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Old 02-16-2024, 09:30 PM   #31
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

And now the Courtier...





Courtier [25 Points]

Advantages: Status 1 [5] and 10 points chosen from Appearance [varies]; Charisma [5/level]; Fashion Sense [5]; Gifted Artist [5/level]; Impersonator [5/level]; Musical Ability [5/level]; Sensitive [5]; Social Chameleon [5]; further Status [5/level]; Talker [5/level]; Voice [10] and Wealth [varies].

Skills: Carousing (HT/E) [2] and Savoir-Faire (High Society) (IQ/E) [2]. A further 6 points in Acting (IQ/A); Artist (Needlecraft) (IQ/H); Connoisseur (any) (IQ/A); Current Affairs (any) (IQ/E); Dancing (DX/A); Detect Lie (Per/H); Diplomacy (IQ/H); Fast Talk (IQ/A); Gambling (IQ/A); Musical Instrument (any) (IQ/H); Politics (IQ/H); Psychology (IQ/H); Sports (any) (DX/A); Sewing (DX/E); Sex Appeal (HT/A); Singing (HT/E) and Streetwise (IQ/A)..

Notes: This has a wide range of optional skills as courtiers perform a wide range of services.

Last edited by Infornific; 03-03-2024 at 07:00 PM. Reason: Added a skill; eliminated duplicate lens
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Old 02-17-2024, 04:01 PM   #32
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Now into the Ds...


Diplomat [25 Points]

Advantages: Sensitive [5] or Talker 1 [5].

Skills: Diplomacy (IQ/H) [4]; Savoir-Faire (High Society) [2]; Psychology (IQ/H) [4]. One Cultural Familiarity [1] and one foreign language at Spoken (Accented) [2]/Written (Accented [2]. Five points in Acting (IQ/A); Administration (IQ/A); Area Knowledge (any) (IQ/E); Carousing (HT/E); Cryptography/TL (IQ/H); Current Affairs (any) (IQ/E); Detect Lies (Per /H); Fast - Talk (IQ/A); Heraldry (IQ/A); History (IQ/H); Intelligence Analysis /TL (IQ/H); Interrogation (IQ/A); Languages (special); Law (any) (IQ/H); Leadership (IQ/A); Politics (IQ/A); Public Speaking (IQ/A); Streetwise (IQ/A); Writing (IQ/A) or Cultural Familiarity.

Notes: I added Psychology to Diplomacy since a Diplomat is expected to understand foreign leaders as well as persuade them.


Diver [25 Points]

Advantages: Breath Holding 1 [2]. 5 points chosen from FP [3/level] or Will [5/level]; Absolute Direction [5]; Acute Vision [2/level]; Fearlessness [2/level]; Fit [5]; Life Aquatic [5/Level]; Single-Minded [5] or Temperature Tolerance [1/level]

Skills: Area Knowledge (Underwater Coasts) (IQ/E) [2]; Breath Control (HT/VH) [2]; Survival (any aquatic) (Per/A) [2] and Swimming (HT/E) [4]. Four of Aquabatics (DX/H) [2]; Armoury/TL (IQ/A) [2]; Boating (DX/A) [2]; Cooking (IQ/A) [2]; Environment Suit/TL (Diving Suit) (DX/A) [2]; First Aid/TL (IQ/E) [2]; Fishing (Per /E) [2]; Gesture (IQ/E) [2]; Knife (DX/E) [2]; Knot-tying (DX/E) [2]; Merchant (IQ/A) [2]; Naturalist (IQ/H) [2]; Net (DX/H) [2]; Professional Skill (Spinning or Weaving) (DX/A) [2]; Scrounging (Per /E) [2]; Sewing (DX/E) [2]; Spear (DX/A) [2] and Sports (Diving) (DX/A) [2].

