Posts
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Some error fixes for past posts
It has come to my attention that I’ve been less than fastidious about proper linking and formatting of my posts. Or, in other words, I’ve been mostly moving them from my “drafts” folder to the “public posts” one and then forgetting all about them without checking for bugs.
This post here is a notice that a bunch of these bugs have been fixed.
Every post in both my Let’s Read and Let’s Play of Hell’s Rebels that contained a broken link to their respective project page now has the correct link.
The very long loot ledger from Adventure 01, Scene 15 contained some characters that Markdown interpreted as a table, and as a result looked all wonky. These characters have been removed.
The post for Adventure 01, Scene 16 wasn’t showing up at all because its filename was incorrect. This has been fixed.
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Let's Play Hell's Rebels: Time for shopping!
As I said in the previous post, it’s time to buy some new gear for our heroes. We have $38045 in our communal treasure for this purpose. I don’t want to spend it all, but some upgrades are still needed.
Arcturus got a cool suit of armor, Urist got the same plus a better weapon, and Jade got out of that with a couple of fairly powerful utility items. So we’ll focus on Jania and Rosalia here for the most part.
I’m also going to abstract things here. Weapons and armor are bought through this tengu weapons dealer Laria introduces, a guy named Chuko. He owns an above-board weapon shop but is also very interested in selling to resistance movements. Arcane and thiefy gear comes from Lady Docur’s school. The PCs pay list price for everything.
Chuko is an important NPC in the later part of the campaign, but I think I actually missed his introduction in my original read-through.
Some of this stuff will certainly consist of special orders, but we can say there’s, uh, three weeks between this adventure and the start of the next one. Nox was supposed to be one of Barzilai’s top lieutenants so I’m sure he’s going to spend some time reorganizing.
Rosalia’s New Equipment
I gave her Heroic Archer with XP, so now we need a proper bow. And since she’s a bard it’s gotta be a Bow-Harp.
Let’s splurge a bit and make it a Balanced Elven Short Bow-Harp for a total of +25 CF. That’s $1300, 1.5kg. She’s gonna name it Allegretto and use it as her Power Item.
We’ll also spend the money for a Cornucopia Quiver that produces Fine arrows. $6010, 0.25kg.
Here’s a formatted list of her new stuff:
- 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.
Jania’s new Equipment
We’ll replace Jania’s cane with a real smallsword. It’s going to be Fine and Balanced for +7 CF, which means it’s going to be $3200, 0.75kg. This also makes it an excellent power item. Since Jania has Weapon Channeling, we can pay an extra $30 to add the Staff enchantment to this sword. We then also add a Penetrating Weapon enchantment to this one, for $5000.
- The Needle: Fine, Balanced smallsword enchanted with Puissance 1. 14 FP as a Power Item. $8200, 0.75kg.
Urist’s new Equipment
Yes, Urist got plenty of new fighty gear, but let’s also get a High Holy Symbol for him to act as a Power Item.
- High Holy Symbol: +2 to Exorcism, Turning, and other appropriate rolls. 8 FP as a Power Item. $1000, 0.5kg.
Total Expenditure
With this, we spent $16510 on new gear for our PCs, which I think it’s enough. That’s 41 gold coins, 5 silvers, and 10 coppers. It leaves us with $21535 left, or 53 gold, 16 silver, 15 copper. Our previous number of coins didn’t make this a clean subtraction, but we can assume the merchants gave some change back.
And that’s it for our organizational bits between adventures 1 and 2.
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Let's Read DFRPG Adventurers: Cash and Weapons
We already went through the basics in chapter 1, character creation in chapters 2 and 3, and a whirlwind tour of the advantages, disadvantages and skills in chapters 4, 5, and 6. Now it’s time for the chapter covering equipment and treasure. In this post we’ll cover the monetary system and talk a bit about weapons. In the next ones we’ll also cover armor, miscellaneous gear, and magic items.
Being a GURPS variant that can change whatever they want, DFRPG didn’t have to go hard on the detail for encumbrance and gear. Yet they chose to do so anyway, because according to our introduction in this chapter resource management is a traditional part of the genre that many find fun. What corners will you cut in consumables like arrows, potions and food in order to get that nifty weapon or armor? What will you choose to leave behind to drag that sack of treasure back to town? How smug will you feel when you realize you packed everything you needed and nothing you didn’t to that expedition?
