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Old 12-25-2018, 03:14 AM   #1
Ordo_Lyrae
 
Join Date: Dec 2018
Default 160 "Apprentice" delver templates

I am starting a new campaign but wanted to start my PCs off at a lower power level. So I decided to come up with my own lower powered templates. I used the henchmen templates to set levels for attributes and skills but based the options for the templates on the DFRPG templates. I didn't make versions of the Martial Artist and Swashbuckler (they don't fit my campaign world thematically). The only template that was tricky was my "Rogue". I wanted a dungeon focused thief, so I moved the skills that were primarily useful for the town "mini-games" to optional skills and added more focus to combat skills (making them kind of combo thief/swashbuckler, although more a Thief with a bit of Swashbuckler, based a bit on the Rogue template from DF Denizens 2: Swashbucklers). I also removed fencing weapon skills from the templates, again for thematic reasons. Feel free to modify, tweak, etc. to your hearts content. A quick note as to why 160 points: I was originally aiming for 150 points but found that a little limiting, 160 points was a bit of sweet spot (also, yes I am aware that reduced attributes affect the disadvantage limit in the DFRPG templates, but I intentionally took liberties with this).

Apprentice Barbarian

Attributes:(120) ST 14 [40]; DX 13 [60]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics:(11) Damage 1d+1/2d+1; BL 45 lbs; HP 17 [6]; Will 10 [0]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0].
Advantages:(45) High Pain Threshold [10] and Outdoorsman 1 [10]. • A further 25 points chosen from among:
ST +1 to +2 [10/level]; DX +1 [20]; HT +1 to +2 [10/level]; HP +1 to +10 [2/level]; Basic Speed +1.00 [20]; Absolute Direction [5]; Acute Senses (any) [2/level]; Animal Empathy [5]; Animal Friend 1-3 [5/level]; Combat Reflexes [15]; Discriminatory Smell [15]; Extra Attack 1 [25]; Fearlessness [2/level] or Unfazeable [15]; Fit [5] or Very Fit [15]; Hard to Kill [2/level]; Hard to Subdue [2/level]; Lifting ST 1-3 [3/level]; Luck [15]; Magic Resistance [2/level]; Outdoorsman 2-4 [10/level]; Rapid Healing [5] or Very Rapid Healing [15]; Recovery [10]; Resistant to Disease 1-5 [1/level]; Resistant to Poison [1/level]; Signature Gear [1/per item]; Striking ST 1-3 [5/level]; Temperature Tolerance [1/level]; Tough Skin 1-3 [3/level]; Trademark Move [1/move]; Weapon Bond [1]
Disadvantages:(-50) Social Stigma (Minority Group) [-10] • Another -40 chosen from among:
Easy to Read [-10]; Gullibility [-10]; Illiteracy [-3]; Odious Personal Habit (Unrefined manners) [-5]; Phobia (Machinery) [-5*]; Wealth (Struggling) [-10]; Appearance (Unattractive or Ugly) [-4 or -8]; Bad Temper [-10*]; Berserk [-10*]; Bloodlust [-10*]; Code of Honor (Outlaw’s or Soldier’s) [-5 or -10]; Compulsive Carousing [-5*]; Gluttony [-5*]; Greed [-15*]; Ham-Fisted 1 or 2 [-5/level]; Impulsiveness [-10*]; Obsession (Slay some specific type of monster or Become master of my weapon) [-5*]; Overconfidence [-5*]; Sense of Duty (Adventuring Companions or Nature) [-5 or -15]; Wounded [-5]
Skills:(34) One of these two melee skill packages:
1. Two-Handed Weapon: Any one of Polearm-16 [12], Spear-16 [12], Two-Handed Axe/Mace-16 [12], Two-Handed Flail-15 [12], or Two-Handed Sword-16 [12].
2. Weapon and Shield: Any one of Axe/Mace-15 [8], Broadsword-15 [8], Flail-14 [8], or Spear-15[8] - and also Shield-14 [4]
• One of these ranged skills: Bolas-14 [4], Bow-14 [4], Sling-13 [4], Spear Thrower-14 [4], Throwing-14 [4], Thrown Weapon (Axe/Mace, Spear, or Stick)-15 [4]
• All of these skills: Brawling-14 [2], Camouflage-11† [1], Disguise (Animals)-10† [1], Fishing-13† [1], Hiking-11 [1], Intimidation-10 [2], Mimicry (Animal Sounds or Bird Calls)-10† [2], Naturalist-9† [1], Navigation-10† [1], Running-11 [1], Stealth-13 [2], Survival (any)-12† [1], Swimming-12 [1], Tracking-12† [1], Weather Sense-11 [2], Wrestling-13 [2].
• Four of these skills: Animal Handling (any)-9 [1], Carousing-12 [1], Climbing-12 [1], First Aid-10 [1], Forced Entry-13 [1], Gesture-10 [1], Lifting-11 [1], Observation-11 [1], Strategy-8 [1], Tactics-8 [1]

