Posts
-
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.
-
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.
-
Mantis Strike (9 points): This is two levels of Striking ST, again cheaper because it’s part of a power.
-
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.
-
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.
-
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.
-
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).
-
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.
-
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.
-
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
-
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.
-
Let's Read Dungeon Fantasy Adventurers: Holy Warrior
As the book says, Holy Warriors are on a quest to bury evil six feet deep. Like the Cleric, they receive blessings from the gods, but they prefer stabbing to casting. Those Other Games call them “Paladins” or “Champions”.
A Holy Warrior is a bit worse at general combat than a Knight, but they’re potentially much better at fighting specific types of foes like demons and undead.
Basic Stats
The Holy Warrior’s statline is ST 13, DX 13, IQ 12, HT 13. Their Will is increased to 14 and their Basic Speed reduced to 6.
At a glance, that seems like it’d make them excellent generalists, but as the intro says their other traits make them more specialized.
Advantages
All Holy Warriors start with these advantages:
-
One level of Born War Leader: This is a Talent, a leveled advantage that boosts certain skills. In this case, it boosts skills used in tactical planning and leadership, and gives a positive reaction bonus from professional soldiers and fighters.
-
One level of Higher Purpose (Slay Demons or Slay Undead): Pick one of the two when you create your character. Each level of this gives a +1 bonus to basically every roll you make while trying to fulfill the purpose. This does include attack and damage rolls! While you’re not obligated to attack your chosen nemeses on sight, you cannot back down from a fight with them once it does start.
-
Two levels of Holiness: This is an alternate “Power Talent” for Holy Might. It gives bonuses to power rolls but unlike the Cleric’s Power Investiture doesn’t let you cast spells.
-
Rest in Pieces: A 1-point advantage that guarantees that any living foes you slay cannot return as undead.
You have 50 more points to distribute among discretionary advantages and Holy Might abilities. The advantages have the usual stat boosts, including extra levels of Higher Purpose and Holiness, plus stuff that makes you better at fighting in general or that gives you the usual “paladin resistances” to poisons, diseases, and fear.
Disadvantages
Once again you’re required to take a -10 disadvantage representing the oaths you took to gain your Holy Might. Typical holy warrior choices here are Honesty, a Sense of Duty towards all Good entities (like angels and such), and a Vow to own no more than a horse can carry. That last one is a delver-friendly vow of poverty. You can still have a very nice suit of armor and a bag full of powerful weapons, but not own land or ships or other big-ticket symbols of wealth.
The rest of the suggested disadvantages once again take you into one of the “virtuous saint” or “intolerant inquisitor” modes of thinking.
Skills
You start with either skill 18 in a two-handed weapon, or skill 16 in a one-handed weapon and a shield. Suggested holy warrior weapons are polearms, spears, and swords.
For ranged combat, you learn either Crossbow or a thrown weapon skill.
Other mandatory skills include remedial unarmed combat lessons, all the stuff enhanced by Born War Leader, and more in depth knowledge about your chosen nemeses in the form of Hidden Lore, Psychology and Physiology specializing in either demons or undead.
Optional skills cover the usual generic delver set, plus extra monster knowledge skills for the other enemy monster type.
Special Holy Warrior Traits
Higher Purpose, Holiness, and Rest in Pieces are exclusive holy warrior traits. They can also increase their will to a maximum of 25 instead of just 20.
And then it’s Holy Might time again! Holy Warriors cannot cast spells, but they can buy any of the powers and esoteric skills from the Cleric entry, and also have another list of stuff here that might be useful for them. Clerics can also buy these powers if they want. Their respective power talents give bonuses to any required rolls.
-
Detect Good (9 points): Like Detect Evil, but for supernaturally Good artifacts, locations, or beings. Very useful for rescue and retrieval missions.
-
Heroic Feats (9 points/level): By the Honor of Greyskull! You call upon the powers of the gods to grant you a temporary boost in your physical abilities once per game session.
There’s a version of this power for each physical attribute, and each of those has two levels. Each level gives you +1d to the targeted attribute, and once active the bonuses last for 3d seconds. Holiness does not give bonuses to these rolls.
Buying 2 levels of all three heroic blessings costs a total of 54 points. A single 1-second Concentrate maneuver lets you activate all your blessings at once, or as many of them as you like if you want to save some for later.
