In my IRL DF game, I have realized that being at 70/-30 provides odd situations for the players. While I could use something like Delvers to Grow, I don't have a print copy of that, and I tend to play a more "low magic" game. Thus, I decided to make some templates for them to quickly make characters and get to playing. Below are characters based around 70pts, with -30pts in disadvantages. Quirks are not provided, but could be used to increase point values. It is suggested to have at least one warrior in each party! Listed disadvantages with a "*" require resistance rolls vs. 12. Repeated entries of skills mean you can put more points into skills from different "point pools/sources".
Note: If you are playing within the World of Zirkeon, being my fantasy roleplaying world, female characters must take "Social Stigma (Second-Class Citizen)". All characters can also take Status -1 as part of their character creation, taking up [-5] points.
New Skills
Use Magic Item, IQ/VH. Defaults: IQ-5. Use Magic Item is a new skill, which you must have to use magic items, like Scrolls, Wands, and otherwise magical items that require some sort of activation to use. Use Magic Item gains bonuses from Magery as well as Holiness, whichever the situation calls for. Use Magic Item sometimes requires literacy when using the skill. Use Magic Item can be used to aim magic items if they shoot projectiles, at a -1.
Skill Modifiers: -2 if item requires literacy and you have Accented reading; -4 if you have Broken reading; double these penalties if it requires you to speak a phrase out loud. Apply Mana and Holiness penalties.
New Rules
Alternate Language Rules. Native languages, being those you start with, instead only grant you Spoken/Native for free. Learning Written forms of a language costs the normal amount, and does not come innately. Most people do not know how to read. These stat blocks reflect this. It is assumed that all characters get one free Spoken/Native language. This is entirely optional for people using this source.
Longer Casting Time. At skill levels lower than SL-12, all Spells take double the listed time in Spells. This is due to Magic being quite slow in my worlds, and requiring more thought and preparation if you have not fully and perfectly memorized every step of them. This is entirely optional for people using this source.
Metal Hinders Magic. Wearing Metal Armor hinders Magic greatly. Gloves cannot be worn at all while spell-casting of any kind, however, for every 2 Metal DR (e.g. Iron, Bronze) you have on your body, all spells are reduced by -1 SL. However, for example, a set of mail leggings for DR 4/2 only provide a -2 to SL, not a -4 to SL due to the two separate leggings. If only single locations in areas that are usually armored by two items, like in the example above, are present, it takes twice the amount of DR to trigger penalties. This is entirely optional for people using this source.
Example: Arick the Caster has two plate greaves and one heavy plate vambrace. The plate greaves have DR 4, thus provide a -2 to Skill when spell-casting. His heavy plate vambrace is DR 4, but there is only one, on his right arm. Thus, due to his singular DR 4 vambrace, he only receives a -1 to SL from that. In total, he has a -3 SL to spell-cast.
Finding Spells. To learn new spells as a Magic-user, you must first find a book or scroll to learn them from. Learning spells this way does not cost any cash (as it usually does for training). Otherwise, you must pay an already knowledgeable Magic-user an exorbitant fee. This is entirely optional for people using this source.
Praying for Spells. To learn new spells as a Cleric, you must at least spend forty hours in a week praying at a temple. Every week, as long as you have been following your disadvantages, you can purchase one new spell using points. If your God deems that you have not been following your imposed disadvantages, he might revoke your ability to learn new spells or revoke your spell-casting entirely this week. Upgrading spells does not require this and does not cost extra cash for training. This is entirely optional for people using this source.
Warrior
Warriors are generally deserters, mercenaries, veterans, or militiamen, who have decided to take up a life of adventuring. They use melee weapons, sometimes with shields. They are meant to be strong, heavy-weights that take the brunt of damage in combat.
Attributes Modifiers: ST+2 [20]; DX+1 [20].
Advantages: One of: Sacrificial Block [1], Sacrificial Parry [1]; One of: Weapon Bond (Main Weapon) [1], Shield-Wall Training; [30] in: Enhanced Block (up to +1) [5/lvl], Fit [5], Very Fit [15], Striking ST (up to +3) [5/lvl], Increased ST [10/lvl], Increased DX [20/lvl], Increased HT [10/lvl], Combat Reflexes [15], Extra Attack [25/lvl], High Pain Threshold [10], Luck [15].
Disadvantages: [-30] in: Bad Temper* [-10], Bully [-10], Code of Honor (Soldier's) [-10], Compulsive Carousing* [-5], Greed* [-15], Honesty* [-10], Lecherousness* [-15], One Eye [-15], Overconfidence* [-5], Sense of Duty (Adventuring Companions) [-5], Wounded [-5].