* Multiplied for self-control number
† +1 for Outdoorsman


Apprentice Bard

Attributes:(110) ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 11 [10].
Secondary Characteristics:(-5) Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 12 [-5]; Per 12 [-5]; FP 11 [0]; Basic Speed 6.00 [5]; Basic Move 6 [0].
Advantages:(60) Bardic Talent 1 [10]; Charisma 1 [5]; and Voice [10]. • A further 35-points chosen from a mix of Bard-Song abilities and:
ST +1 [10/level]; DX +1 [20/level]; IQ +1 [20/level]; FP +1 to +4 [3/level]; Basic Speed +1.00 [20/level]; Acute Hearing [2/level]; Appearance (Attractive, Handsome, or Very Handsome) [4, 8, or 16]; Bardic Talent 2-3 [10/level]; Born Entertainer 1-4 [5/level]; Charisma 2+ [5/level]; Cultural Adaptability [10]; Eidetic Memory [5] or Photographic Memory [10]; Empathy [15]; Energy Reserve 1- [3/level]; Honest Face [1]; Language Talent [10]; Luck [15]; Penetrating Voice [1]; Signature Gear [1/item]; Wealth (Comfortable or Wealth) [10 or 20]; Wild Talent [20/level].
Disadvantages:(-50) -50 points Chosen from among the following:
Chummy [-5] or Gregarious [-10]; Compulsive Carousing [-5*]; Lecherousness [-15*]; Sense of Duty (Adventuring Companions) [-5]; Xenophilia [-10*]; Code of Honor (Gentleman’s) [-10]; Compulsive Gambling [-5*]; Compulsive Lying [-15*]; Compulsive Spending [-5*]; Curious [-5*]; Greed [-15*]; Impulsiveness [-10*]; Odious Personal Habit (Continuous singing or strumming) [-5]; Overconfidence [-5*]; Post-Combat Shakes [-5*]; Stubbornness [-5].
Skills:(35) One of the following 3 melee skill packages:
1. Sword: Broadsword-14 [8] or Shortsword-14 [8].
2. Sword and Dagger: Broadsword-13 [4] or Shortsword-13 [4] - and also Main-Gauche-13 [4].
3. Sword and Shield: Broadsword-13 [4] or Shortsword-13 [4] - and also either Cloak-13 [4] or Shield (Buckler)-14 [4].
• One of Bow-12 [2], Throwing-12 [2], or Thrown Weapon (Knife)-13 [2]
• All of these skills: Acting-13 [2], Carousing-12 [2], Current Affairs-13 [1], Detect Lies-11 [1], Diplomacy-13† [1], Fast-Talk-14† [1], Heraldry-12 [1], Interrogation-12 [1], Merchant-12 [1], Musical Composition-12‡ [1], Musical Instrument-12‡ [1], Performance-14† [1], Poetry-12 [1], Propaganda-12 [1], Public Speaking-15†§ [1], Savoir-Faire-13 [1], Singing-14†‡ [1]; Stealth-11 [2].
• Four of these skills: Acrobatics-10 [1], Climbing-11 [1], Connoisseur (any)-12 [1], Dancing-11 [1], Disguise-12 [1], First-Aid-13 [1], Gesture-13 [1], Hiking-10 [1], Mimicry (Speech)-13† [1], Observation-12 [1], Scrounging-13 [1], Sex Appeal-12† [1], Sleight of Hand-10 [1], Streetwise-12 [1] Teaching-12 [1], Ventriloquism-11 [1], Writing-12 [1].
Spells:(10) Spend one point on each of 10 wizardly spells, but only from the Communication and Empathy, Knowledge, Mind Control, and Sound colleges. These will be at IQ + Bardic Talent -2 if IQ/Hard or IQ + Bardic Talent -3 if IQ/Very Hard.

*Multiplied for self-control number.
† Includes +2 for Voice.
‡ Includes +1 for Bardic Talent.
§ Includes +1 for Charisma.

