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GURPS 4th edition. Dungeon Fantasy 15: Henchmen PDF

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Preview GURPS 4th edition. Dungeon Fantasy 15: Henchmen

TM TM Written by PETER V. DELL’ORTO and SEAN PUNCH Illustrated by GUY BURWELL, THOMAS FLOYD, and ED NORTHCOTT An e23 Sourcebook for GURPS® STEVE JACKSON GAMES ® Stock#37-0326 Version1.0–July2012 C ONTENTS INTRODUCTION. . . . . . . . . 3 PayScales...................31 Genin.......................37 UsingtheTemplates............3 ASLOW-POWEREDDELVERS ....32 Learned.....................37 RecommendedBooks ..........3 JuniorDelvers................32 Monk.......................37 AbouttheHirelings ............3 Advancementand BackinMyDay...............38 JuniorDelvers .............32 Priest.......................38 1. THE TEMPLATES. . . . . . 4 MixedPowerLevels...........32 Nonhumans..................39 STANDARDHENCHMEN .........4 ASCUSTOMDELVERS .........33 Psi..........................40 Agent........................4 Adept.......................34 Treasure-Hunter..............40 NicheSubstitution .............5 Burglar .....................34 Troubadour..................40 Apprentice....................6 WhatWorksandWhatDoesn’t...35 Power-UpsRevisited...........41 Archer .......................8 Champion...................35 Veteran .....................41 Brute ........................9 OtherOptics .................36 INDEX . . . . . . . . . . . . . . 42 Cutpurse ....................10 Gadgeteer ...................36 Power-UpsforHenchmen.......11 Initiate......................12 Killer .......................14 About GURPS Sage........................15 Skirmisher...................16 Steve Jackson Games is committed to full support of GURPS players. Squire ......................17 OuraddressisSJGames,P.O.Box18957,Austin,TX78760.Pleaseinclude BARGAINHENCHMEN .........18 a self-addressed, stamped envelope (SASE) any time you write us! We can Cultist ......................18 alsobereachedbyemail:[email protected]: Livery.......................19 CeremonialMagic.............20 Newsupplementsandadventures.GURPScontinuestogrow–seewhat’s Guard.......................21 newatgurps.sjgames.com. PerksforGuards..............21 e23. Our e-publishing division offers GURPS adventures, play aids, and Laborer.....................22 supportinPDFform. . .digitalcopiesofourbooks,plusexclusivematerial Servant .....................23 availableonlyone23!Justheadovertoe23.sjgames.com. WhenBargainsPayOff.........23 Pyramid (pyramid.sjgames.com). Our monthly PDF magazine includes Recipes......................24 new rules and articles for GURPS, systemless locations, adventures, and Torch-Bearer.................25 muchmore.Lookforeachthemedissuefrome23! NotWithoutMyTorch .........25 Internet. Visit us on the World Wide Web at www.sjgames.com for errata, updates, Q&A, and much more. To discuss GURPS with our staff 2. THE USE AND ABUSE andyourfellowgamers,visitourforumsatforums.sjgames.com.Theweb OF HENCHMEN . . . . . 26 page for GURPS Dungeon Fantasy 15: Henchmen can be found at ASALLIES ..................26 gurps.sjgames.com/dungeonfantasy15. Bibliographies. Many of our books have extensive bibliographies, and PointCost...................26 we’reputtingthemonline–withlinkstoletyoubuytheresourcesthatinter- ProsandConsofAllies.........27 estyou!Gotoeachbook’swebpageandlookforthe“Bibliography”link. NotJustaPower-Up ..........28 Errata.Everyonemakesmistakes,includingus–butwedoourbesttofix Money......................29 our errors. Up-to-date errata pages for all GURPS releases, including this WhereDidYouFindThisGuy?..29 book,areavailableonourwebsite–seeabove. Advancement ................29 ASHIRELINGS ...............30 RulesandstatisticsinthisbookarespecificallyfortheGURPS Basic Set, Loyalty......................30 FourthEdition.PagereferencesthatbeginwithBrefertothatbook,notthisone. RandomTraits...............30 GURPSSystemDesign(cid:2)STEVEJACKSON ArtDirector(cid:2)SAMUELMITSCHKE e23Manager(cid:2)STEVENMARSH GURPSLineEditor(cid:2)SEANPUNCH ProductionArtist&Indexer(cid:2)NIKOLAVRTIS MarketingDirector(cid:2)MONICAVALENTINELLI ManagingEditor(cid:2)PHILIPREED PrepressChecker(cid:2)MONICASTEPHENS DirectorofSales(cid:2)ROSSJEPSON AssistantGURPSLineEditor(cid:2)––– PageDesign(cid:2)PHILREEDand GURPSFAQMaintainer(cid:2)––––––– JASON“PK”LEVINE JUSTINDEWITT VICKY“MOLOKH”KOLENKO Reviewers:Jason“PK”LevineandStevenMarsh SpecialThanks:Peter’sVictims(AndyDokachev,MikeDokachev,AaronFalken,MarcoLalli,JonLay,andSeanNealy) andthesculptorsoftheGrenadierboxedsetHirelings,forinspiration GURPS,Warehouse23,andtheall-seeingpyramidareregisteredtrademarksofSteveJacksonGamesIncorporated.Pyramid,DungeonFantasy,Henchmen,e23,andthenamesof