02-01-2024, 11:23 PM | #1 |
Join Date: Dec 2004
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Children of the (Historical Folks & Action Specialist) lenses
Some years back there was a group conversion of the abandoned 3e Historical Folks to 4e. I came up with idea of converting the templates into Action Specialist/Delvers to Grow style lenses. So here's a start.
Actor [25 Points] Advantages: A total of 10 points chosen from Absolute Timing [2]; Allure [5/level]; Bard [5/level]; Born Entertainer [5/level]; Charisma [5/level]; Clown [10/level]; Musical Ability [5/level]; Versatile [5] and Voice [10] Skills: Performance (IQ/A) [4] and one of Dancing (DX/A) [4], Public Speaking (IQ/A) [4], Professional Skill (Puppetry) (IQ/A) [4], or Singing (HT/E) [4]. Two of Acting (IQ/A) [2]; Combat Art (any) (varies) [2]; Gesture (IQ/E) [2]; Group Performance (Directing) (IQ/A) [2]; Musical Instrument (IQ/H) [2]; Religious Ritual (IQ/H) [2]; Savoir - Faire (IQ/E) [2] or Stage Combat (DX/A) [2]. Three of Acrobatics (DX/H) [1]; Area Knowledge (IQ/E) [1]; Artist (any) (IQ/H) [1]; Carpentry (IQ/E) [1]; Disguise (IQ/A) [1]; Fast Talk (IQ/A) [1]; Hair Dressing (IQ/A) [1]; Hobby Skill (Juggling) (DX/E) [1]; Literature (IQ/H) [1]; Makeup /TL (IQ/E) [1]; Musical Composition (IQ/H) [1]; Poetry (IQ/A) [1]; Sewing (DX/E) [1]; Sex Appeal (HT/A) [1]; Theology (IQ/H) [1] and Writing (IQ/A)[1] . Alchemist [25 Points] Advantages: 5 points in Acute Taste /Smell [2/level]; Less Sleep [2/level]; Lightning Calculator [2]; Resistant to Poison +3 [5]; Single- Minded [5] and Temperature Tolerance [1/level] Skills: Chemistry /TL (IQ/H) [8] or Alchemy (IQ/VH) [8]; Philosophy (any) (IQ/H) [4] and one of Naturalist (IQ/H) [2] or Meditation (IQ/H) [2]. Two of Astronomy (IQ/H) [2]; Diagnosis /TL (IQ/H) [2]; Fortune Telling (Astrology) (IQ/A) [2]; Mathematics (Applied) (IQ/H) [2]; Metallurgy (IQ/H) [2]; Occultism (IQ/A) [2]; Pharmacy/TL (Herbalist) (IQ/H) [2]; Poisons (IQ/H) [2]; Professional Skill (Distilling) (IQ/A) [2] or Theology (IQ/H) [2]. Two of Artist (any) (IQ/H) [1]; Professional Skill (Glassblowing) (DX/A) [1]; Research (IQ/A) [1]; Writing (IQ/A) [1] or optional science skills. Notes: Astronomy requires Mathematics(Applied). I added the option of Alchemy for fantasy campaigns. Last edited by Infornific; 03-07-2024 at 06:58 PM. Reason: There is no straight Astrology skill. |
02-01-2024, 11:26 PM | #2 |
Join Date: Dec 2004
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Re: Children of the (Historical Folks & Action Specialist) lenses
A couple more:
