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Anders als bei einem "normalen" GURPS Spiel, müssen bei unserer Dungeon Fantasy Implementation Blut & Schätze Charaktere nach Templates erschaffen werden. Hier finde Ihr eine Übersicht über alle wählbaren Templates. Die verschiedenen wählbaren '''Rassen''' sind in '''DF3''' aufgelistet, in den [[Blut & Schätze Regeln|Regeln]] findet Ihr Hilfen wie man den Charakter richtig erstellt im GCA (GURPS Character Assistant). | Anders als bei einem "normalen" GURPS Spiel, müssen bei unserer Dungeon Fantasy Implementation Blut & Schätze Charaktere nach Templates erschaffen werden. Hier finde Ihr eine Übersicht über alle wählbaren Templates. Die verschiedenen wählbaren '''Rassen''' sind in '''DF3''' aufgelistet, in den [[Blut & Schätze Regeln|Regeln]] findet Ihr Hilfen wie man den Charakter richtig erstellt im GCA (GURPS Character Assistant). | ||
==Barbarian== | ==Barbarian== | ||
Das Template für den Barbarian findet Ihr auf DF1:4. | |||
Das Template für den Barbarian findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
You’re a beefy warrior from somewhere distant and a little backward – probably the Frozen North. You combine physical grit with a connection to nature second only to that of the druid ( | You’re a beefy warrior from somewhere distant and a little backward – probably the Frozen North. You combine physical grit with a connection to nature second only to that of the druid (p. 7). As the Big, Tough Guy, you can withstand almost any punishment, even dangers that armor can’t stop, making | ||
you as essential in combat as the party’s knight ( | you as essential in combat as the party’s knight (p. 8). You’re also a more-than-capable outdoorsman, and as crucial as the scout (p. 10) on outdoor adventures. | ||
===Tipps zur Charaktererstellung=== | ===Tipps zur Charaktererstellung=== | ||
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==Bard== | ==Bard== | ||
Das Template für den Bard findet Ihr auf DF1:5. | |||
Das Template für den Bard findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
You’re a magical minstrel who dabbles in a little of everything: the roguish pursuits of the thief ( | You’re a magical minstrel who dabbles in a little of everything: the roguish pursuits of the thief (p. 12), the swordplay of the swashbuckler (p. 11), and the spellcraft of the wizard (p. 13). You rarely need to be so crudely direct, though – the power of Bard-Song (p. 21) lets you neutralize many opponents without resorting to violence or tiring spells. Exceptional social gifts round out your repertoire, helping the party score superior deals when buying or selling in town. | ||
===Tipps zur Charaktererstellung=== | ===Tipps zur Charaktererstellung=== | ||
A bard doesn’t start out an expert at anything, and can be challenging to play until he has earned some points to spend on his favorite tricks. Thus, bards are best for players who don’t mind supporting the party with a little song, a little spellcasting, and a little swordplay. It helps to decide early on whether to focus on Bard-Song (Rapier Wit and Terror work in combat), spells (also combat-effective, and benefit from higher IQ or Bardic Talent), or out-of-combat effectiveness (e.g., high Charisma aids reactions, and enables the Enthrallment skills to sway platoons of neutrals to the bard’s cause; see B191). | A bard doesn’t start out an expert at anything, and can be challenging to play until he has earned some points to spend on his favorite tricks. Thus, bards are best for players who don’t mind supporting the party with a little song, a little spellcasting, and a little swordplay. It helps to decide early on whether to focus on Bard-Song (Rapier Wit and Terror work in combat), spells (also combat-effective, and benefit from higher IQ or Bardic Talent), or out-of-combat effectiveness (e.g., high Charisma aids reactions, and enables the Enthrallment skills to sway platoons of neutrals to the bard’s cause; see B191). | ||
Since a bard needs a costly blade and a musical instrument – the latter often bought as an expensive power item ( | Since a bard needs a costly blade and a musical instrument – the latter often bought as an expensive power item (p. 28) – it’s wise to sacrifice some of the 5 points from quirks for cash. Given the diversity of Bard-Song abilities, instruments, and spells, bards don’t especially need those points to further distinguish themselves from their peers. | ||
==Cleric== | ==Cleric== | ||
Das Template für den Cleric findet Ihr auf DF1:6. Im Zusatzband DF7: Clerics findet Ihr weitere Arten von Klerikern, hier ist der aus Band 1 beschrieben. | |||
Das Template für den Cleric findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
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===Tipps zur Charaktererstellung=== | ===Tipps zur Charaktererstellung=== | ||
