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Let's Read DFRPG Adventurers: Swashbuckler
While everyone else was… doing whatever it is they do, the Swashbuckler studied the blade. This is the template for people who like precision, speed and elegance in their fighting style, but unlike the Martial Artist prefer to bring an actual sword to a swordfight.
The two templates share some of the same ethics, you could say. They emphasize the role of skill attained through countless hours of practice, and how that lets you transcend mortal limits. The Swashbuckler is less mystical about it, though, and its abilities are not tied to a specific power source or a set of rituals. After all, some of the most iconic swashbucklers of fiction live a life filled with booze and partying without losing any of their edge.
Base Stats
Swashbucklers start out with ST 11, DX 15, IQ 10, HT 13. They don’t modify any secondary stats, but their natural speed is already at 7.
Advantages
We get quite a bit to start with! Combat Reflexes, one level of Enhanced Parry with a specific weapon skill, Luck, Weapon Bond, and Weapon Master (One Weapon).
We already saw a lot of those, and it’s notable that the swashbuckler starts out with Combat Reflexes, Luck, and Weapon Master. Enhanced Parry and Weapon Bond are easy picks for someone who intends to focus on one specific weapon from the start, boosting defense rolls and general skill level for a relatively cheap price.
The table of discretionary advantages lets you choose 60 points worth and has the usual stat boosts, some social advantages and a lot of combat advantages oriented towards being really fast. They also let you expand Weapon Master to “Two Weapons”, “All Fencing Weapons”, or “All Swords”, though you mostly don’t need this unless the GM is really merciless about taking PC weapons away.
Disadvantages
The Swashbuckler shares a lot of disadvantage choices with the Bard, as the two often take inspiration from the same sources. Both could fit easily in the setting of the Three Musketeers or Cyrano de Bergerac.
The main difference here is a set of choices that indicate your Swashbuckler’s motivation for becoming so good with a sword. Do they follow the Gentleman’s Code of Honor and thus are always ready to avenge an insult? Do they have an obsession with becoming the world’s best swordfighter?
Have they taken a personal vow related to how they fight? That last one can be anything from the relatively harmless “I will only use my weapon of choice” to the more serious “I will never refuse a challenge to combat” or the nearly suicidal “I will never wear armor”. If you take that last one, be sure to boost your Parry and Dodge!
Skills
The offered melee skill packages are all the classic fencer loadouts. You either wield a single one-handed sword, or you can complement it with an off-hand dagger, cloak, or shield by spreading your points a little thinner. The sword will usually be a fencing weapon, but it doesn’t have to be.
You could also take the “one sword” package and the Ambidexterity advantage to wield two of them if your swashbuckler is more Miyamoto Musashi than Zorro. In any case you also get the Fast-Draw skills for the weapons you chose.
Your fixed skill list includes basic unarmed combat, throwing, and some social and mobility skills. The list of optional skills has the usual “delver lore” ones and lets you go deeper into mobility or socialization. Or perhaps you could take a more unusual backup weapon like a whip or lasso.
Special Swashbuckler Traits
Swashbucklers can improve Basic Speed by four levels over its base value, instead of just two. They also get access to a bunch of exclusive advantages, all of which are on their discretionary list.
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Armor Familiarity (1 point/level): Fencing skills depend on mobility, and take penalties to attack and parry equal to your encumbrance level. Each level of this advantage lets you ignore one level of that penalty, which means you can wear heavier armor.
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Daredevil (15 points): When you take a real and unecessary risk while attempting something, you get a +1 to all related success rolls, and may reroll critical failures, taking the second result instead. This is a mixed blessing, because it also incentivizes you to take those stupid risks for the bonus. The example in the book is calling out a challenge to the sleeping dragon instead of sneaking around it. Not the best idea in the world but hey, you’ll get a +1 to all rolls in that fight!
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Enhanced Time Sense (45 points): You’re so fast you can see the world in bullet time. You always go before everyone else in combat, and you’re too fast to trigger delayed actions from people who don’t have this trait. If someone else in the fight has this trait, you figure out initiative order amongst yourselves, but you both still act before everyone who doesn’t have the trait.
This is an upgrade to Combat Reflexes, and includes its benefits. You pay only the 30-point difference to get it if you already have Combat Reflexes.
