Posts

  • 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!

  • 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.
    1. Defaults from Esoteric Medicine (Holy) ↩

    2. +1 from Higher Purpose (Slay Demons) ↩ ↩2

  • 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.

  • 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

    1. +2 for Voice ↩ ↩2 ↩3 ↩4 ↩5

    2. +2 from Charisma ↩ ↩2

    3. +3 for Bardic Talent ↩ ↩2 ↩3

  • Let's Play Hell's Rebels: Jania Moonshadow update 1

    I’ve been stressing out about real-life fascists these past few days, so I thought I’d destress a bit by publishing another post about people fighting fantasy fascists in my solo Hell’s Rebels campaign

    This is an update to Jania. Her description and backstory remain the same and can be see in the post for her starting version.

    After playing through Adventure 1 I can say Jania has been working pretty much as expected. A thiefy wizard, and a wizard thief. She has handled all the trap-finding and lock-opening that she needed to, and her spells have been occasionally useful as well. The standout here were the repeated uses of Glass Wall to help with the breaching-and-clearing of Hocum’s Phantasmagorium at the end of the adventure.

    I didn’t expect a lot out of her in combat since she’s a Thief-type, but she was surprisingly useful when she got to hit people in the skull with her cane while Art held them down. She’s switching to a smallsword now, so I wonder how that will change things. Her ranged combat on the other hand has been as disappointing as expected, since it takes a while to charge up an Ice Dagger and it often misses or gets dodged.

    Her advancement has been focusing more on utility spells and skills, particularly the ones needed to help run the rebellion. Like the rest of her companions, she started out with 250 points and currently sits at 289 with 0 unspent points. The biggest expenditure here was a much-needed improvement of Spell-Thief Expertise from 2 to 3.

    Character Sheet

    ST 10 {0}; DX 14 {80}; IQ 14 {80}; HT 11 {10};

    Damage 1d/1d-2; Basic Lift 10kg.; Will 14; Per 14; HP 10 FP 11; Basic Speed 6.25; Basic Move 6.

    Advantages

    • Flexibility {5}
    • High Manual Dexterity 1 {5}
    • Open Locks 2 {5}
    • Reputation (All the time, everyone but Thrune supporters): +1 {3}
    • Spell-Thief Experdise 3 {38}
    • Unusual Background (Spell-Thief) {5}

    Disadvantages

    • Bad Temper {-10}
    • Code of Honor (Outlaw’s) {-5}
    • Laziness {-10}
    • Overconfidence (12) {-5}
    • Sense of Duty (Adventuring Companions) {-5}
    • Weirdness Magnet {-15}

    Skills

    • Acrobatics DX-2 {1}-12
    • Admininstration (A) IQ+1 {4} - 15
    • Alchemy IQ-3 {1}-11
    • Brawling DX+0 {1}-14
    • Carousing HT+0 {1}-11
    • Climbing DX+2 {1}-16
    • Disguise IQ-1 {1}-13
    • Escape DX+3 {4}-17
    • Fast-Draw (Sword) DX+0 {1}-14
    • Fast-Talk IQ+0 {2}-14
    • Fencing DX+3 {12}-17
    • Filch DX+0 {2}-14
    • Hazardous Materials IQ-1 {1}-13
    • Hidden Lore (Magic Items) IQ+0 {2}-14
    • Holdout IQ+0 {2}-14
    • Innate Attack (Projectile) DX+1 {2}-15
    • Intelligence Analysis IQ+0 {4} - 14
    • Leadership IQ-1 {1} - 13
    • Lockpicking DX+2 {4}-16
    • Merchant (A) IQ-1 {1}-13
    • Observation (A) Per+1 {4} - 15
    • Occultism IQ+0 {2}-14
    • Pickpocket DX+0 {2}-14
    • Savoir-Faire IQ+0 {1}-14
    • Sleight of Hand DX-1 {1}-13
    • Stealth DX+1 {4}-15
    • Streetwise IQ+0 {2}-14
    • Thaumatology IQ-1 {1}-13
    • Traps IQ+1 {4}-15
    • Urban Survival Per+0 {2}-14

