At last, Dun benefits from the new Space Knight template. In some ways, he looks more like his first iteratation template than the other two iterations. He's dropped all of his security elements, regained his psychic danger sense (and added Visions (Dreams)). I've given him his Lost Alexian Force Sword, meaning he currently wields the coolest force sword in the game thus far. We also know the name of his Space Princess: Novina. And for his power-package, I've given him martial arts, and chosen to expand more fully into the Defensive Form, making him a master of the buckler.
I've immediately noticed a problem: To precognitively parry and block, you need two separate skills. That's unfortunate. So, I've replaced it with a Precognitive Defense, which seems plenty to me. He can now precognitively block, parry, and bounce shots back at his opponents.
The net result is a definite boost in the already highly competent Dun. He enjoys defenses in the range of 16, 100 points of DR and Danger Sense, as well as a really awesome sword. He's definitely a space knight. Compared to Vesper or Rafari, he lacks a real understanding of what he's doing. He has only minimal meditation and philosophy skills and largely untapped Psionic potential, and no training in Communion. This is likely going to be true of most starting space knights, as a space knight has enormous possibilities for growth (which is why their templates don't get Experienced power-ups), so a "master" space knight is probably closer to 500 points in value.
Showing posts with label Dun Beltain. Show all posts
Showing posts with label Dun Beltain. Show all posts
Thursday, November 24, 2016
Monday, May 2, 2016
Dun Beltain 3.0
Let's see what the updated template looks like on Dun, and what a fully worked out loadout might look like.
Dun Beltain: Space Knight, Humble Origins, 250 points
Armored by John Gwolf |
Attributes
ST 11 [10]
DX 13 [60]
IQ 12 [40]
HT 12 [20]
DX 13 [60]
IQ 12 [40]
HT 12 [20]
Secondary Characteristics
Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 13 [5]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]
Advantages
Body Guard 2 [10]
Bug Sweeper [1]
Charisma +1 [5]
Combat Reflexes [15]
Contact Group (Machinist Guild of Grist, Skill 15, 9 or less, somewhat reliable) [10]
Hard to Kill +1 [2]
Law Enforcement Powers (Space Knight) [15]
Luck [15]
Reputation +1 (Homeworld Hero, Grist only 1/3) [2]
Security Rank 0 [0]
Shield Wall Training [1]
Weapon Bond (Hand-craft Force Sword) [1]
Weapon Master (Force Sword) [20]
Bug Sweeper [1]
Charisma +1 [5]
Combat Reflexes [15]
Contact Group (Machinist Guild of Grist, Skill 15, 9 or less, somewhat reliable) [10]
Hard to Kill +1 [2]
Law Enforcement Powers (Space Knight) [15]
Luck [15]
Reputation +1 (Homeworld Hero, Grist only 1/3) [2]
Security Rank 0 [0]
Shield Wall Training [1]
Weapon Bond (Hand-craft Force Sword) [1]
Weapon Master (Force Sword) [20]
Disadvantages
Duty (Space Knight
Order, 15 or less, Extremely Hazardous) [-20]
Honesty (12 or less)
[-10]
Pacifism (Cannot
Harm Innocents) [-10]
Secret (Romantic
affair with Space Princess) [-5]
Sense of Duty (Team)
[-5]
Skills 55
Area Knowledge (the Junk World of Grist) (E) IQ+1 [2]-13
Beam Weapons (Pistol) DX+1 [2]-14
Brawling DX+2 [4]-15
Computer Operation IQ [1]-11
Electronics Operation (Surveillance) (A) IQ+2* [2]-14
Engineering (Civil) (H) IQ-1 [2]-11
Fast-Draw (Force Sword) DX+1* [1]-14
First Aid (E) IQ+1 [2]-13
