[OOC] Dungeon Fantasy -- Gorefest Dungeon
Greetings!
Looking to start a really quick dungeon to help me balance combat encounters for a generic, standard Dungeon Fantasy party of three to five player characters. Casual posting rate, but I'd like to see a post a day out of everyone including myself. To be clear, I'd like to run a very plain hack-and-slash dungeon with very little role playing, no background story or creative descriptions, and really no rhyme or reason for monster, treasure or trap placement. Here's an example of the first floor: http://img834.imageshack.us/img834/8131/gorefest5.jpg Besides fun, the main reason I'm running this is to get some experience as a GM in regards to combat balance. There will be some traps, too, to test their effectiveness and lethality. Character Creation: Please use only the Basic Set, Magic, and DF 1-3. Please do not use other sources, including Pyramid or other DF or GURPS books such as Low Tech or Martial Arts. Characters are to be created on the standard 250 point budget with a -50/-5-point disadvantage limit. Follow the templates to the letter. Please, please, please try to create very generic characters representative of beginner player knowledge, not super munchkins to astound the most experienced GURPS scholar. Remember, I'm trying to balance combat encounters so incredibly clever (or terrible) builds won't help me. Yes, you can make a Dwarf knight. Yes you can make a Pixie wizard or scout. But please, show some restraint and have some sense about it. We don't need any "monkey" builds; dodge/parry monkeys especially. We need a Knight, a Wizard and a Thief. After that, I'd like to see a good, balanced team of five PC's. You CAN play more than one character, but wait until your first submission is accepted before submitting another. There quite possibly will be PC advancement, most likely in the form of, "You get 10 character points to spend as you like and $20,000." There will be treasure. Perhaps a lot if this pans out. Prizes: First to submit a finished character and be accepted: 10 character points or third place prize. Second to submit a finished character and be accepted: 5 character points for use on skills or third place prize. Third to submit a finished character and be accepted: One weapon from the Basic Set or DF 1 appropriate for your character that is also of fine quality (+2 to +9 CF). First place winners who take this option can chose up to +30 CF of weapon modifiers instead, and second place up to +20 CF. Fourth to submit a finished character and be accepted: A 1-point Bless spell (Magic, p. 129) enchanted onto an item of choice -- item sold separately! Thanks for considering and I hope to see you in the Gorefest Dungeon! |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
I am interested, thinking knight or thief.
Here is my knight: Name: Sir Hfuhruhurr Race: Human Attributes [135] ST 16 [40] (ST includes +2 from 'Extra ST') DX 15 [80] (DX includes +1 from 'Extra DX') IQ 10 HT 13 [30] HP 16 Will 10 Per 10 FP 13 Basic Lift 51 Damage 1d+1/2d+2 Basic Speed 6.25 [-15] Basic Move 6 Ground Move 6 Water Move 1 Social Background TL: 3 [0] Cultural Familiarities: Languages: Common (Native) [0]. Advantages [96] Born War-Leader (2) [10] Combat Reflexes [15] Extra DX (1) (Affects DX) [20] Extra ST (2) (Affects ST) [20] Fearlessness (2) [4] Fit [5] High Pain Threshold [10] Rapid Healing [5] Signature Gear (Fortified lightened enchanted Scale armor) ($500) [1] Signature Gear (Throwing Axe) ($500) [1] Signature Gear (Fine Orichalcum Thrusting Broadsword) ($2,500) [5] Disadvantages [-35] Bloodlust (12 or less) [-10] Obsession (Slay a specific type of monster) (12 or less) [-5] Overconfidence (12 or less) [-5] Sense of Duty (Adventuring companions) [-5] Vow (Never refuse a challenge to combat) [-10] Quirks [-5] Alcohol Intolerance [-1] Attentive [-1] Broad-Minded [-1] Horrible Hangovers [-1] Imaginative [-1] Packages [0] Knight (Dungeon Fantasy) [0] Skills [59] Armoury/TL4 (Melee Weapons) IQ/A - IQ+1 11 [4] Axe/Mace DX/A - DX+1 16 [4] Bow DX/A - DX+2 17 [8] Brawling DX/E - DX+0 15 [1] Broadsword DX/A - DX+3 18 [12] Climbing DX/A - DX-1 14 [1] Connoisseur (Weapons) IQ/A - IQ+1 11 [4] Fast-Draw (Arrow) DX/E - DX+1 16 [1] includes: +1 from 'Combat Reflexes' Fast-Draw (Sword) DX/E - DX+1 16 [1] includes: +1 from 'Combat Reflexes' Forced Entry DX/E - DX+0 15 [1] Hiking HT/A - HT-1 12 [1] Knife DX/E - DX+0 15 [1] Leadership IQ/A - IQ+1 11 [1] includes: +2 from 'Born War-Leader' Shield (Shield) DX/E - DX+3 18 [8] Spear DX/A - DX-1 14 [1] Stealth DX/A - DX-1 14 [1] Strategy (Land) IQ/H - IQ+1 11 [2] includes: +2 from 'Born War-Leader' Tactics IQ/H - IQ+1 11 [2] includes: +2 from 'Born War-Leader' Throwing DX/A - DX+0 15 [2] Thrown Weapon (Axe/Mace) DX/E - DX+0 15 [1] Thrown Weapon (Spear) DX/E - DX+0 15 [1] Wrestling DX/A - DX-1 14 [1] Stats [135] Ads [96] Disads [-35] Quirks [-5] Skills [59] = Total [252] Encumbrance None(0):-------BL 51 lb.