GURPS: Dusk World – Advantages, Disadvantages, Skills

There are a lot of Advantages, Disadvantages and Skills in GURPS. Like…A LOT. It is one thing that is very tough for new groups to get around because – there are so many options that many people get the impression that all options are available for all campaigns.

What’s cool is, Steve Jackson Games has a page that allows you to select which options are available for characters to choose called the Traits Sorter (link a bit below). Even with this nice feature, it will take a bit of time to look at all options you have and select each one that will work for your game and which ones will not as you need a copy of the basic set to review them and I do not have a PDF copy of it yet.

In general, I skimmed the sorter for options that were already forbidden as I was curious if any could be readded. After that, I looked for the options that sounded not of the time period and removed them. There were some options that I found that sounded like they could be ok for only one PC to take so I moved some of those to not recommended.

It took me like an hour to look through the advantages, disadvantages and skills section. Then I did it again for GURPS lite as – I wanted to make something that could be used with lite or Basic set.

Here is the link to the GURPS traits sorter: http://www.sjgames.com/gameaids/gurps/sorter/

First up is the list of GURPS lite stuff…Followed by the Basic Set Lists.


Lite – Advantages

Required

Recommended

Allowed
Acute Senses
Ambidexterity
Animal Empathy
Cat Fall
Combat Reflexes
Danger Sense
Daredevil
Empathy
Enhanced Defenses
Fearlessness
Flexibility
Hard to Kill
High Pain Threshold
Language Talent
Night Vision
Perfect Balance
Resistant
Talent

Not Recommended

Forbidden
Luck
Jumper

Next up, we have the Disadvantages.

Lite Disadvantages

Recommended
Code of Honor
Sense of Duty
Vow

Allowed
Bad sight
Bad Temper
BloodLust
Curious
Delusions
Gluttony
Greed
Hard of hearing
Honesty
Impulsiveness
Intolerance
Jealousy
Lecherousness
Obsession
Overconfidence
Phobias
Truthfulness
Unluckiness

 

Not Recommended
Pacifism

 

Forbidden

Finally We move on to the last section, skills for GURPS Lite.

 

Lite Skills

Recommended
Acrobatics
Melee Weapon
Missile Weapon
Observation
Occultism
Search
Shadowning
Shield
Social Sciences
Stealth
Survival
Swimming
Tactics
Thrown Weapons
Tracking
Writing

 

Allowed
Acting
Animal Handling
Area Knowledge
Armoury
Brawling
Camouflage
Carousing
Climbing
Crewman
Criminology
Diagnosis
Disguise
Engineer
Escape
Explosives
First Aid
Forgery
Gambling
Hiking
Holdout
Humanities
Influence skills
Interrogation
Jumping
Karate
Law
Leadership
Lock Picking
Mathematics
Merchant
Naturalist
Navigation
Physician
Pickpocket
Public Speaking
Research
Riding
Scrounging
Search
Shadowning
Shield
SOcial Sciences
Smuggling
Stealth
Survival
Throwing
Traps

 

Not recommended
Mechanic
Vehicle skills

Forbidden
Computer Operation
Computer Programming
Electronics Operations
Electronics Repair
Environment Suit
Photography


Moving along, we have the options I selected for those that have the basic set. Note that even with the Basic set, there were some options in the Trait Sorter I did not see in the book…

Basic Set – Advantages

Required
Rank
Security Clearance

*For my setting, I wanted to set up Rank and Security Clearance up so that certain higher members of the Clergy and some nobility would feel compelled to grant special privileges to the PCs. For now I settled on this for basic set but not sure what to do for the Lite option in this regard. Perhaps give them societal benefits instead – per Status page 8.

Allowed
3D Spatial Sense
Absolute Direction
Absolute Timing
Acute Hearing
Acute Taste and Smell
Acute Touch
Acute Vision
Administrative Rank
Alcohol Tolerance
Allies
Alternate Identity
Ambidexterity
Animal Empathy
Animal Friend
Appearance
Artificer
Autotrance
Business Acumen
Charisma
Chronolocation
Claim to Hospitality
Clerical Investment
Combat Reflexes
Common Sense
Contact Group
Contacts
Courtesy Rank
Cultural Adaptability
Cultural Familiarity
Danger Sense
Daredevil
Deep Sleeper
Double-Jointed
Empathy
Enhanced Defenses
Extra Attack
Fashion Sense
Favor
Fearlessness
Fit
Flexibility
Gadgeteer
Gifted Artist
Gigantism
Gizmos
Green Thumb
Gunslinger
Hard to Kill
Hard to Subdue
Healer
High Manual Dexterity
High Pain Threshold
High TL
Honest Face
Independent Income
Indomitable
Intuition
Intuitive Mathematician
Language Talent
Legal Enforcement Powers
Legal Immunity
Less Sleep
Lightning Calculator
Longevity
Magery
Mathematical Ability
Medium
Merchant Rank
Military Rank
Musical Ability
Night Vision
No Hangover
Outdoorsman
Patrons
Penetrating Voice
Perfect Balance
Peripheral Vision
Pitiable
Plant Empathy
Police Rank
Rapid Healing
Rapier Wit
Reduced Consumption
Religious Rank
Reputation
Resistant
Sensitive
Signature Gear
Single-Minded
Smooth Operator
Social Chameleon
Social Regard
Status
Talent
Temperature Tolerance
Tenure
Trained By A Master
Unfazeable
Unusual Background
Versatile
Very Fit
Very Rapid Healing
Voice
Wealth
Weapon Master
Xeno-Adaptability
Zeroed

