Yet again I am posting new templates for my players. The first game with hopefully more players is coming up, so I wanted to round out the list with some more advanced templates. Below are three new templates: the Acrobat, the Wildling, and the Wizard. Traits marked with a "^" require GURPS Dungeon Fantasy 11: Power-Ups.
Acrobat
Thieves are an interesting stock. Usually criminals, ruffians, cut-throats, highwaymen, or otherwise scum, they are still somehow in every adventuring party and tend to be crucial members. They are great at checking for traps, exploring, finding loot, and really good at dying quickly if they are not careful. Thieves have access to "Thieves'" clothing and armor. Thieves are not meant for combat and are great at running away from it.
Attributes Modifiers: DX+1 [20].
Advantages: [35] in: Increased
Dexterity 1 [20], Flexibility [5], Perfect Balance [15], Ambidexterity
[5], High Manual Dexterity (up to 3) [5/lvl], Combat Reflexes [15],
Silence (up to 2) [5/lvl], Luck [15], Enhanced Dodge 1 [15], Increased Basic Speed (up to +1.00) [20/lv].
Disadvantages: [-30] in: Greed*
[-15], Curious* [-5], Bad Temper* [-10], Compulsive Carousing* [-5],
Compulsive Gambling* [-5], Compulsive Lying* [-15], Compulsive Spending*
[-5], Cowardice* [-10], Lecherousness* [-15], Overconfidence* [-5],
Sense of Duty (Adventuring Companions) [-5], Social Stigma (Criminal
Record) [-5].
Skills: Acrobatics
(H) [12]; Climbing (A) [4]; Forced Entry (E) [2]; Knife (E) [1];
Lockpicking (A) [4]; Scrounging (A) [2]; Shortsword
(A) [8]; Stealth (E) [4]; Traps (A) [2]; One of: Fast-Draw (Knife) (E) [2], Fast-Draw (Sword) (E) [2]; Eight points in: Acrobatics (H), 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), 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)
Wildling
Wildlings is the name for a race of tall and stout Men that come from the north and north-east among three major tribes: the Yhrani, the Udaithi, and the Uridini. They are often barbarians and follow a lifestyle of warrior's honor. They are also notably armed with axes as their preferred weapon, something they picked up from the Dwarves which enslaved them long ago. Due to unknown reasons, many Wildlings have Gigantism or are simply born very tall, up to 7'4".
Racial Template: ST+4 [40]; Low TL 2 [-10]; IQ-1 [-20].
Advantages: [40] in: Extra Attack 1 [25], Fit [5], Very Fit [15], Focused Fury^ [1], Hard to Kill 1 (Up to 3) [2/lv], Hard to Subdue (Up to 3) [2/lv], High Pain Threshold [15], Increased Dexterity [20/lv], Increased Health (up to +3) [10/lv], Increased Strength [10/lv], Lifting Strength (up to 3) [3/lv], Luck [15], Mr. Smash^ (up to 3) [5/lv], Striking Strength (up to 4) [5/lv], Unfazeable [15].
Disadvantages: Struggling [-10]; [-20] in: Bad Temper* [-10], Berserk* [-10], Bloodlust* [-10], Compulsive Carrousing* [-5], Easy to Read [-10], Gluttony* [-5], Greed* [-15], Gullibility* [-10], Impulsiveness* [-10], Obsession (Bring Honor to my Lineage) [-5], Overconfidence* [-5], Sense of Duty (Adventuring Companions) [-5], Wounded [-5].
Skills: Two-Handed Axe/Mace (A) [20]; Thrown Weapon (Axe/Mace) [4]; Shield [8]; Pick one of: Survival (Mountain) (A) [1], Survival (Plains) (A) [1], Survival (Woodlands) (A) [1]; Six points in: Animal Handling (Canines, Equines, Felines, or Snakes) (A), Carousing (E), Climbing (A), First-Aid (E), Forced Entry (E), Gesture (A), Lifting (A), Observation (A), Seamanship (A), Skiing (A), Tactics (A); Five points in: Brawling (E), Camouflage (A), Disguise (Animals) (A), Fishing (E), Hiking (A), Intimidation (A), Naturalist (A), Navigation (A), Running (A), Stealth (A), Swimming (A), Tracking (A), Weather Sense (A); Ten points in: Camouflage (E), Carousing (E),
Cartography (A), Climbing (E), 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).
Notes: Record that Axe/Mace defaults to Two-Handed Axe/Mace at -3.
Sorcerer
Sorcerers are pure-magical casters with no combat prowess. They tend to stay in the back and cast large amounts of spells, but never should be up front. Some sorcerers also tend to wear large pointed hats; for what reason exactly, it is unknown. Some say it is some fashion statement, like how many Sorcerers have stars and moons on their clothing.
Attributes Modifiers: IQ+1 [20].
Advantages: Magery 2 [25]; Literacy, Native [3]; [20] in (remaining points can be put towards more spells): Increased Intelligence 1 [20], Increased
Magery [10/lvl], Increased Perception (up to 3) [5/lvl], Increased Will
(up to 3) [5/lvl], Luck [15], Magical Bolt^ [5/10/20].
Disadvantages: [-30] in: Combat
Paralysis [-15], Cowardice* [-10], Curious* [-5], Hard of Hearing
[-10], Klutz [-5], Total Klutz [-15], Low Pain Threshold [-10],
Post-Combat Shakes* [-5], Sense of Duty (Adventuring Companions) [-5],
Skinny [-5], Social Stigma (Excommunicated) [-10], Unfit [-5], Very
Unfit [-15].
Skills: Writing (A) [2]; Five points in: Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), First-Aid (E), Use Magic Item (VH); 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) (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).
Spells: [20] in any spells.
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