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#1 |
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Join Date: Jan 2011
Location: Zagreb, Croatia
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Welcome to GURPS DF OOC thread of the game called "An Adventure, You Say?"
NOTE: The roster is currently closed, got 5 players interested. I'll post if more would be in some case needed. The game came up as an idea, and let's see if it'll progress into something greater than just that. Q: So, what is this about? A: Well, it's about a couple of guys, not as powerful as most dungeon delvers are, but they are just as ambitious, if not more, to become powerful and make legends out of themselves. It's about a couple of guys who have been serving under the benevolent hands of their masters, and decided to go to their own adventure. Q: You're talking rubbish, give us the meat. A: Alright, so here goes. You'll be playing 125-point characters from Dungeon Fantasy 15: Henchmen sourcebook. At first, I thought of making a game for 100-point characters based on this link here, but in the end I decided to take the official material, even after simply skimming the book a bit and make a party of players consisted of 125-point characters. In a Dungeon Fantasy setting. Q: Alright, now you're talking. So, who and/or what are we? A: Well, you're all squires, initiates, apprentices or agents of some famous adventurer heroes. Your "bosses" have of lately been busy carousing and celebrating their latest triumph for straight 5 days, and all of you have been brewing the same idea lately: "When will I get to the point to be like them?". All of the characters would in a way know each other, since their masters are close friends and have at some point told their friends about their, I quote: "Incompetent idiots who can't even pour a glass of wine without spilling it all over my new, expensive Spider Silk robes." Q: Could you give us a bit more detail on this? A: Sure. You all live in the world called Tergos. It's a lovely world, full of dragons, evil creatures and catastrophes lurking to destroy everything that's worth fighting and living for, but luckily there have always been heroes around to stop the threat and make the world a better place. To be more specific, your masters are the ones who have been fending off dangers as of lately. Your characters would strike a deal to meet each other. However, the meeting would not happen in Goridron, the capital of Vasa Kingdom, where your masters are spending all their precious gold, but in a village of Goy not far from there, in a tavern called "Strucky Luck". There, you would discuss how to become a legend just like your masters. Not just because you want to be like them, but you're sick of them treating you like you're the filthiest piece of trash on Tergos. Q: What you're implying here is that I'll have to make a character who is ambitious enough to make such a move, is that right? A: Well yes, and no. All the characters will have a good reason to come to "Strucky Luck", and it entirely depends on you whether it's because you are ambitous, see your master as someone who is just doing it wrong or you're sick of being your master's doll. It all depends on you. Q: Alright. So far it sounds catchy. Let's go to the mechanics now, shall we? How much points, which races are available etc... you know the drill, right? A: Ah, ok. For the convenience's sake, I'll write it like this so you have everything organized: Points: 125 pts, with -50 disadvantages and -5 quirks. Basically, you'll take templates from DF 15: Henchmen. If you do not possess the copy of this sourcebook, I'll help you out a bit in the creation of the character. Equipment: You'll all start with $1500. Starting wealth IS $1000, but I'm adding an extra $500 you received from your last paycheck. You might also have some money stashed and might trade it for $500 per point, as described in DF1. However, you may NOT spend more than the initial wealth + Signature Gear up to the point where you meet at the "Strucky Luck". You have the money stashed, but only after the meeting you'll see what will you spend it on. You may not take more than 6 points in extra money. Regarding Signature Gear, you may not take more than one specific item as SG. This may either be a weapon, ONE piece of armor (either only a chectpiece, or only a helmet etc.) or ONE specific tool, gadget and so on. You get the drill. Also, you may not have any other Wealth level than Average. I prefer using Low Tech for making armor and weapons, but only that. For all the other gear, use Basic Set and DF. Books used: Basic set Characters and Campaigns, Magic, DF