 

Not Recommended
Catfall
Channeling
Eidetic Memory
Higher Purpose
Metabolism Control
Oracle
Photographic Memory
Spirit Empathy
Super Climbing
Super Jump
Supernatural Durability
True Faith

 

Forbidden
360 Degree Vision
Accessory
Affliction
Altered Time Rate
Alternate Form
Amphibious
Arm DX
Arm ST
Binding
Blessed
Brachiator
Breath-Holding
Chameleon
Clairsentience
Claws
Clinging
Compartmentalized Mind
Constriction Attack
Cybernetics
Damage Resistance
Dark Vision
Destiny
Detect
Digital Mind
Discriminatory Hearing
Discriminatory Smell
Discriminatory Taste
Doesn’t Breathe
Doesn’t Eat or Drink
Doesn’t Sleep
Dominance
Duplication
Elastic Skin
Enhanced Move
Enhanced Time Sense
Enhanced Tracking
Extended Lifespan
Extra Arms
Extra Head
Extra Legs
Extra Life
Extra Mouth
Filter Lungs
Flight
Fur
G-Experience
Growth
Healing
Hermaphromorph
Hyperspectral Vision
Illuminated
Improved G-Tolerance
Infravision
Injury Tolerance
Innate Attack
Insubstantiality
Invisibility
Jumper
Lifting ST
Luck
Magic Resistance
Mana Damper
Mana Enhancer
Microscopic Vision
Mimicry
Mind Control
Mind Probe
Mind Reading
Mind Shield
Mindlink
Modular Abilities
Neutralize
Nictitating Membrane
Obscure
Parabolic Hearing
Payload
Penetrating Vision
Permeation
Possession
Power Investiture
Precognition
Pressure Support
Protected Sense
Psi Static
Psychometry
Puppet
Racial Memory
Radiation Tolerance
Reawakened
Recovery
Regeneration
Regrowth
Sanitized Metabolism
Scanning Sense
Sealed
See Invisible
Sensitive Touch
Serendipity
Shadow Form
Shapeshifting
Shrinking
Shtick
Silence
Slippery
Snatcher
Speak Underwater
Speak With Animals
Speak With Plants
Special Rapport
Spines
Stretching
Striker
Striking ST
Subsonic Hearing
Subsonic Speech
Super Luck
Teeth
Telecommunication
Telekinesis
Telescopic Vision
Temperature Control
Temporal Inertia
Terrain Adaptation
Terror
Tunneling
Ultrahearing
Ultrasonic Speech
Ultravision
Unaging
Universal Digestion
Unkillable
Vacuum Support
Vampiric Bite
Vibration Sense
Visualization
Walk on Air
Walk on Liquid
Warp
Wild Talent

 

Basic Set – Disadvantages

Required
Code of Honor
Sense of Duty

*In the setting, I wanted the players to be united in purpose – ultimately to the Order. Whether that means to the King Alexander himself and his interests or just the order and its mission alone- I leave that distinction to the player. Perhaps I can get a recommendation from the GURPS community here… but I selected these both for now.

Allowed
Absent-Mindedness
Acceleration Weakness
Addiction
Alcohol Intolerance
Alcoholism
Amnesia
Appearance
Attentive
Bad Back
Bad Grip
Bad Sight
Bad Smell
Bad Temper
Berserk
Bloodlust
Bowlegged
Broad-Minded
Bully
Callous
Cannot Float
Careful
Chauvinistic
Chronic Pain
Chummy
Clueless
Colorblindness
Combat Paralysis
Compulsive Behavior
Confused
Congenial
Cowardice
Curious
Cursed
Deafness
Debt
Delusions
Disciplines of Faith
Dislikes
Distinctive Features
Distractible
Disturbing Voice
Dreamer
Dull
Duty
Dwarfism
Dyslexia
Easy to Kill
Easy to Read
Enemies
Epilepsy
Extra Sleep
Fanaticism
Fat
Fearfulness
Flashbacks
Gluttony
Greed
Gregarious
Guilt Complex
Gullibility
Habits or Expressions
Ham-Fisted
Hard of Hearing
Hemophilia
Hidebound
Honesty
Horrible Hangovers
Humble
Hunchback
Imaginative
Impulsiveness
Increased Consumption
Indecisive
Insomniac
Intolerance
Jealousy
Killjoy
Kleptomania
Klutz
Lame
Laziness
Lecherousness
Light Sleeper
Likes
Loner
Low Empathy
Low Pain Threshold
Low Self-Image
Low TL
Manic-Depressive
Megalomania
Minor Handicaps
Miserliness
Missing Digit
Mistaken Identity
Motion Sickness
Mundane Background
Nervous Stomach
Neurological Disorder
Neutered
Night Blindness
Nightmares
No Depth Perception
No Sense of Humor
No Sense of Smell/Taste
Noisy
Nosy
Numb
Oblivious
Obsession
Odious Personal Habits
On the Edge
One Arm
One Eye
One Hand
Overconfidence
Overweight
Paranoia
Phobias
Post-Combat Shakes
Proud
Pyromania
Reputation
Restricted Diet
Restricted Vision
Sadism
Secret
Secret Identity
Selfish
Selfless
Short Attention Span
Shyness
Skinny
Sleepwalker
Slow Healing
Slow Riser
Social Disease
Social Stigma
Split Personality
Squeamish
Status
Stubbornness
Susceptible
Terminally Ill
Total Klutz
Trademark
Trickster
Truthfulness
Uncongenial
Unfit
Unluckiness
Unnatural Features
Very Fat
Very Unfit
Vow
Wealth
Workaholic
Wounded
Xenophilia