----- BM 6 yd----Dodge 10. Light(1):-------BL 102 lb.-----BM 4 yd----Dodge 9. Medium(2):-----BL 153 lb.-----BM 3 yd----Dodge 8. Heavy(3):------BL 306 lb.-----BM 2 yd----Dodge 7. X-Heavy(4):----BL 510 lb.-----BM 1 yd----Dodge 6. Hand Weapons 1 Medium Shield LC:4 $60 Wgt:15 Bash Dam:1d+1 cr Reach:1 Parry:No ST: Skill:ST:DX-4, SK:Shield (Buckler)-2, SK:Shield (Force)-2, SK:Shield (Shield) Notes:[2,3,4] Rush Dam:slam+2 cr Reach:1 Parry:No ST: Skill:ST:DX-4, SK:Shield (Buckler)- 2, SK:Shield (Force)-2, SK:Shield (Shield) Notes:[2,3,4] 1 Spear LC:4|4|4 $40 Wgt:4 1H Dam:1d+3 imp Reach:1* Parry:11 ST:10 Skill:SK:Spear, ST:DX-5, SK:Polearm- 4, SK:Staff-2 Notes:[1] 2H Dam:1d+4 imp Reach:1, 2* Parry:11 ST:9† Skill:SK:Spear, ST:DX-5, SK:Polearm-4, SK:Staff-2 Notes:two hands 1 Throwing Axe LC:4|4|4 $300 Wgt:4 1H Dam:2d+4 cut Reach:1 Parry:12 ST:11 Skill:SK:Axe/Mace, ST:DX-5, SK:Flail- 4, SK:Two-Handed Axe/Mace-3 Notes:[1] 2H Dam:2d+5 cut Reach:1 Parry:10 ST:10 Skill:SK:Two-Handed Axe/Mace, ST:DX- 5, SK:Axe/Mace-3, SK:Polearm-4, SK:Two-Handed Flail-4 Notes:[1] 1 Fine Orichalcum Thrusting Broadsword LC:4|4 $2400 Wgt:3 Swing Dam:2d+4 cut Reach:1 Parry:13 ST:10 Skill:SK:Sword!, SK:Broadsword, ST:DX-5, SK:Force Sword-4, SK:Rapier-4, SK:Saber-4, SK:Shortsword-2, SK:Two-Handed Sword-4 Thrust Dam:1d+4 imp Reach:1 Parry:13 ST:10 Skill:SK:Sword!, SK:Broadsword, ST:DX-5, SK:Force Sword-4, SK:Rapier-4, SK:Saber-4, SK:Shortsword-2, SK:Two-Handed Sword-4 Ranged Weapons 1 Regular Bow (ST 16) LC:4 Dam:1d+2 imp Acc:2 Range:240 / 320 RoF:1 Shots:1(2) ST:10† Bulk:-7 Rcl:- $100 Wgt:2 Notes:[3] 1 Spear LC:4|4|4 Dam:1d+4 imp Acc:2 Range:16 / 24 RoF:1 Shots:T(1) ST:9 Bulk:-6 Rcl:- $40 Wgt:4 1 Throwing Axe LC:4|4|4 Dam:2d+4 cut Acc:2 Range:16 / 24 RoF:1 Shots:T(1) ST:11 Bulk:-3 Rcl:- $300 Wgt:4 Armor & Possessions 1 Legionary Helmet $150 Wgt:6 Location:skull, face--------------------------------DR 1 Mail Sleeves $70 Wgt:9 Location:arms-------------------------------------------DR 4/2* 1 Leather Gloves $30 Wgt:0 Location:hands---------------------------------------DR 2* 1 Fortified lightened enchanted Scale Armor $495 Wgt:26.25 Location:torso, groin---DR 5 1 Studded Leather Skirt $60 Wgt:4 Location:groin, legs----------------------------DR 3/2* 1 Boots $80 Wgt:3 Location:feet-------------------------------------------------DR 2* 1 Cornucopia Quiver $110 Wgt:0.5 Location: 1 Bodkin Cornucopia Quiver $110 Wgt:0.5 Location: 1 Backpack, Small $60 Wgt:3 Location: Torso 1 Blanket $20 Wgt:4 Location: Backpack 1 Canteen $10 Wgt:3 Location: Backpack 4 Elven Rations $60 Wgt:2 Location: Backpack 1 Personal Basics $5 Wgt:1 Location: Backpack 1 Rope, 3/8'' (per 10 yards) $5 Wgt:1.5 Location: Backpack 3 Torch $9 Wgt:3 Location: Backpack 1 Whetstone $5 Wgt:1 Location: Backpack 1 Wineskin $10 Wgt:.25 Location: Backpack 1 Potion Belt $60 Wgt: 1 Location: Torso 2 Minor Healing Potion $240 Wgt: 1 Location: Potion Belt 2 Alchemist’s Fire $200 Wgt: 2 Location: Potion Belt DESCRIPTIONS Potion Belt. Belt with four slots, each of which can carry one “grenade” bottle or two potion vials. Wearer can reach them with Ready or Fast-Draw. Padding removes risk of accidental breakage and gives containers +2 DR vs. deliberate attacks. $60, 1 lb. Minor Healing Potion (Drinkable). Heals 1d HP. $120, 0.5 lb Alchemist’s Fire (Grenade). Self-igniting sticky oil! A direct hit causes 1d burning damage/second for 30 seconds or until the target rolls on ground; armor DR protects at 1/5 normal. Tossed at the ground, it creates a two-yard-radius fire (1d-1 burn/second) for 30 seconds. $100, 1 lb money: 306 |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
(Looks like zoncxs beat me by a few minutes.)
