Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Thursday, December 27, 2012

Sample Characters for DnD d20 SRD Game

Home brew rules can be found here
As an authors note, since I have no setting to base this I'm basing this in the setting I know best: 1000s Europe. I draw mostly from my byzantine history knowledge, and I'm imagining the capital begins in a kind of Constantinople headed south east to Manzikert.

Sample Character

Thrash’Dun Garsh’Thoom Blood of Ul’da-goom Barbarian
Orc, Male, Age: 22

Med Humanoid (Orc); 4d12+8 (56 hp); Con: 14; Init:+1; Spd: 40 ft. (8); AC: 15 (+4 BAB; +1 Dex), ff-15; DR: 3/- (Studded Leather) ; BAB/Gr:+4/+10;

Attack:

  • Falchion +10 melee (2d4+9/18-20) or
  • javelin +5 ranged (1d6+6);

Full Attack:
  • Falchion +10 melee (2d4+9/18-20) or
  • javelin +5 ranged (1d6+5);
S/R: 5 ft./5 ft; SA: Fast Movement, Uncanny Dodge, Trap Sense, Rage 2/day ; SQ: Darkvision 60 ft., light sensitivity; Saves: F17, R12 (13 vs Traps), W10; Abilities: Str 22, Dex 13, Con 14, Int 8, Wis 10, Cha 6; Skills: Survival +7; Ride+1; Feats: Power Attack, Cleave; 
Alignment: *The Strong Rule, 
*Violence is Respect,
*Action not Words

Rage Mode (7 rounds, brought to half HP after 7 rounds):
Con 18; AC: 13 (+4 BAB; +1 Dex; -2 Rage), t-13, ff-13; DR: 3/--
Attack: Falchion +12 melee (2d4+12/18-20) or javelin +5 ranged (1d6+8);
Full Attack: Falchion +12 melee (2d4+12/18-20) or javelin +5 ranged (1d6+8).

Fatigue Mode (can’t run or charge):
Con 14; AC: 14 (+4 BAB), t-14, ff-14; DR: 3/--
Attack: Falchion +9 melee (2d4+7/18-20) or javelin +4 ranged (1d6+5);
Full Attack: Falchion +9 melee (2d4+7/18-20) or javelin +4 ranged (1d6+5).

Medium Animal (WarPony); 2d8+4 (18 hp); Con: 14; Init:+1; Spd: 40 ft. (8); AC: 12 (+2 BAB; +1 Dex, -1 Size), ff-11; DR: 2/- ; BAB/Gr:+1/+3; Attack: Hoof +3 melee (1d3+2); Full Attack: 2 Hooves +3 melee (1d3+2); S/R: 10 ft./5 ft; SA: -- ; SQ: Low Light Vision, Scent; Saves: F16, R15, W11; Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 12, Cha 4; Skills: Per +5, Athletics +5; Feats: Endurance; Alignment: None;

==============================

Ash
Human; Male; Age: 32
Med Humanoid (Human M Fighter 4); 4d10+4 (44 hp); Con: 12; Init:+3; Spd: 30 ft. (6); AC: 16 (+4 BAB; +2 Dex), t-14, ff-14; DR: 4/- (Mail Shirt); BAB/Gr:+4/+6;
Attack:

  • Sig MW Lance +8 melee (1d8+4/x3)
  • Sig MW Lance +8 melee mounted  (2d8+8/x3)
  • Shortsword +6 melee (1d6+2/19-20)
Full Attack:

  • Sig MW Lance +8 melee (1d8+4/x3)
  • Sig MW Lance +8 melee mounted  (2d8+8/x3)
  • Shortsword +6 melee (1d6+2/19-20)
S/R: 5 ft./5 ft; SA: -- ; SQ: -- ; Saves: F17, R15, W12; Abilities: Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 8; Skills: Handle Animal +5, Athletics +8, Ride +8, Knowledge: History +8; Feats: Dodge, Mobility, Combat Reflex, Combat Expertise, Spring Attack, Weapon Focus: Lance; CR: 3; Alignment: A bought mercenary stays bought, your word is your bond, put your money where your mouth is.

Special notes: Treats Lance with interchangeable Properties with Longspear.