 

Not Recommended
Charitable
Dependency
Dependents
Draining
Dread
Lunacy
Magic Susceptibility
Maintenance
Nocturnal
Pacifism
Revulsion
Sexless
Unique
Vulnerability
Weakness

 

Forbidden
Bestial
Blindness
Cannot Learn
Cannot Speak
Chronic Depression
Cold-Blooded
Decreased Time Rate
Destiny
Divine Curse
Electrical
Fragile
Frightens Animals
G-Intolerance
Horizontal
Incompetence
Increased Life Support
Incurious
Infectious Attack
Innumerate
Invertebrate
Lifebane
Mute
No Fine Manipulators
No Legs
No Manipulators
Non-Iconographic
Personality Change
Phantom Voices
Quadriplegic
Reprogrammable
Responsive
Self-Destruct
Semi-Upright
Shadow Form
Short Lifespan
Slave Mentality
Sleepy
Slow Eater
Space Sickness
Staid
Stress Atavism
Stuttering
Supernatural Features
Supersensitive
Timesickness
Uncontrollable Appetite
Unhealing
Unusual Biochemistry
Weak Bite
Weirdness Magnet

 

Basic Set – Skills

Required
Hidden Lore

*I selected Hidden lore as a required skill to reference the fact that the players in this setting would have access to knowledge on the Wraith lords that most people simply would not have. I am considering moving it down to recommended level though.

 

Recommended
Acrobatics
Area Knowledge
Axe/Mace
Broadsword
Flail
Knife
Observation
Occultism
Shield
Shortsword
Sling
Smallsword
Survival
Throwing
Two-Handed Axe/Mace
Two-Handed Flail
Two-Handed Sword
Urban Survival

 

Allowed
Accounting
Acting
Administration
Aerobatics
Alchemy/TL
Animal Handling
Anthropology
Archaeology
Architecture/TL
Armoury/TL
Artillery/TL
Artist
Astronomy/TL
Autohypnosis
Biology/TL
Blind Fighting
Blowpipe
Boating/TL
Body Control
Body Language
Bolas
Bow
Boxing
Brawling
Breaking Blow
Breath Control
Camouflage
Captivate
Carousing
Carpentry
Cartography
Chemistry/TL
Climbing
Connoisseur
Cooking
Counterfeiting/TL
Crewman/TL
Criminology/TL
Crossbow
Cryptography/TL
Current Affairs/TL
Dancing
Detect Lies
Diagnosis/TL
Diplomacy
Disguise/TL
Dreaming
Economics
Engineer/TL
Enthrallment
Environment Suit/TL
Erotic Art
Escape
Esoteric Medicine
Exorcism
Expert Skill
Explosives/TL
Falconry
Farming/TL
Fast-Draw
Fast-Talk
Filch
Finance
Fire Eating
First Aid/TL
Fishing
Flying Leap
Forced Entry
Forensics/TL
Forgery/TL
Fortune-Telling
Forward Observer/TL
Free Fall
Freight Handling/TL
Gambling
Games
Gardening
Garrote
Geography/TL
Geology/TL
Gesture
Group Performance
Gunner/TL
Guns/TL
Heraldry
Herb Lore/TL
Hiking
History
Hobby Skill
Holdout
Housekeeping
Immovable Stance
Intelligence Analysis/TL
Interrogation
Intimidation
Jeweler/TL
Jitte/Sai
Judo
Jumping
Karate
Kiai
Knot-Tying
Kusari
Lance
Lasso
Law
Leadership
Leatherworking
Lifting HT
Light Walk
Linguistics
Lip Reading
Literature
Lockpicking/TL
Machinist/TL
Main-Gauche
Makeup/TL
Market Analysis
Masonry
Mathematics/TL
Mechanic/TL
Meditation
Melee Weapon
Mental Strength
Merchant
Metallurgy/TL
Meteorology/TL
Mimicry
Mind Block
Mount
Musical Composition
Musical Influence
Musical Instrument
Naturalist
Navigation/TL
NBC Suit/TL
Net
Packing
Paleontology/TL
Panhandling
Parachuting/TL
Parry Missile Weapons
Performance
Persuade
Pharmacy/TL
Philosophy
Photography/TL
Physician/TL
Physics/TL
Physiology/TL
Pickpocket
Piloting/TL
Poetry
Poisons/TL
Polearm
Politics
Power Blow
Professional Skill
Propaganda/TL
Prospecting/TL
Psychology
Public Speaking
Push
Rapier
Religious Ritual
Research/TL
Riding
Ritual Magic
Running
Saber
Savoir-Faire
Scrounging
Scuba/TL
Seamanship/TL
Search
Sewing/TL
Sex Appeal
Shadowing
Shiphandling/TL
Singing
Skating
Skiing
Sleight of Hand
Smith/TL
Smuggling
Sociology
Soldier/TL
Spear Thrower
Spear
Speed-Reading
Sports
Staff
Stage Combat
Stealth
Strategy
Streetwise
Suggest
Sumo Wrestling
Surgery/TL
Sway Emotions
Swimming
Symbol Drawing
Tactics
Teaching
Teamster
Thaumatology
Theology
Throwing Art
Thrown Weapon
Tonfa
Tracking
Traps/TL
Typing
Vacc Suit/TL
Ventriloquism
Veterinary/TL
Weather Sense
Weird Science
Whip
Wrestling
Writing
Zen Archery

