===== Background Lenses ===== ==== Criminal (GURPS Action 1 - Heroes) [20] ==== You’re a criminal or an ex-criminal. This lens is for a crook who’s a believable hero, even if he isn’t nice; e.g., a hacker, a casino robber, or even a principled hit man. Psycho killers and terrorists rarely make good heroes. //Skills:// Streetwise (A) IQ [2]. Another 18 points chosen from Brawling, Forced Entry, or Guns (Pistol), all (E) DX+1 [2]; Filch or Stealth, both (A) DX [2]; Savoir-Faire (Mafia) (E) IQ+1 [2]; Gambling or Holdout, both (A) IQ [2]; Carousing (E) HT+1 [2]; Intimidation (A) Will [2]; Urban Survival (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two. //Social Traits:// Crooks of all kinds may spend some of their template’s advantage points (or leftover lens points) on Contact (Fence, fixer, smuggler, etc.; Appropriate skill at 12, 15, or 18; 9 or less; Somewhat Reliable) [1, 2, or 3] and/or Contact Group (Gang, mob, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15]. ==== Intelligence (GURPS Action 1 - Heroes) [20] ==== You’re an active or retired spy, or a "sleeper." Not all spies work for governments. In the movies, corporate spooks are common, and nongovernmental organizations – notably the U.N. – have secret agencies. Skills: 20 points chosen from Filch or Stealth, both (A) DX [2]; Area Knowledge (any) or Current Affairs (any), both (E) IQ+1 [2]; Holdout, Interrogation, Photography, Propaganda, Research, Shadowing, or Smuggling, all (A) IQ [2]; Brainwashing, Cryptography, Forgery, Intelligence Analysis, or Psychology, all (H) IQ-1 [2]; Observation or Search, both (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two. //Social Traits:// Officially sanctioned spies must take their template’s Duty and may spend some of its advantage points (or leftover lens points) on Intelligence Rank 0-4 [5/level]. ==== Law Enforcement (GURPS Action 1 - Heroes) [20] ==== You’re a cop (detective, marshal, etc.), retired cop, or private investigator. The latter two have no official clout, but several templates offer useful Contact Groups. //Skills:// Law (Police) (H) IQ [4]. Another 16 points chosen from Forced Entry, Guns (Pistol, Rifle, Shotgun, or Submachine Gun), or Liquid Projector (Sprayer), all (E) DX+1 [2]; Riding (Horse), Shortsword, or Tonfa, all (A) DX [2]; First Aid or Savoir-Faire (Police), both (E) IQ+1 [2]; Administration, Animal Handling (Dog), Criminology, Interrogation, or Streetwise, all (A) IQ [2]; Accounting, Forensics, or Tactics, all (H) IQ-1 [2]; Observation or Search, both (A) Per IQ [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two. //Social Traits:// Active law officers must take their template’s Duty, and may spend some of its advantage points (or leftover lens points) on Legal Enforcement Powers (Local or Federal) [5 or 10] and Police Rank 0-4 [5/level]. ==== Military (GURPS Action 1 - Heroes) [20] ==== You have experience as a guerrilla, militiaman, reservist, regular soldier, or special operator. This need not reflect your current status, which is often "mercenary" in the movies. //Skills:// Soldier (A) IQ [2]. • Another 18 points chosen from Gunner (any), Guns (any), Knife, or Parachuting, all (E) DX+1 [2]; NBC Suit, Spear, or Throwing, all (A) DX [2]; Camouflage, First Aid, Gesture, Savoir-Faire (Military), Seamanship, or Submariner, all (E) IQ+1 [2]; Artillery (any), Forward Observer, Leadership, or Scuba, all IQ (A) [2]; Strategy or Tactics, both (H) IQ-1 [2]; Swimming (E) HT+1 [2]; Hiking (A) HT [2]; Skiing (H) HT-1 [2]; Survival (any) (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two. //Social Traits:// Active-duty personnel must take their template’s Duty and may spend some of its advantage points (or leftover lens points) on Military Rank 0-4 [5/level]. ==== Security (GURPS Action 1 - Heroes) [20] ==== You’re a professional counterspy (if so, this background is to "intelligence" as "law enforcement" is to "criminal"), bodyguard, or secret policeman. //Skills:// 20 points chosen from Fast-Draw (Pistol) or Guns (Pistol or Submachine Gun), both (E) DX+1 [2]; First Aid or Savoir-Faire (High Society or Servant), both (E) IQ+1 [2]; Administration, Criminology, Hazardous Materials (any), Holdout, or Interrogation, all (A) IQ [2]; Brainwashing, Cryptography, Intelligence Analysis, Psychology, or Tactics, all (H) IQ-1 [2]; Body Language, Observation, or Search, all (A) Per [2]; 2 more points in any lens skill to raise it by one level; or 6 more points to raise it by two. //Social Traits:// Government agents must take their template’s Duty, and may spend some of its advantage points (or leftover lens points) on Legal Enforcement Powers (Federal or Secret Service) [10 or 15] and Security Rank 0-4 [5/level]. ==== Wise Master (GURPS Action 3 - Furious Fists) [20] ==== You’re a cerebral martial artist, such as an ancient master or a cunning tactician. This lens lacks the formality of other lenses. Simply spend 20 points on any combination of IQ +1 [20], Will +1 to +4 [5/level], Per +1 to +4 [5/level], Strong Chi 1-4 [5/level], or your template’s IQ-, Will-, or Per-based skills (only). ==== Bioterrorist (GURPS Biotech) [20] ==== Add +1 DX [20]. Add Danger Sense [15], Languages [Varies], Patron [Varies], and Signature Gear (Terrorist bioweapon) [Varies] to the choice of advantages. Add Fanaticism [-15] as a compulsory disadvantage, and Bloodlust [-10*], Callous [-5], Enemy (Security forces) [Varies], Paranoia [-10], Reputation [Varies], and Social Stigma (any) [Varies] to the list of optional disadvantages. Add one more primary skill chosen from Bioengineering (Genetic Engineering) H) IQ [4]-12, Poisons (H) IQ [4]-12, and Smuggling (A) IQ+1 [4]-13. Add an additional 6 points in secondary skills and the following choices: Beam Weapons (Pistol or Rifle) (E) DX+1 [2]-12, Explosives (Demolition) (A) IQ-1 [1]-11, Forgery (H) IQ-2 [1]-10, Guns (Pistol, SMG, or Rifle) (E) DX+1 [2]-12, Holdout (A) IQ-1 [1]-11, Knife (A) DX [2]-11, Interrogation (A) IQ-1 [1]-11, and NBC Suit (A) DX [2]-11. Add an additional 5 points in background skills and the following choices: Electronics Operation (Communications, Medical, or Scientific) (A) IQ, Hazardous Materials (any) (A) IQ, Soldier (A) IQ, and Tactics (H) IQ. ==== Bioengineer Lenses (GURPS Biotech) ==== Academic Bioengineer (+3 points): Add Tenure [5] to the list of advantages. Increase Research to IQ+1 [4]-14. Add Teaching (A) IQ to the background skills. Colony Bioengineer (+15 points): You help keep an outpost alive by designing suitable crops, livestock, terraforming organisms, or human genemods. Increase HT to 11 [10]. Add Survival (any) (A) Per [2]-13 as a secondary skill. Add 3 points in background skills and add Free Fall (A) DX, Leadership (A) IQ, and Vacc Suit (A) DX to the list. Genehacker (-5 points): Add Alternate Identity [15] and Zeroed [10] to the list of advantages. Remove Security Clearance and Status. Reduce Bioengineering to IQ-1 [2]-12. Replace Writing with Streetwise (A) IQ [2]-13. ==== Executive Lens (GURPS Biotech) ==== Struggling Executive (-30 points): An executive of a company that is in trouble or just starting out. Downgrade Wealth (Filthy Rich) to Wealth (Wealthy) [20]. ==== Epidemiologist Lenses (GURPS Biotech) ==== Research Epidemiologist (+5 points): Add Reputation [Varies], Tenure [5], and Wealth [Varies] to the choice of advantages. Select one more Secondary Skill. Add 3 more points in background skills and include Bioengineering (any specialty) (H) IQ and Pharmacy (H) IQ as options. Disease Hunter (+10 points): Add Danger Sense [15] and Reputation [Varies] to the choice of advantages. Add Biology (Microbiology) (H) IQ-1 [2]-12 and NBC Suit (A) DX+2 [8]-12 to primary skills. Add Cartography (A) IQ, Linguistics (H) IQ, Physician (H) IQ, and Veterinary (H) IQ to the list of background skills. Containment Specialist (-5 points): Drop IQ to 12 [40] and raise HT to 12 [20]. Add Danger Sense [15] and Security Clearance [Varies] to the choice of advantages. Add Duty (often Extremely Hazardous) [Varies] and Nightmares [-5*] to the list of disadvantages. Replace all primary skills with NBC Suit (A) DX+2 [8]-12; Hazardous Materials (any) (A) IQ+1 [4]-13. Add Expert Skill (Epidemiology) (H) IQ-1 [2]-11 and First Aid (E) IQ [2]-13 to the list of secondary skills. Drop 1 point from background skills and add Animal Handling (any) (A) IQ, Diagnosis (H) IQ, Driving (any) (A) DX, Forced Entry (E) DX, and Guns (Shotgun) (E) DX to the list. ====Nurse Lens (GURPS Biotech) ==== Paramedic/EMT (+25 points): Add DX+1 [20]. Add Combat Reflexes [15] to optional advantages. Add First Aid (E) IQ+3 [6†]-15, Area Knowledge (Operational area) (E) IQ+1 [2]-13, and either Driving/TL (Automobile) (A) DX [2]-11 or Piloting/TL (Helicopter) (A) DX [2]-11 to primary skills. Reduce Physician to IQ-1 [2]-11. Add another point in background skills. † Bought up from default from Physician. ====Physician Lenses (GURPS Biotech) Ship’s Doctor (+5 points): Add Cultural Adaptability (Normal or Xeno-Adaptability) [10 or 20] to the list of advantage choices. Add Seamanship (E) IQ [1]-13 to secondary skills and 4 points chosen from among Broadsword (A) DX; Guns (Pistol) (E) DX, Knot Tying (E) DX, Navigation (Sea) (A) IQ, and Swimming (E) HT. Spaceship’s Doctor (+5 points): Add Cultural Adaptability (Normal or Xeno-Adaptability) [10 or 20] to the list of advantage choices. Add Spacer (E) IQ [1]-13 to Secondary Skills, and 4 points chosen from among Astronomy (H) IQ, Beam Weapons (any) (E) DX, Free Fall (A) DX, and Vacc Suit (A) DX. Specialist (+5 points): A specialist medical practitioner can be created in one of two ways. The simplest is to take Physician, Diagnosis, and Surgery, and give him optional specialties in the relevant fields. For specialists in less related fields, remove 4 points from Physician and add 8 points in the relevant field’s skill, including various specialties of Bioengineering, Biology, Expert Skills, Pharmacy, Physiology, and so on; change Diagnosis and perhaps Electronics Operation (Medical) and Pharmacy to give them optional specializations; and add a further 1 point in background skills. Surgeon (+55 points): Add DX +2 [40]. Add Reputation [Varies] to the list of advantages. Increase Surgery to IQ+2 [16]-15, change it to a primary skill, and add 3 points between primary, secondary, and background skills. Military Doctor (+5 points): This lens may be taken in combination with any other lens except for Illegal. Add Military Rank 3 [15] and Duty (Military; 12 or less) [-10], plus the option of extra Rank [5/level] in the advantage choices. Illegal (+10 points): Take either the standard Physician or a lens, not including Military Doctor. Add another 10 points in advantages. Add Alternate Identity (Illegal) [15], Contacts [Varies], and Zeroed [10] to optional advantages. Add Callous [-5], Enemy (law enforcement) [Varies], and Secret [Varies] to optional disadvantages. Add Forgery (H) IQ, Merchant (A) IQ, Streetwise (A) IQ, Fast-Talk (A) IQ, and Detect Lies (H) IQ to background skills. ===== Mini-Character Lenses ===== A mini-character lens is a small template that cost just 10 points which can be used to help flesh out a character, giving the character knowledge in an area of expertise that he might not otherwise have. This can explain a misspent youth, cross-training on a starship crew, or just dabbling in another field. Most of these lenses are composed of skills. These lenses work particularly well when combined with character templates from the various GURPS books, allowing characters to fill niches outside of the primary one the