Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Wednesday, October 9, 2013

GURPS Low-Tech Fantasy Elven Kataphrakt Alexios

Alexios of House Ducain

The Ducain Lands.
900,000 acres

Complications
  • He was Duke Tytos’s squire, and Tytos abused him and is very much still infatuated with him.
  • Betrothed to Lady Yliani of House Baccarynn; disapproved by her brother Sir Malique
  • Squired with Sir Jeremane (fellow Squire at the time, now a Banneret), who has a constant rivalry with him, bordering on hatred. They stay far from each other to maintain a fragile indifference.
  • Duke Tytian (knows his secret, and is his current lord as a hostage exchange), and wants Alexois father, Lord Konstantine’s lands through marrying his sister Lady Bella and his vassal Godwin the Bastard.  
  • He is in love with Lady Alyss (bastard daughter of Lord Quentin of House Qish)

Elf

-30 points
Elves are
  • ST-1, DX+2, Per +2.  
  • Impressive Appearance - +1 reaction bonus in awe of their a natural beauty.
  • Extended Lifespan Extended Life Span – Elves are long lived and slow maturing, they become a young adult at around 100 years, an adult at around 180 years, middle Aged at around 240 years, Old at around 300 years, and Venerable at around  360 years.
  • Magery -  Elves can learn and detect magic.
  • Night Vision 5 – reduce the penalty from darkness and low light conditions by 5.
  • Severe Insomnia – An Elf's highly attuned senses does not allow them to sleep well. The GM secretly rolls 2d-1 days to determine how long is their bout of Insomnia, then secretly rolls 3d to determine how long between bouts. Elves tend to be skilled in meditation and use the skill to enter a trance, which they use to substitute for sleep.
  • Light Sleeper – Elves do not sleep soundly, they need to make an HT roll to fall asleep, and will wake up on a successful Per check when there is detectable activity. Elves  use the trance from Meditation.  
  • Vulnerability to Iron – Elves take twice as much damage from iron weapons and four times as much damage from meteoric iron weapons after damage penetrates damage resistance.
  • Intolerance to Dwarves – Elves are racially averse to Dwarves. They treat dwarves with a -3 reaction penalty.
Features:
    • Unusual Complexion – Elves range in unusual complexions from Coppery, Pale Green, Porcelain White, Pale Gray, Pale Purple, Marble, etc...
    • Unusual Eye Colors – Elven eyes are like gemstones and precious crystal minerals in color and mixture.
    • Bronze materials cost nothing additional to the wealthy elves.


Elven Social Background

30 points
Elves are

  • Language Speak/Comprehend Elven (Native, Fluent)
  • Language Speak/Comprehend Common (Accented)
  • Language Read and Write Elven (Native, Fluent)
  • Cultural Familiarity: Elf (Native)
  • Numerate  
  • Wealth (Wealthy) – Elves are a wealthy peoples, they begin with five times more wealth than the
  • Status 1 – from the wealth


Notes
A good counterpoint to the Dwarven self reliant horse archer, is the most expensive and heaviest uptkeep kind of Cavalryman to field medieval warfare: The Kataphrakt. The Kataphrakt is basically combining Heavy Armored Lancer Cavalry with Horse Archer Training. They are very expensive because they have to be the lightest and most armored as possible, and with the best possible horses for the Job.

Elves in this setting are Wealthy at the least. Meaning that an Elf is not without at least a Holding with more than 50 families paying rents and providing labor and half their produce to the Elf. Low birth rate in their lowest of members, and powerful Armies actually leaves elves shorthanded in managing all their lands. Instead they "Lease" these lands to their Human Vassals.

The elf here is pretty much similar to the DnD high elves, along with the disadvantages of the high elves, except that unlike DnD elves they are truely Fae creatures and are vulnerable to Iron. Bronze is 4x more expensive because Elves have horded it All (and pay without the x4 modifier to cost), and its their preferred Alloy because of the incredible lifespan they have: its easier to reforge, does not take much to maintain (unlike Steel), and they possess all the key Mines that produce the Tin and Copper.