arsenal (with a focus on DF15), and Low-tech. I will not be using MA, simply because I do not possess the book and can't be bothered to have a grasp of all the stuff written there. You're free to add perks from Power-Ups: Perks, though. But go easy on them. Stories: You'll have to write a short story, a couple of paragraphs long. What you all have in common is that you've served some time working for your masters, which are at the moment 350-point characters. You will have to mention who your masters are and what are they famous for, and how did it come to the point that they hired you or made you work for them. You will need to have at least ONE good reason to go to "Strucky Luck". Races: I'm ok with anything, but keep in mind that everything over 40 points will really mess up your DF 15 characters. If it's not really a necessity, I'd highly reccomend to stick to races up to 40 points of cost. Masters as Patrons: You will add an advantage to you sheet - Patron worth 5 points (FoA: 6 or less, Extremely powerful individual, Minimal Intervention, because they're busy celebrating as of lately, and it's gonna last for some time.) This is more of a formality than something functional, but I'd like you to have it on your sheets. Some extras: I would really, really, REALLY like not to resort to MA if not necessary. I am aware that many of you are fond of this book, but because of my personal preference, I'd like it to stay out of this. You may use unspent points as Failure->Success reverters, but only that. Crit. fail is always a crit. fail (unless using Luck) and Crit. success is always a Crit. success. There will be fights, and some might not be online in time to keep up with others. Strike a deal between yourselves who's gonna be your substitute in case you go offline for some longer period of time and do the combat rolls for you. Out of combat, this will not be necessary, as I like to keep the "roleplaying" parts of the game strictly to characters and their respective players. I'll split the story in arcs. When it comes to using advantages such as Luck, you'll be allowed to use them per Arc instead of per hour. Same goes for Serendipity. Q: Uh...ok. So, what if we have any more questions? A: Post them in this thread. I'll answer them gladly. Q: Okay, so when do we start? I'll be writing up the story while you guys make your characters. When it's all set and done, we'll start the game in the "Struckly Luck" in the IC thread. That would be all for now, gentlemen. Last edited by Harry O'Gane; 08-19-2012 at 03:32 AM. |
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#2 |
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Join Date: Jan 2011
Location: Zagreb, Croatia
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Post reserved for placing characters.
In this game, we have... Jarite, as Leon the Apprentice, zoncxs, as Wei Tien the Skirmisher, ErnhamDJ, as Ida Pumblechook, a Druidic Initiate, Poonbahbah, as Jean Thorn the Archer, and MIB.6361, as Celeste Windmarrow the Priest Initiate. Last edited by Harry O'Gane; 08-21-2012 at 03:57 PM. |
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#3 |
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Join Date: Oct 2010
Location: earth....I think.
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Name: Tien
Race: Human Picture: Tien Wei Tien Remembers the first time he met his master, he was only 12 years old, his mother was ill and his father died from a bandit raid two winters before. He was at the local tavern begging so he can aid his sick mother when a group of thugs came by and began to hassle everyone. One of the drunks inside came out and confronted them, "What the hell do you want?!" one of the men said to the drunk, "You want us to **** you like we did that old hag up by the river?! HUH?!" That old hag was Tien's mother, he did not cry. He got up, grabbed a stick near him and charged at the thugs. The Drunk stopped him, the look in his eyes went away when he looked at the drunk, he was crying. The drunk then grabbed the stick from Tien, "What you gonna do with that little man? poke us? Hahahaha!" they drew their own weapons. The moments that followed was etched into his and every on lookers mind, that drunk moved like a leaf in the wind and struck like lightning, all with a stick. when it was all over the drunk, with his heavy ale breath said to Tien "when you master that stick, I will give you a real sword." and so Tien followed the drunk, learning how to fight. He later learned that the "drunk" was a master swordsman by the name Master Lloyd Lodoss. During a war between 2 small kingdoms in a desert, it is said that