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Generic Adventuring Template

Started by Humabout, March 01, 2012, 05:16:38 PM

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Humabout

It strikes me that all adventurers have certain things in common - they all have a way to kill things and a set other skills that lets them accomplish specialized tasks.  The manner in which they fight may differ from one to another, as do their various specialties (some actually specialize in fighting, others at other adventuring tasks).  So what I'd like to do is hash out a template, in generic form, for an adventurer.

I think the initial structure should include an overall minimal Adventurer package that includes basic skills, traits, and attributes; a combat style of some sort that would include a dash of further specialization; and optional specialties that would cover tasks like social engineering, investigation, intrusion, healing, etc.

I'm intersted in a few things:
  • What's your take on this idea?
  • What generalized non-combat tasks do adventurers regularly partake in?
  • What sort of martial arts do you think players would be interested in?
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Xeviat

In not sure where to begin. What is the purpose of said template? Is a template for describing a character, or a template for presenting statistics? Is it story oriented, or game oriented?

As for your other questions, adventurers regularly participate in 4 things, in my opinion: exploration (involving physical and sensory skills), investigation (involving sensory and knowledge skills), problem solving (traditional thief things, like dealing with traps, or stealing a key), and social interaction (involving knowledge, sensory, and social skills). It's annoying that so much seems to be handled solely by the thief, but looking at it this way helps make designers aware that everyone should be good at something (fighters having superior physical stats can be useful at exploration, and one could even stretch and say many should have something to do in socials, be it the diplomacy of a noble knight or the intimidation of a grizzled veteran).

Martial arts, though seem like they'd depend far more on the setting in question. I find it to be a tragedy, though, that popular media has exemplified the fighting styles of the east (everyone knows the names of Karate and Kung-Fu, if not others), while forgetting the different styles that must have been present in the east. Eastern techniques are considered art forms, even their swordsmanship, while the west is ignored. I'm a poor historian, though, so I can't make any comments on what styles existed in the west, only to say that I'd make sure my western inspired setting had styles (and in fact, I have 5 styles practiced by the knighthood).
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Humabout

I want to eventually work up an adventurer template for gurps and I think I have a way that'll keep it nice and generic.  I'm just gathering ideas before really mashing it out.

That is a nice breakdown:  Exploration, Investigation, Problem Solving, Social Interaction.  I might generalize Exploration to Getting Places, since Exploration would entail all of the necessary survival skills to move around outside of civilization.  I could then include things like a rogue's crazy parkour tricks and other intrusion methods as part of "Getting Places."  Investigation and Social Interaction would technically both be Social Engineering, although I'm not sure where to stick things like forgery and thieving.  Anyway, based on this, I see the following:

[spoiler=Getting Places]
<Terrain/Environment Type> Survival
Breaking and Entering
Parkour
[/spoiler]
[spoiler=Social Engineering]
Investigation
Con Artist
Impersonation
[/spoiler]
[spoiler=Trickery & Skullduggery]
Thievery
Kidnapping
Forgery
Booby Traps
[/spoiler]
[spoiler=misc.]
Having Obscure Knowledge
Medical Aid
[/spoiler]

I have a preliminary list of RL western martial arts that range from Armatura Equistris (preacticed through early medieval times) to a variety of sword styles (from fencing styles to standard sword-and-board to Longsword Fighting of the famed dopplegangers), and such.  I'm just don't want to miss anything that's typically suitable to a fantasy setting that isn't readily apparent (or that I might otherwise randomly miss).  I'd also wonder if I should bother to include any Eastern martial arts or not.  They (and the Monk) always seemed out of place in DnD to me.
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Humabout

Here's some stuff I've come up with so far.  The first wall-o-text are descriptions of various competancies a fantasy hero might wish to employ at some point.  They represt a fairly high degree of focus and can form interesting combinations that would tailor a PC to his niche within a team fo adventurers.  I see a typical PC choosing up to three of these, although it's possible to take four or five, if the player forgoes more detailed customization.  The second list is merely a listing of various martial arts present in a typical European fantasy setting (as far as I can come think of); it does not include any asian, arabic, persian, african, or american martial arts.  A typical PC should take at least one of these and possibly more than one.