template is designed for. You could also create a smaller version of most of these templates for just 5 points simply by cutting the points in the listed skills in half. ====Remembered Skills==== Often in fiction a character suddenly remembers that he knows just the skills that are necessary to save himself or the party from certain doom -- they can fly the plane, hack into the computer system, or pick the lock to get the team on to the next phase of the adventure. These mini-lenses can be purchases as a "potential lens" in advance, paying the 10 points for a lens plus an Unusual Background of 2-5 points, but just when the need is greatest you may pick any appropriate mini-lens and add it to the character, removing the Unusual Background and reducing the point cost of the character appropriately. The GM may even allow the player to create the mini-lens himself; the key is that it must contain two or more related skills that are important at the moment and are somehow linked through the characters past. ====The Lenses==== ===Breaking & Entry Specialist=== You know how to break into buildings covertly, or possibly using brute force. Perhaps you did some second story work, or you used to install security systems. Half the knack of breaking & entry is in knowing where, and when, to break and enter. Lockpicking/TL (A) IQ [2], Observation (A) Per [2], and 6 points from among Climbing or Stealth both (A) DX [2], Electronics Operation/TL (Security) (A) IQ [2] or IQ+1 [4], or Forced Entry (E) DX+1 [2] or DX+2 [4]. ===Engineer=== The most important skill for a ships Engineer is not Engineer, but rather Mechanic. Engineer represents skill in how to designsomething; Mechanic represents skill in how to fixsomething. A good ships Engineer will likely have skill in both, particularly if he speaks with a thick Scottish accent. The other important concern with designing an Engineer is what the specialty for Mechanic and/or Engineer will be. The most useful specialty for most adventurers will probably be based on Vehicle Type - Starship, Automobile, or Light Airplane are probably good choices. Engineer/TL (type) (H) IQ-1 [2], Mechanic/TL (same type) (A) IQ+2 [8] ===Gunner=== Whether a Tank Gunner, the Gunner onboard a Naval Ship or Starship, or the man who aims and fires the Howitzers used in Artillery battalions, all use the basic skills. A Gunner should not only know how to fire his weapon, but also how to maintain it and fix it, particularly in the event of misfires. Armoury/TL (Heavy Weapons) IQ [2], and 8 points either Artillery/TL (any) (A) IQ+1 [4] or IQ+2 [8] and/or Gunner/TL (any) (E) DX+2 [4] or DX+3 [8]. ===Hacker=== Cinematic Computer Hackers are a staple of the Cyberpunk genre, and common in other genres. Many times a character in a story just happens to know a "little bit" about computers, and can hack into the computer systems in a nick of time. Being a Hacker isn't easy; not only do you have to know how to break into computer systems but you also need to keep up to date on all the latest technologies so as not to be outclassed or surprised by a new innovation. Computer Hacking/TL (VH) IQ-1 [4], Computer Programming/TL (H) IQ-2 [1], Current Affairs/TL (Science & Technology) (E) IQ [1], and Expert Skill (Computer Security) (H) IQ [4]. For a realistic Hacker replace Computer Hacking with Computer Operation/TL (E) IQ+1 [2], Electronics Repair/TL (Computers) (A) IQ [2]. ===Journalist=== Many a person has aspired to be a journalist. With pen and paper, a video camera, or internet access just about anyone can be. Of course, the good journalists check their sources, but many people have made their living rumor mongering or ambushing their interviewies. Research (A) IQ [2], Writing (A) IQ [2], Electronics Operation (Media) (A) IQ-1 [2], and 4 points in Public Speaking or Photography both (A) IQ [2], Fast-Talk or Interrogation (A) IQ [2], Detect Lies (H) Per-1 [2], or Current Affairs/TL (any) (E) IQ+1 [2]. ===Medic=== A Medic has been trained in basic First Aid, perhaps as a corpsman in the Military or to work as a paramedic in an Ambulance crew. The training is more directed towards "scoop and run" than long term care. Diagnosis/TL (H) IQ-1 [2], Electronics Operation/TL (Medical) (A) IQ [2], First Aid/TL (E) IQ+2 [4], and 2 points in a combination of Pharmacy/TL or Poisons/TL both (H) IQ-2 [1] or IQ-1 [2]. In a low tech setting replace Electronics Operation with an extra 2 points in Diagnosis (H) IQ [4]. ===Pickpocket=== A pickpocket has spent some time on the street thieving -- picking pockets, cutting purses, shoplifting, or scamming passers by. Knife (E) DX+1 [2], Fast-Talk (A) IQ [2], Filch (A) DX [2], Pickpocket (H) DX-1 [2], Sleight of Hand (H) DX-2 [1], Streetwise (A) IQ-1 [1] ===Pilot=== The chief skill of a ship's pilot is, not unsurprisingly, Pilot, though for small naval ships use Boating and for large vessels use Seamanship or Submariner. Most Pilots should also have skill in an appropriate Navigation skill, and many ships require more than one specialty to pilot properly: A space ship which can land on a planet's surface then take off and fly to the moon may require Piloting (Aerospace) and Piloting (High-Performance Spacecraft), while a sailboat which has a supplemental motor would require both Boating (Sailboat) and either Boating (Large Powerboat) or Boating (Motorboat). 2 points in Navigation/TL (any) IQ-1 [1]x2 or IQ [2], and 8 points from among Boating/TL (any) (A) DX+1 [4] or DX+2 [8], Seamanship/TL or Submariner/TL both (E) IQ+2 [4] or IQ+3 [8], Submarine (any) or Piloting/TL (any) (A) DX+1 [4] or DX+2 [8] ===Socialite=== You get along well in social situations, and can sometimes convince others to go along with your ideas. Charisma 1 [5], Fast-Talk (A) IQ [2], either Savior-Faire (Any) (E) IQ+1 [2] or Streetwise (A) IQ [2], and one of Carousing (E) HT [1], Diplomacy (H) IQ-2 [1], Intimidation (A) Will-1 [1], Sex Appeal (A) HT [1], Leadership or Public Speaking both (A) IQ-1 [1]. ===Storyteller=== A storyteller likes to tell stories or jokes, and is quite adept at keeping his companions entertained during those long boring times that can sometimes happen between adventures. Expert Skill (Bardic Lore) (H) IQ-1 [2], Public Speaking (Storytelling or Jokes)* (E) IQ+2 [4], and 4 points among Research (A) IQ [2], Singing (E) HT+1 [2], or Current Affairs (any) (E) IQ+1 [2] or IQ+2 [4]. *Note: These are optional specialties of the Public Speaking skill, reducing difficult from (A) to (E). ===Survivalist=== A Survivalist has spent some time in the wild hunting, fishing, and camping. If dropped into the wild with at least some tools he stands a decent chance of surviving and even thriving. Naturalist (H) IQ-1 [2], Navigation (Land) (A) IQ-1 [1], Survival (Any) (A) Per [2], 2 points in one of Guns/TL (Musket, Rifle, or Shotgun), Beam Weapons/TL (Rifle) all (E) DX+1 [2], Bow or Spear Thrower both (A) DX [2], or Crossbow (E) DX+1 [2], and 3 points from among Climbing (A) DX-1 [1] or DX [2], Fishing (E) Per [1] or Per+1 [2], Hiking (A) HT-1 [1] or HT [2], Swimming (E) HT [1] or HT+1 [2], or Tracking (A) Per-1 [1] or Per [2]. ===Spellcaster=== Creating a list of spells which are always useful is almost impossible, but what isn't difficult is to give a list of spells which are easy to acquire. A typical dabbler spell caster will either have Magery 0 [5] and 5 points in spells or 10 points in spells and live or work in a high mana zone (or a high sanctity zone) where he can cast his spells. The first list of spells consists of spells with no prerequisites. Anybody can pick them up with minimal training. This list can also be useful if trying to build a Mage with a spell that has a prerequisite of something like "1 spell from 10 different colleges." All of these spells listed here are (H) IQ-2 [1] or IQ-1 [2]. * Air: Seek Air, Purify Air. * Body Control:Climbing, Debility, Itch, Touch. * Communication & Empathy: Sense Foes, Sense Life. * Earth: Seek Earth. * Enchantment: One-College Powerstone. * Fire: Ignite Fire, Seek Fire. * Food: Seek Food, Test Food. * Knowledge: Tell Time. * Light & Darkness: Light. * Making & Breaking: Inspired Creation. * Mind Control: Dull Hearing, Dull Taste and Smell, Dull Vision, Keen Hearing, Keen Taste and Smell, Keen Vision. * Movement: Haste. * Plant: Seek Plant. * Sound: Keen Hearing, Sound. * Technological: See Radiation, Seek Fuel, Seek Machine/TL, Seek Plastic, Seek Power/TL, Test Fuel/TL. * Water: Seek Water. The second list of spells consists of spells which have just one prerequisite. The prerequisites are listed in (parenthesis) after the spell or spells they apply to. * Air: Create Air, No-Smell, Stench (Purify Air). * Body Control: Spasm, Tickle (Itch). * Communication & Empathy: Sense Emotion (Sense Foes). * Earth: Seek Pass, Shape Earth (Seek Earth). * Fire: Create Fire, Extinguish Fire, Shape Fire (Ignite Fire). * Food: Decay, Season (Test Food). * Healing: Body-Reading (Sense Life). * Light & Darkness: Colors, Continual Light, Remove Shadow, Shape Light (Light). * Movement: Glue, Grease (Haste). * Plant: Identify Plant (Seek Plant). * Protection & Warning: Sense Danger (Sense Foes). * Sound: Silence, Thunderclap, Voices (Sound), Sound Vision (Keen Hearing). * Technological: Identify Metal (Seek Earth), Identify Plastic (Seek Plastic), Magnetic Vision (Keen Vision), Preserve Fuel/TL (Test Fuel/TL), Radio Hearing (Keen Hearing), Reveal Function/TL (Seek Machine/TL). * Water: Purify Water, Seek Coastline (Seek Water). ===== GURPS Dungeon Fantasy Lenses ===== BARBARIAN Choice Lenses: Holy Warrior, Knight, Scout, Swashbuckler. Marginal Lenses: Bard, Cleric, Druid, Martial Artist, Wizard. Barbarian-Bard +50 points One word: bagpipes ($270, 3 lbs.). Otherwise, barbarians are somewhat lacking in the brains department for this role. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]. Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking (A) IQ [2]; Singing (E) HT [1]. Special Abilities: 15 points total in Bard-Song abilities; bardic skills (p. 18); and/or spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. Barbarian-Cleric +50 points “Self-healing barbarian” sounds great, but with spells at 10-11 and injury penalties, stick to healing potions. They’ll actually work. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. Skills: Esoteric Medicine (Holy) (H) Per-1 [2]; Exorcism (H) Will-1 [2]; Meditation (H) Will-1 [2]; Religious Ritual (H) IQ- 1 [2]; Theology (H) IQ-1 [2]. Special Abilities: 10 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. Barbarian-Druid +50 points Druidic spells could really help a barbarian. This is the best of four not-so-hot caster options. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Esoteric Medicine (Druidic) (H) Per-1 [2]; Herb Lore (VH) IQ-2 [2]; Religious Ritual (Druidic) (H) IQ-1 [2]; Theology (Druidic) (H) IQ-1 [2]. Special Abilities: 12 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). Barbarian-Holy Warrior +50 points Holy Might means Blessed (Heroic Feats) (p. B41) and +1d more ST in times of need. You want this. Attributes: +1 IQ [20]. Secondary Characteristics: +1 Will [5]; -1 Per [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10]. Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1]. Special Abilities: 25 points total in Holy abilities and/or the skills above. Barbarian-Knight +50 points More DX and better defenses (Combat Reflexes) shore up the barbarian’s only real combat flaws. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Born War Leader 2* [10]; Combat Reflexes† [15]. Skills: Armoury (Body Armor or Melee Weapons) (A) IQ [2]; Connoisseur (Weapons) (A) IQ [2]; Leadership (A) IQ [2]; Strategy (H) IQ-1 [2]; Tactics (H) IQ-1 [2]. * Gives +2 to Leadership, Strategy, and Tactics. † Gives +1 to Fast-Draw. Barbarian-Martial Artist +50 points The barbarian-martial artist can, with enough points, be scary. This lens isn’t great for barbarians seeking an instant boost, though. Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Replace Brawling (E) DX [1] with Karate (H) DX [4]. • Replace Wrestling (A) DX [2] with Judo (H) DX [4]. Special Abilities: 10 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. Barbarian-Scout +50 points The barbarian’s ST projected at range, combined with similar skill sets, makes this perhaps the ideal barbarian lens. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Heroic Archer [20]. Skills: Bow (A) DX+3 [12], or 12 points in existing skill to get Bow (A) DX+4 [16]. • Fast-Draw (Arrow) (E) DX [1]; Traps (A) IQ-1 [1]. • Observation (A) Per-1 [1], or 1 point in existing skill to get Observation (A) Per [2]. Barbarian-Swashbuckler +50 points Weapon Master means bonus damage per die. The barbarian rolls lots of damage dice. Ouch. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon Master (Weapon of choice) [20]. Skills: Either choose a barbarian Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Rapier, Saber, Shortsword, or Smallsword, all (A) DX+2 [8]. • Acrobatics (H) DX-1 [2]. Barbarian-Thief +50 points Focus on smashing doors (Forced Entry) and using a two-handed sword to backstab (Stealth). It’s quite effective, actually. Attributes: +1 DX [20]; +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]; -0.25 Basic Speed [-5]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. Skills: Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Escape (H) DX-2 [1]; Filch (A) DX-1 [1]; Lockpicking (A) IQ [2]; Pickpocket (H) DX-2 [1]; Traps (A) IQ [2]. • Forced Entry (E) DX [1], or 1 point in existing skill to get Forced Entry (E) DX+1 [2]. • Raise Stealth (A) DX [2] to Stealth (A) DX+2 [8]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. Barbarian-Wizard +50 points If you insist, realize that Resisted spells are hopeless at skill 10-11. Learn Might and Vigor. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Magery 2* [25]. Disadvantages: Delete Language: Spoken (Native)/Written (None) [-3] from barbarian disadvantage options. If you have this, you must buy it off before picking this lens! Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]. Special Abilities: 10 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. BARD Choice Lenses: Cleric, Druid, Swashbuckler, Thief, Wizard. Marginal Lenses: Barbarian. Bard-Barbarian +50 points The “bardbarian” is both tougher and more useful outdoors than the average bard, but enjoys few remarkable synergies. Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. • One of Fit [5], Rapid Healing [5], Resistant to Poison (+3) [5], or Striking ST 1 [5]. Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any), Disguise (Animals), Navigation (Land), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) (H) IQ [1] (includes +2 for bard’s Voice); Naturalist (H) IQ-2 [1]; Swimming (E) HT [1]; Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Bard-Cleric +50 points Two spells lists, two powers, and bardic skills mean never having to say, “I’m out of options.” Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: Honesty (12) [-10] or Sense of Duty (Coreligionists) [-10]. Skills: Esoteric Medicine (Holy) (H) Per-2 [1]; Exorcism (H) Will-2 [1]; Hidden Lore (Demons, Spirits, or Undead) (A) IQ- 1 [1]; Meditation (H) Will-2 [1]; Occultism (A) IQ-1 [1]; Religious Ritual (H) IQ-2 [1]; Theology (H) IQ-2 [1]. Special Abilities: 28 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. Bard-Druid +50 points Bards and druids have a classic fantasy (and real-world) link. And like bard-clerics, bard-druids have options galore. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Esoteric Medicine (Druidic) (H) Per-2 [1]; Herb Lore (VH) IQ-3 [1]; Hidden Lore (Elementals, Faeries, or Nature Spirits) (A) IQ-1 [1]; Naturalist (H) IQ-2 [1]; Religious Ritual (Druidic) (H) IQ-2 [1]; Theology (Druidic) (H) IQ-2 [1]. • Four of Animal Handling (any), Disguise (Animals), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) (H) IQ [1] (includes +2 for bard’s Voice); Pharmacy (Herbal) or Veterinary, both (H) IQ-2 [1]; or Survival (any) (A) Per-1 [1]. Special Abilities 20 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). Bard-Holy Warrior +50 points More combat effectiveness? Great! But playing an instrument whilst smiting demons isn’t easy – this combo calls for cunning play. Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10]. Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1]. • Spend 4 more points on primary bard Melee Weapon skill, raising it by +1. Special Abilities: 26 points total in Holy abilities and/or the skills above. Bard-Knight +50 points High-Charisma bard-knights are perfect for players who enjoy leadership (and Leadership). Don’t wade into battle armed with just a lute, though! Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Combat Reflexes* [15]; High Pain Threshold [10]. Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1]; Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1]; Leadership (A) IQ [1] (includes +1 for bard’s Charisma 1); Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 more points on primary bard Melee Weapon skill, raising it by +1. * Gives +1 to Fast-Draw. Bard-Martial Artist +50 points Bardic and chi skills together give impressive long-term flexibility. Short-term, this combo requires skimping, saving, and careful play. Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Acrobatics (H) DX-2 [1], or 1 point in existing skill to get Acrobatics (H) DX-1 [2]. • Either Judo (H) DX-2 [1] and Karate (H) DX-1 [2], or Judo (H) DX-1 [2] and Karate (H) DX-2 [1]. • Jumping (E) DX [1]. Special Abilities: 10 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. Bard-Scout +50 points Bard-scouts often carry a “bow-harp,” usable as either a bow or a harp on any given turn (any bow, CF +5, +1.5 lbs.). Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Heroic Archer [20]. Skills: Either Bow (A) DX+2 [8], or 6 points in existing skill to get Bow (A) DX+2 [8] and 2 points on other skills below. • Camouflage (E) IQ [1]; Cartography (A) IQ-1 [1]; Fast-Draw (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Survival (any) (A) Per-1 [1]; Tracking (A) Per-1 [1]. • Observation (A) Per-1 [1], or 1 point in existing skill to get Observation (A) Per [2]. Bard-Swashbuckler +50 points Better skill, defense (Enhanced Parry), and damage (Weapon Master) with the bard’s starting weapon make this warrior lens ideal! Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon Bond (Best weapon of choice in current possession) [1]; Weapon Master (Weapon of choice) [20]. Skills: Acrobatics (H) DX-2 [1], or 1 point in existing skill to get Acrobatics (H) DX-1 [2]. • Spend 8 more points on primary bard sword skill, raising it by +2. Bard-Thief +50 points With the bard’s social craft and thief’s practical cunning, the bard-thief can rival the plain old thief at skullduggery. Attributes: +2 DX [40]. Secondary Characteristics: -0.50 Basic Speed [-10]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. Skills: Acrobatics (H) DX-2 [1], or 1 point in existing skill to get Acrobatics (H) DX-1 [2]. • Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Escape (H) DX-2 [1]; Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ-1 [1]; Pickpocket (H) DX-2 [1]; Traps (A) IQ-1 [1]. • Raise Stealth (A) DX [2] to Stealth (A) DX+1 [4]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. Bard-Wizard +50 points Bardic Magery (p. 20) boosts the bard’s spell options almost tenfold. There’s no question that this is his best caster lens. Secondary Characteristics: +3 FP [9]. Advantages: Magery 0 [5]. • Convert Bardic Talent 2 [16] into Bardic Magery 2 [22]. Skills: Alchemy (VH) IQ-3 [1]; Hidden Lore (Magic Items) (A) IQ-1 [1]; Hidden Lore (Magical Writings) (A) IQ-1 [1]; Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-3 [1]. Special Abilities: 25 points total in wizardly spells of any kind, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Bardic Magery. CLERIC Choice Lenses: Bard, Holy Warrior, Knight, Wizard. Marginal Lenses: Barbarian. Cleric-Barbarian +50 points Physical strength is wonderful – although cleric-druid and cleric-holy warrior better match outdoor and fighting ability to the cleric’s existing strengths. Attributes: +2 ST [20]. Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any), Disguise (Animals), Navigation (Land), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Cleric-Bard +50 points The cleric-bard can influence mortals and demons and undead. Choirboy jokes notwithstanding, he’s the perfect “social engineer.” Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]; Voice‡ [10]. Skills: Musical Instrument (any) (H) IQ-2 [1]; Singing (E) HT [1]. Special Abilities: 20 points total in Bard-Song abilities; bardic skills (p. 18); and/or wizardly spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. ‡ Gives +2 to Diplomacy, Fast-Talk, Mimicry, Performance, Public Speaking, Sex Appeal, and Singing. Cleric-Druid +50 points Being able to cast something almost anywhere is wonderful. Players seeking variety might find a “priest-priest” boring, though. Advantages: Power Investiture 2 (Druidic)* [20]. Skills: Herb Lore (VH) IQ-2 [2]; Hidden Lore (Elementals, Faeries, or Nature Spirits) (A) IQ-1 [1]; Naturalist (H) IQ-2 [1]; Pharmacy (Herbal) (H) IQ-2 [1]; Veterinary (H) IQ-2 [1]. • Four of Animal Handling (any), Disguise (Animals), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) (H) IQ-2 [1]; or Survival (any) (A) Per-1 [1]. Special Abilities: 20 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic).* * Clerical and druidic Power Investiture, abilities, and spells are unrelated. A cleric-druid can cast druidic spells in places with no sanctity, while his clerical spells suffer no penalties in unnatural areas! Cleric-Holy Warrior +50 points Stack combat ability and Higher Purpose and clerical “buffs” and Blessed (Heroic Feats) to whip Evil real good. Amen! Attributes: +1 ST [10]; +1 DX [20]; +1 HT [10]. Secondary Characteristics: -0.50 Basic Speed [-10]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Skills: Leadership (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 more points on primary cleric Melee Weapon skill, raising it by +1. Special Abilities: 5 more points in Holy Might abilities. Cleric-Knight +50 points The cleric-knight’s Combat Reflexes and High Pain Threshold let him cast while beset or wounded – he’s a true combat medic! Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Combat Reflexes* [15]; High Pain Threshold [10]. MIXING PROFESSIONS 22Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1]; Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 more points on primary cleric Melee Weapon skill, raising it by +1. * Gives +1 to Fast-Draw. Cleric-Martial Artist +50 points Spells, special skills, and powers require long-term focus. Chi Mastery’s Enhanced Move – for reaching the wounded – is a good start. Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10].