Elves are powerful and Elite. you can have an All elf party although you would be treating Humans as disposable assets meant to soften up the opposition before glory can be achieved. Of course, their lives are complicated because of all the Politics and Jockying. Note that this elves, don't kill other elves, even their worse enemies. they usually have Ransoms and Hostage situations. A human killing an elf, would mean all those they know up to 9 degrees of blood relation and friends would be killed (a practice common in historical China). A villager who accidentally kills an Elf, can expect his whole village destroyed and his human lord punished with severity depending on the whim of the Elves.

I see it as an opportunity for Human characters to role-play Vassals, Serfs, Slaves, and Outcasts authentically.

Elven Magic    

Magic is in the Form of GURPS Advantages with the Magic Limitation. It can take many forms, as they are Techniques and Spells that are modular enough to be shaped. Some Families specialize in certain "Themes" of advantages. Example is House Ducain and Body Enhancement. Alexios can strengthen himself magically (which is negated by anti-magic and dispell magics).

Traditional GURPS Spells can be used, but i think the GM gatekeeping all the spells and advantages provides a great Counter-Munchkin balance. Having to approve with the GM, requires a more Conservative strategy of ability building. Of course the GM has to make benchmarks.

To counter act the effects of Iron, many elves have magics that protect them specifically against Iron and Steel. Typically these need to be brought down before hurting them seriously... but of course using their own weapons against them stands a better chance.

Inspirations

My ideas of the Elves were best realized when i played John Wick's House of the Blooded's Ven. The Ven, made much more sense and, for me, pointed out how such races would co-exist given factors of Economics, Elves are Empires of Elites, with Humans and Dwarves (who were once their peers).

More about this Generic Fantasy.

The way I would have done this is by taking a very detailed Fantasy Setting Map I could get off the web and just use everything from all these different Settings as long as I could "Hack" the Look and feel through my story telling.  

The idea is less adherence to Dogma or any Core source and flexibility of material just to set up the Conflict and Story. This is an RPG and the GM and Players are doing real life in between games. To Hack stuff up to suit this game is the key principle. Imagination should be very flexible and adaptive, it should make gold out of sh*t if it has to.   

Saturday, October 5, 2013

GURPS Low-Tech Fantasy Dwarven Horse Archer

One of my many heavily prepped games, that I never got to run was converting an old DnD Module I was never able to run for my brothers into GURPS. One of the fun things about looking at old modules is making them more mature and a bit more complex for problem solving purposes. 

I use games to explore poverty, slavery, social justice, and all these other interesting topics within the confines of a low tech environment with limited education or access to information. I always find it a game of how does one learn try to be "good" with the cultural lenses and biases inherent after so much history of suffering and cynicism. 

Anyway, I've made a stable of Interesting and detailed stated out Characters in the same manner I obsessively detailed my JTAS submission. Complete with load outs (the words per cents per time of prepping a load out is not worth they pay off).

GURPS Low Tech Character Folder

You will notice that the Dwarf Template follows pretty much the D20 DnD format of explaining powers. There is a "summarizing" term and what the feature, power, or difference means. It does not follow the GURPS format of stating out everything in its points. 

Note that a Dwarf's Template is different from their Default Dwarven Social Background. This is there is no mix up with abilities and features, because some dwarves (any many minorities) can be raised as slaves or serfs despite their ethnicity. 
 

