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Old 03-02-2018, 08:32 AM   #11
Kromm
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Default Re: Difficult monsters

Of course Hell Gnomes need a few changes from regular gnomes:
Hell Gnome
Racial Cost: 20 points

Hell Gnomes superficially resemble their hill-dwelling cousins but differ in several important respects. They're uniformly unpleasant (if not actually evil) and utterly mercenary, selling traps and curses to anyone who can afford them, without regard for what those things might be used for. They just about always live deep underground, and are chummy with the fabled shadow elves and perhaps even certain Elder Things. And they are to the last gnome mages, though they rarely cast combat spells, preferring instead to work on slow, long-term enchantments such as Evil Runes.
Secondary Characteristic Modifiers: SM ‑1; FP+3 [9]; Basic Move-1 [‑5].
Advantages: Magery 0 [5]; Night Vision 6 [6]; Resistant to Poison 5 [5]; Troublemaker* 4 [20].
Disadvantages: Callous [-5]; Greed (12) [‑15].
Features: Armor interchangeable only with that of SM ‑1 races.
Special Hell Gnome Traits

Magery 0: If you're a wizard, this overlaps Magery and you can spend the 5 points on other professional advantages. If you belong to another profession, you can sense mana and magic items. You can also learn (and cast!) wizardly spells that don't require Magery 1+, if you meet the spells' other prerequisites – but you'll need to find a teacher in play. If you're a bard, cleric, or druid, list spells learned through Magery 0 separately, as they obey the rules for wizards, not your profession; e.g., a Hell Gnome who learned Silence as a wizard would get no Bardic Talent bonus but wouldn't need to sing to cast it.

Troublemaker: You are a master of creating things that hurt people: curses, dangerous architecture, poisons, traps, and so on. Add +1 per level to the Alchemy, Hazardous Materials, Poisons, Thaumatology, and Traps skills. Also add +1 per level to the damage inflicted by your traps, including magical ones such as alchemical gunk and Evil Runes. All Hell Gnomes are born with the maximum level of this trait but may also learn up to four levels of the Widget-Worker trait of regular gnomes, for 5 points/level!
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Old 03-02-2018, 09:12 AM   #12
Christopher R. Rice
 
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Default Re: Difficult monsters

Quote:
Originally Posted by tbone View Post
You must.

(So. What issue of Pyramid will we see it in? : )
No idea. But I must write it. It...calls to me.


Quote:
Originally Posted by Kromm View Post
Of course Hell Gnomes need a few changes from regular gnomes:
Hell Gnome
Racial Cost: 20 points

Hell Gnomes superficially resemble their hill-dwelling cousins but differ in several important respects. They're uniformly unpleasant (if not actually evil) and utterly mercenary, selling traps and curses to anyone who can afford them, without regard for what those things might be used for. They just about always live deep underground, and are chummy with the fabled shadow elves and perhaps even certain Elder Things. And they are to the last gnome mages, though they rarely cast combat spells, preferring instead to work on slow, long-term enchantments such as Evil Runes.
Secondary Characteristic Modifiers: SM ‑1; FP+3 [9]; Basic Move-1 [‑5].
Advantages: Magery 0 [5]; Night Vision 6 [6]; Resistant to Poison 5 [5]; Troublemaker* 4 [20].
Disadvantages: Callous [-5]; Greed (12) [‑15].
Features: Armor interchangeable only with that of SM ‑1 races.
Special Hell Gnome Traits

Magery 0: If you're a wizard, this overlaps Magery and you can spend the 5 points on other professional advantages. If you belong to another profession, you can sense mana and magic items. You can also learn (and cast!) wizardly spells that don't require Magery 1+, if you meet the spells' other prerequisites – but you'll need to find a teacher in play. If you're a bard, cleric, or druid, list spells learned through Magery 0 separately, as they obey the rules for wizards, not your profession; e.g., a Hell Gnome who learned Silence as a wizard would get no Bardic Talent bonus but wouldn't need to sing to cast it.

Troublemaker: You are a master of creating things that hurt people: curses, dangerous architecture, poisons, traps, and so on. Add +1 per level to the Alchemy, Hazardous Materials, Poisons, Thaumatology, and Traps skills. Also add +1 per level to the damage inflicted by your traps, including magical ones such as alchemical gunk and Evil Runes. All Hell Gnomes are born with the maximum level of this trait but may also learn up to four levels of the Widget-Worker trait of regular gnomes, for 5 points/level!
SWIPE.

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Not that I can recall . . . which is too bad, because I have a carnie (clown) profession for GURPS Dungeon Fantasy that's just waiting to find a home other than in Chistopher's closet.
...No.

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Originally Posted by Kromm View Post
I can't believe I forgot that! Here's the link, for those who missed it. But still . . . no clowns.
...Uh-uh.
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Old 03-02-2018, 10:36 AM   #13
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Default Re: Difficult monsters

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Originally Posted by zuljita View Post
Or one kid goblin who was being accidentally left behind during a winter pilgrimage. Home alone DF sounds like fun.
I think I now have my scenario for next month convention...
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Old 03-02-2018, 11:08 AM   #14
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Default Re: Difficult monsters

I think this deserves a topic split. It is a fantasticly inspiring discussion, but we’re certainly not talking about difficult monsters anymore, and I think both* topics deserve proper discussion space.

*Or all three, depending how finely you slice it.
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Old 03-02-2018, 03:14 PM   #15
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Default Re: Gnome Alone (split from Difficult monsters)

Hmmm
Rumours abound at the tavern that the mer-kelisser clan of hell gnomes are launching a religeous pilgrimage/attack on the village of Priss. A pair of battered looking rogues sidle up to the PCs and offer to sell them a map to the mer-kelisser stronghold in the caves of Uburby'a. The stronghold is near the home of Sho-val the slayer, a scare the PCs powerful necromancer/monk/swashbuckler who wields an artifact level monk's spade as a staff/weapon.

The stronghold of the mer-kelisser is located in a large cavern that is mysteriously cold, ice covers almost every surface. A simple pale wood palisade surrounds the structure.....

Inside
- at least one giant spider,
- A unique making and breaking spell trap that targets any inanimate object brought into contact with it. (Footware and gloves for example)
- Alchemical loot.
- A wand of "create flammable grease" currently in possession of the strongholds sole inhabitant.
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Old 03-02-2018, 03:34 PM   #16
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Default Re: Gnome Alone (split from Difficult monsters)

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Originally Posted by (E) View Post
A wand of "create flammable grease" currently in possession of the strongholds sole inhabitant.
Grease, Glue, Smoke and (limited at one dice) concussion all in one amazing wand of trickery.
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Old 03-02-2018, 04:11 PM   #17
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Default Re: Gnome Alone (split from Difficult monsters)

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Originally Posted by zuljita View Post
Grease, Glue, Smoke and (limited at one dice) concussion all in one amazing wand of trickery.
Throw in a few details like "the floor is covered in a thick layer of bone dust and small brittle fragments" and "a slimey layer of what is hopefully mud covers the floor" and that simple concussion spell will have some interesting added effects.
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Old 03-05-2018, 10:42 AM   #18
Christopher R. Rice
 
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Default Re: Gnome Alone (split from Difficult monsters)

I'm probably going to stat this up later this month. If anyone can playtest it - send me a PM. This is seriously a great idea. Thank you Tbone and Zuljita. (Tbone, send me a PM so I can get with you via email. Zuljita I already have yours.)
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Old 03-05-2018, 08:45 PM   #19
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Default Re: Gnome Alone (split from Difficult monsters)

I'm excited, this should be fun.
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