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Every One’s a Critical (15 points): You have an expanded critical range for your attack rolls, and if you don’t like the result rolled on the critical hits table you can reroll it and take the second result.
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Great Void (10 points): When you retreat in combat, you can step an extra yard away from your foe. The defense bonus for retreating remains the same, but you can cover more ground.
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Rapier Wit (5 points): This works exactly like the Bard’s Song of Humiliation, but it’s not magic and you don’t need to sing. You can use the highest of Intimidation or IQ for it, instead of Singing.
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Springing Attack (10 points): If you can Concentrate for a turn to brace yourself, your next attack will do more damage, and you can spend 1 FP to take an extra step during the attack, either advancing 2 yards or stepping forward and then retreating.
Customization
Swashbucklers are all about being very good with one weapon or a pair of related weapons. Therefore, weapon choice is probably one of your most important decisions when making one. It’s sure to be a sword, and for a lot of characters it’s going to be a fencing weapon. Those are super expensive, so you want to use your quirk points to get the best sword you can.
Armor is usually a secondary consideration, as you don’t want to get too much and suffer encumbrance penalties when fighting. That concern goes away if you happen to take a non-fencing sword or if you get Armor Familiarity.
Speaking of that, your possible choice of advantages is extremely broad. A lot of them are about fighting better, but you’re already so good to start with you could instead branch into being the party’s backup socialite with Charisma and a positive Appearance. And once you get tired of improving your sword skills to new and more ridiculous heights, you have enough DX to become a good understudy to the Thief, or even “multiclass” into that archetype if your GM lets you.
The “This Ain’t D&D Section”
The simple fact of the Swashbuckler being here is already a big difference! The archetype doesn’t feature on any core book for any edition of D&D, though it’s often present in supplements. Often the Rogue class ends up taking many aspects of it in core books, in more recent D&D editions.
Stylistically, the two games are very similar here, since they draw from many of the same sources. DFRPG’s more granular melee combat rules again come in handy, as you can differentiate a Knight and a Swashbuckler very easily without having to introduce new abstract concepts like Pathfinder’s “Panache” rules.
Swashbucklers are incentivized to use their very high skill and relatively low strength to seek out and exploit enemy weak points, so this is the profession you take if you want to be a sassy git with a rapier and replicate the effects of “new-school” Sneak Attack.
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Let's Read DFRPG Adventurers: Scout
Scouts are very skilled at sneaking and tracking, and are as good or better than Barbarians at surviving in the wild. But instead of getting stuck in melee like Barbarians, they love to reach out across the distance between people and touch their hearts (with arrows).
This is ultimately a very simple template, but it also does its job extremely well, and it’s likely to be your main point of engagement with the DFRPG’s ranged combat rules.
Base Stats
Scouts start out with ST 11, DX 14, IQ 11, HT 12. Their Perception is increased all the way to 14, and their Basic Speed to 7.
Advantages
All Scouts have Heroic Archer and two levels of Outdoorsman. The former cements them as the profession most focused on ranged combat, as it makes their archery attacks much more accurate and lets them shoot more often. The second is the same Talent the Barbarian gets, and boosts outdoorsy survival skills.
They have a further 40 points to distribute among the usual stat boosts and combat-enhancing advantages, many of which are focused on ranged combat. Among then is Weapon Master (Bow), which further enhances their damage and rate of fire with bows.
Disadvantages
The Scout’s disadvantages mostly involve traits that make them antisocial loners, though a subset here makes them devoted guardians of the wild instead. None are mandatory - build your own dysfunctional personality.
Skills
Scout melee skill packages give you an option to use a sword or a spear with or without a shield, or a staff. Very Robin-Hoody. Your ranged combat skill, which is the one you’re using most of the time, is Bow at a starting level of 18.
A lot of the mobility and perception skills that are optional for everyone else are part of the basic Scout package. Unarmed combat gets moved to the optional section, which also contains a bunch of niche exploration skills no one else gets, except perhaps for the Barbarian.
Special Scout Traits
Scouts can raise their Perception to 25, and their Basic Move by up to 6 above its base value. They also get access to these special advantages listed below. Like the Knight’s special traits, these aren’t magic: the Scout is just that good.
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Heroic Archer (20 points): A normal archer can shoot one arrow every three seconds or so, if they don’t stop to aim. An Heroic one can shoot every turn if they make the skill rolls listed in this advantage’s description, and those rolls are much easier for Heroic Archers who are also Weapon Masters of the bow. They also get the benefits of aiming for a turn without having to do so, and can ignore penalties from crazy positions or acrobatics while shooting.