Master lodoss killed over 1000 men by himself, the fight was in his favor for he picked a small fort that had a strong roof to withstand overhead sieges and only one small front gate. the Kingdoms king and a few of his trusted retainers were held up in it, making an escape through a hidden tunnel inside. Master lodoss fought off all the enemy soldiers that tried to break in. You see, He positioned himself between the outer gate and inner gate, making it easy to kill them one or two at a time. the fight went on for hours before the enemy called for a retreat when their king fell. The only reason this story is know is because the king that he saved went back to claim his body, for thinking him dead against such odds, only to find Master Lodoss sitting on a pile of bodies that clogged the entrance to the fort, hence is nickname "Gatekeeper of Death". It took Tien 4 years to master the basics, that is when Master Lodoss gave him his sword. "Whisper" was the name of the sword, It was beautiful to Tien, its sleek subtle curve to its custom grip. Tien Cherished this sword and practiced with it everyday. After another year Master Lodoss started teaching Tien his secrets in the way of the sword, and bringing him on his adventures. They battled bandits, Giants, Goblins, Orcs, and a Dragon once. They drank and trained and sang and ate. Tien met some more masters like his, learning a few tricks from them as well. They traveled the lands for several years. Tien is now 24 years old, a master of the sword, but still no where near his master. His life goal is to perfect his art and be world renowned as the best swordsman, which is hard to do when your master is Lloyd Lodoss. He is eager to prove his worth and make a name for himself, what will the people call him when he becomes great? he dreams of it. Attributes [110] ST 10 DX 14 [80] IQ 10 HT 12 [20] HP 10 Will 10 Per 10 FP 12 Basic Lift 34 Damage 1d-1/1d+1 Basic Speed 7 [10] Basic Move 7 Ground Move 7 Water Move 1 Advantages [40] Lifting ST (3) [9] Signature Gear (sword) ($3,000) [6] Striking ST (1) [5] Weapon Master (sword) (one specific weapon) [20] Disadvantages [-50] Impulsiveness (12 or less) [-10] Obsession (Become the Best Swordsman in the world) (Long-Term Goal) (12 or less) [-10] Obsession (Perfect my art at any cost) (12 or less) [-10] Overconfidence (12 or less) [-5] Sense of Duty (Adventuring companions) [-5] Social Stigma (Minority Group) [-10] Quirks [-5] Bad with names [-1] _Unused Quirk 2 [-1] _Unused Quirk 3 [-1] _Unused Quirk 4 [-1] _Unused Quirk 5 [-1] Skills [30] Acrobatics DX/H - DX-1 13 [2] Brawling DX/E - DX+0 14 [1] Climbing DX/A - DX-1 13 [1] Fast-Draw (Sword) DX/E - DX+0 14 [1] First Aid/TL3 (Human) IQ/E - IQ+0 10 [1] Hiking HT/A - HT+0 12 [2] Jumping DX/E - DX+0 14 [1] Stealth DX/A - DX+0 14 [2] Throwing DX/A - DX-1 13 [1] Two-Handed Sword DX/A - DX+4 18 [16] Wrestling DX/A - DX+0 14 [2] Stats [110] Ads [40] Disads [-50] Quirks [-5] Skills [30] = Total [125] Weapons carried - 5 lbs "Whisper" - 5 lbs Armor Worn - 27.62 lbs Light Scale Mountain pattern armor (covers chest) - 9 lbs Light Plate Jingasa with Menpo - 2.52 lbs Light Plate Vambraces - 1.5 lbs Light Plate Greaves (Front Only) - 1.5 lbs Leather Boots - 2.25 lbs Padded Cloth armor (covers neck, shoulders, upper arms, elbows, abdomen, thighs, knees, back of shins) - 5.85 lbs Heavy Cloak - 5 lbs Items Carried - 25.7 lbs Quick Release backpack - 3 lbs
Signature Gear Fine Katana named "Whishper - $2600, 5 lbs.
Items Owned
Armor Owned
Lighten spell on whole armor set: -25% wgt, $100 Money: 12 Last edited by zoncxs; 08-29-2012 at 12:19 AM. Reason: first quirk discovered! |
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#4 |
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Join Date: Jan 2011
Location: Zagreb, Croatia
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Since we're dealing with a hero material instead of fully fledged heroes here, I reccomend that people at least post what kind of character would they play - be it a squire, an agent an initiate or something else. No need to go into detail if you want the secrecy :)
Also, one thing I forgot to mention is that your masters are what you would be if you were a higher level. I.e. a Squire would have Holy Warrior or a Knight for a master, while an Apprentice would have a Wizard or a Demonologist. Refer to pg. 5 in DF 15 for suggestions. |
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#5 |
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Join Date: Aug 2009
Location: OK
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I'd like to play a halfling druid initiate. I'll get a sheet up sometime soon.
