GURPS Dungeon Fantasy: Bow Masters, Mounted Knights, and Landed Knights.

The Knight in GURPS Dungeon Fantasy is mostly just an analog for D&D's fighter class (the text even calls out that "fighter" was avoided mainly because it sounds "boring"). It doesn't actually support historically-inspired elite warriors very well, something made more conspicuous by the release of Dungeon Fantasy Denizens: Swashbucklers and its Aristocrat template. Here are three options to help make the Knight a little more interesting. The lenses are intended to be used the same way as the other lenses in the Dungeon Fantasy Denizens series, available to starting characters and paid for with points budgeted for optional advantage and/or gotten from quirks.

New Occupational Template: Bow Master

250 Points

Historically, archery was extremely important to many elites outside Europe, first in the form of Bronze Age chariot archers, then mounted archers in societies stretching from the Middle East to Japan. GURPS Dungeon Fantasy, however, assumes all archery experts are outdoorsy types in the mold of Robin Hood or Legolas. The Bow Master is a Knight variant to fill that gap.

Attributes: ST 13 [30]; DX 14 [80]; IQ 10 [0]; HT 13 [30].
Secondary Characteristics: Damage 1d/2-1; BL 34 lbs.; HP 13 [0]; Will 10 [0]; Per 10 [0]; FP 13 [0]; Basic Speed 6.00 [-15]; Basic Move 6 [0].
Advantages: Born War Leader 2 [10]; Combat Reflexes [15]; Heroic Archer [20] • Another 60 points chosen from among ST +1 to +6 [10/level], DX +1 to +3 [20/level], HT +1 to +60 [10/level], Per +1 to +6 [5/level], Basic Speed +1 or +2 [20 or 40], Acute Vision [2/level], Alcohol Tolerance [1], Born War Leader 3 or 4 [5 or 10], Chariot Training (see Low-Tech, p. 9) [1], Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Luck [15] or Extraordinary Luck [30], Night Vision 1-9 [1/level], Penetrating Voice [1], Rapid Healing [5], Recovery [10], Signature Gear [Varies], Striking ST 1 or 2 [5 or 10], Weapon Bond [1], or Weapon Master [20 to 45].
Disadvantages: -20 points chosen from among Bad Temper [-10*], Bloodlust [-10*], Code of Honor (Pirate’s, Soldier’s, or Bushido) [-5, -10, or -15], Obsession (Slay some specific type of monster) [-5*], One Eye [-15], Sense of Duty (Nation) [-10], Vow (Own no more than you or your horse can carry) [-10], or Wounded [-5]. • Another -15 points chosen from among those traits or Bully [-10*], Compulsive Carousing [-5*], Greed [-15*], Honesty [-10*], Lecherousness [-15*], Overconfidence [-5*], or Sense of Duty (Adventuring companions) [-5].
Primary Skills: Brawling (E) DX+1 [2]-15 or Boxing (A) DX [2]-14; Bow (A) DX+4 [16]-18; Fast-Draw (Arrow) (E) DX+1 [1]-15†; Knife (E) DX [1]-14; and Sumo Wrestling or Wrestling, both (A) DX [2]-14; or Judo (H) DX-1 [2]. • One of Axe/Mace, Broadsword, Polearm, Shortsword, Spear, or Two-Handed Sword, all (A) DX+1 [4]-15; or Flail (H) DX [4]-14. • Spend a total 12 points on additional choices from the previous list; Lance (A) DX+1 [4] or Shield (E) DX+2 [4]; or 4 points/level raising any primary weapon skill by up to three levels.
Secondary Skills: Armoury (Missile Weapons) and Connoisseur (Weapons), both (A) IQ+1 [4]-11; Leadership (A) IQ+1 [1]-11‡; and Strategy and Tactics, both (H) IQ+1 [2]-11‡.
Background Skills: Four of Forced Entry (E) DX [1]-14; Fast Draw (any other) (E) DX+1 [1]-15†; Climbing, Riding, or Stealth, both (A) DX-1 [1]-13; First Aid, Gesture, or Savoir-Faire (High Society), all (E) IQ [1]-10; Armoury (Body Armor or Melee Weapons), Gambling, Heraldry, Streetwise, or Teamster (Equines), all (A) IQ-1 [1]-9; Carousing (E) HT [1]-13; Hiking (A) HT-1 [1]-12; Intimidation (A) Will-1 [1]-9; Scrounging (E) Per [1]-10; or Observation (A) Per-1 [1]-9.

* Multiplied for self-control number; see p. B120.
† Includes +1 for Combat Reflexes.
‡ Includes +2 for Born War Leader.

New Lens: Mounted

+5 Points

Buying up the Riding skill to a high level just to lift the cap on weapon skill levels while mounted (B397) is quite pricey. Fortunately, the Combat Riding technique is a much cheaper way to achieve the same goal. This lens works well with the above Bow Master template, but I also recommend GURPS Dungeon Fantasy GMs allow regular Knights to take it instead of diverting points from primary weapons skills to Riding. (Incidentally, Knights should probably be able to take Riding as a background skill option, as is standard for the revised Knight template form the Dungeon Fantasy Roleplaying Game).

Advantages: Reduce advantage allowance by up to 4 points (minimum 1 point if you don't already have Riding) • Add Animal Friend 1-4 [5/level] to advantage options.
Skills: Spend the 1-4 points siphoned from advantages on Riding (any).
Techniques: Combat Riding (any) (H) Riding+4 [5].

New Lens: Landed

+15 Points

The addition of the Aristocrat template created the odd situation where there is an option to start play as a wealthy, aristocratic warrior... just not one whose fighting style involves anything other than swords and maybe a crossbow. Thankfully, this is very easy to fix with a lens.

Advantages: Higher Purpose (Blood Will Tell) [5] (Swashbucklers, p. 7) and Wealth (Comfortable) [10] • Add the option to increase Wealth from Comfortable [10] to Wealthy [20] for 10 points or to Very Wealthy [30] for 20 points to the list of advantage options.
Disadvantages: You must take Code of Honor (Gentleman's or Soldier's) [-10] or Code of Honor (Chivalry) [-15] as one of your choices.

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