This is so necessary for being a badass archer in GURPS that every Scout gets it automatically.
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Multi-Aim (6 points/level): Every level lets you aim at an extra target simultaneously, both for the purposes of gaining accuracy bonuses and for setting up “overwatch” with Wait maneuvers.
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Silence (5 points/level): You can move and breathe noiselessly. Each level gives +1 to stealth while moving, and +2 while standing still.
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Strongbow (1 point): Every bow has a “rated ST” - you need to be at least that strong to use it, but you don’t get benefits from being any stronger. This perk raises your ST by up to 2 for the purposes of shooting bows, letting you use “stronger” weapons and deal more damage than your muscle mass would indicate. It does stack with other similar enhancements - for example, if you have ST 11 plus this perk and an elven bow, you shoot as if your ST was 15.
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Telescopic Vision (5 points/level): You can “zoom in” with your naked eyes! Each level increase magnification, helping observe distant targets and also shoot them.
Customization
The book offers three sample skill and disadvantage sets here: a bounty hunter loads up on antisocial disads, tracking skills, and even a bit more melee prowess because not every hunt ends with a bow shot. A ranger has Combat Reflexes and focuses heavily on the ability to travel and protect the wilderness, with disadvantages reflecting this devotion. And the sharpshooter is an assassin who min-maxes their shooting capabilities.
The “This Ain’t D&D” section
People familiar with D&D rangers will notice that there is no “dual-wielding scout” build here - that’s very much a D&D-ism. The Scout is first and foremost an archer. This and the absence of magic in their templates makes them a close conceptual match to the Archer Ranger from D&D 4e.
If you want nature magic, you play a Druid. If you want to dual-wield in melee, you take one of the melee specialist archetypes and buy the Ambidexterity advantage. But if what you want is to turn enemies into pincushions anywhere from near-melee range out to the horizon, no one’s going to do it better than the Scout.
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Let's Read DFRPG Adventurers: Martial Artist
Generally speaking, every delver is a martial artist. The amount of points even a wizard puts into weapon skills would easily make them black belts or the equivalent in real life. If you want to narrow things down a bit, the Knight and Swashbuckler are still definitely martial artists, because they dedicate a large part of their lives to studying a formal system of fighting, and their skill at it would make them legendary if they were real people.
This Martial Artist however, is the kind who graduated from an ascetic monastery in a faraway land or perhaps from a local mystical sect. Sure, they’re better at unarmed combat than the other delvers, but the important thing is that they learned how to cultivate their inner strength through special exercises and meditation, and they can use that to manifest supernatural powers.
The book calls their power source “Chi”, and if this sounds a bit orientalist, well, that’s how you know this is a version of the D&D Monk. The term can be stripped away easily enough, though then you still have to put up with some legacy skill and power names that were imported straight from the GURPS core and show up in this template.
Mechanically, the draw of the Martial Artist are those special powers. If you just want to hit things really well and deal lots of damage, you might be better served by one of the other fighty professions. But if you want to walk on water, run up walls, perform giant flying leaps, and paralyze people by hitting their pressure points, then this is the profession for you.
Basic Stats
The basic stat line for the Martial Artist is ST 11, DX 16, IQ 10, HT 12. That gives them Speed 7.0 exactly. Their Will is increased to 11, and their Move to 8, making them the fastest-running profession at character creation.
Advantages
Every Martial Artist starts with two levels of Chi Talent and the Trained by a Master advantage. The former is their Power Talent, and the latter is similar to the Knight’s Weapon Master. It doesn’t grant a damage bonus, but the other ones work for all unarmed attacks and muscle-powered weapons, and it allows the character to learn many more special skills.
They have 40 points to distribute between optional advantages, which include the usual stat boosts, stuff useful for combat, and some advantages representing great mental resilience. Weapon Master also makes an appearance here, in its 20-point version that covers any one single weapon. The book says “one exotic weapon”, but since “exotic” is not a weapon qualifier in the rules, I guess this is here only for “flavor”. You can pick any one you want.
Disadvantages
The mandatory disadvantage here is Disciplines of Faith (Chi Rituals). This represents the special exercises you must perform daily to keep your inner strength up and access your special powers. They eat into your free time, but if you skip even one day you can’t use your powers for a while.