Name: Marcy le Rein Template: Bard Race: Human Attributes [145] ST 11 [10] DX 12 [40] IQ 14 [80] HT 11 [10] HP 11 Will 14 Per 14 FP 11 Basic Lift 24 Damage 1d-1/1d+1 Basic Speed 6 [5] Basic Move 6 Social Background TL: 3 Cultural Familiarities: Town Languages: Common Advantages [90] Bardic Talent 3 [24] Charisma 1 [5] Musical Ability 2 [10] Voice [10] Telecommunication (Telesend; PM, -30%) [21] Wealth (Wealthy) [20] Disadvantages [-50] Chummy [-5] Compulsive Carousing [-5] Sense of Duty (Adventuring Companions) [-5] Xenophilia [-10] Impulsiveness [-10] Overconfidence [-5] Curious [-5] Odious Personal Habit (Continuous Singing) [-5] Quirks [-5] Dislikes Peasants Not Particularly Fond of Elves Smells of Cinammon Distinctive Feature: Curly Red Hair Incompetence (Panhandling) Skills [43] Acting (A) [2]-14 Diplomacy (H) IQ [1]-14 Fast-Talk (A) IQ+1 [1]-15 Musical Instrument (Accordian) (H) IQ [2]-15 Performance (A) IQ+1 [1]-15 Public Speaking (A) IQ+2 [1]-16§ Singing (E) HT+4 [1]-15 Shortsword (A) DX+3 [12]-15 Throwing, both (A) DX [2]-12 Fast-Draw (Sword) (E) DX [1]-12 Stealth (A) DX [2]-12 Current Affairs (any) (E) IQ [1]-14 Savoir-Faire (High Society) (E) IQ [1]-14 Interrogation (A) IQ-1 [1]-13 Merchant (A) IQ-1 [1]-13 Propaganda (A) IQ-1 [1]-13 Musical Composition (H) IQ [1]-14 Carousing (E) HT [1]-11 Intimidation (A) Will-1 [1]-13 Detect Lies (H) Per-2 [1]-12 Heraldry (A) IQ-1 [1]-13 Poetry (A) IQ-1 [1]-13 Climbing (A) DX-1 [1]-11 Gesture (E) IQ [1]-14 Disguise (A) IQ-1 [1]-13 Mimicry (Speech) (H) IQ-2 [1]-12 Sex Appeal (A) HT+1 [1]-12 Observation (A) Per-1 [1]-13 Spells [27] Sense Life (H) IQ [1]-15 Sense Foes (H) IQ [1]-15 Sense Emotion (H) IQ [1]-15 Truthsayer (H) IQ [1]-15 Lend Language (H) IQ [1]-15 Borrow Language (H) IQ [1]-15 Mind-Reading (H) IQ [1]-15 Mind-Search (VH) IQ-1 [1]-14 Soul-Rider (H) IQ [1]-15 Control Person (H) IQ [1]-15 Keen Vision Keen Hearing Alertness (VH) IQ-1 [1]-14 Fear (H) IQ [1]-15 Rear Vision (H) IQ [1]-15 Foolishness (H) IQ [1]-15 Daze (H) IQ [1]-15 Mental Stun (H) IQ [1]-15 Sleep (H) IQ [1]-15 Weaken Will (H) IQ [1]-15 Strengthen Will (H) IQ [1]-15 Forgetfulness (H) IQ [1]-15 Command (H) IQ [1]-15 Emotion Control (H) IQ [1]-15 Suggestion (H) IQ [1]-15 False Memory (H) IQ [1]-15 Glib Tongue (H) IQ [1]-15 Equipment Balanced Cutlass - $1500 - 2 lbs Boots (p. B284) trimmed with fur [Feet] DR 2*. $320, 2.25 lbs - With Lighten and Fortify Cloth Sleeves (p. B283) [Arms] DR 1*. $20, 1.5 lbs - With Lighten and Fortify Steel Breastplate (p. B283) [Torso] DR 6F. $500, 18 lbs. - With Lighten and Fortify - $150 Leather Pants (p. B283) [Legs] DR 1*. $40, 2.25 lbs. - With Lighten and Fortify One-Handed Concertina (8, p. 22) [Sack or Webbing] $200,0.5 lb Shirt (8, p. 17) trimmed with lace [Torso, Arms] $216, 0.8 lb Backpack, Frame (p. B288) [Torso] $100, 10 lbs Bulls-Eye Lantern (1, p. 26) [Sack or Backpack] $100, 2 lbs. Delvers Webbing (1, p. 25) [Torso] $160, 3 lbs. Hooded Cape (8, p. 17) [Torso] Can be used as a light cloak in combat (DB 1). $22, 2.2 lbs. Lantern Oil, 5 pints (p. B288) [Sack or Webbing] $10, 5 lbs. Rations Χ6 (p. B288) [Sack or Backpack] $12, 3 lbs. Rope, 3/4 (10 yards) (p. B288) [Sack or Backpack] Supports 1,100 lbs. $25, 5 lbs. Sleeping Fur (p. B288) [Sack or Backpack] $50, 8 lbs. Saddle Horse with saddle and saddlebags $1450 $125 Stats [145] Ads [90] Disads [-50] Quirks [-5] Skills [43] Spells [27] = Total [250] |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
Name: Jorek Ironhide