The classic fantasy cleric who wants to turn undead should spend 24 of the 25 points earmarked for Holy abilities on True Faith with the Turning enhancement ( | The classic fantasy cleric who wants to turn undead should spend 24 of the 25 points earmarked for Holy abilities on True Faith with the Turning enhancement (GURPS Powers, p. 84). Other possibilities exist, but most work better as high-level abilities, to be acquired later with earned points. | ||
After that, the most important thing to decide for a cleric is starting spells. Common areas of concentration include spells that boost resistance and combat effectiveness, known as "buffs”; healing spells; and spells for combating supernatural foes (evil wizards, undead, etc.). For example: | After that, the most important thing to decide for a cleric is starting spells. Common areas of concentration include spells that boost resistance and combat effectiveness, known as "buffs”; healing spells; and spells for combating supernatural foes (evil wizards, undead, etc.). For example: | ||
* | *Buffs: Affect Spirits, Armor, Bravery, Coolness, Flaming Weapon, Magic Resistance, Might, Resist Acid, Resist Cold, Resist Disease, Resist Fire, Resist Lightning, Resist Pain, Poison, Resist Pressure, Shield, Strengthen Will, Vigor, Warmth, and Wisdom. | ||
* | *Healing: Awaken, Cleansing, Great Healing, Healing Slumber, Lend Energy, Lend Vitality, Major Healing, Minor Healing, Neutralize Poison, Recover Energy, Relieve Paralysis, Restoration, Restore Hearing, Restore Sight, Restore Speech, Share Vitality, Stone to Flesh, Stop Bleeding, Stop Paralysis and Stop Spasm. | ||
* | *Supernatural Warfare: Affect Spirits, Astral Vision, Aura, Command, Command Spirit, Detect Magic, Dispel Possession, Final Rest, Magic Resistance, Repel Spirits, Sense Spirit, Silence, Strengthen Will, Summon Spirit, Sunbolt, Sunlight, Thunderclap, Turn Spirit, Turn Zombie, and Watchdog. | ||
These choices might have something to do with the cleric’s god, but other traits can reflect the deity’s nature. For instance, a priest of the War God might select more DX; disadvantages like Fanaticism, Intolerance, and Overconfidence; and “soldierly” skills such as Climbing, Hiking, and Stealth. | These choices might have something to do with the cleric’s god, but other traits can reflect the deity’s nature. For instance, a priest of the War God might select more DX; disadvantages like Fanaticism, Intolerance, and Overconfidence; and “soldierly” skills such as Climbing, Hiking, and Stealth. | ||
Most clerics will want to trade some or all of the 5 points from quirks for money for a good power item ( | Most clerics will want to trade some or all of the 5 points from quirks for money for a good power item (p. 28) – most often a superior holy symbol – and decent armor. | ||
==Druid== | ==Druid== | ||
Das Template für den Druid findet Ihr auf DF1:7. | |||
Das Template für den Druid findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
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Druids fall into a few broad categories, defined largely by their spells. Beastmasters prefer spells that let them summon and interact with animals, and might enter play knowing Animal Control (Bird Control, Fish Control, Mammal Control, Reptile Control, and Vermin Control), Beast Link, Beast-Rouser, Beast Seeker, Beast Speech, Beast-Soother, Beast Summoning, Master, Protect Animal, Repel Animal (Repel Birds, Repel Fish, Repel Mammals, Repel Reptiles, and Repel Vermin), Rider, and Rider Within. | Druids fall into a few broad categories, defined largely by their spells. Beastmasters prefer spells that let them summon and interact with animals, and might enter play knowing Animal Control (Bird Control, Fish Control, Mammal Control, Reptile Control, and Vermin Control), Beast Link, Beast-Rouser, Beast Seeker, Beast Speech, Beast-Soother, Beast Summoning, Master, Protect Animal, Repel Animal (Repel Birds, Repel Fish, Repel Mammals, Repel Reptiles, and Repel Vermin), Rider, and Rider Within. | ||
* | *Elementalists favor spells of elemental fury. A typical starting list would be Clouds, Fog, Freeze, Frost, Mystic Mist, Rain, Recover Energy, Shape Air, Shape Earth, Shape Water, Snow, Summon Air Elemental, Summon Earth Elemental, Summon Fire Elemental, Summon Water Elemental, Wall of Wind, | ||
* | Waves, Whirlpool, Wind, and Windstorm. | ||
*Green druids focus on Plant spells and magic useful in the forest. Such a druid might start with Animate Plant, Blossom, Conceal, Create Plant, False Tracks, Forest Warning, Hide Path, Identify Plant, Plant Control, Plant Growth, Plant Sense, Plant Speech, Plant Vision, Pollen Cloud, Rain of Nuts, Rejuvenate Plant, Shape Plant, Tangle Growth, Walk Through Plants, and Walk Through Wood. | |||