    Spells

    • Apportation IQ+1 {1} - 15
    • Aura IQ+1 {1} - 15
    • Blur IQ+1 {1} - 15
    • Climbing IQ+1 {1} - 15
    • Continual Light IQ+1 {1} - 15
    • Create Water IQ+1 {1} - 15
    • Darkness IQ+1 {1} - 15
    • Detect Magic IQ+1 {1} - 15
    • Freeze IQ+1 {1} - 15
    • Glass Wall IQ+1 {1} - 15
    • Grease IQ+2 {2} - 16
    • Great Haste IQ {2} - 15
    • Haste IQ+1 {1} - 15
    • Ice Dagger IQ+2 {2} - 16
    • Ice Sphere IQ+1 {1} - 15
    • Icy Weapon IQ+1 {1} - 15
    • Infravision IQ+1 {1} - 15
    • Invisibility IQ+1 {1} - 15
    • Levitation IQ+1 {1} - 15
    • Light IQ+1 {1} - 15
    • Lockmaster IQ+1 {1} - 15
    • Locksmith IQ+1 {1} - 15
    • Magelock IQ+1 {1} - 15
    • Mage Sight IQ+1 {1} - 15
    • Night Vision IQ+1 {1} - 15
    • Purify Water IQ+1 {1} - 15
    • See Invisible IQ+1 {1} - 15
    • Seeker IQ+1 {1} - 15
    • Seek Food IQ+1 {1} - 15
    • Seek Water IQ+1 {1} - 15
    • See Secrets IQ+1 {1} - 15
    • Shape Water IQ+1 {1} - 15
    • Trace IQ+1 {1} - 15

    Loadout

    Total: $9984.00, 9.5825kg. No Encumbrance.

    • Clothing; $0, 1kg.
    • Armor:
      • Body: Enchanted Silk Undershirt. Forfity 1, DR 1. $470, 0.2kg.
    • Ninja Slippers: +1 to Stealth. $100, 0.25 kg.
    • The Needle: Fine, Balanced smallsword enchanted with Puissance 1. 14 FP as a Power Item. $8200, 0.75kg.
    • Backpack, Small; $60, 1.5 kg.
      • Personal Basics; $5, 0.5 kg.
      • Trap-Finder’s Kit, Good; $250, 1 kg.
      • Spy’s Horn; $100, 1 kg.
      • Canteen; $10, 0.5kg.
        • Water (1 Quart); $0, 1 kg.
    • Scroll Belt: 10 waterproof compartments for scrolls. $60, 0.5kg.
    • Pouch; $10, 0.1 kg.
      • Hand Mirror: $15, 0.5kg.
      • Lockpicks; $50, 0.05 kg.
      • 2 x Nageteppo, Flash; $40, 0.1 kg.
      • 2 x Nageteppo, Smoke; $40, 0.1 kg.
      • Coins:
        • 1 x Gold Coin, Quartered. $100, 0.0025kg.
        • 19 x silver coin: $20, 0.01kg.
        • 14 x copper coin: $1, 0.01kg.

    Combat

    • Defenses
      • Dodge: 9
      • Parry: 11F
      • DR: 1 (torso), 0 (elsewhere)
      • Control Maximum: 10
        • 1 to 5: -2
        • 6 to 10: -4
        • 11 to 15: -6
        • 16 to 20: -8
        • 21 or more: -12
      • FP: 7/11
      • HP: 10/10
    • Attacks
      • The Needle (17): 1d+1 imp (thrust). Reach 1.
      • Ice Dagger (15): 1d-1 imp/point, Acc 3, Range 30/60. -1 to final cost.
      • Ice Sphere (15): 1d cr/point, Acc 2, Range 40/80.

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