 

Not Recommended
Airshipman/TL
Aquabatics
Cloak
Pressure Points
Pressure Secrets

 

Forbidden
Battlesuit/TL
Beam Weapons/TL
Bicycling
Bioengineering/TL
Body Sense
Brain Hacking
Brainwashing/TL
Combat Art Sport
Computer Hacking/TL
Computer Operation/TL
Computer Programming/TL
Diving Suit/TL
Driving/TL
Dropping
Electrician/TL
Electronics Operation/TL
Electronics Repair/TL
Flight HT
Force Sword
Force Whip
Hazardous Materials/TL
Hypnotism
Innate Attack
Invisibility Art
Liquid Projector/TL
Monowire Whip
Spacer/TL
Submarine/TL
Submariner/TL

 


Ok. So with all that out of the way, hopefully adding the skill lists to the site with some of my thought processes here and there is helpful to someone. So- with the first post, we have some setting feeling, the second post we have some details on the region the game will take place in and this page – has allowed advantages, disadvantages and skills.

My next efforts will be to create a starting town, some notable NPCs as well as some NPC threats. With all of this, I hope someone can find inspiration to either run a game in Dusk World or get inspired enough to do better – cause you absolutely could!

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GURPS – Dusk World setting notes part 1

In creating my setting I wanted to use advice from both the core books and GURPS lite. I decided to start with GURPS lite as many new players will have access to just this file.

 

GURPS lite has the following categories listed at the end of the pdf file under the Game Worlds header:

 

Languages

Laws and Customs

Society and Government

Tech Levels

Economics

Other Planes of Existence (if any)

Adventure Settings

Skills, Jobs, and Professions

Weapons and Combat

 

Below, I will be providing some campaign information on each header in the order above.

 

Languages –

The Kingdom of Alexander – king’s English. Because the goal of the game is to keep things rather simple, this is the most broadly spoken language. The only other named languages would be Jedahian and ancient Alexanderian. If you want to add languages such as dwarven- ask the group if they want more complexity here.


Laws and customs –

nothing out of the ordinary here for general laws. No killing, no stealing, etc. Those of higher social class (see below) often are granted the benefit of the doubt over accusations. Depending on circumstances this can allow nobility to get away with a lot.

In general people are actually free to worship whatever however there are exceptions. Those that worship the Witch mother are often accused of crimes or held prisoner for days until they can be proven innocent. This is due to the up rise of crimes by cultists that twisted the book of the divine dead’s meanings to suit their own agenda – causing peoples of that faith to be feared. It is half justified in that these teachings also ended up leading to the rise of the Sorcerer kings, now, Wraith Lords. Do not dare mention belonging to Jedah or risk being run out of town. More on faiths below.


Society and government –
The system of government the game takes place in is a monarchy. It is a kingdom is ruled by King Edward Alexander 11th. The royal family and capital region is north of the region this game take place in. The kingdom is split into 4 separate Earldoms. The Earldom the game takes place in is the Earldom of Davis Marshall.

Game takes place in the Northlands. For the interest of keeping things simple the general direction decides where people can come from with regards to ethnicity and ethnicity does not hold any bearing on whom can belong to the game. Southlanders can be anyone from Egyptian to African descent for example. The world map is fantasy but in general the same kinds of peoples that are from this world are in this fantasy world.In addition, if your PC wants to play a fantasy race, let them – but this kingdom is a human dominated one. The PC can inform how their character’s peoples interact in general with humans – let them shoulder that burden.