allproductspublishedbySteveJacksonGamesIncorporatedareregisteredtrademarksortrademarksofSteveJacksonGamesIncorporated,orusedunderlicense. GURPSDungeonFantasy15:Henchmeniscopyright©2012bySteveJacksonGamesIncorporated.Someart©2012JupiterImagesCorporation.Allrightsreserved. Thescanning,uploading,anddistributionofthismaterialviatheInternetorviaanyothermeanswithoutthepermissionofthepublisherisillegal,andpunishablebylaw.Pleasepurchase onlyauthorizedelectroniceditions,anddonotparticipateinorencouragetheelectronicpiracyofcopyrightedmaterials.Yoursupportoftheauthor’srightsisappreciated. C 2 ONTENTS I NTRODUCTION Manyfictionalheroeshavepartners–loyalcomrades,faithful tales. The 125-point templates here offer as much detail as sidekicks,trustedretainers,orlifelongfriends–whoaccompany the250-pointonesinotherDungeonFantasyvolumes,and themonadventures. aresuitableforPCs.Theyaren’tsimplyscaled-downversions –GURPSBasicSet of higher-powered templates, but their own thing – on half the points, not every high-end role is practical, and a few A venerable dungeon-crawling trope is the henchman: the blurtogether. mercenary or sidekick who ventures into the darkest holes alongside his master, despite being less capable than his Custom Delvers patronandthusatconsiderablygreaterrisk.Suchfigureshave strong fictional precedent – where would Frodo be without Evenat250points,theGMmightwanttogiveplayersthe Sam? But their gaming origins date to when war games option of creating delvers who follow professions besides the spawned RPGs; commanders became PCs, while their aides stock ones without having to wade into freeform character andtroopsturnedintoNPCcompanions.Initially,only“high- design.Tosupportthis,Henchmenincludesaspectrumof125- level” warriors and priests, corresponding to historical lords pointlensesforupgrading125-point“henchmantemplates”into capableofraisingalevy,hadfollowers.Eventually,anyadven- 250-pointheroes. turer might acquire subordinates, although apprentices and bodyguardsweremorelikelythanarmies. R B ECOMMENDED OOKS GURPS Dungeon Fantasy 5: AlliesandDungeon Fantasy 9: Summoners describe bestial and supernatural allies for This supplement uses the character-creation guidelines in delvers who possess occult powers, but no Dungeon Fantasy GURPS Dungeon Fantasy 1: Adventurers, which in turn volumecoversmundanehirelingsandcompanionswhoaccom- drawsontheGURPSBasicSet(andGURPSMagic,forspell- panyheroesnotthankstoamagicalbond,butoutofloyalty–or casters).Everythingelseisoptional,butyoucandomorewith because the pay is good! Like a hired spear-carrier plugginga Henchmen if you have access to the character templates in hole in the ranks, Dungeon Fantasy 15: Henchmen fills this otherDungeonFantasyworks–particularlyTheNextLevel, gap. From lowly laborers to apprentice spellcasters, it offers butalsoSages,Summoners,Ninja,Psi,andevenTaverns. flunkies,lackeys,andnoviceswhoarereadytofollowthePCs intothefield. . .foraprice. A H BOUT THE IRELINGS U T Peter V. Dell’Orto of New Jersey was first hired by SING THE EMPLATES adventurers – as an assistant potion-taster – in 1981. He AttheheartofHenchmenliesasetofcharactertemplates started delving with Dungeons & Dragons, and has played forlow-powereddelvers.Thereareseveralwaystousethese, GURPS since Man to Man. A triple-classed GURPS notallofthemobviousfromthetitle. playtester/editor/writersince1996,he’stheauthorofnumer- ousGURPSarticlesforPyramidmagazine;authororco-author Allies ofseverale23items(includingGURPS Dungeon Fantasy 12: Ninja; GURPS Dungeon Fantasy Monsters 1, with Sean AnobvioususeforthesetemplatesistocreateAlliesforPCs Punch; and GURPS Martial Arts: Gladiators, with Volker toacquirewithpoints.Suchasidekickisassumedtobeunfail- Bach);andco-authorofGURPSMartialArtsandGURPSLow- inglyloyal,providedthatheisn’tmistreated.Oneofhismas- Tech. Peter added the monk lens early in his career, and has ter’s permanent assets, he is to mere hired help as Signature fought amateur MMA in the SHOOTO organization in Japan Gearistofoundorboughtitems.ThetemplatesinHenchmen and in submission grappling in the U.S. He currently trains costeither62or125points,tomatchthe25%and50%break- KachinBandoandholdsashodanrankinKendo. pointsforAlliesina250-pointcampaign. Sean “Dr. Kromm” Punch de Montréal started working towardthesagetemplate,specializinginparticlephysics,in Hirelings 1985. He added the editor lens in 1995, when some delvers You don’t need points to hire help. Wealthy delvers can hired him to be the GURPS Line Editor. He has engineered augment their numbers with paid assistants. These use the rules for almost every GURPS product since. He developed, sametemplatesasAllies,butcash–unlikepoints,whichrep- edited, or wrote dozens of GURPS Third