Posts
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Hell's Rebels Rebellion Rules for GURPS
Back in Adventure 1, Scene 09 of my Let’s Play of Hell’s Rebels, I wrote up a quick and dirty rules conversion for the campaign’s rebellion rules. Now I’m putting them in their own post to make them easier to find in the future. I’ll make some edits, but they’ll likely remain just as quick and dirty as they were before.
Rebellion Rules Intro
These rules require the Hell’s Rebels Player’s Guide for Pathfinder, as the writeup just converts the tests. Still, I’ll try to give a brief explanation below.
The general idea is that the Silver Raven rebellion has a “character sheet” with three main “skills” named Secrecy, Loyalty, and Security. These progress more or less like Pathfinder 1e saves, with the one chosen as the rebellion’s main focus using the “good save” progression and the others using the “bad save” progression.
The rebellion also has a number of Supporters which acts as its “XP”. Supporters include both actual members and citizens of Kintargo who lend their support in more indirect ways. If the rebellion has enough, it “levels up” and its stats increase.
Then you have the officer posts, six of them, which can be filled by PCs or allied NPCs. In the original rules officers would get to add their ability bonuses to certain rebellion skill tests. Here, they get to make complimentary skill tests for those same tasks.
The rebellion starts with access to a small set of basic tasks, but to get access to the rest it must recruit NPC teams. Each team allows certain actions to be taken, and can be upgraded twice to allow more actions. The higher the organization’s level, the more teams it can support.
On each strategic turn, which represents a week of game time, the organization can perform a number of actions determined by its level, and each has their own rules.
Da Rules
Basic Stats and Tests
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The Security, Loyalty and Secrecy skills all start at 10. Pick one to be the focus as usual, and add the corresponding skill bonuses listed on p. 22 of the Player’s Guide to determine the actual skill level. So the focused skill starts at 12 and goes to 22, and the unfocused ones start at 10 and go to 16.
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Check Difficulties: DC 10 checks translate into unmodified skill tests. Each +5 DC over 10 translates into a -2 penalty. So a DC 30 check, the hardest possible for end-game actions, would be at -8. Complementary bonuses are important, particularly to unfocused tests.
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By the way I’m thinking of using a slight variation of this for personal tests during delves and such, with each +5 DC over 10 translating into a -1 penalty. This is more generous, but it applies to skills that might not increase as steadily over time and won’t have as many complimentary rolls applied to them.
Level-up Awards
Each rebellion level-up gives an award to the PCs. Possible awards are Cash, XP, Training, and Titles, all of which have their own rules in the original version. For GURPS, they are:
- For Cash awards, multiply all gp amounts by 5 for the amount in GURPS dollars as usual.
- XP awards gift a flat 15 character points.
- Training awards let you put 4 character points towards any skill, or a mix of them if they’re at a low enough level.
- Each title grants one level of Reputation (all the time, everyone but Thrune supporters) valued at 3 points/level.
Officers
Officers can use some of their skills as Complementary Skills for organization tests. If you have more than one of the listed skills you can test them all.
Multiple people can occupy the same post, but only one gets to roll their skills for a given action.
- Demagogue:
- May use complimentary skills on Loyalty checks.
- Skills: Propaganda, Public Speaking, Leadership.
- Partisan:
- May use complimentary skills on Security checks.
- Skills: Strategy, Leadership, Tactics.
- Recruiter:
- May use complimentary skills on checks for recruiting supporters.
- Adds rebellion rank to the number of recruited supporters, and this stacks with multiple recruiters.
- Skills: Public Speaking, Streetwise, Diplomacy.
- Sentinel:
- Occupying this post gives a +1 to the rebellion’s non-focused skills.
- May use complimentary skills on any check used to resolve an Event.
- Skills: any of the ones listed for the appropriate category.
- Spymaster:
- Spymaster: May use complimentary skills on Secrecy checks.
- Skills: Intelligence Analysis, Streetwise, Administration.
- Strategist:
- Occupying this position grants a bonus action. May use its complimentary skills on the bonus action.
- Skills: Strategy, Tactics, Administration.
Strategic Turns
- Each turn represents a week of game time. The phases are as described in the books, run using the conversion notes above.
Actions
Actions are performed by teams. Each team can perform the actions in its description, using the appropriate Org Skill for it. Teams give a bonus to the Org Skill equal to their tier (this replaces the Team Manager mechanic).