Apprentice Cleric

Attributes:(100) ST 11 [10]; DX 11 [20]; IQ 13 [60]; HT 11 [10].
Secondary Characteristics:(-10) Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 11 [0]; Basic Speed 5.00 [-10]; Basic Move 5 [0].
Advantages:(70) Clerical Investment [5] and Power Investiture 2 [20]. • A further 45 points chosen from a mix of Holy abilities and:
ST +1 to +2 [10/level]; DX +1 [20/level]; IQ +1 [20/level]; HT +1 to +2 [10/level]; Will +1 to +4 [5/level]; FP +1 to +4 [3/level]; Energy Reserve (Holy) 1-10 [3/level]; Fearlessness [2/level] or Unfazeable [15]; Healer 1-4 [10/level]; Luck [15]; Mind Shield [4/level]; Power Investiture 3-6 [10/level]; Resistant to Disease 1-6 [1/level]; Signature Gear [1/item]; Spirit Empathy [10].
Disadvantages:(-50) One of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10]; or Vow (No Edged Weapons) [-10]. • Another -40 points chosen from the previous list or:
Disciplines of Faith (Ritualism or Mysticism) [-5 or -10]; Fanaticism [-15]; Intolerance (“Evil” religions) or (All other religions) [-5 or -10]; Vow (Chastity or Vegetarianism) [-5]; Wealth (Struggling or Poor) [-10 or -15]; Charitable [-15*]; Compulsive Generosity [-5*] or Miserliness [-10*]; Gluttony [-5*]; Overconfidence [-5*]; Overweight [-1] or Fat [-3]; Selfless [-5*]; Sense of Duty (Adventuring Companions) [-5*]; Stubbornness [-5*]; Truthfulness [-5*]; Weirdness Magnet [-15].
Skills:(27) One of these melee skill packages:
1. Two-Handed: Staff-13 [8].
2. Weapon and Shield: Any one of Axe/Mace-12 [4], Broadsword-12 [4], or Flail-11 [4] - and also Shield-12 [4].
• One of Innate Attack (any)-13 [4], Sling-11 [4], or Throwing-12 [4].
• All of these Skills: Diagnosis-12 [2], First Aid-14 [2], Hidden Lore (Demons, Spirits, or Undead)-12 [1], Meditation-12 [2], Occultism-12 [1], Public Speaking-12 [1], Religious Ritual-12 [2], Surgery-11 [2], Theology-12 [2].
• Five of these skills: Climbing-10 [1], Detect Lies-11 [1], Gesture-13 [1], Hiking-10 [1], Observation-12 [1], Panhandling-13 [1], Research-12 [1], Savoir-Faire-13 [1], Scrounging-13 [1], Search-12 [1], Stealth-10 [1], Writing-12 [1].
Special Skills:(8) Esoteric Medicine (Holy)-13 [4] and Exorcism-13 [4].
Spells:(15) Spend one point on each of 15 clerical spells. These will be at IQ + Power Investiture -2 if IQ/Hard or IQ + Power Investiture -3 if IQ/Very Hard.

*Multiplied for self-control number
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Old 12-25-2018, 03:18 AM   #2
Ordo_Lyrae
 
Join Date: Dec 2018
Default 160 "Apprentice" delver templates Part 2 Druid through Knight

Continued from part 1, here is part 2 of my 160 point "Apprentice" delver templates.

Apprentice Druid

Attributes:(100) ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 12 [20].
Secondary Characteristics:(-10) Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 5.00 [-15]; Basic Move 6 [5].
Advantages:(60) Green Thumb 1 [5] and Power Investiture 2 (Druidic) [20] • A further 35 points chosen from a mix of Druidic abilities and:
IQ +1 [20/level]; HT +1 to +2 [10/level]; Per +1 to +4 [5/level]; FP +1 to +7 [3/level]; Animal Empathy [5]; Animal Friend 1-4 [5/level]; Energy Reserve (Druidic) 1-10 [3/level]; Green Thumb 2-4 [5/level]; Healer 1-3 [10/level]; Intuition [15]; Luck [15]; Mind Shield [4/level]; Outdoorsman 1-4 [10/level]; Power Investiture (Druidic) 3-6 [10/level]; Resistant to Disease 1-6 [1/level]; Signature Gear [1/item]; Spirit Empathy [10].
Disadvantages:(-50) Social Stigma (Minority Group) [-10] • A further -40 points chosen from among:
Disciplines of Faith (Ritualism or Mysticism) [-5 or -10]; Sense of Duty (Nature) [-15]; Wealth (Struggling or Poor0 [-10 or -15]; Vow (Never sleep indoors) [-10]; Vow (Vegetarianism) [-5]; Intolerance (Urbanites) [-5]; Loner [-5*]; No Sense of Humor [-10]; Odious Personal Habit (“Dirty Hippy”) [-5]; Overconfidence [-5*]; Phobia (Crowds) [-15*]; Phobia (Fire) [-10*]; Phobia (Machinery) [-5*]; Sense of Duty (Adventuring Companions) [-5]; Stubbornness [-5*]; Weirdness Magnet [-15].
Skills:(37) One of these two melee skill packages:
1. Two-Handed Weapon: Either Spear-13 [8] or Staff-13 [8].
2. Weapon and Shield: Any one of Axe/Mace-12 [4], Broadsword-12 [4], Shortsword-12 [4], or Spear-12 [4] - and also Shield-12 [4].
• One of these ranged skills: Blowpipe-11 [4], Bolas-12 [4], Innate Attack (any)-13 [4], Lasso-12 [4], Net-11 [4], Sling-11 [4], Throwing-12 [4], Thrown Weapon (Spear or Stick)-13 [4].
• All of these skills: Animal Handling-12 [1], Camouflage-13 [1], Climbing-11 [2], Disguise (Animals)-12 [1], Hidden Lore (Elementals, Faeries, or Nature Spirits)-12 [1], Hiking-11 [1]; Mimicry (Animal Sounds or Bird Calls)-11 [1], Naturalist-13† [2], Pharmacy-12† [1], Religious Ritual (Druidic)-12 [2], Stealth-12 [4], Survival (any)-12 [1]; Theology (Druidic)-12 [2], Veterinary-11 [1], Weather Sense-12 [1].
• Three of these skills: Animal Handling (any other)-12 [1], Diagnosis-11 [1], First Aid-13 [1], Gesture-13 [1], Hidden Lore (any other)-12 [1], Knife-11 [1], Observation-12 [1], Poisons-11 [1], Teaching-12 [1].
Special Skills:(8) Esoteric Medicine (Druidic)-13 [4] and Herb Lore-13† [4].
Spells:(15) Spend one point on each of 15 druidic spells. These will be at IQ + Power Investiture -2 if IQ/Hard or IQ + Power Investiture -3 if IQ/Very Hard.