Edition projects resent a perfect match, a karmic bond, or suchlike – can’t between 1995 and 2002. In 2004, he produced the GURPS guarantee loyalty! On the other hand, hirelings need not be Basic Set, Fourth Edition with David Pulver. Since then, he treatedaswellasAllies. . . has created GURPS Powers (with Phil Masters), GURPS Martial Arts(withPeterDell’Orto),andtheGURPS Action, Low-Powered Delvers GURPS Dungeon Fantasy, and GURPS Power-Ups series . . .andthelistkeepsgrowing.Seanhasbeenagamersince NoteveryGMwantstostarthiscampaignat250points.A 1979. He lives with his Ally, Bonnie, and their two animal lowerpowerlevelisbetterforbreakinginnewGURPSplayers companions,BansheeandZephyra. and evoking the nostalgia of peasant-hero and rags-to-riches I 3 NTRODUCTION C O HAPTER NE T T HE EMPLATES The starting point of a henchman’s career is when he epithet “adventurer” or even “hero” in his own right, then attempts to pick a well-armed traveler’s pocket, gets caught, browsethetemplatesunderStandardHenchmen(pp.4-18).If andisforcedintoservice“orelse”. . .orisrescued(orbought) thefirstpieceofequipmenthe’llbeissuedbytherealheroesis from a slave market . . . or is foisted off on a company of abootbrush–orworse,ashirtthatresemblesanarcherytar- delversbyhiscurrentmaster,whohappenstobeapartymem- get(seeLivery,p.19)–thengodirectlytoBargainHenchmen ber’smentor.Thestartingpointforhisabilities,though,isone (pp.18-25). ofthesetemplates.Ifhe’sreasonablycompetent,worthyofthe S H TANDARD ENCHMEN These templates are intended for capable advisors, body- points.Likewise,somerolesruntogetheratlowerpowerlev- guards, and companions to powerful heroes, and for high- els; a proto-knight and a future holy warrior who hasn’t yet pricedNPChirelings.They’reworth125pointsbecausethat’s acquired holy powers are both essentially “a stalwart fighter exactlyhalfofthe250pointsthatPCsstartwithinastandard withgoodphysicalstatsandcombatskills.”Theprimaryobjec- DungeonFantasycampaign.IfPCsbuythemasAllies,they’ll tivehereisn’ttoapePCsbuttoprovidesupportingNPCs! begettingNPCsworth50%oftheirownpointvalue,andplay- erswon’thavecausetocomplainthattheypaid125-point-Ally A GENT pricesforlesserhelp.ThismakestheirbaseAllycost2points. TheassumptionisthatsuchAlliesarealwaysinsightdownin 125points thedungeon,sothey’reconstantlypresent,forafinalcostof8 You’re an entrepreneur in the town-and-down business points;foralternatives,seeFrequencyofAppearance(p.27). (“down”beingagent-speakfor“themurderousworldofdun- geonsanddelvers”).Youhelpstalwart-but-tongue-tiedadven- turers score missions and acquire vital gear. On their return, youfindbuyersfortheirloot–andspreadtalesoftheiramaz- Burglarwantsagoodjob,plentyof ingaccomplishmentstoensurethatyournextpaydayisn’ttoo ExcitementandreasonableReward... longcoming.Unlikemostbusinessmen,youdon’tstaysafelyat home.Byaccompanyingyourpatronin(ortypicallyunder)the – J.R.R. Tolkien, The Hobbit field, you can identify what’s worth hauling back and broker dealswithmonsters,bandits,taxcollectors,andflying-carpet salesmenmetalongtheway. . .forasuitablefee. These templates could be used for PCs in 125-point cam- Attributes:ST10[0];DX12[40];IQ13[60];HT12[20]. paigns, too. They might also see use in 250-point campaigns Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP where some players aren’t munchkins (it could happen!) and 10[0];Will13[0];Per13[0];FP12[0];BasicSpeed6.00 desire125-pointcharacters,orcontrolmultipledelvers,some [0];BasicMove6[0]. ofthemworth125points.Formoreonthesepossibilities,see Advantages: 20 points chosen from among ST +1 or +2 AsLow-PoweredDelvers(pp.32-33).Afurtherapplicationisto [10/level], DX +1 [20], IQ +1 [20], Will +1 to +4 [5/level], providethecoreabilitiesof250-pointheroes–simplyaddone Per+1to+4[5/level],AcuteSenses(any)[2/level],Alcohol ofthe125-pointlensesunderAsCustomDelvers(pp.33-41). Tolerance[1],Appearance(Attractive,Handsome,orVery Beware that there’s no true 1:1 correspondence between Handsome)[4,12,or16],Charisma1-4[5/level],Cultural thesetemplatesandthe250-pointonesinDungeonFantasy1- Adaptability [10], Eidetic Memory [5] or Photographic 14. You can certainly use 125-point templates in a “starting Memory [10], Empathy† [15], Fearlessness [2/level] or adventurers” campaign. You can often get close to particular Unfazeable[15],HonestFace[1],Intuition[15],Language higher-powered templates (see Niche Substitution, p. 5) and, Talent[10],Languages(any)[2-6/language],LiftingST1-3 with the addition of 125-point lenses and suitable choices of [3/level], Luck [15], Musical Ability 1-2 [10/level], No templateandlensoptions,youcangetanycharacteryoucould Hangover[1],PenetratingVoice[1],RapierWit†[5],Sig- createusingthe250-pointtemplates.Butafewtoughprofes- nature Gear [Varies], Smooth Operator 1 [15], Social sions – like the bard, martial artist, and ninja – need 250+ Chameleon [5], Voice [10], Wealth (Comfortable or points to buy definitive abilities, and are nonstarters at 125 Wealthy)[10or20],orWildTalent1[20]. T T 4 HE EMPLATES Niche Substitution Apartythatlacksoomphorexpertiseinanareamay 125-pointhenchman,a125-pointPC(seeAsLow-Powered try to remedy this deficit with henchmen – or with Delvers,pp.32-33),orasthebasisfora250-pointPC(see unusual PCs. This table shows which characters built AsCustomDelvers,pp.33-41). withtherulesinHenchmencanpinch-hitforhigh-pow- Bargain: The 62-point template from Bargain ereddelversfromotherDungeonFantasyvolumes.Read Henchmen (pp.18-25) that might suffice – barely. thecolumnsasfollows: Generally,there’snoequivalent! Lens:The125-pointlens(es)frompp.34-41thatwould Hero: The 250-point template that needs substitution giveareasonablesubstitutewhenaddedtoany125-point (withapagereferencetotherelevantDungeon Fantasy template. Combining this with a template in the “Stan- work). dard”columnonthesamelinegivessomethingespecially Standard: The 125-point template(s) from Standard closetothetemplateinthe“Hero”column. Henchmen (pp. 4-18) that can replace this template as a Hero Standard Bargain Lens Artificer(Sages,p.5) Sage – Gadgeteer Assassin(Ninja,p.9) Brute,Cutpurse,orKiller – BurglarorVeteran Barbarian(Adventurers,pp.4-5) Brute – Veteran Bard(Adventurers,pp.5-6) Agent – Troubadour Cleric(Adventurers,pp.6-7) Initiate * Priest Demonologist(Summoners,pp.6-7) Apprentice * Adept Druid(Adventurers,p.7) Initiate * Priest Elementalist(Summoners,pp.9-10) Apprentice * Adept EvilCleric(TheNextLevel,p.23) Initiate * Priest HolyWarrior(Adventurers,pp.7-8) Squire – Champion Innkeeper(Taverns,p.8) Agent Servant Treasure-Hunter Knight(Adventurers,pp.8-9) Archer,Brute,orSquire Guard Veteran MartialArtist(Adventurers,pp.9-10) Skirmisher – Monk Mentalist(Psi,pp.15-16) – – Psi Necromancer(Summoners,pp.13-14) Apprentice * Adept Ninja(Ninja,p.8) KillerorSkirmisher – Genin Scholar(Sages,pp.8-9) Sage – Learned Scout(Adventurers,pp.10-11) Archer Guard Veteran Shaman(Summoners,pp.16-17) Initiate * Priest Swashbuckler(Adventurers,pp.11-12) Skirmisher – Veteran Thief(Adventurers,pp.12-13) AgentorCutpurse – BurglarorTreasure-Hunter UnholyWarrior(TheNextLevel,p.27) Brute,Killer,orSquire – Champion Wizard(Adventurers,p.13) Apprentice * Adept * Agaggleofcultistsmightsuffice,wherebolsteringanexistingspellcasterofthistypewoulddo. Disadvantages:-25pointschosenfromamongChummy[-5] ofthoseskillsbyalevel.• Optionally,sacrificetwochoices or Gregarious [-10], Code of Honor (Gentleman’s) [-10], toboostMerchantbyalevel. Curious [-5*], Greed [-15*], Miserliness‡ [-10*], Overcon- SecondarySkills:AnysevenofAreaKnowledge(City)(E)IQ fidence [-5*], Sense of Duty (Adventuring companions) [1]-13;Acting,Disguise,Gambling,Heraldry,Interrogation, [-5], Stubbornness [-5], or Xenophilia [-10*]. • Another or Smuggling, all (A) IQ-1 [1]-12; Sex Appeal (A) HT-1 -25pointschosenfromamongthosetraitsorCompulsive [1]-11; Intimidation (A) Will-1 [1]-12; Body Language, Lip Carousing[-5*],CompulsiveGambling‡[-5*],Compulsive Reading,orUrbanSurvival,all(A)Per-1[1]-12;DetectLies Lying[-15*],CompulsiveSpending‡[-5*],Gluttony[-5*], (H) Per-2 [1]-11; 1 point to raise one of those skills by a Impulsiveness [-10*], Lecherousness [-15*], Odious Per- level;or1pointforanadditionalprimaryskillatonelevel sonal Habits [-5 to -15], Overweight [-1] or Fat [-3], or lower. • One of Broadsword, Rapier, Saber, Shortsword, Post-CombatShakes[-5*]. Smallsword,orStaff,all(A)DX+1[4]-13.• Eitherspend4 Primary Skills: Merchant (A) IQ+1 [4]-14. • Any six of Cur- pointstoimprovethepreviousskillto14,or selecttwoof rentAffairs(any),Gesture,orSavoir-Faire(HighSociety), Brawling,Crossbow,Fast-Draw(any),Knife,Shield(Buck- all (E) IQ+1 [2]-14; Connoisseur (any), Fast-Talk, Propa- ler),orThrownWeapon(Knife),all(E)DX+1[2]-13;Bow, ganda, Public Speaking, Streetwise, or Writing, all (A) IQ Cloak, Main-Gauche, or Throwing, all (A) DX [2]-12; or 2 [2]-13; Diplomacy (H) IQ-1 [2]-12; Carousing (E) HT+1 pointstoraiseoneofthoseskillsbyalevel. [2]-13;Scrounging(E)Per+1[2]-14;or2pointstoraiseone T T 5 HE EMPLATES BackgroundSkills:FourofClimbing,Dancing,Filch,Riding improved Smuggling, city-oriented abilities (Area Knowledge (any),orStealth,all(A)DX-1[1]-11;PickpocketorSleight and Urban Survival), and the likes of Acting, Disguise, and of Hand, both (H) DX-2 [1]-10; First Aid (E) IQ [1]-13; Gambling. Filch, Pickpocket, Sleight of Hand, and Stealth ResearchorTeaching,both(A)IQ-1[1]-12;Hiking(A)HT-1 makefinebackgroundaccompaniments. [1]-11;orObservationorSearch,both(A)Per-1[1]-12. Herald:Atrueheraldisanofficerofthehighandmighty– but“crier”soundslikeasissy.Yourspecialtyishelpingclients * Multipliedforself-controlnumber;seep.B120. getworkandmakingthemlookgoodsothatthey(andyou!)stay † IftheagentacquiresBard-Songabilities,Empathyand/or employed. Eidetic Memory is valuable for recalling exploits; RapierWitcanbefoldedintothatpowerandreducedincost, PenetratingVoice,forshoutingpraises;andSocialChameleon, andthepointsthissavesputtowardBardicTalent. for negotiations with the hoity-toity. Chummy and Sense of ‡ Miserliness is incompatible with Compulsive Gambling Dutygivepersonalloyaltythatcangetyouhired,CodeofHonor andSpending. impresses,andCompulsiveLyingisavirtue(right?).TakeCur- rentAffairstoferretoutjobs,Savoir-Faire(HighSoci- ety)todealwiththosewhopaybest,Propagandaand Public Speaking to spread theword, andWritingto recordthestory.OtherknowledgemightincludeHer- aldry – but Interrogation, Research, and Per-based skillsareallmoreusefulforpickingupleads,spotting distraughtprinces,andavoidingdishonestjoboffers. Mediator: The mediator is the chap sent over to the ogres with a white flag and a bag of coins – or whonegotiatestermswithdemonsandgodsindeals involving souls and wishes. Given the variety of weirdosacrossthebargainingtable,CulturalAdapt- ability, Language Talent, and Languages are all handy. Overconfidence and Xenophilia can help explain why you’d do this. Boosted Diplomacy and Gesture are vital, beyond which you may find Savoir-Faire handy for parleying with elf lords, Streetwiseusefulforconspiringwithbrigands,and Writinggoodforpenningransomnotes.Worthwhile supportingskillsareActingandDisguiseforposing asanelflordorabrigand,andlotsofIntimidation. High Will deserves a special mention; it improves Customization Notes Intimidation and thwarts rivals who would cheat by usingmindcontrol. Theonlycertaintyforanagentisthathe’sadeptatwheeling Mr.IGotIt:Otherwiseknownas“Mr.Don’tAskMeWhere and dealing, explaining the high IQ and mandatory Merchant IGotIt,”youfindyourmastersthegeartheyneed.Improved skill.Beyondthis,manyagentsaregeneralists,buttherearespe- DX is indispensable if you intend to steal – if not, then Lift- cialistarchetypes.TheGMmayrequiretheplayersofadventur- ingST,SignatureGear,andWealthallfitanequipment-ori- ersseekingagenthenchmentospecifyoneofthese: ented role. Bosses will greatly appreciate Miserliness and Bard-in-Training: Bardic colleges are choosy about admis- Sense of Duty, but may fire you over Compulsive Gambling sions,andfavorstudentswhoalreadyhavesomeofCharisma, orSpending.IncreasedMerchantisalwayshandy,andworks Empathy,MusicalAbility,RapierWit,andVoice.Gooddisad- well alongside Connoisseur for knowing prices, Scrounging vantages are those that would inspire someone to go see the for finding free stuff, and Streetwise for procuring poison, world:Curious,Impulsiveness,Overconfidence,andXenophilia. necromantic gear, etc. Don’t overlook Area Knowledge, Bardsstudyadiverseskillset,butit’spossibletostartwithmuch Smuggling,andUrbanSurvival,either.AndifyouraiseDX, of it by spreading points among Acting, Carousing, Current you might as well add Climbing, Filch, and Stealth for bur- Affairs,DetectLies,Diplomacy,Fast-Talk,Heraldry,Interroga- gling,andmaybePickpocketforgoodmeasure. tion, Intimidation, Propaganda, Public Speaking, Savoir-Faire, andStreetwiseinsteadofgoingforahighlevelinanarrowfield. A PPRENTICE ShowierbackgroundskillslikeDancingandSleightofHandare alsofitting. 125points Fence: The fence is more future thief than would-be bard, You’reastudentofthearcane–mostlikelyabuddingwiz- hisareabeingunderworldcontactsandunloadingloot.Fear- ard, but possibly a newly minted specialist in the field of lessnessbefitssomeoneaccustomedtonegotiatingwithscum, demonology,elementalism,ornecromancy.Youmightbean while Wealthsuitsthesuccessfuldealer.Greedisderigueur, actualapprenticetoaseniorpractitionerofyourart,anadvi- andOdiousPersonalHabitsarecommon–butavoidCodeof sortoanexpertinanotherfieldofmagic,orayoungscholar Honor.AfenceshouldseizetheoptiontoboostMerchantand earningtuitionfeesforfuturestudiesbyworkingfordelversin assigntwoofhisremainingprimaryskillchoicestoStreetwise; direneedofaspellcaster.Adventuringisawonderfullearning beyond that, Connoisseur is handy for knowing true worth, experience, but risky. With your limited abilities, you must andFast-Talk,forlyingaboutit.Valuablesecondaryskillsare oftenfallbackonweapons,stealth,andrunningaway! T T 6 HE EMPLATES SpecialAbilitiesandSpells:Selectoneofthese35-pointpack- Attributes:ST10[0];DX11[20];IQ13[60];HT11[10]. agesoftraits,addinganyunusedadvantagepoints(above) Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP tothediscretionaryadvantagesandspells: 10[0];Will13[0];Per12[-5];FP12[3];BasicSpeed5.00 Demonologist: Demonic Attunement 2 [16]. • 19 points total [-10];BasicMove5[0]. inanycomboofDemonicAttunement3[8],Demonological Advantages: 21pointschosenfromamongDX+1[20],IQ+1 abilities,anddemonologistspells(Summoners,p.8).Each [20],HT+1or+2[10/level],Will+1to+4[5/level],FP+1to spellwillbeeither(H)IQ[1]-13or(VH)IQ-1[1]-12withthe +7[3/level],Autotrance[1],Channeling(Specialized†,-50%) +2forDemonicAttunement. [5]orChanneling[10],EideticMemory[5]orPhotographic Elementalist(Generalist):ElementalInfluence2(AllElements) Memory[10],Fearlessness[2/level],Intuition[15],Language [20].