Notes: Life Aquatic is a Talent that includes Aquabatics, Breath Control, Environment Suit (Diving Suit), Sports (Diving) and Swimming. Reaction bonus is from swimmers and divers. GURPS Action allows underwater operatives to take a level of Breath Holding so it seemed appropriate here. Alternately, drop Breath Holding and raise Breath Control to 4 points. According to the 4e update, Knot Tying is the appropriate skill for making nets.

Last edited by Infornific; 02-23-2024 at 10:39 PM. Reason: Added a skill
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Old 02-18-2024, 04:14 AM   #33
namada
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Join Date: Mar 2006
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Quote:
Originally Posted by Infornific View Post
In a sense, this is intended as a different take on Historical Folks, working more like Delvers to Grow or Action Specialists. I'd be happy to contribute to such a project but don't have the time/energy/skills to do a really proper job of it. Which is to say more detailed text, possibly some appropriate free clip art (please no AI art) etc.
Well, I'm useless with art, however I could do the layout, if there is someone available for the text and art, out there. I might help on text, but I don't think I should be the primary person at this point, as I'm way too familiar with the original.
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Old 02-18-2024, 07:02 PM   #34
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Quote:
Originally Posted by namada View Post
Well, I'm useless with art, however I could do the layout, if there is someone available for the text and art, out there. I might help on text, but I don't think I should be the primary person at this point, as I'm way too familiar with the original.
Thanks for the interest. I'm keeping all this in a Google doc which I'll see about making public somewhere when I'm done. That should make it usable by others to build from there if there's interest. Currently getting over a bout of covid so I might add more thoughts later when I'm feeling better.
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Old 02-18-2024, 08:05 PM   #35
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Two more for the day...


Diviner [25 Points]

Advantages: 10 points chosen from Charisma [5/level]; Clerical Investment [5]; Close to Heaven [5/level]; Close to the Earth [5/level]; Cunning Folk [10/level]; Devotion [5/level]; Empath [5/level]; Honest Face [1]; Sensitive [5]; Social Chameleon [5]; Spirit-Talker [5/level]; Status [5/level]; Talker [5/level]; Thanatologist [5/level] and Voice [10].

Skills: Fortune Telling (IQ/A) [4] or Religious Ritual (Divination) (IQ/A) [4]. Three of Astrology (IQ/H) [2]; Biology (Zoology)/TL (IQ/H) [2]; Dancing (DX/A) [2]; Occultism (IQ/A) [2]; Public Speaking (IQ/A) [2] and Symbol - Drawing (Rune - Lore) (IQ/H) [2]. Five points in any of Current Affairs (any) (IQ/A); Fast-Talk (IQ/A); Hidden Lore (any) (IQ/A); Philosophy (any) (IQ/H); Mimicry (Human Speech) (IQ/H); Psychology (IQ/H); Savoir - Faire (any) (IQ/E) and Ventriloquism (IQ/H).

Notes: Religious Ritual specialized in Divination is for Diviners who are legit or at least think themselves such. Fortune Telling is for likely frauds. Choose Advantages to match skills.



Domestic Servant [25 Points]

Advantages: 10 points chosen from Common Sense [10]; Fearlessness [2/level]; Goodwife [5/level]; Green Thumb [5/level]; High Manual Dexterity [5/level]; Honest Face [1]; Less Sleep [2/level]; Sensitive [5] and Social Chameleon [5].

Skills: Savoir Faire (Servant) (IQ/E) [4] and one of Animal Handling (any) (IQ/A) [4]; Cooking (IQ/A) [4]; Gardening (IQ/E) [4]; Merchant (IQ/A) [4]; Housekeeping (IQ/E) [4] or Professional Skill (Server) (IQ/A) [4]. Another seven points in either the above skills or Administration (IQ/A); Area Knowledge (any) (IQ/E); Carousing (HT/E); Carpentry (IQ/E); Current Affairs (any) (IQ/E); Diplomacy (IQ/H); Farming /TL (IQ/A); Fast Talk (IQ/A); Masonry (IQ/E); Professional Skill (Spinning or Weaving) (DX/A); Psychology (IQ/H); Sewing (DX/E) and Sex Appeal (HT/A).