Combat Expertise
AC: 24 (+4 BAB; +3 Dex, +4 Shield, +3 Expertise), ff-21; DR: 4/- (Mail shirt);
Shortsword +2 melee (1d6+2/19-20)
Combat Expertise + Fighting Defensive
AC: 26 (+4 BAB; +3 Dex, +4 Shield, +3 Expertise, +2 Dodge), ff-23; DR: 4/- (Mail Shirt);
Shortsword -2 melee (1d6+2/19-20)

Shortsword, Lance, Dagger, Large Shield, Mail Shirt.

Dirge
Large Animal (Heavy WarHorse); 4d8+6 (30 hp); Con: 15; Init:+1; Spd: 50 ft. (10); AC: 13 (+3 BAB; +1 Dex, -1 Size), ff-12; DR: 6/- (Studded Leather) ; BAB/Gr:+3/+11; Attack: Hoof +6 melee (1d6+4); Full Attack: 2 Hooves +6 melee (1d6+4), Bite +1 (1d4+2); S/R: 10 ft./5 ft; SA: -- ; SQ: Low Light Vision; Saves: F14, R12, W12; Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 12, Cha 6; Skills: Listen +4, Spot +4; Feats: Endurance, Run; Alignment: None;

==============================

Alexios of House Ducain
Elf; Male; Age: 160 (early 30s)
Med Humanoid (Elf M Diviner 3/ Fighter 1); 1d10 plus 3d4 (22 hp); Con: 10; Init:+1; Spd: 20 ft. (4); AC: 21 (+3 BAB; +2 Dex, +4 shield), ff-19; DR: 8/- (Fullplate); BAB/Gr:+2/+4;
Attack:

S/R: 5 ft./5 ft; SA: Summon familiar (Brilliant) ; SQ: Immune to Sleep, +2 vs Enchantment, Low-light Vision, +2 to Perception, Detect Secret Doors in 5’ ; Saves: F13, R12, W12; Abilities: Str14, Dex12, Con10, Int16, Wis8, Cha12; Skills: Concentration +7, Knowledge: History +9, Spellcraft +9, Ride +8, Athletics +1, Perception +4; Feats:Scribe Scroll, Still Spell, Mounted Combat, Ride-by-attack; Alignment:
Spells (11 left /11pts):  
0-level-
1st level- *True Strike (V,F)*,
2nd level-*Detect Thoughts (+5 vs Will)*

Attack:

  • Lance +4 melee (1d8+3/19-20)
  • Mighty (Str14) Composite Shortbow +3 ranged (1d6+2/x3)
  • Longsword +4 melee (1d8+3/19-20)

Brilliant
Large Animal (Heavy WarHorse Familiar); 4d8+12 (44 hp); Con: 15; Init:+1; Spd: 50 ft. (10); AC: 13 (+3 BAB; +1 Dex, -1 Size), ff-12; DR: 9/- (Mail Shirt) ; BAB/Gr:+3/+11; Attack: Hoof +6 melee (1d6+4); Full Attack: 2 Hooves +6 melee (1d6+4), Bite +1 (1d4+2); S/R: 10 ft./5 ft; SA: -- ; SQ: Low Light Vision, Share Spells, empathic link, Improved Evasion; Saves: F14, R12, W12; Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 12, Cha 6; Skills: Listen +4, Spot +4; Feats: Endurance, Run; Alignment: None;

Tactics
Scroll of True Strike, Still

House Ducain

Grandmother: Lady Ursela of House  Baccaryn (age 370; Late 60s)
Father: Lord Konstantine (age 280; Early 50s)
Mother: Lady Anne of House Angelous (age 230; Early 40s)
Older Brother: Sir Viktorion (Heir) (age 170; Early 30s)
Older Sister: Lady Bella (165; Early 30s)

The Ducain Lands.
9,000 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, who has a constant rivalry with him, bordering on hatred. They stay far from each other to maintain an easy indifference.
*Duke Tytian (knows his secret, and is his current lord as a hostage exchange), and wants Alexois father, Lord Konstantine’s lands through Lady Bella and his vassal Godwin the Bastard.  
*He is inlove with Lady Alyss (bastard daughter of Lord Quentin of Hous Qish)
==============================

