An update to one of the player characters for my solo Hell’s Rebels campaign. This is Art after the end of Adventure 01, with all advancements in stats and gear included.

His description and backstory remain the same and can be seen in the post for his starting version.

Art is our second-best combatant in terms of sheer effectiveness, a small distance behind Jade. She can just stab fools, while he usually has to get in close and wrestle with them for a bit before doing damage. While doing this he’s vulnerable to stuff like damaging auras, poisonous or caustic skin, spiked armor and other similar effects. And, of course, to other foes deciding to strike at him mid-grapple.

But he’s also tough enough to take the hits, at least for a while, and he’s been extremely fun to play. When I’m stuck thinking about optimal tactics or in-character motivations for choosing this plan over the other, I can always count on the little Arcturus in my head to go “forget all this! CHAAAARGE!”. And even if he takes a couple more turns to dispatch an opponent, that opponent is doing nothing else but grappling with him during all that time.

His backstory as the Knight of the Deep hasn’t mattered much yet, but him being an Atlantean and thus unhindered by water has come in handy in a couple of spots already.

Arcturus started out with the default 250 points for DFRPG PCs, and at the end of Adventure 01 he’s currently at 271 points plus 18 unspent ones for a total of 289. He’s saving up for one of Extra Attack or Unarmed Master and should get it early in adventure 02.

Points-wise, he’s the character who benefitted the most from our combat skill house rules, and he also boasts increased Lifting ST to make him an even more terrifying wrestler.

Gear-wise, he now has a very nice suit of magic armor that was looted from a boss and properly purified, and an amulet that makes him very resistant to magic, so some of his biggest weaknesses are now nicely shored up.

Character Sheet

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

Damage 1d/2d; Basic Lift 28.9kg; HP 14; Will 10; Per 10; FP 12; Basic Speed 7 {5}; Basic Move 8 {5};

Advantages

  • Amphibious {10}
  • Combat Reflexes {15}
  • Enhanced Parry (Unarmed) 3 {15}
  • Gills {10}
  • Lifting ST 3 {9}
  • Trained by a Master {30}
  • Wrestling Master {10}
  • Reputation (All the time, everyone but Thrune supporters): +1 {3}

Disadvantages

  • Code of Honor (Chivalry) {-15}
  • Impulsiveness (12) {-10}
  • Obsession (Find Shensen) (12) {-5}
  • Overconfidence (12) {-5}
  • Sense of Duty (Companions) {-5}
  • Wealth (Struggling) {-10}

Skills

  • Carousing (E) HT {1} - 12
  • Grappling (A) DX+5 {20} - 20
  • Hiking (A) HT-1 {1} - 11
  • Knife (A) DX+1 {4} - 16
  • Knot-Tying (E) DX {1} - 15
  • Stealth (A) DX-1 {1} - 14
  • Swimming (E) HT {1} - 12
  • Unarmed Striking (A) DX+2 {8} - 17

Chi Skills

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

Loadout

  • Large Knife: $40, 0.5kg.
  • Clothing: $0, 1kg.
  • Moly Amulet: $23600, 0.25kg.
  • Pouch: Carries 1.5kg of small items. $10, 0.1kg.
    • Visibility Dust: $50, 0.5kg.
    • 2 x Silver Coin $20, 0.01kg.
    • 12 x copper coin: $1, 0.01kg
    • 1 x Healing Potion, Minor: Heals 1d HP. $120, 0.25kg.
  • Nox’s Armor: DR 7 to the front of the body, 4/2 everywhere else except the head. $5425, 13.5kg.

Combat

  • Defenses
    • Dodge: 11
    • Parry (Knife): 12F
    • Parry (Grappling): 17F
    • DR:
      • Body: 7 (front) or 4/2 (back)
      • Face: 0
      • Skull: 2
      • Elsewhere: 4/2
    • HP: 14
    • FP 12
    • Control Maximum: 19
      • 1 to 8: -2
      • 9 to 18: -4
      • 19 to 27: -6
      • 28 to 37: -8
      • 38 or more: -12
  • Attacks

    • Large Knife (16): 2d-2 cut, Reach C-1; or 1d imp, Reach C.
    • Karate Punch (17): 1d+2 cr, Reach C.
    • Karate Kick (15): 1d+4 cr, Reach C-1.
    • Wrestling Grab (20): 2d+3 control, Reach C.
      • One-handed grab (20): 2d+1 control, Reach C.

Unspent Points: 18