* Skills: Acrobatics (H) DX-2 [1]; Jumping (E) DX [1]. • Either Judo (H) DX-2 [1] and Karate (H) DX-1 [2], or Judo (H) DX-1 [2] and Karate (H) DX-2 [1]. Special Abilities: 10 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. * If desired, this can double as the disadvantage required for Holy Might (choose another -10 points of cleric or martialartist disadvantages) – but if the cleric strays, he’ll lose access to Chi Mastery and Holy Might! Cleric-Scout +50 points Make one of your spells Spell-Archery (p. 41) and use harmless boffer arrows ($4, 0.1 lb.) to aid distant allies. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Heroic Archer [20]. Disadvantages: Replace Vow (No edged weapons) [-10] with Vow (Own no more than horse can carry) [-10], if applicable. Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ [1]; Cartography (A) IQ-1 [1]; Fast-Draw (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Survival (any) (A) Per-1 [1]; Tracking (A) Per-1 [1]. • Stealth (A) DX-1 [1], or 1 point in existing skill to get Stealth (A) DX [2]. Cleric-Swashbuckler +50 points Weapon Master isn’t cheap, so this lens mainly suits clerics who “buff up” and fight. Cleric-knight better serves support clerics. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon Master (Weapon of choice) [20]. Disadvantages: Clerics who use swords can’t take Vow (No edged weapons) [-10]! Skills: Either choose a cleric Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Rapier, Saber, Shortsword, or Smallsword, all (A) DX+2 [8]. • Acrobatics (H) DX-1 [2]. MIXING PROFESSIONS 23 Evil Clerics The cleric template assumes a cleric of Good – or at least of Reasonably Nice. There are clerics of Evil, though, and they don’t have to be hostile NPCs. To create one as a PC, apply the lens below to the regular “good cleric” template. Evil Cleric +0 points Advantages: All Power Investiture, basic or added, becomes Power Investiture (Unholy). • Swap all points in Holy abilities for the same number of points in Unholy abilities (p. 41). • In advantage options, replace Healer 1 or 2 [10 or 20] with Resistant to Evil Supernatural Powers (+3) or (+8) [5 or 7] and Resistant to Poison (+3) [5]. Disadvantages: Replace this entire section with: Social Stigma (Excommunicated)† [-10]. • Another -15 points chosen from among Bad Temper [-10*], Gluttony [-5*], Greed [-15*], Jealousy [-10], Laziness [-10], Lecherousness [-15*], or Selfish [-5*]. • A further -25 points chosen from among the previous traits or Bloodlust [-10*], Callous [-5], Disciplines of Faith (Ritualism or Mysticism) [-5 or -10], Fanaticism [-15], Intolerance (“Good” religions) or (All other religions) [-5 or -10], Paranoia [-10], Stubbornness [-5], or Weirdness Magnet [-15]. Skills: Replace Esoteric Medicine (Holy) (H) Per [4] with Poisons (H) IQ [4]. • Replace First Aid (E) IQ [1], Diagnosis (H) IQ-2 [1], and Surgery (VH) IQ-2 [2] with Interrogation and Intimidation, both (A) IQ [2]. Spells: All spell choices must come from Evil Clerical Spells (p. 24). * Multiplied for self-control number; see p. B120. † Helpful spells (such as healing) cast by good clerics work at -3 on you. Harmful ones aren’t affected! Evil Clerics in Other Careers After applying this lens to the standard “good cleric” template, you can add any lens meant for clerics – except cleric-holy warrior – to become an evil clericknight, evil cleric-thief, etc. You can create an evil clericunholy warrior by taking the cleric-holy warrior lens, replacing its Higher Purpose and Shtick as indicated for the unholy warrior (p. 27), and turning extra Holy Might into Unholy Might. Is Evil Cleric Right for You? Anyone but a good cleric or a holy warrior can join the priesthood of Evil. Use your template’s cleric lens, but make all the changes noted on the evil cleric lens above. In particular, replace its required disadvantage with Social Stigma (Excommunicated); learn Poisons instead of Esoteric Medicine; and distribute points in First Aid, Diagnosis, and/or Surgery between Interrogation and Intimidation as desired.Cleric-Thief +50 points Thieving skills let you acquire loot found using Seeker, See Secrets, and divine guidance (for charity, of course). Attributes: +2 DX [40]. Secondary Characteristics: -0.50 Basic Speed [-10]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. Skills: Either Stealth (A) DX+1 [4], or 3 points in existing skill to get Stealth (A) DX+1 [4] and 1 point on other skills below. • Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ-1 [1]; Pickpocket (H) DX-2 [1]; Traps (A) IQ-1 [1]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. Cleric-Wizard +50 points Access to clerical and wizardly spells makes this lens powerful. Clerical spells don’t count as prerequisites for wizardly ones, though. Secondary Characteristics: +1 FP [3]. Advantages: Magery 2 [25].* Skills: Alchemy (VH) IQ-3 [1]; Thaumatology (VH) IQ-3 [1]. Special Abilities: 20 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. DRUID Choice Lenses: Barbarian, Scout, Wizard. Marginal Lenses: Martial Artist. Druid-Barbarian +50 points Druids have key barbarian skills, plus Shapeshifting spells for forms with great ST. This makes druid-barbarians (“barbearians”) quite viable. Attributes: +2 ST [20]. Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. • One of Fit [5], Rapid Healing [5], Resistant to Poison (+3) [5], or Striking ST 1 [5]. Skills: Fishing (E) Per [1]; Navigation (Land) (A) IQ-1 [1]; Running (A) HT-1 [1]; Swimming (E) HT [1]; Tracking (A) Per-1 [1]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Druid-Bard +50 points The druid-bard can influence man and beast – a potent combination. Just remember that demons and undead aren’t men or beasts! Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]; Voice‡ [10]. Skills: Musical Instrument (any) (H) IQ-2 [1]; Public Speaking (A) IQ-1 [1]; Singing (E) HT [1]. Special Abilities: 19 points total in Bard-Song abilities; bardic skills (p. 18); and/or wizardly spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. ‡ Gives +2 to Diplomacy, Fast-Talk, Mimicry, Performance, Public Speaking, Sex Appeal, and Singing. Druid-Cleric +50 points As with the cleric-druid, this choice offers a meaty spell list and safety in redundancy. Advantages: Clerical Investment [5]; Power Investiture 2* [20]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. MIXING PROFESSIONS 24 Evil Clerical Spells Evil clerics (p. 23) use this spell list instead of that of good clerics: PI 1: Armor, Aura, Coolness, Darkness, Death Vision, Debility, Decay, Detect Magic, Detect Poison, Fear, Final Rest, Frailty, Itch, Night Vision, Recover Energy, Sense Life, Sense Spirit, Shield, Silence, Stench, Thunderclap, and Watchdog. PI 2: Blackout, Blight, Clumsiness, Command, Compel Lie, Compel Truth, Control Zombie, Dark Vision, Foul Water, Gloom, Great Voice, Pain, Panic, Persuasion, Poison Food, Resist Acid, Resist Cold, Resist Disease, Resist Fire, Resist Lightning, Resist Pain, Resist Poison, Resist Pressure, Seeker, Shape Darkness, Steal Energy, Strike Blind, Strike Deaf, Strike Dumb, Summon Spirit, Terror, Truthsayer, Turn Spirit, Turn Zombie, Vexation, and Weaken Blood. PI 3: Affect Spirits, Astral Vision, Body of Shadow, Command Spirit, Destroy Air, Destroy Water, Dispel Possession, Foolishness, Hunger, Icy Weapon, Madness, Magic Resistance, Nightmare, Oath, Paralyze Limb, Pestilence, Repel Spirits, See Secrets, Sensitize, Silver Tongue, Slow Healing, Steal Vitality, Strengthen Will, Suspended Animation, Thirst, Water to Wine, Weaken Will, Wither Plant, and Zombie. PI 4: Agonize, Astral Block, Banish, Curse, Deathtouch, Dehydrate, Dispel Magic, Divination, Flesh to Stone, Fool’s Banquet, Frostbite, Gift of Letters, Gift of Tongues, Mindlessness, Ruin, Stop Healing, Suspend Curse, Total Paralysis, and Vigil. PI 5: Earthquake, Entrap Spirit, Mass Zombie, Pentagram, Remove Curse, Rotting Death, Storm, and Suspend Mana. PI 6: Bind Spirit, Drain Mana, Possession, and Summon Demon.Skills: Exorcism (H) Will-2 [1]; Meditation (H) Will-2 [1]; Occultism (A) IQ-1 [1]; Public Speaking (A) IQ-1 [1]; Surgery (VH) IQ-3 [1]. Special Abilities: 30 points total in Holy abilities and/or and clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture.* * See Cleric-Druid (p. 22) for important notes on interactions between druidic and clerical capabilities. Druid-Holy Warrior +50 points Holy warrior abilities accompany you when using Beast Possession, Shapeshifting, etc. You can possess weasels and gnaw demons to death. Attributes: +1 ST [10]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. • One of Holiness 2 [5], Rapid Healing [5], Resistant to Poison (+3) [5], or Striking ST 1 [5]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10]. Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1]. • Spend 4 more points on primary druid Melee Weapon skill, raising it by +1. Special Abilities: 26 points total in Holy abilities and/or the skills above. Druid-Knight +50 points Battlefield-altering magic plus high IQ for Strategy and Tactics can yield an interesting “druid-general” suitable for epic wilderness adventure. Attributes: +1 ST [10]. Advantages: Combat Reflexes* [15]; High Pain Threshold [10]. • One of Fit [5], Rapid Healing [5], or Striking ST 1 [5]. Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1]; Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 more points on primary druid Melee Weapon skill, raising it by +1. * Gives +1 to Fast-Draw. Druid-Martial Artist +50 points Shapeshifting spells alongside Chi Mastery abilities can be potent. The combo is marginal because it costs lots of points. Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Acrobatics (H) DX-2 [1]; Jumping (E) DX [1]. • Either Judo (H) DX-2 [1] and Karate (H) DX-1 [2], or Judo (H) DX-1 [2] and Karate (H) DX-2 [1]. Special Abilities: 10 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. Druid-Scout +50 points An archer who knows spells like Hawk Vision and Conceal is scary. This is the druid-warrior’s lens of choice. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Heroic Archer [20]. Skills: Bow (A) DX+2 [8]; Cartography (A) IQ-1 [1]; Fast-Draw (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Shadowing (A) IQ-1 [1]; Tracking (A) Per-1 [1]; Traps (A) IQ-1 [1]. • Observation (A) Per-1 [1], or 1 point in existing skill to get Observation (A) Per [2]. Druid-Swashbuckler +50 points This lens is marginal only because secretive nature priests rarely become flamboyant barflies. Nothing says you can’t do it! Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon Master (Weapon of choice) [20]. Skills: Either choose a druid Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Rapier, Saber, or Smallsword, all (A) DX+2 [8]. • Acrobatics (H) DX-1 [2]. Druid-Thief +50 points Druidic magic greatly assists outdoor thievery, while thieving skills are a valuable fallback in town or underground, where druidic powers falter – a neat balance. Attributes: +2 DX [40]. Secondary Characteristics: -0.50 Basic Speed [-10]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. Skills: Escape (H) DX-2 [1]; Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Holdout (A) IQ-1 [1]; Lockpicking (A) IQ-1 [1]; Pickpocket (H) DX-2 [1]; Shadowing (A) IQ-1 [1]; Traps (A) IQ-1 [1]. • Raise Stealth (A) DX [2] to Stealth (A) DX+1 [4]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. Druid-Wizard +50 points An excellent and potent caster combination! Druidic spells, like clerical ones, don’t count as prerequisites for wizardly spells. Secondary Characteristics: +1 FP [3]. Advantages: Magery 2 [25].* Skills: Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-3 [1]. Special Abilities: 20 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. MIXING PROFESSIONS 25HOLY WARRIOR Choice Lenses: Barbarian, Cleric, Knight, Scout, Swashbuckler. Marginal Lenses: Druid. Holy Warrior-Barbarian +50 points Outdoor skills to track down Evil where it lives, and more ST to smite it, make this a natural combination. Attributes: +2 ST [20]. Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any), Disguise (Animals), Navigation (Land), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Holy Warrior-Bard +50 points The holy warrior-bard casts using Singing (instruments are awkward in melee!) and inspires courage with such spells as Bravery. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]. Skills: Musical Instrument (any) (H) IQ-1 [2]; Public Speaking (A) IQ-1 [1]; Singing (E) HT [1]. Special Abilities: 13 points total in Bard-Song abilities; bardic skills (p. 18); and/or spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. Holy Warrior-Cleric +50 points This is the holy warrior’s best caster lens, beefing up his existing abilities and adding spells to his armory. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Clerical Investment [5]. • Upgrade Holiness 2 [10] to Power Investiture 2 [20]. Special Abilities: 20 points total in more Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. Holy Warrior-Druid +50 points This combination is logical – Nature can be a powerful ally against the unnatural. It’s marginal only because druidic capabilities aren’t optimized for fighting Evil. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Camouflage (E) IQ [1]; Herb Lore (VH) IQ-3 [1]; Hidden Lore (Elementals, Faeries, or Nature Spirits) (A) IQ-1 [1]; Naturalist (H) IQ-2 [1]; Survival (any) (A) Per-1 [1]. Special Abilities: 10 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). MIXING PROFESSIONS 26Holy Warrior-Knight +50 points There’s little difference between this lens and a holy warrior who sticks to his role. “Holy knight” sounds cool, though. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Combat Reflexes* [15]; High Pain Threshold [10]. Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1]; Connoisseur (Weapons) (A) IQ-1 [1]. • Spend 8 points total on Axe/Mace, Bow, Boxing, Broadsword, Polearm, Shortsword, Spear, Sumo Wrestling, or Two-Handed Sword, all (A) DX-1 [1], DX [2], DX+1 [4], or DX+2 [8], and/or combat skills already known at the 4-point level or higher, where 4 points give +1 and 8 points give +2. * Gives +1 to Fast-Draw. Holy Warrior-Martial Artist +50 points Abilities that benefit from the holy warrior’s Will and IQ make this mix viable. Simply read “chi” as “religious zeal.” Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10].* Skills: Acrobatics (H) DX-1 [2]; Jumping (E) DX [1]. • Replace Brawling (E) DX+1 [2] with Karate (H) DX [4]. • Replace Wrestling (A) DX+1 [4] with Judo (H) DX [4]. Special Abilities: 10 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. * See Cleric-Martial Artist (p. 23) for important notes on disadvantages. Holy Warrior-Scout +50 points Demons may fly – but a holy warrior’s Higher Purpose and Shtick work just fine with a bow. A popular lens! Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Heroic Archer [20]. Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ [1]; Fast-Draw (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Survival (any) (A) Per-1 [1]; Tracking (A) Per [2]. • Stealth (A) DX-1 [1], or 1 point in existing skill to get Stealth (A) DX [2]. Holy Warrior-Swashbuckler +50 points The Higher Purpose bonus stacks with bonuses for Enhanced Parry and Weapon Master, making the holy warriorswashbuckler Evil’s deadliest foe. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon Master (Weapon of choice) [20]. Skills: Either choose a holy warrior Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Rapier, Saber, Shortsword, or Smallsword, all (A) DX+2 [8]. • Acrobatics (H) DX-1 [2]. MIXING PROFESSIONS 27 Unholy Warriors The standard holy warrior template can be perverted to serve Evil, yielding a blackguard known as the unholy warrior. To take up arms for Evil, apply the lens below to the holy warrior template. Unholy Warrior +0 points Advantages: Replace Higher Purpose (Slay Demons or Slay Undead) [5] with Higher Purpose (Slay Servitors of Good)† [5]. • All Holiness, basic or added, becomes Unholiness. • Change Shtick (Foes slain personally can’t rise as undead) [1] to Legionary of the Damned‡ [1]. • Swap all points in Holy abilities for the same number of points in Unholy abilities (p. 41). • In advantage options, replace Higher Purpose (different from first) [5] with Resistant to Evil Supernatural Powers (+3) or (+8) [5 or 7]. Disadvantages: Replace this entire section with: Social Stigma (Excommunicated)§ [-10]. • Another -15 points chosen from among Bad Temper [-10*], Gluttony [-5*], Greed [-15*], Jealousy [-10], Laziness [-10], Lecherousness [-15*], or Selfish [-5*]. • A further -15 points chosen from among the previous traits or Bloodlust [-10*], Bully [-10*], Callous [-5], Code of Honor (Pirate’s) [-5], Compulsive Lying [-15*], Fanaticism [-15], Intolerance (“Good” religions) or (All other religions) [-5 or -10], Overconfidence [-5*], or Stubbornness [-5]. Skills: Unholy warriors prefer Physiology and Psychology skills for good creatures or humans (torture and manipulation). • Replace Esoteric Medicine (Holy) (H) Per-2 [1] with Poisons (H) IQ-2 [1]. * Multiplied for self-control number; see p. B120. † Gives +1 to attack, damage, defense, and resistance rolls vs. angels and celestials, artifacts of Good, and good clerics and holy warriors. ‡ Legionary of the Damned: You can safely wield artifacts cursed by evil gods (but not by wizards!). § See note under Evil Clerics (p. 23). New Horizons for Unholy Warriors After adding this lens to the holy warrior template, you can apply any lens meant for holy warriors – except holy warrior-cleric – and become an unholy warriorwizard or whatever. To create an unholy warrior-evil cleric, simply buy the holy warrior-cleric lens and interpret everything Holy as Unholy. The Legions of Evil Want YOU! Anyone but a holy warrior or a good cleric can take up the sword of Evil. Start with your template’s holy warrior lens, but make all the changes noted above for the unholy warrior. In particular, replace its required disadvantage with Social Stigma (Excommunicated) and swap Esoteric Medicine for Poisons.Holy Warrior-Thief +50 points Holy warriors are too honorable to steal. Nasty surprises (Traps) and backstabs (Stealth) are valid tactics against Evil, though. Really! Attributes: +1 DX [20]; +1 IQ [20]. Secondary Characteristics: -1 Per [-5]; -0.25 Basic Speed [-5]. Advantages: Flexibility* [5]. Skills: Either Stealth (A) DX+2 [8], or 7 points in existing skill to get Stealth (A) DX+2 [8] and 1 point on other skills below. • Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Escape (H) DX-2 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ-1 [1]; Shadowing (A) IQ-1 [1]; Traps (A) IQ [2]. * Gives +3 to Climbing and Escape. Holy Warrior-Wizard +50 points Most holy warriors would fireball Evil with zeal! This lens uses the points that other warrior-caster lenses invest in IQ to offer enough spells that Banish and Remove Curse are attainable. Advantages: Magery 2* [25]. Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ [2]; Thaumatology (VH) IQ-3 [1]. Special Abilities: 20 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. KNIGHT Choice Lenses: Barbarian, Holy Warrior, Scout, Swashbuckler. Marginal Lenses: Bard, Cleric, Druid, Wizard. Knight-Barbarian +50 points The knight-barbarian is superior to the pure barbarian for players seeking an outdoorsman-warrior with a more even STskill balance. Attributes: +2 ST [20]. Secondary Characteristics: +1 Per [5]. Advantages: Outdoorsman 2* [20]. Skills: Five of Camouflage (E) IQ [1]; Navigation (Land) (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or Naturalist, both (H) IQ-2 [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. * Gives +2 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Knight-Bard +50 points Being an effective bard with a knight’s IQ means emphasizing Singing and casting “buffs” like Hide Thoughts and Rear Vision. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]. Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking (A) IQ [2]; Singing (E) HT [1]. Special Abilities: 15 points total in Bard-Song abilities; bardic skills (p. 18); and/or spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. Knight-Cleric +50 points The knight’s best caster lens, if he focuses on Might, various Resist spells, etc., and doesn’t risk skill 10-11 healing. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. Skills: Esoteric Medicine (Holy) (H) Per-1 [2]; Exorcism (H) Will-1 [2]; Meditation (H) Will-1 [2]; Religious Ritual (H) IQ-1 [2]; Theology (H) IQ-1 [2]. Special Abilities: 10 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. Knight-Druid +50 points A lance-wielding knight will find druidic spells valuable for controlling his mount outdoors. Otherwise, this is a niche lens. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Camouflage (E) IQ [1]; Esoteric Medicine (Druidic) (H) Per-1 [2]; Herb Lore (VH) IQ-2 [2]; Religious Ritual (Druidic) (H) IQ-1 [2]; Survival (any) (A) Per-1 [1]; Theology (Druidic) (H) IQ-1 [2]. Special Abilities: 10 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). Knight-Holy Warrior +50 points Many holy warriors are ex-knights who hacked their way to divine favor by killing Evil monsters. They aren’t all do-gooders. Attributes: +1 IQ [20]. Secondary Characteristics: +1 Will [5]; -1 Per [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. MIXING PROFESSIONS 28Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10]. Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1]. Special Abilities: 25 points total in Holy abilities and/or the skills above. Knight-Martial Artist +50 points An effective mix if you favor skills useful when armed (e.g., Power Blow) over exclusively unarmed ones (e.g., Push). Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Acrobatics (H) DX-2 [1]. • Replace Boxing (A) DX [2] or Brawling (E) DX+1 [2] with Karate (H) DX [4]. • Replace Sumo Wrestling or Wrestling, both (A) DX [2], with Judo (H) DX [4]. Special Abilities: 10 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. Knight-Scout +50 points Adding the scout’s prowess at archery to the knight’s melee ability gives what’s arguably the most well-rounded warrior combo. Secondary Characteristics: +2 Per [10]. Advantages: Heroic Archer [20]. Skills: Bow (A) DX+3 [12], or 12 points in existing skill to get Bow (A) DX+4 [16]. • Camouflage (E) IQ [1]; Fast-Draw (Arrow) (E) DX+1 [1] (includes +1 for knight’s Combat Reflexes); Navigation (Land) (A) IQ [2]; Survival (any) (A) Per-1 [1]; Tracking (A) Per-1 [1]. • Observation (A) Per-1 [1], or 1 point in existing skill to get Observation (A) Per [2]. • Stealth (A) DX-1 [1], or 1 point in existing skill to get Stealth (A) DX [2]. Knight-Swashbuckler +50 points The knight-swashbuckler is the apex heavy melee fighter. He’s viable in a 250-point game and could start with skill 23! Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon Master (Weapon of choice) [20]. Skills: Either choose a knight Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Rapier, Saber, or Smallsword, all (A) DX+2 [8]. • Acrobatics (H) DX-2 [1]; Jumping (E) DX [1]. Knight-Thief +50 points Kills monsters? Check. Takes stuff? Check. This is an extremely versatile combo in the typical dungeon campaign. Attributes: +1 DX [20]; +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -0.25 Basic Speed [-5]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. Skills: Either Stealth (A) DX [2], or 1 point in existing skill to get Stealth (A) DX [2] and 1 point on other skills below. • Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Lockpicking (A) IQ [2]; Pickpocket (H) DX-2 [1]; Traps (A) IQ [2]. • Forced Entry (E) DX [1], or 1 point in existing skill to get Forced Entry (E) DX+1 [2]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. Knight-Wizard +50 points Resisted and long-range castings aren’t effective at skill 10-11. Spells like Flaming Armor and Flaming Weapon pay off better. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Magery 2* [25]. Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]. Special Abilities: 10 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. MARTIAL ARTIST Choice Lenses: Holy Warrior, Knight, Scout, Swashbuckler, Thief. Marginal Lenses: Bard, Cleric, Druid, Wizard. Martial Artist-Barbarian +50 points Pure martial artists can get High Pain Threshold and more ST anyway. This lens suits those embarking on wilderness adventures. Attributes: +2 ST [20]. Secondary Characteristics: +1 Per [5]. Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. Skills: Five of Camouflage (E) IQ [1]; Navigation (Land) (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Martial Artist-Bard +50 points Chi and bardic abilities offer many options. Of course, you’ll need many points to be good at it all. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]. MIXING PROFESSIONS 29Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking (A) IQ [2]; Singing (E) HT+1 [2]. Special Abilities: 14 points total in Bard-Song abilities; bardic skills (p. 18); and/or spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. Martial Artist-Cleric +50 points This mix pays off best with long-term dedication. Still, clerical “buffs” – especially Armor and Might – are effective right away. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10].* Skills: Exorcism (H) Will-2 [1]; Religious Ritual (H) IQ-1 [2]; Theology (H) IQ-1 [2]. Special Abilities: 15 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. * If desired, Disciplines of Faith (Chi Rituals) can serve as the disadvantage required for Holy Might (pick another -10 points of cleric or martial-artist disadvantages). Failure to observe it costs the martial artist-cleric access to Chi Mastery and Holy Might! Martial Artist-Druid +50 points Partial Shapeshifting (Tiger Paws) with Karate is just plain cool. The necessary Power Investiture 5 is just plain expensive, and must wait until later. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Camouflage (E) IQ [1]; Herb Lore (VH) IQ-2 [2]; Naturalist (H) IQ-1 [2]; Religious Ritual (Druidic) (H) IQ-1 [2]; Survival (any) (A) Per-1 [1]; Theology (Druidic) (H) IQ-1 [2]. Special Abilities: 10 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). Martial Artist-Holy Warrior +50 points Learning Physiology for monsters and using Pressure Points to paralyze them is potent – especially against foes your Higher Purpose covers. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10].* Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Physiology (monster type) (H) IQ [4]; Psychology (same monster type) (H) IQ-2 [1]; Strategy (H) IQ-1 [2]. Special Abilities: 24 points total in Holy abilities and/or the skills above. * See Martial Artist-Cleric (left) for important notes on disadvantages. Martial Artist-Knight +50 points This lens’ appeal is heavy swung weapon skills to use with Power Blow. Effective ST 24 + halberd = carnage. Attributes: +1 ST [10]. Advantages: Born War Leader 1* [5]; Combat Reflexes† [15]; High Pain Threshold [10]. Skills: Armoury (Melee Weapons) (A) IQ [2]; Connoisseur (Weapons) (A) IQ [2]; Leadership (A) IQ-1 [1]; Strategy (H) IQ-2 [1]. • Spend 4 points to learn one of Axe/Mace, Bow, Broadsword, Polearm, Spear, or Two-Handed Sword, all (A) DX+1 [4], or to add +1 to a known melee skill. * Gives +1 to Leadership, Strategy, and Tactics. † Gives +1 to Fast-Draw. Martial Artist-Scout +50 points Impressive archery skills plus Chi Mastery’s Enhanced Move and Perfect Balance turn any martial artist into the classic “elven archer.” Secondary Characteristics: +2 Per [10]. Advantages: Heroic Archer [20]. MIXING PROFESSIONS 30Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ+1 [2]; Fast-Draw (Arrow) (E) DX [1]; Shadowing (A) IQ [2]; Survival (any) (A) Per-1 [1]; Tracking (A) Per-1 [1]; Zen Archery (VH) IQ+1 [4] (includes +2 for martial artist’s Chi Talent 2). • Observation (A) Per-1 [1], or 1 point in existing skill to get Observation (A) Per [2]. Martial Artist-Swashbuckler +50 points Having Weapon Master and Trained by a Master enables a new option: you can learn variants of “unarmed” chi skills that work with individual weapon skills; e.g., Breaking Blow (Rapier). Clear these with the GM! Advantages: Combat Reflexes* [15]; Enhanced Parry 1 (Weapon of choice) [5]; Weapon Bond (Best weapon of choice in current possession) [1]; Weapon Master (Weapon of choice) [20]. Skills: Either choose a martial artist Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Broadsword, Rapier, or Saber, all (A) DX+2 [8]. • Fast-Draw (any) (E) DX [1]. * Gives +1 to Fast-Draw. Martial Artist-Thief +50 points Thieves’ skills are effective for the high-DX martial artist and increase his noncombat contributions. Yes, this is a ninja. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; +1 Per [5]. Advantages: Flexibility* [5]; Perfect Balance (Chi, -10%)† [14]. Skills: Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ [2]; Pickpocket (H) DX-2 [1]; Traps (A) IQ [2]. • Raise Stealth (A) DX-1 [1] to Stealth (A) DX+1 [4]. * Gives +3 to Climbing and Escape. † Gives +1 to Acrobatics and Climbing. Martial artists acquire this as a Chi ability. Those who already have it should add 14 points of other Chi abilities and skills useful for thievery; e.g., the Catfall advantage and the Light Walk skill. Martial Artist-Wizard +50 points Mastering martial arts and sorcery is tough, but Deathtouch-charged Karate punches and Iron Arm parries might just be worth it. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Magery 2* [25]. Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]. Special Abilities: 10 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. SCOUT Choice Lenses: Barbarian, Holy Warrior, Knight, Martial Artist, Swashbuckler, Thief. Marginal Lenses: Wizard. Scout-Barbarian +50 points Scouts have most of these options on their template. This lens is purely a quick, ST-oriented “level up” package. Attributes: +3 ST [30]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: High Pain Threshold [10]. Skills: Five of Animal Handling (any), Disguise (Animals), or Weather Sense, all (A) IQ-1 [1]; Naturalist (H) IQ* [1]; Swimming (E) HT [1]; Running (A) HT-1 [1]; Fishing (E) Per+2* [1]. * Includes +2 for scout’s Outdoorsman 2. Scout-Bard +50 points An archer, being out of melee, can sing and strum unmolested. He may want a bow-harp; see Bard-Scout (p. 21). Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]. Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking (A) IQ-1 [1]; Singing (E) HT+1 [2]. Special Abilities: 15 points total in Bard-Song abilities; bardic skills (p. 18); and/or spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. Scout-Cleric +50 points Any party could use a back-ranker who heals and shoots. Thus, this lens is ideal for fans of support roles. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: Honesty (12) [-10] or Sense of Duty (Coreligionists) [-10]. Skills: Esoteric Medicine (Holy) (H) Per-2 [1]; Exorcism (H) Will-2 [1]; Meditation (H) Will-2 [1]; Religious Ritual (H) IQ-2 [1]; Theology (H) IQ-2 [1]. Special Abilities: 15 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. MIXING PROFESSIONS 31Scout-Druid +50 points Outdoors, a tracker who can’t be tracked (Hide Path, Light Tread, No-Smell, etc.) is potent. The scout’s best caster lens! Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Esoteric Medicine (Druidic) (H) Per-2 [1]; Herb Lore (VH) IQ-2 [2]; Naturalist (H) IQ [1] (includes +2 for scout’s Outdoorsman 2); Religious Ritual (Druidic) (H) IQ-2 [1]; Theology (Druidic) (H) IQ-2 [1]. Special Abilities: 14 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). Scout-Holy Warrior +50 points (1) Buy True Faith. (2) Wade into undead horde. (3) Turn undead. (4) Shoot undead in back. Fire arrows work best. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10]. Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Physiology (monster type) (H) IQ-1 [2]; Psychology (same monster type) (H) IQ-2 [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. Special Abilities: 26 points total in Holy abilities and/or the skills above. Scout-Knight +50 points Like scout-barbarian, this is fundamentally a quick “level up” package. It emphasizes leadership and melee capabilities. Attributes: +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Born War Leader 2* [10]; Combat Reflexes† [15]; High Pain Threshold [10]. Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1]; Connoisseur (Weapons) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • One of Brawling (E) DX [1], Wrestling (A) DX-1 [1], or 1 point to raise one of these by +1 if already known. • Spend 4 more points on primary scout Melee Weapon skill, raising it by +1. * Gives +2 to Leadership, Strategy, and Tactics. † Gives +1 to Fast-Draw. Scout-Martial Artist +50 points Take note: Zen Archery for long shots, Power Blow for use with Heroic Archer’s “instant shots” (and a high-ST bow). Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Acrobatics (H) DX-2 [1]; Meditation (H) Will-2 [1]. • Judo (H) DX-2 [1], or replace existing Wrestling (A) DX-1 [1] with Judo (H) DX-1 [2]. • Jumping (E) DX [1], or 1 point in existing skill to get Jumping (E) DX+1 [2]. • Karate (H) DX- 2 [1], or replace existing Brawling (E) DX [1] with Karate (H) DX-1 [2]. Special Abilities: Zen Archery (VH) IQ-1 [2]. • 8 points total in Chi abilities and/or more chi skills (p. 18). Chi skills get +1 for Chi Talent; Zen Archery already includes this. Scout-Swashbuckler +50 points This is the ultimate in DX-based ranged and melee dominance (but the swashbuckler-scout disagrees). Select a onehanded scout weapon for fast bow-to-blade transitions. Advantages: Combat Reflexes* [15]; Enhanced Parry 1 (Weapon of choice) [5]; Weapon Master (Weapon of choice) [20]. Skills: Either choose a scout Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Rapier, Saber, or Smallsword, all (A) DX+2 [8]. • Either Acrobatics (H) DX-2 [1] and Jumping (E) DX [1], or Acrobatics (H) DX- 1 [2] if Jumping is already known. * Gives +1 to Fast-Draw. Scout-Thief +50 points The scout-thief is a well-rounded indoor/outdoor information-gatherer with a deadly combat bite, very useful for smaller adventuring parties. Attributes: +1 DX [20]; +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -0.25 Basic Speed [-5]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. Skills: Acrobatics (H) DX-2 [1]; Escape (H) DX-2 [1]; Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ [2]; Pickpocket (H) DX-2 [1]. • Raise Stealth (A) DX-1 [1] to Stealth (A) DX+1 [4]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. Scout-Wizard +50 points Scout-wizards have enough IQ to be (barely) viable. SpellArchery (p. 41) is desirable, but means saving up for Magery 3. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Magery 2* [25]. Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-3 [1]. Special Abilities: 11 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. MIXING PROFESSIONS 32SWASHBUCKLER Choice Lenses: Holy Warrior, Knight, Martial Artist, Scout, Thief. Marginal Lenses: Cleric, Druid, Wizard. Swashbuckler-Barbarian +50 points High Pain Threshold is nice. Get it here if you foresee wilderness treks, or from swashbuckler-knight if you’re the tactician type. Attributes: +2 ST [20]. Secondary Characteristics: +1 Per [5]. Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. Skills: Five of Camouflage (E) IQ [1]; Navigation (Land) (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Swashbuckler-Bard +50 points A fitting mix, but low-IQ casters are tricky to play. Focus on Bard-Song, or bardic skills, or one college of magic. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Bardic Talent 1 [8]; Charisma 1* [5]; Musical Ability 1† [5]. Skills: Musical Instrument (any) (H) IQ [4]; Public Speaking (A) IQ [2]; Singing (E) HT [1]. Special Abilities: 15 points total in Bard-Song abilities; bardic skills (p. 18); and/or spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ-1 [1] or (VH) IQ-2 [1] with the +1 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. Swashbuckler-Cleric +50 points The appeal of any warrior-cleric is being able to “buff up” before the fight. This one is no exception. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: Honesty (12) [-10] or Sense of Duty (Coreligionists) [-10]. Skills: Esoteric Medicine (Holy) (H) Per-1 [2]; Exorcism (H) Will-1 [2]; Meditation (H) Will-1 [2]; Religious Ritual (H) IQ-1 [2]; Theology (H) IQ-1 [2]. Special Abilities: 10 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. Swashbuckler-Druid +50 points A swashbuckler has to be clever (both PC and player) to make this combination work. Take that as a warning – or a challenge! Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Esoteric Medicine (Druidic) (H) Per-1 [2]; Herb Lore (VH) IQ-2 [2]; Religious Ritual (Druidic) (H) IQ-1 [2]; Survival (any) (A) Per-1 [1]; Theology (Druidic) (H) IQ-1 [2]. Special Abilities: 11 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). Swashbuckler-Holy Warrior +50 points The swashbuckler’s effortless Rapid Strikes double the oomph of many holy gifts. Tip: cutting blades, not impalingonly ones, vs. undead. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Per [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10]. Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Physiology (monster type) (H) IQ-1 [2]; Psychology (same monster type) (H) IQ-2 [1]; Strategy (H) IQ-1 [2]; Tactics (H) IQ-1 [2]. Special Abilities: 24 points total in Holy abilities and/or the skills above. MIXING PROFESSIONS 33Swashbuckler-Knight +50 points This lens – yet another quick “level up” for fighters who want to stay fighters – adds military skills to the civilian swordsman. Attributes: +1 ST [10]. Advantages: Born War Leader 2* [10]; High Pain Threshold [10]. • One of Enhanced Block 1 [5], Fit [5], Rapid Healing [5], or Striking ST 1 [5]. Skills: Armoury (Melee Weapons) (A) IQ+1 [4]; Connoisseur (Weapons) (A) IQ+1 [4]; Leadership (A) IQ-1 [1]; Strategy (H) IQ-2 [1]; Tactics (H) IQ-2 [1]. • Spend 4 points to learn one of Axe/Mace, Bow, Polearm, Spear, or Two-Handed Sword, all (A) DX+1 [4], or on primary swashbuckler Melee Weapon skill, raising it by +1. * Gives +2 to Leadership, Strategy, and Tactics. Swashbuckler-Martial Artist +50 points Weapon Master’s damage bonus is per die. With 4d swing damage from Power Blow, that’s +8! Swashbuckler-martial artists can learn variant chi skills for weapons, as noted for the martial artist-swashbuckler (p. 31). Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Replace Boxing (A) DX [2] or Brawling (E) DX+1 [2] with Karate (H) DX [4]. • Replace Wrestling (A) DX [2], with Judo (H) DX [4]. Special Abilities: 11 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. Swashbuckler-Scout +50 points This is the ultimate in DX-based melee and ranged dominance (although the scout-swashbuckler disagrees). Secondary Characteristics: +2 Per [10]. Advantages: Heroic Archer [20]. Skills: Bow (A) DX+3 [12]; Camouflage (E) IQ [1]; Fast-Draw (Arrow) (E) DX+1 [1] (includes +1 for swashbuckler’s Combat Reflexes); Navigation (Land) (A) IQ [2]; Observation (A) Per-1 [1]; Survival (any) (A) Per-1 [1]; Tracking (A) Per-1 [1]. • Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. Swashbuckler-Thief +50 points The swashbuckler-thief is proof that idle hands are the devil’s workshop: when not fighting, he’s applying his impressive DX to crime. Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; +1 Per [5]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. • One of +1 Per [5], +1 Basic Move [5], Ambidexterity [5], or High Manual Dexterity 2† [5]. Skills: Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ+1 [4]; Pickpocket (H) DX-2 [1]; Traps (A) IQ+1 [4]. • Raise Stealth (A) DX-1 [1] to Stealth (A) DX+1 [4]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. Bonus becomes +2 with High Manual Dexterity 2. Swashbuckler-Wizard +50 points No doubt combat magic would aid a warrior better, but illusions somehow seem more fitting for this flamboyant dabbler! Attributes: +1 IQ [20]. Secondary Characteristics: -1 Will [-5]; -1 Per [-5]. Advantages: Magery 2* [25]. Skills: Alchemy (VH) IQ-2 [2]; Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-2 [2]. Special Abilities: 10 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. THIEF Choice Lenses: Bard, Martial Artist, Scout, Swashbuckler, Wizard. Marginal Lenses: Barbarian. Thief-Barbarian +50 points Urban thieves and primitive tribesmen are near-opposites. Still, this lens might suit a thief back from the gulag. Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: High Pain Threshold [10]; Outdoorsman 1* [10]. • One of Absolute Direction [5], Fit [5], Resistant to Poison (+3) [5], or Striking ST 1 [5]. Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any), Disguise (Animals), Navigation (Land), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; MIXING PROFESSIONS 34Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Thief-Bard +50 points Many dungeon-raiding bards were once common rogues – a viable career path for gamers reluctant to play bards as starting PCs. Advantages: Bardic Talent 2 [16]; Charisma 1* [5]; Musical Ability 1† [5]. Skills: Musical Instrument (any) (H) IQ-1 [2]; Public Speaking (A) IQ-1 [1]; Singing (E) HT+2 [4]. Special Abilities: 17 points total in Bard-Song abilities; bardic skills (p. 18); and/or spells from the Communication and Empathy and/or Mind Control colleges, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Bardic Talent. * Gives +1 to Leadership, Panhandling, and Public Speaking. † Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. Thief-Cleric +50 points A thief’s IQ makes any caster lens viable, although this one has a moral incongruity that won’t appeal to everyone. Secondary Characteristics: +1 Will [5]. Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: Sense of Duty (Coreligionists) [-10] or Vow (No edged weapons) [-10]. Skills: Esoteric Medicine (Holy) (H) Per-2 [1]; Exorcism (H) Will-2 [1]; Meditation (H) Will-2 [1]; Religious Ritual (H) IQ-2 [1]; Theology (H) IQ-2 [1]. Special Abilities: 25 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. Thief-Druid +50 points Magically training animals to steal is just fun. You can do other things, but that’s the cool part. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Camouflage (E) IQ [1]; Esoteric Medicine (Druidic) (H) Per-2 [1]; Herb Lore (VH) IQ-3 [1]; Religious Ritual (Druidic) (H) IQ-2 [1]; Theology (Druidic) (H) IQ-2 [1]. Special Abilities: 25 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). Thief-Holy Warrior +50 points Cunning holy warriors are a fun change from swordswingers. Higher Purpose aids Stealth, Traps, etc., when trapping and backstabbing Evil. Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Disadvantages: Sense of Duty (Good entities) [-10] or Vow (Own no more than horse can carry) [-10]. Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1]. • Either spend 3 more points on each of two thief combat skills known at the 1-point level, or add all 6 points to one combat skill that’s at the 2-point level, to raise the relevant skill(s) by +2. Special Abilities: 24 points total in Holy abilities and/or the skills above. Thief-Knight +50 points Any thief could benefit from more combat ability. This is the best warrior lens for thuggish thieves. Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Combat Reflexes* [15]; High Pain Threshold [10]. Skills: Four of Armoury (Melee Weapons), Connoisseur (Weapons), or Leadership, all (A) IQ-1 [1]; or Strategy or Tactics, both (H) IQ-2 [1]. • Either spend 3 more points on each of two thief combat skills known at the 1-point level, or add all 6 points to one combat skill that’s at the 2-point level, to raise the relevant skill(s) by +2. * Gives +1 to Fast-Draw. Thief-Martial Artist +50 points Many chi skills would aid a thief – especially Light Walk! Also, you’re a ninja. How cool is that? Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Judo (H) DX-1 [2]; Jumping (E) DX [1]. • Replace Brawling (E) DX [1] with Karate (H) DX-1 [2]. Special Abilities: 11 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. Immovable Stance gets +4 for the thief’s Perfect Balance! Thief-Scout +50 points Thieves who prefer to avoid melee (even from behind) often take up archery. The backstabbing rules do work with bowshots. Attributes: +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Heroic Archer [20]; Outdoorsman 1* [10]. Skills: Either Bow (A) DX+2 [8], or 7 points in existing skill to get Bow (A) DX+2 [8] and 1 point on other skills below. • Camouflage (E) IQ [1]; Fast-Draw (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Survival (any) (A) Per-1 [1]; MIXING PROFESSIONS 35Tracking (A) Per-1 [1]. • Cartography (A) IQ-1 [1], or 1 point in existing skill to get Cartography (A) IQ [2]. • Observation (A) Per-1 [1], or 1 point in existing skill to get Observation (A) Per [2]. * Gives +1 to Camouflage, Fishing, Mimicry, Naturalist, Navigation, Survival, and Tracking. Thief-Swashbuckler +50 points This archetype is widespread in dungeon fantasy – arguably more so than the straight-up thief. Weapon Master’s damage bonuses certainly help. Attributes: +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Combat Reflexes* [15]; Enhanced Parry 1 (Weapon of choice) [5]; Weapon Bond (Best weapon of choice in current possession) [1]; Weapon Master (Weapon of choice) [20]. Skills: Jumping (E) DX [1]. • Either 3 more points on a thief sword skill at the 1-point level, raising it by +2; or 2 points on sword skill at the 2-point level, raising it by +1, and one of Shield (Buckler) (E) DX [1], or Cloak or Main-Gauche, both (A) DX-1 [1]. * Gives +1 to Fast-Draw. Thief-Wizard +50 points The thief’s best caster lens! A few Movement spells alongside built-in magical loot detection give a massive boost. Advantages: Magery 2* [25]. Skills: Alchemy (VH) IQ-3 [1]; Occultism (A) IQ-1 [1]; Thaumatology (VH) IQ-3 [1]. Special Abilities: 22 points total in wizardly spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Magery. * Gives +2 to Thaumatology. WIZARD Choice Lenses: Bard, Cleric, Druid, Thief. Marginal Lenses: Barbarian, Martial Artist. Wizard-Barbarian +50 points This lens suits wilderness campaigns where everybody needs outdoor skills. In town or underground, other wizardwarrior combos are preferable. Attributes: +2 ST [20]; +1 HT [10]. Secondary Characteristics: +1 Per [5]; -0.25 Basic Speed [-5]. Advantages: High Pain Threshold [10]. Skills: Ten of Camouflage (E) IQ [1]; Animal Handling (any), Disguise (Animals), Navigation (Land), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) or Naturalist, both (H) IQ-2 [1]; Swimming (E) HT [1]; Running (A) HT-1 [1]; Fishing (E) Per [1]; or Survival (any) or Tracking, both (A) Per-1 [1]. Wizard-Bard +50 points The wizard’s gifts make him an excellent bard – and BardSong adds abilities that work when he’s out of energy. Advantages: Bard-Song Talent 2* [10]; Charisma 1† [5]; Musical Ability 1‡ [5]; Voice§ [10]. Skills: Musical Instrument (any) (H) IQ-2 [1]; Public Speaking (A) IQ-1 [1]; Singing (E) HT [1]. Special Abilities: 17 points total in Bard-Song abilities and/or bardic skills (p. 18).