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Old 02-25-2017, 01:00 PM   #1
Davies
 
Join Date: Aug 2004
Location: Edmonton, AB
Default [Dungeon Fantasy] Fool Template

(This is something I came up with to make the Innkeeper template into something a bit more universal. Hope it's useful. It uses the Impulse Points/Villainous Points notion from Pyramid #3/100 under the names 'Destiny' and 'Fate'.)

Fool - 250 points

Not fool as in court jester, but fool as in "The gods look after fools, small children, and ships named Enterprise." What in the world is someone like you, a reasonably normal person, doing in a place like this? Answer -- surviving, somehow. Possibly that means that you're not actually as normal as you used to think you were, back in the good old days when you had an ordinary job. You certainly seem to have more than your fair share of luck, and your friends -- if you think of the rest of the party in those terms, or they of you -- may keep you around as a lucky talisman of sorts. After all, if a hopeless case like you can survive all this, surely the trained professionals will!

Attributes: ST 12 [20]; DX 13 [60]; IQ 13 [60]; HT 12 [20]
Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0].
Advantages: Destiny 3 [15]; and Wild Talent 1 [20]. • A racial lens worth 20 points. • A further 30 points chosen from among ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20 ], HT +1 to +3 [10/level], HP +1 to +3 [2/level], Will +1 to +5 [5/level], Per +1 to +5 [5/level], Acute Senses (any) [2/level], Charisma [5/level], Combat Reflexes [15], Destiny 4-6 [5/level], Discriminatory Smell [15], Eidetic Memory [5] or Photographic Memory [10], Enhanced Destiny Refresh 2-3 [10/level], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/level], Honest Face [1], Intuition [15], Language Talent [10], Languages (any) [2-6/language], Lifting ST 1-3 [3/level], Penetrating Voice [1], Rapier Wit [5], Signature Gear [Varies], Smooth Operator 1-2 [15/level], Wealth (Comfortable or Wealthy) [10 or 20], more Wild Talent [20/level].
Disadvantages: -20 points chosen from among Compulsive Gambling† [-5*], Compulsive Spending† [-5*], Curious [-5*], Fate 1-3 [-5/level], Greed [-15*], Impulsiveness [-10*], Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5], or Xenophilia [-10*]. • Another -25 points chosen from among those traits or FP -1 to -3 [-3/level], Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Compulsive Carousing [-5*], Delusion (Untrue Belief)‡ [-5 to -15*], Gluttony [-5*], Honesty [-10*], Lecherousness [-15*], Miserliness† [-10*], Odious Personal Habits [-5 to -15], Overweight [-1] or Fat [-3], Post-Combat Shakes [-5*], or Stubbornness [-5].
Primary Skills: Brawling, Fast-Draw (Knife), and Knife, all (E) DX+1 [2]-14; Wrestling (A) DX+1 [4]-14. • One of Axe/Mace, Broadsword, Shortsword, Staff, or Two-Handed Axe/Mace, all (A) DX+1 [4]-14. • One of Crossbow or Thrown Weapon (any), all (E) DX+1 [2]-14; Bow, Lasso, or Throwing, all (A) DX [2]-13; or Sling (H) DX-1 [2]-12. • A further 8 points distributed among the combat skills above. • Any two of Leatherworking or Sewing (E) DX+1 [2]-14; Professional Skill (any) (A) DX [2]-13; Carpentry, Gardening, Housekeeping, or Masonry, all (E) IQ+1 [2]-14; Animal Handling, Boating (Unpowered) or (Sailboat), Cartography, Cooking, Farming, Merchant, Poetry, Professional Skill (any), Prospecting, or Smith (any), all (A) IQ [2]-13; or Artist (any) or Jeweler (H) IQ-1 [2]-12.
Secondary Skills: Any eight of Filch (A) DX [2]-13; Pickpocket or Sleight of Hand, both (H) DX-1 [2]-12; Connoisseur (any), Fast-Talk, Gambling, Leadership, Merchant, Smuggling, or Streetwise, all (A) IQ [2]-13; Diplomacy or Poisons, both (H) IQ-1 [2]-12; Carousing or Sex Appeal (A) HT [2]-12; Scrounging (E) Per+1 [2]-15; Body Language, Lip Reading, or Search, all (A) Per [2]-14; Detect Lies (H) Per-1 [2]-13; Intimidation (A) Will [2]-13; or use one selection to raise one of those skills by a level.
Background Skills: Any six of Climbing or Stealth, both (A) DX-1 [1]-12; First Aid or Gesture, both (E) IQ [1]-13; Hiking (A) HT-1 [1]-11; Observation or Urban Survival, both (A) Per-1 [1]-13; or use one selection to buy another secondary skill at one level lower.
* Multiplied for self-control number; see p. B120.
† Miserliness is incompatible with Compulsive Gambling and Spending.
‡ See GURPS Horror, pp. 24-25

Last edited by Davies; 02-27-2017 at 04:24 PM.
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Old 02-25-2017, 01:15 PM   #2
sir_pudding
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Default Re: [Dungeon Fantasy] Fool Template

This is very similar in concept to the seventh son.
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Old 02-25-2017, 03:40 PM   #3
Davies
 
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Default Re: [Dungeon Fantasy] Fool Template