[spoiler=Competencies]
Warning:  About 95% of this is from a handout Sean Punch used for one of his games.  He posted it on the SJG forums and I've been using as a guide for this project.  Which bits are mine is pretty unclear at the moment, so I'd rather just give him all of the credit.  If all of this mess works out, I'm hoping to eventually rewrite the descriptions and better tailor the mechanical contents of each until it is my own.

ARMOURY
You're skilled at the maintenance, manufacture, and repair of man-portable weapons and their accessories. You don't design guns, but you're adept at finding standing gear at the best prices and customizing it . . .

BODYGUARD
You're skilled at guarding individuals.  You might have been a body guard or a mob soldier, but whatever your store, you're good at recognizing threats before they hit and covering your man – and if necessary, you're ready to sacrifice yourself.

BOOBY TRAPS
You're a master at setting, concealing, spotting, and disarming all kinds of nasty surprises:  tripwires, pitfalls, crossbow traps, etc.  You have a disturbing ability to turn just about anything you find into a deadly trap.

CLIMBING
You're an expert at overcoming vertical obstacles – rock faces, mountains, tall walls, buildings, etc. – using ropes, grapnels, and more-specialized equipment.  You have a strong grip and the sure-footedness of a mountain goat.

DECEPTION
You're a con artist, scammer, swindler, or spy.  You know how to work people to learn secrets, enter private functions, and get close enough to rob, kidnap, or assassinate.  This specialty isn't for the squeamish – it often involves drug use and sex, not always on your terms.  It goes well with Impersonation, and is risky enough that serious experts often take it twice.

DESERT WARFARE
You're a desert rat, use to blistering heat, sparse water supplies, and shifting sands.  You might focus more on this than on the "warfare" part – e.g., you're an expert survivalist – but you are still aware of the operational requirements of the desert.

DUNGEONEERING
You've spent a great deal of time exploring forgotten ruins, underground caverns, and other perilous dungeons rife with pitfalls and traps.  In doing so, you have acquired a skillset invaluable to those working in such conditions as part of a team.

ESCAPE & EVASION
You're exceptionally good at escaping bonds and cells, eluding pursuit on foot, and reaching home base in one piece.  This might be due to specialized training of the sort available to commandos and spies (normally in conjunction with Resistance and/or Survival) . . . or be something you learned the hard way after doing a little time.

FIELD MEDICINE
You've received medical training geared toward healing in the field.  You aren't a physician, but you do know how to work quickly to save live in the field.  Given that wounds are often deadly and that adventurers can't always be taken to a proper healer, this specialty is absolutely crucial on any team.

FIXER
Your specialty is obtaining gear – any place, any time, any way you can.  You might be a con artist or have a lot of collections in the black market.  Either way, you're a master at smuggling and shady deals, and aren't bad at good old-fashion scrounging.  Given that adventurers must sometimes acquire strange and exotic gear, this makes you an exceptionally valuable team member.

FOREST WARFARE
You're comfortable operating in temperate and subtropical woodlands.  You aren't disoriented by the darkness and short lines of sight there; rather, you turn these things to your advantage.  The degree to which this is "warfare" is up to you, but this specialty assumes that you have at least modest training at such military tasks as camouflaging your position and efficiently using load-bearing gear.

HEALER
You are a skilled healer capable of diagnosing and curing diseases, setting bones, performing the most complex surgeries of the times, and concocting remedies and medicines.  This takes time and a proper setting, however; it is not appropriate for fieldwork - see Field Medicine for that.

HUNTING
You are an expert at finding a quarry, tracking it, and then killing it.  Your prey may be tonight's dinner, an enemy sentinel, or a horrific monster, and you may use weapons (be sure to choose an appropriate Martial Specialty) or traps, but regardless, once you are on the trail, only death can result.  This is often coupled with Survival and/or one of Desert Warfare, Forest Warfare, Jungle Warfare, Mountain Warfare, or Winter Warfare.

IMPERSONATION
You're the great pretender.  You're adept at passing yourself off as someone you're not – more often a constructed alter-ego than a specific target, although you've done that, too.  Your tools are practiced accents, cultural mannerisms, lies, and even disguises (wigs, attire, etc.).

INFANTRY TRAINING
You've undergone basic training for the military.  This teaches lots of violence – punching things, hacking things, stabbing things, crossbowing things, etc.  Mostly, though, you know how to pack and carry gear, march all day, eat lousy food, and still have the discipline and stamina to do it again tomorrow.  To beef up specific combat skills, look at the various Martial Arts Specialties.

