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Old 02-11-2021, 10:57 PM   #21
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

Alright, went back to Basic Set for how Gizmo works, rather than leaning on Sages. Basic set defines 3 types: An item owned but not called out in inventory, an item that you can be assumed to own and would presumably be carrying (but is too minor to bother with), and a common item *anyone* might own. DF 4: Sages elaborates some on this, but the numbers used there seem to be based on costs specific to the Dungeon Fantasy economy (many small items are $50 or less, most kits are about $250, etc.) So, I suggest these options for Gewgaws:
  1. Item owned but not carried - as written
  2. Item expected based on character background - These are magical items only. GURPS: Magic mentions a breakpoint (at 60EP by default) where items can be made the Q&D way rather than S&S, and recommends pricing these at $1/point. I suggest any item at or below this breakpoint is eligible for Gewgaw retrieval. I'd also suggest that to match a character's background, it should be an item the character could generate independently (similar to the requirements under Earlier Works). Scrolls cannot be generated Q&D - there, I would base it on the maximum spell stone FP level +1 (scrolls are slower and more unwieldy), which is 4FP by default.
  3. Common item reasonably carried by anyone - as written
  4. Item requested from Guild - Must be an item similar to Gizmo in physical eligibility. The options Artifact, Map, New Gear, Provisions, and Replacement are all valid for this. Once generated, the item continues to exist, and must be tracked, and returned if lent by the guild! Specific (loaned) enchanted items may also be modeled using the Mounts and Vehicles option, at the GM's discretion.

As I mentioned earlier, this was priced as Gizmo (Cosmic, Magic Items; Accessibility, Magic Items Only); which leaves me a bit puzzled on items 1 and 3. Should those options still allow mundane items? What about things like Provisions or Map on 4?
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Old 02-22-2021, 11:34 AM   #22
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

I promised some worked examples; time got away from me a bit, but here's an example of a wand-wielder! I'm also taking this opportunity to provide examples of some of the mechanics that the Adventuring Enchanter depends on - in this case, using Resonant Designs and Materials to squeeze a little more value from an artifact, as well as finding and collecting a material source of energy for use in a later enchantment.

Wand-Wielder
Malinda Loreto started her adventuring career as a generalist mage. As she gained experience and resources, she decided to further boost her ability to cast Lightning effectively and frequently via Enchantment; eventually creating the wand Vizsht. With Vizsht, she's able to cast 5d-5 Lightning bolts with one second's charging time (2FP for free from the Power enchantment, and another 3 in the first second due to her Magery), or up to 11d-11 if allowed three seconds to charge. This is backed by a $7,500 dedicated powerstone (the Eye of Tolz, a trophy from earlier in her career), providing 40FP for spells cast from the wand. Without the wand, she's limited to 4d-4 to 10d-10 bolts, but is also sharply limited by how often she can cast it. If given the chance, she also likes to have Hawk Vision up, giving +1 to Aim per level. Vizsht is under continuous improvement - as Malinda's Obsession quirk indicates, she still needs it Shatterproofed; after which the quirk might change to getting Hex and Password enchanted. Beyond that, there's always further improvements that can be made, and other spells that could take advantage of the Power!

Malinda is a Dungeon Fantasy character; she has the Powerstone spell to allow her to start with a Dedicated Power Reserve (DF's version of Dedicated Powerstones) on Vizsht. Teleport is not useable in DF; and is only included as a prerequisite to Blink. Individual GMs may tweak the prerequisite as they like.

Name: Malinda Loreto (250)
Attributes [160]: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20]
Secondary Characteristics [-21]: Dmg 1d-2/1d; BL 20 lb; HP 10 [0]; Will 12 [-15]; Per 12 [-15]; FP 15 [9]; Basic Speed 6 [0]; Basic Move 6 [0]
Advantages [93]: Versatile [5]; Visualization [10]; Magery 3 [35]; Earlier Works - from Average [28]; Luck [15]
Perks [3]: Fated Gear (Wand) [1]; Points for Cash [1]; Weapon Bond (Wand) [1]
Disadvantages [-45]: Curious [-5]; Frightens Animals [-10]; Skinny [-5]; Greed [-15]; Overconfidence [-5]; Sense of Duty (Adventuring Companions) [-5]
Quirks [-5]: Attentive [-1]; Imaginative [-1]; Like Sparkling and glittering items [-1]; Proud [-1]; Obsession (Get Shatterproof on wand) [-1]

Primary Skills: Fast-Draw (Wand) DX+2 [4]-14; Hidden Lore (Magic Items) IQ+0 [2]-15; Thaumatology IQ+2 [4]-17
Secondary Skills: Artist (Woodworking) IQ-2 [1]-13; Cloak DX+0 [2]-12; Hazardous Materials/TL4 (Magical) IQ-1 [1]-14; Innate Attack (Beam) DX+4 [8]-16; Jeweler/TL4 IQ-2 [1]-13; Prospecting/TL4 IQ-1 [1]-14; Research/TL4 IQ+1 [4]-16; Search Per-1 [1]-11; Speed-Reading IQ-1 [1]-14
Background Skills: Body Sense DX-2 [1]-10; Diplomacy IQ-2 [1]-13; First Aid/TL4 IQ+0 [1]-15; Gesture IQ+0 [1]-15; Hiking HT-1 [1]-11; Stealth DX-1 [1]-10

Spells:
Attack: Air Jet [1]-16; Explosive Lightning [1]-16; Hawk Vision [1]-16; Lightning [1]-16
Defense: Blink [1]-16; Catch Missile [1]-16; Catch Spell [1]-15; Deflect Missile [1]-16; Magic Resistance [1]-16; Return Missile [1]-16; Scryguard [1]-16; Spell Shield [1]-16
Enchantment: Enchant [2]-16; Power [1]-16; Powerstone [1]-16
Utility: Analyze Magic [1]-16; Apportation [1]-16; Create Air [1]-16; Detect Magic [1]-16; Identify Spell [1]-16; Keen Vision [1]-16; Lend Energy [1]-16; Night Vision [1]-16; Recover Energy [1]-16; Seek Air [1]-16; Shape Air [1]-16; Teleport [1]-15; Walk on Air [1]-16

Equipment:
Earlier Works ($50,000 max): 1 Wizard's Wand (Vizsht, detailed below) [$45,650; 1 lb]; Ornate Ring (Power Item, 16FP) [$4,350; 0.05 lb]
Mundane Equipment ($500 from Points for Cash): 1 Delver's Webbing [$160; 3 lb]; 1 Lanyard, Chain (Attached to Wand) [$15; 0.5 lb]; 1 Light Leather Body Armor [$53; 6.3 lb]; 1 Light Leather Boots [$17; 2.1 lb]; 1 Light Leather Leggings [$37; 4.5 lb]; 1 Light Leather Sleeves [$25; 3 lb]; 1 Hooded Cape [$22; 2.2 lb]; 1 Blanket [$20; 4 lb]; 1 Canteen [$10; 3 lb]; 1 Sack [$30; 3 lb]; 1 Personal Basics [$5; 1 lb]; 6 Rations [$2; 0.5 lb]; 1 Rope, 3/8", 10 yd [$5; 1.5 lb]; $89 cash on hand

