting the 3 Magicka she used. With her Extra Attack, she attacked the orc attacking her.  She rolled 8 vs.16, with the extra -2 for shock, to hit the vitals. Rolling 1d+1 for 2 damage, translating to 6 injury for the vitals, enough to bring it down.

Arthur turns around and steps towards one of his attackers to start his Attack maneuver. He then rolls 12 vs. 17 to hit and 2d+6 for 12 damage to bring the orc down.

One of the orcs readied his knife and the other attacked Edward, rolling 10 vs. 12 to hit. While Edward rolled 13 vs. 14 to parry, so he avoided being hit.

The spear carrier tried to stab Arthur again, rolling 9 vs. 12 and Arthur rolled 14 vs. 13 and failed to block. The orc rolls 1d+2 for 8 damage. Arthur’s armor deals with 5 so only 3 penetrates. And as the spear does impaling damage, that is turned into 6 injury.

Turn 4

Edward lets go of another arrow, rolling 5 vs. 12 for another skull hit and 1d+3 for 5 damage, turning into 20 injury and dropping the orc.

Nephithi took a Movement maneuver to move to the final spear carrier and used her Extra Attack to attack it, rolling 12 vs. 18 to hit the vitals and 1d+1 for 4 damage, turning into 12 injury and bringing the orc down

Arthur took a Move and Attack maneuver and moved to the final orc. Rolling 9 vs. 9, -2 penalty to attack into close combat, -4 penalty for move and attack, and another -2 to get it down to the maximum 9 and thus hitting. Rolling 2d+6 for 15 damage and bringing the final orc down.

After Action Report

The heroes finishing 12 orcs in four turns wasn’t bad. That’s an average of 1 orc per PC per turn.

Looking at Nephithi, as she is the leader, it may be useful for her to spend 1 point in Tactics to get another +1 bonus if they are ambushed by more worthy foes. As she took the Wait maneuver during her first turn, she might actually not have access to her Extra Attack at that time. As she uses spells in her off-hand, there is a -4 penalty to attack and it might be a good idea to do something about that. With the books I’m using for the First Iteration, the only viable solution is Ambidexterity, but there are other solutions available in other books. Being able to attack twice per turn, it was not unexpected that she dealt with more orcs than either of the other two. She could have cast Armor to protect herself from injury, but in this case it would have added a 5th turn to the battle.

Edward is the fastest of the three, that’s why he acted first, but not having a Fast-Draw (Bow) skill, he had to spend his first turn not attacking, thus dealing with fewer orcs than the others. After that, he made great use of Heroic Archer as his bow has a -7 bulk penalty he didn’t need to worry about when attacking in close combat.

Arthur may be less skilled with his weapon than the others, but he does much more damage with it so he didn’t need to target the vitals or the skull the way the others did. The heavier armor also paid off for him.

Clearly the First Iteration works. These three characters are playable, even if I only used a limited set of their options in this combat. It would be interesting to pit them against foes that defend themselves or a boss kind of encounter.

Having seen some weapons and armor, a little magic, and two races other than human, we can use The Dragon Tablets with what we have, but there are improvements we can do to make it better.

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.