Discretionary advantages include stuff that represents being a foreigner or having a strict code of conduct, monastic vows you might have taken, lower starting Wealth, and even stuff for reckless braggarts like a vow to always fight unarmed.
Yes, Social Stigma (Minority Group) is optional for Martial Artists. Not all of them come from a mysterious faraway land. I remember seeing one who was a local dwarf who wore plate armor and fought using twin battleaxes as weapons.
Skills
Both core GURPS and the DFRPG have a set of “tiered” unarmed combat skills. You can always use your raw DX to strike or grapple someone if you don’t know any of them. That’s always your worst option. Then you have a series of skills that provide increasing benefits but are also increasingly harder to learn. The benefits are things like increased damage and more options during combat.
For strinking, the progression is Brawling, Boxing and Karate. For grappling, it’s Wrestling and Judo.
I feel that both the tier system and the fact that the best skills are the ones with Japanese names is another bit of left-over 90s orientalist gunk we should get rid of. Sadly it did not happen here yet, and the Martial Artist leans into this.
As a Martial Artist you get access to Judo and Karate, and always start out with a lot more points invested into them than the other professions put into their “remedial unarmed training” package that consists of Brawling and Wrestling as secondary or optional skills.
The reason most other delvers avoid investing too much in unarmed combat is that it’s pretty crappy compared to hitting people with weapons. Punches and kicks do less damage than most weapons. Failing to parry an enemy’s weapon or having your strikes parried by one can give the enemy a free shot at your limbs. And even if you hit, you can end up hurting yourself if the target surface is too hard (like, say, enemy armor, or monster scales). The martial artist’s better skills mitigate some of that, and their powers can help mitigate the rest.
The choice of combat skill package determines if you know these unarmed skills at 15 plus two weapons at 17, unarmed at 16 and one weapon at 17, or one unarmed skill at 17 and the other at 16. These are pretty good starting levels, but are still behind what other dedicated combatants get. The weapon list includes stuff we’ve seen already like Knife and Staff and a couple of sword skills, but also some “signature” skills like Tonfa, Jitte/Sai, and Kusari. These three have especially “tricksy” uses that are possibly more valuable than their raw damage.
For ranged combat, you probably use thrown weapons. Your list of default non-combat skills is sparse, but very focused on mobility. Optional skills are the usual delver package.
You then get to choose seven special skills from quite a large list. These are basically low-key superpowers of the sort you would expect to see in a D&D monk. Some are DX-based, others based on IQ or Will, and all get a bonus equal to your level of Chi Talent. More on them below.
Special Martial Artist Traits
If we don’t count spell descriptions for the casters, since they live in a separate book, then Martial Artists have the largest special traits section among the professions. It consists of Chi Mastery powers, and the many special skills tied to Training by a Master.
In both cases, Chi Talent gives its level as a bonus to any tests associated with the power, or to the skill level directly. It’s more expensive than any other talent we have seen so far, because it enhances a lot of stuff. The name of this talent is also the last bit of legacy scuff we have to deal with.
Chi Abilities
These powers have Disciplines of Faith (Chi Rituals) as a prerequisite. These rituals consume 1d hours of your free time each day, and their special dietary requirements mean your rations cost double. If you skip a day, you must spend a full day rebalancing your chi, or your powers will burn out for a while when you next call upon them.
Like Holy Might or Nature’s Power, these abilities don’t count as magic and are not affected by anti-magic measures.
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Dragon Skin (5 points): Gives you DR 2 and generally works like the Barbarian’s Tough Skin, but cheaper because it’s part of a power.
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Mantis Strike (9 points): This is two levels of Striking ST, again cheaper because it’s part of a power.
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Regeneration (23 points): You automatically heal 1 HP per hour no matter what you’re doing, and you roll for natural healing twice as often. Your HT rolls for natural healing benefit from your Chi Talent.
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Seven Secret Kicks (7 points): You don’t have the usual -2 penalty for attacking with a kick, and your kicks do +1 bonus damage per die. You still need to roll to avoid falling down if you miss, but Chi Talent benefits those rolls.
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Spider Climb (18 points): You can crawl or walk on walls and ceilings, and can stop at any point there without fear of falling. If you’re falling a long distance and are near a wall, you can grip it to try and stop the fall or at least reduce its damage. Chi Talent aids the rolls for this.