If the action has a monetary cost, that cost must be paid from the rebellion’s treasury.
I’m not sure I will use the rules for the city’s magic item market and its limits, but the relevant actions are included here anyway.
Action List:
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Activate Black Market (Black Marketeers): Roll Secrecy -4 and spend $250. On success, the Ravens set up a black market for 1 week on Kintargo. Availability of magic items and special orders increases at the GM’s discretion. Items sold to the black market sell for an extra 10% of their base value (stacking with the Wealth-based percentage and the add-on for a successful Merchant roll).
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Activate Safe House (Saboteurs, Spies, or Thieves): Requires no test. Choose a building on any neighborhood except for the Greens or the Castle District. That location becomes a safe house for 1 week. Caches placed at safe houses can’t be discovered by Thrune. It’s also a good place to stash rescued prisoners and to rest without fear of random patrols. Each active safe house gives a +1 bonus to Security (+5 max).
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Change Officer Role (no team required): One PC can change their role in the Ravens.
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Covert Action (Spies): Works automatically to aid the next rebellion action, granting a +3 to the test and reducing Notoriety gain to the minimum possible. Can also be used to place stashes or contacts at “tactical” delve sites, which have custom effects depending on the delve and stay around for 1 week.
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Dismiss Team (no team required): Removes a team from the org and frees up their slot. Roll Loyalty; on a failure, gain 1d4 notoriety.
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Earn Gold (Black Marketeers, Merchant Lords, Merchants, Peddlers): Roll Security and add $ equal to (Margin of Success * Team Tier * 10) to the org’s treasury. Failures earn no money, critical failures add 1d6 notoriety.
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Gather Information (Agitators, Cognoscenti, Rumormongers, Street Performers): Roll Secrecy -2 with a bonus equal to team tier to gather a piece of information. This can be a rumor or a clue related to a specific investigation.
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Guarantee Event (no team required): Kick a hornet’s nest or two, increase your Notoriety by 1d6, and guarantee an event that turn. The GM rolls twice and takes the lower result to find out what it is.
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Knowledge Check (Cognoscenti): Roll a Secrecy test instead of whatever knowledge skill would be required to answer a specific question, using the same dificulty penalties. Kinda like a use of Contacts.
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Lie Low (no team required): Take no other actions this turn and reduce your Notoriety by the number of teams in the org.
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Manipulate Events (Cabalists): Like Guarantee Event, but better. The GM rolls twice and the cabalists get to choose which event happens. Notoriety remains unchanged. Add +3 to any rolls to resolve the event.
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Recruit Supporters (no team required): Roll Loyalty, aided by complimentary rolls from Recruiters. Success recruits 2d6 + Recruiter Bonuses supporters. Critical failure raises notoriety by 1d6.
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Recruit Team (no team required): Attempt to recruit a team, rolling the test and paying the cost demanded by their description, if any.
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Refresh Marketplace (Black Marketeers, Merchant Lords, Merchants): Remove currently available magic items and reroll them. If you used a tier 3 team for this, you can re-roll one additional item. Not sure if I’m using these rules, but here they are.
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Rescue Character (Cabalists, Infiltrators, Spellcasters): The team attempts to rescue one captured character. Roll a Security check with a penalty determined by the GM. On a success, the character is rescued and sent to the org’s HQ or a safe house. Increase Notoriety by 2d6 on a success or 1d6 on a failure (which doesn’t rescue the character). Note that certain rescues must be performed by the PCs as a mission and can’t be replaced with this task.
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Restore Character (Spellcasters): This lets you use services from the Healing table on the DFRPG character sheet on a character, for the listed cost, paid out of the treasury.
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Sabotage (Saboteurs): Roll Secrecy -4 to give a +2 bonus to all other org checks this week and reduce your notoriety by 2d6. Failure reduces your supporters and Kintargo’s population by 2d6. Can also be used for custom actions in certain delves.
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Secure Cache (Saboteurs, Sneaks, Spies, Thieves): Roll Secrecy to stash a number of items at a location in Kintargo. Buy the items if you don’t already have them. Penalty, weight, and cost limits depend on the size of the cache: Minor (-2, 2.5kg, $4500), Intermediate (-4, 5kg, $12500), or Major (-8, 10kg, no limit). Planting a cache deep inside enemy territory might add another -2 or -4 penalty. Certain custom cache locations might be available with their own rules.