Race: Minotaur Class: Barbarian Height: 8'4" Weight: 400 Age: 42 SM: +1 ST: 20 [90] HP: 25 [9] DX: 13 [60] WILL: 8 [0] IQ: 8 [-40] PER: 12 [20] HT: 16 [60] FP: 16 [0] Basic Lift: 80 Damage: Thr 2d-1; Sw 3d+2 Basic Speed: 7.25 [0] Basic Move: 8 [0] Dodge: 10 Parry: 12 Block: N/A Languages: Common (Native/Literate) [0] TL: 3 [0] Cultural Familiarity: Minotaur [0] Advantages: Absolute Direction [5] Acute Hearing 2 [4] Damage Resistance 2 (Partial, Skull Only, -70%) [3] Damage Resistance 2 (Tough Skin, -40%) [6] Peripheral Vision [15] Striker (Horns; Impaling; Limited Arc, Straight Ahead, -40%; Long, +1 SM, +100%) [13] High Pain Threshold [10] Outdoorsman 4 [40] Weapon Bond (Halberd) [1] Signature Gear (Dwarven Halberd) [3] Disadvantages: Appearance (Hideous)* [-16] Bad Temper (12)* [-10] Berserk (12)* [-10] Gigantism [0] Social Stigma (Minority Group) [-10] Easy to Read [-10] Gullibility [-10] Bloodlust (12) [-10] Odious Personal Habit (Unrefined manners) [-5] Sense of Duty (Adventuring Companions) [-5] *Minotaur Racial Disadvantages Quirks: Chauvinistic [-1] Dull [-1] Humble [-1] Proud [-1] Staid [-1] Skills: Camouflage (E) IQ+4 [1] – 12‡ Navigation (Land) (A) IQ+4 [2] – 15†‡ Survival (Woodlands) (A) Per+3 [1] – 15‡ Tracking (A) Per+3 [1] – 15‡ Thrown Weapon (Axe) (E) DX+2 [4] – 15 Polearm (A) DX+5 [16] – 18§ Brawling (E) DX [1] – 13 Stealth (A) DX [2] – 13 Wrestling (A) DX [2] – 13 Mimicry (Animal Sounds) (H) IQ+2 [1] - 10‡ Naturalist (H) IQ+2 [1] - 10‡ Swimming (E) HT [1] – 16 Hiking (A) HT-1 [1] – 15 Running (A) HT-1 [1] – 15 Fishing (E) PER+4 [1] – 16‡ Intimidation (A) WILL [2] – 8 Forced Entry (E) DX [1] – 13 Climbing (A) DX-1 [1] – 12 Lifting (A) HT-1 [1] – 15 Carousing (E) HT [1] – 16 † +3 for Absolute Direction ‡ +4 for Outdoorsman 4 § +1 for Weapon Bond POINTS SUMMARY: Attributes/Secondary Characteristics [199], Advantages/Perks/TL/Languages/Cultural Familiarity [100], Disadvantages/Quirks [-91], Skills/Techniques [42] – Total [250] Unspent Points [0] Possessions: - Clothing - Ordinary Clothing, $0; 2lbs [torso, arms, legs] Partial Mail Top DR 4/2*, $150; 14lbs [torso] Mail Loincloth DR 4/2*, $120; 12lbs [groin] - Weapons - Fine Dwarven Halberd, Damage: sw 5d+3 cut, sw 5d+2 imp, thr 3d imp; Reach: 2, 3*, 2, 3*, 1-3*; Parry: 0; ST:13‡, 13‡, 12‡; $SG; 18lbs Throwing Axe x2, Damage: sw 4d+1 cut; Acc: 2; Range: x1/x1.5; RoF: 1; Shots: 1(T); $180; 12lbs - Other Gear - Small Backpack, $60; 3lbs [back] • Blanket, $20, 4lbs [pack] • Canteen, $10; 3lbs [pack] • Personal Basics, $5; .5lbs [pack] • (12) Rations, $24; 6lbs [pack] • Compass, $50; 5lbs [pack] • $381 Total Cost: $619 Total Weight: 80lbs Backstory: |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
Thanks, all, for your interest! I've scanned all three characters and enjoyed doing so. They all look great.
We really need to fill the rolls of wizard and thief. That said, I don't want to force wizard onto anyone. Zon, would not Weapon Master be greatly beneficial? Normally, I would make special effort to be certain bards would have equal spotlight, but for this, I make no such promise. However, I do love bards and am glad to see one! Let's see if we can get a wizard and a thief on our roster. If not... we'll cross that bridge later. We can start play tonight, if possible. Thanks again! |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
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I won't be good for tonight since I got work till 10pm :( EDIT:: do i get first place? :D |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
I'd enjoy participating, but I don't have DF and don't intend to get it. I assume to play I'd need the templates in it? (from the "following the templates strictly" comment). If not I can give you a thief with a slight talent for magic.