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Tiger Sprint (9 or 18 points): You can run at 1.5 or 2 times your normal Move when out of combat, and sprinting in combat gives you the same multiplier. Chi Talent benefits any rolls to aid your movement while running (including stuff like Jumping and Acrobatics for parkour).
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Unarmed Master (25 points): An absolute necessity if you want to specialize in unarmed combat. This eliminates the chance of hurting yourself when striking hard surfaces, and the danger to your limbs when parrying or being parried. It also grants a +1 per die bonus to your unarmed damage, which does stack with Seven Secret Kicks and with the bonus you’re already getting from your high unarmed skills.
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Uninterrupted Flurry (20 points): Once per battle, you can speed up and take 2 entire actions per turn instead of just one, for the next 1d turns. Ora ora ora!
Special Skills
The Trained By a Master advantage halves your penalty for multiple attacks and defenses in a turn, and gives you access to all of these skills. Their skill level is also enhanced by your Chi Talent level. You can use the skills even if your abilites are burned out, though in that case you don’t get the Talent bonus to them.
There’s a lot of skills here, and you get to pick seven from your template. This is where the “walk on water, shatter walls, perform giant flying leaps, and paralyze people by poking them” magic happens. This is also where your actual ranged combat skill lives if you have any interest in it at all, as it lets you throw anything and gives a damage bonus to those attacks.
Customization
Martial Artists suffer from a problem similar to the D&D Monk in that their set of abilities pulls them in several different, sometimes competing, directions. Standard advantages, Chi powers, combat skills, esoteric skills… There’s some real nice out-of-combat utility spread through here, but choosing it does mean accepting you’ll be less effective at punching people for a while.
Unarmed specialists cannot afford to wait that long. They need Unarmed Master right away to make up the damage deficit and to keep their limbs intact. Breaking Blow, the special skill that lets you bypass DR, is also important, and requires a lot of points to be reliable mid-fight. Those who rely on weapons, “exotic” or otherwise, end up being more versatile out of the gate, as they can spread their points around more.
The book states this represents an Martial Artist fresh off the monastery, so it is indeed lacking in non-combat mundane skills. A few points from quirks can make a huge difference either in shoring up those deficiencies… or getting more powers and better combat skills. As a Martial Artist you’re not hurting for money unless you choose a sword as your main weapon. The other options are pretty cheap, and leave them with enough change to buy some decent hand and foot armor for when they need to fight unarmed. Not only do those protect their extremities, they also give another +1 to punch and kick damage.
Yes, that does mean that in a humorous campaign you might be able to spot a martial artist by their tattered robes and incredibly expensive heavy boots and gauntlets.
The “This Ain’t D&D” section
DFRPG Martial Artists are pretty similar to D&D monks in concept, with the main differences being in their specific capabilities. Monks have this weird grab-bag of powers that are mostly taken from those awful Destroyer novels from the 70s and 80s, while the Martial Artist selection here tends to be a bit more focused on fighting and mobility. And you can also get them in any order you want, this being a point-based game and all.
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Let's Read Dungeon Fantasy Adventurers: Knight
Knights specialize in fighting, and are better at it than nearly anyone else. They favor heavy armor and, well, “knightly” melee weapons. Their name refers more to this than to their social status, which is as highly variable as that of any other delver. In the book’s own words: “… Knight sounds better than Fighter (so generic!) or Thug (offensive!).”
So yeah, this is the equivalent of D&D’s Fighter class, but it’s a lot more honest about representing a specific type of combatant, and also about their capabilities: when they say the knight is good at combat, they mean it. As you might already be able to tell, they’re my favorite template.
Basic Stats
The Knight’s starting statline is ST 14, DX 14, IQ 10, HT 13. Their speed is reduced from 6.75 to 6.00.
They have the second highest base ST, losing only to the Barbarian. Their high DX also makes them excellent physical generalists.
Advantages
Knights start with 2 levels of the Born War Leader talent, plus Combat Reflexes and High Pain Threshold. None of these are exclusive traits, but the last two are major boons to anyone who plans to engage in combat and Knights are the only profession that always starts with both.
Born War Leader means Knights are much better at their profession’s main mental and social skills than their average IQ 10 would indicate.