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Special (no team required): For actions which must be taken to resolve events and the like. Each has their own special rules.
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Special Order (Merchant Lords): Buy a magic item that’s more expensive than the city’s current limit, at a 5% discount and with a 2d6 day wait. You can pay an extra $5000 to reduce wait time to 1 day.
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Spread Disinformation (Agitators, Cognoscenti, Rumormongers): Roll Secrecy -4. On a success, decrease Notoriety by 1d6, and an additional 1d6 for every 2 MoS. On a failure, increase it by 1d6.
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Upgrade Team (no team required): Pay a team’s upgrade cost and upgrade it one tier. A single team can only be upgraded once a week, but multiple actions can be used to upgrade multiple teams.
Conclusion
That sure is one huge list of GURPS rules. I’ll keep this updated as I change it, and will use it as a reference for running the strategic side of the rebellion. With this I have what I need for my next step: running a few rebellion turns to get our organization to level 5 before we start Adventure 2.
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Let's Read DFRPG Exploits: Chapter 1, Rolling the Dice
Chapter 1: Rolling the Dice
A lot of this is stuff we already saw in my introduction post to Adventurers, but we go into more detail here. Check that post for the dice notation, the definition of success, reaction, and damage rolls, and Quick Contests.
Success Rolls
As mentioned earlier, success rolls are done using three dice with the aim of rolling a number equal to or less than your effective skill level for a given task. Your margin of success or failure is the difference between that skill level and what you rolled.
Effective skill level means your base level in the relevant skill or attribute adjusted by any bonuses or penalties that apply in the present situation. A roll of 3 or 4 is always a critical success, a 18 always a critical failure. 5 or 6 can be critical successes if your effective skill level is 15 or 16 respectively. A 17 is a critical failure if your ESL is 15 or less, and a normal failure if it’s 16 or more.
The first bit of new material here is a box about who rolls and how. Players roll for their PC’s actions, of course, and they always roll in the open. GMs roll for everyone else in the world, and should also roll in the open unless the action in question is happening entirely outside the knowledge of the PCs, or when the outcome isn’t something they’d know right away.
We also get two rules for teamwork: Complimentary Skills and Group Tests. Complimentary skills let a PC make a roll for the same or a related skill to help another’s attempt. A success grants a +1 bonus, a failure a -1 penalty, and criticals in either direction double that. A group test is for when all the PCs are trying to do the same thing as a team, such as sneak past a monster or survive in the wilderness. The PC with the highest skill rolls, with a -1 penalty for each other PC who doesn’t have the skill. Everyone shares in the result.
We also get rules for Time Spent: when you’re attempting something that takes a certain amount of time by default, each doubling of that time gives you a +1 to your roll. On the other hand, if you’re hurrying, each 10% reduction of the standard time gives you a -1. Yes, you can roll to pick that lock instantly at -10.
Repeated attempts get their on subsection. Stuff where repeated attempts are the norm (like attacking in combat) get no penalty. If failure injures you, you can try again after a short time without penalty other than risking more injury. If it doesn’t injure you, you instead get a cumulative -1 penalty per repeated attempt. And finally, if failure kills you, you obviously don’t get to try again…
Contests
As seen earlier, a Quick Contest is when both opponents roll once and compare their margins of success. The one with the greatest marging wins. The roll doesn’t have to be against the same skill for both participants. For example, a wizard can roll against their spell skill and the spell’s target can roll against their Will or HT to resist, and that’s still a Quick Contest.
One new thing that will come up a lot here is the Rule of 16, and it applies mostly in situations like the example above. In spellcasting or magical attacks, the attacker’s skill level is usually much higher than the defender’s HT or Will, which can be a bit unfair. This rule caps the caster’s effective skill at 16 or the defender’s resisting attribute, whichever is higher, to make it less of a foregone conclusion. So a wizard casting a sleep spell with skill 20 at a Will 9 orc will roll a contest of 16 vs. 9. If it was a Will-18 greater demon instead, it would be 18 vs. 18.
We also have Regular Contests, which are the boring version of Quick Contests where both sides roll until one succeeds and the other fails. It’s theoretically meant to model prolonged disputes, but I never ran into an occasion where using this rule would make things more fun.