The Kingdom of Alexander social hierarchy (in order)

Royalty – The King, Queen, Princess, Prince

High class- Nobility such as an Earl or Duke, patrician, Politician, The High Clergy of Dawn

Citizen – standard citizen, soldier, crafting guild member, Clergy of the noon day sun

Free Peoples – merchant, traveler (technically do not have citizenship but make a name for themselves), , non humans are often considered free peoples until they own land – then they are citizens

Low Class – Destitute (poor or non land owners), slaves, refugee, laborer

This is based on ‘Desdichado”s post from http://www.enworld.org/forum/showthread.php?327175-Social-ranks-and-pseudo-medieval-fantasy-worlds



Tech Level –

In general the technology level in the world as I envision it would be mostly 4 with some amenities from tech level 5. In general weapons and armor are from tech level 4 (see below) however if a player wants to do something a bit different, hear them out.


Economics –
The currency of the Alexander Kingdom is the Sovern dollar. Other places trade with the kingdom but in general, to keep things simple, I will only list the most pertinent currency for the realm.

Other planes of existence –  The Plane of woe (a plane of shadows), The land of Dawn where the sun resides, The tomb of elements, the dread oblivion.


Adventure settings- 

Character points-  according to GURPS lite, 100 – 200 points would define heroic  or very capable characters. I decided to go with 150 character points though I was gonna actually aim lower, like 100 or 125 but i figure 150 will be a nice starting point.


Disadvantage limit – 50 points (still debating on lowering this. I really want characters to be manageable and even with magic be more down to earth in power level. The rule of thumb states it would be a good idea to limit the disadvantages to 50% of the starting character points but 75 felt like a lot.

Magic as per gurps Basic Set or GURPS Magic.

Explicit- things to do with time travel such as Jumper are not allowed. Just to keep things simple.

Race – As mentioned above, this region is a human centric one however one can add in fantasy races if desired. My wife for example expressed interest in playing a dwarf. Therefore I will be adding the Dwarf racial template from GURPS per page B261. If your players express interest, feel free to work their ideas into the setting.


Skills Jobs and professions- 
Everyone in this campaign belongs to a secretive order that was formed by the King himself. It is an order that fights beings of chaos and death in shadow wars across the globe. As of late, the order has suffered great losses in battling the wraith lords. The order conscripts those they find valuable into the order, teaching them its customs and secrets with the expectation that they be loyal to the order – which can sometimes put them at odds with the local laws.

Skills- it is expected that people be trained in the basics of martial combat as often times one will have to defend themselves against the forces of darkness.
It is expected one should know how to travel good distances and keep good time in doing so. Along with learning how to climb, swim and traverse difficult terrain.
Someone should know how to keep good company in case the order is expected to interact with nobility. New allies are often found this way so at least someone should have good interpersonal skills.
All new recruits will be trained in the basic knowledge of the occult. Not everyone needs to be a sage but everyone should be alert on what to look out for.

Roles that would be beneficial to the group- mercenaries, magical adepts, thieves (useful to obtain documents that sometimes arent given freely), clergy of the noonday sun, merchants as they often have interesting connections…, Scholars can be helpful, wilderness rangers can help as often there are times where threats take place outside the watchful eyes of the knights.

I will be posting both GURPS lite and basic set allowed skills, advantages and disadvantages in a separate page to keep this post from ballooning even more.

 


Weapons and Combat –
Weapons-  Tech level appropriate gear is permitted. GURPS low tech can be a great option for this game. Note that fire arms can be a thing but often they are not mass produced meaning ammunition can be problematic.

In general, the game will try to stick to rules lite combat but some subsystems from the basic rules may be appended on.

There will be various creatures of the night the order will be tasked to face. Sometimes it requires gear that will affect insubstantial creatures. Other times, silver may be necessary. Be warned not to waste precious materials such as these as they can be hard to acquire.



Faiths –
The common faith of the land follows the teachings of the Sun lord. A being that teaches that mortal beings can transcend their bodies and follow him into the land of Dawn – a world where they will be at peace for all eternity. There are many books made by scribes from the past, with volumes named things such as “Reunification of the Black Obelisk”.

The book of the Divine Dead – follows the path of the witch mother. Her teachings deal with grief and loss and the bleakness of reality. It also has many teachings on the dead and the nature of the husk (the body) and the soul. It is said that parts of the teachings of the witch mother ended up causing the Jedah’s rise.

The Sphinx of the Black Quartz – one of the many southlander faiths. There are often enigmas surrounding the great tragedy of life and it is said the Sphinx grants power to those that can answer its questions.

The bearers of the elements – this is a faith that prays to beings that reside in the tomb of elements. In return, they are sometimes granted insight into various aspects of things. Sometimes a person is selected and granted power based on the element in which they prayed to.

The teachings of Jedah – otherwise known in this land as the Heretical bible of Jedah. Jedah was a dark knight of the land of Cargous and the first to become what is known as a Sorcerer king. It was he, his children- Abagail, Fabien, Tristian and possibly his most trusted –  that delved into the world of woe and founded a new faith. A ‘faith’ that teaches submission to void and wishes to bring the world of balance into oblivion. Those that served were to be granted high positions and those that proved especially useful were granted some measure of dark power. Some of this was foretold in the books of twilight by the sun lord himself as it warned that those may find power in the dark but those that do will challenge all forces of the light for dominance- even coming back from death for vengeance.