Notes: I threw in Carpentry & Masonry as servants might be expected to do simple repairs. I also added social skills servants might acquire.

Last edited by Infornific; 03-03-2024 at 07:03 PM. Reason: Added a skill; added an advantage
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Old 02-19-2024, 02:43 PM   #36
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Starting the Fs plus the one E...


Explorer [25 Points]

Advantages: 10 points chosen from Absolute Direction [5]; Acute Senses [2/level]; Born Sailor [5/level]; Charisma [5/level]; Claim to Hospitality [1 to 10]; Common Sense [10]; Explorer [5/level]; Fit [5]; Language Talent [10]; Outdoorsman [10/level]; Resistant to Disease +3 or +8 [3 or 5]; Single- Minded [5]; Stalker [5/level]; Status [5/level]; Survivor [5/level] and Temperature Tolerance [1/level].

Skills: Cartography/TL (IQ/A) [2]; Navigation (IQ/A) [4] and Survival (Any) (Per/A) [4]. One of Boating (any) (DX/A) [2]; Hiking (HT/A) [2]; Riding (any) (DX/A) [2]; Seamanship /TL (IQ/E) [2] and Teamster (any) (IQ/A) [2]. Three points in any of Animal Handling (any) (IQ/A); Area Knowledge (any) (IQ/E); Astronomy /TL (IQ/H); Climbing (DX/A); Diplomacy (IQ/H); Fast - Talk (IQ/E); First Aid/TL (IQ/E); Fishing (Per/E); Languages (special); Leadership (IQ/A); Mathematics (Surveying) (IQ/H); Naturalist (IQ/H); Packing (IQ/A); Research /TL (IQ/A); Savoir - Faire (any) (IQ/E); Swimming (HT/E); Tracking (Per/A) and Traps/TL (IQ/A).


Feudal Nobleman [50 Points]

Advantages: Feudal Rank 2 [10], Wealthy [20] and Status 2 [0].

Skills: Riding (DX/A) [4], Savoir-Faire (High Society) [2] and 6 points in Melee Weapons. Three of Administration (IQ/A) [2]; Farming/TL (IQ/A) [2]; Law (IQ/H) [2]; Leadership (IQ/A) [2]; Strategy (any) (IQ/H) [2] and Tactics (IQ/H) [2]. Two of Carousing (HT/E) [1]; Dancing (DX/A) [1]; Falconry (IQ/A) [1]; Gambling (IQ/A) [1]; Heraldry (IQ/A) [1] and Tracking (Per/A) [1].

Notes: The Feudal Nobleman gets +1 Status from Rank and another +1 Status from Wealth. Frequently such a character would have a Soldier lens as well. I've been trying to keep social Advantages to a minimum but Wealth & Status are core parts of a feudal nobleman.
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Old 02-20-2024, 04:13 PM   #37
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Continuing with the Fs


Firefighter [25 Points]

Advantages: Breath Holding 1 [2]; Lifting ST 1 [3], and 5 points in Absolute Direction [5]; Acute Senses [2/level]; Fearlessness [2/level]; Night Vision [1/level]; Rapid Healing [5] and Temperature Tolerance [1/level].

Skills: Climbing (DX/A) [2]; First Aid (IQ/E) [2]; Forced Entry (DX/E) [2]; Liquid Projector (any) (DX/E) [1]; Professional Skill (Firefighter) (IQ/A) [4]. One of Axe/Mace ((DX/A) [2] or Two Handed Axe/Mace [2]. 2 points in Architecture /TL (IQ/A); Area Knowledge (IQ/E); Breath Control (HT/VH); Leadership (IQ/A); Mechanic (Fire Engine) /TL (IQ/A) and Teamster (any) (IQ/A).

