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  • Urist Stortebeker, the Last Archivist

    One of the player characters for my solo Hell’s Rebels campaign.

    Urist Stortebeker is a somewhat unorthodox dwarven priest because he honors gods of freedom and knowledge such as Caiden Caylean, Avandra, and Ioun. This naturally drew him to the Honored Society of Archivists in Kintargo a few years ago. This was a secret organization dedicated to preserving the true history of the Ravounel region and of wider Cheliax from the revisionist depredations of its fascist government.

    He was just walking the first steps to mastering their deep scholarship, but his previous adventuring career made him very good at retrieving lost documents of historical and cultural value, so that’s what he mostly focused on.

    He had been out on a mission to retrieve one of those documents when the Night of Ashes happened. The agents of Barzilai Thrune, the newly appointed Lord Mayor of Kintargo, swept through the city killing anyone who they thought might be able to oppose his plans, and burning down their homes. This included the members of the Society, most of whose identities Barzilai had figured out.

    This makes Urist the last surviving Archivist, and you can be he’s extremely angry and sad about that. However, just before he left on that last mission, some of his Archivist friends asked him to look after their son if anything happened to them. They weren’t sure anything was going to happen, but things weren’t looking good in general.

    So now Urist’s top priority is finding this son, Rexus Victocora, and making sure that he’s safe. And then he’s going to make those damned nazis pay. His demeanor might be jolly but he’s still a dwarf. He knows how to hold a grudge.

    Description

    Urist has a very typical appearance to go with his very typical name. Stocky, bald, pale skin, white beard, brown eyes. He always carries his clan dagger in his belt, and his axe too. In combat he likes heavy armor and a shield to go with the weapons. Unlike the typical dwarf character, he tends to act jolly a lot of the time, even in the face of adversity and grief.

    “Stortebeker” is an epithet that was applied to a historical Dutch pirate. It means roughly “upturner of cups”, which in turn means someone who drinks a lot. Appropriate for a priest who honors the drunk god.

    Build Notes

    Urist is a pretty typical Dungeon Fantasy Cleric, though he’s more on the fighty side of that archetype than on the “staff and robe” one. So in addition to more spells, his progression plan is going to include better combat skills and possibly some Holy Warrior abilities to make him better at directly fighting demons.

    As mentioned above, he’s a dwarf, and his species traits have been included in his character sheet below.

    Character Sheet

    ST 12 {20}; DX 12 {40}; IQ 14 {80}; HT 12 {20};

    Damage 1d-1/1d+2; Basic Lift 14.4kg; HP 12; Will 14; Per 14; FP 14 {6}; Basic Speed 6; Basic Move 5 {-5};

    Advantages

    • Clerical Investment {5}
    • Detect Evil {18}
    • Night Vision 5 {5}
    • Power Investiture 3 {30}
    • 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}
    • Intolerance (Evil Religions) {-5}
    • Overconfidence (12) {-5}
    • Sense of Duty (Good Entities) {-10}

    Quirks

    • Define your own! {-5}

    Skills

    • Axe/Mace (A) DX+2 {8} - 14
    • 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 {1} - 13
    • Hiking (A) HT-1 {1} - 11
    • Innate Attack (Projectile) (E) DX+2 {4} - 14
    • Meditation (H) Will-2 {1} - 12
    • Observation (A) Per-1 {1} - 13
    • Occultism (A) IQ-1 {1} - 13
    • Public Speaking (A) IQ-1 {1} - 13
    • Religious Ritual (H) IQ-2 {1} - 12
    • Research (A) IQ-1 {1} - 13
    • Savoir-Faire (E) IQ {1} - 14
    • Shield (E) DX+2 {4} - 14
    • Surgery (H) 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
    • 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

    $1000, 22.18kg, Light Encumbrance.

    • Clothing: $0, 1kg.
    • Silver-Coated Axe: Reach 1, sw+2 cut; $150, 2kg.
    • Small Shield: DB 1; $40, 4kg.
    • Small Knife: Clan dagger; $30, 0.25kg.
    • Light Cloth Armor: All locations, includes face protection; DR 1; $155, 9.4kg.
    • Small Backback: Holds 20kg of gear. $60, 1.5kg.
      • First Aid kit: +1 to First Aid. $50, 1kg.
      • Holy Symbol: $50, 0.5kg.
      • Holy Water: “Grenade” bottle; $15, 0.5kg.
    • Pouch: Holds 1.5kg; $10, 0.1kg.
      • Minor Healing Potion: heals 1d HP; $120, 0.25kg.
      • 13 x Silver Coin: $260, 0.13kg.
      • 15 x Copper Coin: $15, 0.15kg.

