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Old 02-24-2024, 08:03 PM   #41
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

On with the Hs, by coincidence two generally solitary professions:



Hermit [25 Points]

Advantages: Above Suspicion [1]; Clerical Investment [5] or Pitiable [5]. Close to Heaven 1 [5] or Devotion 1 [5].

Skills: Meditation (IQ/H) [4]. Either Panhandling (IQ/E) [2] or Survival (any) (Per/A) [2] or Urban Survival [2]. Either Theology (IQ/H) [4] or Philosophy (IQ/H) [4]. Two of Literature (IQ/H) [2]; Naturalist (IQ/H) [2]; Psychology (IQ/H) [2]; Public Speaking (IQ/A) [2]; Religious Ritual (any) (IQ/H) [2] and Teaching (IQ/A) [2].

Notes: Above Suspicion is a Perk that functions essentially like Honest Face except that it is a social perk.



Hunter [25 Points]

Advantages: +1 Per [5] or Stalker 1 [5].

Skills: Area Knowledge (any) (IQ/E) [1]; Stealth (DX/A) [4]; Survival (Per/A) [2] and Tracking (Per/A) [4]. One of Bolas (DX/A) [4]; Bow (DX/A) [4]; Crossbow (DX/E) [4]; Sling (DX/H) [4] or Throwing Weapon (Spear) (DX/E) [4]. Five points in Animal Handling (any) (IQ/A); Camouflage (IQ/E); Fishing (Per /E); Hiking (HT/A); Knife (DX/E); Knot-tying (DX/E); Mimicry (Animal Sounds or Bird Calls) (IQ/H); Naturalist (IQ/H); Navigation /TL (Land or Water) (IQ/H); Net (DX/H); Poisons/TL (IQ/H); Running (HT/A); Scrounging (Per/E); Swimming (HT/E); Throwing (DX/A )and Weather Sense (IQ/A).

Last edited by Infornific; 02-24-2024 at 10:38 PM. Reason: Changed Honest Face to Above Suspicion
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Old 02-25-2024, 05:10 PM   #42
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Starting the Is:

Innkeeper [25 Points]

Advantages: 10 points chosen from Business Acumen 1 [10]; Sensitive [5]; Street Smart [5/level] and Talker [5/level]

Skills: Merchant (IQ/A) [2] and 8 points in Administration (IQ/A) and Diplomacy (IQ/H). Five points in Accounting (IQ/H); Administration (IQ/A); Area Knowledge (IQ/E); Cooking (IQ/A); Detect Lies (Per/H); Fast Talk (IQ/A); First Aid (IQ/E); Psychology (IQ/H); Savoir-Faire (High Society or Servant) (IQ/E); Scrounging (Per/E); Streetwise (IQ/A) and Urban Survival (Per/A).

Notes: Administration is the skill for dealing with large organizations. For a small businessman itís likely to be a secondary skill for dealing with the government or other larger entities. I added Diplomacy as an option for small scale informal management.


Interpreter [25 Points]

Advantages: Acute Hearing +1 [2] and Language Talent [10]

Skills: Diplomacy (IQ/H) [1] and Psychology (IQ/H) [1]. One of Cultural Familiarity (any) [1], Gesture (IQ/E) [1], Lip Reading (Per/A) [1], Public Speaking (IQ/A) [1], or Writing (IQ/A) [1]. One language at Native [4]. Six more points in other languages or Cultural Familiarities.
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Old 02-26-2024, 06:00 PM   #43
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Beginning the Js...


Jailer [25 Points]

Advantages: +1 Per [5]

Skills: Search (Per/A) [4]. 5 points in Diplomacy (IQ/H), Intimidation (Will/A), and Interrogation (IQ/A). 5 points in any of Axe/Mace (DX/A); Brawling (DX/E); Broadsword (DX/A); Judo (DX/H); Karate (DX/H); Shortsword (DX/A); Staff (DX/A); Whip (DX/A) and Wrestling (DX/A). Three of Administration (IQ/A) [2]; Cooking (IQ/A) [2]; First Aid/TL (IQ/E) [2]; Housekeeping (IQ/E) [2]; Knot-Tying (DX/E) [2]; Law (Criminal) (IQ/H) [2]; Mechanic (Locks) (IQ/A) [2] and Professional Skill (Law Enforcement) (IQ/A) [2]

Notes: Mechanic (Locks) seems more appropriate as a Locksmith skill than Professional Skill (Locksmith). I would allow Lockpicking to default to Mechanic (Locks) at -3.