Rulfarr of Clan Dunnum
Dwarf; Male; Age 118 (early 30s)
Med Humanoid (Dwarf M Ranger 4); 4d8+4 (36 hp); Con: 12; Init:+2; Spd: 20 ft. (4); AC: 17 (+3 BAB; +2 Dex), t-17, ff-15; DR: 2/- (Leather); BAB/Gr:+4/+6;

Attack:
  • Shortsword +6 melee (1d6+2/19-20)
  • Sig MW Mighty (Str14) Composite Shortbow +7 ranged (1d6+3/x3)
Full Attack:
  • Shortsword +6 melee (1d6+1/19-20)
  • Sig MW Rapid Shot Mighty (Str14) Composite Shortbow +5/+5 ranged (1d6+3/x3)

S/R: 5 ft./5 ft; SA: Favored Enemy: Giants (+2 to dmg, perception, sense motive, survival), Wild Empathy, Animal Companion, Spell Casting; SQ: Darkvision, Slow, Stability, Stone Cunning, +2 vs Poison, +2 vs Spells, +1 attack vs Orcs, +4 dodge vs Giants, +2 on Appraise, +2 in Craft, ; Saves: F15, R17, W12; Abilities: Str 14, Dex 16, Con 12, Int 13, Wis 12, Cha 8; Skills: Stealth +10, Survival +8, Ride +10, Handle Animal +6, Perception +8, Craft: Traps +10, Knowledge: History +8; Feats: Track, Endurance, Combat Style: Rapid Shot, Mounted Combat, Mounted Archery; Spells (1pt): Entangle x1; Alignment: .

Pepper, Bay, Basil, Onion, Rosemary
Medium Animal (WarPony); 2d8+4 (18 hp); Con: 14; Init:+1; Spd: 40 ft. (8); AC: 12 (+2 BAB; +1 Dex, -1 Size), ff-11; DR: 2/- ; BAB/Gr:+1/+3; Attack: Hoof +3 melee (1d3+2); Full Attack: 2 Hooves +3 melee (1d3+2); S/R: 10 ft./5 ft; SA: -- ; SQ: Low Light Vision, Scent; Saves: F16, R15, W11; Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 12, Cha 4; Skills: Per +5, Athletics +5; Feats: Endurance; Alignment: None;


Clan Dunnum

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

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

Complications
* Loves his sister, Rallyah and wants her 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’man, 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 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 concieve - being oathbound to serve an Elven Lord (Duke Tytian).    

==============================

Sister Danae, Knight of the Order of the Lady of Pelor
Half-Elf; Female; Age: 50 (late 20s)
Med Humanoid (Half-Elf F Paladin 4); 4d10-3 (37 hp); Con: 8;
Init:+2; Spd: 30 ft. (6); AC: 18 (+4 BAB; +2 Dex, +2 Shield), ff-16; DR: 4/- (Mail Shirt); BAB/Gr:+4/+5;
Attack:
  • Shortsword +5 melee (1d8+1/19-20)
  • Lance +5 melee mounted  (2d8+2/x3)
  • Sig Ma Mighty Composite Shortbow +7 ranged mounted (1d6+2/x3),
Full Attack:
  • Shortsword +5 melee (1d8+1/19-20)
  • Lance +5 melee mounted  (2d8+2/x3)
  • Sig Ma Mighty Composite Shortbow +7 ranged mounted (1d6+2/x3),  

S/R: 5 ft./5 ft; SA: Detect: those with no compassion, Lay on Hands 12hp, Smite - those without Compassion, Aura of Courage; SQ: Elven Blood, +1 to Perception, +2 Diplomacy and Gather Information, Low Light Vision, Divine Grace, Aura, Divine Health; Saves: F16, R16, W14; Abilities: Str 12, Dex 14, Con 8, Int 10, Wis 13, Cha 16; Skills: Diplomacy +10, Sense Motive +7, Ride +3, Handle Animal+3; Feats: Mounted Combat, Mounted Archery; Alignment: the Strong Protects the Weak, Compassion, and Fairness, Humanity.
Spells (1pt/1pt)
1st Level: Restoration, lesser x1

Mount is Double Move (100ft or 20 spaces)
Sig MW Mighty Composite Shortbow +5 ranged mounted (1d6+2/x3)
Mount is Running (150ft or 30 spaces)
Sig MW Mighty Composite Shortbow +3 ranged mounted (1d6+2/x3)

