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Dungeon Fantasy. Delvers to Grow: Core Book PDF

44 Pages·2017·18.661 MB·English
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S R l kill efeRence iSt (All page numbers from DDuunnggeeoonn FFaannttaassyy RRPPgg aaDDvveennttuuRReeRRss) Acrobatics ������������������72 Disguise (Animals) ��������75 Immovable Stance ��������32 Physiology (Plants) �������85 Stealth ����������������������89 Acting������������������������72 Escape �����������������������75 Innate Attack (Beam) ����79 Physiology (Undead) �����85 Strategy ���������������������90 Alchemy ���������������������72 Esoteric Medicine (Chi) ��32 Innate Attack (Breath) ���79 Pickpocket ������������������85 Streetwise ������������������90 Animal Handling Esoteric Medicine Innate Attack (Gaze) �����79 Poetry �����������������������85 Sumo Wrestling �����������92 (Canines) ��������������������72 (Druidic) ��������������������25 Innate Attack (Projectile) 79 Poisons ����������������������85 Surgery ����������������������90 Animal Handling Esoteric Medicine (Holy) 22 Interrogation ��������������79 Polearm ���������������������81 Survival (Arctic) �����������90 (Equines) ��������������������72 Exorcism ��������������������22 Intimidation ���������������79 Power Blow ����������������33 Survival (Desert) ����������90 Animal Handling Fast-Draw (Arrow) �������76 Jitte/Sai ���������������������81 Pressure Points �����������33 Survival (Island/Beach) ��90 (Felines) ���������������������72 Fast-Draw (Knife)���������76 Judo��������������������������92 Propaganda �����������������86 Survival (Jungle) ����������90 Animal Handling Fast-Draw (Potion) �������76 Jumping ���������������������79 Prospecting �����������������86 Survival (Mountain) ������90 (Snakes) ���������������������72 Fast-Draw (Scroll) ��������76 Karate �����������������������94 Psychology (Constructs) �86 Survival (Plains) ����������90 Armoury (Body Armor) ��73 Fast-Draw (Sword) �������76 Kiai ���������������������������32 Psychology (Demons) ����86 Survival (Swampland) ���90 Armoury Fast-Draw Knife �������������������������81 Psychology (Elementals) 86 Survival (Woodlands) ����90 (Melee Weapons) ����������73 (Two-Handed Sword) ����76 Knot-Tying �����������������79 Psychology (Faeries) �����86 Swimming ������������������90 Armoury Fast-Talk��������������������76 Kusari �����������������������82 Psychology (Undead) �����86 Tactics ������������������������91 (Missile Weapons) ��������73 Filch �������������������������76 Lasso ������������������������80 Public Speaking������������86 Teaching ���������������������91 Autohypnosis ���������������31 First Aid ���������������������76 Leadership ������������������80 Push �������������������������33 Thaumatology ��������������91 Axe/Mace ��������������������81 Fishing ����������������������76 Lifting �����������������������80 Rapier �����������������������81 Theology ���������������������91 Blind Fighting ��������������32 Flail ��������������������������81 Light Walk ������������������33 Religious Ritual �����������86 Theology (Druidic) ���������91 Blowpipe ��������������������83 Forced Entry ���������������77 Lip Reading �����������������80 Religious Ritual (Druidic) 86 Throwing ��������������������91 Boating ����������������������73 Forgery ����������������������77 Lockpicking �����������������80 Research ��������������������86 Throwing Art ��������������34 Body Control ���������������32 Gambling ��������������������77 Main-Gauche ���������������81 Riding (Camel) �������������87 Thrown Weapon Body Sense �����������������73 Garrote ����������������������77 Meditation ������������������80 Riding (Dolphin) �����������87 (Axe/Mace) �������������������91 Bolas �������������������������73 Gesture ����������������������77 Mental Strength �����������33 Riding (Dragon) �����������87 Thrown Weapon (Dart) ���91 Bow ��������������������������83 Hazardous Materials �����77 Merchant ��������������������82 Riding (Horse) �������������87 Thrown Weapon Boxing �����������������������93 Heraldry ���������������������77 Mimicry (Animal Sounds) 83 Running ���������������������87 (Harpoon) ��������������������91 Brawling ��������������������93 Herb Lore �������������������25 Mimicry (Bird Calls) ������83 Saber ������������������������81 Thrown Weapon (Knife) ��91 Breaking Blow �������������32 Hidden Lore (Demons) ���78 Mimicry (Speech) ���������83 Savoir-Faire ����������������87 Thrown Weapon Breath Control�������������32 Hidden Lore Mind Block������������������33 Scrounging �����������������88 (Shuriken) �������������������91 Broadsword ����������������81 (Divine Servitors) ���������78 Musical Composition �����83 Seamanship ����������������88 Thrown Weapon (Spear) �91 Camouflage �����������������73 Hidden Lore Musical Instrument�������83 Search �����������������������88 Thrown Weapon (Stick) ��91 Carousing �������������������73 (Elder Things) ��������������78 Naturalist �������������������83 Sex Appeal ������������������88 Tonfa ������������������������82 Cartography ����������������74 Hidden Lore (Elementals) 78 Navigation ������������������84 Shadowing ������������������88 Tracking ���������������������92 Climbing ��������������������74 Hidden Lore (Faerie)������78 Net ���������������������������84 Shield (Buckler) �����������88 Traps ������������������������92 Cloak �������������������������74 Hidden Lore Observation ����������������84 Shield (Shield) �������������88 Two-Handed Axe/Mace ��81 Connoisseur (Art) ���������74 (Lost Civilizations) �������78 Occultism �������������������84 Shortsword �����������������81 Two-Handed Flail ���������81 Connoisseur (Luxuries) ��74 Hidden Lore (Magic Items) Panhandling ����������������84 Singing ����������������������89 Two-Handed Sword ������82 Connoisseur (Weapons) �74 ��������������������������������78 Parry Missile-Weapons ��33 Skiing ������������������������89 Urban Survival ������������94 Counterfeiting �������������74 Hidden Lore Performance ���������������84 Sleight of Hand ������������89 Ventriloquism �������������94 Crossbow �������������������83 (Magical Writings) ��������78 Pharmacy �������������������85 Sling �������������������������83 Veterinary ������������������94 Current Affairs ������������74 Hidden Lore Physiology (Animals) ����85 Smallsword �����������������81 Weather Sense �������������94 Dancing ���������������������75 (Nature Spirits) �����������78 Physiology (Constructs) �85 Smuggling ������������������89 Whip �������������������������82 Detect Lies ������������������75 Hidden Lore (Spirits) �����78 Physiology (Demons) ����85 Spear ������������������������81 Wrestling �������������������93 Diagnosis �������������������75 Hidden Lore (Undead) ����78 Physiology (Elementals) �85 Spear Thrower �������������83 Writing ����������������������94 Diplomacy ������������������75 Hiking �����������������������78 Physiology (Faeries) ������85 Speed-Reading �������������89 Disguise ���������������������75 Holdout ���������������������78 Physiology (Hybrids) �����85 Staff �������������������������81 CCoosstt IIff SSkkiillll DDiiffffiiccuullttyy IIss…… YYoouurr FFiinnaall SSkkiillll LLeevveell EEaassyy AAvveerraaggee HHaarrdd VVeerryy HHaarrdd AAttttrriibbuuttee––33 – – – 1 AAttttrriibbuuttee––22 – – 1 2 AAttttrriibbuuttee––11 – 1 2 4 AAttttrriibbuuttee++00 1 2 4 8 AAttttrriibbuuttee++11 2 4 8 12 AAttttrriibbuuttee++22 4 8 12 16 AAttttrriibbuuttee++33 8 12 16 20 AAttttrriibbuuttee++44 12 16 20 24 AAttttrriibbuuttee++55 16 20 24 28 AAttttrriibbuuttee++66 20 24 28 32 D G elvers to row Delvers Grow to Design and Writing Kevin Smyth (Author) Douglas H. Cole (Additional Material) Art Production Billy Blue: billyblueart.com Juan Ochoa: www.juanochoa.co Douglas Cole (Editing, Layout, Dean Spencer: deanspencerart.com Kriz Villacis: artstation.com/krizevil Graphic Design, and Art Direction) Eren Arik: erenarik.com Ksenia Kozhevnikova: kseniakoz.com Gerasimos Kolokas: gerasimoskolokas.com Rick Troula: ricktroula.artstation.com John Blaszczyk: artstation.com/johnmblaz The Skógurenda Meatgrinder Proofreading Aleksandr Valkov, Captain