Force Sword DX+3 [16]-17
Intelligence Analysis IQ+3* [8]-15
Law (Galactic) (H) IQ [4]-12
Leadership (A) IQ+1* [2]-13
Mechanic (Starship) (A) IQ [2]-12
Observation (A) Per+3* [4]-15
Pilot (Starship) DX [2]-13
Savoir-Faire (E) IQ+2 [4]-14
Scrounging (E) Per+1 [2]-14
Shield (Force) DX+2 [4]-15
Stealth DX [2]-13
Tactics IQ+1* [2]-13
Vacc Suit DX [2]-13
Wrestling DX+1 [4]-14
Beam Weapons (Pistol) DX+1 [2]-14
Brawling DX+2 [4]-15
Computer Operation IQ [1]-11
Electronics Operation (Surveillance) (A) IQ+2* [2]-14
Engineering (Civil) (H) IQ-1 [2]-11
Fast-Draw (Force Sword) DX+1* [1]-14
First Aid (E) IQ+1 [2]-13
Force Sword DX+3 [16]-17
Intelligence Analysis IQ+3* [8]-15
Law (Galactic) (H) IQ [4]-12
Leadership (A) IQ+1* [2]-13
Mechanic (Starship) (A) IQ [2]-12
Observation (A) Per+3* [4]-15
Pilot (Starship) DX [2]-13
Savoir-Faire (E) IQ+2 [4]-14
Scrounging (E) Per+1 [2]-14
Shield (Force) DX+2 [4]-15
Stealth DX [2]-13
Tactics IQ+1* [2]-13
Vacc Suit DX [2]-13
Wrestling DX+1 [4]-14
Gear:
Utility Belt: $50. 0.5 lbs
Data Reader: $20, 0.1 lb
Bug Detector: $200, 0.1 lb
Cuff-tape: $10, 0.5 lbs
First Aid Kit: +1 First Aid, $50, 2 lbs
Wrist Communicator: $200, 0.05 lbs
Ordinary Clothing, $500, 2 lbs.
Spare archaic power cells (C cell and B cell): $65, 0.55 lbs
Blaster Pistol: 3d(5) Acc 5, RoF 3, Bulk -2, rcl 1; $2200, 1.6 lbs
Data Reader: $20, 0.1 lb
Bug Detector: $200, 0.1 lb
Cuff-tape: $10, 0.5 lbs
First Aid Kit: +1 First Aid, $50, 2 lbs
Wrist Communicator: $200, 0.05 lbs
Ordinary Clothing, $500, 2 lbs.
Spare archaic power cells (C cell and B cell): $65, 0.55 lbs
Blaster Pistol: 3d(5) Acc 5, RoF 3, Bulk -2, rcl 1; $2200, 1.6 lbs
Combat Hardsuit, Heavy: DR 100/60; $10,000, 30 lbs
Combat Helmet, Heavy: DR 60/40; $3,000, 7 lbs
Force Sword: 8d+16(5), Reach:1, 2; $9,000, 2 lbs
- Archaic Power Cells cost 5x as much as normal power cells to acquire (-10%)
- Archaic Power Cells cost 5x as much as normal power cells to acquire (-10%)
Notes:
Light Encumbrance (46.9 lbs out of 48)
Dodge: 9 (12), Parry (Force Sword) 12 (15), Block (Force Buckler) 11 (14).
This Dun is forced to sacrifice his Danger Sense because the more tightly focused template lacks the points for both it and his greater excellence with weaponry (But the Body Guard talent optionally includes a sort of Danger Sense). He's now superior (+1 level) in both Force Sword and Force Buckler, and due to the circumstances last playtest, his talent also focuses him more intently on Surveillance, observation and tactics. I've taken the room with the extra points granted to give him a few nice perks, and to give him the homeworld reputation I had wanted to give him since Iteration 2. His background skills also better reflect growing up on a scavenger world.
Dun joins Tobin and Leylana as heroes of the Alliance, and they share a total budget "for this mission" of $150k. Dun only needs about $26,000 and spends only that. His force sword and force buckler are relics of a bygone era, acquired from his youth on Grist, in the graveyard of some ancient ship. Perhaps they are even keys to a greater mystery? Regardless, he has chosen to give them the scavenger disadvantages of Restricted Diet (Exotic Fuel), in this case archaic power cells. He can use normal power cells, but they might damage the delicate equipment.
He also joins them for a total budget of 60 million on ships, but would rather join in for a corvette, and so waives access to a ship for himself.