Skills: Knife (E) [1]; Twelve points in: Axe/Mace (A), Brawling (A), Broadsword (A), Flail (A), Polearm (A), Shield (A), Shortsword (A), Spear (A), Two-Handed Sword (A); Eight points in: Armory (Body Armor) (A), Armory (Melee Weapons) (A), Connoisseur (Weapons) (A), Fast-Draw (Any) (A), Leadership (A), Strategy (H), Tactics (H), Throwing (A), Thrown Weapon (Axe/Mace) (E), Thrown Weapon (Spear) (E); 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), 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)
Clergyman
Clergymen, also called Clerics or Priests, are followers of a God that are so devout, that they gain certain abilities and powers. This can manifest in ways like spells and powers, but most Clergymen that adventure at this level of training do not yet have spells. Clergymen are generally healers and great fighters, but cannot draw blood.
Attributes Modifiers: ST+1 [10]; IQ+1 [20].
Advantages: Clerical Investment [5]; One
of: Heroic Grace 1 [9], Heroic Vitality 1 [9], Heroic Might 1 [9]; [30] in: Contingency Casting [14/lvl], Detect Evil [18], Energy Reserve (Holy; Up to 5) [3/lvl], Extra Attack 1 [25], 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 4) [5/lvl], Increased IQ [20/lvl], Increased Strength [10/lvl], Extra Language (Native Spoken and Written; Up to 2) [3], Luck [15], Turning [24].
Disadvantages: One of: Sense of Duty (Coreligionists) [-10], Vow (No Edged Weapons) [-10], Wealth, Struggling [-10]; [-20] in (or any from previous): Charitable* [-15], Compulsive Generosity* [-5], Honesty* [-10], Intolerance (All Evil Religions) [-10], Overconfidence* [-5], Stubbornness [-5], Sense of Duty (Adventuring Companions) [-5], Truthfulness* [-5], Wounded [-5].
Skills: Theology (Anubic) (H) [1]; Twelve points in:
Axe/Mace (A), Flail (A), Polearm (A),
Shield (A); Eight points in: Fast-Draw (Potion) (A), Fast-Draw (Scroll) (A), First-Aid (E), Religious Ritual (Anubic) (H), Use Magic Item (VH), Theology (H); 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).
Magic-User
Magic-Users, also called witches, wizards, and magicians, are practitioners of Mana Arcanum. Using magical spells, they shape the world around them. They are generally not melee fighters, but can perform wonders. Magic-users generally use a combination of snaps, claps, and other hand motions to cast spells, usually with spoken elements, all in a short period of time.
Attributes Modifiers: IQ+1 [20].
Advantages: Magery 2 [25]; Literacy, Native [3]; [25] in (remaining points can be put towards more spells): Enhanced Parry 1 (Staffs) [5], Increased Intelligence 1 [20], Increased Magery [10/lvl], Increased Perception (up to 3) [5/lvl], Increased Will (up to 3) [5/lvl], Luck [15].
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), Staff (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) (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: [15] in any spells.
Thief
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: ST+1 [10]; DX+1 [20].
Advantages: [30] 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].
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) [2]; Climbing (A) [2]; Forced Entry (E) [4]; Knife (E) [2]; Lockpicking (A) [4]; Merchant (A) [2]; Scrounging (A) [2]; Shortsword (A) [8]; Stealth (E) [2]; Throwing (A) [1], Traps (A) [2]; One of: Fast-Draw (Knife) (E) [1], Fast-Draw (Sword) (E) [1]; Six points in:
Armory (Body Armor) (A), Armory (Melee Weapons) (A), Connoisseur
(Weapons) (A), Fast-Draw (Any) (A), Leadership (A), Strategy (H),
Tactics (H), Throwing (A), Thrown Weapon (Axe/Mace) (E), Thrown Weapon
(Spear) (E); 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), 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)
Final Notes
This entire short project isn't perfect, and was done in one night during some prep for an upcoming IRL game session where many very new players will be making GURPS/DFRPG characters. I decided I wanted a system that was simple and fit my gameplay vibes, so I stripped down what was in DFRPG's Adventurers to make a pretty simple character generation system all things considered. Quite obvious by the title having a "Ⅰ" in it, I intend to end up making another set of these, most notably with the inclusion of Scouts and Priests, so Clerics can cast spells and so the group doesn't get ambushed by seven bats and almost get TPK'ed.
If you spot something that is wrong or that you think is stupid and should be fixed, please don't hesitate to leave a comment or bring it up to me on Discord. I am one man, and I am far from perfect. Flavor-wise, I suggest using the extra rules as-is, as the characters are balanced around utility; Warriors fight great, Clerics are good with dealing with Undead and become powerful in short bursts, Wizards are great in niche scenarios that their spells apply to and can read (very important, actually), and Thieves make sure that the entire party doesn't get crushed by a boulder or incinerated by a fire-jet trap. Future entries will try to strive for that same "this role exists for a good reason" theme. This point level also intentionally leaves something to be desired, as it leaves you just weak enough to make you strive to survive while encouraging "fast" (~3-6pts per session, based on loot, exploration, and kills) progression!
No comments:
Post a Comment