*Multiplied for self-control number.
† Includes +1 for Green Thumb.

Apprentice Holy Warrior

Attributes:(120) ST 12 [20]; DX 13 [60]; IQ 11 [20]; HT 12 [20].
Secondary Characteristics:(0) Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 12 [5]; Per 11 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0].
Advantages:(50) Born War-Leader 1 [5]; Higher Purpose 1 (Slay Demons or Undead) [5]; Holiness 1 [5]. • A further 35 points chosen from a mix of Holy Abilities and:
ST +1 to +2 [10/level]; DX +1 [20/level]; HT +1 to +2 [10/level]; HP +1 to +5 [2/level]; Will +1 to +4 [5/level]; Born War Leader 2-4 [5/level]; Combat Reflexes [15]; Enhanced Block 1 or 2 [5/level]; Enhanced Parry 1 or 2 (One melee weapon skill) [5/level]; Extra Attack 1 [25]; Fearlessness [2/level] or Unfazeable [15]; Hard to Kill [2/level]; Hard to Subdue [2/level]; High Pain Threshold [10]; Higher Purpose (existing specialty) 2-3 [5/level]; Higher Purpose (other specialty) 1-3 [5/level]; Holiness 2-6 [5/level]; Luck [15]; Magic Resistance [2/level]; Rapid Healing [5]; Recovery [10]; Resistant to Disease 1-6 [1/level]; Resistant to Poison 1-6 [1/level]; Signature Gear [1/item]; Striking ST 1-2 [5/level]; Trademark Move [1/move]; Weapon Bond [1].
Disadvantages:(-50) One of Honesty (12) [-10], Sense of Duty (Good Entities) [-10]; Vow (Own no more than horse can carry) [-10] • Another -40 points chosen from among the previous traits or:
Charitable [-15*]; Compulsive Generosity [-5*]; Compulsive Vowing [-5*]; Disciplines of Faith (Ritualism or Mysticism) [-5 or -10]; Fanaticism [-10]; Intolerance (“Evil” religions) or (All other Religions) [-5 or -10]; Selfless [-5*]; Truthfulness [-5*]; Vow (Chastity) [-5]; Bloodlust [-10*]; Code of Honor (Chivalry) [-15]; Easy to Read [-10]; No Sense of Humor [-10]; Overconfidence [-5*]; Sense of Duty (Adventuring Companions) [-5]; Stubborness [-5*].
Skills:(36) One of these melee skill package:
1. Two-Handed Weapon: Any one of Polearm-16 [12], Spear-16 [12], or Two-Handed Sword-16 [12].
2. Weapon and Shield: Any one of Axe/Mace-15 [8], Broadsword-15 [8], Flail-14 [8], or Spear-15 [8] - and also Shield-14 [4].
• One of Crossbow-14 [2], Throwing-13 [2], or Thrown Weapon (Axe/Mace or Spear)-14 [2].
• All of these skills: Brawling-14 [2], Hidden Lore (Demons or Undead)-11 [2], Intimidation-11 [1], Leadership-11† [1], Meditation-11 [1], Physiology (monster type)-10 [2], Psychology (monster type)-10 [2], Religious Ritual-10 [2], Strategy-10† [1], Tactics-10† [1], Theology-10 [2], Wrestling-12 [1].
• Four of these skills: Climbing-12 [1], Fast-Draw (any)-13 [1], First Aid-11 [1], Gesture-11 [1], Hiking-11 [1], Interrogation-10 [1], Observation-10 [1], Physiology (other monster type)-9 [1], Psychology (other monster type)-9 [1], Riding (Horse)-12 [1], Stealth-12 [1].
Special Skills:(4) Esoteric Medicine (Holy)-10 [2] and Exorcism-11 [2].