Dark Fantasy Setting idea for GURPS

I am in the process of writing a sword and sorcery style rpg setting. The general idea is – castlevania/swords and sorcery and soulsborne dark fantasy. Premise below:

Reunification of the Black obelisk verse 2 – a premonition from the sun lord mentions the return of the once deceased sorcerer kings as the wraith lords – Each holding a key to oblivion…


The general populace isn’t aware of our order. To them, we are but a myth. The general populace also isn’t aware a wraith lord had appeared once every 10 years at the start of the 200th year in the age…

Each time a lord appeared, our order stopped them and their allies but each time was at cost…

The auors of the lasting dawn have foreseen a wraith lord’s appearance this year… which is not fortuitous timing for us as our order has naught recovered in number since the last battles.

We still hold the other keys to oblivion but should we fall, there is nothing to stop the world from reaching its end…

My Exalted character – Red Eyes Blue Dreams

I am planning on making a character for an exalted campaign. My initial ideas are posted below:

 

Overview
Blue Dreams was born into a royal family of an Southern kingdom. Her father was a great ruler and even his enemies respected him well. When she was 14, her father passed away and her older brother, known as the dashing prince of pearls took the throne. He was a fair king but his father he was not. The enemies of the kingdom saw his weaknesses and exploited them to their gain. When their military was worn thin from different skirmishes, a large battle consumed their kingdom and their lands were annexed to another kingdom. The kingdom would effectively become a puppet state to the larger one, losing its independence.

 

When Blue Dreams was growing up, she was assigned a few vassals that were to protect her as well as be her confidants. One male and female were assigned to her. The male, known as Thoughts of Thunder and the female known as Precision of Light. Both are older than Blue Dreams, and have a lot of patience for her but all three are the greatest of friends. When her father passed away, her mother placed all royal responsibilities to her son and retreated back into cloistered life. Blue Dreams became extremely close to Thoughts of Thunder and Precision of Light during these times.

With all the pressure from royal ad-visors and talking over the throne, the prince of pearls and Blue Dreams drifted apart. She blames her brother for the fall of her kingdom. When the kingdom split apart, she fled with Thunder and Light and some others. Blue Dreams decided that from then on, she would to forge a new path many many miles away from her old life..

 

Blue Dream’s Hobbies
Shogi and games of strategy. She likes reading and theater as well. She hates flower arranging. Blue Dreams also enjoys martial arts, using forms to meditate and focus her mental energy at the same time.

 

 

Blue Dream’s relationships
Her Mother Quiet in the Calm was a high priestess in a minor religion in the area. She drilled into Blue Dream’s head ideas about keeping your emotions in check. She also was from a place that taught above all else, human sacrifice to the gods was a noble thing and martyrdom was the highest honor.

 

Her father, king Pious Knight had a goofy side to him. He would try his best to get her to laugh and try to break through to her heart. At an early age, both her parents found that she did not seem to have an interest in the kingdom’s religion oddly enough. He took her hunting and found she liked to learn about survival in the woods and other places. He also found that she was rather tough. Injuries that would cause a normal kid to cry she would laugh off and keep playing. As another way to try to get her to express herself he ordered her to learn martial arts. She excelled in softer defensive styles and took to the section staves particularly well. Blue Dreams was quite attached to her father and was devastated when he passed. His final words to her were to make many friends and fight for what you believe in with everything you are.

Prince of pearls- Blue Dreams and her brother are estranged. Their relationship was ok at first, however because of his station he never got to spend much time with her. Prince of pearls still loves his sister but his feelings are hurt because Blue Dreams blames all of the kingdom’s issues on him whether it is true or not… They both kept touch via carrier birds, but after Prince of Pearls lost the kingdom’s independence, Blue Dreams has not talked with him.

Nobel Knight- Blue Dream’s Uncle. Nobel Knight and her have a good relationship. He had moved to the North years after he left his military command and is living there currently. Blue Dreams wishes to gain his counsel, as well as refine her political skill in the region. Pious Knight and Nobel Knight are twin brothers. Nobel did not like Blue Dream’s mother much and did not visit after his brother passed away.

 

 

Her nickname would eventually become red eyes blue dreams because of her red eye’d ambition to one day create a kingdom self sufficient, powerful, unyielding and threatening to all that wish to take it away. She wont lose her home again.

D&D showcase 4

Teflon Reed- The boy wonder of wizardry

 

One thing I enjoy about building characters that would be echoed throughout other games and systems is 1 of two things- 1 I want to either challenge myself in a different role or 2 I wish to take something familiar and twist it to make it my own. Reed I think falls into the second camp. D&D 4.0 was the first d&d I was aware of that didn’t penalize you for playing a race non traditionally. In the past, the older games gave you stat bonus and penalties making it tough. Other older editions still completely restricted  some paths completely either by Level caps or by outlawing it.

