01-31-2008, 05:32 PM | #1 |
Join Date: Jun 2006
Location: Montreal, Canada
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[Dungeon Fantasy] New Template
I decided, just for kicks, to create a new Template for Dungeon Fantasy; the Adventurer ! The adventurer was a "character class" in the 1st edition of the Dark Eye RPG and was sorta jack-of-all-trades. I created the template taking insparation of both the Dark Eye and those famous nameless adventurers found in the old Fighting Fantasy gamebooks. Please give me your comments as I would definately like to perfect this template. Here goes:
Adventurer 250 points The adventurer is somewhat of a jack of all trades with no magical knowledge at all. A wanderer with a sword, the adventurer’s knowledge consists of a combination between the knight, scout and thief. Many may decide one day to answer the calling of the road in search of great riches, only the canny and lucky survive. These survivors are exactly what adventurers are. Attributes: ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 12 [20]. Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP 13 [0]; Will 12 [0]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 7 [5]. Advantages: Combat Reflexes [15]; Luck [15] • Another 60 points chosen from among ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 or +2 [20 or 40], HT +1 or +2 [10 or 20], Will +1 to +4 [5/level], Per +1 to +4 [5/level], FP +1 to +4 [3/level], Basic Speed +1 [20], Basic Move +1 [5], Absolute Direction [5], Alcohol Tolerance [1], Appearance (Attractive, Handsome, or Very Handsome) [4, 12, or 16], Charisma [5/level], Cultural Adaptability [10], Danger Sense [15], Daredevil [15], Eiditic Memory [5], Enhanced Defenses [varies], Fit [5], Honest Face [1], Intuition [15], Language Talent [10], replace Luck [15] with Extraordinary Luck [30], Outdoorsman [10/level], Reputation +2 (Do-gooder, Everyone, 10 or less) [5], Social Chameleon [5] or Wild Talent [20/level]. Disadvantages: -15 points chosen from among Compulsive Wandering [-5*], Curiosity [-5*], Greed [-15*], Loner [-5*], or Obsession (Select one to justify constant wandering, varies) [-5* or -10*] • Another -30 points chosen from among Charitable [-15*], Chummy [-5*], Code of Honor (Pirate’s) [-5], Compulsive Carousing [-5*], Compulsive Gambling [-5*], Compulsive Generosity [-5*], Compulsive Spending [-5*], Compulsive Vowing [-5*], Honesty [-10*], Impulsiveness [-10*], Obsession [-5* or -10*], Overconfidence [-5*], Selfless [-5*], Sense of Duty (Adventuring companions) [-5], Stubbornness [-5], Vow (Own no more than what can be carried) [-10], or Wealth (Struggling) [-10]. Primary Skills: Hiking (A) HT [2]-12, Navigation (Land) (A) IQ [2]-12, Observation, Search and Survival (any), all (A) Per [2]-12 • One of Bow (A) DX+1 [4]-14 or Crossbow (E) DX+2 [4]-15 • One of these two melee skills packages: 1. One of Axe/Mace, Broadsword, Rapier, Saber, Shortsword, Smallsword, Spear‡, or Staff‡, all (A) DX+4 [16]-17. 2. One of Broadsword, Rapier, Saber, Shortsword, Smallsword, Spear, all (A) DX+3 [12]-16; and Shield or Shield (Buckler), all (E) DX+2 [4]-15. Secondary Skills: Brawling, Fast-Draw (any), Jumping, Knife, Thrown Weapon (Knife), all (E) DX [1]-13, Climbing, Stealth, all (A) DX [2]-13, Traps (A) IQ [2]-12, Swimming (E) HT [1]-12 • Three of Carousing (E) HT+1 [2]-13, Fast-Talk or Weather Sense, all (A) IQ [2]-12, Forced Entry (E) DX+1 [2]-14, or Running (A) HT [2]-12. Background Skills: 7 points in improved primary or secondary skills, or Armoury/TL3 (any), Cartography, Gambling, or Streetwise, all (A) IQ-1 [1]-11, First-Aid/TL3, or Gesture, all (E) IQ [1]-12, or Riding (Horse) (A) DX-1 [1]-12, or Acrobatics (H) DX-2 [1]-11. I want to add Compulsive Wandering as an obligatory disadvantage to bring the template down to 250. How would you rate/create this disadvantage ? Even though it may not seem a big problem in Dungeon Fantasy, it means that being constantly on the run will be a big nuisance to get Status, buy property, etc. Last edited by Collective_Restraint; 12-06-2008 at 09:29 AM. Reason: Updated the template |
01-31-2008, 05:58 PM | #2 |
Join Date: Nov 2006
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Re: [Dungeon Fantasy] New Template
When I glanced over it, the first thought I had was that it wasn't Adventurer! so much as Explorer.
For some reason when I was looking over it I thought about the kinds of guys that might have been on the DeSoto expedition. Of course, those guys were on an adventure...