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Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
Name: The Wiz (or Jim) 3 unspent points
Race: Dark One Class: Wizard Height: 5'8" Weight: 102 Age: 43 SM: 0 ST: 10 [0] HP: 10 [0] DX: 12 [40] Will: 15 [0] IQ: 15 [100] Per: 12 [-15] HT: 11 [10] FP: 14 [9] Basic Lift: 20 Damage: Thr 1d-2; Sw 1d Basic Speed: 6 [5] Basic Move: 6 [0] Dodge: 7 (9) Parry: 12 Block: N/A Languages: Common (Native/Literate) [0] TL: 3 [0] Cultural Familiarity: Town [0] Advantages: Magery 6 [65] Trading Character Points for money [5] Dark One (Dungeon Fantasy) [20] -Elder Gift 2 -Better Power Items -High Manual Dexterity 2 -Night Vision 1 -Resistant to Metabolic Hazards (+3) -Unnatural Features (Pupils are vertical slits; Fingers are tentacles) Perks: Psychic Guidance (Stone Missile) [1] Disadvantages: Curious (12 or less) [-5] Frightens Animals [-10] Sense of Duty (Adventuring Companions) [-5] Skinny [-5] Social Stigma (Excommunicated) [-10] Quirks: Cracks jokes about eating brains and doing other elder-thingy stuff[-1] Interested in magical minutiae [-1] Horrible Hangovers [-1] Proud [-1] "Southern" [-1] Skills: Alchemy/TL3 (VH) IQ-2 [2] – 15* Cartography/TL3 (A) IQ-1 [1] – 14 First Aid (Human) (E) IQ+0 [1] – 15 Gesture (E) IQ+0 [1] – 15 Hazardous Materials/TL3 (Magical) (A) IQ-1 [1] – 14 Hidden Lore (Demon Lore) (A) IQ-1 [1] – 16* Hidden Lore (Magical Items Lore) (A) IQ-1 [1] – 16* Hidden Lore (Magical Writings Lore) (A) IQ [2] – 17* Hidden Lore (Spirit Lore) (A) IQ-1 [1] – 16* Innate Attack (Projectile) (E) DX+2 [4] - 14 Meditation (H) Will-1 [2] - 14 Occultism (A) IQ [2] - 17* Physiology/TL3 (Elder Things) (H) IQ-2 [1] - 13 Research/TL3 (A) IQ-1 [1] - 14 Scrounging (E) Per+0 [1] - 12 Speed-Reading (A) IQ-1 [1] - 14 Staff (A) DX+2 [8] - 14 Stealth (A) DX-1 [1] – 11 Teaching (A) IQ-1 [1] – 14 Thaumatology (VH) IQ+3 [1] - 20✝ Writing (A) IQ-1 [1] - 14 * +2 from Elder Gift ✝ +6 for Magery, +2 from Elder Gift Spells: Apportation [1] - 19 Create Earth [1] - 19 Delay [1] -19 Detect Magic [1] - 19 Earth to Stone [1] - 19 Force Dome [1] - 19 Great Haste [2] -20 Haste [1] - 19 Ignite Fire [1] -19 Lend Energy [1] - 19 Link [1] - 19 Magic Resistance [1] - 19 Maintain Spell [2] -19 Missile Shield [2] -20 Purify Air [1] - 19 Purify Water [1] - 19 Recover Energy [2] - 20 Scryguard [1] - 19 Seek Earth [1] - 19 Seek Water [1] - 19 Seeker [1] - 19 Shape Earth [1] - 19 Shape Fire [1] - 19 Spell Shield [1] - 19 Stench [1] - 19 Stone Missile [2] - 20 Weather Dome [1] - 19 POINTS SUMMARY: Attributes/Secondary Characteristics [149], Advantages/Perks/TL/Languages/Cultural Familiarity [110], Disadvantages/Quirks [-35 (-55)], Skills [35], Spells [36] – Total [270] Unspent Points [4] Possessions: $382 unspent coin - Clothing - Ordinary Clothing, $0; 2lbs [torso, arms, legs] Mail Shirt DR 4/2*, $150; 16lbs [torso] Mail Coif DR 4/2*, $55; 4lbs [skull, neck] Heavy Leather Sleeves DR 2, $50, 2lbs [arms] Studded Leather Skirt DR 3/2*, $60, 4lbs [groin, legs] - Weapons - Fine Balanced Ornate Silver-coated Dragonbone Quarterstaff (relisted below as power item), Damage: sw 1d+2 cr, thr 1d cr; Reach: 1,2 Parry: 12; ST:7 (two-handed) - Other Gear - Small Backpack, $60; 3lbs [back] • Bandages, $10; 1lb [pack] • Blanket, $20, 4lbs [pack] • Canteen, $10; 3lbs [pack] • Personal Basics, $5; .5lbs [pack] • (24) Rations, $24; 6lbs [pack] • Scribe's Kit, $50; 2lbs [pack] Fine Balanced Ornate Silver-coated Orichalcum Quarterstaff, $2551; 4lbs [hands]
Total Cost: $3500 Total Weight: 59lbs Backstory: Wait, what? |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
Take first, second and third place in the order posted. If you're adding the points, don't remove points from anywhere else. It's the character submitted, plus 5-10 points. :)
Eric, yes, you can, but, in addition to other skills as you see fit, you must take the following skills at these levels or higher: Forced Entry (E) DX [1]-15; Climbing (A) DX+3 [1]-18; Filch (A) DX [2]-15; Stealth (A) DX+3 [12]-18; Escape (H) DX+1 [1]-16; Pickpocket (H) DX [2]-15§; and Lockpicking and Traps, both (A) IQ+1 [4]-14. Acrobatics (H) DX-1 [1]-14; Sleight of Hand (H) DX-1 [1]-14§; Gesture (E) IQ [1]-13; Holdout, Shadowing, Smuggling, and Streetwise, all (A) IQ [2]-13; and Search and Urban Survival, both (A) Per [2]-14. Brawling (E) DX [1]-15; Gambling (A) IQ-1 [1]-12; and Carousing (E) HT [1]-11. We still need a Wizard. From my own personal experience, I figured the wizard would be the tough spot to fill... Let me sweeten the deal for the wizard. If you wish to take a racial template from DF3, you may do so in addition to the starting point allocation. So, if you want to play a High Elf, you would get an additional 20 points or so. If you don't want to take a racial template, take an additional 20 points in spell skills. |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
Since I was third I get a fine weapon, so I wanted to ask you about that. I would like to add a fine edge to my Dwarven Halberd, but that'd make it cost a lot more points in signature gear than I have to spend on it. So can I have a Dwarven Halberd protected by signature gear and have it also be fine, but not have that fine edge protected by signature gear? Or can it be protected by signature gear anyways since it was a gift for posting third? (My other alternative is to take four points out of Thrown Weapon Axe (and take those off the sheet as well) to make room for it, but I don't think I want to do that.)