Vizsht:
Malinda Loreto has built this wand from scratch to throw powerful lightning bolts (based on the Resonant Designs and Materials rules, Thaumatology: 110). Vizsht was hand-carved and shaped by Malinda using her Woodworking and Jeweler skills. It has:
  • Raw materials: mahogany core (scorched), platinum jacketing, opal studs ($500)
  • Dedicated Reserve (DF version of Dedicated Powerstone) worth $7,350 (providing 40 FP for spells cast from the wand)
  • Power 2 enchantment worth $20,000 ($19,000 with 5% Resonant Design discount)
  • Lightning (15) enchantment ($16,000, or $14,800 with 12% discount)
  • Air Jet (15) enchantment ($4,000, no discount)
Vizsht was built from the from the ground up for Power and Lightning enchantments, and is constructed to give a discount to those enchantments (using Resonant Designs and Materials (T:110)); thus, each feature that visually describes its purpose grants a discount to the enchantments. It has a scorched mahogany core (2 points) wrapped in a platinum jacket (2 points) shaped as branching lightning bolts emitting from the stone embedded near the grip (2 points), the blackened mahogany core is visible between these bolts. The platinum jacketing swirls around this gem, seeming to feed back into itself and into the lightning bolts lining the rest of the wand (2 points). A carefully designed grip and matching holster generates sparks when first drawn, and intermittently as the wand is carried in hand (2 points). Precisely beveled edges on the bolts appear to draw energy from the stone and surrounding opal arrangement down the length of the wand in a coruscating pattern, suggesting flashes reminiscent of lightning (2 points). This results in a 12% discount for lightning enchantments. The oversized gem bulit into it is an eye from an ancient storm elemental that Malinda's group defeated previously, which was petrified for this purpose (1 point). Small cut opals (2 points) surrounding the main gem have facets that seem to draw energy towards the integral jewel (2 points), for a total 5% discount on the Power enchantment. The raw materials total less than $500; aside from the main jewel, which is accounted for separately.
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Old 02-22-2021, 11:34 AM   #23
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

Worked Examples:

Details of how to find and recover materials to use for energetic components in enchanting aren't really covered in Thaumatology, being left instead to the GM. I suggest the following:

Researching what materials to use, and where to find them, are separate Research rolls; using either the Research skill, Thaumatology (to determine what materials to use), or the appropriate discovery skill (Prospecting for minerals, Naturalist for creatures or plants, etc.); skills other than Research are at -2 (per B217). Success reveals 1 resource type or location on success, plus another per 4 points of Margin of Success. Discovering what materials to use is at -2 for a spell that the character does not know, or -4 for a spell in a school the character does not know. Rerolls are at -2 per further attempt, unless they find a different place to conduct their research. Time Taken is allowed on research rolls.

The nature of the materials used is left entirely up to the GM - Magically Potent Materials (Magic: 222) is a useful starting point, but it might be prudent to come up with some rough ideas once you have a hint at what they might be pursuing!

As a starting point for how much material is found in a given location, I suggest rolling 1d to choose from this table:
1: Poor: MoS*5 EP worth; takes 1 hour to collect
2-5: Average: MoS*20 EP worth; takes 4 hours to collect
6: Rich: MoS*100 EP worth; takes 2 days to collect
MoS here refers to the collection roll made once the character is at the site. If a Rich location is rolled for some variety of mana organ, it may represent multiple animals that need harvesting; or a very *large* creature! Resources found via Serendipity may also use this table, possibly at -1 on the roll.


Examples in play:
Malinda wants to get her wand enchanted with Shatterproof, but doesn't know that spell or its prerequisites. She will instead hire someone to enchant it, and intends to provide materials to cover as much of the energy cost as she can (reducing cost and time). To figure out what materials could be used, she gets access to the local Wizard's Guild library, and rolls against Research. This roll is at -4, since she's unfamiliar with the entire Making and Breaking school; she takes 4x as long to get a +2 bonus to compensate (taking 4 days). She rolls 11 vs Research-16 (adjusted to 14, with another +1 for Attentive); she can learn about 1 resource, plus another due to her Margin of Success. In this case, the GM decides she learns she can use Elemental Clay or flint from deep under the earth as energy sources for this enchantment. If she wants to find another method, she can roll again at a further -2 per attempt, or find another library to start over.

Elemental clay and primordial flint are both materials where Prospecting would make sense as the resource discovery roll. Still using the same library, Malinda makes another roll, taking 8 hours to find potential sources of elemental clay - she rolls 8 against her 16 in Research (with +1 for Attentive again), finding 3 potential locations! (1 for success, another 1 per 4 MoS) The GM decides that one is within a day's travel of their next quest location, so the party quickly agrees to a detour.

Later, having arrived at the bog where elemental clay may be found, her party secures the site, and gets positioned to defend the area while Malinda gathers the clay she needs. The GM rolled an Average deposit, and so she can expect to find clay with energy points worth 20 times her margin of success on her collection roll (here, Prospecting). The GM rules that Time Taken can be used in this case; but warns that the longer she takes, the more chances for wandering monsters! Malinda decides to use Visualization and Luck to maximize her take; gambling that she won't need Luck while she's excavating. Malinda's player describes how she traces the ley lines of the bog, searching for places where the clay twists the mana flows. The player describes sifting through the silt and scraping clay from a screen, while making jokes about the smell. This is pretty typical for the player's Visualization descriptions, so the GM grants the usual half bonus; interjecting an anecdote about slipping in the muck - had the player gone into greater detail, or otherwise entertained the group, the full bonus could have been used instead (entirely depending on what the GM wants to encourage). The Visualization roll is then made: 12 vs 15, for only +1. The player has already decided to use Luck to improve the odds, and applies it to the Prospecting roll proactively: 9, 7, and 11 against Prospecting-14+1, and another +1 for Attentive. This gives a Margin of Success of 9, for 180 EP worth of clay. Shatterproof needs 400 EP to enchant; so while Malinda has shaved 45% off the cost, she has a ways to go - she can either try one of the other deposits, do some research to find locations for primordial flint, see if she can find other resources that can be used, or learn some patience! If she learned Shatterproof herself, she could also pay character points to make up the difference (Spending of Yourself, T:109).


My next example character should be the Golemancer, with an example of actually using materials to enchant objects! Meanwhile, I'm curious about how people familiar with Resonant Designs and Materials feel about it applying to other enchantments - I'm assuming an Explosive Lightning enchantment would benefit from the Lightning-focused discount, but what about something like Thunderclap? Or Flash?

Last edited by 5too; 02-22-2021 at 11:36 AM. Reason: Adjusted phrasing
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Old 03-03-2021, 11:32 AM   #24
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

As promised, the Golemancer is next up!

