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Join Date: May 2010
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Dungeon Fantasy 15: Henchmen gave many templates for characters who are frankly pretty ordinary, at least by fantasy world standards, namely cultists, guards, laborers, servants, and torch-bears. At 62 points, these guys are at best a slightly above average. Then Dungeon Fantasy 16: Wilderness Adventurers added native guides, which can represent hunters, fishermen, or nomads. But there's no template for henchmen from that ubiquitous figure of Ye Olden Times, the peasant. And why shouldn't we? After all, we already have a 250-point Innkeeper template, so why not a 62-point Peasant?
Here's my current version which I've been editing over the course of this thread. Feedback is welcome, of course: Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 12 [20]. Secondary Characteristics: Basic Speed 6.00 [10]. Advantages: Animal Friend 2 [10]; Improvised Weapons (Farm Implements)† [1] • 20 points chosen from among ST +1 or +2 [10/level]; IQ +1 [20]; HP +1 to +3 [2/level]; Will +1 to +4 [5/level]; Per +1 to +4 [5/level]; Alcohol Tolerance [1]; Animal Friend 3-4 [5/level]; Common Sense [10]; Fearlessness [2/level]; Fit [5] or Very Fit [15]; Green Thumb 1-4 [5/level]; Hard to Kill [2/level]; Hard to Subdue [2/level]; High Pain Threshold [10]; Honest Face [1]; Lifting ST 1-3 [3/level]; Luck [15]; Magic Resistance [2/level]; Night Vision 1-9 [1/level]; Rapid Healing [5] or Very Rapid Healing [15]; Resistant to Disease (+3) or (+8) [3 or 5]; or Temperature Tolerance 1 or 2 [1/level]. Disadvantages: -30 chosen from among Appearance (Unattractive or Ugly) [-4 or -8]; Bad Temper [-10*]; Chummy or Gregarious [-5 or -10]; Clueless [-10]; Cowardice [-10*]; Easy to Read [-10]; Gullibility [-10*]; Hidebound [-5]; Horrible Hangovers [-1]; Incurious [-5*]; Language: Spoken (Native)/Written (None) [-3]; Odious Personal Habits [-5 to -15]; Overconfidence [-5*]; Sense of Duty (Adventuring Companions) [-5]; Skinny [-5]; Wealth (Struggling or Poor) [-10 or -15]. Primary Skills: Animal Handling (any) (A) IQ+2 [2]-12‡; Area Knowledge (any) (E) IQ+2 [4]-12; Farming (A) IQ+2 [8]-12 • Two of Riding (Horse) (A) DX+2 [2]-12‡; or Animal Handling (any other) or Teamster (Equines), both (A) IQ+2 [2]-12‡. Secondary Skills: Brawling (E) DX [1]-10; Weather Sense (A) IQ [2]-10; Wrestling (A) DX-1 [1]-9 • Shortsword or Spear, both (A) DX [2]-10 • Spend 2 points on the unchosen option from the previous list; Knife or Thrown Weapon (Spear) (E) DX+1 [2]-11; Axe/Mace, Bolas, Bow, Broadsword, Lasso, Staff, or Two-Handed Axe/Mace, all (A) DX [2]-10; or Sling (H) DX-1 [2]-9. Background Skills: 5 points in Forced Entry, Knot-Tying, or Sewing, all (E) DX [1]-10; Climbing, Stealth, all (A) DX-1 [1]-9; Smith (any) (A) IQ-1 [1]-9; Packing (A) IQ+1 [1]-11‡; Naturalist (H) IQ-2 [1]-8; Veterinary (H) IQ [1]-10‡; Herb Lore (VH) IQ-3 [1]-7§; Carousing (E) HT [1]-10; Hiking or Lifting, both (A) HT-1 [1]; Fishing or Scrounging, both (E) Per [1]-10; or spend 1 point to buy an unchosen primary or secondary skill option at 1 level lower. * Multiplied for self-control number. † Works like the Innkeeper's Improvised Weapons (Kitchenware), except that it would cover pitchforks (which in the Peasant's hands, function as tridents) as well as billhooks and machettes (which function as kurkis or falchions, depending on the size). ‡ Includes +2 for Animal Friend. § Requires Naturalist.
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Innkeeper's Quest: A GURPS Dungeon Fantasy Forum Quest Handle is a character from the Star*Drive setting (a.k.a. d20 Future), not my real name. Last edited by Michael Thayne; 12-17-2023 at 11:50 AM. |
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