Fighting Defensively
AC: 22 (+4 BAB; +2 Dex, +4 Shield, +2 Dodge), ff-20; DR: 4/- (Mail Shirt);
Shortsword +0 melee (1d6+1/19-20)

Dawn
Large Animal (Heavy WarHorse); 4d8+12 (44 hp); Con: 15; Init:+1; Spd: 50 ft. (10); AC: 13 (+3 BAB; +1 Dex, -1 Size), ff-12; DR: 7/- (Mail Shirt) ; BAB/Gr:+3/+11; Attack: Hoof +6 melee (1d6+4); Full Attack: 2 Hooves +6 melee (1d6+4), Bite +1 (1d4+2); S/R: 10 ft./5 ft; SA: -- ; SQ: Low Light Vision; Saves: F14, R12, W12; Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 12, Cha 6; Skills: Listen +4, Spot +4; Feats: Endurance, Run; Alignment: None;

Order of the Lady of Pelor
This is an Order founded in the Year 820 when the town of Celestine was devastated by Plague and a Siege. The women were instrumental in the survival of the Town and an unnamed Lady performed a miraculous defense of the town, and convinced the Duke of Xeen terms of peace. It is said that she took into herself all the suffering and plague, cleansing the town. The act obliterated her, brightening the spot where she disintegrated in a halo glow. Her show of courage, compassion, and leadership created a following seeking to emulate her. There are girls touched by the Lady’s gift exhibit qualities that allow them to Divine Spellcasters or Holy warriors.
Agents of the Order, go to war torn lands and provide aid and succor to victims of war. They try to act as 3rd party peace negotiators.
Celestine is a thriving Citadel in is a very poor region, which survives by refugees and trade.    

Holy Order Vows
(Not in Order of Priority)

  1. Celibacy
  2. Chastity
  3. Poverty - Wealth is turned over and handled by the orders bureaucrats. Personal Property, limited to what can be carried.
  4. Observe a Vow of Silence on Sunday
  5. No Flesh (Vegetarian)
  6. Protect the Weak, Avoid Killing (follows Self Defense and War protocol)
  7. Always extend Kindness, Compassion, Fairness and Generosity to strangers and even enemies. Of course caution still observed around threats.

==============================

Vasil, default personality with PCs is Mendel
Half Elf; ???; Age: >60 (???)
Med Humanoid (Half-Elf ? Bard 4); 4d6 (24 hp); Con: 12; Init:+2; Spd: 30 ft. (6); AC: 15 (+3 BAB; +2 Dex), ff-15; DR: 2/- (Leather); BAB/Gr:+3/+2;

Attack (as Mendel): AC 19 (+3 BAB, +2 Dex, +4 shield), ff-17; DR 2/-- (appears to have mail, but is infact leather)

  • shortsword +2 melee (1d6-1/19-20) (mostly commands)

S/R: 5 ft./5 ft; SA: Spell Casting (spontaneous), Bardic Lore +4, Barding Performance 4/day, Countersong, Fascinate 2 creatures in 90ft, Inspire Courage +1 morale bonus to attack & dmg, Inspire Competence +2 competence bonus; SQ: Elven Blood, +1 to Perception, +2 Diplomacy and Gather Information, Low Light Vision, ; Saves: F16, R14, W12; Abilities: Str12, Dex14, Con10, Int 13, Wis 8, Cha 16; Skills: Performance +10, Disguise +10, Perception +7, Gather Information +12, Bluff +12, Diplomacy +12, Stealth +9, Sense Motive +6; Feats: Dodge, Mobility ; Spells (10pts; known: 6 0-lvl, 3 1st-lvl, 2 2nd-lvl); 
0-lvl: Detect Magic, Read Magic, Message, Lullaby, Ghost Sounds, Mage hand, 
1st-Lvl: Charm Person, Disguise Self, Silent Image, 
2nd-lvl: Invisibility, Suggestion; Alignment: .