Joy, Che Webster, Erik Andrew “Dalin” Roy, Andy Motdoch (Stix4armz), Dan “The Forslund, John B. Harmon IV, Joseph Fries, Matthew Klosh” V., David E. Nichols, Esa Lord, Filip Obsieger, kreios, Senkow, Michael Begel, Riley Williams II, Vic LaPira Marko S. Vujnovic , Mati Morag, Paul Henrichsen (WoefulHC) Contents Introduction �������������������2 Fast Delvers �������������������12 Spell Lists ��������������������������26 Recover Energy ���������������������������26 Build-A-Bjorn Basic modules ���������������������14 Disadvantage Modules ����� 30 (How To Use This Book) ����������2 Advanced modules ����������������15 Slush Fund and Quirks �������������������3 Keeping Your Distance ������������������15 Adjusting Secondary Characteristics �30 Cross Training �����������������������������4 Upgrade Modules ������������������17 New Advantages ��������������33 Strong Delvers �����������������5 Smart Delvers ��������������� 20 Loadouts �����������������������36 Basic modules ����������������������6 Basic modules ���������������������21 Like New, Barely Used ������������������37 Advanced modules �����������������7 Advanced modules ���������������22 Nordlond Battle Shield ������������������38 Throwing Hands ���������������������������8 Upgrade Modules �����������������23 Index ��������������������������� 40 Upgrade Modules �������������������9 ISBN: 978-1-950368-42-6 (Softcover); 978-1-950368-43-3 (PDF) Delvers to Grow ©2021 GaminG Ballistic, LLC The following is designated as product identity of GaminG Ballistic: GaminG Ballistic and Delvers to Grow, are trademarks of GaminG Ballistic, LLC. DunGeon Fantasy roleplayinG Game™, powereD By Gurps®, Gurps®, and the names of all products published by steve Jackson Games Incorporated are trademarks or registered trademarks of steve Jackson Games Incorporated, and used under license by Gaming Ballistic. DunGeon Fantasy roleplayinG Game™ and all derived works © 2017 by steve Jackson Games Incorporated. All rights reserved. The scanning, uploading, and distribution of this material via the Internet or via any other means without the permission of the publisher is illegal, and punishable by law. Please purchase only authorized electronic editions, and do not participate in or encourage the electronic piracy of copyrighted materials. Your support of the authors’ rights is appreciated. 11111111 Delvers to Grow Introduction Stories about dungeon delving present forays into dank, dark, monster-filled catacombs as scary. You don’t expect to enter, loot, and leave without breaking a sweat. And yet dungeons—and the DunGeon Fantasy rpG monsters books—are full of “fodder,” and the 250-point PCs presented in aDventurers smack them down as such. That is not terribly scary. But what if the adventure centered around the spear-carriers, wizards’ apprentices, and fledgling rogues who make up delving’s equivalent of minor league baseball? This book helps you create delvers for whom a few R R ecommenDeD eaDing hobgoblins or a large, angry animal can be a real threat. Even if the story centers on more competent Delvers to Grow provides all the information needed to put traits on your character sheet and get ready delvers, the templates presented here are suitable for to play—quickly!—but those traits are detailed in hirelings (exploits, p. 90) at 62 or 125 points. aDventurers and exploits for the DunGeon Fantasy Moreover, Delvers to Grow is designed to get you rpG. If you’re planning to play a spellcaster you’ll need into the game quickly. Many of the decisions inherent spells. The wrestler professional template is detailed to creating a character for the DunGeon Fantasy rpG in pyramiD #3/111—while the needed advantages are have been cooked into the templates and modules reprinted here, to get a full rundown on what the here: Even a novice player should be able to go from profession can do you’ll want the article. norðlonDr concept to playable character in minutes. For the Fólk offers a wider selection of racial templates; HanD experienced player, Delvers to Grow offers a