Animal Handler [25 Points] Advantages: 10 points in HT [10/level], HP [2/level], Per [5/level], or Will [5/level]; Animal Empathy [5]; Animal Friend [5/level]; Common Sense [10]; Fearlessness [2/level]; High Pain Threshold [10]; Less Sleep [2/level]; Outdoorsman [10/level]; Rapid Healing [5]; Reputation [varies]; Resistant to Poison +3 or +8 [5 or 8] and Single- Minded [5]. Skills: Animal Handling (any) (IQ/A) [8]. Veterinary /TL (IQ/H) [2]. Two of Animal Handling (any) (IQ/A) [2]; Merchant (IQ/A) [2]; Naturalist /TL (IQ/H) [2] or Pharmacy/TL (Herbalist) (IQ/H) [2]. One of Hiking (HT/A) [1]; Leatherworking (DX/E) [1]; Mimicry (IQ/H) [1]; Packing (IQ/A) [1]; Performance (IQ/A) [1]; Professional Skill (Butcher) (IQ/A) [1]; Riding (DX/A) [1]; Survival (Per/A) [1]; Teamster (any) (IQ/A) [1] or Tracking (Per/A) [1] Apothecary [25 Points] Advantages: 10 points in Healer [10/level], Single Minded [5], Resistant to Poison +3 [5], Status 1 [5], Versatile [5] or Whiz Kid [5/level]. Skills: Diagnosis (IQ/H) [4] and Pharmacy/TL (IQ/H) [8]. Alchemy (IQ/VH) [1] or Chemistry (IQ/H) [1]. Naturalist (IQ/H) [1] and Poisons (IQ/H) [1]. |
02-02-2024, 06:09 PM | #3 |
Join Date: Dec 2004
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Re: Children of the (Historical Folks & Action Specialist) lenses
Continuing the As
Architect/Master Builder [25 Points] Advantages: 10 points from Artificer [10/ level]; Business Acumen [10/level]; Gifted Artist [5/level]; Master Builder [5/level]; Mathematical Ability [10/level]; Reputation [varies]; Status [5/level]; Versatile [5] Skills: Architecture /TL (IQ/A) [8]; Carpentry (IQ/E) [1]; Masonry (IQ/E) [1] and +2 to either Carpentry or Masonry [3]. Administration (IQ/A) [2] or Leadership (IQ/A) [2]. Armorer [25 Points] Advantages: 10 points in Artificer [10/level]; Fit [5]; Dungeon Artificer [5/level]; High Pain Threshold [10]; High Manual Dexterity [5/level]; Status [5/level]; Temperature Tolerance [1/level]; Wealth [varies] and Widget Worker [5/level] Skills: Armory (Body Armor) (IQ/A) [4], Armory (Melee Weapons) (IQ/A) [4], and Armory (Missile Weapons) (IQ/A) [4]. Machinist (IQ/A) [2]; Scrounging (Per/E) [1]. |
02-02-2024, 06:13 PM | #4 |
Join Date: Dec 2004
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Re: Children of the (Historical Folks & Action Specialist) lenses
Also, should have included this earlier - some base templates depending on whether the intended NPC is Average or Competent. The assumption is to quickly build an NPC, pick an Average or Competent base and add a occupational lens. That will usually create a character of 50 or 75 points before Disadvantages.