Jester [25 Points]

Advantages: Licensed Comedian [1] and 10 points in Bard [5/level]; Born Entertainer [5/level]; Clown [10/level]; Pitiable [5]; Poet [5/level]; Rapier Wit [5]; Social Chameleon [5] and Talker [5].

Skills: Acrobatics (DX/H) [2], Fast Talk (IQ/A) [1]; Performance (IQ/A) [2], Psychology (IQ/H) [1], Public Speaking (IQ/A) [4] and Savoir-Faire (High Society or Servant) (IQ/E) [2]. Two of Acting (IQ/A) [1]; Carousing (HT/E) [1]; Dancing (DX/A) [1]; Diplomacy (IQ/H) [1]; Hobby Skill (Juggling) (DX/E) [1]; Musical Instrument (any) (IQ/H) [1]; Poetry (IQ/A) [1] and Singing (HT/E) [1].

Notes: Licensed Comedian is a social Perk meaning the character is permitted and expected to say offensive things without social consequence. Bardic Immunity is much too strong for a Jester. Fast Talk is for getting out of awkward situations like jokes that fall flat, Psychology is to determine what you can and can’t get away with saying and Savoir-Faire is to fit in and know your place in the court.

Last edited by Infornific; 03-03-2024 at 07:04 PM. Reason: Added Advantage to Jester
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Old 02-27-2024, 08:44 AM   #44
thorr-kan
 
Join Date: Sep 2008
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Just to note I'm still enjoying this series.
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Old 02-27-2024, 10:21 AM   #45
johndallman
Night Watchman
 
Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Children of the (Historical Folks & Action Specialist) lenses

So am I. I've added it to the index of threads with lasting value in the GURPS Resources sub-forum.
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Old 02-27-2024, 07:48 PM   #46
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Thanks for the kind words. If anyone has questions about choices made with lenses, let me know. Now the rest of the Js.


Jeweler [25 Points]

Advantages: 10 points chosen from Acute Vision [2/level]; Focused (Jeweler) [1]; Gifted Artist [5/level]; High Manual Dexterity [5/level]; Single- Minded [5]; Versatile [5] and Wealth (Comfortable) [10].

Skills: Jeweler (IQ/H) [8] and Merchant (Jewelry) (IQ/E) [2]. 5 points from Accounting (IQ/H); Chemistry/TL (IQ/H); Connoisseur (Jewelry) (IQ/A); Heraldry (IQ/A); History (any) (IQ/H); Metallurgy/TL (IQ/H); Prospecting (IQ/A) and Smith (Lead & Tin or Copper) (IQ/A).

Notes: Gifted Artist and High Manual Dexterity both add to Jeweler.


Judge [25 Points]

Advantages: Status 1 [5]

Skills: Law (any) (IQ/H) [8], Detect Lies (Per/H) [2] and Interrogation (IQ/A) [2]. Three of Criminology/TL (IQ/A) [2]; Diplomacy (IQ/H) [2]; Intimidation (Will/A) [2]; Merchant (IQ/A) [2]; Psychology (IQ/H) [2] and Research (IQ/A) [2]. Two of Area Knowledge (any) (IQ/E) [1]; Body Language (Per/A) [1]; History (any) (IQ/H) [1]; Literature (any) (IQ/H) [1]; Religious Ritual (any) (IQ/H) [1]; Philosophy (any) (IQ/H) [1] and Theology (any) (IQ/H) [1].
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Old 02-28-2024, 09:05 PM   #47
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

On to the Ls...


Laborer [25 Points]

Advantages: 10 points chosen from +1 to ST [10] or HT [10]; increased FP [3/level]; Fit [5]; Less Sleep [2/level] and Lifting ST [3/level]

Skills: Three of Animal Handling (any) (IQ/A) [2]; Carpentry (IQ/E) [2]; Farming (IQ/A) [2]; Housekeeping (IQ/E) [2]; Lifting (HT/A) [2]; Masonry (IQ/E) [2]; Professional Skill (any) (IQ/A) [2] and Savoir Faire (Servant) (IQ/E) [2]. Four of Area Knowledge (any) [2]; Carousing (HT/E) [2]; Fast Talk (IQ/A) [2]; Hiking (HT/A) [2]; Intimidation (Will/A) [2]; Panhandling (IQ/E) [2]; Scrounging (IQ/E) [2]; Streetwise (IQ/A) [2]; Survival (any) (Per/A) [2] and Urban Survival (Per/A) [2].

