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Old 08-05-2020, 01:46 PM   #1
WhiteLily
 
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Location: Dallas, TX
Default Homebrew Profession "Arcane Trickster" for Dungeon Fantasy

The Dungeon Fantasy version of GURPS requires players to chose a profession and stick to it. None of the base professions combined the old school magic using thief. To remedy that, I created the Arcane Trikster:

Base Attributes: ST 10 [0], DX 15 [100], IQ 13 [60], HT 13 [30] Secondary Characteristics: Damage 1d-2 / 1d; BL 20 lbs; HP 12 [4]; Will 13 [0]; Per 14 [5], FP 13 [0], Basic Speed 7 [0]; Base Move 7 [0] (Points Spend on Attributes: 199)

Advantages: Magery 0 [5]; Energy Reserve(Magical) 2 [6] And 30 points of the following: Gizmos (5/level) ST +1 to +4 [10/level] DX +1 to +2 [20/level] IQ +1 to +2 [20/level] HT +1 to +4 [10/level] Will +1 to +5 [5/level] Per +1 to +9 [5/level] Combat Reflexes [15] Energy Reserve 3-5 (Magical) [3/level] Languages (any) [3 or 6 per language] Magery 1-3 or Bardic Talent [10/level] Mind Shield [4/level] Sensitive Touch [10] Signature Gear [1/item] (Points spend on advantages: 36)

Disadvantages: ST -1 to -2 [-10/level] Bad Temper [-10*] Compulsive Carousing [-5*] Compulsive Gambling [-5*] Compulsive Lying [-5*] Cowardice [-10*] Curious [-5*] Laziness [-10] Loner [-5*] Post-Combat Shakes [-5*] Skinny [-5] Sense of Duty (Adventuring Companions) [-5] Social Stigma (Excommunicated) [-10] Unnatural Features 1-5 [-1/level] Weirdness Magnet [-15] (Acquire -50 worth of disadvantages)

Skills: Innate Weapon(Beam)-16 [2] plus one of these 2-point melee skill packages: 1. Single Blade: Any one Knife-16 [2] 2. Sword and Cloak: Cloak-14 [1] and Short Sword-14 [1]

Ranged Skills: Innate Weapon(Projectile)-16 [2]

All of these Skills: Acrobatics-14 [2], Climbing-14 [1], Escape-13 [1], Filch-14 [1], Lock Picking-14 [1], Meditation-11 [1], Occultism-12 [1], Pickpocket-13 [1], Research-13 [1], Scrounging-14 [1], Search-13 [1], Shadowing-12 [1], Stealth-15 [2], Streetwise-12 [1], Thaumatology-10 [1], Traps-15 [2]

And 12 points worth of these skills: Acting, Alchemy, Camouflage, Counterfeiting, Detect Lies, Diplomacy, Disguise, Forgery, Gambling, Lip Reading, Hidden Lore, Holdout, Observation, Savoir-Faire, Sex Appeal, Sleight of Hand, Speed Reading, Swimming

(Total Spent on Skills: 35)

Plus 30 Points worth or Spells to TOTAL 250 points.
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Old 08-05-2020, 04:05 PM   #2
Say, it isn't that bad!
 
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Default Re: Homebrew Profession "Arcane Trickster" for Dungeon Fantasy

Overall, it seems reasonable, and fills a niche. However, I'm uncertain about this part:

Quote:
Originally Posted by WhiteLily View Post
HP 12 [4]
Extra hit points seems more like a front-liner thing, and a mix of rogue and wizard is generally going to be a second-liner at most. Also, dropping it would let you drop to 195 for attributes, which is a nicer number to work with in GURPS than 199 (due to the number of purchases/discounts that round to 5).
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Old 08-05-2020, 05:18 PM   #3
zoncxs
 
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Default Re: Homebrew Profession "Arcane Trickster" for Dungeon Fantasy

I would change the attributes as such:

Quote:
Base Attributes:
ST 11 [10]
DX 14 [80]
IQ 14 [80]
HT 11 [10]

Secondary Characteristics:

HP 11 [0]
Will 14 [0]
Per 14 [0]
FP 11 [0]

Basic Speed 6 [-5]
Base Move 7 [5]

Damage 1d-2 / 1d
BL 20 lbs;

(Points Spend on Attributes: 180)
Both the wizard and thief templates have HT 11, so I kept that the same.
Both have Basic Speed 6, ditto.
Thief has higher basic move, so I did that.
Both have either DX or IQ at 15, so I made both 14.
Will is left alone, and so was Per.


Quote:
Advantages:
Magery 1 [15]
Energy Reserve(Magical) 3 [9]
High Manual Dexterity 1 [5]
These should be the starting advantages, its a combinations of the two templates.


Another note, you numbers don't add up to 250, from my math it adds up to 257.
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Old 08-06-2020, 08:52 AM   #4
WhiteLily
 
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Default Re: Homebrew Profession "Arcane Trickster" for Dungeon Fantasy

Thanks for your suggestions.
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Old 08-06-2020, 12:00 PM   #5
Tinman
 
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Default Re: Homebrew Profession "Arcane Trickster" for Dungeon Fantasy

Or you could add a lens per DF-3 The Next Level
Make a wizard & add the thief lens if magic is primary, or make a thief & add the wizard lens if skill is primary.
Once you add a lens skills & advantages from both templates are available.
It suggests that only power-ups from the main be available. However, in my experience if someone's adding a lens they are trying to cover a hole in the group's abilities & it won't crowed out a niche.
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