Role-Playing notes.
The trick to this character’s persuasion is always being someone else. The Basil knows only enough to temporarily pass off as someone else. he/she never reveals her underlying personality and has many layers of roles and personalities. Each personality is used to keep their own “credibility and expectations”. It allows Vasil to use any avenue. It appears that player has multiple NPCs.
John Merkant -The Honest Merchant (Diplomacy and gather info). A mustachioed man who knows his crafts and wood work. Has little words and serious about business.
Sister Mary Weather - The Flirtatious Nun (Diplomacy and gather info). A dirty minded old nan, who likes the boys and men.
Brother Gold  - The Proud and Avaricious Elderly Monk (Bluff and Gather info). A monk with so many “relics” and a greedy and miserly horder.
Fish Sticks - The wandering street urchin (stealth and perception). Scruffy independent and headstrong youth of indeterminate gender.
Greentooth - Cowardly Mercenary (stealth and bluff). A weakling of a mercenary, will do whatever to please.
Mendel of House Kirynn - Ascetic Noble (Inspire Courage and Competence). Balding One eyed Veteran Knight. Speaks very well and a inspiration.
Vasil - the Unrequited Poet (Gather info and Perform). A handsome youth, who loves the ladies and men.

==============================

Lady Alyss
Half-Elf; Female; Age: 55 (Early 30s)
Med Humanoid (Half-Elf F Rogue 4); 4d6 (24 hp); Con: 12; Init:+3; Spd: 30 ft. (6); AC: 16 (+3 BAB; +3 Dex), ff-16; DR: 2/- (Leather); BAB/Gr:+3/+2;

Attack: AC 16 (+3 BAB, +3 Dex), ff-16; DR 2/--

  • Shortsword +6 melee (1d6-1/19-20)
  • Comp. Shortbow +6 ranged (1d6-1/x3)

S/R: 5 ft./5 ft; SA: Sneak Attack +2d6, Evasion, Trapsense +1, Trapfinding; SQ: Elven Blood, +1 to Perception, +2 Diplomacy and Gather Information, Low Light Vision, Uncanny Dodge; Saves: F12, R17 (18 vs traps), W12; Abilities: Str 8, Dex 16, Con 10, Int 14, Wis 12, Cha 13; Skills: Perception +8, Gather Information +10, Bluff +8, Diplomacy +10, Stealth +10, Sense Motive +8, Acrobatics +10, Use Magic Device +8, Disable Device +9, Sleight of Hand +10; Feats: Point Blank Shot, Weapon Finesse; Alignment: .

House Qish
Father: Lord Quentin (age 290; Early 50s)
Mother: Lady May (died at the age 50; 20 years ago; A human concubine)
Older Sister: Lady Celine (170; Early 30s)
Older Half-Brother: Sir Perxival (Heir) (age 150; Early 20s)
Older Half-Brother: Squire Tenton (age 130; Late teens)


The Godwin Lands.
4,000 acres

Complications
*Her blood elf siblings, except Tentons want her dead, if opportunity permits. To erase the stain their father has made on the honor of their mother.   
*She was raised by Lord Godwin “the Bastard” (110 years; Late 50s) as a “hostage”. She sees him as his father, while complicated as a property of her biological father Lord Quentin.     
*Pestered by Sir Alexios of House Ducain.
*Her mother was a courtesan, who died committing suicide. The mystery surrounding her death haunts her.
*She has a human brother she does not know his whereabouts
==============================

Brother  Gon, Follower of Pelor
Half-Orc; Male; Age: 28
Med Humanoid (Half-Orc M Cleric of Pelor 4: Healing); 4d8+8 (40 hp); Con: 14;

Init:+0; Spd: 30 ft. (6); AC: 17 (+3 BAB; +4 shield), ff-17; DR: 3 / -- (studded leather); BAB/Gr:+3/+5;  

  • Spear +5 melee (1d8+2)
  • Javelin +3 ranged (1d6+2)

S/R: 5 ft./5 ft; SA: Turn Undead; SQ: Orc Blood, Dark Vision 30ft; Saves: F16, R11, W17; Abilities: Str 16, Dex 10, Con 14, Int 9, Wis 16, Cha 6; Skills: Knowledge: Religion +0, Heal+4, Concentration +2, Diplomacy+6; Feats: Endurance, Skill Focus: Diplomacy; Alignment: Protect and Comfort the Weak, Value Life, Bring Light in Darkness.
Spells (0/15 points)
1st level - *Cure 13HP*
2nd level - *Cure 21HP*, Lesser Restoration x2, Calm Emotions, Enthrall* (uses prayer and meditation)   

Templar of Pelor
(as the standard Pelor doctrine)