Sense Rolls
This takes up a whole page, and explains GURPS’ take on the classic adventurer activity of “rolling to notice stuff”. You always roll Perception for this, as expected, but the GM decides which of the character’s senses is most relevant to the roll, and applies relevant modifiers. This starts with the proper Acute (Sense) advantage, and then goes through several penalties relevant to that sense. Vision cares a lot about illumination, Hearing about volume and intervening obstacles, and so on.
If more than one sense matters, I imagine you make separate rolls for each. These are usually entirely handled by the GM because a PC wouldn’t know if they “failed to notice” something in the fiction.
Influence Rolls
These represent deliberate attempts to influence someone’s opinion, as opposed to just letting your good looks and melodious voice do the work for you. Instead of making a reaction roll, roll a Quick Contest between your most applicable social skill and the other person’s Will. The same modifiers that would apply to the other person’s reaction roll now modify your skill. A success means a Good reaction, and a failure generates a Bad one. If you’re a skilled talker, this can be slightly safer than relying on reaction rolls, which can get you both much better and much worse results.
By default you can only try to influence people, but there are advantages that let you do it to nonsapient animals, spirits with alien mentalities, or even plants.
Fright Checks
These are Will rolls to resist fear, but they’re also a bit of a special case. Your Will is modified by a host of courage-related advantages and disadvantages, then by how scary the thing causing the fear is, and then capped at 13. Failing leaves you mentally stunned for seconds equal to the margin of failure, which is potentially lethal in combat.
Failing also forces you to roll on a table to see if you develop long-term trauma in the form of new mental disadvantages. These reduce your point value, but can be bought off with earned points.
The Unfazeable advantage lets you ignore all this, as is traditional for GURPS.
Reaction Rolls
We already explained these back in the Adventurers introduction: roll 3d with modifiers applying directly to the rolled result, higher is better.
There are some new notes about how monsters react to PC delvers. As with NPCs, logic is sovereign; if you’re sure a monster would attack on sight, or behave in some other way, do that. If you’re not sure, you roll. However, monsters have some heavy reaction penalties if the PCs are invading their territory, if they’re supernaturally compelled to guard an area, or if they’re particularly alien or evil in nature. They all stack, and in your typical dungeon delve at least one will apply to most denizens the PCs encounter.
As mentioned earlier, reaction rolls can be replaced by Influence rolls if appropriate.
Coming up Next
Dungeon Delving!
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Urist Stortebeker, the Last Archivist
An update to Urist Stortebeker, one of the player characters for my solo Hell’s Rebels campaign. His description and backstory remain the same as his starting version, and we discuss what changed here.
I tried leading Urist in a “fightier” direction, as befits an axe-wielding dwarf, but my success was mixed here. He’s generally hard to hurt and his new armor should make him even more so, but he hasn’t been the most successful at hurting enemies. That said, his healing spells have been literal life-savers here, and his buff and utility magic has pulled its weight.
He started at 250 points and is now at 294, with zero unspent points. This is a higher total than the others because I noticed I had too many disadvantages on his starting sheet and removed one. I don’t believe it will cause any imbalance.
That said I did try to make him fightier. One level each in Axe/Mace, Shield, ST, and Higher Purpose (Slay Demons) make him hit better and harder, doubly so against demons. He can also wear heavier armor.
He also improved or acquired several skills that help run the rebellion’s strategic layer. Magic-wise, we have a couple of levels of Energy Reserve to help with the casting, which is slightly better for that purpose than more Fatigue because it recovers in parallel.