Of course, a druid could know just about any set of druidic spells – he isn’t limited to one of these lists. Druids who desire access to powerful combat and shapeshifting magic should be sure to raise Power Investiture (Druidic) to level 4 or 5 with advantage points. | Of course, a druid could know just about any set of druidic spells – he isn’t limited to one of these lists. Druids who desire access to powerful combat and shapeshifting magic should be sure to raise Power Investiture (Druidic) to level 4 or 5 with advantage points. | ||
Unlike other casters, druids rarely trade the 5 points they get from quirks for money for a power item. More likely investments are extra spells or Druidic abilities. | Unlike other casters, druids rarely trade the 5 points they get from quirks for money for a power item. More likely investments are extra spells or Druidic abilities. | ||
==Holy Warrior== | ==Holy Warrior== | ||
Das Template für den Holy Warrior findet Ihr auf DF1:7. | |||
Das Template für den Holy Warrior findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
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==Knight== | ==Knight== | ||
Das Template für den Knight findet Ihr auf DF1:8. | |||
Das Template für den Knight findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
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==Martial Artist== | ==Martial Artist== | ||
Das Template für den Martial Artist findet Ihr auf DF9:4. | |||
Das Template für den Martial Artist findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
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==Scout== | ==Scout== | ||
Das Template für den Scout findet Ihr auf DF10:4. | |||
Das Template für den Scout findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
Zeile 111: | Zeile 104: | ||
The scout has one of the more specialized templates. It’s built around the Bow and Tracking skills, plus supporting abilities. Thus, a scout requires interesting choices of advantages, disadvantages, and skills to stand out. Classic archetypes include: | The scout has one of the more specialized templates. It’s built around the Bow and Tracking skills, plus supporting abilities. Thus, a scout requires interesting choices of advantages, disadvantages, and skills to stand out. Classic archetypes include: | ||
* | *Bounty Hunter: You capture criminals – dead or alive – supplementing archery with traps and beatings. Danger Sense helps you avoid attempts to turn the tables on you, and high Per doesn’t hurt, either. Especially suitable disadvantages include Callous, Code of Honor (Pirate’s), Greed, Loner, No Sense of Humor, and Paranoia. A one-handed Melee Weapon skill and Shield are handy; not every hunt ends with a bowshot. Use background skill points to raise Stealth and Traps, and to buy Brawling, Knot-Tying, and Wrestling for subduing and restraining your quarry. | ||
* | *Ranger: You’re an honor-bound protector of roads and wild places – part patrolman, part warden. Combat Reflexes is classic (nobody surprises a ranger), and the remaining points might raise Basic Move for covering ground quickly, or buy Absolute Direction. Disadvantages include several of Code of Honor, Honesty, Sense of Duty, and various Vows, plus Loner, Phobia, and/or Social Stigma to explain why you avoid others. Get sword and Shield skills, and spend background skill points to raise Navigation a couple of levels and buy Boating, Riding, Running, Skiing, and Swimming, all so that you can get anywhere at any time. | ||
* | *Sharpshooter: You’re a dedicated bow sniper – basically, an assassin. You’ll almost certainly want Weapon Master (Bow) for the damage bonus. Disadvantages ought to include a heavy dose of “negative” traits like Bloodlust, Callous, Intolerance, and No Sense of Humor. Since you use your bow whenever possible, you’ll probably want only a sword skill for backup (no Shield). Background skill points might raise Bow another level, buy other assassination skills such as Garrote and Knife, and add Fast-Draw for your blades. | ||
==Swashbuckler== | ==Swashbuckler== | ||
Das Template für den Swashbuckler findet Ihr auf DF11:4. | |||
Das Template für den Swashbuckler findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
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==Thief== | ==Thief== | ||
Das Template für den Thief findet Ihr auf DF1:12. | |||
Das Template für den Thief findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
Zeile 137: | Zeile 128: | ||
===Tipps zur Charaktererstellung=== | ===Tipps zur Charaktererstellung=== | ||