Golemancer
Herschel Vicory commands a golem squadron, and has focused on enchantments to increase their effectiveness in the field. Other golemancers might pursue other options - from a single, highly enchanted golem (maybe even carrying the enchanter!) to a "mother spider" golem carrying other warrior and utility types. Herschel's squad consists of 5 humaniform golems with armor he's built and enchanted, along with a SM+1 heavy golem similarly outfitted. The heavy golem is built to draw attention and fire, while the 5 "standard" golems carry out flanking operations. Herschel and his squad also operate with a set of ensorcelments active (per Magic: 60). Dungeon Fantasy forbids healing spells for non-clerical characters, but Golems may only be healed by spells cast by their creator - so Herschel also has a wand of Shape Earth (only earth, not stone), which acts as a Major Heal wand for the clay golems. They can also be healed with time spent in his lab.

Note that additional options for creating golems of varying materials and shapes are available at http://www.sjgames.com/pyramid/sample.html?id=5553.

Name: Herschel Vicory (250)
Attributes [160]: ST 11 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20]
Secondary Characteristics [-21]: Dmg 1d-1/1d+1; BL 24 lb; HP 11 [0]; Will 12 [-15]; Per 12 [-15]; FP 15 [9]; Basic Speed 6 [0]; Basic Move 7 [0]
Advantages [94]: Versatile [5]; Visualization [10]; Magery 0 [5]; Magery 3 (Enchantment Only) [21]; Earlier Works - from Average [28]; Luck [15]; Ally (5 Golems, each 5% CP value, per Hordes of Minions (Dungeon Fantasy 6: 14), always available) [4]; Ally (Heavy Golem, 25% CP value, always available) [4]
Perks [2]: Equipment Bond (Backpack Enchanting Lab) [1]; Points for Cash [1]
Disadvantages [-45]: Bad Sight (Farsighted) [-10]; Clueless [-10]; Curious [-5]; Overconfidence [-5]; Pyromania [-5]; Sense of Duty [-5]; Stubbornness [-5];
Quirks [-5]: Attentive [-1]; Obsession (Upgrade Shape Earth wand) [-1]; Bowlegged [-1]; Minor Addiction (Halfling Joy Powder) [-1]; Dislikes Beer [-1];

Primary Skills [8]: Fast-Draw (Wand) DX+1 [1]-13; Hidden Lore (Magic Items) IQ+0 [2]-15; Thaumatology IQ+2 [4]-17; Hazardous Materials/TL4 (Magical) IQ-1 [1]-14;
Secondary Skills [19]: Research/TL4 IQ+1 [4]-16; Shield (Shield) DX+2 [4]-14; Broadsword DX+1 [4]-13; Innate Attack (Gaze) DX+0 [1]-12; Artist (Sculpting) IQ-2 [1]-13; Construct Handling (Golems) IQ-1 [1]-14; Engineer/TL4 (Clockwork) IQ-2 [1]-13; Prospecting/TL4 IQ-1 [1]-14; Search Per-1 [1]-11; Smith/TL4 (Iron) IQ-1 [1]-14
Background Skills [6]: Armoury/TL4 (Body Armor) IQ-1 [1]-14; Armoury/TL4 (Melee Weapons) IQ-1 [1]-14; Climbing DX-1 [1]-9; First Aid/TL4 IQ+0 [1]-15; Gesture IQ+0 [1]-15; Tactics IQ-2 [1]-13;

Spells:
Enchant, Golem, and Ensorcel; all at IQ+1 [2]-16; Fortify, Deflect, Lighten, Shape Earth, Lend Energy, Recover Energy, Death Vision, Summon Spirit, Purify Air, Create Air, Shape Air, Ignite Fire, Shape Fire, Seek Earth, Seek Fire, Seeker, Haste, Itch, Spasm, Clumsiness, Grace, Might, Reflexes, Magic Resistance, Shield, and Armor; all at IQ+1 [1]-16; Malefice, Animation, and Animate Object at IQ [1]-15.

Equipment:
Earlier Works ($50,000 Max):
  • Carried by Herschel: Broadsword (Balanced, Fine; 15FP Power Item) [$4,000; 3 lb]; Wizard's Wand of Shape Earth [$4,050; 1 lb]; Small Shield [$140; 6 lb]; Light Mail Suit (from Dungeon Fantasy RPG - helmet carries Reflexes enchantment, full suit enchanted with Lighten 1 and Fortify 1) [$25,650; 27 lb]
  • Herschel's Ensorcelments: Haste 1 [$40]; Shield 1 [$40]; Armor 1 [$40]; Magic Resistance 4 [$40]; Might 1 [$40]
  • Carried by each of 5 Golem allies: Broadsword [$500; 3 lb]; Medium Shield [$60, 15 lbs]; 1 Light Scale Suit (from DFRPG, with Lighten 1 and Fortify 1) [$1,110; 48 lb]
  • Golem Ensorcelments: Haste 1 [$40]; Shield 1 [$40]; Armor 1 [$40]; Magic Resistance 2 [$40]; Might 1 [$40]
  • Carried by Heavy Golem (increased for SM+1): Broadsword [$750; 4.5 lb]; Large Shield with Spike [$220; 60 lb]; 1 Light Segmented Plate Suit (DFRPG, enchanted with Fortify 1, Lighten 1) [$5,002; 88.8 lb], Backpack Enchanting Lab [$1,000; 10 lb]
  • Heavy Golem Ensorcelments (doubled cost for SM+1): Magic Resistance 1 [$40]
Total cost: $49,906

Other Equipment - $500 cap:
Carried by Heavy Golem: 1 Lantern [$20; 2 lb]; 1 Blanket [$20; 4 lb]; 1 Canteen [$10; 3 lb]; 1 Sack [$30; 3 lb]; 1 Oil, Lantern, 1 Pint [$2; 1 lb]; 1 Personal Basics [$5; 1 lb]; 6 Rations [$2; 0.5 lb]; 1 Rope, 3/8", 10 yd [$5; 1.5 lb]


Allies (5 Golems): Additional 12 points assigned to ST+1 [10] and DR 1 (Tough Skin, Semi-Ablative) [2]. Stats with +N indicate those affected by (easily broken) ensorcelments:
ST 16+1, DX 11, IQ 8, HT 14, HP 16+1
Per 8, Spd 6.25, Dodge 11+1+1 (-1 due to encumbrance), Mov 6+1 (-2 due to encumbrance)
DR 1+4+1 (skin+equipment+ensorcelment; -1 vs crushing, DR 2 on face), Magic Resist +2
Sword (12) 3d-1 Cut (2d+2 Cut without Might), Parry 11+1, Block 11+1

Ally (Heavy Golem): Is SM+1; additional 67 points (+5 points from Size discount on template ST) assigned to ST+5 [45], DR 5 (Tough Skin) [15], and Extra Hit Points 6 (SM discount) [11]
ST 20, DX 11, IQ 8, HT 14, HP 26
Per 8, Spd 6.25, Ddg 14-1(enc), Mov 7-2(enc),
DR 5+5 (tough skin+armor), MR +1
Sword (12) 3d+2 Cut, Parry 14, Block 14


Ensorcelment locations:
Haste: Upper left leg
Shield: Upper left arm
Armor: Chest
Magic Resistance: Crown of head
Might: Upper right arm

Ensorcelments will be covered in more detail with the Field Enchanter; they are a normal spell made semi-permanent (some options discussed at http://forums.sjgames.com/showthread.php?t=171959). Herschel's ensorcelments are anchored to various points on the body via pigments. Any damage to the symbol destroys the enchantment. They may be targeted directly (1/2 chance when body part targeted, or targeted directly at -5); or you can roll on any critical hit to see which is destroyed. Herschel doesn't have enough energy to cast these himself via Quick & Dirty Enchanting; he hires another enchanter while still in town to help him replace any that have been disrupted.