Notes: GURPS Action Specialists gives Firefighters a level of Breath Holding so it seemed appropriate here. Put the points into Breath Control if you don't like normal characters having that Advantage.



Fisherman [25 Points]

Advantages: One of Naval Training [1], Old Salt [1], Sure Footed (Sand) or Sure Footed (Water). 10 points chosen from +1 ST or HT [10]; Animal Friend [5/level]; Born Sailor [5/level]; Common Sense [10]; Deep Sleeper [5]; Resistant to Disease or Immunity to Disease [5 or 10]; Fit [5]; Night Vision [1/level]; Outdoorsman [10/level]; Rapid Healing [5]; Seafarer [10/level]; Single- Minded [5] and Temperature Tolerance [1/level]

Skills: Fishing (Per/E) [4], Area Knowledge (Fishing Grounds) (IQ/E) [1] and Knot Tying (DX/E) [1]. Four of Boating (DX/A) [2]; Cooking (IQ/A) [2]; Lifting (HT/A) [2]; Merchant (IQ/A) [2]; Naturalist (IQ/H) [2]; Navigation (any)/TL (IQ/H) [2]; Net (DX/A) [2]; Scrounging (Per/E) [2]; Seamanship (IQ/E) [2]; Survival (Island/Beach) (Per/A) [2]; Swimming (HT/E) [2] and Weather Sense (IQ/A) [2].

Notes: According to the 4e update, Knot Tying is the appropriate skill for making nets.

Last edited by Infornific; 02-20-2024 at 04:35 PM. Reason: Added detail
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Old 02-21-2024, 04:07 PM   #38
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

On to the Gs...


Gardener [25 Points]

Advantages: Green Thumb 2 [10].

Skills: Gardening (IQ/E) [4]. Four of Artist (Horticulture) (IQ/H) [2]; Farming (IQ/A) [2]; Lifting (HT/A) [2]; Naturalist (IQ/H) [2]; Pharmacy/TL (Herbal) (IQ/H) [2]; Poisons (IQ/A) [2] or Professional Skill (Florist) (IQ/A) [2]. Three of Axe/Mace (DX/A) [1]; Camouflage (IQ/E) [1]; Carpentry (IQ/E) [1]; Connoisseur (any plant related) (IQ/A) [1]; Knife (DX/E) [1]; Masonry (IQ/E) [1]; Polearm (DX/A) [1]; Scrounging (Per/E) [1]; Staff (DX/A) [1]; Mathematics /TL (Surveying) (IQ/H) [1] and Throwing (DX/A) [1].



Gatherer [25 Points]

Advantages: +1 Per [5] and 10 points chosen from increased Per [5/level]; Acute Senses [2/level]; Single- Minded [5]; Outdoorsman [10/level] and Survivor [5/level]

Skills: Area Knowledge (Village Surroundings) (IQ/E) [2], Scrounging (Per/E) [1], and Survival (any) (Per/A) [4]. Three of Carpentry (IQ/E) [1]; Climbing (DX/A) [1]; Cooking (IQ/A); First Aid (IQ/E); Fishing (Per/E) [1]; Knife (DX/E) [1]; Knot Tying (DX/E) [1]; Naturalist (IQ/H) [1]; Pharmacy/TL (Herbal) (IQ/H) [1]; Professional Skill (Spinning) (DX/A) [1]; Professional Skill (Thatching) (IQ/A) [1]; Sewing (DX/E) [1]; Survival (other) (Per/A) [1]; Swimming (HT/E) [1]; Traps /TL (IQ/A) [1] and Weather Sense (IQ/A) [1].

Last edited by Infornific; 02-21-2024 at 04:08 PM. Reason: Fixed typo
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Old 02-22-2024, 06:35 PM   #39
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Continuing with the Gs...


Note that both of these should have pre-requisites.


Government Inspector [25 Points]

Prerequisite: 10 points of Legal Enforcement Powers and 15 points in Status or appropriate Rank.