Dun joins Tobin and Leylana as heroes of the Alliance, and they share a total budget "for this mission" of $150k. Dun only needs about $26,000 and spends only that. His force sword and force buckler are relics of a bygone era, acquired from his youth on Grist, in the graveyard of some ancient ship. Perhaps they are even keys to a greater mystery? Regardless, he has chosen to give them the scavenger disadvantages of Restricted Diet (Exotic Fuel), in this case archaic power cells. He can use normal power cells, but they might damage the delicate equipment.
He also joins them for a total budget of 60 million on ships, but would rather join in for a corvette, and so waives access to a ship for himself.
Monday, February 22, 2016
Psi Wars: Dun Beltain 2.0
Let's see what Dun Beltain looks like compared to his first incarnation.
Attributes
Dun Beltain: Space Knight, Humble Origins, 250 points
![]() |
Armored by John Gwolf |
ST 11 [10]
DX 13 [60]
IQ 13 [60]
HT 12 [20]
DX 13 [60]
IQ 13 [60]
HT 12 [20]
Secondary Characteristics
Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]
Advantages
Charisma +1 [5]
Combat Reflexes
[15]
Contact Group
(Machinist Guild of Grist, Skill 15, 9 or less, somewhat reliable)
[10]
Danger Sense [15]
Legal Enforcement
Powers (Space Knight) [15]
Luck [15]
Security Rank 1 [5]
Weapon Master (Force
Sword) [20]
Disadvantages
Duty (Space Knight
Order, 15 or less, Extremely Hazardous) [-20]
Honesty (12 or less)
[-10]
Pacifism (Cannot
Harm Innocents) [-10]
Secret (Romantic
affair with Space Princess) [-5]
Sense of Duty (Team)
[-5]
Skills 55
Area Knowledge (The
Junkworld of Grist) IQ+1 [2]-14
Beam Weapons
(Pistol) DX+1 [2]-14
Brawling DX+2
[4]-15
Computer Operation
IQ [1]-11
Fast-Draw (Force
Sword) DX+1* [1]-14
First Aid IQ+1
[2]-14
Force Sword DX+3
[12]-16
Intelligence
Analysis IQ [4]-13
Law (Galactic) IQ-1
[2]-12
Leadership IQ+1*
[2]-14
Mechanic
(Starship) IQ-1 [1]-12
Observation Per+1
[4]-14
Pilot
(Contragravity) DX [2]-13
Savoir-Faire IQ+1
[2]-14
Scrounging (E) Per+1
[2]-14
Shield (Buckler)
DX+1 [2]-14
Stealth DX [2]-12
Tactics IQ-1 [2]-12
Vacc Suit DX [2]-12
Wrestling DX+1
[4]-14
Gear:
Blaster Pistol: 3d(5) Acc 5, RoF 3, Bulk -2, rcl 1; $2200, 1.6 lbs
Combat Hardsuit: DR 100/60; $10,000, 30 lbs
Combat Infantry Helmet: DR 36/25; $2,000, 5 lbs
Force Sword: 8d+16(5), Reach:1, 2; $10,000, 2 lbs
Force Buckler: +3 PD, DR 100, $1,500, 0.5 lbs
Force Buckler: +3 PD, DR 100, $1,500, 0.5 lbs
Notes:
Light Encumbrance
Dodge: 9 (12), Parry (Force Sword) 12 (15), Block (Force Buckler) 11 (14).
This Dun is far, far more dynamic than the previous Dun. Already knowing I would lack precognitive parry in this incarnation, I have elected to keep the combat hardsuit and added a force buckler (it's not very Star Wars, but it might fit our setting. We'll see how we feel about it after the playtest). Space Knights can focus on a variety of things, but I have elected to pull him away from security and push him more towards combat and leadership. I see Dun as heroic, a voice of morality in the somewhat morally grey party he belongs to.
Dun retains his Danger Sense (though it's no longer psionic in nature), and has added modest standing in his Space Knight organization. His disadvantages remain largely the same, though I needed to fill out the rest of his points. I chose to deepen his honor by giving him a greater commitment to his allies and then, running out of ideas, I've given him a secret romance with a princess (how embarrassing!)