Replacing fallen constructs:
"Replacements" in DF6:25 mentions that the time to replace a minion paid for with CP (or repair a destroyed one) should be "comparable in difficulty and nuisance value to recruiting a new Ally"; and suggests a period of "a month or two" along with a ceremony. To replace a fallen golem, I suggest the following process:

First, the body needs recovered; or as much of it as can be. Once the body is in a lab, a reverse enchantment can recover the energy used to create the original golem. Roll vs the lower of Enchant or the golem's HT, at -1 per death check threshold beyond -1*HP, to recover 50% of the energy used to create the golem. Add another +5% energy recovered per margin of success, up to 90%. A critical success recovers 95% of the energy; failure recovers nothing but allows another attempt (at an additional -2 per attempt), critical failure destroys the remaining energy. The recovered energy may be stabilized within the golem's body if restoring the golem, or extracted into whatever form the GM decides makes sense for use in a replacement. This may only be done for a golem bought as an Ally - perhaps something to do with the portion of the soul used in the process. This is an enchantment, so all regular enchantment rules, bonuses, and penalties apply. If assistants are used, they need to know the Golem enchantment.

At this point, the body needs to be restored or replaced by whatever method makes sense for the golem (which generally takes a week), and the remaining energy needs to be supplied. This may be done with other energetic materials, an additional character point investment, or Slow and Sure enchanting - but *not* Quick and Dirty enchanting! You're carefully replacing damaged portions of the animating matrix (or whatever fits your mythology), which cannot be rushed! This part is otherwise done as a typical Golem enchantment, with most of the energy already supplied. Afterwards, you have a new golem of identical or equivalent value for your Ally.

You may also command a golem to cease functioning, after which you can use the same skill that was used to create the golem's body to deconstruct it. Rolling on this skill acts as an assistance roll to the energy recovery roll. This is often done to upgrade a golem to a newer model, using the energy from the old.
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Old 03-03-2021, 11:33 AM   #25
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

Worked Examples:

Wand Enchantment:
Herschel starts with a wand of Shape Earth, of the cheaper earth-only variety. He'd like to improve it to shape stone as well, both to allow more options in the field and to begin crafting stone golems. The GM has determined that it can be upgraded as per the Accuracy enchantment (M65), so he only needs come up with 300 energy. Fortunately, he got a critical success prospecting in the Elemental Plane of Earth; and retreived 200 EP worth of Essential Sandstone! He also has 45 EP left of star-granite from the original enchantment, which can be used to full effect here (as it's the same enchantment). With 15 FP and a 15 FP Power Item, he's just 25 energy short. Rather than invest 1 CP to cover this, he decides to hire 3 enchanters - at an assumed 10FP each, they should be able to cover the cost of this enchantment. With Shape Earth and Enchant both at skill level 16, and bonuses from Equipment Bond, Attentive, Versatile, and at least one level from Visualization, he expects to have an effective skill level of 18 for enchanting (his backpack lab also contributes -2). Each assistant will need to know the Shape Earth spell, for -2 to the hiring roll (following the guidelines for extra requirements from "Where did you find this guy?", DF15:29), and +1 for Attentive also applies to this roll. Failure will mean waiting a week before trying again (B417, "Finding a Hireling"). He gets 10, 12, and 13 vs Thaumatology-17 (-2+1), so they can get to work right away! Enchantment will take an hour, and they'll need another hour to recover their energy; each will therefore get $5 for their time ($20/day, for 1/4 day).

Herschel's player first describes the expected process, per Visualization - Herschel will powder the Essential Sandstone and the star-granite, and he and his assistants will trace an intricate diagram using the powder centered on the wand. Once done, they will begin chanting and ignite the powder using Essential Flame, resulting in a carmine light show as the energy flows into the wand. The GM judges this sufficient for the half-bonus, which Herschel then rolls: 9 vs IQ-15, for +3! At this point, the skill level tally is:
16 (Enchant and Shape Earth both)
-2 (Portable Lab modifier)
+3 (Visualization roll)
+1 (Equipment Bond with Portable Lab)
+1 (Attentive)
+1 (Versatile)
-3 (Three assistants)
for an effective skill of 17. Herschel rolls 11, the material is consumed, and the wand is created with Power Level 17. Had he instead invested a character point, the Visualization bonus would have pushed it up to a Power Level 20 item (and he'd be $15 richer!)


Golem Restoration:
Later, Herschel's party has defeated a group of demons, but one of the golems has been cut down! Once the site is secured, the golem's remains are packed into a wheelbarrow they've brought along for hauling treasure. Later, with the party encamped in a secure location, Herschel sets up the portable lab to try to stabilize the energetic essences of the golem. His player describes how the process should go: the metal trinkets planted around the body will begin to resonate as he quietly chants, brushing another piece of worked metal along the chakra lines making up the golem's body. The player explains that as the portion of his soul within the golem begins to harmonize with the rest of Herschel's soul, he'll be able to trace the damaged portions of its chakra and bind them until more permanent work can be done. The GM agrees that this is worth the half bonus (rolled 12 vs 15, for +1), and the player rolls against its HT attribute, modified as per the enchantment process. Versatile isn't valid, as this isn't creative work; but Equipment Bond and Attentive do both apply, negating the -2 penalty from the Backpack Lab. Herschel therefore is rolling against 14+1, and rolls 9; recovering 50%+(6*5%), or 80% of the original enchantment's energy. The original golem required 274 Energy to create (base 250 + 12CP worth of energy), so Herschel will need to come up with 55 energy points back in town to restore it.

Later, back in town, Herschel restores the physical body. His Shape Earth wand lets him get the details placed properly, but carefully firing the clay without damaging the existing structure still takes a week. Next, with Golem and Enchant both at skill level 16, and getting bonuses from the Equipment Bond, Attentive, Versatile, and at least one level from Visualization, he expects to have an effective skill level of 18 for enchanting (Luck can be used on Visualization if needed). Herschel tries to hire 3 more enchanters familiar with the Golem enchantment to help him restore it. He rolls just as he did for the wand: this time he gets 12, 11, and 10 to find another willing trio. Herschel doesn't have any energetic materials beyond the golem's body to work with, and doesn't want to invest any character point in this, so they'll have to invest 55 mage-days between them to restore the golem (about 14 days per worker). Herschel's player describes setting up the lab with the golem's body at the focal point in the center. Herschel expects to lead the chanting each day, moving slowly and tracing along the damaged chakra lines while the assistants intone verse. He rolls for visualization: 8 vs 15, with the half-bonus making it +3. Golem doesn't really benefit from a higher power level, so the extra benefit is lost. After 1 week to restore the body and just over 2 weeks to restore the enchantment, the golem is active and ready receive instruction - this would be an ideal time to give it a golem codex.
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Old 03-15-2021, 09:07 PM   #26
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

Next up is the Field Enchanter. This variant focuses on getting Fatigue and Energy Reserve high enough to cast 40 point Ensorcelments unassisted using Quick and Dirty enchantment. The Ensorcelment spell (GURPS Magic: 60) makes permanent most spells that are cast on a living subject, covering all maintenance costs and converting the spell over to an enchantment (making it immune to dispel magic, persisting after no mana zone exposure, etc.) Ensorcelment also allows a discount to be applied to the cost of the enchantment, if the "escape clause" that can release the enchantment is easy enough to meet. With the greatest discount, Ensorcelments cost twenty times the casting cost of the base spell; having access to 40 points of energy allows the field enchanter to cast or recast 2-point spells as needed. After spending an hour casting (with any Time Spent modifiers), the caster will need 35 minutes of quiet rest (assuming Recover Energy 15) before fatigue penalties are removed. Full recovery takes another 65 minutes. Note that Energy Reserve regenerates in parallel to fatigue - this means keeping Energy Reserve and Fatigue at the same levels reduces the time spent recovering expended energy.