Average [25] 5 points in background skills Athletic: +1 ST [10], +1 HT [10] Fast: +1 DX [20] Smart: +1 IQ [20] Strong: +2 ST [20] Vigorous: +2 HT [20] Competent [50] 5 points in background skills 5 points in miscellaneous Advantages such as +1 Move [5] or +1 Per, Appearance (varies), Fit [5], Sensitive [5], Status [5/level], etc. Athletic: +1 DX [20], +1 ST [10], +1 HT [10] Fast: +2 DX [40] Smart: +2 IQ [40] Strong: +3 ST [30], +1 HT [10] Talented: +1 DX [20], +1 IQ [20] Vigorous: +1 ST [10], +3 HT [30] |
02-02-2024, 09:47 PM | #5 |
Join Date: Apr 2005
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Re: Children of the (Historical Folks & Action Specialist) lenses
Slimmed down, the Historical Folks 4e templates do indeed make good power ups/lenses. Just in case you need a nanny or rat-catcher turned action hero. :)
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02-03-2024, 01:23 AM | #6 | |
Join Date: Dec 2004
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Re: Children of the (Historical Folks & Action Specialist) lenses
Quote:
Vermin Catcher [25 Points] Advantages: 10 points in Per [5/level]; Absolute Direction [5]; Acute Hearing [2/level]; Acute Vision [2/level]; Resistant to Disease +3 or +8 [3 or 5]; Night Vision [1/level]; Rapid Healing [5]; and Wealth [varies]. Skills: Animal Handling (selected vermin) (IQ/A) [2]; Poisons (IQ/A) [2]; Traps (IQ/A) [2] and Urban Survival (Per/A) [2]. +1 to one of Animal Handling, Poisons, Traps or Urban Survival [2]. Knife (DX/E) [1] and either Spear (DX/A) [1] or Polearm (DX/A) [1]. Five of Animal Handling (Dog or similar allied predator) (IQ/A) [1]; Area Knowledge (any) (IQ/E) [1]; Carpentry (IQ/E); Climbing (DX/A) [1]; First Aid/TL (IQ/E); Merchant (IQ/A) [1]; Savoir - Faire (Servant) (IQ/E) [1]; Scrounging (Per/E) [1]; Streetwise (IQ/A) [1] and Veterinary /TL (IQ/H) [1]. Last edited by Infornific; 02-03-2024 at 08:53 PM. Reason: Added an optional skill, edited another |
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02-03-2024, 10:56 AM | #7 | |
Join Date: Aug 2007
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Re: Children of the (Historical Folks & Action Specialist) lenses
Quote:
These sorts of things are important in Warhammer. :)
__________________
Fred Brackin |
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02-03-2024, 01:34 PM | #8 |
Join Date: Aug 2004
Location: U.K.
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Re: Children of the (Historical Folks & Action Specialist) lenses
And of course, that means Animal Handling (Dogs).
__________________
-- Phil Masters My Home Page. My Self-Publications: On Warehouse 23 and On DriveThruRPG. |
02-03-2024, 08:46 PM | #9 |
Join Date: Dec 2004
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Re: Children of the (Historical Folks & Action Specialist) lenses
Small but vicious dog could be covered by Ally, base value 1 point. On a more serious note, I've been stripping out some social Advantages like Ally to simplify the templates. But now that you mention it adding Animal Handling (Dog or similar predator) to optional skills would make sense.
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02-04-2024, 12:00 AM | #10 |
Join Date: Dec 2004
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Re: Children of the (Historical Folks & Action Specialist) lenses
A couple more...
Artisan [25 Points] Advantages: 10 points in Artificer [10/level]; Business Acumen [10/level]; Guild Rank [2/level]; High Manual Dexterity [5/level]; Master Builder [5/level]; Single- Minded [5]; Status 1 [5]; Versatile [5] and Wealth (Comfortable) [10]. Skills: 12 points in any Craft or Professional skills, with at least one skill at 12. Merchant (IQ/A) [2]. One of Administration (IQ/A) [1]; Diplomacy (IQ/H) [1]; Fast Talk (IQA) [1]; Politics (IQ/A) [1] or Savoir Faire (Guild or High Society) (IQ/E) [1]. Notes: Guild Rank is included for those using Social Engineering. Machinist (IQ/A) is a good secondary skill to take as that is the skill to make tools. Artist [25 Points] Advantages: 10 points in Acute Vision [2/level]; Artificer [10/level]; Gifted Artist [5/level]; High Manual Dexterity [5/level]; Less Sleep [2/level]; Single- Minded [5]; Versatile [5] and Wealth [varies]. Skills: Artist (any) (IQ/H) [12]. Three of Artist (other) (IQ/H) [1]; Cartography (IQ/A) [1]; Connoisseur (IQ/A) [1]; Jeweler /TL (IQ/H) [1]; Merchant (IQ/A) [2] [1]; Physiology (IQ/VH) [1]; Professional Skill (Glassblowing or Weaving) (DX/A) [1] Last edited by Infornific; 02-18-2024 at 09:08 PM. Reason: Minor improvements |
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