    Combat

    Assumes Light Encumbrance and a DB 1 shield.

    • Defenses
      • Dodge: 9
      • Parry: 11U
      • DR: 3 on skull, 0 on eyes, 1 everywhere else.
    • Attacks
      • Axe (14): 1d+4 cut, Reach 1.
      • Shield Bash (14): 1d-1 cr, Reach 1.
      • Sunbolt (14): 1d-9d burn, Acc 2, Range 75/150, costs 0-8 FP.
    1. Defaults from Esoteric Medicine (Holy) 

  • Rosalia Savory, the Mysterious Satirist

    One of the player characters for my solo Hell’s Rebels campaign.

    Rosalia Savory used to work at the Kintargo Opera House in a role that, in modern times, might have been called “production assistant”. She did what needed doing backstage, helped the actors out, sang in the background chorus from offstage, and so on. It was a living, and she liked doing it.

    She was also secretly one of Kintargo’s several “mysterious satirists” who published stuff criticizing the more Thrune-loving segments of the city’s nobility and government, as well as the church of Asmodeus. In her case it was little absurdist play scripts, which she signed as “Little Lamp”.

    So when Barzilai Thrune waltzed in, disappeared a lot of people, burned down their homes, and then took over the Opera House as his personal residence, she suddenly had a lot of inspiration for new material, and a lot more time in which to write it since she was out of a job. Her scripts got a lot more accusative, without losing their comedic edge, and there’s a warrant out for her arrest as soon as someone finds out who she is.

    Her future plans include going from production assistant to community organizer. She’s at the protest at the start of adventure 1 because of course she’d be.

    Description

    Rosalia has pale freckled skin, brown eyes, and unruly curly brown hair down to her shoulders. She usually wears “working stiff” clothes when out and about, and likes to carry and play a guitar when she’s not on the job. She has a fairly easy-going and fun-loving personality and a tendency to make jokes and maintain forced cheer to cope with stressful and sad situations, so it feels like she never stops smiling these days.

    Her looks and general demeanor are inspired by Pinkie Pie. I’ve used Rosalia in a couple of games before, so there’s a “yes, her again” note next to her name in my personal version of her character sheet.

    Build Notes

    Rosalia is mostly a standard DF Bard with the usual wide distribution of points. She has a couple of bard powers, a small set of mind-affecting spells, and a little fencing ability. The biggest deviation here is that she’s naturally talented at shooting pistols, which is kinda funny because she doesn’t start in possession of a gun. Getting her one, and the corresponding ammo, should be a priority once play starts.

    In a fight she’s mostly going to rely on Song of Humiliation to aid her physical attacks, and cast spells if she has the time and space to do so.

    Dungeon Fantasy being the way it is, by virtue of being a Bard Rosalia starts with by far the most social skills in the group, and only loses out on reaction bonuses to Jade, so she’s going to be one of the party’s “faces”.

    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}
    • Gunslinger (One-Handed Guns) {15}
    • 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}

    Quirks

    • Pick your own! {-5}

    Skills

    • Acrobatics (H) DX-2 {1} - 11
    • Acting (A) IQ {2} - 14
    • 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
    • Guns (Pistol) (E) DX+1 {2} - 14
    • Heraldry (A) IQ-1 {1} - 13
    • Interrogation (A) IQ-1 {1} - 13
    • Intimidation (A) Will-1 {1} - 13
    • Merchant (A) IQ-1 {1} - 13
    • Musical Composition (H) IQ+1 {1}2 - 15
    • Musical Instrument (Guitar) (H) IQ+2 {2}2 - 16
    • Performance (A) IQ+1 {1}1 - 15
    • Poetry (A) IQ-1 {1} - 13
    • Propaganda (A) IQ-1 {1} - 13
    • Public Speaking (A) IQ+3 {1}13 - 17
    • Saber (A) DX+2 {8} - 15
    • Savoir-Faire (E) IQ {1} - 14
    • Singing (E) HT+5 {1}1 - 16
    • 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

    • Bravery (p. 53) (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
    • Voices (p. 68) (H) IQ+1 {1} - 15

    Loadout

    • Clothing: $0, 1kg .
    • Pouch: Holds 1.5kg. $10, 0.1kg .
    • Guitar: Two-handed instrument. $150, 2.5kg .
    • Armor:
      • Light Cloth Body Armor: $53, 3.15kg .
      • Light Cloth Sleeves: $25, 1.5kg .
    • Saber: $700, 1kg .