The Field Enchanter is very much a support character. Their main role is to maintain the ensorcelments on other party members, replacing them as they get disrupted. They also cover some of the other ancilliary mage roles - they can still spot magic items normally, have a variety of IQ-based skills, and so forth. Once equipped with a wand or other enchanted item, they can begin using their vast energy reserves more proactively. Additionally, any kind of Recover Energy enchantment will allow them to recharge without resting, and a Lend Energy wand that non-casters can use would allow other party members to help get the caster up on their feet again after a large working. Paut is also useful for this in a pinch; and a Power Item can keep them from having to empty all their reserves.

Ensorcelment services need not be limited to PCs; many adventurers would happily take advantage of NPC-provided ensorcelments. Enchantments requiring less than 60 energy to cast cost only $1/pt (M:22), making spells that can be cast for 3 points or less available for reasonable prices. The GM should come up with an easy to track escape clause that is considered "standard" for a given campaign (or a few, and roll for which a given shop uses), to make sure they can easily track when an ensorcelment is disrupted. Escape clauses are discussed more here. These enchantments are usually purchased as the adventurers prepare to leave town, minimizing the chance of disruption - the main advantage that the field enchanter has over these services is that the ensorcelments can be maintained in the field, so an unlucky encounter early in an adventure doesn't knock out a key enchantment.

Field Enchanter
John Brais started his career as an apprentice enchanter in Midar's Point, a midsize town on the edge of civilization with a thriving trade in adventurer services. He gravitated towards ensorcelments, enjoying the constant flow of new customers coming through for quick castings as compared to the drudgery of spending weeks or months on a given project. He was also enamored with the stories their customers came with. The master he worked under, meanwhile, was impressed with John's inborn stamina; and encouraged him to develop it at every opportunity. The ability to cover the energy of two or even three other casters in their work let them undercut the competition and still come out ahead economically. However, when John found out how much of this profit his master kept, he decided he could do better himself - and signed on with the next party of adventurers to come through!


Name: John Brais (250)
Attributes [160]: ST 10 [0]; DX 12 [40]; IQ 15 [1000]; HT 12 [20]
Secondary Characteristics [-21]: Dmg 1d-2/1d; BL 20 lb; HP 10 [0]; Will 12 [-15]; Per 12 [-15]; FP 20 [24]; Basic Speed 6 [0]; Basic Move 6 [0]
Advantages [106]: Versatile [5]; Visualization [10]; Energy Reserve 20 [54]; Magery 0 [5]; Magery 2 (Enchantment Only) [14]
Perks [3]: Equipment Bond (Portable Enchanting Kit) [1]; Signature Gear 2 (Portable Enchanting Kit) [2];
Disadvantages [-45]: Curious [-5]; Obsession (Acquire High Power Recover Energy Item) [-10]; Skinny [-5]; Clueless [-10]; Low Pain Threshold [-10]; Sense of Duty [-5]
Quirks [5]: Attentive [-1]; Broad-Minded [-1]; Trademark (Blue ribbons used in ensorcelments) [-1]; Obsession (Acquire an enchanted item for adventuring) [-1]; Congenial [-1]

Primary Skills [8]: Fast-Draw (Wand) DX+0 [1]-12; Hidden Lore (Magic Items) IQ+0 [2]-15; Thaumatology IQ+1 [4]-16; Hazardous Materials/TL4 (Magical) IQ-1 [1]-14
Secondary Skills [15]: Research/TL4 IQ+1 [4]-16; Writing IQ-1 [1]-14; Staff DX+1 [4]-13; Crossbow DX+0 [1]-12; Artist (Body Art), Artist (Drawing), and Jeweler at IQ-2 [1]-13; Leatherworking and Sewing DX+0 [1]-12
Background Skills [8]: Cartography and Prospecting, both IQ-1 [1]-14; Climbing and Stealth DX-1 [1]-10; Diplomacy IQ-2 [1]-13; First Aid/TL4 IQ+0 [1]-15; Hiking HT-1 [1]-11; Scrounging Per+0 [1]-12

Spells:
Enchant and Malefice, both at IQ-1 [1]-14; Ensorcel at IQ [2]-15; Recover Energy at IQ [1]-15
Ensorcelments: Armor, Bladeturning, Freedom, Hawk Vision, Haste, Lighten Burden, Locksmith, Keen Vision, Magic Resistance, Might, Night Vision, Shield, and Vigor, all at IQ [1]-15
Prerequisite Spells: Apportation, Frailty, Lend Energy, Seek Earth, Seek Water, and Seeker, all IQ [1]-15


Equipment [$1,495]: 1 Quarterstaff [$10; 4 lb]; 1 Delver's Webbing [$160; 3 lb]; 8 Crossbow Bolt [$2; 0.06 lb]; 1 Pistol Crossbow [$150; 4 lb]; 1 Grapnel [$80; 2 lb]; 6 Rations [$2; 0.5 lb]; 1 Hooded Cape [$22; 2.2 lb]; 1 Blanket [$20; 4 lb]; 1 Rope, 3/4", 10 yd [$25; 5 lb]; 1 Backpack Enchanting Lab [$1,000; 10 lb]


John's ensorcelments are usually anchored to a blue ribbon attached to the subject as part of the enchantment process. The knots are magical in nature (note he has no mundane Knot Tying skill), and hold their form as part of their enchantment. Each enchantment has an artistic rendering suggesting its function - Keen Vision outlines the eyes, Might suggests bulkier muscles, etc. Each ensorcelment is typically created on a particular body part (listed below, targeted directly at -5), and any damage targeting this body part has a 3 in 6 chance of destroying the enchantment. Alternatively, any time the subject receives a critical hit, roll to see which ensorcelment is destroyed (1d6 against a list of ensorcelments works - if there are less than 6, then it's possible no enchantments are lost).