Advantages: 10 points chosen from Increased Per [5/level] or Will [5/level]; Acute Senses [2/level]; Business Acumen [10/level]; Intuitive Statesman [10/level]; Language Talent [10]; Less Sleep [2/level]; Natural Copper [10/level]; Rank [5/level]; Sage [10/level]; Single- Minded [5]; Status [5/level]; Talker [5/level]; Tough Guy [5/level]; and Wealth [varies].

Skills: 4 points in any of Administration (IQ/A); Law (any) (IQ/H) and Politics (IQ/A); and 6 points in any of Detect Lies (Per /H); Interrogation (IQ/A); Intimidation (Will/A) and Intelligence Analysis/TL (IQ/H). 5 points in Accounting (IQ/H); Acting (IQ/A); Area Knowledge (any) (IQ/E); Cryptography/TL (IQ/H); Diplomacy (IQ/H); Fast Talk (IQ/A); Forgery/TL (IQ/H); Heraldry (IQ/A); History (any) (IQ/H); Languages (special); Riding (any) (DX/A); Savoir-Faire (any) (IQ/E) and Writing (IQ/A).

Notes: For an active Government Inspector, add Legal Enforcement Powers [10] and one of Administrative Rank 3 [15]; Feudal Rank 3 [15]; Military Rank 3 [15] or Religious Rank 3 [15]. That’s another 25 points.



Guildmaster [25 Points]

Prerequisite: Any lens representing a profession with a Guild - Armorer, Artisan, etc.

Advantages: Status 1 [5] and 15 points from Guild Rank [2/level]; Merchant Rank [5/level]; further Status [5/level]; Wealth [varies] and any Advantages relevant to the Guild.

Skills: Savoir-Faire (Guild or High Society) (IQ/E) [1] and 4 points in Administration (IQ/A); Diplomacy (IQ/H); Law (IQ/H); Merchant (IQ/A) and Politics (IQ/A).

Notes: This should also include a lens like Artisan or some other lens representing the skills of the specific Guild.

Last edited by Infornific; 02-23-2024 at 10:42 PM.
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Old 02-23-2024, 10:32 PM   #40
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

On to the Hs...


Herald [25 Points]

Advantages: Bard 2 [10]

Skills: Heraldry (IQ/A) [4], Area Knowledge (any), Games (Jousts) (IQ/E) [2], Public Speaking (IQ/A) [2], and Savoir-Faire (High Society) (IQ/E) [2]. Hiking (HT/A) [2] or Riding (DX/A) [2] and three of Acting (IQ/A) [1]; Current Affairs (Games or Politics) (IQ/E) [1]; Diplomacy (IQ/H) [1]; Fast Talk (IQ/A) [1]; Literature (IQ/H) [1]; Musical Instrument (any) (IQ/H) [1]; Performance (IQ/A) [1]; Poetry (IQ/A) [1]; Scrounging (Per/E) [1]; Singing (HT/E) [1] and Survival (any) (Per/A) [1]

Notes: Games can be any kind of contest appropriate for aristocratic warriors.



Herder [25 Points]

Advantages: 10 points chosen from increased FP [3/level] or Per [5/level]; Absolute Direction [5]; Acute Vision [2/level]; Animal Friend [5/level]; Fit [5]; Less Sleep [3/level] and Night Vision [1/level]

Skills: Animal Handling (any) (IQ/A) [4] and Area Knowledge (pastures) (IQ/E) [2]. Hiking (HT/A) [2] or Riding (DX/A) [2]. 4 points in Melee or Missile combat skills. Three of Merchant (IQ/A) [1]; Naturalist (IQ/H) [1]; Navigation (Land)/TL (IQ/A) [1]; Packing (IQ/A) [1]; Scrounging (Per/E) [1]; Survival (any) (Per/A) [1]; Tracking (Per /A) [1]; Veterinary/TL (IQ/H) [1] and Weather Sense (IQ/A) [1].
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