Holy Order Vows
(Not in Order of Priority)

  1. Celibacy
  2. Chastity
  3. Poverty - Wealth is turned over and handled by the orders bureaucrats. Personal Property, limited to what can be carried.
  4. Observe a Vow of Silence on Sunday
  5. No Flesh (Vegetarian)
  6. Protect the Weak, Avoid Killing (follows Self Defense and War protocol)
  7. Always extend Kindness, Compassion, Fairness and Generosity to strangers and even enemies. Of course caution still observed around threats. (Vow of hospitality)

Patience
Medium Animal (WarPony); 2d8+4 (18 hp); Con: 14; Init:+1; Spd: 40 ft. (8); AC: 12 (+2 BAB; +1 Dex, -1 Size), ff-11; DR: 2/- ; BAB/Gr:+1/+3; Attack: Hoof +3 melee (1d3+2); Full Attack: 2 Hooves +3 melee (1d3+2); S/R: 10 ft./5 ft; SA: -- ; SQ: Low Light Vision, Scent; Saves: F16, R15, W11; Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 12, Cha 4; Skills: Per +5, Athletics +5; Feats: Endurance; Alignment: None;


==============================



Tuesday, February 16, 2010

Feudalism in GURPS and Random knight Generator

Feudalism is very tricky and difficult to reflect in RPG system. It is not as much “ranks” of status but more about oaths of duty. A powerful lord may have a title to give a name to his status, but it is the Oaths of loyalty that truly define where his place is in the world.

In GURPS terms, a knight swears oaths (Duty B133) to a Lord (Patron B72), who in return provides the character with assets (Wealth: Wealthy B25), station and privileges (Status 2: Knight, B28).

As the Character advances, he acquires more holdings (+20 to +50% incremental increase of wealth) and vassals (Allies) of his own. Achievements and Holdings of great significance would naturally translate to more privileges and station (Status).

These vassals are acquired in the same manner, the Character was acquired by his Patron: through the pledge of duties and rents to be rendered in return for the character's own duties, grant of rights, and holdings to the vassal. Typically these estates are acquired displacing defeated, fallen, disgraced, or obsolete retainers.

Yeomen Vassals, who can serve as hand-to-hand combatants or archers, would gain estates (Wealth: Average), rights and privileges (Status 0: Yeoman) as his sworn man. These is both a reward, a hiring fee, and basic capital for maintenance. In return, this retainer mus render armed assistance and contribute some rents.

Man-At-Arms, who can serve as horsemen are given much larger estates, access to the Character's household resources, or small manors (Wealth: Comfortable) as well as some privileges and rights (Status 1: Sergeant Man-at-Arms).

The Players and the GM should be primarily concerned with the opportunities, and not the conversion of these matters into points.

The feudalistic system is too complicated to be reflected with a rigid set of rules. Once the character is made and is in play, it is better to ad hoc the goals and consequences of his/her actions. Very much like in Real Life, the good and the bad is thrown together and unexpectedly. A character may acquire a loose band of horsemen, orphaned by a fallen lord only to also acquire the debtors and the troubles that come with it. He may acquire a new holding, a village, which is suddenly a center of fomenting unrest and harboring enemies.

With each success, there is that escalation of problems and challenges. The character may clear up the debtors or clean up the fief, only to be called into duty by his lord.

Bowmen (75cp) 2cp or 6cp for an element.
  • Heavy Infantry (75cp) 2cp or 6cp for an element.
  • Light Cavalryman (110cp) 3cp or 18 for an element.
  • Horse Archer (120cp) 4cp or 24cp for an element.
  • Medium or Heavy Cavalryman (150cp) 5cp or 30cp for an element.
  • Steward (75cp or 110cp) 2cp to 3cp.
  • Bureaucratic Team (75cp or 110cp) 12cp to 18cp.
  • Specialist (75cp or 110cp) 2cp to 3cp.
  • Specialist Element (75cp or 110cp) 12cp to 18cp.
  • $4,200 estate ($120 Cash annually)
  • $8,400 estate ($240 Cash annually)
  • $16,800 estate ($480 Cash annually)
Why not Keep the Fief and its rents?

There are interesting economic principles at work when an estate is handed off to a vassal. First and primarily, there is a great loss of value as you convert resources to something more tradable and portable (like in the laws of conversions in Physics). Having someone directly benefit from these resources instead of converting them to lower but more portable valuables is significantly more efficient.