They have a whopping 60 points to put into further discretionary traits, all of which make them better at either fighting (like Extra Attacks and Enhanced Parry) or leadership (like extra levels of Born War Leader).
Of note here is Weapon Master, which boosts their skill at arms from merely “unrealistically good” to “superhuman”. This advantage reduces penalties for multiple attacks and defenses, gives access to some special skills, and gives them a major damage boost with the weapons covered by the advantage. Knights are not the only profession that has access to this: Martial Artists, Swashbucklers, Scouts and Thieves also have it. But Knights are the only profession with access to the version that covers all weapons, if they’re willing to pay the 45 points it costs.
Disadvantages
Knights need only choose -35 points of disadvantages here, as their reduced Speed makes up for the rest. The available choices of personality problems here let you make anything from a callous and unpleasant thug to a crusty veteran soldier to a chivalrous hero. You also have a small selection of physical disadvantages representing old battle wounds.
Skills
All Knights have the skills to use a shield and any one ranged weapon of their choice, as well as some unarmed combat training. The melee skill packages offer the choice between skill 20 at any one weapon, skill 17 at two, or skill 16 at three. Do you want to master your chosen weapon, or do you want to be able to use anything that can show up on a random loot table?
I’ve seen people not take the Shield skill and instead move its points to a weapon skill, increasing it by 1. That would indeed let them start with skill 21 in a weapon.
Other skills include the tactical and leadership stuff boosted by Born War Leader, and they can pick a few from the full gamut of universal delver lore plus Intimidation.
A Knight is likely to start with fewer skills than many other professions, but there’s nothing preventing them from learning more with earned points. And they can start out very, very good at their main job, so they can start branching out earlier.
Special Knight Traits
Knights can buy extra HP up to 1/2 their ST, instead of just 1/3. Also, they can buy new weapon skills or improve existing ones with earned character points instantly at any time - even mid battle!
They also have some exclusive traits. As you might expect, these are not magic, and instead represent you being Just That Good.
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Armor Mastery (5 points): When you wear any armor with DR 2+, increase its DR by 1. This reflects your skill at actively using the armor, turning your body so blows always strike the strongest parts.
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Rallying Cry (5 points): Unleash the Warlord in you! This lets nearby allies who are mentally stunned (from surprise or enemy powers) immediately make a Will roll to recover. If they succeed they immediately lose the defense penalties from being stunned and can act normally on their next turn.
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Sacrificial Block and Sacrificial Parry (1 point each): These let you attempt these defenses on behalf of someone else who is in reach. The Block works for allies who are behind you, the Parry for allies who are beside you. Roll as if you were defending yourself, and if you succeed your ally is protected as if they had succeeded. They’re “sacrificial” because they count against your own defense limit for that round.
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Shield Mastery (15 points): Any shield you use gains +1 to its Defense Bonus, and you gain an extra DR 2 against cone and area attacks if you can interpose your shield. Captain America probably has this.
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Shield Wall Training (1 points): This lets you use your shield to block attacks on behalf of an ally who is beside you, and eliminates the penalty for attacking while holding a large shield.
Customization Notes
You can use this template to make any “heavy fighter” archetype, from an European-style knight to a samurai to an Amazon to Guts from Berserk. It’s all about weapon and disadvantage choice. The book also says it’s important to decide if you want to completely master a single weapon be decently skilled in a wide variety of them. High skill is definitely powerful, but there’s value in keeping your options open in campaigns where the GM is enthusiastic about random loot.
As a personal note, I’m going to say Weapon Master is so good it feels almost mandatory. Few things are more dangerous in the battlefield than a ST 17+ Weapon Master Knight who focuses on a single big swingy weapon like a polearm or two-handed sword. By the time the wizard finishes charging that fireball, all enemies in the field will already be dead.
No matter your specific build, you definitely want to spend quirk points on extra money for an armor upgrade.
The “This Ain’t D&D” Section
For once there isn’t much to this section. DFRPG Knights are pretty similar to D&D Fighters in terms of visual style and intended function.
The main difference here is, well, truth in advertising. Both games say the archetype is the among the best at fighting, but here this is actually true.
It helps that GURPS melee combat goes far beyond the “I hit it with my weapon” level of detail supported by D&D mechanics, and that you actually become more effective if you use those options. With such a high skill level you can afford to do that without reducing your chances of success.