Finally, I've chosen the Humble Origins lens. I see Dun as a man of the people who has risen to the rank of Space Knight. That makes him popular among his own people. Naturally, humble origins ties you deeply to your planet, so it needs a name: I have chosen to call it "Grist," and I imagine it to be a world covered in the debris and ruins of war and industry. The hardy people there make a living by salvaging or fixing up ships. Dun has some experience with this, but he mostly has friends who can help him if he needs it.
Dun retains his Danger Sense (though it's no longer psionic in nature), and has added modest standing in his Space Knight organization. His disadvantages remain largely the same, though I needed to fill out the rest of his points. I chose to deepen his honor by giving him a greater commitment to his allies and then, running out of ideas, I've given him a secret romance with a princess (how embarrassing!)
Finally, I've chosen the Humble Origins lens. I see Dun as a man of the people who has risen to the rank of Space Knight. That makes him popular among his own people. Naturally, humble origins ties you deeply to your planet, so it needs a name: I have chosen to call it "Grist," and I imagine it to be a world covered in the debris and ruins of war and industry. The hardy people there make a living by salvaging or fixing up ships. Dun has some experience with this, but he mostly has friends who can help him if he needs it.
Monday, January 18, 2016
Psi Wars: Sir Dun Beltain 1.0
For starters, we'll need a Space Knight, because Psi-Wars is nothing without a Space Knight. Our standard rules for Space Knights will be the 150 point Space Knight template from GURPS Space, paired with 50 points worth of cinematic traits and psionic abilities.
Sir Dun Beltain
Armored by John Gwolf |
Attributes
ST 11 [10]
DX 13 [60]
IQ 12 [40]
HT 11 [10]
Secondary Characteristics
Dmg 1d-1/1d+1; BL 24 lbs; HP 12 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0]; Basic Speed 6 [0]; Basic Move 6 [0]
Advantages
Social Regard (Respected) 2 [10]
Trained by a Master [30]
Combat Reflexes [15]
Luck [15]
ESP Talent +1 [5]
Danger Sense (ESP -10%) [14]
Disadvantages
Duty (To the Knightly Order, Extremely Hazardous, 15 or less) [-20]
Honesty (15 or less) [-5]
Pacifism (Cannot Harm Innocents) [-10]
Skills
Force Sword DX+1 [4]-14
Judo DX [4]-14
Pilot (Starship) DX-1 [1]-12
Beam Weapons (Pistol) DX+1 [2]-14
Electronics Operation (Comms) IQ [2]-12
Law (Galactic) (H) IQ [4]-12
Navigation (Hyperspace) IQ [2]-12
Leadership IQ [2]-12
Savoir-Faire (Dojo) IQ [1]-12
Stealth DX [2]-13
Computer Operation (E) IQ [1]-12
First Aid (E) IQ [1]-12
Gear:
Blaster Pistol: 3d(5) Acc 5, RoF 3, Bulk -2, rcl 1; $2200, 1.6 lbs
Combat Hardsuit: DR 100/60; $10,000, 30 lbs
Combat Infantry Helmet: DR 36/25; $2,000, 5 lbs
Force Sword: 8d(5), Reach:1, 2; $10,000, 2 lbs
Notes:
Light Encumbrance
Dodge: 9, Parry (Force Sword) 11, Parry (Judo) 10.
Dun is a rather typical knight. He stands for good and honor and justice, blah blah. He's pretty competent in combat, though he lacks the typical high-flying martial arts Star Wars fans would expect of a Jedi. I've given him a hardsuit to compensate for that, and to make him a little more "knightly." He's also really short on psionic powers. I found the template rather restrictive, with few options, and some of the requirements were odd. Why would all space knights know how to Navigate? Why would they all have Stealth? Why would they need to have a single (one, no more, no less) Electronics Operation skill? Also, Battlesuits are an option. That's... a fascinating idea, but not one particularly well-suited to force sword wielders, as strength is irrelevant for them. Finally, I took the option for Trained by a Master, but the template includes no options to really exploit it: No Flying Leap, no Power Blow, no Mental Strength or Body Control.
We'll see in the playtest how well he works, but this already suggests to me that the standard templates, while "alright," could certainly stand to be better, especially for a space knight.
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