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Old 04-08-2012, 02:26 PM   #81
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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Old 04-08-2012, 02:57 PM   #82
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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Are Clerics not big-time DF healers? We need a combat medic. Is Faith Healing and extra FP not the way to go?
As mentioned by others, spells are your best in combat healing options. A caster focused cleric with a Divine Ally at 15 or less as his holy ability (29 points) and extra spells (focused on buffing and healing) can lend a serious amount to a fight (buff spells and a buffed summonable ally) and have some nice utility outside of combat (Summon food and water especially, that sh*t be heavy!).

Get a nice reach weapon to fight from the back lines when you are not casting spells, and some decent armor and you will have a nice fun, easy to play character. Just make a "spells sheet" so the person who gets the cleric has a nice little summary of what each spell does and what it will cost him to do it.
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Old 04-09-2012, 03:43 AM   #83
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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Originally Posted by chandley View Post
As mentioned by others, spells are your best in combat healing options. A caster focused cleric with a Divine Ally at 15 or less as his holy ability (29 points) and extra spells (focused on buffing and healing) can lend a serious amount to a fight (buff spells and a buffed summonable ally) and have some nice utility outside of combat (Summon food and water especially, that sh*t be heavy!).

Get a nice reach weapon to fight from the back lines when you are not casting spells, and some decent armor and you will have a nice fun, easy to play character. Just make a "spells sheet" so the person who gets the cleric has a nice little summary of what each spell does and what it will cost him to do it.
The cleric's main role in a DF 1-3 party is healing. No one else can do it. His secondary role is buffing, as clerics have easy access to a lot of very good buffing spells (Armor, Shield, Resist X, Bless, Attribute boosts, etc etc). They have one damage spell (Sunbolt, and they might have more, been a while since I had vanilla clerics in my game), but it's not a good choice, really (You need to invest in both it, and the Innate Attack skill, and the effects are sub-par anyway). Clerics add a lot to the party, but their task during combat is more limited. This isn't for every player.
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Old 04-09-2012, 08:58 AM   #84
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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Originally Posted by Kuroshima View Post
The cleric's main role in a DF 1-3 party is healing. No one else can do it. His secondary role is buffing, as clerics have easy access to a lot of very good buffing spells (Armor, Shield, Resist X, Bless, Attribute boosts, etc etc). They have one damage spell (Sunbolt, and they might have more, been a while since I had vanilla clerics in my game), but it's not a good choice, really (You need to invest in both it, and the Innate Attack skill, and the effects are sub-par anyway). Clerics add a lot to the party, but their task during combat is more limited. This isn't for every player.
Thats what the ally is for. The ally gets buffed by the cleric, and then does the fighting. Cleric stands back and throws heals and buffs on everyone. When thats not needed, a ranged weapon or a reach weapon makes a fine default option.
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Old 04-09-2012, 09:06 AM   #85
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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Thats what the ally is for. The ally gets buffed by the cleric, and then does the fighting. Cleric stands back and throws heals and buffs on everyone. When thats not needed, a ranged weapon or a reach weapon makes a fine default option.
The Ally is an NPC controlled by the GM, and sucks points out of the player. This is even more passive than usual.
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Old 04-09-2012, 09:26 AM   #86
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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The Ally is an NPC controlled by the GM, and sucks points out of the player. This is even more passive than usual.
The tradition is to let summoners like this control the ally in combat
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Old 04-09-2012, 09:31 AM   #87
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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The Ally is an NPC controlled by the GM, and sucks points out of the player. This is even more passive than usual.
Well, no. Its AS passive, but with the added benefit of providing another weapon wielder. The cleric is STILL doing his turning (with Turn Spirit and Turn Zombie spells), buffing, and healing bit after all!