Character Sheet
ST 13 {30}; DX 12 {40}; IQ 14 {80}; HT 12 {20};
Damage 1d/2d-1; Basic Lift 16.9kg; HP 13; Will 14; Per 14; FP 14 {6}; Basic Speed 6; Basic Move 5 {-5};
Advantages
- Clerical Investment {5}
- Detect Evil {18}
- Energy Reserve (Divine) 2 {6}
- Higher Purpose (Slay Demons) 1 {5}
- Night Vision 5 {5}
- Power Investiture 3 {30}
- Reputation (All the time, everyone but Thrune supporters): +1 {3}
- Resistant to Poison 6 {6}
- Unfazeable {15}
Features
- Armor not interchangeable with that of humans
Disadvantages
- Charitable (12) {-15}
- Compulsive Carousing (12) {-5}
- Compulsive Generosity (12) {-5}
- Feature: Armor not compatible with human armor {0}
- Intolerance (Evil Religions) {-5}
- Overconfidence (12) {-5}
- Sense of Duty (Good Entities) {-10}
Skills
- Administration (A) IQ {2} - 14
- Axe/Mace (A) DX+2 {12} - 15
- Diagnosis (H) IQ-2 {1} - 12
- Esoteric Medicine (Holy) (H) Per {4} - 14
- Exorcism (H) Will {4} - 14
- First Aid (E) IQ+1 {1}1 - 15
- Gesture (E) IQ {1} - 14
- Hidden Lore (Demons) (A) IQ {1}2 - 14
- Hiking (A) HT-1 {1} - 11
- Innate Attack (Projectile) (E) DX+2 {4} - 14
- Meditation (H) Will-2 {1} - 12
- Observation (A) Per {2} - 14
- Occultism (A) IQ-1 {1} - 13
- Physiology (Demons) (H) IQ {2}2 - 14
- Public Speaking (A) IQ {2} - 14
- Religious Ritual (H) IQ-1 {2} - 13
- Research (A) IQ-1 {1} - 13
- Savoir-Faire (E) IQ {1} - 14
- Shield (E) DX+2 {8} - 15
- Surgery (VH) IQ-2 {2} - 12
- Teaching (A) IQ-1 {1} - 13
- Theology (H) IQ-2 {1} - 12
Spells
All get +3 from Power Investiture
- Affect Spirits (H) IQ+1 {1} - 15
- Armor (H) IQ+1 {1} - 15
- Breathe Water (H) IQ+1 {1} - 15
- Cleansing (H) IQ+1 {1} - 15
- Continual Light (H) IQ+1 {1} - 15
- Cure Disease (H) IQ+1 {1} - 15
- Glow (H) IQ+1 {1} - 15
- Lend Energy (H) IQ+1 {1} - 15
- Light (H) IQ+1 {1} - 15
- Major Healing (VH) IQ {1} - 14
- Minor Healing (H) IQ+1 {1} - 15
- Recover Energy (H) IQ+1 {1} - 15
- Resist Disease (H) IQ+1 {1} - 15
- Resist Fire (H) IQ+1 {1} - 15
- Resist Lightning (H) IQ+1 {1} - 15
- Resist Poison (H) IQ+1 {1} - 15
- See Secrets (H) IQ+1 {1} - 15
- Shield (H) IQ+1 {1} - 15
- Sunbolt (H) IQ+1 {1} - 15
- Sunlight (H) IQ+1 {1} - 15
Loadout
$13258.00, 25.615kg, Light Encumbrance.
- Clothing: $0, 1kg
- High Holy Symbol: +2 to Exorcism, Turning, and other appropriate rolls. 8 FP as a Power Item. $1000, 0.5kg.
- Balanced Dwarven Mace: enchanted with Puissance 1. +1 to Skill, +1 to Damage. sw+4 cr, Reach 1, Parry 0. $5450, 2.5kg.
- Small Shield: $40, 4kg
- Small Knife [$30; 0.25 kg]
- Suit of Armor: DR 6 on body, DR 2 on limbs and extremities, no helmet. Lighten 1 and Fortify 1. $4674, 11.7kg.
- Backpack, small: Holds 20kg. $60, 1.5kg
- First Aid Kit $50, 1kg;
- Holy Symbol $50, 0.5kg;
- 4 x Holy Water $15, 0.5kg;
- Pouch $10; 0.1 kg;
- Healing Potion, Minor: Heals 1d HP. $120, 0.25kg.
- 2 x Universal Antidote: Instantly cures all poisons. $750, 0.25kg
- Gold Coin (Halved) $200; 0.005 kg;
- 2 x Silver Coin $20; 0.01 kg;
- 4 x Copper Coin $1; 0.01 kg;
Combat
Assumes Light Encumbrance and a DB 1 shield.
- Defenses
- Dodge: 9
- Parry: 11
- DR: 2 on skull, 0 on eyes, 6 on body, 2 on limbs and extremities.
- Attacks
- Mace (15): 2d+3 cr, Reach 1.
- Shield Bash (15): 1d cr, Reach 1.
