Sunday, January 25, 2026

Mines of Korth Templates II

    Last night, I published the first part of this. I then realized that there was no options to play demi-humans, so I decided that I should get to work immediately. In this post, there will be four classes once again. There will be a classic Dwarf, my take on Halflings (southern Dwarves), as well as a Priest and a Scout. Something I forgot to note in the previous post is that GURPS Magic with Wizardry Refined is in use. This modifies all kinds of things, but mostly makes spell casting more fair. Elves are absent from these classes. I hate Elves enough to not let players play them, period.

New Traits

    Arcane Ineptitude, -5 or -10 points. You are completely and utterly inept when it comes to learning magic. You can still use rune-stones and scrolls normally, but any learned spells are cast at SL -8 and you cannot purchase more than Magery 0! This does not affect holy magic, but only arcane magic. If you are inept at both arcane and holy magic, this disadvantage is instead -10 points and called "Total Magical Ineptitude".

Dwarf

    Dwarves (or Northur) are a race of short and crafty Men that live in the northern mountain ranges. They are racially proficient at hitting people with blunt things due to generations and generations of hitting people with blunt things. They are inept at Magic, but many of their people become Priests and Clerics later in life! Dwarves are oddly sized, and thus wear equipment accordingly, but are not SM-1. Northern Dwarves know both Northur (language) and Imperial at Spoken/Native (no written.)

    Racial TemplateArcane Ineptitude [-5]; Dwarven Gear [1]; Decreased Basic Move [-5]; DX-1 [-20]; SM-1 [0]; Fond of Drink and Industry [-1]; High Manual Dexterity 1 [5]; HT+2 [20]; Increased Lifting Strength 2 [6]; Will+1 [5]; Pickaxe Penchant 2 [10]; Prefers to live underground [-1].
    Advantages: [40] in: Alcohol Tolerance [1], Enhanced Parry (Axe/Mace) [5], Enhanced Parry (Two-Handed Axe/Mace) [5], Hard to Kill (up to 3) [2/lvl], Hard to Subdue (up to 3) [2/lvl], Increase Pickaxe Penchant by 1 [5], Increased DX [20/lvl], Increased HT (up to 3) [10/lvl], Increased IQ [20/lvl], Increased ST [10/lvl], Increased Lifting Strength (up to 2) [3/lvl], Luck [15], Resistant (+3 vs. Poisons) [5], Comfortable Wealth [10]. 
    Disadvantages: Code of Honor (Dwarf's) [-5]; [-25] in: Bad Temper* [-10], Chummy [-5], Chummy (Gregarious) [-10], Compulsive Carousing* [-5], Curious* [-5], Greed* [-15], Honesty* [-10], Miserliness* [-10], OPH (any) [-5 to -15], Overconfidence* [-5], Sense of Duty (Adventuring Companions) [-5], Stubbornness [-5]. 
    Skills: Jeweler (A) [1]; Twenty-four points in: Axe/Mace (A), Flail (A), Shield (A), Shortsword (A), Two-Handed Axe/Mace (A); Ten points in: Architecture (A), Armoury (Body Armor or Melee Weapons) (A), Carousing (A), Climbing (A), Connoisseur (Weapons or Wine) (A), Escape (H), First-Aid (E), Forced Entry (E), Gesture (A), Heraldry (Ancient Dwarven) (H), Hiking (A), Holdout (A), Intimidation (A), Jeweler (A), Knot-Tying (A), Lifting (A), Lockpicking (A), Merchant (A), Pickpocket (A), Prospecting (A), Scrounging (E), Search (A), Smith (any specialty) (A), Smuggling (A), Stealth (A), Survival (Mountain or Underground) (A), Traps (A); Six points in: Camouflage (E), Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), Filch (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual (Tazatru) (H), Riding (Horse) (A), Scrounging (E), Search (A), Shadowing (A), Smuggling (A), Stealth (A), Streetwise (A), Survival (Native Environment) (A), Tracking (A), Traps (A), Theology (Tazatru) (H), Use Magic Item (VH), Weather Sense (A).

Southern Dwarf

    Southern Dwarves are smaller and sneakier Dwarves, that tend to keep to themselves in small farming communities. They had an exodus long ago for following Anubus and have long since abandoned most Dwarven culture. They live in hillocks or houses built partially into the ground and tend to be quite fond of food and drink, like their distant Northur bretherin. Southern dwarves, however, tend to be completely magically inept and prefer a non-adventurous life-style. Some, however, tend to make great thieves.

    Racial TemplateArcane Ineptitude [-5]; SM-1 [0]; ST-2 [-20]; Fat [3]; DX+1 [20]; Fond of Drink and Industry [-1]; High Manual Dexterity 2 [10]; Silence 2 [10]; Prefers to live underground [-1].
    Advantages: [40] in: Ambidexterity [5], Double-Jointed [15], Enhanced Dodge [15], Increased DX [20], Increased HT [10], Increased IQ [20], Increased ST [10], Luck [15], Extraordinary Luck [30], Perfect Balance [15], Resistant (+3 vs. Poisons) [5].
    Disadvantages: [-30] in: Bad Temper* [-10], Chummy [-5], Chummy (Gregarious) [-10], Compulsive Carousing* [-5], Compulsive Gambling* [-5], Compulsive Lying* [-15], Compulsive Spending* [-5], Curious* [-5], Cowardice* [-10], Gluttony* [-5], Greed* [-15], Honesty* [-10], Laziness [-10], Lecherousness* [-15], Miserliness* [-10], Overconfidence* [-5], Sense of Duty (Adventuring Companions) [-5], Social Stigma (Criminal Record) [-5], Stubbornness [-5].
    Skills: Twenty points in: Cloak (A), Knife (E), Shield (E), Shortsword (A), Throwing (A), Thrown Weapon (Knife) (E); Twenty points in: Acrobatics (H), Brawling (A), Carousing (A), Climbing (A), Escape (H), Filch (A), Forced Entry (E), Gambling (A), Gesture (A), Holdout (A), Lockpicking (A), Pickpocket (A), Running (A), Search (A), Shadowing (A), Sleight of Hand (A), Smuggling (A), Stealth (A), Streetwise (A), Traps (A);  Ten points in: Camouflage (E), Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), Filch (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual (H), Riding (Horse) (A), Scrounging (E), Search (A), Shadowing (A), Smuggling (A), Stealth (A), Streetwise (A), Survival (Native Environment) (A), Tracking (A), Traps (A), Theology (Anubic) (H), Use Magic Item (VH), Weather Sense (A).