    Combat

    • Defenses
      • Dodge: 9
      • Parry (Saber): 10F
      • DR: 1 (torso and arms), 2 (skull)
    • Attacks
      • Saber (15): 1d-1 cut or imp, Reach 1.
    1. +2 from Voice  2 3

    2. +3 from Bardic Talent  2

    3. +2 from Charisma 

  • Jania Moonshadow, The Phantom Thief

    One of the player characters for my solo Hell’s Rebels campaign.

    Jania is a distinguished alumna of Lady Docur’s School for Girls. She moved to Vyre to seek her fortune after graduation, and took to the city’s fashions (“goth”) and customs (“creepy”) quite readily.

    Jania soon acquired a certain propensity for grandstanding. She built an above-board reputation as a powerful wizard and an “openly secret” one as a master thief for that extra thrill. It helps that creepy, unexplained events keep happening around her. Jania introduces herself as “The Great and Powerful”, though some think a better title would be “The Two-Faced”. Don’t call her that where she can hear you, though, she considers it insulting.

    Ms. Moonshadow’s increasing boldness soon caused her to run afoul of an old wererat named Hei-Fen, a veteran of the same business who was enjoying a “quiet” retirement as the combat instructor for an assassin cult. After the first couple attempts on her life, Jania decided that it would be wise to go on vacation for a while. She regrettably had to leave most of her ill-gotten gains behind.

    When she returned to her old hometown of Kintargo, she found it in quite a state. Lady Docur filled her in on the local situation and asked for some help, which she was only too happy to provide. Jania feels a genuine need to repay the school for her excellent education. Jania also sincerely hopes that hag Hei-Fen dies of old age before she has to return to Vyre.

    Description

    Jania’s inspirations are Sucy Mondavarian from Little Witch Acacemia for the creepy bits, and the Great and Powerful Trixie for everything else. I imagine her as a blue-skinned elf with white hair and a penchant for black dresses and witch hats. Despite her skin tone, she’s not a sea elf. She’s just blue. If your GM is strict about those things, chalk it up to an unfortunate accident with silver-based alchemical compounds during her school years.

    Notes

    Jania’s personality has a lot of The Great and Powerful Trixie in it, with a dash of Lupin III and a tiny bit of Sucy thrown in. She puts up a flamboyantly witchy front in social interactions and is all about being extremely sneaky when practicing her actual craft of thievery. She even likes using classic “phantom thief” moves like leaving calling cards or giving advance warning of a heist, but only when it helps her plans succeed.

    Rules-wise she’s built on a tweaked version of the Spell-Thief template from GURPS Dungeon Fantasy Denizens: Thieves. She has Spell-Thief Expertise, which adds to spells just like Magery but also benefits her Spell-Thief abilities. Jania’s main focus is being the party’s sneak and its “active radar”. She can fight well when compared to a civilian but she’s far from being the best combatant in this party.

    For progression, our highest priority here is getting Jania a third level of Spell-Thief Expertise, which will raise all of her spell levels to the discount breakpoint of 15. After that point we can either keep adding more spells, or improving her thief and combat traits. Danger Sense might be a good purchase here. She should also get something expensive to act as a Power Item.

    Jania Moonshadow, 250-point Half-Elf Spell-Thief

    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}
    • Spell-Thief Experdise 2 {27}
    • Open Locks 2 {5}
    • 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}