If that sounds fun to you, you’re in the right game! If it didn’t, well, at least you’ve been warned. Our first section is about buying and selling gear, so we’re going in order of importance here.
Money Money Money
The symbol used for money here is the “$”. In standard GURPS they call this the “GURPS dollar”, and explain it means different things in each setting. In the DFRPG, it means “one copper coin”.
Dungeon Fantasy coins are, not coincidentally, identical to the ones used by D&D and Pathfinder. There are 50 of these chonky disks to the pound no matter what they’re made of. Unlike D&D of PF coins however, their values here increase by a factor of 20 as you climb up the hierarchy. So if a copper coin is $1, a silver coin is $20, and a gold coin is $400. Gold coins are also valuable and soft enough that they’re commonly cut into halves, quarters or eights. Delvers love gold because it packs the most value into the least weight.
There are coins made of weirder metals with in-between values, but those are not in this book. You might find them as treasure, though.
Every PC starts with $1000 to buy their starting gear. This is modified by the PC’s Wealth. PCs who have that as an advantage get more, those who have it as a disadvantage get less. They can also exchange character points for extra money at $500 per point - a common use for those 5 points obtained from quirks.
Buying
Item prices assume the most typical conditions possible - a typical sale by an ordinary merchant at a time and place where there’s neither a surplus not a shortage. Everything costs list price at character creation, but world events might change that during play.
This does mean we’re not assuming “Gold Rush” prices as the default like D&D does, but you’ll still find some items here are ridiculously expensive anyway. The Exploits book will describe some tricks you can try to get stuff cheaper.
If you really like an item you can spend character points on the Signature Gear advantage to give it some narrative protection. That advantage costs 1 point per $500 of the item’s value.
Delvers usually live out of inns and such, so it costs $150 a week to live in town. Again there are tricks to reduce this in Exploits.
Selling
You don’t need to sell coins, of course - they’re already money. Ingots or unshaped lumps of precious metal are also money, they just make the merchants and bankers reach for their scales.
Everything else will sell in town for a percentage of its “true” value that’s proportional to the Wealth of the character doing the selling. That trait also represents the quality of the PC’s abstract business contacts, you see.
Average-wealth PCs, the default, sell loot at 40% of its value. Yes, it’s perfectly acceptable for the party to ask their richest member to handle all the selling. Winning a Quick Contest of the Merchant skill versus a “generic” value of 15 will add 10% to that value (so from 40% to 50%, for example).
Weapons
Every single PC is going to need at least one weapon. Which one depends on what they can carry, wield, and afford. This section goes on to explain weapon stats, and then gives us the big weapon tables.
This is where the character’s Damage stat comes into play. It’s derived from Strength and includes two different dice expressions, Thrust and Swing, which is also the name of what kind of attack they’re for. The two start out pretty close but Swing increases much faster as you get stronger, to represent the benefits of the lever effect. A weapon’s damage stat is expressed in terms of the wielder’s Thrust (thr) and Swing (sw) values, combined with a damage type.
For example, a sword might do sw+1 cutting ot thr+1 impaling damage, and when wielded by a ST 13 character (sw 2d-1 / thr 1d+1) that would become 2d cut or 1d+2 imp. We’ll learn more about damage types when we talk about combat.
Weapons also have a ST rating which tells you how strong someone must be to use the weapon. This will only be a problem for human delvers when it comes to the heaviest of weapons, but halflings likely have to be more watchful here.
For bows and crossbows, you read their ST stat as their rated strength. The value on the table is the weakest possible rated strength for that weapon. They can be built “stronger” at no extra cost. A character still needs to be at least that strong to handle the weapon, but any ST they have above that score is “wasted” and doesn’t go into figuring damage or range. Being “stronger” than your bow doesn’t let you pull it back any further than its own physical limit.
The Melee Weapons Table gives us everything you’d expect out of a dungeon fantasy game.
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Axes and Maces are cheap and have decent damage but tend to be unbalanced - you can attack or parry with them in a given turn, but not both. The two-handed varieties have high damage but are more expensive, heavier, and so unbalanced you might need to spend a whole turn getting the weapon ready again after attacking with it.
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Swords of all kinds are balanced and versatile, with both swinging and thrusting attacks. However, they are very expensive. If you don’t have the cash for a real sword, you can use the same skill with balanced clubs and staffs by holding them like swords.