*Multiplied for self-control number.
†Includes +1 for Born War Leader.

Apprentice Knight

Attributes:(110) ST 13 [30]; DX 13 [60]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics:(-5) Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 10 [0]; Per 10 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0].
Advantages:(60) Born War-Leader [5]; and Combat Reflexes [15]. • A further 40 points chosen from among:
ST +1 to +4 [10/level]; DX +1 to +2 [20/level]; HT +1 to +4 [10/level]; Basic Speed +1.00 [20/level]; Armor Mastery [5]; Born War-Leader 2-6 [5/level]; Enhanced Block 1-3 [5/level]; Enhanced Parry (One melee weapon skill) 1 or 2 [5/level]; Extra Attack 1 [25]; Fearlessness [2/level]; Fit [5] or Very Fit [15]; Hard to Kill [2/level]; Hard to Subdue [2/level]; Luck [15]; Penetrating Voice [1]; Rallying Cry [5]; Rapid Healing [5]; Recovery [10]; Sacrificial Block [1]; Sacrificial Parry [1]; Shield Mastery [15]; Shield-Wall Training [1]; Signature Gear [1/item]; Striking ST 1-2 [5/level]; Trademark Move [1/move]; Weapon Bond [1]; Weapon Master [20 to 45].
Disadvantages:(-50) -50 points chosen from among these traits:
Bad Temper [-10*]; Bloodlust [-10*]; Code of Honor (Outlaw’s, Soldier’s, or Chivalry) [-5,-10, or -15]; Obsession (Slay a specific type of monster) [-5*]; One Eye [-15]; Sense of Duty (Nation) [-10]; Vow (Never refuse a challenge to combat) [-10]; Wounded [-5]; Bully [-10*]; Compulsive Carousing [-5*]; Greed [-15*]; Honesty [-10*]; Impulsiveness [-10*]; Lecherousness [-15*]; Overconfidence [-5*]; Sense of Duty (Adventuring Companions) [-5].
Skills:(45) One of these three melee skill packages:
1. One of Axe/Mace-18 [20], Broadsword-18 [20], Flail-17 [20], Polearm-18† [20], Shortsword-18 [20], Spear-18† [20], or Two-Handed Sword-18† [20].
2. One of the above skills at 16 [12] or Flail-15 [12], and another one of the above skills at 15 [8] or Flail-14 [8].
3. Two of the above skills at 15 [8] or Flail-14 [8], and another one of the above skills at 14 [4] or Flail-13 [4].
• One of these skills: Bow-14† [4], Crossbow-15† [4], Sling-13† [4], Throwing-14† [4], Thrown Weapon (Axe/Mace or Spear)-15† [4].
• All of these skills: Armory (Body Armor or Melee Weapons)-10 [2], Brawling-14 [2], Connoisseur (Weapons)-10‡ [1], Fast-Draw (any)-14§ [1], Knife-13 [1], Leadership-10‡ [1], Shield-15† [4], Strategy-10‡ [2], Tactics-10‡ [2], Wrestling-12 [1].
• Four of these skills: Carousing-12 [1], Climbing-12 [1], Fast-Draw (any other)-14§ [1], First Aid-10 [1], Forced Entry-13 [1], Gambling-9 [1], Gesture-10 [1], Heraldry-9 [1], Hiking-11 [1], Intimidation-9 [1], Observation-9 [1], Riding (Horse)-12 [1], Savoir-Faire-11‡ [1], Scrounging-10 [1], Stealth-12 [1], Streetwise-9 [1].

*Multiplied for self-control number.
† Optionally, omit Shield and raise one two-handed or ranged combat skill by one level.
‡ Includes +1 for Born War-Leader.
§ Includes +1 for Combat Reflexes.
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Old 12-25-2018, 03:22 AM   #3
Ordo_Lyrae
 
Join Date: Dec 2018
Default 160 "Apprentice" delver templates Part 3 Rogue through Wizard

Continued from part 2, here are the final 3 templates in part 3.