    Quirks

    • Pick your Own! {-5}

    Skills

    • Acrobatics DX-2 {1}-12
    • 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
    • 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
    • Lockpicking DX+2 {4}-16
    • Merchant IQ-1 {1}-13
    • Occultism IQ+0 {2}-14
    • Pickpocket DX+0 {2}-14
    • Savoir-Faire IQ+0 {1}-14
    • Sleight of Hand DX-1 {1}-13
    • Smallsword DX+3 {12}-17
    • 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} - 14
    • Aura IQ {1} - 14
    • Blur IQ {1} - 14
    • Climbing IQ {1} - 14
    • Continual Light IQ {1} - 14
    • Create Water IQ {1} - 14
    • Darkness IQ {1} - 14
    • Detect Magic IQ {1} - 14
    • Great Haste IQ-1 {1} - 13
    • Haste IQ {1} - 14
    • Ice Dagger IQ+1 {2} - 15
    • Ice Sphere IQ {1} - 14
    • Icy Weapon IQ {1} - 14
    • Infravision IQ {1} - 14
    • Invisibility IQ {1} - 14
    • Levitation IQ {1} - 14
    • Light IQ {1} - 14
    • Lockmaster IQ {1} - 14
    • Locksmith IQ {1} - 14
    • Magelock IQ {1} - 14
    • Mage Sight IQ {1} - 14
    • Night Vision IQ {1} - 14
    • Purify Water IQ {1} - 14
    • See Invisible IQ {1} - 14
    • Seeker IQ {1} - 14
    • Seek Food IQ {1} - 14
    • Seek Water IQ {1} - 14
    • See Secrets IQ {1} - 14
    • Shape Water IQ {1} - 14

    Loadout

    $1000, 7.883kg. No Encumbrance.

    • Clothing; $0, 1kg.
    • Ninja Slippers: +1 to Stealth. $100, 0.25kg.
    • Fine Short Staff: Enchanted with Staff; $90, 0.5kg.
    • Backpack, Small; $60, 1.5kg.
      • Personal Basics; $5, 0.5kg.
      • Trap-Finder’s Kit, Good; $250, 1kg.
      • Spy’s Horn; $100, 1kg.
      • Canteen; $10, 0.5kg.
        • Water (1 Quart); $0, 1kg.
    • Pouch; $10, 0.1kg.
      • Lockpicks; $50, 0.05kg.
      • 2 x Nageteppo, Flash; $80, 0.2kg.
      • 2 x Nageteppo, Smoke; $80, 0.2kg.
      • Coins: a quarter gold piece, 3 silvers, and 5 coppers. $165, 0.103kg.

    Combat

    Assumes No Encumbrance.

    • Defenses
      • Dodge: 9
      • Parry: 11F
      • DR: 2 on skull, 0 everywhere else.
    • Attacks
      • Short Staff (17): 1d+1 cr (swing) or 1d-1 cr (thrust). Reach 1.
      • Ice Dagger (15): 1d-1 imp per energy point, Acc 3, Range 30/60. Costs 0-5 FP. See DF Spells p. 69.
      • Ice Sphere (15): 1d cr per energy point, Acc 2, Range 40/80. Costs 0-5 FP. See DF Spells p. 69.
  • Arcturus Pankrator, The Knight of the Deep

    One of the player characters for my solo Hell’s Rebels campaign.

    Arcturus Pankrator is a renowned hero and slayer of monsters among the underwater peoples that make their home near Ravounel. Landlubbers have no idea who he is, which is somewhat unfortunate for him because that’s where he’s headed for the foreseeable future.

    His newest quest was given to him by the leader of the sea elf village of Acisazi: he is to seek the help of Shensen, the famous singer and priestess of Sarenrae who lives in Kintargo. The village has been plagued by a horrible curse, and since Shensen is an old friend of theirs she would have both the willingness and the power to help them out. However, she has not answered their magical messages, so something might have happened to her. Time to send in an actual envoy to find out what happened and help Shensen out if needed. An excellent job for a hero of his caliber!

    Unfortunately Arcturus’ wallet was considerably leaner than his muscles, so he’s more or less completely broke when he arrives at Kintargo. The information he manages to gather about the city’s situation isn’t all that encouraging either, with Shensen missing and this new human dictator causing a pall of anger and sorrow to hang over the city.

    The Atlantean wrestler isn’t exactly a genius detective. His method of investigation can be summed by the word “vibes”. Therefore, Arcturus is absolutely sure that the shortest path to completing his quest lies in opposing this land-monster, which is why he’s at the big protest against him at the start of the campaign.

    Description

    Arcturus is an obvious expy of Aquaman from Batman: The Brave and the Bold, and that’s exactly what he looks like. You can make his hair brown instead of blond if you won’t want a 100% exact match, but you should still take all your roleplaying cues from that version of Aquaman.

    Build Notes

    Arcturus is a mix of the Wrestler and Martial Artist archetypes. The Wrestler first appeared in Pyramid #3/111. Art makes extensive use of the Fantastic Dungeon Grappling rules, as does the campaign he’s in.