handful oF asGarD offers many new holy abilities and options of new advantages—special abilities that can still be to customize your holy warrior or cleric. Neither is earned by existing characters, or to new characters required, but each offers players more customization built without the book’s modular method. options. B -A-B (H t u t B ) uild joRn ow o Se HiS ook To build a character, first select a template, then make the choices needed to customize it by selecting modules as directed. Add the resulting attribute and secondary characteristic levels, advantages, disadvantages, skills, and spells to the character sheet, remembering that attribute increases also improve secondary characteristics. This modular approach means attribute and skill levels are unpredictable, so templates and modules instruct players to spend a number of points on a given skill or distribute a number of points between several skills instead of simply presenting it as “Stealth-13 [4].” When your choices are finalized, you can convert points to skill levels using the Skill Cost Table (aDventurers, p. 70). temPlates • FaSt DelverS. These characters focus on skills that require accuracy and reaction speed. Fast delvers As in aDventurers, every character starts with a include the martial artist, scout, swashbuckler, and template. These follow the same guidelines from thief; the template also serves for NPC artisans who that book (see Understanding Professional Templates, do fine work, as well as physical entertainers like aDventurers, p. 13). The templates in Delvers to Grow acrobats and dancers. are divided into three categories: • Smart DelverS. Experts, lore-masters, and wielders • Strong DelverS. The well-rounded athletes of the of supernatural power: spellcasters. Smart delvers bunch. Strong delvers include the barbarian, holy include the bard, cleric, druid, and wizard, but the warrior, and knight professions from aDventurers category also suits merchants, sages, scribes, and and the wrestler from pyramiD #3/111. The strong other NPCs who need to exercise brains instead of template also makes a suitable starting point for brawn. NPC guards, haulers, or blacksmiths. 22222 I ntroductIon Each category provides templates at three power m oDules levels: Delvers to Grow takes a modular approach to • novice (62 pointS). These adventurers are just character generation, simplifying the decisions starting out their career, with barely enough points needed to build a character and significantly reducing to cover their profession’s basic module and one the time to table. Each template requires selecting two upgrade module. Playing at this power level can be disadvantage modules, a basic module, and an upgrade a challenge—with primary skills in the 11–13 range, to set you down the path of your profession and give there’s little room to get fancy—but with a little you a bit of specialization. Higher cost templates offer caution and good teamwork they can thrive. advanced professional modules and an additional • Journeyman (125 pointS). At this power level upgrade module. adventurers have acquired their profession’s BaSic moDuleS. These correspond to the 11 professions advanced module. The template features slightly presented in aDventurers, plus the wrestler. They higher attributes, while skill levels start to move into typically include one or two advantages, a handful the generous end of the bell curve. A journeyman of key skills, and a list of options from which to delver still finds adventuring to be a dangerous choose the character’s primary weapon skill. The challenge (if it weren’t dangerous, it wouldn’t pay so combination of template and basic module sets your well), but they have nearly all of their profession’s selected profession right away. tools to help them survive. aDvanceD moDuleS. These are first available on • maSter (187 pointS). With 75% of the points needed the 125-point templates, and further enhance the for a full 250-point professional template, master character’s professional competence. They