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Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
Jovus, we double posted. XD
Just so, I'm not going to go back on my offer. Take it if you wish. Take fourth place as well. |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
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Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
I added Orichalcum to my thrusting broadsword.
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Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
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I haven't played a DF wizard before, nor really seen one in action, so I'm jumping on this as a learning experience, since I will soon be GMing a DF game myself, and I should be familiar with how things play. Also, I'd be more than obliged if you share your insights from this little experiment. |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
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Alternatively, the Leprechaun template costs 20 points and would shore up some of the physical lacking of the wizard with +2 DX and at SM-4 everyone is at a -4 to hit you at all times (which could be made even harder with the Blur spell). And of course Ridiculous Luck will help you avoid any and all failures and critical failures during spell casting or defense. Edit: I didn't notice that you'd already chosen the Dark One template, my bad. |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
I don't think it's fair that the wizard player gets a template for free, especially to those of us who made our characters before that offer. The wizard is already the most powerful template, even before they get all the goodness of the Celestial template or the Elder-Spawn templates or even the High Elf, Leprechaun, or Cat-Folk.
Edit: I see now that our wizard has chosen not to take advantage of the more powerful options available, so whatever. I don't think the free stuff for posting characters first is fair either, especially in play by post. |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
It does not matter, that offer was not extended to everyone, we got stuff for free. Stripe was not taking a list and going through it to see what he wants, if he was then your character would be left out since in the OP it was stated that Stripe was looking for a Knight Wizard and Thief first.
you decided to make a bard. I am ok with the way things are, and no I would not have a different Point of view if I was second third or last. Don't complain about something that someone got for free and you didn't. its a game. |
Re: [OOC] Dungeon Fantasy -- Gorefest Dungeon
And here is the thief. Yes, I know the spells will fail a bit, and yes, he is a little weak at combat.
Jorin (the scoundrel) Attributes [155] ST 10 DX 15 [100] IQ 13 [60] HT 10 HP 10 Will 13 Per 13 FP 10 Speed 6 [-5] Move 6 thr d-2 sw d Advantages [51]: Flexible [5] Hard to Kill 3 [6] Magery 2 [25] Combat Reflexes [15] Disadvantages: [-43] Trickster (SC 12) [-15] Known Criminal [-5] Greed (SC 15) [-7] Light Sleeper [-5] Code of Honor (Stays bought) [-5] Skinny [-5] Quirk: Mark of thief on right hand [-1] Skills: [59] Forced Entry DX E 15 1 Climbing DX A 18 2 Filch DX A 15 2 Stealth DX A 18 12 Escape DX H 16 1 Pick pocket DX H 15 4 Lock picking IQ A 14 4 Traps IQ A 14 4 Acrobatics DX H 14 2 Sleight of Hand DX H 14 2 Gesture IQ E 13 1 Hold out IQ A 13 2 Shadowing IQ A 13 2 Smuggling IQ A 13 2 Streetwise IQ A 13 2 Search Per A 13 2 Urban Survival Per A 13 2 Brawling DX E 15 1 Gambling IQ A 12 1 Carousing HT E 11 2 Knife DX E 15 1 Short Sword DX A 15 2 Quick draw (knife) DX E 16 1 Bow DX A 14 1 Quick draw (arrow) DX A 14 1 Fast Talk IQ E 13 1 Innate attack (missile) DX E 15 1 Spells:[28] Recover Energy has 4 points. Locksmith and Flight have 2 points spent on them. the following have 1 each spent on them Apportation Manipulation Slow Fall Haste Poltergeist Winged Knife Deflect Missle Levitation Dancing object WallClimbing Light Continual Light Darkness Bshape Darkness Bondy of Shadow Iblur Invisbility Nightvision Dark Vision Lend Energy 155+51-43+59+28=250 Leather Jacket DR 1 torso, arms 4 lbs. Leather Gloves DR 1 Hands neg Leather Cap DR 1 Skull neg Leather pants DR 1 Groin, legs, 3 lbs. 2 Long knives, 2 lb Short sword, 2 lb more equipment coming later. 20 yards of 3/8 rope 3lb, 1 blanket, 4lbs climbing gear 4 lbs Small backpack, 3lbs lockpicks. Purse of small stones, needles, chalk,flint and steel, and string. 3lbs 48 arrows (16 bodkin) 4.8 lbs Shoulder Quiver .5 lbs. bow 2lbs 12 arrows, 4 bodkin (1.2 lbs) Jorin usually takes his weapons and purse with him, but leaves the pack on the ground between rooms. in proccess of editing |
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All that aside, we're short a healer.