    He’s an Atlantean, which means he has no problem operating underwater. His fighting style works well both in and out of water: grab’em, and stab’em. That is, inflict a reasonable bunch of Control Points onto an enemy using Wrestling, and then stab them with his knife while spending as many CP as possible to boost the knife’s damage dice. If there’s no time to draw the knife, the damage dice from CP alone should let Art inflict some involuntary yoga on almost any opponent anyway.

    Character advancement is simple. More ST, more DR, higher combat skills, more attacks! Those can come from either straight up increases or Martial Artist and Wrestler powers (or better armor in the case of DR). He can also make excellent use of Extra Attacks and Fast-Draw, which let the grab-and-stab loop happen much faster. Any branching out will mostly be towards the addition of more acrobatic and movement skills. Let everyone else do the talking and investigating, Arcturus Pankrator is here to punch things and tie them in knots. Point him at any nazis, sea monsters, or nazi sea monsters and watch the spectacle.

    Character Sheet

    Attributes

    ST 14 {40}; DX 15 {100}; IQ 10 {0}; HT 12 {20};

    Damage 1d/2d; Basic Lift 19.6kg; HP 14; Will 10; Per 10; FP 12; Basic Speed 7 {5}; Basic Move 8 {5};

    Advantages

    • Amphibious {10}
    • Combat Reflexes {15}
    • Doesn’t Breathe (Gills) {10}
    • Enhanced Parry (Bare Hands) {15}
    • Trained by a Master {30}
    • Wrestling Master {10}

    Disadvantages

    • Code of Honor (Chivalry) {-15}
    • Impulsiveness (12) {-10}
    • Obsession (Find the missing sea elves) {-5}
    • Overconfidence (12) {-5}
    • Sense of Duty {-5}
    • Wealth: Struggling {-10}

    Quirks

    • Pick your own! {-5}

    Skills

    • Carousing (E) HT {1} - 12
    • Hiking (A) HT-1 {1} - 11
    • Judo (H) DX {4} - 15
    • Karate (H) DX-1 {1} - 14
    • Knife (E) DX+1 {2} - 16
    • Knot-Tying (E) DX {1} - 15
    • Stealth (A) DX-1 {1} - 14
    • Swimming (E) HT {1} - 12
    • Wrestling (A) DX+5 {20} - 20

    Chi Skills

    • Immovable Stance (H) DX {4} - 15
    • Push (H) DX {4} - 15
    • Throwing Art (E) DX {4} - 15

    Loadout

    • Large Knife: $40, 0.5kg.
    • Clothing: Free, 1kg.
    • Armor: Nothing on head, light scale on body, light cloth/leather everywhere else. $336, 8.4kg.
    • Pouch: Stores 1.5kg of small objects. $10, 0.1kg.
      • Coins: 1 silver, 10 copper. $30, 0.11kg.

    Combat

    • Defenses
      • Dodge: 11
      • Parry: 17 (Wrestling), 14F (Judo), 11 (Knife).
      • DR: 2 on skull, 0 on head, 3 (2 vs Crushing) on body, 1 everywhere else.
    • Attacks
      • Large Knife (16): 2d-2 cut (Reach C, 1) or 1d imp (Reach C).
      • Wrestling Grab (20): 1d+3 control, Reach C.
  • Jade Irinka, the Sixth Raven

    One of the player characters for my solo Hell’s Rebels campaign.

    Jade Irinka was an orphan of uncertain but numinous parentage who was adopted as a sort of mascot by the original Silver Ravens during their early exploits. She was too young to go out with the Ravens on their missions, but she witnessed their results and listened to their stories with rapt attention. Jackdaw, knowing victory would be uncertain in the final Thrune invasion, sent her away from the city with other non-combatant friends, hoping they would be able to come back once the fighting was over.

    Things didn’t turn out well, and Jade never got the chance to return. She aged slowly but eventually reached maturity and set out to follow on the footsteps of her heroes. Her natural charisma and skill with the sword let her achieve some small measure of renown around the Inner Sea as an heroic adventurer.

    Recent news from Cheliax convinced Jade it’s finally time to return home and take up the Ravens’ fight. She doesn’t remember many details about those days, but she’s confident she will find a way. Everything she’s done so far has been to prepare herself for this. As the campaign starts, she has just caught up on the events and rumors of the last few days and decides to attend the Aria Park protest to learn more.

