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Join Date: Aug 2004
Location: Edmonton, AB
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(This is something I came up with to make the Innkeeper template into something a bit more universal. Hope it's useful. It uses the Impulse Points/Villainous Points notion from Pyramid #3/100 under the names 'Destiny' and 'Fate'.)
Fool - 250 points Not fool as in court jester, but fool as in "The gods look after fools, small children, and ships named Enterprise." What in the world is someone like you, a reasonably normal person, doing in a place like this? Answer -- surviving, somehow. Possibly that means that you're not actually as normal as you used to think you were, back in the good old days when you had an ordinary job. You certainly seem to have more than your fair share of luck, and your friends -- if you think of the rest of the party in those terms, or they of you -- may keep you around as a lucky talisman of sorts. After all, if a hopeless case like you can survive all this, surely the trained professionals will! Attributes: ST 12 [20]; DX 13 [60]; IQ 13 [60]; HT 12 [20] Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]. Advantages: Destiny 3 [15]; and Wild Talent 1 [20]. • A racial lens worth 20 points. • A further 30 points chosen from among ST +1 to +3 [10/level], DX +1 [20], IQ +1 [20 ], HT +1 to +3 [10/level], HP +1 to +3 [2/level], Will +1 to +5 [5/level], Per +1 to +5 [5/level], Acute Senses (any) [2/level], Charisma [5/level], Combat Reflexes [15], Destiny 4-6 [5/level], Discriminatory Smell [15], Eidetic Memory [5] or Photographic Memory [10], Enhanced Destiny Refresh 2-3 [10/level], Fearlessness [2/level] or Unfazeable [15], Gizmos 1-3 [5/level], Honest Face [1], Intuition [15], Language Talent [10], Languages (any) [2-6/language], Lifting ST 1-3 [3/level], Penetrating Voice [1], Rapier Wit [5], Signature Gear [Varies], Smooth Operator 1-2 [15/level], Wealth (Comfortable or Wealthy) [10 or 20], more Wild Talent [20/level]. Disadvantages: -20 points chosen from among Compulsive Gambling† [-5*], Compulsive Spending† [-5*], Curious [-5*], Fate 1-3 [-5/level], Greed [-15*], Impulsiveness [-10*], Overconfidence [-5*], Sense of Duty (Adventuring companions) [-5], or Xenophilia [-10*]. • Another -25 points chosen from among those traits or FP -1 to -3 [-3/level], Bad Temper [-10*], Chummy [-5] or Gregarious [-10], Compulsive Carousing [-5*], Delusion (Untrue Belief)‡ [-5 to -15*], Gluttony [-5*], Honesty [-10*], Lecherousness [-15*], Miserliness† [-10*], Odious Personal Habits [-5 to -15], Overweight [-1] or Fat [-3], Post-Combat Shakes [-5*], or Stubbornness [-5]. Primary Skills: Brawling, Fast-Draw (Knife), and Knife, all (E) DX+1 [2]-14; Wrestling (A) DX+1 [4]-14. • One of Axe/Mace, Broadsword, Shortsword, Staff, or Two-Handed Axe/Mace, all (A) DX+1 [4]-14. • One of Crossbow or Thrown Weapon (any), all (E) DX+1 [2]-14; Bow, Lasso, or Throwing, all (A) DX [2]-13; or Sling (H) DX-1 [2]-12. • A further 8 points distributed among the combat skills above. • Any two of Leatherworking or Sewing (E) DX+1 [2]-14; Professional Skill (any) (A) DX [2]-13; Carpentry, Gardening, Housekeeping, or Masonry, all (E) IQ+1 [2]-14; Animal Handling, Boating (Unpowered) or (Sailboat), Cartography, Cooking, Farming, Merchant, Poetry, Professional Skill (any), Prospecting, or Smith (any), all (A) IQ [2]-13; or Artist (any) or Jeweler (H) IQ-1 [2]-12. Secondary Skills: Any eight of Filch (A) DX [2]-13; Pickpocket or Sleight of Hand, both (H) DX-1 [2]-12; Connoisseur (any), Fast-Talk, Gambling, Leadership, Merchant, Smuggling, or Streetwise, all (A) IQ [2]-13; Diplomacy or Poisons, both (H) IQ-1 [2]-12; Carousing or Sex Appeal (A) HT [2]-12; Scrounging (E) Per+1 [2]-15; Body Language, Lip Reading, or Search, all (A) Per [2]-14; Detect Lies (H) Per-1 [2]-13; Intimidation (A) Will [2]-13; or use one selection to raise one of those skills by a level. Background Skills: Any six of Climbing or Stealth, both (A) DX-1 [1]-12; First Aid or Gesture, both (E) IQ [1]-13; Hiking (A) HT-1 [1]-11; Observation or Urban Survival, both (A) Per-1 [1]-13; or use one selection to buy another secondary skill at one level lower. * Multiplied for self-control number; see p. B120. † Miserliness is incompatible with Compulsive Gambling and Spending. ‡ See GURPS Horror, pp. 24-25 Last edited by Davies; 02-27-2017 at 05:24 PM. |
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| dungeon fantasy, pyramid 3/100 |
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