Let's Play Hell's Rebels: Jade Irinka update 1
An update to one of the player characters for my solo Hell’s Rebels campaign. This is Jade after the end of Adventure 01, with all advancements in stats and gear factored in.
Her description and backstory remain the same and can be see in the post for her starting version.
Jade is more or less the backbone of the party’s combat capability, and her fencing prowes so far could only be matched by Adventure 01’s final boss, which went down to a lucky critical anyway. She’s also one of the PCs most motivated by an ideological opposition to fascism, tied perhaps with Rosalia. That’s not to say she doesn’t have personal reasons to oppose Thrune. They did a number on her found family back in the days of the original Ravens.
Her knowledge as the Sixth Raven has come in handy in a couple of spots in Adventure 1, but her Monster of the Week disadvantage hasn’t really come up yet. I’ll roll for it and prepare a suitable opponent during the early preparation stages for Adventure 02.
She started with the standard 250 points, and here at the end of Adventure 01, stands at 289. Yes, my point distribution policy is somewhat generous. I removed the “pick your own” quirk entries as I’ve never ended up using them. We’re also using some new house rules for skills, which are listed here.
Over the course of the adventure she found a slightly upgraded suit of armor and a couple of expensive utility items, but her weapon and general approach to adventuring stay mostly the same.
Character Sheet
ST 13 {30}; DX 15 {100}; IQ 12 {40}; HT 12 {20};
Damage 1d/2d-1; Basic Lift 16.9kg; HP 13; Will 12; Per 12; FP 12; Basic Speed 7 {5}; Basic Move 7;
Advantages
- Ambidexterity {5}
- Appearance (Impressive) {12}
- Born War Leader 3 {15}
- Charisma 3 {15}
- Combat Reflexes {15}
- Luck {15}
- Reputation (All the time, everyone but Thrune supporters): +1 {3}
- Weapon Adaptation (Broadsword to Fencing) {1}
- Weapon Master (Backsword) {20}
Disadvantages
- Code of Honor (Soldier’s) {-10}
- Compulsive Generosity (12) {-5}
- Enemy (Monster of the Week, 9 or less) {-15}
- Pacifism (Cannot Harm Innocents) {-10}
- Selfless {-5}
- Sense of Duty (Adventuring Companions) {-5}
Skills
- Acrobatics (H) DX-1 {2} - 14
- Administration (A) IQ {2} - 12
- Diplomacy (H) IQ-2 {1} - 10
- Fast-Draw (Sword) (E) DX+1 {1}1 - 16
- Fencing (A) DX+5 {20} - 20
- Gesture (E) IQ {1} - 12
- Grappling (A) DX-1 {1} - 14
- Guns (Pistol) (E) DX+1 {2} - 16
- Intelligence Analysis (H) IQ+3 {4}2 - 15
- Jumping (E) DX {1} - 15
- Leadership (A) IQ+5 {2}32 - 17
- Public Speaking (A) IQ+1 {1}3 - 13
- Savoir-Faire (High Society) (E) IQ {1} - 12
- Stealth (A) DX-1 {1} - 14
- Strategy (H) IQ+2 {2}3 - 14
- Tactics (H) IQ+2 {2}3 - 14
Loadout
$47482.00, 12.4412kg. No Encumbrance.
- Backsword: sw+1 cut or thr+1 imp. Basket hilt gives DR4 to the hand and allows a Hilt Punch. $550, 1.5kg
- Pouch: Carries 1.5kg of small items. $10, 0.1kg.
- Coins:
- 1 x Piece of Eight $50, 0.0012kg.
- 2 x Silver Coin $20, 0.01kg.
- 7 x Copper Coin $1, 0.01kg.
- 1 x Blessed Paper $400, 0kg.
- 2 x Healing Potion, Minor: Heals 1d HP. $120, 0.25kg
- Coins:
- Clothing: $0, 1kg.
- Armor: Suit of armor enchanted with Fortify 1.
- Head : Light Leather, DR 2. $113, 0.75kg.
- Body: Light Leather, DR 2. $403, 3.15kg.
- Arms: Light Leather, DR 2. $175, 1.5kg.
- Hands: Light Leather, DR 2. $55, 0.3kg.
- Legs: Light Cloth, DR 2. $287, 2.25kg.
- Feet: Light Leather, DR 2. $117, 1.05kg.
- Headband of Strengthening Will +1 : Bronze circlet that grants +1 Will when worn $20035, 0.25kg.
- Ring of Swimming: Grants Amphibious but not Gills while worn. $25000, 0kg.
Combat
Assumes no encumbrance.
- Defenses
- Dodge: 11
- Parry (Backsword): 14F
- Parry (Grappling): 11F
- DR: 4 on skull, 0 on eyes, 6 in sword hand, 2 everywhere else.
- Control Maximum: 13
- 1 to 6: -2
- 7 to 12: -4
- 13 to 18: -6
- 19 to 25: -8
- 26 or more: -12
- Attacks
- Backsword (20): 2d+5 cut or 1d+3 imp, Reach 1.
- Hilt Punch (15): 1d cr, Reach C.
- Grappling (14): 1d ctrl, Reach C.
- One-handed grab (14): 1d-2 ctrl, Reach C.