    Description

    As you might have guessed from her name, Jade is inspired by Jasper Irinka, the Child of the Sun, one of the iconic characters from Chuubo’s Marvelous Wish Granting Engine. I’m using Jade instead of Jasper as the name because I like it more - it’s the name of Jasper’s Mother, the Angel of the Sun.

    So Jade looks almost exactly like Jasper. Dark brown skin, voluminous and fiery red hair, green or blue eyes depending on the light. She has an athlethic build from all her adventuring, though her equipment is somewhat less than elegant at the moment. Unlike Jasper, she has only two arms at present and is unlikely to grow more.

    This name might also give you a hint about who her ancestors are in the Pathfinder setting.

    Build notes

    Jade’s stats below are based on the Aristocrat archetype from GURPS Dungeon Fantasy Denizens: Swashbucklers. This gives her amazing sword and leadership skills, though I removed some of the template’s more classist traits.

    Her being a long-lived half-spirit is mostly a story thing for now, as I didn’t take an official template. You can use these stats for a charismatic human swashbuckler in some other campaign without changing any numbers. If you do want to emphasize her supernatural side, you can let her gradually take on Half-Spirit traits with earned character points. That’s what I intend to do eventually.

    Jade already has a +5 reaction bonus from almost everyone and an extra +3 from professional fighters. I’m hoping to use earned points to increase that even further, maxing out her Charisma, Born War-Leader talent, and perhaps even Appearance. She’s going to be the public face of the rebellion, after all. Holiness and its attendant powers are also not out of the question in the future, as they’d make her even better at fighting demons.

    Character Sheet

    ST 11 {10}; DX 15 {100}; IQ 12 {40}; HT 12 {20};

    Damage 1d-1/1d+1; Basic Lift 12.1kg; HP 11; Will 12; Per 12; FP 12; Basic Speed 7; Basic Move 7;

    Advantages

    • Ambidexterity {5}
    • Appearance (Impressive) {12}
    • Born War Leader 3 {15}
    • Charisma 2 {10}
    • Combat Reflexes {15}
    • Luck {15}
    • Weapon Master (Backsword) {-20}
    • Weapon Adaptation (Broadsword to Saber) {1}

    Disadvantages

    • Code of Honor (Soldier’s) {-10}
    • Enemies (Monster of the Week) (9-) {-15}
    • Pacifism: Cannot Harm Innocents {-10}
    • Sense of Duty (Adventuring Companions) {-5}
    • Vow (Never refuse a challenge to combat) {-10}

    Quirks

    • Pick your own! {-5}

    Skills

    • Acrobatics (H) DX-1 {2} - 14
    • Diplomacy (H) IQ-2 {1} - 10
    • Fast-Draw (Sword) (E) DX+1 {1}1 - 16
    • Gesture (E) IQ {1} - 12
    • Guns (Pistol) (E) DX+1 {2} - 16
    • Jumping (E) DX {1} - 15
    • Leadership (A) IQ+4 {1}23 - 16
    • Public Speaking (A) IQ+1 {1}3 - 13
    • Saber (A) DX+5 {20} - 20
    • Savoir-Faire (High Society) (E) IQ {1} - 12
    • Stealth (A) DX-1 {1} - 14
    • Strategy (H) IQ+2 {2}2 - 14
    • Tactics (H) IQ+2 {2}2 - 14
    • Wrestling (A) DX-1 {1} - 14

    Loadout

    $1000, 11.41kg. No encumbrance.

    • Ordinary Clothing: Free; 1kg.
    • Backsword: Basket hilt gives DR 4 to the hand and allows a Hilt Punch. $550, 1.5kg.
    • Pouch: Fits 1.5kg of small items. $10, 0.1kg.
      • Coins: 8 silvers, 23 coppers. $183, 0.31kg.
      • Minor Healing Potion: Heals 1d HP. $120, 0.25kg.
    • Light Cloth Armor Suit: DR 1 to all locations except the head. $137, 8.25kg.

    Combat

    Assumes no encumbrance.

    • Defenses
      • Dodge: 11
      • Parry: 14F (sword), 11 (Unarmed, DX)
      • DR: 2 on skull, 0 on eyes, 5 in sword hand, 1 everywhere else.
    • Attacks
      • Backsword (20): 1d+4 cut or 1d+2 imp, Reach 1.
      • Hilt Punch (15): 1d-1 cr, Reach C.
    1. +1 from Combat Reflexes 

    2. +3 from Born War Leader  2 3

    3. +2 from Charisma  2

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