Perky Post: Dungeon Faeries 1 – The Knocker

GURPS Dungeon Fantasy has a nice little collection of faerie player races, but more options can never hurt. This is the first of new series of mini articles I’m calling Perky Posts. I hope to do one of those each day for the remainder of the Dungeon Fantasy kickstarter. So, without further ado, I present the knocker in DF format:

Knocker (20 points)

Choice Professions: Elementalist, Thief, Wizard
Marginal Professions: Barbarian, Holy Warrior, Knight, Martial Artist

Knockers are both a bane and a blessing to miners, alternately warning them of impending danger and stealing their stuff. While most of them stay in their favourite mine their whole lives, flooding, earthquakes or acute adventurer infestation will make them pack up their stuff and leave. With a penchant for deep places and carrying off other people’s stuff there’s little wonder that displaced Knockers take to dungeon-delving like fish to water. Especially their ability to locate any kind of underground metal is highly-prized among delvers – as even dwarves have to grudgingly admit.

As mining faeries they do not have a sense of duty towards nature, but instead act honourably towards miners and fellow underground dwellers when dangers like rockslides and collapsing tunnels are concerned. They won’t lure anybody into unsafe areas and won’t steal urgently needed survival gear. Of course, all bets are off, when they are aboveground.

Knockers look like wizened old men and women. To get their height start out with regular height for their ST (without taking into account their racial modifier) and multiply the result by 0.4. For body weight do the same, but multiply the result by 0.3 – they are strong and resilient far beyond their looks, but do not reach the level of leprechauns. A Knocker has SM -3 regardless of actual height. Tiny Tools (DF3 p. 8) applies to their gear.

Attribute Modifiers [0 points]: ST -2 [-20]; DX +1 [20]
Secondary Characteristic Modifiers [5 points]: SM -3; PER +1 [5]
Advantages [59 points]: Absolute Direction (Underground only, -40%) [3]; Danger Sense (Underground only, -40%) [9]; Detect: Metal (Underground only, -40%) [12]; Lifting ST 2 [6]; Luck [15]; Magery 0 [5]; Night Vision +9 [9]
Perks [1 point]: Penetrating Voice (Knocking only, Doubled Bonuses) [1]
Disadvantages [-45 points]: Code of Honor: Professional (Miner’s) [-5]; Dependency: Mana (Very Common, Constantly) [-25]; Kleptomania (12) [-15]


GURPS is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

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