Reed was my attempt at making a character without such restrictions in D&D. Here I thought of how interesting it would be to have someone as unassuming as a young halfling boy with a tremendous talent for the arcane.  Halflings are always about big things in small packages so this was my version of that.

 

Appearance/personality

In D&D 4.0, halflings tended to be taller and leaner than other editions.  Reed is somewhat tall for his age, being only 15 when the campaign started.  Reed has brown eyes and brown hair. He is smart and wise beyond his years- being a boy genius. This actually lead to some home life trouble and because of this, he had a penchant of lying about his age. Reed does not like to be touched and in the past used mage hand to slap people away that touch him.

When the game began, he was a trickster, causing all kinds of mischief. He would often give people he didn’t like a hard time or pull small pranks. In the later game, he tended to still speak his mind, but became more matured through hardships.  Though he still sometimes lies about his age.

 

Backstory

Reed was born in the shadowy city of Amn in the Forgotten Realms setting. Here, he was born to many brothers and sisters. His parents owned a shop where they expected the young to work and if they have the talent- enlist in the armed forces. Reed was never able to match the physical talent of his brothers like Lydan. He did however manifest the talent of magic. Something so natural yet so raw and primal. Such a force fascinated him. He practiced all he could away from the prying eyes of his parents. Eventually, he ran away and was taken in by a wizard family. This family enrolled him into the wizarding school they worked in. Here, Reed learned many many things, and excelled so much so that even some High elves needed his tutelage. Eventually he left because he felt he could learn more on the road… well that and his problem with personal space caused him to mage hand slap a girl who touched his forehead. Reed needed to lay low for awhile so he traveled far way, earning his keep with wagoners by lighting the roads or cooking until he reached the city of Loudwater…where our story began.

Reed would go on to face many many threats. Along with his comrades- Lia the Elvan ranger, D.Omega the Water Genazi Paladin and Loyal the Bugbear Ranger, they would face the lady of shadows, sniper gnomes, trials of Moradin the Dwarven God, neurotic gnome inventors, all the way to extra dimensional arms dealing empires. While the threats were always large, the four, whom would become known as the four arms, would always rise to the challenge.

 

Characteristics

Wizards in D&D are versatile and Reed is no exception to this rule. Outside of combat, Reed would master spells that allowed him to fall great distances, transform his appearance into that of others, protect him and his allies with a magic circle of power…all the way to travel of great distances – if those places are linked via magic circle.

 

On the field of battle, Reed is more of a team player. By himself, he had few ways to protect himself. Usually relying on short bursts of magic to get away from danger such as a spell that made him fleet of foot. Or later he would use dimension door to transport himself far away from threats. Reed was talented in conjuration – using a few powerful spells such as mordenkainen’s sword or summoning an invisible canine by his side. He would eventually develop a knack of opening dimensional energy, making it possible for him to move his friends and foes around, giving his friends advantageous positioning. He would also combine spells into fearsome combinations, such as summoning a cloud of poison, then making he and his allies near immune to poison, making his foes suffer.

His signature spell however is a spell that causes tiny shards of force to fly forward and embed themselves in his targets. They would also remain in the air, so that if the enemy is still in the area they get a smaller minor sting. This ability even saved his life once, when he was the last of the four arms involved in a fight against an undead dragon. His allies had all fallen, but dealing the beast grave wounds. It was just down to Reed vs this beast… and Reed was just a tick faster. Using the last of his arcane power, he showered the beast with all the power he had left…and the beast fell!

 

Misc

 

Reed is one of my most favorite characters that I have ever made. I placed a lot of myself into this character in one way or another. Before the games were put on indefinite hiatus, he had traveled to the magical world of Eberron, where the advanced technology made him want to stay in this plane of existence. Even though he was placed here by accident, he found a way to briefly counteract a magical sickness that was accidentally given to him during a previous encounter. Perhaps this new place in all its wonder would prove to be a land of salvation for him. Or would he be forced to go home and work for his parents?

Anima beyond fantasy character: Garnet the dark librarian

Garnet Sinclaire is a young writer from the beautiful city of Gabriel.  Physically, she is rather short, with long black hair. She has cool blue eyes that are framed with squared glasses. She dresses in a rather conservative style especially compared to her peers.

As a writer, she specializes in writing dark fiction novels and but has just began her career. She is a well learned scholar and has a talent in the arcane arts of magic (something she keeps well hidden to herself). In fact, using both her literary and arcane talents, she has begun developing magic that utilizes the very words she writes.

 

Character notes-

As I mentioned before, when I create characters I like to look over the books and then find an option I would like to see in play. Then make my character concept around that. This time, the sub paths of magic sounded interesting and I found writing magic to be compelling.

 

Stats

I used point buy for stats.

I gave her average strength, constitution. A little above average Dex, perception and agility. Her Power I made quite high at 8. I gave her maximum intelligence and near max willpower.

 

Creation points

The Gift- she is a wizard so this is a must.

Aptitude in a subject- art – she is a gifted, up and coming writer.

Natural knowledge of a path- Darkness- magic is a reflection of the self and the soul. Garnet is an introvert and a pessimistic person by nature and her gift reflects this.