I just see the Ally as a far better return on points than True Faith is. If you want passive, stand around concentrating on True Faith for an entire fight. Ick.
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Old 04-09-2012, 11:49 AM   #88
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

So, here is what I was thinking about. This guy is a little off the DF1-3 standard, but only in that I grabbed some disad choices from Messenger God Clerics (without using their spell list) and used DF Allies to build the ally. To PLAY this guy only requires DF 1-3 and Characters/Campaigns. Easy enough to switch out disads if you just cant stand breaking the template like that.

The idea is you summon your ally at the start of each day, and hand him a quarterstaff and a bow/quiver. His job is to cast the corrosive cloud and use the staff at reach 2 to fend off folks, or switch to bow if no one is nearby, while assisting the cleric or the rest of the party with his Luck (Wishing). If you have the time at the start of each day, spend an hour and increase everyones move by 1.5 as well. This will greatly assist this slow as molasses halfling :)

The Cleric himself will be buffing people (Flaming Weapon and Armor), healing people as needed, and countering various threats (Turn Spirit, Turn Zombie, various Resists). If no spell seems appropriate to the moment, use the bow to shoot things. Create Water isnt half bad for helping with that Trickster impulse, otherwise use the high bow skill for some tricky humiliating shots. Note that Skill 15 spells only need a gesture, so its valid to try for a stealth roll at the start of combat and buff folks from hiding. If you STAY stealthed till the buffing is done, that first bow shot should get no defenses!

A more aggressive Ally might switch staff for polearm, and the quarterstaff for a halberd, which you could then cast Flaming Weapon on.

Hafling Cleric

Total points: 250

ST 9* [20] DX 13* [40] IQ 14 [80] HT 12* [10]
HP 11* [0] Will 14 [0] Per 14 [0] FP 12 [0]
Damage 1d-2/1d-1 BL 16 lbs Basic Speed 6.00 [0] Basic Move 5* [0]

Advantages: Clerical Investment [5]; Power Investiture 3 [30]; Ally (Equal points, Summonable +100%, 15-) [29]; Halfling Marksmenship +2 [10]; Giant Weapons 2 [2]; Luck [15]; Strongbow [1]; Halfing [0]: Halfling Markmanship 2, Honest Face, Silence 2.
Disadvantages: Sense of Duty (Coreligionists) [-10]; Trickster (12) [-15]; Overconfidence (12) [-5]; Sense of Duty (Adventuring Companions) [-5]; Weirdness Magnet [-15]; From Halfling: Gluttony (12), Kelptomania (12).
Quirks: [-5].
Features: SM -2; Hairy feet.

Code:
Skill				Level		Target		Cost
Esoteric Medicine (Holy) (H)	Per		14		4
Exorcism (H)			Will		14		4
Bow (A)			        DX+1		18**		4
Shortsword (A)			DX+2		15		8
Shield (E)			DX+2		15		4
First Aid (E)			IQ		14		1
Hidden Lore (Undead) (A)	IQ-1		13		1
Occultism (A)			IQ-1		13		1
Public Speaking (A)		IQ-1		13		1
Teaching (A)			IQ-1		13		1
Diagnosis (H)			IQ-2		12		1
Theology (H)			IQ-2		12		1
Religious Ritual (H)		IQ-2		12		1
Surgery (VH)			IQ-2		12		2
Meditation (H)			Will-2		12		1
Climbing (A)			DX-1		12		1
Stealth (A)			DX-1		12***		1
Hiking (A)			HT-1		12		1
Scrounging (E)			Per		14		1
Search (A)			Per-1		13		1
Swimming (E)			HT		13		1
Jumping (E)			DX		13		1
*Modified by halfling; **modified by Halfling Marksmenship; *** modified by Silence (+4 if stationary, +2 if moving)