Dwarf Template


-15 points

Dwarves
  • Slow Move - They begin with Move 4 instead of Move 5
  • Lifting  Strength +3 – Calculate Basic Lift for Dwarves, as though they have 3 levels greater ST.
  • Night  Vision 9 – Dwarves have excelent night vision, negating 9 levels of darkness penalties.
  • Extended Lifespan – Dwarves are long lived and slow maturing, they become a young adult at around 36 years, an adult at around 60 years, middle aged at around 100 years, old at around 120 years, and Venerable at around 140 years.
  • Workaholic – Dwarves are hardworking to a fault, they are so single minded with their work their relationships suffer. They suffer -1 reaction penalty with those who are affected by it.
  • Stubborn – Dwarves unusually stubborn people, it takes a great amount of effort to change a Dwarves mind. Double the time and resources it takes to argue an opposing point across to a Dwarf. Because of this inherent nature Dwarves are get along better with each other intoxicated or not minding the business of others. Often the Dwarf suffers a -1 reaction penalty to anyone affected by their stubborn nature.
  • Taciturn – Dwarves are a naturally grumpy, cranky, and taciturn people. Other peoples find these offensive and rude. The Dwarves suffer a -1 reaction penalty to other races.
  • Elven Rivalry – Dwarves have an unhealthy rivalry with Elves.
  • Social Stigma: Minority Group – Dwarves are a Minority Group, they suffer -2 reaction penalty to other races and +2 reaction bonus to their own. They are all Vassal States to the Human and Elven Empires.
  • Features:
    • Stocky and Heavy Build (Height x0.8, Weight x1.3 of a human of the same strength).
    • Male facial hair grows faster than head hair.

Dwarven Social Background

10 points
  • Language Speak/Comprehend Dwarven (Native)
  • Cultural Familiarity: Dwarven (Native)
  • Literate in Dwarven (Native)
  • Language Speak/Comprehend Common (Accented)
  • Numerate


Here is Rulfar of Clan Dunnum
Rulfar is a Dwarven Horse Archer. Dwarves ride ponies and ponies are logistically the best for Horse archery if you are going inject some realism into "Fantasy". Also Ponies are the only horse which has a gait allows it to be used in dwarven terrain. In the DnD version, ponies are cheap and he affords 8 of them but in GURPS he can only afford one.

Complications


* Wants his sister, Rallyah, to have a chance as the Clan Shield Mother (the female equivalent of Chief). She stands a better chance with him in self exile.  
* Secret: His Father Gritter’mane has broken down since the breach of the Dunnum Hearth, 5 years ago. His claims that it was his “faulty intelligence” that made his father decide to the Clan defenders to hold the eastern wall, which resulted for a successful enemy feint and an attack from the south. He has taken the duty and self exile of frontier patrol as a result.
* Secret: His father let a young orc warrior live, an attack of compassion. The orc was a young warrior, who was crippled and blamed him, Gritter’mane, for all the suffering of his people. Wanting to prove a bigger man, he let the orc escape... not knowing he was bearing valuable intelligence. In the frontier, Rulfar has lost the taste for killing orcs (he has no bonus against orcs).
* 3 year ago, when he left he took a dangerous assignment and went as far east as he could. He went so far as to find lands unknown to dwarves and elves. His brief stay earned the fierce hatred of an enemy who will cross the great steppes and deserts for revenge.
* Upon return, he got the most disliked assignment any dwarf could ever conceive - being oathbound to serve an Elven Lord (Duke Tytian).


Clan Dunnum
Grandfather and Chief: Umber’kin
Father: Gritter’mane (age 230; Early 60s in human years)
Mother: Dalia of Clan Boffin (age 240; Early 60s in human years)
Twin Sister: Rallyah  (*Heir*)  (age 118; early 30s in human years)
Younger Sister: Katlane (94 Late 20s in human years)
Younger Sister: Bethany (82 ; Mid 20s in human years)

The Dunnum Lands.
123,000 mountain acres (not flat land)

I wish I can do this in Miyazaki or Studio Ghibli Style (will update the character sheet when i get to draw him). 

Sunday, May 12, 2013

GURPS Modern Fantasy - Pregens and Characters

Here are the characters so far. No one has made claims to the Pregens yet, and the game will be up soon. Finished most of my prep, what is left is dry runs to make sure everything is working. Worse case scenarios Technical Planning is in order. 

I will continue the game even if two players will be available by game day.  

Edit: Character
I'll try to add "Non-Combat" Tactics, but i


 +Vaclav Tofl  Jack Smith, Bouncer/Bartender
 +Jarad Jones "the Cowboy"

Notable Skills: Programming-17 (plus single minded +3), Acrobatics (Free Running)-17.
Notalble Skills- Perfomrance-16, Combat Art: Karate-18
Notable Skills Streetwise-15, Merchant-18

Notable Skills Psychology-20,