• 15pointstotalinanycomboofElementalInfluence Talent[10],Languages(any)[2-6/language],LicensedExor- 3 [10], Elemental abilities, and elementalist spells cist† (Summoners, p. 5) [1], Luck [15], Medium (Special- (Summoners, pp. 10-11). Each spell will be either (H) IQ ized†,-50%)[5]orMedium[10],MindShield[4/level],Night [1]-13or(VH)IQ-1[1]-12withthe+2forElementalInfluence. Vision1-5[1/level],SignatureGear[Varies],SlayerTraining Elementalist(Specialist):ElementalInfluence2(OneElement) (Summoners,p.7)[Varies],SpiritBadge(Summoners,p.5) [16].• 19pointstotalinanycomboofElementalInfluence [1],SpiritEmpathy(Specialized†,-50%)[5]orSpiritEmpa- 3 [8], Elemental abilities, and elementalist spells for your thy[10],SpiritWeapon(Summoners,p.5)[1],orWildTal- element.Eachspellwillbeeither(H)IQ[1]-13or(VH)IQ-1 ent 1 (Retention, +25%; Focused, Magical, -20%) [21]. [1]-12withthe+2forElementalInfluence. • Optionally,spendsomeorallofthesepointsonadditional Necromancer:Deathliness2[16].• 19pointstotalinanycombo specialabilitiesandspells(seebelow). ofDeathliness3[8],Necromanticabilities,anddeathlyspells Disadvantages: -20 points chosen from among Appearance (Summoners,p.15).Eachspellwillbeeither(H)IQ[1]-13 (Unattractive,Ugly,orHideous)[-4,-8,or-16],Curious[-5*], or(VH)IQ-1[1]-12withthe+2forDeathliness. Disturbing Voice [-10], Frightens Animals [-10], Obsession Wizard: Magery 2 [25]. • 10 points total in either Magery 3 (Becometheworld’smostpowerfuldemonologist,elemental- [10] or 10 wizardly spells, which will be either (H) ist,necromancer,orwizard)[-10*],PhantomVoices(Annoy- IQ [1]-13 or (VH) IQ-1 [1]-12 with the +2 for Magery. ing) [-5], Pyromania [-5*], Skinny [-5], Social Stigma • Apprentice wizards should add their Magery level to (Excommunicated)‡ [-10], Unfit [-5] or Very Unfit [-15], Thaumatology,ifchosen. UnnaturalFeatures1-5[-1/level],orWeirdnessMagnet[-15]. • Another-15pointschosenfromamongtheprevioustraits * Multipliedforself-controlnumber;seep.B120. orAbsent-Mindedness[-15],BadTemper[-10*],Callous[-5], † Chooseonespecialty:Demons,Elementals,orGhosts. Clueless [-10], Combat Paralysis [-15], Cowardice [-10*], ‡ Helpfulclericalspells(suchashealing)workat-3onyou. Greed[-15*],Impulsiveness[-10*],Jealousy[-10],Klutz[-5] Harmfulonesaren’taffected! orTotalKlutz[-15],Loner[-5*],LowPainThreshold[-10], NervousStomach[-1],NoSenseofHumor[-10],Oblivious Customization Notes [-5],OdiousPersonalHabits[-5to-15],Overconfidence[-5*], The obvious choice is that of which art you pursue. Paranoia[-10],Post-CombatShakes[-5*],Selfish[-5*],Sense Taking spells and special abilities as read, there are other ofDuty(Adventuringcompanions)[-5],Stubbornness[-5],or considerations: Wealth(Struggling)[-10]. Primary Skills: Four of Hidden Lore (Demons, Elementals, Demonologist:AbuddingdemonologistwillfindFearlessness MagicItems,MagicalWritings,SecretWritings,Spirits,or andMindShieldvaluable,demonsbeingwhattheyare,along Undead) or Occultism, both (A) IQ [2]-13; Alchemy or with demon-specific Medium and Spirit Empathy (but avoid Thaumatology, both (VH) IQ-2 [2]-11; or 2 points to raise Channeling!). Playing to type, he may want Disturbing Voice, oneofthoseskillsbyalevel. Frightens Animals, Social Stigma, and reduced Appearance – Secondary Skills: Sixof Hazardous Materials(Magical), Hid- but those can come later, and Impulsiveness and Overconfi- denLore(any),Research,Speed-Reading,Teaching,orWrit- dencebettersuitthetyro.Asforknowledge,decentHiddenLore ing, all (A) IQ-1 [1]-12; Expert Skill (Natural Philosophy or (Demons) and Occultism levels are advised, and Psychology Thanatology), Philosophy, Physiology (monster type), Psy- (Demons) and Theology can prove useful. Given the conse- chology (Demons or Elementals), or Theology, all (H) IQ-2 quences of failure around demons, a sensible path is raising [1]-11;ExorcismorMeditation,both(H)Will-2[1]-11;or1 Will, buying Licensed Exorcist, and emphasizing Exorcism; pointtoraiseoneofthoseskillsbyalevel.• OneofBroad- anotherissplurgingonbetterIQandDemonicAttunementso sword, Rapier, Shortsword, Smallsword, or Staff, all (A) thatthespellsactuallywork. DX+1[4]-12.