Code:
PI Spells			Cost	Duration	Notes	All spells are skill 15 for Hard, 14 for VH.
1 Armor (Reg)			2xDR	1 minute	max DR of 5. Half to maint. -1 to final cost and halved maint cost for skill.
1 Minor Healing (Reg)		0-2	Instant		Heal 1 HP per FP cost, +1 HP. -3 skill for addtional casts on same subject/day.
1 Recover Energy		-	-		Recover 1 FP per 5 minutes
1 Watchdog (Area)		1	10 hours	1 to maintain. -1 to final cost for skill. 9 seconds to cast
2 Create Water (Reg)		2/lvl	Permanent	1 gallon per level, -1 to final cost for skill.
2 Continual Light (Reg)		1/3/5	2d days		first level is moonlight, second is torch, third is daylight.
2 Healing Slumber (Reg)	5/9	up to 8 hours	Fall asleep and heal 1 hp/level per hour up to 8 hours max.
2 Major Healing (Reg, Vh)	1-4	Instant		Heal 2 HP per FP. -3 skill for additional casts on same subject/day.
2 Resist Acid (Reg)		1/5	1 minute	0/2 to maint. Second level is to resist essential acid.
2 Resist Cold (Reg)		2/4/6	1 minute	Half to maint. -1 final cost for skill. second level for -40 deg. third for abs zero.
2 Resist Fire (Reg)		2/4/6	1 minute	Half to maint. -1 final cost for skill. second level for volcano. third for star.
2 Resist Lightning (Reg)		1	1 minute	0 to maint. 
2 Turn Zombie (Area)		2	1 day		-1 to final cost for skill. 3 seconds to cast. 
2 Turn Spirit (Reg, Res by Will)	3	10 seconds	1 to maint. +1 casting cost to reduce spirit resistance by 1.
3 Affect Spirits (Reg)		3	1 minute	1 to maint. Allows person or object to interact with or harm insubstantial spirits.
3 Cure Disease (Reg)		3	Instant		10 minutes to cast, One try.
3 Create Food (Reg)		1/2/3	Permanent	First level converts organic to food. Second does inorg. Third does air. 
3 Flaming Weapon (Reg)	3	1 minute	0 to maint. 1 sec cast. +2 burn damage if weapon penetrats DR.
3 Restoration (Reg, VH)		15	1 month	1 minute to cast, One try.
3 See Secrets (Reg)		4	1 minute	1 to maint. Causes hidden items, doors, traps, etc to stand out clearly. 4 sec cast.
3 Stop Paralysis (Reg)		Spec	Instant		Costs 1 for a limb, 2 for whole body, -1 for skill.

Allies
Divine Servitor of Good, Chaos, Travel (100% points, Summonable, same one +100%, 15 or less)
ST: 12 [20] HP: 12 [0] Speed: 6.00 [-10] Dodge: 11
DX: 13 [60] Will: 14 [5] Parry: 13
IQ: 13 [60] Per: 13 [0] Move: 4 DR: 0
HT: 13 [30] FP: 13 [0] BL: 29 lbs SM: 0

Quarterstaff (16): 1d+5 cr swing, Reach 1,2. 1d+2 cr thrust, Reach 1,2. Fine, Balanced. Dont cast flaming weapon on this!
Longbow (14): 1d+1 imp, Acc 3, Range 165/220 ROF 1, Shots 1 (2), ST 11 bow.

Advantages: Blessed (Heroic Feats, DX) [10]; Immunity to Metabolic Hazards [30]; Corrosion Attack 1d (Area Effect, 2 yards, +50%; Drifting +20%; Persistent, +40%; Reduced Range 1/10 -30%) [18]; Extraordinary Luck (Wishing, Others Only +0%) [30]; Affliction 1 (HT; Area Effect, 4 yards, -50%; Advantage, Enhanced Move 0.5 (Ground), +100%; Emanation -20%; Extended Duration, Permanent while servitor alive and summoned, +150%; Malediction 1 +100%; Preperation Required, 1 hour -50%; Selective Area +20%) [50].
Disadvantages: Sense of Duty (Coreligionists) [-10]; Dependency (Sanctity; Very Common; Constantly) [-25]; Unnatural Features 1 [-1];
Wealth (Dead Broke [-25]; Intolerance (Evil religions) [-5]; Vow (Place the will of my diety above my own needs) [-10].
Quirks: [-5].
Skills: Hidden Lore (Servitors of Good) (A) IQ [2]-13; Theology (H) IQ [4]-13; Esoteric Medicine (Holy) (H) Per [4]-13; Religious Ritual (H) IQ [4]-13; Staff (A) DX+2 [8]-15; Bow (A) DX [4]-14; Gambling (A) IQ [2]-13.
Class: Servitor of Good.