Apprentice Rogue

Attributes:(110) ST 10 [0]; DX 13 [60]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics:(-5) Damage 1d-2/1d; BL 20 lbs.; HP 11 [0]; Will 10 [-10]; Per 13 [5]; FP 11 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].
Advantages:(57) Combat Reflexes [15]; Expert Backstabbing 1 [2]; High Manual Dexterity 1 [5]. • Another 35 points chosen from among:
ST +1 [10]; DX +1 [20]; IQ +1 [20]; Per +1 to +4 [5/level]; Basic Speed +1.00 [20]; Basic Move +1 to +2 [5/level]; Ambidexterity [5]; Catfall [10]; Danger Sense [15]; Enhanced Dodge 1 [15/level]; Enhanced Parry (One melee weapon skill) 1 [5/level]; Expert Backstabbing 2-10 [2/level]; Flexibility or Double-Jointed [5 or 15]; Gizmos 1-3 [5/level]; High Manual Dexterity 2-6 [5/level]; Honest Face [1]; Luck [15]; Night Vision 1-9 [1/level]; Perfect Balance [15]; Peripheral Vision [15]; Sensitive Touch [10]; Serendipity [15/level]; Signature Gear [1/item]; Silence 1 or 2 [5/level]; Wealth (Comfortable or Wealthy) [10 or 20]; Weapon Master (Knives or Shortswords) [20].
Disadvantages:(-50) One of Greed (12) [-15], or Trickster [-15]. • Another -35 points chosen from either the previous list or:
Callous [-5]; Code of Honor (Outlaw’s) [-5]; Curious [-5*]; Bad Temper [-10*]; Bloodlust [-10*]; Compulsive Carousing [-5*]; Compulsive Gambling [-5*]; Compulsive Lying [-15*]; Compulsive Spending [-5*]; Impulsiveness [-10*]; Laziness [-10]; Lecherousness [-15*]; Loner [-5*]; One Eye [-15]; Overconfidence [-5*]; Sense of Duty (Adventuring Companions) [-5]; Skinny [-5]; Social Stigma (Criminal Record) [-5].
Skills:(48) One of these three melee skill packages:
1. Blade and Shield: Knife-14 [2] or Shortsword-13 [2], - and also either Cloak-13 [2] or Shield (Buckler)-14 [2].
2. Single Blade: Knife-15 [4] or Shortsword-14 [4].
3. Sword and Dagger: Shortsword-13 [2] and Main-Gauche-13 [2].
• One of these ranged skills: Bow-13 [2], Crossbow-14 [2], Sling-12 [2], Throwing-13 [2], Thrown Weapon (Knife)-14 [2].
• All of these Skills: Acrobatics-13 [4], Brawling-13 [1], Carousing-11 [1], Climbing-13 [2], Escape-12 [2], Fast-Draw (any)-14† [1], Filch-12 [1], Forced Entry-14 [2], Gesture-12 [1], Holdout-12 [2], Lockpicking-14‡ [2], Observation-12 [1], Pickpocket-13‡ [2], Search-13 [2], Shadowing-12 [2], Sleight of Hand-12‡ [1], Stealth-14 [4], Streetwise-11 [1], Traps-13 [4].
• Another 6 points spent to improve any previous skill or add any of these:
Cartography-11 [1], Connoisseur (any)-11 [1], Counterfeiting-10 [1], Disguise-11 [1], Fast-Draw (any)-14† [1], Fast-Talk-11 [1], First Aid-12 [1], Forgery-10 [1], Gambling-11 [1], Garrote-13 [1], Hiking-10 [1], Knot-Tying-14‡ [1], Merchant-11 [1], Panhandling-12 [1], Poisons-10 [1], Scrounging-13 [1], Seamanship-12 [1], Smuggling-11 [1], Urban Survival-12 [1].

*Multiplied for self-control number.
† Includes +1 for Combat Reflexes.
‡ Includes +1 for High Manual Dexterity.