I think this power is awesome, but the random bonuses and random duration are a drag. I wrote an alternate set of rules for this a long time ago. The TLDR on that is that I use a fixed +4 per level, and have the blessing last 10 seconds. That lets you pre-calculate all the changed stats from your increased attributes when you “transform”.
-
Resist Evil (1 point/level): Adds its level to rolls to resist the innate supernatural powers of Truly Evil creatures. Holiness doesn’t increase this bonus.
Customization Notes
The point of playing a Holy Warrior is to have wide access to Holy abilities and be very good at smiting supernatural evil, so the book recommends going all in on that. If you just want to fight well in general, pick a Knight or Swashbuckler.
It’s harder for a Holy Warrior to “multiclass” into a Cleric than it is for the Cleric to do the reverse - your GM would have to allow them to turn Holiness into Power Investiture and pay the difference. If all want are the Cleric’s Holy Might powers, though, you don’t need to do anything extra. You already have access to them!
Between both lists, you can assemble the entire set of classic paladin powers, but you won’t have enough points to pick everything up at character creation.
As front-liners, Holy Warriors would definitely benefit from spending those quirk points on extra money for better armor and weapons.
The “This Ain’t D&D” Section
Holy warriors are pretty similar to D&D paladins. As mentioned above, you can even pick from the lists of advantages and Holy Might powers and assemble the same set of abilities D&D paladins get. Immunity to fear, improved “saving throws” against Bad Stuff, faith healing, evil detection…
The one thing missing is Smite Evil as modeled by D&D. Instead of a limited-use big damage attack that works against your sworn enemies, you can get a constant always-on bonus to fight them via Higher Purpose, and make yourself more badass in general for a limited time with Heroic Feats.
The other important thing to notice is that the DFRPG is far less obsessed with “paladin codes” than D&D. The only thing you really need to respect in order to keep access to your powers is a single well-defined -10 point disadvantage. You can have other disadvantages to better model your PC’s personality of course, but they work just like the disadvantages of other profession templates, and are enforced in the same way. The kind of broad and vague code of conduct that many GMs love to exploit to make palaind PCs fall is completely absent here.
-
-
Let's Read Dungeon Fantasy Adventurers: Druid
A lot of people call druids “nature priests”, and their mechanics sorta resemble the cleric’s, but they’re something else entirely. Druids don’t usually deal with gods - they worship Nature directly, and the gifts it grants spring from the Earth itself. DFRPG can’t use these terms, apparently, but I can: clerics are Divine, druids are Primal.
Druids cast druidic spells and have access to a power set named Druidic Arts. Their powers are less effective inside most dungeons, but they make the trek to the dungeon a lot easier and more survivable.
Personally, I never played druids in this game, as I tend to favor urban or dungeon-based campaigns. I don’t have too many personal impressions to share about them other than what I got from reading the entry as I wrote this post.
Basic Stats
Druids start out with ST 11, DX 12, IQ 14, HT 13, and Speed 6. A little less ST and a bit more HT than the cleric, but otherwise pretty similar.
Advantages
All druids have Green Thumb 1 and Power Investiture (Druidic) 3. The first one is a Talent boosting skills that involve dealing with plants. It’s also a prerequisite for their version of Power Investiture.
The discretionary list has the usual stat boosts, some of the same wilderness survival boosts the Barbarian gets, and advantages that can enhance your interactions with animals, plants, or spirits.
You can also spend these points on Druidic Arts powers (see below).
Disadvantages
Two separate discretionary lists here, one dealing with your mystical vows as a defender of the wilderness, and the other dealing with being looked upon by “urbanites” as an unwashed hippy with an unreasonable fear of fire and machinery. Mix and match as desired.
These vows notably don’t include avoiding equipment made out of metal, which would be a very bad idea in this game. But you can choose to have a vow to follow a vegetarian diet (which raises your cost of living) or never sleep indoors.
Skills
Your melee skill choices are Spear, Staff, or a weapon-and-shield setup similar to the cleric’s. Ranged choices are throwing your melee weapon, or using something quirkier like a blowpipe or a set of bolas. The druid chooses to leave archery to the Scout. Your skill will end up being 15 or 14 like the Cleric’s and the other professions for whom combat is secondary.