include delvers have come into their own. A second upgrade more advantages, an expanded list of skills, and module allows for more customization, and heroes options from which to select a character’s secondary at this level of power should have most (if not all) of weapons (usually ranged attack skills). With the the skills and advantages their profession requires. advanced module, the character should have all of the By this point in their career delvers probably “required” advantages, disadvantages, and skills for won’t find individual minion-level enemies to be their profession. a significant threat, but should still avoid getting caught alone by groups of foes. Really, that’s always upgraDe moDuleS. These focused packages help good advice. a character stand out from the crowd. Most of the optional advantages and skills from the professional templates can be found here, as SluSh Fund and QuirkS well as increases to attributes and secondary SluSh FunD. Sometimes a player doesn’t have 25 (or 50) characteristics. At its simplest, an upgrade character points lying around to buy a module, but would module is just 25 points of related purchases really like to purchase pieces of it. In other cases, they that make a character better at a particular may purchase a module and find that the recommended aspect of their profession. Unless otherwise skill point allocations don’t quite add up to a full skill noted, each upgrade module can only be taken level (you can’t make use of just three points in Knife) or once. that they already have some of the advantages it contains. DiSaDvantage moDuleS. Using modules for your In the former case, it’s just fine to buy a module one piece disadvantages is optional—players can always at a time: This is just normal advancement (exploits, pp. choose their character’s disadvantages freely— 91–94) with the module as a guideline. In the latter case, but these provide pre-selected groups of themed save the points as a ‘slush fund’; they can be used to buy disadvantages. This can make characters advancement outside of the module (for when you really, seem somewhat like caricatures (“Wait, you’re really need to learn Speed-Reading) or saved to purchase Curious, Impulsive, and Overconfident?”), but another module later. packaging them together serves as an easy QuirkS. Even with Delvers to Grow and pre-built jumping-off point for new and experienced disadvantage packages, delvers are encouraged to take up players alike: characters in the DunGeon Fantasy to five quirks, which can go into the slush fund or be traded rpG tend to be just five familiar tropes in for cash (this reduces the character’s total point value). a horned helmet anyway. Even without the 33333333 Delvers to Grow caricature, the disadvantage packages provide two strongly linked sets of behavioral, social, or physical CroSS Training traits. It’s easier for a player to remember and play Strong warriors benefit from DX; fast martial their character as a DiSinheriteD palaDin than keep in artists are more effective when their strikes mind a list of six to eight separate disadvantages that land with power. Both strong and fast templates can make use of IQ-based skills, and specifically spell out the particulars … even though they are the benefit from Will and Perception. Cross-training same thing in the end. is good! But the templates and modules present- ed here are designed so that they focus on and n F oRðlonDR ólk eventually build to (more or less) match the full Not every novice delver needs to be human. When it professional templates presented in aaDDvveennttuuRReeRRss: comes to building delvers on a budget, there can still You should be able to track a character’s pro- gression all the way from a 62-point knight to be room for a racial template. Consider these options a 250-point knight. Players looking for a more to make a racial template fit (in order of best to worst): free-form or less specialized character should • Replace an upgrade module (or two) with a racial use the advice under