Apprentice Scout

Attributes:(100) ST 11 [10]; DX 14 [80]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics:(15) Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 10 [0]; Per 13 [15]; FP 11 [0]; Basic Speed 6.00 [-5]; Basic Move 7 [5].
Advantages:(60) Heroic Archer [20] and Outdoorsman 1 [10]. • A further 30 points chosen from among:
ST +1 to +3 [10/level]; DX +1 [20]; HT +1 to +3 [10/level]; Per +1 to +6 [5/level]; Basic Speed +1.00 [20]; Basic Move +1 to +4 [5/level]; Absolute Direction [5]; Acute Vision [2/level]; Combat Reflexes [15]; Danger Sense [15]; Extra Attack [25]; Fit [5] or Very Fit [15]; High Pain Threshold [10]; Luck [15]; Multi-Aim [6/level]; Night Vision 1-9 [1/level]; Outdoorsman 3-5 [10/level]; Peripheral Vision [15]; Rapid Healing [5]; Signature Gear [1/item]; Silence 1 or 2 [5/level]; Strongbow [1]; Telescopic Vision 1 or 2 [5/level]; Trademark Move [1/move]; Weapon Bond [1]; Weapon Master (Bow) [20].
Disadvantages:(-50) -50 chosen from among these traits:
Bloodlust [-10*]; Callous [-5]; Greed [-15*]; Honesty [-10*]; Overconfidence [-5*]; Sense of Duty [-5]; Stubbornness [-5*]; Code of Honor (Outlaw’s or Soldier’s) [-5 or -10]; Intolerance (Urbanites) [-5]; Loner [-5*]; No Sense of Humor [-10]; Odious Personal Habit (“Unwashed Bushwhacker”) [-5]; Paranoia [-10]; Phobia (Crowds) [-15*]; Sense of Duty (Nature) [-15]; Social Stigma (Minority Group) [-10]; Vow (Never Sleep Indoors) [-10]; Vow (Own no more than what can be carried) [-10].
Skills:(35) One of these two melee skill packages:
1. Weapon: Any one of Axe/Mace-15 [4], Broadsword-15 [4], Shortsword-15 [4], Spear-15 [4], or Staff-15 [4].
2. Weapon and Shield: Any one of Axe/Mace-14 [2], Broadsword-14 [2], Shortsword-14 [2], or Spear-14 [2] - and also Shield-14 [1] and one point to improve any skill on this template.
• All of these skills: Bow-16 [8], Camouflage-12† [1], Climbing-13 [1], Fast-Draw (Arrow)-14 [1], Gesture-11 [2], Hiking-10 [1], Mimicry (Bird Calls)-10† [2]; Navigation-10† [1]; Observation-13 [2], Shadowing-11 [4]; Stealth-13 [1], Survival (any)-13† [1], Tracking-13† [1], Traps-11 [4].
• Another 5 points spent to improve any previous skill or add any of these: Armory (Missile Weapons)-9 [1], Boating-13 [1], Brawling-14 [1], Cartography-9 [1]; Fast-Draw (any other)-14 [1], First Aid-10 [1], Garrote-14 [1], Jumping-14 [1], Knife-14 [1], Prospecting-9 [1], Riding (Horse)-13 [1], Running-11 [1], Seamanship-10 [1], Search-12 [1], Swimming-11 [1], Throwing-13 [1], Weather Sense-10† [1]; Wrestling-13 [1].

*Multiplied for self-control number.
† Includes +1 for Outdoorsman

Apprentice Wizard

Attributes:(100) ST 10 [0]; DX 11 [10]; IQ 14 [80]; HT 11 [10].
Secondary Characteristics:(-20) Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 14 [0]; Per 12 [-10]; FP 11 [0]; Basic Speed 5.00 [-10]; Basic Move 5 [0].
Advantages:(74) Energy Reserve 3 [9] and Magery 3 [35]. • Another 30 points chosen from among:
DX +1 [20]; IQ +1 [20]; Will +1 to +5 [5/level]; FP +1 to +4 [3/level]; Eidetic Memory [5] or Photographic Memory [15]; Energy Reserve 4-13 (Magical) [3/level]; Gizmos [5/level]; Improved Magic Resistance [5/level]; Intuition [15]; Language Talent [10]; Luck [15]; Magery 4-6 [10/level]; Mind Shield [4/level]; Signature Gear [1/item]; Spirit Empathy [10]; Wild Magic [21].
Disadvantages:(-50) -50 points chosen from these traits:
Curious [-5*]; Frightens Animals [-10]; Obsession (Become world’s most powerful wizard, etc.) [-10*]; Pyromania [-5*]; Skinny [-5]; Social Stigma (Excommunicated) [-10]; Unfit [-5] or Very Unfit [-15]; Unnatural Features 1-5 [-1/level]; Weirdness Magnet [-15]; Absent-Mindedness [-15]; Bad Temper [-10*]; Clueless [-10]; Hard of Hearing [-10]; Klutz [-5] or Total Klutz [-15]; Loner [-5*]; Low Pain Threshold [-10]; Nervous Stomach [-1]; Oblivious [-5]; Overconfidence [-5*]; Post-Combat Shakes [-5*]; Sense of Duty (Adventuring Companions) [-5]; Stubbornness [-5*].
Skills:(31) One of these two melee skill packages:
1. Staff: Staff-12 [4].
2. Wand and Buckler: Shield (Buckler)-12 [2] and Shortsword-11 [2].
• One of these ranged skills: Innate Attack (any)-13 [4], Sling-11 [4], Throwing-12 [4], Thrown Weapon (Dart)-13 [4].
• All of these skills: Alchemy-13 [4], Hazardous Materials-13 [1], Hidden Lore (Demons, Magic Items, Magical Writings, or Spirits)-14 [2], Meditation-13 [2], Occultism-14 [2], Research-13 [1], Speed-Reading-13 [1], Teaching-13 [1], Writing-13 [1].
• Eight of these skills: Body Sense-9 [1], Cartography-13 [1], Climbing-10 [1], Diplomacy-12 [1], Fast-Draw (Potion or Scroll)-11 [1], First Aid-14 [1], Gesture-14 [1], Hidden Lore (any other)-13 [1], Hiking-10 [1], Physiology (monster type)-12 [1], Savoir-Faire-14 [1], Scrounging-12 [1], Stealth-10 [1], Strategy-12 [1].
Spells:(25) Spend one point on each of 25 wizardly spells. These will be at IQ + Magery -2 if IQ/Hard or IQ + Magery -3 if IQ/Very Hard.