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#6 |
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Join Date: Jul 2005
Location: in or about Tucson, Az
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NAME: Jean Thorn
Player: Poonbahbah Ht: 5’ 2” Wt: 139 lbs Size Modifier: +0 Age: 17 XP: 0 Attributes ST: 13 [30] DX: 13 [60] IQ: 10 [0] HT: 11 [10] Secondary Attributes HP: 13 [0] Will: 10 [0] Per: 12 [10] FP: 11 [0] Basic Lift: 34 lbs Damage thrust: d, swing 2d-1 Basic Speed: 6.00 [0] Move: 6 [0] Social Background TL: 3 Cultural Familiarity: Human Languages: Common (Native/Native) Advantages Heroic Archer [20] Sig Gear [2] Master's old Yew Long Bow that he named Stan. (Balanced Long Bow) Patron (Master Hood) [5] (6) Extremely Powerful individual, Minimal Intervention Perks Strongbow Trademark Move (One Round Cripple) Fast Draw (bodkin) Arrow Skill 15, Draw Bow skill 13, attack left leg skill 14(+1sig bow)+acc-range, for d+3(2) pi Damage gain +1 to all skill rolls involved with doing tradmark move (From Power Ups 2 Perks) Weapon Bond (Sig Bow) Disadvantages Code of Honor (Soldier’s) [-10] Loner [-5] No Sense of Humor [-10] Odious Personal Habit (“Unwashed bushwhacker”) [-5] Overconfidence [-5] Sense of Duty (Adventuring companions) [-5] Obsession [-5] (Kill Goblin Kin) Wounded [-5] Quirks Likes Children Horrible Hangovers Alcohol Intolerance Proud Sensitive about his height Skills Armoury (Missile Weapons) (A) IQ [2]-10 Bow (A) DX+3 [12]-16 Brawling (E) DX [1]-13 Camouflage (E) IQ+1 [2]-11 Climbing (A) DX [2]-13 Fast-Draw (Arrow) (E) DX+2 [4]-15 First Aid (E) IQ [1]-10 Gesture (E) IQ [1]-10 Hiking (A) HT [2]-11 Navigation (Land) IQ [1]-9 Observation (A) Per [2]-12 Stealth (A) DX [2]-13 Staff (A) DX+2 [8]-15 Survival (Plains) (A) Per [2]-12 Tracking (A) Per [2]-12 Wrestling (A) DX-1 [1]-12 Equipment $70 Combat Load: 2 Cornucopia Hip Quivers one barbed (half again damage coming out,) one bodkin (imp to pi and armor divsior 2) 2 lb total, Stan 3 lbs, Staff 4 lbs, Full suit of Lightened Fortified Medium leather Armor of Deflection 27.9 lbs, Pouch .2 lbs with 2 lbs of hideway Does count towards encumbrance holding (personal basics 1 lbs, Hand mirror 1 lbs, 20 copper bits ($20) .32 lbs, 5 Silver Lunars ($50) .05 lbs) Whistle worn on thong around neck .1 lbs, Total of 38.57 Travel Load: Quick-Release Backpack 3 lbs, Blanket 4 lbs, Tent, 1-Man 5 lbs, Bandages 24 uses worth 4 lbs, First Aid Kit 2 lbs, Hatchet 2 lbs, 2 wine Skins .5 lbs + water 16 lbs, Total of 36.5 Encumbrance:Combat load - 38.57 lbs (light -2 move) Travel Load - 72.07 lbs (Medium -3 move) Point Summery: 110 Attributes +10 Secondary Attributes +25 Advantages/Perks/Languages/Cultural Familiarity –55 Disadvantages/Quirks +45 Skills/Techniques + 0Miscellanies (extra cash, etc) = 125 points Offense Sig L Bow (Stan) d+3 imp 4 Acc, 195/260 range, wt. 3/.1, -8 bulk balanced for +1 acc and bonded for +1 skill (17) Or d+3(2) Pi Staff 2d+1 cr damage, 1/2 reach, 12 (+1 in armor) parry, $10, 4 lbs, or d+2 cr, 1/2 reach, 12 parry Defenses Leather, Medium Full Body 2*+1 $100*3.1+250($560) 12*(3.1*.75)(27.9 lbs) -1 DR vs Imp, Fortified +1 DR, +1 DB and lightened to 75% for +250 Dodge- 9 -1 encumbrance with combat loadout (+1 in armor) Parry- 12 (+1 in armor) Back Story: Jean grew up in a border town close to the wild lands to the (gm's pick of direction) where he grew up as part of a large family that were a successful part of the merchant's guild there. Being in the middle of the pack he decided at an early age to distinguish from his sibling by joining the town guardsmen, not to be confused with the constabulary. There they thought him the basics of the staff and bow. He took to the bow quite well and was soon manning one of the guard towers. Things continued until one day an especially large raiding band of goblin kin over ran the town. He did his duty well that day but his efforts were not enough to turn the tide of battle. Latter the Adventures, and their retinue