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Heath Robinson ----- I created a jumbo-sized HeroQuest board from foam and I also built a case for a 55 inch TV to display animated RPG maps. |
01-31-2008, 08:31 PM | #3 |
Join Date: Sep 2005
Location: Canada
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Re: [Dungeon Fantasy] New Template
First off, if you're going make a template for Dungeon Fantasy it should be on the same basis as the other templates already published, meaning 250 points and 50 points of disadvantages (including lower secondary attributes). If I'm doing my math correctly, the template is currently at 265 points (not the 275 you had listed), so you just need to increase the number of disadvantages to bring it to that level, -45 rather than -30.
Second, one must be careful not to step too much on the other templates' toes. For example, I would adjust the weapon focus of the Adventurer. It is not as dedicated of a combat class as the Barbarian, Holy Warrior, or Knight so I think having the heavy weapon options (Polearm, Two-handed Sword, Two-handed Axe/Mace) may be inappropriate. If this is intended in part to be a combination of Knight, Scout and Thief, look at the latter two templates' weapon selections to gain ideas: a variety of swords (Short, Small, Rapier, Sabre, topping out at Broad Sword), Spear, Staff, and Shield would seem appropriate. I wouldn't price Compulsive Wanderer as any more disadvantageous than Compulsive Gambling or Generosity, which would put it at [-5] level, modified by frequency. Other suitable disadvantages to add to your list (taken from other Dungeon Adventurers templates): Chummy [-5]*, Obsession [-5 or -10]*, Vow (Own no more than what can be carried) [-10], Wealth (Struggling) [-10] You may want to apportion out components of the disadvantages as has been done with the original templates, to ensure that they take some important disadvantages which help define the role; for example: -15 points chosen from among Compulsive Wandering [-5]*, Curiosity [-5]*, or Obsession [-5 or -10]* (to give the character a reason for always staying on the move). |
02-01-2008, 08:22 AM | #4 | |
Join Date: Jun 2006
Location: Montreal, Canada
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Re: [Dungeon Fantasy] New Template
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02-01-2008, 08:30 AM | #5 | ||||
Join Date: Jun 2006
Location: Montreal, Canada
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Re: [Dungeon Fantasy] New Template
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I updated the template in the original post. Open for comments ! Last edited by Collective_Restraint; 02-01-2008 at 08:47 AM. |
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02-01-2008, 09:46 AM | #6 |
Join Date: Jan 2006
Location: Washington state.
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Re: [Dungeon Fantasy] New Template
Might I recommend adding Whip and Crossbow to the list of weaponry skills, as well as Signature Gear (hat and whip)? Okay, that last was for humor, but isn't this kind of what you're going for?
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02-01-2008, 10:32 AM | #7 | |
Join Date: Jun 2006
Location: Montreal, Canada
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Re: [Dungeon Fantasy] New Template
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12-05-2008, 09:18 PM | #8 |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [Dungeon Fantasy] New Template
I think perhaps it would be better to acknowledge the Adventurer as being suited for solo adventuring, and so increase the point value. That way, he can also fit into parties in high-powered campaigns.
Maybe 300 or even 350 CPs, instead of 250? Also, emphasize his jack-of-all-trades nature, and be much more careful he won't step on anybody's toes, in terms of invading the niches of existing, official templates. Give him ST 12, DX 12, IQ 12 and HT 12, and an option to raise only one of them by 1. That way, he can't get IQ 14 or DX 14 so as to threaten the party's Bard, Thief, Wizard, Scholar or whatever. Also emphasize serendipious versatility with lots of Wild Talent and even Gizmo. You can even be really kinky and allow the option to buy 2-4 levels of IQ or DX with the Limitation "-60% Only affects Wild Talent usages". That's non-RAW, but might be playable. Only allow high levels (more than 2 CPs invested, or maybe just 1 CP) in truly generic adventuring skills. A good set of such skills would be the ones in the box in DF1, where Kromm almost says that they are mandatory. Any other skills, the Adventurer can never put more than 2 CPs into (maybe 4 for weapon skills). That could be an actual Adventurer-specific disad: -10 Unfocused Training You can never put more than 4 points into any Combat/Weapon skill, and never put more than 1 points (yes, one) into any non-combat skill other than these (which should all be conveniently listed on the template as primary skills): Climbing, First Aid, Gestures, Hiking, Observation, Scrounging, Search, Stealth. -50% Partial: You may put 2 points into any non-combat skill. This way, the Adventurer can gradually "buy off" the Unfocused Training disad, as a stepping stone towards multiclassing, as per the rules in DF3. |
12-05-2008, 09:27 PM | #9 |
Join Date: Sep 2008
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Re: [Dungeon Fantasy] New Template
Proofread the template again; on a quick run-through I noticed you had Obsession listed twice under Disadvantages. I didn't notice anything else, but it might be there.
(Don't have much else to say, since I didn't invest in DF, so I'm not knowledgeable on the topic.) |
12-05-2008, 11:29 PM | #10 |
Join Date: Nov 2006
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Re: [Dungeon Fantasy] New Template
I have a template very similar but it's called a dungeoneer. Cool post!
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