Custom Professions (aDven- template, moving any overflow into the slush fund tuReRs, P. 14), or check out the article Five Easy (see SluSh FunD anD QuirkS). This is the simplest Pieces by Sean Punch in PPyyRRaammiiDD ##33//111133� way to handle it and works for most of the races presented in aDventurers or norðlonDr Fólk. In the template entirely; just pick a racial template, a pinch, add the five points a character gains from then spend the remaining available points on the taking quirks to help pay for the racial package. attributes, advantages, and skills offered by one of the templates and a related basic module. They’ll • Use points spent on attributes or secondary catch up eventually, assuming they survive their characteristics that the racial template improves: adventures! Elves get +1 DX, so an elf using the 62-point Strong Template can spend 20 points on the racial template instead of DX and still end up with DX 11. • Use points spent on attributes or secondary characteristics that your racial template doesn’t improve. This should be done carefully: A swashbuckler or thief with DX 10 isn’t going to be much good to a party! • As a final option, a character could abandon 44444 S D trong elverS Strong Delvers With a focus on physical attributes—especially ST and HT—every delving party will want a strong delver or two to dish out damage, soak up attacks, and (perhaps most importantly) carry loot. Keep in mind that while strong delvers are “fighters,” novice delvers aren’t capable of the same feats of arms that are the hallmarks of their 250-point counterparts. Succeeding in a fight when your primary weapon skill is 13–14 requires intelligent tactics, teamwork, and the occasional dirty trick instead of simply swinging away with multiple limb-cleaving attacks and rapid strikes. n [62 P ] J [125 ] ovice oints ouRneyman Points ST 12 [20] HP 12 [0] Basic Speed 5.50 [0] ST 12 [20] HP 12 [0] Basic Speed 5.75 [0] DX 11 [20] Will 10 [0] Basic Move 5 [0] DX 11 [20] Will 10 [0] Basic Move 5 [0] IQ 10 [0] Per 10 [0] IQ 10 [0] Per 10 [0] HT 11 [10] FP 11 [0] HT 12 [20] FP 12 [0] moDules moDules • Two –25-point disadvantage modules. • Two –25-point disadvantage modules. • One basic 25-point module. • One 25-point basic module and its matching 50- point advanced module. • One 25-point upgrade module. • One 25-point upgrade module. skills Choose one of these options: skills First spend these mandatory points: • Spend 12 points on a two-handed melee combat skill from your professional template, or • Spend one point on Brawling (DX/E). • Spend eight points on a one-handed melee combat • Spend two points on a ranged or secondary weapon skill from your professional template and four points skill from your professional template. on the Shield (DX/E) skill. Then choose one of these options: optionS: Instead of two disadvantage modules and an • Spend 12 points on a two-handed weapon skill from upgrade module, take just one disadvantage module your professional template, or and no upgrade module; this is often appropriate for hirelings, who may have trouble getting a job if they’re • Spend eight points on a one-handed weapon skill from bogged down by disadvantages. your professional template, and four points on the Shield (DX/E) skill. 55555555 Delvers to Grow masteR [187 Points] skills First spend these mandatory points: ST 13 [30] HP 13 [0] Basic Speed 6.00 [0] • Spend four points on one of your advanced module’s DX 12 [40] Will 10 [0] Basic Move 6 [0] secondary weapon skills. IQ 10 [0] Per 10 [0] • Spend two points on Brawling (DX/E). HT 12 [20] FP 12 [0] Then choose one of these options: moDules • Spend 16 points on a two-handed melee combat skill • Two –25-point disadvantage modules. from your professional template, or • One basic 25-point module and its matching 50- • Spend 12 points on a one-handed melee combat skill point advanced module. from your professional template, and four points on • Two 25-point upgrade modules. the Shield (DX/E) skill. B ASic moduleS The basic modules are a delver’s