Blut & Schätze Templates

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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 Regeln findet Ihr Hilfen wie man den Charakter richtig erstellt im GCA (GURPS Character Assistant).

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.


Holy Warrior

Das Template für den Holy Warrior findet Ihr auf DF1:7.

Beschreibung

You fight for what’s right – and the gods have your back. You’re on a quest to bury Evil six feet deep and make sure it stays there. Like the cleric (DF1:6), you carry the flame of Holy Might (DF1:22), but where the cleric wields spells, you prefer the sword, much like the knight (DF1:8). While people who don’t know you sometimes think that makes you a generalist, you’re a true specialist when it comes to destroying Evil.

Tipps zur Charaktererstellung

The whole point of playing a holy warrior is to have Holy abilities, so it makes sense to favor these when choosing advantages. Holy warriors get especially good use out of Blessed (notably the Heroic Feats variant; see B41), Resistant to Evil Supernatural Powers, and True Faith with Turning (P84). Gamers who wish to focus exclusively on fighting will be happier playing barbarians, knights, and swashbucklers. Other choices should support a clear archetype. Some holy warriors are paragons of religious chivalry (peaceful Higher Purpose, more Holiness, Charitable, Code of Honor, and of course the Lance and Riding skills); others are hard-eyed inquisitors (more Will, Unfazeable, Honesty, Intolerance, No Sense of Humor, and skills like Stealth and Interrogation). All are crusaders, whether they lead armies (additional Born War Leader, Fanaticism, Sense of Duty, and soldier’s skills such as First Aid and Hiking) or confront Evil’s champions in personal combat (more ST and HP, High Pain Threshold, Bloodlust, and supplementary Physiology and Psychology specialties for monsters). Like most fighters, holy warriors should consider sacrificing some of the 5 points from quirks for cash enough to buy good weapons and armor.

Knight

Das Template für den Knight findet Ihr auf DF1:8.

Beschreibung

Officially, you might not be a knight, but you’re more dedicated than some fop living in a castle. Anyway, “knight” sounds better than “fighter” (dull!) or “thug” (offensive!). Like the barbarian (DF1:4), you favor heavy weapons, and like the swashbuckler (DF1:11), you’re very skilled. Unlike both, though, you have the good sense to wear proper armor. You’re into dungeon delving to prove your mettle – although the loot doesn’t hurt, given the high price of decent weapons and armor.

Tipps zur Charaktererstellung

With 60 points in advantages, any “heavy fighter” archetype fits. Examples include the chivalrous knight (more Born War Leader, Weapon Master with knightly weapons, Code of Honor (Chivalry), Honesty, Sense of Duty, and the Broadsword, Heraldry, Lance, Riding, and Savoir-Faire skills), the lithe Amazon (high DX and Basic Speed, Sense of Duty to her sisters, skill with Shortsword and Spear, and a soldier’s knowledge of First Aid, Hiking, and Scrounging), the thug (piles of ST, Bad Temper, Bloodlust, the Flail skill because it’s menacing, and Forced Entry and Intimidation), and the crusty mercenary (extra HT and HP, Hard to Kill, Rapid Healing, Code of Honor (Soldier’s), Greed, the Polearm skill for the battlefield, and Carousing and Gambling for downtime). An important decision is whether to master just one weapon skill or be good with two or three. A single skill will let you dominate combat with your weapon of choice right from the start. You can’t control what loot you’ll find, though – if you’re adept at Axe/Mace, Broadsword, and Flail, then you’ll be able to use most one-handed weapons that turn up. Don’t forget that some weapons need multiple skills; e.g., a samurai needs Broadsword and Two-Handed Sword for his katana (but can omit Shield). Most knights trade the 5 points from quirks for cash for arms and armor.

Martial Artist

Das Template für den Martial Artist findet Ihr auf DF9:4.

Beschreibung

You’re a true master of barehanded combat and exotic weapons, from a faraway land – probably the Mysterious East. While the knight (DF1:8) and swashbuckler (DF1:11) claim to be trained in “martial arts,” their kung fu is weak. Years as a monastic ascetic have awakened your gift for Chi Mastery (DF1:21) and taught you disciplines that channel your inner strength. Now you’ve left the monastery for the dungeon to perfect your art against even the strangest of foes.