- Sunbolt (14): 1d to 9d burn, Acc 2, Range 75/150, costs 0 to 8 FP.
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Let's Read DFRPG Exploits: Introduction
Some of the covers fit together! If DFRPG: Adventurers was our “Player’s Handbook” with everything you need to create a character, then Expoits is our “Dungeon Master’s Guide” with everything you need to actually play the game, and everything your GM needs to challenge and reward you. Or, well, almost. There’s a separate book for spells and another one for monsters, and we’ll get to them in due time.
Cover
Its cover is the image to the right, above. I’m putting both of them here again because I like the effect they have when put side by side.
Quick Rules Reference
This sheet here can probably be printed to become a second panel in your GM’s screen. It has stuff that’s handy for GMs this time around. We start with a reference on Light and Vision, listing what penalties you get to see in various levels of illumination. Daylight is a 0, total darkness is a -10, and every number in-between is possible.
Next is a list of light sources PCs are likely to carry into a dungeon, along with their areas of effect, which can either be a circular radius or a tight beam. They elimiate darkness penalties in this area, and reduce the penalty to -3 up to 3x that distance.
Then you get quick tables to figure out falling damage based on how far you fall, how far you can throw heavy stuff based on your Basic Lift, and a complete table listing the damage modifiers for every damage type, hit location, and enemy “constitution” (Living, Unliving, or Homogenous). This will all make sense when we get to the combat chapters.
The Actual Introduction
Despite the comparison above, players are encouraged to read some of Exploits too, mainly the parts containing the basic rules of the game that explain how they can do stuff. The rest of the book is more useful to the GM when planning campaigns and adventures, but there’s no iron-clad Gygaxian prohibition against players reading that too.
The page finishes with recommendations on where to get more material. There are several supplements for DFRPG specifically that came out after the core box, but even at the time of its release you could choose to branch out to “mainline GURPS” if you wished, and to the “sister line” of GURPS Dungeon Fantasy supplements.
Impressions
Not a lot to have impressions about, though I do like that the illumination rules get a bit of spotlight here. Those tend to be very important for any game that features lots of dungeon delving.
We’ll, er, delve deeper into damage types in the Combat chapter, but I’ll say that having them here for several types of enemy physiology is a great help as well. Few genres feature more enemies with bizarre anatomies than dungeon fantasy.
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Let's Play Hell's Rebels: Rosalia Savory update 1
An update to Rosalia, one of the player characters for my solo Hell’s Rebels game. Her description and backstory remains the same as her starting version, and we discuss what changed here.
I’ve played Rosalia in three different occasions so far. Once in another solo game, once in a D&D 4 Zeitgeist play-by-post, and now. In the first one she was a gunslinger and also psychic. In the second, she was pretty good with a sword. I started out trying to make her a gunslinger again, but as mentioned in a recent post I decided to rewrite her to be an archer because there’s not going to be a lot of advanced guns in this game.
Despite this, most of her contributions in combat have happened with her sword, and with her Song of Humiliation. Outside of that she and Jania make an excellent loot-selling team, and her interpersonal skills also make her an awesome rebellion official.
There’s a lot of cool utility in her spells that I have been lax in using, perhaps that will change later. Her new fancy bow-harp and cornucopia should make it easier for her to fulfill her new role, though I really should increase her Bow skill and get her Fast-Draw (Arrow) as well.