first steps into a larger world. That world consists of defeating foes through strength, skill at arms, and possibly the assistance of various divine beings. B [25 ] H W [25 ] aRBaRian Points oly aRRioR Points When starting their career, barbarians are less At this point level the holy warrior is best suited to “mountain of meat” and more “flank steak.” With High stamping out minor evil like skeletons and imps; Pain Threshold and a smattering of wilderness skills leave the peshkali and liches for more experienced boosted by their Outdoorsman talent, the barbarian’s delvers. There’s an extra disadvantage on this module basic module positions them well to grow into the to represent the holy warrior’s code of behavior, strongest delver on the team. which helps buy their additional abilities and Higher Purpose. With the gods on their side, the holy warrior aDvantageS: High Pain Threshold [10]; Outdoorsman 1 is destined to become the strongest delver on the team. [10]. SkillS: Spend one point each on the following skills: SeconDary characteriSticS: +1 Will [5]. Camouflage (IQ/E), aDvantageS: Higher Purpose (Slay Demons Naturalist (IQ/H), or Slay Undead) 1 [5]; Holiness 1 [5]; Rest in Navigation (IQ/A), Pieces [1]. Survival (any) (Per/A), and DiSaDvantageS: Replace –10 points Tracking (Per/A). in disadvantages from one of your Weapon recommenDationS: disadvantage modules with one of the Axe/Mace and Shield or following: Honesty (12) [–10], Sense of Two-Handed Sword. Duty (Good Entities) [–10], or Vow (Own no more than horse can carry) [–10]. SkillS: Spend one point each on the following skills: Hidden Lore (Demons or Undead) (IQ/A), Leadership (IQ/A), Meditation (Will/H), Physiology (monster type) (IQ/A), Psychology (monster type) (IQ/A), Religious Ritual (IQ/H), Strategy (IQ/H), Tactics (IQ/H), and Theology (IQ/H). Weapon recommenDationS: Axe/Mace and Shield or Polearm. 66666 S D trong elverS k [25 ] W [25 ] nigHt Points RestleR Points The novice knight is already a veteran, with Combat The wrestler’s basic module includes Judo, which Reflexes and a talent for battlefield leadership. This offers defensive benefits over Wrestling that include module is an excellent fit for any small-unit leader, one-handed parries and an improved retreat bonus. and you’ll want to save your quirk points or slush fund Between that, Enhanced Parry, and Wrestling Master, to buy an effective weapon and some decent armor the wrestler has the tools to get into grappling range. by trading points for cash. The knight’s improved Anyone who denies that the wrestler is the strongest defenses and commanding presence has them leading delver on the team is liable to find themselves twisted from the front, clearly the strongest delver on the into a pretzel. team. aDvantageS: Enhanced Parry 2 (Unarmed) [10]; aDvantageS: Born War-Leader 1 [5]; Combat Reflexes Wrestling Master [10]. [15]. SkillS: Spend one point on Brawling (DX/E) and four SkillS: Spend one point each on the following skills: points on Judo (DX/H). Connoisseur (Weapons) (IQ/A), Leadership (IQ/A), Weapon recommenDationS: Wrestlers don’t use Savoir-Faire (IQ/E), Strategy (IQ/H), and Tactics (IQ/H). weapons: Spend the points allocated to melee weapons Weapon recommenDationS: Broadsword and Shield or from the Strong Delver template on Wrestling, making Two-Handed Sword. it their primary offensive combat skill. A dvAnced moduleS The advanced modules provide definitive differentiation between the professions that aren’t quite as noticeable with only the basic modules in play. B ii [50 ] H W ii [50 ] aRBaRian Points oly aRRioR Points With investments in ST and Per, the barbarian’s Holy warriors get a boost to IQ with their advanced advanced module is all about getting better at the module (increasing their Will and Per) along with things they should be using most. It adds a broader skills unique to divinely-powered delvers (Exorcism selection of wilderness skills and improves them and Esoteric Medicine). Choose to fight both demons with another rank of