Any character may specify that an ensorcelment be anchored as they wish; but having a set of locations considered "standard" simplifies decision-making. John's ensorcelments generally use blue ribbon to outline shapes at these locations:
  • Armor: Chest
  • Bladeturning: Back
  • Freedom: Left Upper Arm
  • Hawk Vision: Sides of head (up to eyes, if Keen Vision isn't in the way - else they're interlinked)
  • Haste: Calves
  • Lighten Burden: Thighs
  • Locksmith: Right Forearm
  • Keen Vision: Face (interlinked with Hawk Vision, if present)
  • Magic Resistance: Crown of head
  • Might: Right Upper Arm
  • Night Vision: Face (integrates with Keen Vision, if present)
  • Shield: Left Forearm
  • Vigor: Belly

Example: Casting an ensorcelment:
John's party just had a run-in with some cultists, and a few ensorcelments were destroyed in the fight. The party decides that the barbarian's Night Vision is the first one that should restored; so once they get to a secure location, John begins setting up his enchanting circle while the rest of the party stands watch. The barbarian hands over a lock of hair to use for the enchantment; allowing her to guard the position and avoid a skill penalty for being present as a non-caster. Per Visualization, John's character describes the enchanting process: he will begin with a low chant, and after a few minutes will begin slowly spooling out a long length of his trademark ribbon, rubbing the hair along the length of it. When he has enough, he will cut it with a silver knife, and begin weaving intricate shapes with the ribbon between his fingers in a cats-cradle arrangement. His voice will slowly swell as he does so, and faint echos of the chant will begin to be heard. As he goes, he will begin weaving the lock of hair into the knotted arrangement. With that, the ribbon will begin holding its own forms as the chant continues (John's player sketches a drawing illustrating this), until it reaches a crescendo - at which point, the ribbon unfurls, races for the barbarian like a snake, and settles into the pattern for John's Night Vision ensorcelments on the barbarian's face. The GM permits the usual half bonus for this description; along with Versatile and the Equipment Bond with the enchanting gear. Trying to minimize the time spent in the dungeon, John also takes a penalty of -4 to cut the casting time by 40%. John next rolls for the Visualization bonus, and gets a 10, for +2. For the Ensorcelment roll, the modifiers end up being:
  • Skill level 15
  • Equipment Bond: +1
  • Versatile: +1
  • Attentive: +1
  • Visualization: +2
  • Time Spent: -4
  • Backpack Lab: -2
  • Target: 14
Aiming for 14, he rolls a 6 - and after just 36 minutes, the barbarian has Night Vision again! John still needs to recover 7FP before he's up for running around, which takes 35 minutes with his level of Recover Energy - fortunately, they can spare some paut to shorten the time, and he's up again less than an hour after starting to cast.
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Old 04-30-2021, 02:44 PM   #27
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

The last Adventuring Enchanter variant focuses on a wide variety of low-level, one-shot enchantments. The Master Enchanter specializes in deploying scrolls and spell stones, providing talismans, and using Temporary Enchantments. The Master Enchanter is a member of the Enchanter's Guild (of at least Master level; Rank 3), and relies on this connection and Gewgaws to supply a loadout customized to whatever adventure is coming up. They can supplement this with Spell Stones and Temporary Enchantments created with assistants, but their main draw is access to one-shot versions of spells they *haven't* learned. This build takes advantage of some aspects of the guild structure outlined in Dungeon Fantasy 17: Guilds; therefore this template will focus on Dungeon Fantasy pricing, power items, etc. First, let's look at a possible Enchanter's Guild:


New Guild: Enchanter's Guild

This is a version of the Craft Guild example from Dungeon Fantasy 17: Guilds. Their products are different kinds of enchanted items, rather than mundane goods. They have the usual interest in commerce, along with acquiring rare materials (particularly the energetic materials that can power enchanting), and unusual artifacts that they can either resell or use as research and reference material.

Rank: Craft Rank 0-5.
In Charge: Enchanters and similar non-adventuring people.
In the Ranks: More enchanters and non-adventuring types.
On Payroll: Almost anyone!
Influencing the AR: Merchant.

The Enchanter's Guild is mostly a group of NPC enchanters more suited to a workshop than a dusty tomb or a spider-infested forest. They behave as any other craft guild, engaging in commerce and politicking mostly beyond the scope of adventuring parties. However, Guild members are always hungry for the energetic raw materials that can simplify enchantment. They're also always interested in any sort of enchanted objects, either for resale or for study - including those with interesting curses! Some guild members will hire adventurers to retrieve these materials - but for their more adventurous members, retrieving these themselves can curry favor and stature within the Guild.

As a Craft Guild, the Enchanter's Guild can provide training in Merchant as well as Hidden Lore (Magic Items), Research, and the other core skills on the Enchanter template. They also have access to the usual Enchanting spells and the spells typically used in enchantments (at the GM's discretion - Light, Illusion, Fireball, etc. Wish, Lich and the like are unlikely.) Professional goods here can include powerful wands and enchanted arms and armor - mostly on standard gear; they don't make the base equipment in-house. Their mainstay, however, is scrolls, spellstones, talismans and the like - these keep the lamps lit while they work on larger projects! Ensorcelments and custom enchantments are also in their purview; and temporary enchantments can provide a sort of "taster" for their more expensive items. They often have artifacts available for members' use, but these may be less useful than one might expect. Recently "recovered" artifacts may not have been fully analyzed and might be cursed; others are known to be cursed, and are kept that way as references for study!

Enchantment guilds can fulfil a similar set of assistance requests as other craft guilds; including:
  • Accomodation: as per other craft guilds
  • Artifacts: As written, with the following additional effects based on the Margin of Success of the Assistance Roll (roll in secret for the Artifact and potential Curse, if rolling):
  • - Critical failure: What appears to be an artifact is actually *just* a cursed item
  • - MoS 0: Artifact is cursed, and the guild (or at least the character) is unaware of this!
  • - MoS 1: Artifact is cursed, but the guild doesn't know the details - they'd like the PC to work it out!
  • - MoS 2-3: Artifact is cursed! The character is made aware of all the artifact's properties
  • - MoS 4+: Artifact is available with no curses or complications
  • Custom Enchantment: This is a variant of Special Orders, at +4 AR for being the guild's specialty. Assume a master leading 5 assistants, with 100 FP available for Q&D (high FP and power items), or divide the energy cost by 5 for the number of days for S&S (6 workers, along with days off and delivery time). 10%/Rank level discount applies (5% base, doubled as Craft Guild).
  • Lore: For topics relating to enchanting and enchantments, AR is +4
  • Mounts and Vehicles: As written, but they tend to be expensive - a flying carpet for one person will generally be around $24,000, and even a golem mount is likely to be around $5,000. These are also fairly rare, so AR is unmodified.
  • New Gear: Scrolls, spellstones, talismans, amulets, temporary enchantments, and anything else that can be made Q&D (so 100 energy or less). As a craft guild, this is discounted at 10% per Rank, and the AR is at +4
  • Replacement Gear: Consumables (scrolls, spellstones, temporary enchantments, etc) don't count; ensorcelments, amulet enchantments, etc do. 10%/Rank discount applies
  • Power Item Recharge: Routinely done for in-house for quick & dirty enchantments, and so also available for members as written at +4 to AR
  • Special Orders: Any significant enchantment (over $500 or 100 FP). This is wands of fireball, bracers of vigor, dancing shields, and any of the other big-ticket items that they might normally keep in inventory somewhere (otherwise, it's a Custom Enchantment). 10%/Rank discount applies
  • Training: In Merchant, Jeweler, and other core skills; as well as Enchanting and related spells
  • Transportation: Goods are generally small and valuable, so transport tends to be armed and light when nonmagical (portals and such are at GM's discretion). Otherwise, as written.
As with typical craft guilds, other ARs are at -3 or worse.