Notes: A common laborer has few skills so I instead gave a wide variety of skill a laborer might acquire either on the job or living rough. Just in case anyone wants to run a "Down & Out in Lankhmar" campaign.


Lawyer [25 Points]

Advantages: One of Bard 1 [5]; Charisma 1 [5]; Sensitive [5]; Single- Minded [5]; Status 1 [5] or Talker 1 [5].

Skills: Law (any) (IQ/H) [8] and Public Speaking (IQ/A) [4]. Two of Administration (IQ/A) [2]; Detect Lies (Per/H) [2]; Diplomacy (IQ/H) [2]; Interrogation (IQ/A) [2]; Research (IQ/A) [2] and Savoir Faire (High Society) (IQ/E) [2]. Four points in any of Area Knowledge (IQ/E); Criminology/TL (IQ/A); History (IQ/H); Language (special); Merchant (IQ/A); Philosophy (any) (IQ/H); Politics (IQ/A); Psychology (IQ/H); Streetwise (IQ/A) and Theology (any) (IQ/H).

Notes: Choose optional skills based on the specific law practiced.
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Old 02-29-2024, 09:40 PM   #48
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

and the end of the Ls.


Leatherworker [25 Points]

Advantages: One of Gifted Artist 1 [5]; High Manual Dexterity [5/level]; Resistant to Poison (+3) [5]; Single- Minded [5] and Versatile [5].

Skills: Leatherworking (DX/E) [4], Merchant (IQ/A) [2] and Professional Skill (Tanner) (IQ/A) [8]. Two of Artist (any) (IQ/H) [2]; Carpentry (IQ/E) [2]; Jeweler/TL (IQ/H) [2]; Naturalist (IQ/H) [2]; Professional Skill (Dyer or Miller) (IQ/A) [2] and Smith (Iron) (IQ/A) [2]. Two of Animal Handling (any) (IQ/A) [1]; Area Knowledge (any) (IQ/E) [1]; Armoury/TL (Body Armor) (IQ/A) [1]; Artist (Woodworking) (IQ/H) [1]; Chemistry/TL (IQ/H) [1]; Connoisseur (leather goods) (IQ/A) [1]; and Sewing (DX/E) [1].



Locksmith [25 Points]

Advantages: 10 points chosen from Artificer 1 [10]; High Manual Dexterity [5/level]; Resistant to Poison (+3) [5]; Single Minded [5] and Versatile [5].

Skills: Mechanic (Locks) (IQ/A) [8] and Lockpicking (IQ/A) [1]. Two of Engineering (Locks) (IQ/H) [2]; Mechanic/TL (Simple Devices) /TL (IQ/A) [2]; Merchant (IQ/A) [2]; Smith (Iron) (IQ/A) [2] and Traps /TL (IQ/A) [2]. Two of Artist (Woodworking) (IQ/H) [1]; Carpentry (IQ/E) [1]; Machinist/TL (IQ/A) [1] [1]; Poisons/TL (IQ/H) [1]; and Streetwise (IQ/A) [1].

Notes: I would assume that Mechanic (Locks) could be used as a complimentary roll for Lockpicking and allow Lockpicking to default to Mechanic (Locks) at -3.
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Old 03-01-2024, 07:04 PM   #49
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Moving on to the Ms


Majordomo [25 Points]

Advantages: 10 points chosen from Administrative Rank [5/level]; Business Acumen 1 [10]; Green Thumb [5/level]; Intuitive Statesman 1 [10]; Sensitive [5]; Status [5/level] or Talker [5/level].