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Let's Play Hell's Rebels: The Many Steps Monastery, Part 4
Intro
This post is part of my solo Hell’s Rebels campaign.
We’re finally arriving at the end of the first adventure of Hell’s Rebels. Our players cleared out the entire Many Steps Monastery of pesky diabolists, and the only ones left are Nox and her dog, which await in room F7 just beyond their current position.
[Player] Boss Fight! Boss Fight!
No looting bodies or searching for treasure. Jania drinks one of Urist’s Paut potions, topping up her FP. Art drinks one of his own Minor Healing potions, healing the damage he sufered from the tar devil’s fumes last session. Urist’s Armor spell expires, and he casts another one o Arcturus instead, and then uses his Paut to replenish the lost FP.
Jade fishes out a Blessed Paper from her pack and uses it to imbue her sword with holy power. The group lines up at the entrance to the room, and go in.
The garden is a big chamber with a domed ceiling painted to look like the morning sky. Magical sunlight lamps provide illumination and nourishment to the grass and flowers planted here. There’s a shallow brook running through it, coming in from some subterranean source and returning to the depths afterwards. A short bridge over it allows crossing.
Nox awaits on the other side, and she’s been getting ready to fight just as the PCs have. She is fully armored and has her glaive in one hand and a throwing hatchet in the other. Her pet hell hound Mephiry stands ready to attack these new enemies as well.
There’s little in the way of banter. Nox says “I’m not surrendering.” Jade says “That’s fine by me.” And then the battle is joined.
Nox positions herself at the far side of the bridge from the PCs, waiting for them to get within reach. Mephiry, the hellhound, moves to stand alongside its master. Arcturus moves along the southeastern part of the chamber and then jumps into the stream. He’s a bit disappointed that it’s only about half a meter deep, but still it won’t impede his movements as he fords it.
Jania also moves to the margin near Art, while Jade, Rosalia and Urist decide to use the bridge. As they approach, Nox nails Rosalia with her throwing axe, gravely wounding the bard and nearly causing her to pass out. Urist halts his advance and runs towards Rosalia to render magical aid, while Jade charges across the bridge and engages the enemy.
Nox proves to be an adept fighter and avoids Jade’s blade while she readies her own weapon. Urist heals Rosalia with a spell, but her and Jania’s attempts to hit Nox with ranged attacks either miss or fizzle.
With Jade taking up most of Nox’s attention, however, Arcturus manages to run up to the hellhound, grapple it, and more or less break it over his knee. Before Nox can retaliate, Jade’s sword finally manages to find a gap in her heavy armor and wound her in the arm. The touch of the blessed blade proves to be the demon-possessed warrior’s undoing, causing her to momentarily burst into flame and fall down writhing before losing consciousness. A quick thrust by the same blessed sword quickly finishes her off, granting our heroes their victory on this day.
[GM] Fight Analysis
This fight took a surprisingly short three rounds, and went a lot better for the PCs than I imagined due to my luck in rolling for Jade’s last attack, which was a critical hit.
Nox suffered 3 injury from the penetrating cutting damage, and another 3 as a follow-up since the sword was (temporarily) Holy. That wouldn’t normally be enough to cause any additional effects, but the critical hit table told me to treat the attack as a major wound regardless of how much damage it did. And then Nox rolled a 18 on the HT test to resist knockdown and stunning, immediately falling unconscious.
I looked up the rules for major wounds and unconsciousness as the attack happened. It turns out unconsciousness is nasty business in GURPS. Recovery from it is much more complicated than the simple HT rolls for Stun.
Nox can recover automatically if she heals back up to full HP, and normally her diabolical Regeneration would take care of that in seconds. However, she can’t use it to heal those last 3 HP of Holy damage.
As there is no one around to help her, Nox will have to recover naturally. Since she has more than 1 HP we use the best-case scenario for that. It means she wakes up automatically after 15 minutes. There’s nothing she can do to wake up before that.
Now, I gave her a contingency back in part 2 of this delve that would summon a pair of lemures when she got stunned. I could certainly activate it here, but that would lead to our full party against a pair of lemures and we already know how that’s going to end. And lemures don’t have the smarts or the resources needed to wake Nox up. The PCs won the day!
This is why I love GURPS. You can end up with an awesome story like “the villain was so unholy she was vanquished by the mere touch of a blessed blade” just by following the rules.
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