Note that Temporary Enchantments may be sold with multiple charges on a given item, usually either on a wand ($10, 1lb) or a cheap ring ($5, 0.1lb). Each charge costs $1 per energy point (discussed in detail here); GM sets the typical number of charges for a campaign.

Last edited by 5too; 04-30-2021 at 02:46 PM. Reason: Added link
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Old 04-30-2021, 02:44 PM   #28
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

Master Enchanter:

Gudrun Pennebaker grew up in her parents' jewelery shop. She showed an early penchant for magic, but never much interest in spellcasting - her interest was more in what could be made in quantity and what customers might pick up. This stood her in good stead when she started her own enchanting shop with some classmates; her Flashstick campaign was an instant hit ("$30 for a blinded bandit!"), and their custom Seek Earth enchantments have brought a steady flow of customers through their doors. However, she truly owes her current success to a chance encounter, when she discovered a Lesser Wish scroll bundled up with several other minor artifacts an adventurer was selling off. She learned the spell from the scroll, and has used it judiciously a few times since to advance her career. She intends to eventually run the Enchanter's Guild; but first she'll need more resources and leverage to win the support of the other members. To that end, she's left the shop to her partners and now works with other members of the Guild; following up on old tales and rumors and bringing in new artifacts and tomes of knowledge.

Name: Gudrun Pennebaker (250)

Attributes [160]: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20]
Secondary Characteristics: Dmg 1d-2/1d; BL 20 lb; HP 10 [0]; Will 12 [-15]; Per 12 [-15]; FP 15 [9]; Basic Speed 6 [0]; Basic Move 6 [0]
Advantages [108]: Versatile [5]; Magery 0 [5]; Magery 3 [21]; Charisma 2 [10]; Gewgaw 4 [20]; Luck [15]; Signature Gear 10 (Portable Enchanting Lab) [10]; Single-Minded [5]; Wizard's Guild Rank 3 [15]
Perks [2]: Equipment Bond (Portable Enchanting Lab) [1]; Fast Scroll Reading [1]
Disadvantages [-45]: Bad Sight (Nearsighted) [-10]; Curious [-5]; Obsession (Run the Enchanter's Guild) [-10]; Jealousy [-10]; Sense of Duty (Adventuring Companions) [-5]; Stubbornness [-5]
Quirks [-5]: Proud [-1]; Congenial [-1]; Like Coral [-1]; Dislikes Insects [-1]; Imaginative [-1]

Primary Skills [8]: Fast-Draw (Wand) DX+0 [1]-12; Hazardous Materials/TL4 (Magical) IQ-1 [1]-14; Hidden Lore (Magic Items) IQ+0 [2]-15; Thaumatology IQ+2 [4]-17
Secondary Skills [19]: Research/TL4 IQ+1 [4]-16; Staff DX+2 [8]-14; Innate Attack (Beam) DX+0 [1]-12; Jeweler/TL4 IQ-2 [1]-13; Teaching and Writing, both IQ-1 [1]-14; Search Per-1 [1]-11; Speed-Reading IQ+0 [2]-15
Background Skills [6]: Cartography/TL4 and Merchant, both at IQ-1 [1]-14; Diplomacy IQ-2 [1]-13; First Aid/TL4 and Savoir-Faire (High Society), both at IQ+0 [1]-15; Hiking HT-1 [1]-11

Spells:
Enchant and Lesser Wish, both at IQ [1]-15; Recover Energy, Spell Stone, and Temporary Enchantment, all at IQ+1 [1]-16
Prerequisite spells: Light, Delay, and Lend Energy, all at IQ+1 [1]-16
Spells for Temporary Enchantments: Blur, Flash, Haste, Keen Hearing, Magic Resistance, Quick March, and Sound Vision, all at IQ+1 [1]-16
Spells for Spell Stones: Continual Light, Shield, and Mystic Mist, all at IQ+1 [1]-16
Spells for Downtime Enchantment: Darkness and Seek Earth, both at IQ+1 [1]-16

Carried Equipment[$1,000]: 1 Corrective Spectacles (remove Nearsighted) [$150; 0.5 lb]; 1 Enchanted Ring (enchanted with Smoke, Stench, and Purify Air) [$160; 0.15 lb]; 1 Clothing (enchanted with Fortify) [+$50; 2 lb]; 1 Leather Jacket (enchanted with Fortify and 2lbs of Hideaway (with encumbrance)) [$200; 4 lb]; 1 Hoop of Purify Water [$65; 0.15 lb]; 1 Small Belt Knife [$15; 0.25 lb]; 1 Seek Earth (Silver) [$110; 1 lb]; 1 Scroll Case [$75; 1 lb]; 1 Blanket of Darkness (half acts as rug with Permanent Darkness) [$128; 4 lb]; 1 Canteen [$10; 1 lb]; 1 Water (1 Quart) [$0; 2 lb]; 2 Pouches [$10; 0.2 lb]; 6 Rations [$2; 0.5 lb]; 1 Personal Basics [$5; 1 lb];

Other Equipment: 1 Portable Enchanting Lab (set up in Guild Hall office) [$5,000; 40 lb]


Gudrun is built around using the Guild Assistance system in Dungeon Fantasy 17 - Guilds ("Membership Benefits", p7) to supply her with a variety of scrolls, spell stones, temporary enchantments, talismans, etc.. When making Assistance Rolls for New Gear or Custom Enchantments (or Lore), the combination of Merchant, Charisma, Rank, the Craft Guild bonus, and situational sensibility should see her making Assistance Rolls targeted at about 18-22 depending on how "appropriate to the situation" each request is. When preparing for an expedition, you should probably prioritize the spells that are likely to be needed first (mostly via scrolls or temporary enchantments; spell stones are pricey but make sense for things that need to be cast *quickly*). Keep in mind this is more of a utility role rather than a combat one - some area control and defensive abilities make sense, but depending on the party composition, you're likely the only one who can cover some of the more esoteric solutions to expected problems (handling cold in the tundra, crossing chasms, speaking the local language, etc.) Also, keep in mind that any uses of Gewgaw that make Assistance Rolls will have the same penalty as those made before the expedition - if you make 3 requests before you set off, the first request you make via Gewgaw will be at -3, then -4, etc. Be sure you leave room for Gewgaw usage!

To help reduce the number of Assistance Rolls required (and the penalty applied per Gewgaw), she also has some ability to create items herself before setting out. She does need Guild assistants to do this, who are paid a rate of $5 per two hours (Quick and Dirty for an hour, then an hour for energy recovery), or $20 per day. Between her bond with her lab, Creative, and her Single-Minded nature, she can lead up to 5 assistants before her effective skill drops below 15. This lets her add single uses of Blur, Flash, Haste, Keen Hearing, Quick March, Sound Vision, and Magic Resistance temporary enchantments to any handy wands or jewelry (presuming they don't have any permanant enchantments) at 2 hours per temporary enchantment.