*Multiplied for self-control number.
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Old 12-25-2018, 11:08 AM   #4
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Default Re: 160 "Apprentice" delver templates Part 1 Barbarian through Cleric

I notice that the combination of reduced attributes and disads together add to more than -50 on these guys
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Old 12-25-2018, 03:12 PM   #5
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Default Re: 160 "Apprentice" delver templates Part 1 Barbarian through Cleric

Yeah, I fudged a bit on that. I know that reduced attributes are supposed to count towards the disadvantage limit but I generally think it doesn't break things too much as reduced attributes are actual reductions in hard abilities.

Also if you view secondary attributes as separate attributes (something that has a tradition GURPS, such as separating Will and Per from IQ, etc.) it makes a sort of sense if you squint hard enough ;) . It was intentional on my part, it was how I got to templates I was happy with.

People are of course free adjust, tweak, modify whatever they want on these. I just figured someone might find them useful and so I thought I would post them.

Also to the Mods: Thank you for combining my 3 threads into a single one, I posted it late at night and my very tired brain wasn't fully functioning, although if you could change the title to just "160 point Apprentice Delvers" I would appreciate it since it now includes all nine templates and not just Barbarian through Cleric and I would like to avoid any potential confusion. Thank you.

Last edited by Ordo_Lyrae; 12-25-2018 at 03:17 PM.
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Old 12-25-2018, 04:20 PM   #6
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Default Re: 160 "Apprentice" delver templates

Why 160 points?
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Old 12-26-2018, 08:12 AM   #7
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Default Re: 160 "Apprentice" delver templates

Quote:
Originally Posted by Ordo_Lyrae View Post
A quick note as to why 160 points: I was originally aiming for 150 points but found that a little limiting, 160 points was a bit of sweet spot (also, yes I am aware that reduced attributes affect the disadvantage limit in the DFRPG templates, but I intentionally took liberties with this).
Quote:
Originally Posted by evileeyore View Post
Why 160 points?
He mentions this at the end.
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Old 12-26-2018, 04:12 PM   #8
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Default Re: 160 "Apprentice" delver templates

Quote:
Originally Posted by DouglasCole View Post
He mentions this at the end.
Ah thank you, I was skimming and missed it.
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Old 12-26-2018, 11:49 PM   #9
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Default Re: 160 "Apprentice" delver templates

To expand on the point, when I did the templates at 150 I felt they lacked enough points to be sufficiently customizable. I wanted the templates to have enough advantage points to access at least one of the higher level abilities. I started with the attributes of the 125 point templates from Henchmen as I felt they were well balanced. I then added the the advantage lists and skill lists from the DFRPG templates (skill levels adjusted to the levels of 125 point templates). The problem I felt I ran into at 150 points was that they didn't have enough "choice" in their options. I didn't want them to be so narrow that they all felt the same.

A minimum of 30 points in optional advantages seemed a good goal for most of the the templates (the Barbarian being the only exception as I felt their advantages were mostly cheaper options). Again the choices done here are IMHO what felt right to me. They are designed to be more in line with the DFRPG templates than the Henchmen Templates (which are designed for GURPS DF) and I hope they are useful starting points for others who have similar desires. I designed them for my campaign, if others want to change them to fit their campaigns I just hope I can provide a useful jumping off point and save people a bit of time on the design.

I'm happy to clarify my design decisions and thinking for these as that can help others understand what changes they might want to make.

For context: I am running a converted version of Keep on the Borderlands (a popular module for DFRPG, it's a classic for a reason). I wanted templates where 6-8 fodder monsters (a pretty standard encounter in module) would be a challenge. A 250 point Knight, Barbarian, etc. can take that on their own. At 160 points these encounters are will hopefully still be challenging. I changed the "Evil Humanoid" stat blocks to better reflect their stats as reflected in the 1e AD&D MM, which I could post as well if people were interested (my players don't read this forum).

Last edited by Ordo_Lyrae; 12-27-2018 at 12:05 AM.
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Old 12-27-2018, 03:38 AM   #10
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Default Re: 160 "Apprentice" delver templates

These are good!
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