Combat
Dodge: 10/9 Parry: 12 Block: 12 w/Medium Shield (DB 2)
Move: 4 (Light enc), 3 (Med enc)

Code:
Weapon			Damage	Reach	Skill	Wt	ST	Parry	Cost		Notes
Shortsword			1d-1 cut	1	15	2	6	0	$40		SM 0. 
	Thrust			1d-2 imp	1	15	-	-	0	
Medium Shield			1d-2 cr		1	15	1.4	-	-	

Ranged Weapon		Damage	Range		Skill	Wt	Acc	RoF	Shots	ST	Cost	Notes
Longbow			1d+1 imp	165/220	18	3	3	1	1 (2)	11	$200	normal arrow
	Bodkin			1d+1(2) pi	165/220	18	-	3	1	1 (2)	11	-
Food: 1 day of food is $1.5 and 0.375lbs. 1 day of water is 1/2 quart (1 lb) of water.
Essential Food: $3.75 and 0.125lbs per day. Essential Water: 0.33lbs and $1.25 per day.
Most tools are 1/3 weight and cost. Clothing is 1/5th
Code:
Equipment			Wt			Cost		Notes
Blanket				0.8			$20		Torso
Canteen			        3			$10		Torso, weight includes 2lbs water.
Backpack			3			$30		Torso, holds 40lbs
	Personal Basics		1			$5		Backpack
	Rope, 3/8"		1.5			$5		Backpack, 10 yards, supports 300lbs
	Silver Pennies		-			$24		x6
	Copper Farthings	-			$3		x3
Ordinary Clothing		0.4			$0		Torso, Arms, Legs.
Medium Shield, light		1.4			$45		Left Arm, DB 2
Mail Hauberk			3.75			$230		Torso, Groin DR 3/1*
Mail Leggings			2.25			$110		Legs DR 3/1*
Mail Sleeves			1.35			$70		Arms DR 3/1*
Mail Coif			0.6			$55		Skull, Neck DR 3/1*
Cloth Gloves			-			$15		Hands, DR 1*
Shoes				0.3			$40		Feet, DR 1*
Fortify				-			$50		+1 DR, added above.
Lighten				-			$100		0.75 x weight, figured above.
Shortsword			2			$490		SM 0, jewled, Power Item FP 5
Longbow			        6			$400		x2, SM 0
Cornucopia quiver		0.5			$110		x2, One arrow at a time, infinitely. 
Cornucopia quiver		0.5			$110		One bodkin arrow at a time, infinitely
Balanced, Fine Quarterstaff	4			$70		+1 skill, +1 damage, -1 odds of breakage.
				-----			-----
				29.35			$2000		Light Enc.
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Last edited by chandley; 04-09-2012 at 11:52 AM.
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Old 04-09-2012, 12:43 PM   #89
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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Weirdness Magnet [-15]
I would not give Weirdness Magnet to a starting player. Things will get confusing and nasty really quickly if you play it properly.
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Old 04-09-2012, 12:51 PM   #90
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Default Re: [DF 1-3] Critique Five Pre-Gen Mass-Murdering Burglar Hobos

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I would not give Weirdness Magnet to a starting player. Things will get confusing and nasty really quickly if you play it properly.
Fair point. Gonna want to swap that out for something else then.

I was going for the chaos and trickery angle, but it is pretty steep a disad for a newbie. On the other hand, you havent lived until you have satisfied your Trickster disad by doing something appropriate to a thing that showed up because of Wierdness Magnet :)
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