INTELLIGENCE
You've been taught how to identify valuable information, grab what you can (especially maps, tomes, and papers), and memorize what you can't.  You also know how to analyze this stuff – preferably after you're out of harm's way.  Note that an adventuring party can often get by without any intelligence experts and few ever have more than one.

INTERROGATION
You're a hard-core interrogator, probably schooled in somebody's secret police or army.  This isn't merely interviewing people in a locked room – that's Investigation.  This is about breaking people:  bags over the head, drugs, beatings, and other nefarious devices.  The methods aren't nice.  If you're not a scary, detached bastard, this specialty isn't for you.

INTRUSION
You have in-depth experience at defeating locks and kicking in doors.  A full-on thief will probably want Climbing and Parkour – and of course Theft – as well, but many adventurers are extremely gifted at just the basic "getting in" part.

INVESTIGATION
You spent time as a guardsman, detective, or other crime-solver.  As it happens, these skills are highly applicable to general investigation, which is incredibly important when preparing for the dangers of a dungeon.  This specialty includes basic interrogation techniques.  Interrogation is only fitting if you worked for somebody's secret police or Inquisition.

JUNGLE WARFARE
You're a trained jungle warrior, used to heat, humidity, mosquitoes, and near-zero visibility.  Specifically, you've been trained to carry a pack and, need be, fight in such conditions.  To this end, you're handy with camouflage and a machete, and know how to make your signals sound like jungle noises.

KIDNAPPING
This is the skill of stalking and grabbing an unsuspecting victim.  It's about lurking in the crowd as you trail your quarry . . . and then rapidly overpowering him for long enough that allies can get him out of sight.  This specialty assumes brutal methods:  saps, brass knuckles, wrestling, etc.  If you seduce or trick victims, you'll find Deception a better match.

LANGUAGES
Every adventuring party encounters ancient scrolls, musty tomes, or other strange and foreign inscriptions.  While they can probably get by without an interpreter, they would be passing up vital clues everywhere they go, and none of this even scratches on the difficulties such a party might have when far from home.  You're multilingual in the extreme and have a trained ear and eye for languages you don't know.

LEADERSHIP
You were a leader of men in somebody's military – or perhaps you led an town guard or secret organization.  Whatever the case, you're a forceful personality with a natural grasp of what motivates men.

MOUNTAIN WARFARE
You're accustomed to lugging your gear and weapons over hilly and mountainous terrain.  Things like uneven ground, harsh weather, and deadly drops don't faze you.  This specialty often accompanies Climbing and/or Winter Warfare, but such experience is far from universal.

MYSTIC LORE
You are learned in the mysterious and occult.  Whether you were tutored by supernatural beings or spent your youth pouring over musty tomes of forgotten lore, you are knowledgeable in subjects of which most people have never heard.

PARKOUR
You're adept at athletic tactical movement on foot.  This art is intended for survival in urban settings and is most likely if you're a street criminal.  However, it is believable for anyone who uses acrobatics and agility to maneuver through difficult and exceedingly uneven terrain.  Combine it with Climbing and there will be very few places you can't reach!

PHYSICAL TRAINING
Guardsman, yeoman, soldier, mercenary, bandit, or thief, there are times when fancy technical skills and tactics aren't half as good as being big, strong, and healthy.  This is you.  You spent – and still spend – lots of time exercising.  Selecting this specialty once means you're above average, even for an adventurer.  Taking it twice puts you well on the road to bench pressing barbarians for fun.

PROPAGANDA
You have a gift for convincing people – usually crowds but sometimes those merely hearing the news secondhand – to see things your way.  Most parties can get by without someone with your talents, but a silver-tongued mouthpiece can keep a mob from reaching for their torches and pitchforks.  To be effective the world over, get Languages, too.

RECON
You're skilled at military scouting:  lurking in camouflage for days, peering through an eyeglass until your eyes bleed, and bugging out when somebody finally suspects that you're there and turns the archers on your position.  This usually accompanies Infantry Training, Survival, and one of Desert Warfare, Forest Warfare, Jungle Warfare, Mountain Warfare, or Winter Warfare.

RESISTANCE
You are surprisingly adept at resisting interrogation and torture – or maybe you've been the victim so often that you've learned to anticipate all the tricks.  Regardless, you're adept at resisting what the Interrogation specialty aims to do to a person.