Thieves aren’t combatants built around toughness and combat skills, nor do they have access to powers, spells, and special skills. They’re broad-based experts at mundane skills. Thus, they’re best-suited to players who prefer a supporting role in pre-combat scouting and post-combat looting. A party won’t live long without one thief, and may consist entirely of thieves. | Thieves aren’t combatants built around toughness and combat skills, nor do they have access to powers, spells, and special skills. They’re broad-based experts at mundane skills. Thus, they’re best-suited to players who prefer a supporting role in pre-combat scouting and post-combat looting. A party won’t live long without one thief, and may consist entirely of thieves. | ||
* The | * The burglar specializes in getting in and stealing things. He might choose Catfall, Double-Jointed, and more High Manual Dexterity. He often suffers from Kleptomania and is Curious, and frequently has traits like Overconfidence and Skinny. His background skill points go into improved Climbing, Forced Entry, and/or Lockpicking, leaving a point or two for something like Observation (for casing targets). | ||
*The | *The mastermind is a plotter. He has more IQ – plus Wealth to bankroll his schemes. He’s classically a Trickster with a perverse Code of Honor about splitting up loot, and often Compulsive Lying. His background points go toward “urban” skills: higher Streetwise and Urban Survival, and things like Counterfeiting, Forgery, and Merchant. | ||
*The | *The assassin uses his skills not to steal but to kill for hire. Combat Reflexes, Gizmos (for concealed weapons), and Striking ST (for backstabs) all help. Bloodlust, Callous, Greed, and Loner are common. Background skill points go toward raising combat skills and buying Fast-Draw, Garrote, and Poisons. Many thieves put the 5 points from quirks into more skills. You can’t be “too good” at sneaking or finding traps! | ||
==Wizard== | ==Wizard== | ||
Das Template für den Bard findet Ihr auf DF1:4. | |||
Das Template für den Bard findet Ihr | |||
===Beschreibung=== | ===Beschreibung=== | ||
Zeile 150: | Zeile 140: | ||
===Tipps zur Charaktererstellung=== | ===Tipps zur Charaktererstellung=== | ||
Unlike other casters, wizards lack a power that’s distinct from their spells; their spell lists tend to define them. Essentially unrestricted access to magic makes generalization impossible, but here are three classics: | Unlike other casters, wizards lack a power that’s distinct from their spells; their spell lists tend to define them. Essentially unrestricted access to magic makes generalization impossible, but here are three classics: | ||
* | *Artillery Mage: Specializes in direct-damage magic – especially area-effect spells. A representative spell list is Breathe Fire, Burning Touch, Concussion, Create Air, Create Fire, Deflect Energy, Explosive Fireball, Extinguish Fire, Fire Cloud, Fireball, Fireproof, Flame Jet, Flaming Armor, Flaming Missiles, Flaming Weapon, Heat, Ignite Fire, Lightning, Purify Air, Rain of Fire, Resist Fire, Shape Air, Shape Fire, Smoke, Sound, Spark Storm, Stench, Thunderclap, Wall of Lightning, and Windstorm. Extra Magery to enable higher damage dice is valuable, and the Innate Attack skill is indispensable. | ||
* | *Illusionist: Specializes in baffling (dumber) enemies. Typical starting spells would be Apportation, Blackout, Blur, Colors, Complex Illusion, Continual Light, Darkness, Daze, Fascinate, Flash, Foolishness, Haste, Hide, Hinder, Hush, Illusion Disguise, Illusion Shell, Independence, Invisibility, Light, Mage-Stealth, Mass Daze, Mirror, Perfect Illusion, Phantom, Silence, Simple Illusion, Sound, Voices, and Wall of Silence. A Photographic Memory for faces and voices greatly enhances believable illusions, and mundane Stealth and many of these spells are complementary. | ||
* | *Necromancer: Specializes in creating undead and throwing malisons. A necromancer might start with Agonize, Animation, Choke, Clumsiness, Control Zombie, Death Vision, Deathtouch, Debility, Decay, Frailty, Itch, Lend Energy, Lend Vitality, Minor Healing, Pain, Paralyze Limb, Pestilence, Rotting Death, Sensitize, Sickness, Skull-Spirit, Spasm, Steal Energy, Steal Vitality, Stun, Summon Spirit, Test Food, Wither Limb, Zombie, and Zombie Summoning. Spirit Empathy is handy, obviously – as are Hidden Lore specialties pertinent to darker beings. | ||
Most wizards want as many FP as they can afford. It’s also useful to trade the 5 points granted by quirks to get money for a high-capacity power item (DF1:28) and a belt stocked with paut (DF1:29). | Most wizards want as many FP as they can afford. It’s also useful to trade the 5 points granted by quirks to get money for a high-capacity power item (DF1:28) and a belt stocked with paut (DF1:29). | ||
== | ==Bard== | ||
Das Template für den Bard findet Ihr auf DF1:13. | |||
Das Template für den | |||
===Beschreibung=== | ===Beschreibung=== | ||
===Tipps zur Charaktererstellung=== | ===Tipps zur Charaktererstellung=== | ||
[[Category: Blut & Schätze]] | |||