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Knives are cheap, but their short blades give them relatively poor damage and a defense penalty. When wielded with fencing skills, their damage remains poor but their defensive ability increases by a lot.
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Fencing skills can also be used with several types of specialized sword like rapiers or smallswords. These tend to have slightly worse damage than other swords and be more expensive, but give fantastic defensive bonuses when used with the right skills.
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Spears and polearms have excellent damage-to-price ratios, though most of them require two hands to use. Polearms are unbalanced on swinging attacks, though those can be devastating. Spears are always balanced, because they only have thrusting attacks.
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Staffs can be wielded like swords or spears, and also with their own skill that gives a better defensive bonus.
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Flails and nunchakus are hard to use and unbalanced, but they’re also hard to defend against.
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Funnily enough, Unarmed Attacks also appear on the weapon tables. Bare-handed punches and bare-footed kicks are free and accessible to every humanoid delver, of course, but you also learn how wearing brass knuckles, metal gauntlets, or boots affects their damage.
The Ranged Weapon Table has everything you expect and some things you don’t.
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Bows of all sizes have excellent range, with damage ranging from middling to great as their size increases. Price also increases accordingly.
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Crossbows are heavier and take longer to reload, but do more damage. You can use a crossbow that’s stronger than you at no penalty, but it will take a lot longer to reload.
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Slings are hard to use but they do damage based on the character’s Swing instead of Thrust. Their ammo is pretty cheap.
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We have many types of thrown weapon: spears, axes, knives, shuriken, darts, even boomerangs. Some of these can also be used in melee and appear on those tables as well. They tend to have shorter ranges than the dedicated ranged stuff, and their “ammo” is really expensive since each “shot” is a whole new weapon. But their damage can be pretty good, since some of them use Swing to determine damage.
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Spear-throwers are devices that extend the range of thrown darts and spears and let their damage use the PC’s Swing value instead of their Thrust.
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And you also have some oddballs: lassos, nets, and blowpipes.
There’s a box-out ammunition table here too, containing blowpipe darts, arrows, crossbow bolts, and several options for slings: unshaped rocks (free, crappy), shaped rocks, and lead pellets (more expensive, better). There’s a type of crossbow called a Prodd that fires lead pellets instead of bolts.
Weapon Modifiers
Any weapon that’s not an uncovered natural appendage can have Modifiers, which improve its inherent traits and make it cost more. These aren’t magic bonuses, but facts about a weapon’s construction. They can live alongside and stack with more traditional enchantments. Not all modifiers can apply to all weapons.
The modifier categories here are pretty intuitive, but just in case there’s a few paragraphs listing which weapons fall into each one.
Each modifier has a “Cost Factor”. To figure out the final price of a modified weapon, you add all the Cost Factors together + 1 , and then multiply that by the weapon’s base price.
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Balanced weapons are more accurate, generally giving a +1 to skill for melee weapons and a +1 to Accuracy for ranged ones.
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Bow-Harps are heavier than mormal bows but can be used as either bows or harps in any given turn (but not both at the same time!). The perfect gift for your ranged bard.
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Climber’s weapons have a design that let you climb with the weapon ready, and give +1 to climbing rolls. Applies to hatchets and other similar weapons. I never used this, but Lara Croft swears by them.
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Dwarven: Remember those unbalanced weapons that don’t let you attack and parry on the same turn? That’s shoddy human engineering. Good dwarven work solves this problem and makes them just as nimble as a sword. Big weapons that become unready after an attack still do that, though.
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Elven: Applies to bows (not crossbows, those ugly things). Lets you treat the bow’s rated ST as 2 points higher for calculating damage and range. This means a ST 11 character could use a ST 13 elven bow normally. Expensive, but your scouts will love it.
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Fine: The weapon is sturdier and generally better at its job. Bladed melee and thrown weapons, as well as pointy ammunition, do more damage. Bows and crossbows shoot farther. All are more resistant to breakage.
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Meteoric: One of the game’s special materials. Meteoric Iron is immune to magic. The weapon ignores any magic meant to stop it and can’t be targeted by spells, but can’t be enchanted either.
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Orichalcum: This bronze-colored alloy is indestructible! Weapons made from it never break, and have a higher chance of breaking other weapons when those rules come into effect.
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Ornate weapons are blinged out, and can improve reactions from buyers and other people who are impressed by ostentation.