So unless Stripe will let the bard, wizard, or wizard-thief take healing spells we may not last very long anyways... |
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As to templates, I realize that for twinking out I should have gone with a different template but a) we were told not to over-optimize, b) I wanted to remain near the same power level as the rest of the party, and c) a Dark One's what I wanted to play. That, or a Corpse Eater, what with the necromancy schtick. All that said, if people want I can peel the template back off again; I'm not married to the idea. |
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Wizard can get Minor Healing and the next one up from that if he gets them as prerequisites for Necromantic spells, which it looks like our wizard already has. I recommend grabbing those.
Edit: Leprechaun has a number of options. You could go with that and pick some up. |
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There's a chance in any game that PC death can happen, so a spread of 20 points or so is no biggie. Quote:
Anyway, I'll post the first room and stuff here in a bit, maybe a few hours or so. I'm making the rooms up as I go. Thanks again, everyone, for participation. I look forward to having a little DF fun! :) |
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I don't want anyone to think I got my feathers ruffled. It really doesn't bother me very much, but I do like to point out when I see something that might cause issues. I do find it slightly amusing. How are you handling rapier wit? |
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^Good to hear.
Not sure what you're seeking as I've never had a player take Rapier Wit before. I seem to recall it stuns enemies, right? Will vs. skill or something like that. No books right now. |
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Okay. Stopped making the dungeon to look this up.
Everyone targeted within earshot has to win this contest every round or be mentally stunned? ("Round" meaning on each of your turns.) Wow. That is powerful. That's like a stunning Innate Attack like that of a banshee's wail, except it's a free action even, for only 5 points and however much spent on the skill. Not only will making multiple extra rolls every round of combat annoy the hell out of me, it's entirely based on role playing with modifiers to be set by GM fiat on a case-by-case basis for each and every use. That could be very time consuming in a play-by-post environment. You're suggesting it be usable once per combat per target? Sounds fine with me. |
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If it's going to be a problem, I can swap it out for something else. The only reason I took it was because I had the points. But I would be happy to spend those four points on raising my shortsword skill instead. |
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Looks like the first set of enemies are probably Unfazeable anyway! XD |
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And I just noticed that I can't take the Alertness spell unless I also have two versions of the Keen (Sense) spell, so I guess I'll be taking that instead of more shortsword.
And I would like to thank whoever did the layout in Magic for putting that on the next page where I couldn't see it. Thanks, guy. |
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Eric brings up light. DF 2, p. 6 has great rules for light sources and what they do. In a nutshell:
Jorin's pin enchanted with the Continual Light spell has a radius of 4 yards in a semicircle in front of him. Should I NPC a torch barer from DF 15? ;D Forgot to mention in my post that the doors, as all are unless otherwise noted, are heavy ironbound wood; DR 15, 39 HP (DF 2, p. 18). |
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I need to finish getting Jorin's gear:
20 yards of 3/8 rope 3lb, 1 blanket, 4lbs climbing gear 4 lbs Small backpack, 3lbs lockpicks. Purse of small stones, needles, chalk,flint and steel, and string. 3lbs 48 arrows (16 bodkin) 4.8 lbs Shoulder Quiver .5 lbs. bow 2lbs 12 arrows, 4 bodkin (1.2 lbs) Jorin usually takes his weapons and purse with him, but leaves the pack on the ground between rooms. Also, basic doesn't have a portable tool kit for traps. What should I use? |
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The spells will last 2d days; I'll let you roll since we shouldn't know how long that is. |
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I would choose the leather gloves that he is wearing
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Why do you ask? |
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As to why, well, if they could be reprogrammed by us, we could theoretically avoid having to deal with them. Still, there's nothing saying that they can be programmed again once they're originally set, nor to say that doing so would be easy. (Indeed, in the classic golem story the programming is written on a piece of paper baked into the golem, which doesn't strike me as easy to access.) |
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I reduced shortsword skill and added Keen Hearing, Keen Vision, False Memory, and Glib Tongue. None of which are useful against golems.
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"Likewise, there is no known spell to 'steal' a golem from its maker. The spell is permanent; the golem is 'always on.' A golem follows verbal orders from its maker; the maker may instruct it to obey others." Quote:
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Good playing with you all tonight! See you tomorrow! |
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ohh, and the guy has dark hair and eyes, a small nose, stands 5' 4" and weighs 80 lbs. |
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And my plan to create a minotaur zombie takes one step closer to completion.
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Is there still room in this game?
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I'm not sure, Dchsknight. I hate to turn someone away, but I really wanted five players and that's what we have. I'd be willing to take on a good healing-centric cleric, I think. We're posting at a pretty fast rate, too, so only apply if you can keep up. If so, you'll be the last.