Magical Diction- she is a …wizard when it comes to spell books.

Elemental compatibility- darkness. She is a natural at darkness spells as and this reinforces it.

 

Severe pollen allergy- she just cannot do well at all around wild flowers and pollen.

Near sighted- she doesn’t have the best eye sight so has prescription glasses.

Slow reflexes- As a bookish sort, she tends to analyze a situation. Sometimes she thinks a bit too long before acting.

 

Secondary abilities-these are the abilities she is trained in

Art Literature- this is her primary skill as it is what she does by trade.

Occult -another big one for her since she writes about it a lot.

Notice

Search

History

M. Appraisal

Memorize

Persuasion

Style

Hide

Stealth

 

Modules

I didn’t spend much here but I thought she should be able to fight with a knife so I chose that as her free weapon.

 

Magic

Magic projection – of course.

Zeon – I made sure to give her a decent amount but I didn’t go crazy.

MA – I gave her some good regeneration. Combined with her compatibility with darkness, she should be able to gather and regain pretty well.

 

Notes- originally I wanted to focus on water magic but I noticed a lot of overlap between water and literature as far as defensive options are concerned.  I liked what was reading about the darkness sphere and it was one of the few left that I could take after taking literature so I went with it.  I like the way she turned out as she is probably more the type to run from a conflict rather than fight, however I think she could hold her own if the need arised.

Anima beyond fantasy character: Graham of the black eyes

I had challenged the reddit group forAnima beyond fantasy to create characters. I created one as well and will be posting that character as well as any new ideas I get in both places.

Here is my first character ( as seen here)

I decided to try my hand at someone with good visual skills. Normally when I make characters, I save the most important part of creation for last- fleshing out the actual person. For me, I like to look at the various options a setting provides then build my story around them. Because of this, I don’t have all of my details yet… but I did complete the character creation part of this.

For this process, I looked at Dominous and found the bloodline rules interesting. I decided to select the Eyes of Death Bloodline. So I have a character that was ‘Blessed’ with the ability to perceive the very mortal coil and can see how his actions affect it. I see Graham to be the sort of person that is struggling with the decision to fight because he knows far more than most just how precious the gift of life can be, yet he cant be a pacifist because many others could suffer if here were not to take action.

For stats I used the point buy method. I ended up with average Con, Wil and Power. His strength is a little above average at a 6. His intellect is at 7, so he is quite bright. He is quite gifted at both dex and Agi and his perception is almost unmatched at a 10.

For the Class I chose Ranger.

Now for creation points/advantages-

Eyes of death bloodline as mentioned before.

To keep with the theme of being a very observant person, I also took acute senses for my last free creation point.

Quick reflexes 1- Graham is actually quite swift.

Martial mastery 2- Graham’s is a natural at manipulating his KI in order to extend his abilities.

Disadvantages-

Bad luck. In general, Graham is just unlucky. One could say this steamed from his birth since he was born with the sight of death.

Insufferable- Graham can be a bit of a pessimist since he is constantly able to see the forces that connect life to the mortal coil. Many find his observations to be extremely uncomfortable and due to this I granted this advantage.

Phobia Undead- What makes the undead more of an abomination to someone like Graham is its blatant affront to the natural order and its manipulation of life’s precious forces.

Secondary abilities- As you can see, many of these focus on himself or the natural world. He is not the best people person and the disadvantage reinforces this. Graham is skilled in the following:

Athleticism

Notice

Search

Track

Animals

Herbal Lore

Medicine

Trap lore.

Ki- I plan on extending this to Presence and Aura extension later. For now, Graham has learned the following abilities:

Use of Ki

Ki control

Ki Detection

Erudition

Modules- I don’t recall if these come from the primary or secondary development points. These three end up costing a fortune however I think a good archer should have them. I may drop Hunt and take different class in order to take Bow plus short sword as that’s what I am really most interested in the Hunt module for a good point savings. He has the following Modules:

Hunt Module

Multi target

Additional attack

Thoughts on the past- Of course this revelation – to fight for others didn’t come over night. As a boy, Graham found himself orphaned at an early age. It was a place where the staff did as much as they possibly could with what little funding they had. Graham was one of three children there that were born with special gifts. Over time, the other two children vanished. One ran away and another was picked up by a member of the Church. Graham feared what would happen if they came from him and so he also ran away. He ran as far and as fast as he could into the night. He travelled this way, day and night until he eventually collapsed in a forest. It was here that he met Bannon, an old hunter whom took him in and taught him his ways. Bannon never judged him and took good care of Graham. Graham lived there for about 10 years, and would have stayed longer, however Graham’s talents once again started causing him problems. Bannon was already an older man when he took him in and each day, Graham began seeing the one man in his life’s life force drain bit by bit. Its one thing when you visit your parents after a long time and notice them aging. Its another when you can actually see their link to the mortal coil weaken daily. So Graham left, not wanting to see the day in which his cared one’s life link dissipate entirely. He also decided that he would find a way to use his talents to help those in need and if there are anyone else that were born with such a curse.