Skills: Administration (IQ/A) [4] and Savoir-Faire (High Society or Servant) (IQ/E) [1]. Four points in Diplomacy (IQ/H) and Leadership (IQ/A). Two of Accounting (IQ/H) [2]; Area Knowledge (any) (IQ/E) [2]; Farming/TL (IQ/A) [2]; Law (any) (IQ/H) [2] and Scrounging (Per /E) [2]. Two of Carousing (HT/E) [1]; Heraldry (IQ/A) [1]; Knife (DX/E) [1]; Politics (IQ/A) [1] and Riding (any) (DX/A) [1].

Notes: An active Major-Domo should have at least one level of Administrative Rank or Status.


Masseur [25 Points]

Advantages: High Manual Dexterity 1 [5] and one of Allure 1 [5]; Flexibility [5]; further High Manual Dexterity [5/level]; Sensitive [5] or Talker 1 [5].

Skills: Professional Skill (Massage) (DX/A) [4] and Physiology (IQ/VH) [2]. One of the following:

1. Medical: Diagnosis (IQ/H) [1], Naturalist (Plants) (IQ/A) [2], and Pharmacy/TL (IQ/H) [2].
2. Sex Worker: Erotic Art (DX/A) [2], Professional Skill (Prostitute) (IQ/A) [2], and Sex Appeal (HT/A) [1].
3. Professional Service: Diplomacy (IQ/H) [1]; Body Language (Per /A) [2] or Psychology (IQ/H) [2], and Savoir Faire (Servant) (IQ/E) [2].


Two of Body Language (Per /A) [2]; Current Affairs (any) (IQ/E); Detect Lies (Per /H) [2]; Diplomacy (IQ/H) [2]; Hiking (HT/A) [2]; Meditation (IQ/H) [2]; Merchant (IQ/A) [2]; Philosophy (any) (IQ/H) [2]; Psychology (IQ/H) [2] and Streetwise (IQ/A) [2].

Notes: I would assume High Manual Dexterity adds to Professional Skill (Massage). Biology (Botany) doesn’t exist at low tech levels so I went with Naturalist, specialized in plants. The original template had Poisons and Politics as the secondary skills of a professional service masseur. I have no idea why so I went with Diplomacy and Psychology.

Last edited by Infornific; 03-01-2024 at 07:04 PM. Reason: Fixed typo
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Old 03-02-2024, 02:40 PM   #50
Infornific
 
Join Date: Dec 2004
Default Re: Children of the (Historical Folks & Action Specialist) lenses

Continuing with the Ms


Merchant [25 Points]

Advantages: 10 points chosen from Business Acumen [10]; Merchant Rank [5/level]; Sensitive [5]; Street Smart [5/level] and Wealth (Comfortable) [10].

Skills: Merchant (IQ/A) [4]. Three of Accounting (IQ/H) [2]; Administration (IQ/A); Carousing (HT/E) [2]; Diplomacy (IQ/H) [2]; Fast-Talk (IQ/A) [2]; Savoir - Faire (any) (IQ/E) [2] and Streetwise (Per/A) [2]. Five points in Area Knowledge (any) (IQ/E); Connoisseur (any) (IQ/A); Craft Skill (varies); Current Affairs (any) (IQ/E); Economics (IQ/H); Law (any) (IQ/H); Packing (IQ/A); Politics (IQ/A); Market Analysis (IQ/H); Seamanship /TL (IQ/E) and Teamster (any) (IQ/A).


Messenger [25 Points]

Advantages: 10 points chosen from increased Move +1 [5]; Absolute Direction [5]; Animal Friend [5/level]; Born Sailor [5/level]; Claim to Hospitality [1 to 10]; Fit [5] and Outdoorsman 1 [10].

Skills: Area Knowledge (any) (IQ/E) [2] and one of Boating (DX/A) [4]; Hiking (HT/A) [4]; Riding (any) (DX/A) [4]; Running (HT/A) [4]; Skiing (HT/A) [4] or Teamster (any) (IQ/A) [4]. 6 points in any of Broadsword (DX/A); Knife (DX/E); Navigation /TL (any) (IQ/A); Shortsword (DX/A); Staff (DX/A) and further Primary Skills. Three points in any of Animal Handling (any) (IQ/A); First Aid/TL (IQ/E); Heraldry (IQ/A); Public Speaking (IQ/A); Savoir-Faire (any) (IQ/E); Survival (any) (Per/A); Veterinary/TL (IQ/H) and further Secondary Skills.

Notes: An active Messenger might have Legal Immunity but this is intended as background.
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