Let's Play Hell's Rebels: Jania Moonshadow update 1
I’ve been stressing out about real-life fascists these past few days, so I thought I’d destress a bit by publishing another post about people fighting fantasy fascists in my solo Hell’s Rebels campaign
This is an update to Jania. Her description and backstory remain the same and can be see in the post for her starting version.
After playing through Adventure 1 I can say Jania has been working pretty much as expected. A thiefy wizard, and a wizard thief. She has handled all the trap-finding and lock-opening that she needed to, and her spells have been occasionally useful as well. The standout here were the repeated uses of Glass Wall to help with the breaching-and-clearing of Hocum’s Phantasmagorium at the end of the adventure.
I didn’t expect a lot out of her in combat since she’s a Thief-type, but she was surprisingly useful when she got to hit people in the skull with her cane while Art held them down. She’s switching to a smallsword now, so I wonder how that will change things. Her ranged combat on the other hand has been as disappointing as expected, since it takes a while to charge up an Ice Dagger and it often misses or gets dodged.
Her advancement has been focusing more on utility spells and skills, particularly the ones needed to help run the rebellion. Like the rest of her companions, she started out with 250 points and currently sits at 289 with 0 unspent points. The biggest expenditure here was a much-needed improvement of Spell-Thief Expertise from 2 to 3.
Character Sheet
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}
- Open Locks 2 {5}
- Reputation (All the time, everyone but Thrune supporters): +1 {3}
- Spell-Thief Experdise 3 {38}
- 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}
Skills
- Acrobatics DX-2 {1}-12
- Admininstration (A) IQ+1 {4} - 15
- 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
- Fencing DX+3 {12}-17
- 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
- Intelligence Analysis IQ+0 {4} - 14
- Leadership IQ-1 {1} - 13
- Lockpicking DX+2 {4}-16
- Merchant (A) IQ-1 {1}-13
- Observation (A) Per+1 {4} - 15
- Occultism IQ+0 {2}-14
- Pickpocket DX+0 {2}-14
- Savoir-Faire IQ+0 {1}-14
- Sleight of Hand DX-1 {1}-13
- 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 {1} - 15
- Aura IQ+1 {1} - 15
- Blur IQ+1 {1} - 15
- Climbing IQ+1 {1} - 15
- Continual Light IQ+1 {1} - 15
- Create Water IQ+1 {1} - 15
- Darkness IQ+1 {1} - 15
- Detect Magic IQ+1 {1} - 15
- Freeze IQ+1 {1} - 15
- Glass Wall IQ+1 {1} - 15
- Grease IQ+2 {2} - 16
- Great Haste IQ {2} - 15
- Haste IQ+1 {1} - 15
- Ice Dagger IQ+2 {2} - 16
- Ice Sphere IQ+1 {1} - 15
- Icy Weapon IQ+1 {1} - 15
- Infravision IQ+1 {1} - 15
- Invisibility IQ+1 {1} - 15
- Levitation IQ+1 {1} - 15
- Light IQ+1 {1} - 15
- Lockmaster IQ+1 {1} - 15
- Locksmith IQ+1 {1} - 15
- Magelock IQ+1 {1} - 15
- Mage Sight IQ+1 {1} - 15
- Night Vision IQ+1 {1} - 15
- Purify Water IQ+1 {1} - 15
- See Invisible IQ+1 {1} - 15
- Seeker IQ+1 {1} - 15
- Seek Food IQ+1 {1} - 15
- Seek Water IQ+1 {1} - 15
- See Secrets IQ+1 {1} - 15
- Shape Water IQ+1 {1} - 15
- Trace IQ+1 {1} - 15
Loadout
Total: $9984.00, 9.5825kg. No Encumbrance.
- Clothing; $0, 1kg.
- Armor:
- Body: Enchanted Silk Undershirt. Forfity 1, DR 1. $470, 0.2kg.
- Ninja Slippers: +1 to Stealth. $100, 0.25 kg.
- The Needle: Fine, Balanced smallsword enchanted with Puissance 1. 14 FP as a Power Item. $8200, 0.75kg.
- Backpack, Small; $60, 1.5 kg.
- Personal Basics; $5, 0.5 kg.
- Trap-Finder’s Kit, Good; $250, 1 kg.
- Spy’s Horn; $100, 1 kg.
- Canteen; $10, 0.5kg.
- Water (1 Quart); $0, 1 kg.
- Scroll Belt: 10 waterproof compartments for scrolls. $60, 0.5kg.
- Pouch; $10, 0.1 kg.
- Hand Mirror: $15, 0.5kg.
- Lockpicks; $50, 0.05 kg.
- 2 x Nageteppo, Flash; $40, 0.1 kg.
- 2 x Nageteppo, Smoke; $40, 0.1 kg.
- Coins:
- 1 x Gold Coin, Quartered. $100, 0.0025kg.
- 19 x silver coin: $20, 0.01kg.
- 14 x copper coin: $1, 0.01kg.
Combat
- Defenses
- Dodge: 9
- Parry: 11F
- DR: 1 (torso), 0 (elsewhere)
- Control Maximum: 10
- 1 to 5: -2
- 6 to 10: -4
- 11 to 15: -6
- 16 to 20: -8
- 21 or more: -12
- FP: 7/11
- HP: 10/10
- Attacks
- The Needle (17): 1d+1 imp (thrust). Reach 1.
- Ice Dagger (15): 1d-1 imp/point, Acc 3, Range 30/60. -1 to final cost.
- Ice Sphere (15): 1d cr/point, Acc 2, Range 40/80.