Priest

    Priests are Clerics that, instead of getting holy powers, gain magic instead. They are always devout followers of their religion. While Priests are great magic-users and healers, they are not great at fighting and cannot draw blood.

     Attributes Modifiers: IQ+1 [20].
    Advantages: Clerical Investment [5]; Power Investiture 2 [20]; [20] in: Contingency Casting [14/lvl],  Energy Reserve (Holy; Up to 5) [3/lvl], Extra HP (Up to 3) [2/lvl], Hard to Kill (Up to 2) [2/lvl], Hard to Subdue (Up to 2) [2/lvl], High Pain Threshold [10], Higher Purpose (Kill Undead; Up to 2) [5/lvl], Holiness (Up to 2) [5/lvl], Increased IQ [20/lvl], Increased Strength [10/lvl], Extra Language (Native Spoken and Written; Up to 2) [3], Luck [15], Increased Power Investiture [10/lvl].
    Disadvantages: Vow (No Edged Weapons) [-10]; [-20] in: Charitable* [-15], Compulsive Generosity* [-5], Honesty* [-10], Intolerance (All Evil Religions) [-10], Overconfidence* [-5], Stubbornness [-5], Sense of Duty (Adventuring Companions) [-5], Sense of Duty (Coreligionists) [-10], Truthfulness* [-5], Struggling [-10], Wounded [-5].
    Skills: Theology (Anubic) (H) [1]; Eight points in: Axe/Mace (A), Flail (A), Polearm (A), Shield (A); Six points in: Exorcism (H), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), First-Aid (E), Hidden Lore (Undead) (A), Religious Ritual (Anubic) (H), Use Magic Item (VH), Meditation (H), Theology (H); Six points in: Camouflage (E), Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), Filch (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual  (Anubic) (H), Research (A), Riding (Horse) (A), Scrounging (E), Search (A), Shadowing (A), Smuggling (A), Stealth (A), Streetwise (A), Survival (Native Environment) (A), Tracking (A), Traps (A), Theology (Anubic) (H), Use Magic Item (VH), Weather Sense (A), Writing (A).
     Spells: [15] in any holy spells. 

Scout

    Scouts (also called "the schmucks that go first") are hunters, archers, trappers, and anyone else experienced with archery and scouting that tend to move in front of the party in the dungeon. Scouts are vital to keeping parties from being surprised and can engage with enemies at range, without putting themselves in danger. Scouts are also great at moving quickly and quietly. However, scouts tend to be weak, and due to moving first, tend to trigger traps and meet a horrific fate.

     Attributes Modifiers: DX+1 [20]; Per+2 [10]; BS+0.25 [5].
    Advantages: [20] in: Ambidexterity [5], Combat Reflexes [15], Fit [5], High Pain Threshold [10], Increased DX 1 [20], Increased HT [10/lvl], Increased Perception [5/lvl], Increased ST [10/lvl], Luck [15], Outdoorsman [10/lvl], Perfect Balance [15], Very Fit [15].
    Disadvantages: [-30] in: Arcane Ineptitude [-5], Greed* [-15], Curious* [-5], Bad Temper* [-10], Compulsive Carousing* [-5], Compulsive Lying* [-15], Compulsive Spending* [-5], Cowardice* [-10], Lecherousness* [-15], Total Magical Ineptitude [-10], Overconfidence* [-5], Sense of Duty (Adventuring Companions) [-5], Social Stigma (Poacher) [-5]. 
    Skills: Bow (A) [20]; Ten points in: Knife (E), Shortsword (A), Throwing (A), Thrown Weapon (Knife) (E), Shield (E), Broadsword (A), Spear (A), Staff (A); Ten points in: Acrobatics (H), Carousing (A), Climbing (A), Cartography (A), Fast-Draw (any) (A), First-Aid (E), Forced Entry (E), Gesture (A), Hiking (A), Observation (A), Running (A), Search (A), Scrounging (A), Stealth (A), Survival (any) (A), Tracking (A), Traps (A);   Five points in: Camouflage (E), Carousing (E), Cartography (A), Climbing (E), Connoisseur (Luxuries) (A), Escape (A), Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), Fast-Talk (A), Filch (A), First-Aid (E), Forced Entry (E), Gambling (A), Gesture (A), Heraldry (A), Hiking (A), Intimidation (A), Knot-Tying (A), Merchant (A), Navigation (A), Observation (A), Pickpocket (H), Religious Ritual (Anubic or Tazatru) (H), Riding (Horse) (A), Scrounging (E), Search (A), Shadowing (A), Smuggling (A), Stealth (A), Streetwise (A), Survival (Native Environment) (A), Tracking (A), Traps (A), Theology (Anubic or Tazatru) (H), Use Magic Item (VH), Weather Sense (A)

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