SABOTAGE
You're an expert at destroying complex machinery in subtle, mechanical ways.  Your familiarity with machines makes you a fair repairman, but you focus on breaking things – often in ways that will endanger the machine's user.

SAGACIOUS LORE
You are generally wise and worldly.  You possess some secret knowledge, but mostly you are just well-learned and use your head.  This knowledge may have come from intense studies, the tutelage of a mysterious old man, traveling the world, or some such.  Regardless, when the party needs incite, you're the one they ask.

SEAMAN
You've spent a great deal of time aboard small-watercraft – anything from fishing boats to military raiding vessels.  You're at home on the deck of a rocking ship or waist-deep in water, and know your way around small craft.

SECURITY
You're trained at static and patrol security; that is guarding gates, borders, and similar chokepoints.  Your tools include a well-trained eye and dogs ¬ especially dogs.

SPELLCRAFT
You are a dabbler in magic and can perform rituals with a relative degree of success, given sufficient time and appropriate space and materials.  While not possessing any sort of magical combat capability, you can do quite well with the tools at your disposal - given a little creativity and planning.

SURVEILLANCE
You're talented at staking out or shadowing targets up close – often on foot, usually in town.  As far as your mark knows, you're just the guy having a pint at the next table.

SURVIVAL
You have general survival training of the sort common among hunters, barbarians, and others who live in the wilderness.  It's about self-sufficiency sans equipment:  navigating by the sun, eating fat grubs, etc.

THEFT
You have a background in petty crime:  pickpocketing, shoplifting, and related criminality.  This might be because you are – or at least were – a crook, but not necessarily.  Adventurers often use exactly the same skills to grab scrolls, signet rings, and other important items, while those poorly funded often have little choice but to steal what they need.

WINTER WARFARE
You're skilled at operating in icy environments:  frozen plains, the Arctic, snow-capped mountaintops, etc.  This is military training, but doesn't in itself offer combat skills.  To be a hard-hitting winter warrior, you'll want Infantry Training and similar violent specialties.
[/spoiler]
[spoiler=Martial Arts]
Those marked with * are homebrewed completely.  Those martial arts not taken directly from GURPS Martial Arts generally retained their original names; where this isn't the case, the original name is listed parathetically.

Axe-and-Shield Fighting*
Combat Horsemanship (Bojutsu)
Combat Wrestling
Dagger Fighting
Flail-and-Shield Fighting*
Foot Archery
Knightly Mounted Combat (High Medieval Knightly Mounted Combat)
Light Cavalry Combat (Early Medieval Knightly Mounted Combat)
Longsword Fighting
Mounted Combat (Armatura Equestrius)
Polearm Fighting*
Quarterstaff
Rapier Fencing (La Verdadera Destreza)
Rapier-and-Dagger Fencing (Italian School)
Shortsword Fighting
Smallsword Fencing (French Smallsword)
Spear Fighting (Viking Spear Fighting)
Street Fighting* (not a martial art so much as a conglomeration of dirty tricks and a couple fighting skills)
Sword-and-Buckler Play
Sword-and-Shield Fighting
Two-Handed Axe Fighting*
Two-Handed Flail Fighting*
[/spoiler]
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Kindling

Love the Competencies. If I ever run a Barbarians of Lemuria game I might use them instead of Careers.
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Humabout

The idea is to have a basic template with one Martial Art slot and three slots for competencies or additional martial arts.  Extra points from disadvantages lets you buy individual skills, advantages, or additional competencies.  I am running into difficulties with casters, since I intend to go with Magic as Powers for anything quick (Spellcraft is akin to Path/Book magic from Thaumaturgy and intended for out-of-combat use).  I'm considering just giving out the blocks of points for use in magic powers.  Other powers (chi/rage/etc) can be bought with earned points or extra point from disadvantages.  Or so that's the plan.  I'll post a basic template eventually here.
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Tangential

It seems that fantasy adventurers have so much in common across settings that this work has inspired the filling of holes for LARP mechanics outside of GURPs. :)
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Humabout

Want to know the really funny thing?  Kromm's game material I raided was actually intended for a modern spy/jason bourne-like campaign, from the looks of his notes.  It's really funny just how generic all of this stuff is; I only needed to alter a a few things and change a couple fo foci (and 90% of that was mechanical and not in the descriptiosn themselves).
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