• Eitherspend4pointstoimprovetheprevious Elementalist: An apprentice elementalist must first select skill to 13, or select two of Crossbow, Fast-Draw (Knife, either the general path or a specialist one. His remaining Potion,orSword),InnateAttack(any),Knife,Shield,Shield choicesarepersonal.Ifhelikespotentoffensivespells,rais- (Buckler),orThrownWeapon(DartorKnife),all(E)DX+1 ingFPissmart–butathoughtfulscholarmightpreferChan- [2]-12;Throwing(A)DX[2]-11;Sling(H)DX-1[2]-10;or2 neling,Medium,and/orSpiritEmpathy.Disadvantageshould pointstoraiseoneofthoseskillsbyalevel. be suitably emphatic: Clueless for airheads, Impulsiveness BackgroundSkills:FourofClimbingorStealth,both(A)DX-1 for watery types, Pyromania for the fiery, Stubbornness for [1]-10; Body Sense (H) DX-2 [1]-9; First Aid or Gesture, thoseanchoredintheearth,etc.Obviousskillsareimproved both(E)IQ[1]-13;CartographyorFast-Talk,both(A)IQ-1 AlchemyandHiddenLore(Elementals),supportedbyExpert Skill (Natural Philosophy) and Psychology (Elementals). [1]-12;Hiking(A)HT-1[1]-10;Scrounging(E)Per[1]-12;or Becauseelementaliststendtogetoutwheretheelementsare, ObservationorSearch,both(A)Per-1[1]-11. considerCartographyandHiking,too. T T 7 HE EMPLATES Necromancer:Dealingwiththeundeaddemandsafewof Carousing[-5*],Intolerance(Urbanites)[-5],Loner[-5*],No Autotrance, Channeling, Licensed Exorcist, Medium, Slayer SenseofHumor[-10],Obsession(Slaysomespecifictypeof Training, Spirit Badge, Spirit Empathy, and Spirit Weapon; monster)[-5*],OdiousPersonalHabits[-5to-15],Paranoia for the novice, such things can prove more practical than [-10], Phobia (Crowds) [-15*], Vow (Never sleep indoors) spells and special abilities. Fearlessness and extra HT can [-10],Wealth(Struggling)[-10],orWounded[-5]. helphimresistthejob’semotionalandphysicaldangers.Dis- Primary Skills: One of these three 16-point missile-weapons advantagesshouldn’tbetooextreme,lesttheyleadtobarkvs. packages: bitedisparities,butObsessionisnigh-customary,andFright- 1. Bow (A) DX+3 [12]-16 and Fast-Draw (Arrow) (E) DX+2 ensAnimals,Skinny,andUnattractivearedistressinglycom- [4]-15. mon. Exorcism, Expert Skill (Thanatology), Hidden Lore 2. Crossbow (E) DX+4 [12]-17 and Fast-Draw (Arrow) (E) (Undead),Occultism,andTheologyareworthemphasizing– DX+2[4]-15. and Slayer Training works best with one good combat skill 3.Sling(H)DX+3[16]-16. forapointymeleeweapon. Wizard: Junior wizards outnumber other apprentices, but Secondary Skills: Five of Climbing or Stealth, both (A) DX theirgeneralistabilitiesarecostly.Whileanycastercanbene- [2]-13; Camouflage (E) IQ+1 [2]-11; Armoury (Missile fitfrom extraFP,advantage pointsarearguablybestused to Weapons), Cartography, Leadership, Navigation (Land), garnerIQ13,Magery3,and21spells,oralternativelyIQ14, Shadowing,orTraps,all(A)IQ[2]-10;Mimicry(BirdCalls) Magery2,and11spells.Absent-Mindedness,Curious,Oblivi- orTactics,both(H)IQ-1[2]-9;Hiking(A)HT[2]-11;Obser- ous, Unnatural Features, and Weirdness Magnet are classic vation, Survival (any), or Tracking, all (A) Per [2]-12; or 2 wizard traits – but given what the Guild charges, Wealth pointstoraiseoneofthoseskillsbyalevel.• Oneofthese (Struggling)ismorecommon.TheonlyvitalskillisThauma- two8-pointmeleeskillspackages: tology; however, the Magic Items and Magical Writings spe- 1.OneofAxe/Mace,Broadsword,Shortsword,orSpear,all(A) cialtiesofHiddenLorecanattractemployersandidentifytools DX+1[4]-14,andShield(E)DX+2[4]-15. andtextbooksinthefield.Don’tomitInnateAttack(forMissile 2.OneofAxe/Mace,Broadsword,Polearm,Shortsword,Spear, spells),Teaching(forsharingyourformermaster’ssecretswith orStaff,all(A)DX+2[8]-15. yourcurrentone),orFast-Talk(formisleadingrubesandeven yourbossaboutwhatspellsyouknow). BackgroundSkills:SixofBrawling,Fast-Draw(any),Jumping, Knife, Knot-Tying, or Thrown Weapon (any), all (E) DX A [1]-13;Boating(Unpowered),Bolas,Boxing,Riding(Horse), RCHER SpearThrower,Throwing,orWrestling,all(A)DX-1[1]-12; 125points First Aid or Gesture, both (E) IQ [1]-10; Connoisseur Youmightnotbeafull-onscout,butyou’renomeangrunt. (Weapons),Gambling,orWeatherSense,all(A)IQ-1[1]-9; You’ve made a career out of riddling things with arrows (or Carousing or Swimming, both (E) HT [1]-11; Running (A) bolts, or sling bullets), and you’ve put in your time in guard HT-1[1]-10;Intimidation(A)Will-1[1]-9;Scrounging(E)Per unitsandmilitias,orskinningbeastsinthebush.Troubleis, [1]-12;1pointtoraiseoneoftheseskillsbyalevel;or1point being a hunter or a soldier offers limited pay and glory, and foranothernon-meleesecondaryskillatonelevellower. oftennoneatall. . .whichiswhyyou’resellingyourskillson * Multipliedforself-controlnumber;seep.B120. theopenmarket.Thedelver’slifeinvolvesgreatrisks,butthe rewards are proportional – or so you’ve heard. Whatever the Customization Notes truthmightbe,you’llcertainlygettoshootthingsalot! The