came and found and healed him, mostly, and the few other survivors that were left. He joined up with them to try and take his revenge for town and family. He was successful. He also distinguished himself and was taken on by their master scout as an apprentice. He's started learning a lot more about survival in the woodland and stealth and other such things. However Master Hood has been slowing down in his tutelage of late though and now he's partying like there was no tomorrow. So now that he's heard of this little get together he wants in to help improve his skills with practical experience and such. May have tried to set up this meeting. Appearance: Brown hair, green eyes, dressed all in leathers, hasn't taken a bath in a while (hasn't cared to in a while) has a bow taller then he is strapped to his back under his back pack and a staff underneath the bow. Last edited by Poonbahbah; 08-21-2012 at 03:40 PM. |
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#7 |
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Join Date: Aug 2012
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Interested. Will edit this post to add my character in a few minutes.
(Type: Apprentice) NAME: Leon Player: Jarite Ht: 5'2 Wt: 120 lbs Size Modifier: +0 Age: 16 XP: 0 Attributes: ST: 10 DX: 11 IQ: 13 HT: 11 Secondary Attributes: HP: 10 Will: 13 Per: 12 FP: 19 Basic Lift: 20 lbs Damage: 1d-2/1d Basic Speed: 5 Move: 5 Social Background TL: 3 Cultural Familiarity: Human Languages: Common(Native/Native) Advantages: Magery 2: 25 points FP+7: 21 points Patron((FoA: 6 or less, Extremely powerful individual, Minimal Intervention): 5 points Perks: None Disadvantages: Skinny: -5 points Weirdness Magnet: -15 points Wealth(Struggling): -10 points Overconfidence: -5 points Quirks: -Careful -Attentive -Obsession: Start a family with a nice home and a steady income -Congenial -Likes reading Skills: Fast-Talk(Average, IQ, Skill 13): 2 points Hidden Lore(Demons, Average, IQ, Skill 13): 2 points Hidden Lore(Magic Items, Average, IQ, Skill 13): 2 points Hidden Lore(Spirits, Average, IQ, Skill 13: 2 points Hidden Lore(Undead, Average, IQ, Skill 13): 2 points Broadsword(Average, DEX+2, Skill 13): 8 points Research(Average, IQ-1, Skill 12): 1 point Writing(Average, IQ-1, Skill 12): 1 point First Aid(Easy, IQ, Skill 13): 1 point Cartography(Average, IQ-1, Skill 12): 1 point Psycology(Elementals, Hard, IQ-1, Skill 12): 2 points Innate Attack(____, Easy, DEX+1, Skill 12): 2 points Search(Average, Per-1, Skill 11): 1 point Psycology(Demons, Hard, IQ-2, Skill 11): 1 point Physiology(Demons, Hard, IQ-2, Skill 11): 1 point Physiology(Elementals, Hard, IQ-2, Skill 11): 1 point Spells: Fireball (Hard, IQ+Magery, Skill 15): 4 points Shield(Hard, IQ+Magery, Skill 15): 4 points Ignite Fire(Hard, IQ+Magery-2, Skill 13): 1 point Create Fire(Hard, IQ+Magery-2, Skill 13): 1 point Shape Fire(Hard, IQ+Magery-2, Skill 13): 1 point Equipment: Travel Load: Encumbrance:Combat load - x lbs (none -0 move) Travel Load - x lbs (none -0 move) Point Summery: 80 Attributes - 12 Secondary Attributes + 26 Advantages/Perks/Languages/Cultural Familiarity –40 Disadvantages/Quirks +30 Skills/Techniques + 11 Spells + 0 Miscellanies (extra cash, etc) = 95 points (Did I do something wrong here? It's been months since the last time I last created a GURPS character, but I don't know where I went wrong) Offense Defenses Dodge- Parry- Back Story: Leon started life as a poor peasant in a very poor village- the oldest of his family. Life there was horrible- constant monster raids led to severe danger, hygiene was horrible, lifespans were short, and the food was disgusting. Leon had six siblings (four boys, two girls)- of them, four died before they turned one (three when Leon was in the very room). The remaining siblings were the deeply cynical Charles and the psycologically fragile Anne. The peasants couldn't even leave- they were hereditary serfs, tied to the land. Eventually all this changed