Outdoorsman. When choosing and undead or empower abilities that rely on Holiness. a ranged weapon, keep in mind that thrown axes or attriButeS: +1 ST [10], +1 IQ [20]. sticks benefit from your higher swing damage; that may make them better choices than weapons relying aDvantageS: Born War-Leader 1 [5]. on thrust. Never throw knives when you can throw axes. SkillS: Spend four more points on your primary weapon attriButeS: +2 ST [20]. skill and two more points on your ranged weapon skill. Spend one point each on Brawling (DX/E), Intimidation SeconDary characteriSticS: +2 Per [10]. (Will/A) and Esoteric Medicine (Holy) (Per/H), and aDvantageS: Upgrade Outdoorsman 1 [10] to two points on Wrestling (DX/A). Spend four points on Outdoorsman 2 [20]. Exorcism (Will/H). SkillS: Spend four more points on your primary weapon SeconDary Weapon SkillS: Crossbow (DX/E), Throwing skill. Spend one point each on Fishing (Per/E), Hiking (DX/A), or Thrown Weapon (Axe/Mace or Spear) (HT/A), Mimicry (Animal Sounds or Bird Calls) (IQ/H), (DX/E). Stealth (DX/A), Swimming (HT/E), and Wrestling (DX/A). SeconDary Weapon SkillS: Bolas (DX/A), Bow (DX/A), Sling (DX/H), Spear Thrower (DX/A), Throwing (DX/A), or Thrown Weapon (Axe/Mace, Harpoon, Spear, or Stick) (DX/E). 77777777 Delvers to Grow k ii [50 ] W ii [50 ] nigHt Points RestleR Points Enhancing the knight with this module does a lot With bare skin as tough as light mail armor, a higher to help in a fight: High Pain Threshold increases parry score, and the Parry Missile Weapons skill, the resilience, and the extra DX and weapon skill boosts wrestler’s upgrade module is a big boost to defense. The both offense and defense. The knight never wants to extra lifting ST and wrestling skill make it a lot easier spend a lot of time in ranged combat; using a crossbow to tie your opponent in knots—or tear their arms off with the highest possible ST for a single shot while if you find yourself on the losing side of a chess game. closing can be your best choice. This is one of two professions where the secondary weapon skills are for melee: You want a weapon that attriButeS: +1 DX [20]. works when you run into enemies you don’t want to aDvantageS: High Pain Threshold [10]; upgrade Born touch. War-Leader 1 [5] to Born War-Leader 2 [10]. attriButeS: +1 DX [20]. SkillS: Spend eight points on your primary weapon skill or on a new weapon skill appropriate to your aDvantageS: Lifting ST 3 [9]; Tough Skin 3 [9]; upgrade Enhanced Parry 2 (Unarmed) [10] to Enhanced Parry 3 profession (and other than exotica, almost all weapons (Unarmed) [15]. are knight-appropriate). Spend two more points on your ranged weapon skill, two points on Armory (Body SkillS: Spend four more points on Wrestling (DX/A). Armor or Melee Weapons) (IQ/A), and one point each on Spend one point each on Immovable Stance (DX/H), Push Fast-Draw (any) (DX/E), Knife (DX/E), and Wrestling (DX/H), and Parry Missile Weapons (DX/H). (DX/A). SeconDary Weapon SkillS: Axe/Mace (DX/A), SeconDary Weapon SkillS: Bow (DX/A), Crossbow Broadsword (DX/A), Flail (DX/H), Jitte/Sai (DX/E), Sling (DX/H), Throwing (DX/A), or Thrown (DX/A), Knife (DX/E), Main-Gauche Weapon (Axe/Mace) (DX/E). (DX/A), Shortsword (DX/A), Smallsword (DX/A), Staff (DX/A), Tonfa (DX/A), or Whip (DX/A). Throwing handS Astute readers may notice that the Boxing and Sumo Wrestling skills don’t appear as options on the modules and templates in this book. The templates aim to provide the broadest capabilities with the fewest choices to im- prove time-to-table and ensure life-saving skills aren’t absent. Boxing and Sumo are very spe- cialized and generally chosen to suit a particular style or concept. Players who feel that they fit their character’s desired fighting style better (for extra damage with punches, or a focus on slams instead of grappling) should feel free to swap those skills for Brawling or Wrestling where ap- plicable. Be aware of what you’re giving up in exchange for what you’re getting! 88888

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