Character Sheet
ST 10 {0}; DX 13 {60}; IQ 14 {80}; HT 11 {10}
Damage 1d-2/1d; BL 10kg; HP 10; Will 14; Per 14; FP 13 {6}; Basic Speed 6.00; Basic Move 6;
Advantages
- Bardic Talent 3 {30}
- Charisma 2 {10}
- Danger Sense {15}
- Heroic Archer {20}
- Reputation (All the time, everyone but Thrune supporters): +1 {3}
- Song of Echoes {14}
- Song of Humiliation {4}
- Voice {10}
Disadvantages
- Chummy {-5}
- Code of Honor (Outlaw’s) {-5}
- Compulsive Carousing (12) {-5}
- Curious (12) {-5}
- Gluttony (12) {-5}
- Impulsiveness (12) {-10}
- Secret (Mysterious Satirist) {-10}
- Sense of Duty (Adventuring Companions) {-5}
Skils
- Acrobatics (H) DX-2 {1} - 11
- Acting (A) IQ {2} - 14
- Area Knowledge (Kintargo) (E) IQ+2 {4} - 16
- Bow (A) DX+3 {12} - 16
- Carousing (E) HT+1 {2} - 12
- Connoisseur (Art) (A) IQ-1 {1} - 13
- Current Affairs (E) IQ {1} - 14
- Dancing (A) DX-1 {1} - 12
- Detect Lies (H) Per-2 {1} - 12
- Diplomacy (H) IQ {1}1 - 14
- Disguise (A) IQ-1 {1} - 13
- Fast-Draw (Sword) (E) DX {1} - 13
- Fast-Talk (A) IQ+1 {1}1 - 15
- Fencing (A) DX+2 {8} - 15
- Heraldry (A) IQ-1 {1} - 13
- Interrogation (A) IQ-1 {1} - 13
- Intimidation (A) Will-1 {1} - 13
- Leadership (A) IQ+1 {1}2 - 15
- Merchant (A) IQ-1 {1} - 13
- Musical Composition (H) IQ+1 {1}3 - 15
- Musical Instrument (Guitar) (H) IQ+2 {2}3 - 16
- Performance (A) IQ+1 {1}1 - 15
- Poetry (A) IQ-1 {1} - 13
- Propaganda (A) IQ {2} - 14
- Public Speaking (A) IQ+3 {1}12 - 17
- Savoir-Faire (E) IQ {1} - 14
- Singing (E) HT+7 {4}13 - 18
- Sleight of Hand (H) DX-2 {1} - 11
- Stealth (A) DX-1 {1} - 12
- Streetwise (A) IQ-1 {1} - 13
- Writing (A) IQ-1 {1} - 13
Spells
All get a +3 from Bardic Talent. Page reference is from DF Spells.
- Bravery (p. 53) (H) IQ+1 {1} - 15
- Daze (p. 54) (H) IQ+1 {1} - 15
- Fascinate (p. 54) (H) IQ+1 {1} - 15
- Fear (p. 54) (H) IQ+1 {1} - 15
- Foolishness (p. 54) (H) IQ+1 {1} - 15
- Hush (p.56) (H) IQ+1 {1} - 15
- Loyalty (p. 55) (H) IQ+1 {1} - 15
- Sense Emotion (p. 26) (H) IQ+1 {1} - 15
- Sense Evil (p. 26) (H) IQ+1 {1} - 15
- Sense Foes (p. 26) (H) IQ+1 {1} - 15
- Silence (p. 67) (H) IQ+1 {1} - 15
- Sound (p. 67) (H) IQ+1 {1} - 15
- Thunderclap (p. 67) (H) IQ+1 {1} - 15
- Voices (p. 68) (H) IQ+1 {1} - 15
- Wall of Silence (p. 68) (H) IQ+1 {1} - 15
Loadout
Total $8394.00, 9.62kg. No Encumbrance.
- Clothing: $0, 1kg.
- Pouch: Holds 1.5kg. $10, 0.1kg.
- Healing Potion, Minor: Heals 1d HP. $120, 0.25kg.
- Coins:
- 6 x silver $20, 0.01kg
- 6 x copper $1, 0.01kg
- Visibility Dust: $50, 0.5kg.
- Armor:
- Light Cloth Body Armor: $53, 3.15kg.
- Light Cloth Sleeves: $25, 1.5kg.
- Saber: $700, 1kg.
- Allegretto: Balanced Elven Short Bow-Harp. thr imp, Acc 2, Range x10/x15. ST 10 but user fires as ST 12. 9 FP as a power item. $1300, 1.5kg.
- Fine Cornucopia Quiver: Produces Fine arrows. $6010, 0.5kg.
Other Gear
Stored back at base.
- Guitar: Two-handed instrument. $150, 2.5kg.
Combat
- Defenses
- Dodge: 9
- Parry (Saber): 10F
- DR: 1 (torso and arms)
- HP: 10
- Control Maximum: 10
- 1 to 5: -2
- 6 to 10: -4
- 11 to 15: -6
- 16 to 20: -8
- 21 or more: -12
-
Attacks
- Saber (15): 1d-1 cut or imp, Reach 1.
- Allegretto (16): 1d-1 imp, Acc 2, Range 120/180, Shots 1(3).
Unspent Points: 3
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