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Silver weapons are useful for exploiting certain monster vulnerabilities. Solid silver is best for that, but also results in a fragile weapon. A silver coating doesn’t affect breakage chances and is far cheaper, but is a little less effective at the supernatural side.
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Very Fine is like Fine, but has double the bonuses and only applies to swords and fencing weapons. Super expensive, of course.
In addition to the type restrictions the Fine, Very Fine, and Solid Silver modifiers are mutually exclusive. The material modifiers of Meteoric, Orichalcum, and Solid Silver are also mutually exclusive. Meteoric and orichalcum weapons can still be silver-coated however, so those players who immediately went to “electroplating” when they read the material descriptions still have something to be happy about.
With these modifiers you can have yourself a Fine, Balanced, Dwarven, Silver-Coated werewolf-hunting axe for $1000, the same price the swashbuckler pays for a standard-issue edged rapier.
Coming Up Next
Shields and Armor!
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Let's Read DFRPG Adventurers: Chapter 3, Races
Yes, this book still uses the term “Races”, having been written a few years before other games finally started getting rid of it. That brings a symptom of the main problem I have with this chapter: the options presented here mostly follow the cliches presented in older editions of D&D. I imagine they chose this because it provided a good and familiar baseline in 2016-2017, but it does mean we have to deal with some of the annoying fantasy racism that later games made an effort to remove. The text actually does acknowledge some of that racism, though that acknoledgment is a bit impaired by the general tongue-in-cheek tone in which the super generic implied setting is presented.
You see, many social traits in GURPS like Appearance and Social Stigma are relative. Who thinks the bard is hot, and who looks down on the barbarian’s foreign ways? When a GURPS GM builds a campaign setting from scratch, they’re asked to answer that question by providing a reference culture. That’s the dominant culture in the areas where the vast majority of the campaign takes place.
This chapter does not describe this concept, but it does introduce us to a reference culture by repeatedly mentioning it in the text and template descriptions: that of Ordinary Townsfolk(TM).
Ordinary Townsfolk are those people who live in Town under the rule of the King. They’re human, they very rarely leave Town, and they don’t have good opinions about things outside of their daily experience. In other words, they’re the opposite of “open-minded” and “cosmopolitan”. Ordinary Townsfolk recognize adventuring as a profession, but not a very respectable one. I guess that’s in part because delvers will accept “just about anyone”, since Social Stigmas don’t apply between PCs. Still, they’re happy to sell stuff to adventurers, who always have plenty of money to spend.
The very first sentence in the actual text of the chapter does state that “race” means “species”, so let’s use that term from now on in this post. It goes on to say that many nonhuman intelligent species can be found in the world. A lot of them show up as the opposition, inhabiting dungeons and other dangerous places: orcs, ogres, trolls, and so on. Ordinary Townsfolk consider those monsters. There are other species they consider “people”, and whom monsters consider enemies. These you can find living in Town, and available as options for delver PCs.
Next, the chapter introduces the concept of racial templates (henceforth species templates), which work a bit differently than the professional ones.
Each template has a fixed cost, which must be paid using the discretionary points from your delver’s professional template. Every professional template, as we already saw, has a listed point amount for buying advantages and powers. They also have 7 points for optional secondary skills, and can gain an extra 5 from quirks. You can use these to pay for a species template, which does mean you’ll be spending less points on stuff related to your profession. Someone without a species template is assumed to be (mostly) human.
The cost of a template is the total cost of all of its components.
Template Components
Every species template has stat modifiers, advantages, disadvantages, and might have features. The stat modifiers apply after you’ve adjusted your PC’s stats from their professional template, and modify both the current score and the usual maximums. For example, if you have ST+2, you can also buy your ST up to 22 and not just 20.
Advantages and disadvantages are shared by all members of that species, whether because they’re part of its biology, because they’re part of its dominant culture or because they model the prejudices of Ordinary Townsfolk. Features are cosmetic details that don’t cost any points.
This is my second problem with this chapter, flowing right from the first: I’m not really a fan of having “cultural” or personality traits be a mandatory part of a species template. As I mentioned in this old post of mine, I don’t want a bigoted asshole who says “all dwarves are greedy, stubborn bastards” to be right. Plus players just love playing exceptional or rebellious members of a species that don’t conform to the cliche, and I’d like that to be easy. The templates I tend to write for my own campaigns tend to be far more minimalist than these, without most attribute adjustments and with no mandatory mental traits.