Druids also get a lot of skills for handling animals and plants and surviving in the wilderness, knowing the hidden lore of spirits, fairies or elementals. They also know the two druid-only skills (see below) and can also choose to brush up on their diplomacy, first aid… or poisons.
Spells
Druids start with 20 druidic spells. Druidic spellcasting works similarly to the clerical version. There’s a druid-specific spell list where the only prerequisites are a minimum level of Power Investiture (Druidic). Spells cost FP, and druids get exclusive access to a lot of animal-, plant- and weather-affecting spells. When a spell also exists in other power sources, druids might get earlier access to it as well. Spells are dependent on Nature’s Strength (see below).
Special Druidic Traits
Druids can improve FP by 1/2 of their HT instead of 1/3. So a Druid with HT 14 can have up to 7 extra FP. They also get exclusive access to two skills:
-
Esoteric Medicine (Druidic) is a lot like the Holy version, but doesn’t depend on environmental factors. As long as you have access to its special healer’s kit, you can use this in place of First Aid or Surgery.
-
Herb Lore lets you make magical concoctions using using herbs found in nature. You normally need to pay for raw materials, but between adventures you can make a subset of the available options (including healing potions) for free by finding the herbs yourself. You can also use this instead of Alchemy to identify and deal with herbal concoctions.
In addition to the esoteric skills and druidic spellcasting (see above), Power Investiture (Druidic) also lets you learn the Druidic Arts. These are intrinsinc powers that don’t cost FP. PI (Druidic) gives a bonus to any rolls associated with them.
However, both these powers and druidic spells draw their power from Nature. Nature is stronger in areas of unspoiled wilderness, and gets weaker the more “built-up” or polluted the surrounding environment is. And the weaker it gets, the harder it is to use these powers.
Zones like a rural area or a road through light woods aren’t “bad” enough to give a penalty, but any dungeon that isn’t a natural cave will give you a -3. If you’re spending a lot of time in those and glossing over the trek, you won’t be happy playing a druid. If, on the other hand, the journey is the point or your dungeon is the Underdark, the reverse applies!
Druidic Arts
Despite being influenced by Nature’s Strength and your level of Power Investiture, Druidic Arts cost no FP and are not considered magic. This means stuff like Dispel Magic and Magic Resistance doesn’t affect them.
-
Beast Flight (14 points): turn into a small bird or bat to fly at twice your Move. It takes 10 seconds of concentration to switch between forms, and your beast form is both tiny and weak, with Size Modifier -7, ST 1, and 1 HP. Injury is proportional, so taking 1 HP of damage in beast form means you’ll be at 0 HP when you return to your natural form!
-
Control Animal (33 points): Roll a Quick Contest of your IQ vs. the target animal’s Will. Victory means you can order them around like they were a trained animal.
-
Nature’s Shield (7 or 14 points): gives 1 or 2 DR against “elemental” damage, whether it’s from the environment or from spells.
-
Plant Empathy (5 points): You can intuit the general state of plants. If they’re sentient enough to communicate, they will react well to you and you can use your social skills on them as if they were people.
-
Speak with Animals (23 points) and Speak With Plants (14 points): Like it says on the tin. Unlike the bard version, you don’t need to sing.
Customization Notes
This section is mainly about spell choices, with sample “beastmaster”, “elementalist” and “green druid” sets. Druids rarely spend their quirk points on extra gear, and instead go for more spells or abilities.
The “This Ain’t D&D” section
DFRPG druids, as written in the core book, cannot cast healing spells and cannot shapeshift into big animal bruisers like tigers and bears. The spells and advantages that would let them do this in GURPS are pretty finicky and high-maintenance for the GM and players, and so were omitted.
You can approach these abilities from a different angle, though. Your spell list includes Beast Possesion, Beast Summoning, and even Create Animal, so you can call or conjure up a bear and then possess it. Someone will need to look after your original body, though. You’re more Granny Weatherwax than Sun Wukong.
And while the cleric has all the healing spells, your Esoteric Healing works anywhere, and you have a much easier (and cheaper) time making healing potions.
Next up
Holy Warriors!
-
subscribe via RSS