Tipps zur Charaktererstellung

The martial artist must balance Chi abilities, other advantages, and special skills. It’s tempting to take a few combateffective Chi abilities (DR, Striking ST, etc.) and put all leftover points into one skill (e.g., Power Blow). However, the warrior with Catfall, DR, Danger Sense, and Resistant will probably live longer to develop his skills! Favored combat skills affect these choices. Some martial artists fight using Judo and Karate. They need DR (to protect their hands) and Striking ST (because they lack a weapon’s leverage), and should improve Breaking Blow early in order to defeat armor. Martial artists who fight armed can take a longer view – they have a weapon between them and their enemies. This template depicts a fighter fresh from the monastery or academy. He’s capable but needs time to hone his skills. He’ll grow quickly with a few points, and the 5 points from quirks can boost key skills significantly. Those points aren’t needed for cash – a martial artist requires only inexpensive weapons and perhaps gauntlets (count as brass knuckles and protect the hands).

Scout

Das Template für den Scout findet Ihr auf DF10:4.

Beschreibung

You’re called “archer,” “stalker,” and “tracker,” and you’ve filled all three roles in the past. Such labels don’t do justice to your expertise, however. By taking the stealth of the thief (DF1:12) into the great outdoors and mixing it with the mobility and skill at arms of the swashbuckler (DF1:11), you’ve become a master of guerrilla warfare. You track elusive prey of all descriptions – and when the trail leads down into the dungeon, you follow it without hesitation.

Tipps zur Charaktererstellung

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

Das Template für den Swashbuckler findet Ihr auf DF11:4.

Beschreibung

You’re living proof that the sword is mightier, speedier, and more stylish than, well, just about everything. In the time it takes the plodding knight (DF1:8) to strike his first blow, you’ve struck two, and with more flair – and although you respect the precision of the martial artist (DF1:9), you would never bring fists to a swordfight. You like nothing better than to leap and tumble through battle, blade a blur, deftly covering the party’s flanks and rear.

Tipps zur Charaktererstellung

The swashbuckler is built around one sword skill. Be sure that Enhanced Parry and Weapon Master agree with that choice, that Weapon Bond is with a suitable blade, and that any sword acquired as Signature Gear is similarly appropriate. If selecting the Vow pertaining to weapons, it should match all of this as well. Obviously, this makes the swashbuckler a real weapon specialist – a lot like the scout. The difference is that the swashbuckler has great latitude with advantages. It’s possible to create completely different characters by focusing on offense (more ST, Extra Attack, Striking ST, and Signature Gear for fine swords), defense (more Basic Speed, Enhanced Dodge, and Enhanced Parry, not to mention extra Luck), or dash and flair (Appearance, Charisma, Daredevil, Rapier Wit, and Serendipity). An interesting choice of background skills is equally important. Some swashbucklers are fops with Savoir-Faire and every known Connoisseur specialty. Others are rakes or pirates with Climbing, Fast-Talk, Gambling, Streetwise, and possibly Seamanship – and of course Search for looting dead bodies! Most swashbucklers would benefit from sacrificing the 5 points they get from quirks to acquire the money for a nice sword. Those with Signature Gear won’t need this, though, and may prefer to buy higher weapon skills or a few skills borrowed from the thief.

Thief

Das Template für den Thief findet Ihr auf DF1:12.

Beschreibung

You’re a “procurement expert,” whatever unflattering terms others may use. You take things that need taking. Of course, the best stuff is inevitably in trapped chests behind locked doors guarded by monsters in mazes. This frames your business relationship with the party: they merely have to take care of the monsters. You’ll handle finding treasures and unlocking doors and bypassing traps – for a reasonable consideration, naturally. Oh, and those rumors that you moonlight as an assassin or a spy? Nonsense!

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.

  • 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 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 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

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

Beschreibung

You’re the only truly learned delver. Your knowledge of magic is deeper than that of the cleric (DF1:6) or druid (DF1:7), and your spells don’t merely borrow the power of mercurial supernatural beings (demons are quite controllable). The party needs your mighty wizardry, knowledge of all manner of strange creatures, and raw intellect. Not that you don’t need the party – the greatest magical secrets are buried in the darkest pits, and you’re smart enough to travel with bodyguards.

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:

  • 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).


Bard

Das Template für den Bard findet Ihr auf DF1:13.

Beschreibung

Tipps zur Charaktererstellung