You write the components of your species template down in the appropriate sections, together with the ones from your profession, which I think it’s a big improvement over the way core GURPS does it (“just write the template and its total cost with your Advantages and remember its components with your brain”).
PC Species
These are our species templates. All of them cost 20 points except for Cat-Folk, which cost 40. As mentioned above, most of their descriptions are well-trod and sometimes unfortunate cliches, so please note that I’m paraphrasing the book here and not stating my own opinion (which you can find way up there in the introductory paragraphs).
Anyway, here are the species:
Cat-Folk refer to themselves as cat-boys or cat-girls depending on gender. They have human-shaped bodies covered in short fur, feline facial features, and prominent cat ears and tail. That gives us a look closer to that of the Khajit from Elder Scrolls than to the Mi’quote from Final Fantasy 14.
Their claws and teeth are natural weapons, they can see really well in the dark, they have Catfall, and a bit of Temperature Tolerance from fur. Their disadvantages are also cliche cat traits: impulsive, lazy, and with a mild phobia of entering water.
They’re compatible with human armor (the tail can be safely tucked in), and they can buy gauntlets and boots that expose their claws but still protect their hands and feet at no extra cost.
Dwarves are pretty much what you’d expect. Short, sturdy, excellent night vision, really good at mining and at killing people with axes. Also greedy and stubborn.
Elves represent “green” or “wood” elves with a hands-on approach to defending nature. They’re far more approachable than Those Other Elves, which are haughty, isolationist, and not statted up for PC use. Elves are a bit taller than humans, have the classical pointy ears, and these wood elves have bright green hair. Nothing unexpected in their traits here: they’re graceful, pretty, have innate Magery, are good at sneaking and shooting bows, and have a sense of duty to Nature.
Half-Elves inherit elven grace, magical aptitude, and bright hair colors, but are a bit more robust thanks to their human parents. They have no duty to Nature, but suffer under the cliche where neither humans nor elves like them very much.
Gnomes tend to follow the “tinker gnome” archetype in that they’re very good at mechanical skills in addition to being almost as sturdy and cave-adapted as dwarves. They’re also extremely curious, and are our first “small” species at SM -1.
A bit of lore: there are rumors of “Hell Gnomes”, a tribe that went bad. Other Gnomes claim this term refers to actual demons, but don’t seem comfortable with the topic. I had something similar back when I GMed, a gnome cult who went around doing evil stuff and saying “Rawr, I’m a monster!”.
Half-Ogre: The progeny of an ogre and an orc or human, half-ogres are smaller than their ogre parents and are just on this side of what Ordinary Townsfolk consider “people”. They’re very strong, tough, and fearless, but have an IQ penalty, are considered ugly, and bear a social stigma as “savages” due to their parentage.
Half-Orcs: You can’t talk about half-orcs without talking about orcs, and the orcs in this game are subject to all of the old cliches. There’s a group of related species known as “Goblin-kin” whom Ordinary Townsfolk view as “borderline-civilized” brutes, and who discriminate among themselves on the basis of size and blood purity. Orcs are a part of this group: the medium-sized, “not-too-stupid” ones who bully the others.
Half-orcs are “the product of generations of inbreeding among the offspring of orc rapine”. Yikes! This is about as bad as it was back in AD&D or D&D 3e, and it’s why it’s a good idea to modify or discard the implied setting.
Anyway, half-orcs are as smart as humans but tougher, with better hearing and night vision. Some half-orcs are accepted by orcs and can be found among them. The ones who are rejected drift towards human settlements, where they suffer the same prejudices as half-ogres and often can only make a living as delvers.
Halflings are so called because they have half the height of a human. This makes them tiny (SM -2) and weak compared to a human, but they’re very agile and very sneaky, in addition to being crack shots with a bow or sling. They’re also gluttonous and kleptomaniac. Unlike kender from Dragonlance, though, these halflings know what they’re naturally adept at thievery. The cliche halfling community here is not an idyllic pastoral village, but an organized crime family.
Personal Impressions
I don’t use most of this chapter in my games at all. I tend to go with versions of the species presented here that are free of mandatory psychological advantages and IQ penalties. My reference culture is also usually more cosmopolitan than the one here, which also removes Social Stigmas and the like.