Second, security, efficiency and organization improves by having someone directly benefit from the resources of this fief. A bailif or the estate "manager" can only go so far and there are levels of diminishing returns in one's own stewardships. Even hiring more bureaucrats doesn't improve the efficiency of management because of the level or complexity, medieval bureaucracy is able to take on (especially with expensive paper or parchment; and more of a mess to get away with cheating). Consider also how much an already wealthy lord can benefit from the one additional estate, compared to that of a vassal.

In GURPS terms, it may be a $42,000 estate (wealthy), but of that annual income $12,000 in goods redundant to the Character's own resources and perishable or $1,200 in cash. What would rather have: A Heavy Cavalryman or $1,200. Don't forget that the Characters still has duties to his own Lord, taken from 1/3 his cost of living.


Random Knight Generator
Here is another Random Character Generator, tailored for making Knights fitting 12C Kingdom of Jerusalem, the Land beyond the Sea. I'm hosting it in Google Docs, I had to convert it into a PDF because it was written with columns and the format reverts back badly in google docs.

This is primarily meant to roll up Knight Characters quickly. Just add the medieval load-out packages from previous posts to speed up the shopping process.

Saturday, February 6, 2010

Basic Traveller Templates

These templates were made to reflect basic proficiency with regards to the hours of training that would into their contemporary real-world counterparts. I plan to emphasize on specialized intelligence, because IQ is too cost efficient and does enourage the diversity we are able to observe in the real world.

Currently I am working to make a basic: randomizer add on for gamers who want a way to randomize their stats within reasonable paramters.

TL10 Background [5]: Literature (Cultural) (H) IQ-2 [1]; Research (A) IQ-1 [1]; Computer Operation (E) IQ [1]; Mathematics (Applied) (H) IQ-2 [1]; Philosophy (Science) (H) IQ-2 [1]; Savoir-Faire (Communications) (E) IQ [1].

Starship Deckhand

7 points

Attributes [0]: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].

Primary Skills [7]:

Crewman [7]: Spacer (E) IQ+2 [4]; Free Fall (A) DX-1 [1]; Environmental Suit (Vacc Suit) (A) DX-1 [1]; Savoir-Faire (Merchant or Military) (E) IQ [1].


Starship Petty Officer

35 points

Attributes [20]: ST 10 [0]; DX 10 [0]; IQ 11 [0]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [5]:

Petty Officer [5]: Merchant or Military Rank 1 [5].

Primary Skills [10]:

Crewman [4]: Spacer (E) IQ [1]; Free Fall (A) DX-1 [1]; Environmental Suit (Vacc Suit) (A) DX-1 [1]; Savoir-Faire (Merchant or Military) (E) IQ [1].

Choose from:

  • Steward [6]: Housekeeping (E) IQ+1 [2]; Cooking (E) IQ [1]; First Aid (E) IQ [1]; Savoir-Fair (Servant) (E) IQ+1 [2].

  • Gunner [6]: Gunner (E) DX+2 [4]; Artillery (Missiles) (A) IQ [2].

  • Flight Crew [6]: Mechanic (High performance Spacecraft) (A) IQ [2]; Armoury (Heavy Weapons) (A) IQ [2]; Armoury (Vehicular Armor) (A) IQ [2].

  • Freight Handler [6]: Freight Handling (A) IQ [2]; Hazardous materials (A) IQ [2]; Environmental Suit (Exo-skeleton) (A) IQ [2].

  • Medical [6]: Physician (H) IQ-1 [2]; Diagnosis (H) IQ-1 [2]; Electronics Operation (A) IQ [2].


Starship Officer

45 points

Attributes [20]: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 11 [0]; Per 11 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [10]:

Officer [10]: Merchant or Military Rank 2 [10].

Primary Skills [15]:

Crewman [4]: Spacer (E) IQ [1]; Free Fall (A) DX-1 [1]; Environmental Suit (Vacc Suit) (A) DX-1 [1]; Savoir-Faire (Merchant or Military) (E) IQ [1].