when Leon was bought and recruited by a wizard known as Phillip the Great (Charles would remain a peasant, inheriting the farm). The wizard, known as "Phillip the Great" for his achievements, was the leader of a small group known as the "Artillery crew"- apprentices taught the Flame Jet spell and working from behind the lines of the "real" adventurers. Phillip in particular was extraordinary at the use of artillery spells. He also had a lot of other scrolls, and saw no reason not to let Leon satisfy his appetite for reading (well, at first merely trying to read with a little help from Phillip) between adventures. Leon, despite his treatment, is ever-grateful to Phillip for bringing him out of the severe poverty that was his childhood. However, he does have a degree of ambition- wanting to settle down and become an independent farmer with a family. But to do this, he needs to make money- and to do that, he needs to adventure. Hearing of a small group of adventurers deciding to strike out on their own, he decides to take a risk... Appearance: Leon is fairly nondescript- he has brown eyes, black hair, and Strategy Notes: Leon's default battle strategy Growth Notes: I can see several ways Leon can go in his short term character point growth: 1- The Magic Warrior (add a little more HP or Striking ST and/or improve in the Armor spell. Can thus act as a Tank or DPser when required) 2- The Expert (focuses on lore, taking advantage of his knowledge of Demons and Elementals to be able to act as the group expert whenever they emerge) 3- The Generalist Wizard (learns a few basic spells in one of the routes in the hope of unlocking something more) 4- The Focused Wizard (puts points into building up the Fireball spell to be more effective) Last edited by Jarite; 08-19-2012 at 12:58 AM. |
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#8 |
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Join Date: Jan 2011
Location: Zagreb, Croatia
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Ok, so we have a Skirmisher (with Martial Artist master), an Archer (with Scout master I presume), an Initiate (with Druid master) and an apprentice (with Wizard master).
I've reviewed zonxcs' character he sent me via PM, and it all looks fine to me. Poonbahbah's Archer looks fine as well. Jarite, according to my calculations, you have [90] Attributes + [14] Secondary attributes + [25] Advantages + [-40] Disadvantages + [-5] Quirks + [40] in spells and skills = 124 points, which means you have one spare point for something of your choice. Like the character's story, as well. So, your reason to go to the tavern is to try to see if you'll be able to be as skillful as your master is, correct? Also, so far I do not see a healer. It is not obligatory, but... you all know how it goes in dungeons without one... |
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#9 |
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Join Date: Aug 2009
Location: OK
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Wizards can get some healing. Maybe we could sweet talk our wizard? :)
Also, I'm nearly done with my character sheet. Just working out the last few points. |
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#10 | |
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Join Date: Jan 2011
Location: Zagreb, Croatia
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Quote:
"Aside from Lend Energy and Recover Energy, Healing spells are the dominion of clerics. Wizards may only learn Healing spells that either belong to another college as well or are in the only prerequisite path to a spell in a different college. (e.g. Zombie requires Lend Vitality, so a wizard could learn it). In the latter case, if any other path exists, the wizard must take it instead." - p.20 from DF1. |
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| Tags |
| df babies, dungeon fantasy, lower scale, starters, the game |
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