* * Wizard-bards learn and cast spells as wizards. They add Magery to spells and need not play music to cast. They must still play to use Bard-Song abilities; add Bard-Song Talent (p. 20) to those rolls. † Gives +1 to Leadership, Panhandling, and Public Speaking. ‡ Gives +1 to Musical Composition, Musical Influence, Musical Instrument, and Singing. § Gives +2 to Diplomacy, Fast-Talk, Mimicry, Performance, Public Speaking, Sex Appeal, and Singing. Wizard-Cleric +50 points Dual spell lists and partial independence from mana are very tempting. Eventually, most wizards end up worshipping something. Advantages: Clerical Investment [5]; Power Investiture 2 [20]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Coreligionists) [-10], or Vow (No edged weapons) [-10]. • Wizards with Social Stigma (Excommunicated) [-10] must either buy this off or keep it, become wizard-evil clerics, and pick a -10-point evil-cleric disadvantage instead of one of the previous three (see Evil Clerics, p. 23). Skills: Diagnosis (H) IQ-2 [1]; Esoteric Medicine (Holy) (H) Per-2 [1]; Exorcism (H) Will-2 [1]; Religious Ritual (H) IQ-2 [1]; Surgery (VH) IQ-3 [1]; Theology (H) IQ-2 [1]. Special Abilities: 29 points total in Holy abilities and/or clerical spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture. Wizard-Druid +50 points Huzzah for two spells lists! Being excommunicated is irrelevant provided that you respect Nature. Zombie pets would be pushing it. Advantages: Power Investiture 2 (Druidic) [20]. Skills: Esoteric Medicine (Druidic) (H) Per-2 [1]; Hidden Lore (Elementals, Faeries, or Nature Spirits) (A) IQ-1 [1]; Naturalist (H) IQ-2 [1]; Pharmacy (Herbal) (H) IQ-2 [1]; Religious Ritual (Druidic) (H) IQ-2 [1]; Theology (Druidic) (H) IQ-2 [1]; Veterinary (H) IQ-2 [1]. • Three of Animal Handling (any), Disguise (Animals), or Weather Sense, all (A) IQ-1 [1]; Mimicry (Animal Sounds or Bird Calls) (H) IQ-2 [1]; or Survival (any) (A) Per-1 [1]. Special Abilities: 20 points total in Druidic abilities and/or druidic spells, which will be either (H) IQ [1] or (VH) IQ-1 [1] with the +2 for Power Investiture (Druidic). MIXING PROFESSIONS 36Wizard-Holy Warrior +50 points Higher Purpose gives +1 to spells cast against applicable foes, making this combo popular with wizards who oppose Evil. Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Higher Purpose (Slay Demons or Slay Undead) [5]; Holiness 1 [5]; Shtick (Foes slain personally can’t rise as undead) [1]. Disadvantages: One of Honesty (12) [-10], Sense of Duty (Good entities) [-10], or Vow (Own no more than horse can carry) [-10]. • Wizards with Social Stigma (Excommunicated) [-10] must either buy this off or keep it, become wizard-unholy warriors, and pick a -10-point unholy-warrior disadvantage instead of one of the previous three (see Unholy Warriors, p. 27). Skills: Exorcism (H) Will-2 [1]; Hidden Lore (Demons or Undead) (A) IQ-1 [1]; Physiology (monster type) (H) IQ-2 [1]; Psychology (same monster type) (H) IQ-2 [1]. • Spend 4 more points on primary wizard Melee Weapon skill, raising it by +1. Special Abilities: 26 points total in Holy abilities and/or the skills above. Wizard-Knight +50 points This is the best option for wizard-warriors who wish to emphasize physical power and toughness. Attributes: +1 ST [10]; +1 HT [10]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Combat Reflexes* [15]; High Pain Threshold [10]. Skills: Armoury (Body Armor or Melee Weapons) (A) IQ-1 [1]; Brawling (E) DX [1]; Connoisseur (Weapons) (A) IQ-1 [1]; Leadership (A) IQ-1 [1]; Tactics (H) IQ-2 [1]. • Strategy (H) IQ-2 [1], or 1 point in existing skill to get Strategy (H) IQ-1 [2]. • Spend 4 more points on primary wizard Melee Weapon skill, raising it by +1. * Gives +1 to Fast-Draw. Wizard-Martial Artist +50 points Wizard-martial artist is an arduous path. Such adventurers are better than pure martial artists at more cerebral chi skills, however. Advantages: Chi Talent 1 [15]; Trained by a Master [30]. Disadvantages: Disciplines of Faith (Chi Rituals) [-10]. Skills: Acrobatics (H) DX-2 [1]; Jumping (E) DX [1]. • Either Judo (H) DX-2 [1] and Karate (H) DX-1 [2], or Judo (H) DX-1 [2] and Karate (H) DX-2 [1]. Special Abilities: 10 points total in Chi abilities and/or chi skills (p. 18). Chi skills get +1 for Chi Talent. Wizard-Scout +50 points This is the option of choice for wizard-warriors who prefer ranged combat. Spell-Archery (p. 41) is a must! Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Heroic Archer [20]. Skills: Bow (A) DX+2 [8]; Camouflage (E) IQ [1]; Fast-Draw (Arrow) (E) DX [1]; Navigation (Land) (A) IQ-1 [1]; Observation (A) Per-1 [1]; Shadowing (A) IQ-1 [1]. • Cartography (A) IQ-1 [1], or 1 point in existing skill to get Cartography (A) IQ [2]. • Stealth (A) DX-1 [1], or 1 point in existing skill to get Stealth (A) DX [2]. Wizard-Swashbuckler +50 points Acrobatics, Enhanced Parry, and higher DX and skill let the wizard-swashbuckler defend well, addressing the melee mage’s biggest weakness. Attributes: +1 DX [20]. Secondary Characteristics: -0.25 Basic Speed [-5]. Advantages: Enhanced Parry 1 (Weapon of choice) [5]; Weapon Master (Weapon of choice) [20]. Skills: Either choose a wizard Melee Weapon skill and put 8 more points into it, raising it by +2, or add one of Broadsword, Rapier, Saber, or Shortsword, all (A) DX+2 [8]. • Acrobatics (H) DX-1 [2]. Wizard-Thief +50 points Spells like Invisibility and Mage-Stealth so effectively compensate for physical shortcomings that the wizard-thief is the mundane thief’s biggest rival. Attributes: +2 DX [40]. Secondary Characteristics: -0.50 Basic Speed [-10]. Advantages: Flexibility* [5]; High Manual Dexterity 1† [5]. Skills: Either Stealth (A) DX+1 [4], or 3 points in existing skill to get Stealth (A) DX+1 [4] and 1 point on other skills below. • Climbing (A) DX-1 [1], or 1 point in existing skill to get Climbing (A) DX [2]. • Filch (A) DX-1 [1]; Forced Entry (E) DX [1]; Lockpicking (A) IQ-1 [1]; Pickpocket (H) DX-2 [1]; Traps (A) IQ-1 [1]. * Gives +3 to Climbing and Escape. † Gives +1 to Knot-Tying, Pickpocket, and Sleight of Hand. ===== GURPS Dungeon Fantasy - Power-Ups ===== Delvers who start in a profession – not those who merely get a lens for it – can buy certain “high-level” options in play, as if those abilities were on their original character template. Below are suggestions compatible with Dungeon Fantasy: Adventurers. The GM is encouraged to add others! Barbarian Power-Ups Barbarians may exceed normal ST limits, going up to ST 25 (before racial modifiers), and buy HP up to 1.5 ¥ ST. As usual, Size, -10% makes ST and HP cheaper. Additional options: Arm ST 1 or 2 (Size, -10%) [5 or 9], Damage Resistance 1 or 2 (Limited, Crushing, -40%; Tough Skin, -40%) [1 or 2], Damage Resistance 1 or 2 (Tough Skin, -40%) [3 or 6], Extra Attack 1 [25], Resistant to Poison (+8) [7], and Unfazeable [15]. Bard Power-Ups Bards can buy up to Bardic Talent 6 [8/level], and have no upper limit on Charisma [5/level] or Wild Talent [20/level]. New Bardic abilities are Mind Probe (Bard-Song, -30%) [14], Scanning Sense (Sonar; Bard-Song, -30%) [14], and Unfazeable (Bard-Song, -30%) [11]. Additional options: Discriminatory Hearing [15] and Extraordinary or Ridiculous Luck [30 or 60]. Cleric Power-Ups Clerics can acquire unlimited Wild Talent (Focused, Clerical, -20%; Holy, -10%) [14/level]. This Holy ability lets the cleric cast any clerical spell at skill IQ + Power Investiture, once per game session per level. Additional options: Energy Reserve (Holy) 1-20 [3/level] and Extraordinary or Ridiculous Luck [30 or 60]. Druid Power-Ups Druids can have any number of Alternate Forms (Animal; Druidic, -10%) [Varies]. This Druidic ability costs 14 points + 90% of form’s template cost – or just 14 points per ordinary, small animal (bat, cat, etc.). Druids can also have up to Damage Resistance 4 (Limited, Elemental, -20%; Druidic, -10%) [14]. Additional options: Energy Reserve (Druidic) 1-20 [3/level] and Extraordinary Luck [30]. Holy Warrior Power-Ups Holy warriors can buy unlimited Wild Talent (Focused, Clerical, -20%; Holy, -10%) [14/level]; this works as described in Cleric Power-Ups (above), but roll against IQ + Holiness. Also as part of Holy Might, holy warriors may purchase up to two “levels” of Blessed (Heroic Feats; Holy, -10%) [9] for each of ST, POWER-UPS 38 CHAPTER THREE POWER-UPSDX, and HT; Blessed 6 [54], the maximum, gives a +2d boost to all three scores! Holy warriors may improve Higher Purpose as if it came in levels, too; Higher Purpose 3 [15], the maximum, gives a +3 bonus. Additional options: Enhanced Block 2 [10], Enhanced Parry 2 [10], Extra Attack 1 [25], and Extraordinary or Ridiculous Luck [30 or 60]. Knight Power-Ups Knights may exceed normal HP limits, improving HP to 1.5 ¥ ST. They can also add or improve Melee Weapon skills whenever they have sufficient points – even in battle! Finally, they can buy up to Enhanced Block 3 [5/level], Enhanced Parry 3 [5/level], and Extra Attack 2 [25/level]. Martial Artist Power-Ups Martial artists can get up to Chi Talent 6 [15/level] and Enhanced Dodge 3 [15/level], and have no limit on Wild Talent [20/level]. New Chi abilities are Claws (Blunt; Chi, -10%)* [3] (“iron hands”), Clinging (Chi, -10%)* [18], and Enhanced Time Sense (Chi, -10%)* [41]. Additional option: Extraordinary Luck [30]. Scout Power-Ups Scouts may exceed normal Basic Move limits, buying up to six levels. They can also acquire any amount of Enhanced Tracking (Multiple Lock-Ons, +20%) [6/level]; each level lets the scout specify an extra target when aiming (e.g., five, with ET 4) and claim Aim benefits against them all. Additional options: Extra Attack 1 [25], Extraordinary Luck [30], Silence 1 or 2 [5 or 10], and Telescopic Vision 1 or 2 [5 or 10]. Swashbuckler Power-Ups Swashbucklers can raise Basic Speed up to four levels, exceeding normal limits. They may also replace Combat Reflexes [15] with Enhanced Time Sense [45], for 30 points, and buy up to Enhanced Block 3 [5/level] and Extra Attack 2 [25/level]. Finally, Weapon Master enables several chi skills: Blind Fighting, Flying Leap, Kiai, and Power Blow. Thief Power-Ups Thieves may exceed normal DX limits, buying up to DX 25 (before racial modifiers). They can also have up to Enhanced Dodge 3 [15/level] and Striking ST 10 (Only on surprise attack, -60%) [2/level]. Additional options: Ridiculous Luck [60], Sensitive Touch [10], Silence 1 or 2 [5 or 10], Vibration Sense (Air) [10], and Weapon Master (Knife/Main-Gauche) [20]. Wizard Power-Ups Wizards may purchase up to IQ 25 (before racial modifiers), exceeding normal limits. As well, they can buy any amount of Magic Resistance (Improved, +150%) [5/level] and Wild Talent (Retention, +25%; Focused, Magical, -20%) [21/level], and acquire Mana Enhancer 1 [50] (raises mana level a step when the wizard casts on himself). Additional option: Energy Reserve (Magical) 1-20 [3/level]