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==Barbarian==
==Barbarian==
Den Barbar findet Ihr auf DF1:4.
Das Template für den Barbarian findet Ihr auf DF1:4.


===Beschreibung===
===Beschreibung===
Zeile 18: Zeile 18:


Since any weapon is deadly at ST 17, you don’t need a pricy sword; axes, sticks, and clubs will do. Unlike other warriors, then, consider using the 5 points that quirks give you to your archetype instead of sacrificing them for money. For example, a jungle warrior might buy two more levels of Camouflage and another level of Stealth – strong and sneaky is a deadly mix!
Since any weapon is deadly at ST 17, you don’t need a pricy sword; axes, sticks, and clubs will do. Unlike other warriors, then, consider using the 5 points that quirks give you to your archetype instead of sacrificing them for money. For example, a jungle warrior might buy two more levels of Camouflage and another level of Stealth – strong and sneaky is a deadly mix!
==Bard==
Das Template für den Bard findet Ihr auf DF1:5.
===Beschreibung===
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===
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 (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==
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.
===Beschreibung===
You’re the mortal representative of the Powers of Good. You might not be the physical foe of Evil that is the holy warrior (DF1:7), but you’re no cloistered idealist – when Evil need whacking, you go out in the world and whack it. To complement your mundane weapons, your god grants you healing and protection spells (DF1:19), and also the spark of Holy Might (DF1:22), which never fails you even when you’re too exhausted to fight or cast.
===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 (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:
*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.
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==
Das Template für den Druid findet Ihr auf DF1:7.
===Beschreibung===
Your friends call you a “nature priest.” That’s half true: you do worship Nature, and Nature has powerful allies, but you’re dedicated to Life above all, and your powers are a divine reward for your fervor. Like the cleric (DF1:6), you cast supportive spells (DF1:19). You’re also an initiate of the Druidic Arts (DF1:22). These gifts don’t work perfectly down in the dungeon, but they do work – and without you, the party often wouldn’t reach the dungeon!
===Tipps zur Charaktererstellung===
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.
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.
==Bard==
Das Template für den Bard findet Ihr auf DF1:4.
===Beschreibung===
===Tipps zur Charaktererstellung===
==Bard==
Das Template für den Bard findet Ihr auf DF1:4.
===Beschreibung===
===Tipps zur Charaktererstellung===
==Bard==
Das Template für den Bard findet Ihr auf DF1:4.
===Beschreibung===
===Tipps zur Charaktererstellung===

Version vom 3. Oktober 2011, 10:51 Uhr


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.

Barbarian

Das Template für den Barbarian findet Ihr auf DF1:4.

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 (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 (p. 8). You’re also a more-than-capable outdoorsman, and as crucial as the scout (p. 10) on outdoor adventures.

Tipps zur Charaktererstellung

Many barbarian archetypes exist. The savage berserker has more ST, extra “physical grit” like HT and Hard to Kill, and such disadvantages as Berserk and Bloodlust. The primal survivalist goes for more Per, Discriminatory Smell, Temperature Tolerance, and disadvantages like illiteracy, Low TL, and reduced Wealth. The noble wilderness guardian prefers Animal Empathy, Animal Friend, Fearlessness, and disadvantages like Overconfidence and Sense of Duty.

Choose weapon skills that underline the desired “feel.” The stereotypical Dark Ages warrior might have Axe/Mace, Shield, and Thrown Weapon (Axe/Mace). A caveman would probably prefer Spear and Thrown Weapon (Spear).

Match Survival specialty and background skills to origin, too. An ocean raider from the Frozen North will want Survival (Arctic), Seamanship, and Skiing. A jungle guerrilla in leopard will find Survival (Jungle), Gesture, and Observation more useful.

Since any weapon is deadly at ST 17, you don’t need a pricy sword; axes, sticks, and clubs will do. Unlike other warriors, then, consider using the 5 points that quirks give you to your archetype instead of sacrificing them for money. For example, a jungle warrior might buy two more levels of Camouflage and another level of Stealth – strong and sneaky is a deadly mix!

Bard

Das Template für den Bard findet Ihr auf DF1:5.

Beschreibung

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

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 (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

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.

Beschreibung

You’re the mortal representative of the Powers of Good. You might not be the physical foe of Evil that is the holy warrior (DF1:7), but you’re no cloistered idealist – when Evil need whacking, you go out in the world and whack it. To complement your mundane weapons, your god grants you healing and protection spells (DF1:19), and also the spark of Holy Might (DF1:22), which never fails you even when you’re too exhausted to fight or cast.

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 (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:

  • 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. 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

Das Template für den Druid findet Ihr auf DF1:7.

Beschreibung

Your friends call you a “nature priest.” That’s half true: you do worship Nature, and Nature has powerful allies, but you’re dedicated to Life above all, and your powers are a divine reward for your fervor. Like the cleric (DF1:6), you cast supportive spells (DF1:19). You’re also an initiate of the Druidic Arts (DF1:22). These gifts don’t work perfectly down in the dungeon, but they do work – and without you, the party often wouldn’t reach the dungeon!

Tipps zur Charaktererstellung

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. 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.


Bard

Das Template für den Bard findet Ihr auf DF1:4.

Beschreibung

Tipps zur Charaktererstellung

Bard

Das Template für den Bard findet Ihr auf DF1:4.

Beschreibung

Tipps zur Charaktererstellung

Bard

Das Template für den Bard findet Ihr auf DF1:4.

Beschreibung

Tipps zur Charaktererstellung