It's strongly recommended that anyone playing a Master Enchanter keep a shopping list of spells that they want to be able to have access to for most adventures, and another list of quick answers to problems for use with Gewgaw. This saves time spent at the table browsing the available spell lists and figuring out budgets, leaving more time for playing! In this case, Gudrun's player has a list of items to get, budgeted within a single New Gear AR for her party's size. This list includes some wiggle room and optional parts to make it easy to adjust it to whatever they expect to run across on the mission. Another list keeps track of the Custom Enchantments Gudrun anticipates needing to grab for each adventure - she has a few knives hidden in an enchanted Hideaway for emergencies, and she likes to keep a single Winged Knife enchantment on each of them. Mapmaker enchantments can simplify navigation on their journey and in any local environment they might explore; these can also be sold/resold after the adventure. Gudrun's GM has already ruled that most TE items carry either 1 or 4 charges, so that's been worked into the list as well.

Gudrun's Typical Loadout: requested as New Gear ($100 * Rank+1 * Party Count = $1600), +4 to AR
(Get 40% Guild discount for all Guild products; which is everything on list. So, for simplicity, cap is treated as 1600 / 0.6 = $2,666)
Acid Ball TE wand - 4 charges, $45 each, $180+10
Ice Dagger TE ring - 4 charges, $45 each, $180+5
Phantom ring - 4 charges, $45 each, Skill 15 (ST and DX to match), $360+5
Scroll of Independence - $40 apiece, 4 scrolls ($160) (for use with Ring of Phantom)
Wand of Missile Shield - $60/charge, 4 charges, $240+10
Scroll of Force Wall - $40 each (for 1yd*2yd high), 4 scrolls, $160
Rings of Hush - $30 per charge, 1 per party member ($240+4*$5)
Scroll of Illusion Disguise - $60 apiece, 4 scrolls ($240)
Continual Light scroll, torch level - $80, 1 scroll (they plan to get Continual Light cast in town; this is for when that runs out)

Subtotal: $1,890 of $2,666

Mission-specific options:
Ring of Gift of Tongues (per language) - $30 per charge
Wands of Silver Tongue - $30 per charge (Cast Gift of Tongues covertly while drawing this wand, then cast this overtly, *then* start talking!)
Ring of Gift of Letters (per language) - $30 per charge
Ring of Warmth/Coolness - $30 per charge
Scroll of Weather Dome - $60 per scroll
Wand of Reverse Missiles - $90 per charge


Custom Enchantments (+4 AR):
Typical loadout (enchantment cost discounted to 60% for guild membership):
Winged Knife - 1 for each of pair, $45 each, $90*0.6 (result is 1d imp, 15 acc)
Mapmaker enchantment on map of expected area: $100*0.6
Mapmaker enchantment on blank parchement (for mapping unknown area): $100*0.6
(this should fit into one day's schedule - if there's more time, she might also lead a circle making the Temporary Enchantments she knows)
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Old 04-30-2021, 02:45 PM   #29
5too
 
Join Date: Jan 2021
Default Re: [Template] Adventuring Enchanter

Worked example:
Gudrun's party gets wind of rumors that a Chiropteran hive near the Grey Fens has been acting more aggressive lately. A few merchants claim caravans have been waylaid in the area, and Gudrun confirms with her guildmates that at least one wagon with a guild member's raw materials was lost (containing small gems, gold wire, and sphinx-tail hairs). Recovering this can help with acquiring some of the Reputation Gudrun needs for her Obsession. They do a bit of digging; and find that they'll be entering a swampy area with known lizardfolk and chiropteran populations, and rumors of trolls. Gudrun's player has a list of items that Gudrun typically requests from the guild, but will also want some items for this particular outing.

For this mission, she decides to add to her usual New Gear request:
Ring of Gift of Tongues (local Coleopteran language) - 4 charges, $30 each, $120+5
Ring of Gift of Tongues (local Lizardfolk language) - 4 charges, $30 each, $120+5
2 Wands of Silver Tongue - 4 charges, $30 each, $120+10 *2

She also adds some Weather Dome scrolls, anticipating camping on wet ground with biting insects:
Scroll of Weather Dome - $60 per scroll, 4 scrolls, $240
(she'll have to sleep the last shift each to maintain the dome)

Total: $2640/2,666. 4 wands (1lb each), 17 scrolls (0.1lb each, all fit in scroll case), 8 rings (0.15lb each; every party member gets one of the Hush rings)

Her Custom Enchantments request list is fine as-is, as they don't want to spend more than 1 day preparing; but she doesn't start with enough funds to cover the cost of th! Fortunately, one of her party mates will lend her the cash from his starting fund.

Next, she begins to make her AR rolls. She expects to be able to get everything she needs with 2 requests, and wants to be able to roll against at least 14 while using up Gewgaw; which means she has 2 ARs that wouldn't be needed. While she could save these to improve the AR when she's making Gewgaw rolls, she decides to try for a few Artifact ARs instead. Because New Item and Custom Enchantment rolls get a +4 bonus, she'll save those for last, and make the Artifact ARs first. The GM places the suitability modifier at +2 for artifacts, and Gudrun rolls Mercantile to assist with the first AR: 13, under the target of 14. This makes the AR modifier tally as follows:
AR value for rank: 9
Charisma: +2
Assistance roll: +1
Previous requests: 0
Request appropriate to situation: +2
Target: 14
The GM rolls 13 for the AR - it's cursed, but the Guild doesn't know much about it! The GM uses GURPS Dungeon Fantasy 8: Treasure Tables for the enchantment and curse; and rolls a Staff of Perfect Balance with the curse: when casting, must roll vs HT or be inflicted with Pain for 10 seconds. The GM makes note of the curse, and describes Gudrun's guildmate coming back with a staff and explaining that it is able to grant excellent balance, but it has other properties they've not yet had time to identify; could she see how it performs in the field?

Gudrun makes another Mercantile roll for her second Artifact request, and the GM rolls again, against 13 this time (-1 from the first request). A 6 is rolled, so the GM just rolls up another enchanted item, another staff with "Rain of Ice Daggers". Gudrun thanks her guildmate, and sets both aside while she makes the rest of her requests.


Later in the adventure, the party has found where the lizardfolk were stashing the goods they'd raided - and packed a handy wagon with the choicest bits, making their getaway while the rest of the hoard burns! Angry lizardfolk are in hot pursuit as the party dashes alongside a ravine! Gudrun decides this would be an excellent place to drop a Mystic Mist, and hopefully confuse a few lizards into off the edge. She uses Gewgaw to make an Assistance Roll for New Gear, in the form of a Spellstone enchanted with Mystic Mist and 3 energy points. She makes another mercantile roll (she would have showed the potential return on investment back at the guild before leaving) for +1. She's already made 4 assistance rolls (for -3), and the request seems about as appropriate to the starting scenario as the original batch of requests (-2), so her target number is 14, +1 for the assistance roll. Making the roll, Gudrun pops a spellstone from an enchanted hideaway up her sleeve, and starts watching for a handy bend in the path beside the ravine...
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