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#1 |
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Join Date: May 2010
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I was pretty happy with the results of my thread on a Peasant template a few months back, and I've been thinking about concepts for similar low-powered henchmen. One thing I noticed: the Caverntown book mentions tour guides with Area Knowledge-12 who work for $4/hour. Notably, that matches the hourly rate given for 62-point henchmen in Dungeon Fantasy 15. The question is: what else should such tour guides have?
In the past, people have suggested created a 62-point bargain henchmen template for larcenous types, unfortunately it's hard to get skills like Filch and Pickpocket at a useful level on a 62-point budget unless you hyper-specialize in one skill. So I would exclude those skills entirely. What skills would I add? Public Speaking is going to be essential for making your tours entertaining, and Carousing can be used for leading pub crawls. While realistic tour guides may not need these skills, Streetwise and Urban Survival should probably mandatory for the kind of guides employed by delvers. Hiking and Navigation (Land) seem to fit too, with the caveat that the aren't really any rules for using them in an urban environment (though you could invent some). For optional skills: Current Affairs could be mandatory, but the Caverntown book says it isn't guaranteed to be found on $4/hour guides, so in deference to that I'm inclined to make it optional. Merchant, Panhandling, Scrounging, and Propaganda all feel appropriate as generic "urban" skills. Maybe Savoir-Faire (Servant) too? Acrobatics, Climbing, Jumping, and Running are all helpful for getting around quickly, and perhaps getting clients to places you aren't "supposed" to take them (Stealth would go there too). Weapon skills should be for weapons that won't raise too many eyebrows in town—likely Knife or Staff (along with Brawling and Wrestling, of course). I'm struggling a bit to nail down the details—not sure how to distribute points among these various ideas. The heavy emphasis on IQ based skills suggests IQ 11 might be appropriate. If I stick with IQ 10, I might make Charisma 1 mandatory to boost Public Speaking. Also tempted to make Absolute Direction mandatory to avoid getting lost in maze-like back alleys. Beyond that I'm not sure. What do people think?
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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; 12-18-2023 at 09:18 PM. |
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#2 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Book Learmed Wisdom (Maps Only)
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#3 |
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Join Date: May 2010
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Heh. That might be more of the sort of thing you allow as a power up, like the ones in the "When Bargains Pay Off" sidebar.
One option would be to make "Tour Guide" a new servant specialty, which would be straightfoward enough to do though I don't love the DX 11 on the template. But then it's not the only 62-point template that's not as carefully optimized as higher-powered templates, I guess the idea is to go light on skills initially so the henchmen has room to grow? Not sure.
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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. |
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#4 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Reputation (Brings Tourists) with hospitality providers and dungeon monsters.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#5 |
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Join Date: Aug 2014
Location: Snoopy's basement
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Likely Useful:
Charisma Penetrating Voice Savoir Faire Merchant |
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#6 |
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Join Date: May 2010
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As a 16-point servant skill package, maybe something like Area Knowledge (City) (E) IQ+1 [2]-12; Carousing (E) HT+1 [2]-11; Merchant (A) IQ [2]-11; Panhandling (E) IQ [1]-11; Public Speaking (A) IQ+1 [4]-12; Scrounging (E) Per [1]-11; Streetwise (A) IQ [2]-11; Urban Survival (A) Per [2]-11?
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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. |
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