Quote:
Originally Posted by sir_pudding View Post
This is very similar in concept to the seventh son.
Unintentional; I don't remember ever having read that before now. This template can be used for any sort of character who gets by on luck and is generally mundane beyond that.
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Old 02-25-2017, 06:54 PM   #4
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Default Re: [Dungeon Fantasy] Fool Template

Quote:
Originally Posted by sir_pudding View Post
This is very similar in concept to the seventh son.
Yeah, but a seventh son of a seventh son has the making of a Spook 8)
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Old 02-26-2017, 06:52 AM   #5
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Default Re: [Dungeon Fantasy] Fool Template

Quote:
Originally Posted by Davies View Post
Unintentional; I don't remember ever having read that before now. This template can be used for any sort of character who gets by on luck and is generally mundane beyond that.
Nonetheless, it could provide some good inspiration for your own idea!
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Old 02-26-2017, 02:24 PM   #6
sir_pudding
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Default Re: [Dungeon Fantasy] Fool Template

The way this is written you must take a 20 point race, is that intentional?
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Old 02-27-2017, 02:20 PM   #7
Davies
 
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Default Re: [Dungeon Fantasy] Fool Template

Quote:
Originally Posted by sir_pudding View Post
The way this is written you must take a 20 point race, is that intentional?
Yes, that's how all of my modified DF archetypes work. Human characters get a flat 20 points to purchase any traits that they want, and can optionally take -25 points in disadvantages to get corresponding advantages. All other PC races have 45 points of positive traits and -25 points of disadvantages. Further, the races are presented as lenses rather than metatraits, allowing for customization.

Examples:

Dwarf -- 20 points
Attribute Modifiers: HT +1 [10]
Secondary Characteristic Modifiers: FP +2 [6]; Basic Move -1 [-5]
Advantages: Alcohol Tolerance [1]; Damage Resistance 1 (Tough Skin, -40%) [3]; Language (Dwarven; Native) [6]; Lifting ST +1 [3]; Magic Resistance 1 (Improved, +150%) [5]; Night Vision 5 [5]; Resistant to Poison (+3) [5].
Perks: Dwarven Gear [1].
Disadvantages: Code of Honor (Dwarven)* [-15] or Greed (12) [-15]; Stubbornness [-5].
Features: Armor isn’t interchangeable with human armor. Can purchase up to 4 levels of Pickaxe Penchant and up to 5 additional levels of Magic Resistance (Improved).

* This amounts to a Sense of Duty to other dwarves who also follow the Code (and a presumption that a dwarf follows the Code until demonstrated otherwise), combined with Intolerance for the traditional enemies of dwarves (dragons, dragon-kin, goblins, and ogres), a trivial Vow to marry a dwarf selected by one's elders, and a Dislike for elves and dwarves who demonstrate Greed.

Elf -- 20 points
Attribute Modifiers: ST -1 [-10]; IQ +1 [20]
Secondary Characteristic Modifiers: Will -1 [-5]
Advantages: Appearance (Attractive) [4]; Immunity to Disease [10]; Language (Elven; Native) [6].
Perks: Elven Gear [1]
Disadvantages: Indecisive (12) [-10] or Laziness (12) [-10].
Skills: Hidden Lore (Elven Secrets) (A) IQ+1 [4].
Features: Can purchase up to 4 levels of Forest Guardian.

Ogre -- 20 points
Attribute Modifiers: ST +1 (Size, -10%) [9]; HT +1 [10]
Secondary Characteristic Modifiers: SM+1; HP +1 [2]; FP +1 [3].
Advantages: Language (Ogre; Native/Broken) [4]; Night Vision 5 [5]; Resistant to Metabolic Hazards (+3) [10].
Disadvantages: Appearance (Unattractive) [-4]; Callous [-5] or Mild Shyness [-5]; Ham-Fisted [-5]; Social Stigma (Savage) [-10].
Quirk: Reincarnates [-1]*.
Features: Can purchase up to 4 levels of Mr. Smash.

* This has the same effect as "Damned" minus the horrified glances from fortune tellers. All ogre souls are immediately claimed by the ogre gods and reincarnated as new ogres, preventing any resurrection.

Last edited by Davies; 02-27-2017 at 02:28 PM.
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Old 02-27-2017, 04:26 PM   #8
Davies
 
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Default Re: [Dungeon Fantasy] Fool Template

Quote:
Originally Posted by Mailanka View Post
Nonetheless, it could provide some good inspiration for your own idea!
It did; I added some of the skills from its vocational options. (Not the woodsman one -- I think if that's your background, you might as well go all in and become a Scout.)
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Old 02-27-2017, 09:17 PM   #9
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Default Re: [Dungeon Fantasy] Fool Template

No luck for the fool ? Destiny is there but shouldn't luck be at least an option?
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Old 02-28-2017, 09:51 AM   #10
Davies
 
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Default Re: [Dungeon Fantasy] Fool Template

Quote:
Originally Posted by Celjabba View Post
No luck for the fool ? Destiny is there but shouldn't luck be at least an option?
"Destiny" stands for Impulse Points, which are suggested to replace all luck-type advantages and (in the case of Villainous Points/Fate) disadvantages.
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