Choose from:

  • Bridge Officer Skills [11]: Administration (A) IQ [2]; Electronics Operation (Communication) (A) IQ-1 [1]; Electronics Operation (Sensor) (A) IQ-1 [1]; Electronics Operation (Electronic Warfare) (A) IQ-1 [1]; Electronics Operation (Medical) (A) IQ-1 [1]; Piloting (High Performance Spacecraft) (A) DX-1 [1]; Navigation (Space) (A) IQ-1 [1]; Navigation (Hyperspace) (A) IQ-1 [1]; Gunnery (Beam) (E) DX [1]; Artillery (Missile) (A) IQ-1 [1].

  • Engineering Officer [11]: Mechanic (High Performance Spacecraft) (A) IQ [2]; Electronics Repair (Communication) (A) IQ-1 [1]; Electronics Repair (Sensor) (A) IQ-1 [1]; Electronics Repair (Electronic Warfare) (A) IQ-1 [1]; Electronics Repair (Medical) (A) IQ-1 [1]; Electronics Repair (Computers) (A) IQ-1 [1]; Computer Programing (H) IQ-2 [1]; Machinist (H) IQ-2 [1]; Armoury (Heavy Weapons) (A) IQ-1 [1].

  • Pilot Officer Skills [11]: Electronics Operation (Communication) (A) IQ-1 [1]; Electronics Operation (Sensor) (A) IQ-1 [1]; Electronics Operation (Electronic Warfare) (A) IQ-1 [1]; Piloting (High Performance Spacecraft) (A) DX+1 [4]; Navigation (Space) (A) IQ-1 [1]; Gunnery (Beam) (E) DX [1]; Artillery (Missile) (A) IQ [2].


Starship Engineer

45 points

Attributes [20]: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 10 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0].

Advantages [10]:

Chief Engineer[10]: Merchant or Military Rank 2 [10].

Primary Skills [24]:

Engineer [9]: Engineer (Starships) (H) IQ-1 [2]; Mechanic (Jump Drive) (A) IQ [2]; Administration (A) IQ [2]; Leadership (A) IQ [2]; Armoury (Vehicular Armor) (A) IQ-1 [1].

Engineering Officer [11]: Mechanic (High Performance Spacecraft) (A) IQ [2]; Electronics Repair (Communication) (A) IQ-1 [1]; Electronics Repair (Sensor) (A) IQ-1 [1]; Electronics Repair (Electronic Warfare) (A) IQ-1 [1]; Electronics Repair (Medical) (A) IQ-1 [1]; Electronics Repair (Computers) (A) IQ-1 [1]; Computer Programing (H) IQ-2 [1]; Machinist (H) IQ-2 [1]; Armoury (Heavy Weapons) (A) IQ-1 [1].

Crewman [4]: Spacer (E) IQ [1]; Free Fall (A) DX-1 [1]; Environmental Suit (Vacc Suit) (A) DX-1 [1]; Savoir-Faire (Merchant or Military) (E) IQ [1].


Starship Commander

59 points

Attributes [20]: ST 10 [0]; DX 10 [0]; IQ 11 [20]; HT 10 [0].

Secondary Characteristics [0]: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0]; Basic Speed 5 [0]; Basic Move 5 [0].

Advantages [15]:

Commander [15]: Merchant or Military Rank 3 [15].

Primary Skills [24]:

Commander Skills [9]: Leadership (A) IQ [2]; Ship-Handling (H) IQ [4]; Intelligence Analysis (H) IQ-2 [1]; Tactics (Space) (H) IQ-2 [1]; Strategy (H) IQ-2 [1].

Bridge Officer Skills [11]: Administration (A) IQ [2]; Electronics Operation (Communication) (A) IQ-1 [1]; Electronics Operation (Sensor) (A) IQ-1 [1]; Electronics Operation (Electronic Warfare) (A) IQ-1 [1]; Electronics Operation (Medical) (A) IQ-1 [1]; Piloting (High Performance Spacecraft) (A) DX-1 [1]; Navigation (Space) (A) IQ-1 [1]; Navigation (Hyperspace) (A) IQ-1 [1]; Gunnery (Beam) (E) DX [1]; Artillery (Missile) (A) IQ-1 [1].

Crewman [4]: Spacer (E) IQ [1]; Free Fall (A) DX-1 [1]; Environmental Suit (Vacc Suit) (A) DX-1 [1]; Savoir-Faire (Merchant or Military) (E) IQ [1].