Zoncxs, can you share with me your line of thinking as to why you took that maneuver instead of, say, Move and Attack? Since I'm playing tactically, I'd be a fool to attack you as there is no way I'm getting through those defenses, but... Just curious. Ericthered, your creative and imaginative problem solving is much appreciated, and I would hate to stifle further applications of it, but I would just sit this particular combat out for the moment. Golem encounters are pretty well just brick vs brick. They have DR 4 and 30 HP. At -30 HP, they die instantly. By the time you got all the way up to the ceiling, which I described in my post as, "so high above that it disappears into shadow," and start prying on rocks, this golem is going to be dead. You're as likely to drop rubble on your two meat shields as you are a golem. However, that doesn't mean you're of no present use in this room... |
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With good support from the party, Jorek can tank these guys effectivly, but he's definitely gonna get hurt.
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the golem was to far away for me to effectively hit it (im not losing FP so quick and I am not rolling against 9) SO I moved in as much as I could and up my defense, since my dodge was lacking a little (12 normally with shield) I increased it. if you did attack I would have riposte for -3 to block (bringing it down to 9 from 12, then add Combat reflexes and shield bonus for a final score of 12) which would give the golem -3 to parry my attack while a did a committed determined rapid strike at its weapon arm, rolling a 13 each. :D |
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and then just used two parry shields! :D |
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If so, we'll need a Knight, Cleric and a Scout before rounding the party of five out with two more PC's. I'd like to see a DF Thief and Swashbuckler, too, but not necessary. For now, recruitment for this session is closed. |
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I updated the "background story" in the first post. If anyone wants something more serious, let me know and I'll just make it some standard, generic fantasy background, like an evil wizard made a dungeon and captured you or something.
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Anyone else who can keep up and wants to play another character in another dungeon, it's fine by me. :) |
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don't know about anyone else, but I am in light encumbrance (giving me a move of 4)
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Dang it, I'm getting sick, an affliction rare to my body. If anything, it will increase my ability to post, not hinder. However, if I for some reason this cold turns into a flu and I start downing sleepy meds, I'll let you all know.
I've learned that PbP takes much, much longer than table-top and this room, which might take five minutes real time, has taken a couple days. I'll try to put something for everyone in each room from now on. Well, rooms that are meant for such things. EDIT: Quote:
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If you're fine with such interleaving of actions, then I'll happily do that with my quarterstaff. I'll wait until next turn though in any case, both because I don't want to make things more complicated and because Jim wants to see if the golem's interested in him anyhow. |
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Honestly, I don't see any problem with that. We don't have to fuss with constructing some sort of Rube Goldberg machine of English composition to get it accomplished, either. So long as I know what you mean so your Waits will have the desired effect.
Anyways, the golem charging forward right now is eying Marcy pretty hard, so I think Jim is safe in the shadows for the moment. |
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;D I am going to have to come up with something for you to sink your teeth into, Eric. Assuming your character survives this room! |
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Somebody mentioned this earlier, so I thought I'd say where I'm at as well. I am at no encumbrance because I have such a high ST, so with Basic Speed 7.25 and Giantism that means I have move 8. :)
Unfortunately the real reason I'm not encumbered is that armor for SM+1 people is really expensive so I didn't get any... |
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Too bad these guys didn't have full SM +1 bronze plate like the book suggested, eh? :)
You're up, BTW. EDIT: I did, in fact, become sick. Just woke up and I'm pretty bad. For me, at least. If this is all it's got, my post rate won't be affected. My creativity will, though. Good thing I already have an idea what's in some of the rooms. If anyone has any suggestions, fire away; I don't care if it's role-playing scenarios ("Give me a room of drunk goblins") or certain monsters ("I like Ray Harryhausen's Medusa") or items ("I want a cape of flight"), or dungeon layouts ("I like Zelda-like puzzles"), or whatever. Let me know. |
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Great minds think alike. I very much plan to do so! All of my dungeons have underwater stuff, which is why I have Pyramid 3/26: Underwater Adventures. There are next to no rules for water combat in all of GURPS other than in that issue of Pyramid. I only have about five issues of Pyramid, but once I heard that it was full of water combat crunch, I got it.
If you can wait, the entire second level is one big underwater cave. Some previews: http://nathanrosario.deviantart.com/...2F194171&qo=57 http://nathanrosario.deviantart.com/...2F194171&qo=63 http://nathanrosario.deviantart.com/...2F194171&qo=28 For the third level's theme, I want to do a lot with rules for flying combatants, something I have almost no experience using. |
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I can be patient. As patient as a mouse that's not on fire.*
Speaking of fire, environmental hazards would generally be cool. They're often overlooked by players, at least, so knowing how well a party can handle them would be great. Oh, and I suppose I should ask for undead stuff, what with my wizard's build. *I hear that's pretty patient. |
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I can't imagine a dungeon where you would have to ask for undead. The first room was going to have some skeletons and zombies and an acid spider. That's been moved.
Environmental hazards, though? Could you be more specific? |
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Cool. That's what I thought you meant. I took a stroll through the green chapter moments ago, looking for good ideas to inflict upon ye poor souls. We'll see what nastiness I devise. :)
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DF characters can be overwhelmingly powerful. If our wizard has the Force Wall spell, or any number of other spells, this battle would have been laughably easy. I guess I would advise to keep that in mind for future games: this party doesn't even have a cleric, and our wizard took a very conservative spell list. So we're much less powerful than a normal DF party. |
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I hear you about Force Wall. Glue is another good one. Here is a good thread from my library of bookmarks about spells in combat: http://forums.sjgames.com/showthread.php?t=50580 |
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Yeah, that's a spell list there. Some of those are my favorites.
Jovus/Eric, not trying to leave you guys out of the conversation. If you feel inspired into making any alterations, go for it. |
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