This does tend to increase template cost. I counteract that by also eliminating “small” attribute adjustments like a +1 to ST or DX. You can still say that the average member of this species is stronger or more agile than a human, of course, but PC delvers are the furthest thing from average. A starting barbarian is going to have ST 17 or a wizard IQ 15 no matter what species they are. If some of that is from a nonhuman physiology, the final effect and point cost is still the same.
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Let's Play Hell's Rebels: Post-Adventure 01 Character Advancement
Intro
We’re officially done with Adventure 01. Its capstone dungeon is cleared and looted, and Barzilai has lost a large number of his loyal followers, including an important lieutenant. He also definitely knows someone out there is engaging in organized resistance against him.
But for now, our heroes can sit back and spend the hard-earned points they got at the end of the last adventure. Everyone got 14 points, and some of them had been saving up even before. Everyone might be able to afford some big-ticket advancements!
And not just that, between adventures is a very good time for our player (me) to stop and reassess our character builds, and “refactor” them if they aren’t working well or aren’t fun. And it’s also a very good time for our GM (also me) to maybe introduce some house rules that would have been potentially disruptive to implement mid-adventure.
[GM] New House Rule Time!
There’s a few rules I’d really like to try here. I’ve made posts about them all before, so I’m going to link them here.
These is going to change our PC’s character sheets, and I even already planned out how this would happen recently, so what’s left to do here is apply those changes. Any points saved by the changes go into the unspent pile.
[Player] Advancing our heroes
We’ll go over them one by one in alphabetical order, and detailing both the refactorings and the advancement for each of them.
Arcturus Pankrator, Knight of the Deep
Our boy Art ends up with the following new combat skills from the new house rule:
- Grappling (A) DX+5 {20} - 20
- Knife (A) DX+1 {4} - 16
- Unarmed Striking (A) DX+2 {8} - 17
This frees up 4 points for him, meaning he has a total of 18 to spend. That’s not enough for Extra Attack or Unarmed Master, which are the big ticket items I’m after. He just got a pretty cool suit of armor so I’m betting that he won’t need any more DR from Tough Skin or other powers, either.
So I think I’m just going to hold until I do get those 25 points, and then I’m getting Extra Attack 1.
Jade Irinka, The Sixth Raven
Jade’s Saber skill changes its name to Fencing and becomes a little more conceptually broad, but otherwise remains the same, as does her number of unspent points. However, she has 20 of those!
There’s a lot of things I could do with this, but I think I’m going to be straightforward and get her 2 points of ST, bringing it up to 13. That lets her do a lot more damage with her backsword swings, potentially wear heavier armor, and gives her a tiny bit more HP.
Jania Moonshadow, the Phantom Thief
Jania has 17 points, and I think we’re way overdue for that third level of Spell-Thief Expertise for her. That’s 11 points, and it will make most of her spells hit that magic skill level of 15. The one exception is Great Haste, which remains at 14, but we can remedy that by spending 1 extra point.
4 of the remaining 5 points to go buying Observation at 15, and the last one goes to buying the Weapon Channeling perk (first presented in this blog way back in 2016). This lets her use weapons enchanted with Staff, which is good because we want to replace her cane with a proper sword in the next post.
Rosalia Savory, the Mysterious Satirist
Rosalia’s Saber skill changes its name to Fencing, and before I spend her 14 free points I’d like to refactor her a little.
Right now I’m setting her up to be good with guns because that’s what I had done in a previous solo game, but I don’t think I want to do that here after all. In the last delve she could only fire that gun once, and she missed. While there are several solutions to the rate-of-fire problem, I think I’m going to reserve that for Jade, and go in a different direction with Rosalia. I’m going to make her an archer instead.
So if we remove her Off-Hand Weapon Training perk and her Gunslinger (One-Handed Guns) advantage, we free up 16 points. Her Guns (Pistol) skill at 16 becomes Bow at 15. We’re left with 30 free points. 20 of those go towards Heroic Archer, 4 go to bringing Bow back to 16. 3 of the remaining 6 points go to increasing Singing to 18. We’ll keep the other 3 in reserve for now.
Urist Stortebeker, The Last Archivist
The skill changes don’t affect Urist’s skills in any way that needs renaming or rewriting. I’ll spend 4 points to increase his Axe/Mace to 15, and another 4 to increase Shield. The remaining 6 go to buy 2 points of Energy Reserve.
Coming up next!
We have $38K in our party’s treasury, so I think they deserve some equipment upgrades.
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