archer has a surprising number of choices available. Attributes:ST13[30];DX13[60];IQ10[0];HT11[10]. Firsthemustdecidewhetherhe’sagenuinebowman,anarm- Secondary Characteristics: Damage 1d/2d-1; BL 34 lbs.; HP bruster(crossbowman),oraslinger.Thefirsttwowoulddowell 13[0];Will10[0];Per12[10];FP11[0];BasicSpeed6.00 toselectArmoury(MissileWeapons)asasecondaryskill.That’s [0];BasicMove6[0]. overkillforasling,whichwouldbenefitmorefromScrounging Advantages: 25 points chosen from among ST +1 or +2 (forfindingsuitableslingprojectiles)asabackgroundskill. [10/level],DX+1[20],IQ+1[20],HT+1or+2[10/level],Per Afterthat,there’sthematterofwherehelearnedhisskills. +1to+5[5/level],BasicSpeed+1.00[20],BasicMove+1to Likelyanswersinclude: +3 [5/level], Absolute Direction [5], Acute Vision [2/level], Huntsman:Thehuntsmanmaytakeuparmsagainstmenin AlcoholTolerance[1],BornWarLeader1-4[5/level],Com- wartime,buthelearnedhisvocationinthewilds,tofeedand batReflexes[15],DangerSense[15],Fearlessness[2/level], clothehimselfandhisfamily.ThiscallsforAcuteVision,Out- Fit [5] or Very Fit [15], Heroic Archer [20], High Pain doorsman,andabove-averagePer(andnotespeciallyformili- Threshold [10], Luck [15], Night Vision 1-9 [1/level], Out- tary talents such as Born War Leader and Combat Reflexes). doorsman 1 or 2 [10 or 20], Peripheral Vision [15], Rapid Classic disadvantages for this type are Honesty and Sense of Healing[5],SignatureGear[Varies],WeaponBond[1],or Duty – and Intolerance (Urbanites), more rustic Odious Per- WeaponMaster(Bow)[20]. sonalHabits,Phobia(Crowds),andVow(Neversleepindoors) Disadvantages:-15pointschosenfromamongBloodlust[-10*], all fit. Poorer hunters use Sling, but most favor Bow. Useful Callous[-5],CodeofHonor(Pirate’sorSoldier’s)[-5or-10], skillsforstalkinggameareCamouflage,Stealth,Survival,and Greed[-15*],Honesty[-10*],Overconfidence[-5*],Senseof Tracking,andSpearisalikelyweaponchoicefordealingwith Duty (Adventuring companions or Nation) [-5 or -10], larger prey (although Axe/Mace for hatchets also works). Any or Stubbornness [-5]. • Another -35 points chosen from huntsmanwhoknowswhat’sgoodforhimwillhaveKnifeand amongtheprevioustraitsorBadTemper[-10*],Compulsive WeatherSense,too. T T 8 HE EMPLATES Levy:Ifanarcherofthiscaliberisaconscriptratherthana B RUTE pro,oddsarethathe’sa“natural,”hisabilitiesshapedmoreby talentthantraining.SuperiorSTorDXislikely;DangerSense 125points ismoresuitablethanCombatReflexes;andLuckdefinitelyfits. You’re an inexperienced barbarian, an uncouth knight-in- He’sacandidateforBloodlust–itwouldexplainapart-timer training, or even a muscular would-be assassin. You’re kept withagiftforkilling–butthat’sitfordefinitivedisadvantages. aroundasabodyguardora“meatshield,”orforclose-inmus- Allthreemissileskillsetswork,althoughBowandSlingbest cle.Youcanusemissileweapons,butyou’renoarcher(pp.8- suit huntsmen-turned-recruits. Other valuable skills are like- 9)–that’sjustabackupplanforwhenyouendupstuckoutside wiseasforahuntsman;thenagain,apersonborntofillthis meleerange.Youliketomixitupwithaheavyweapon,and role might have Leadership and Tactics, bolstered by Born preferheavyarmorifyoucangetit.Outsidethedungeon,you War Leader. Melee skills should cover inexpensive weapons: mightatbestearnahandfulofsilveraweekguarding(orrob- Staff, Spear, maybe Axe/Mace. bing!) caravans. In the dungeon, Someone with an inborn knack the risks are greater but so are forrangedcombatislikelytohave therewards. Bolas, Spear Thrower, Throwing, and/orThrownWeapon,too. Attributes: ST 14 [40]; DX 13 Scout: Someone on his way [60];IQ10[0];HT12[20]. Secondary Characteristics: to becoming a full-fledged scout (Adventurers,pp.10-11)willwant Damage1d/2d;BL39lbs.;HP that profession’s abilities. Choose 14[0];Will10[0];Per10[0]; some combination of higher IQ, FP 12 [0]; Basic Speed 6.00 improved Per, and Outdoorsman [-5];BasicMove6[0]. toboostthediverseskillsneededto Advantages: 25 points chosen excelatthislineofwork.Custom- from among ST +1 or +2 arily on the somber, introverted [10/level], DX +1 [20], HT +1 side, scouts have mental problem or +2 [10/level], HP +1 to +5 such as Callous, Loner, and No [2/level],Per+1to+5[5/level], Sense of Humor – but also quite Basic Speed +1.00 [20], oftenCodeofHonor,Honesty,and Basic Move +1 to +3 [5/level], SenseofDuty,tokeepthemfight- Absolute Direction [5], Acute ing the good fight when they’re Vision [2/level], Alcohol Toler- on their own. A bigger deal is ance [1], Ambidexterity [5], training:Bowisagiven;pathfinder Animal Friend 1-4 [5/level], skillslikeCartography,Navigation, BornWarLeader1-4[5/level], andObservationarepreferred;and CombatReflexes[15],Discrim- furtherabilitiesmayincludeBoat- inatory Smell [15], Enhanced ing, Running, and Swimming for Block1[5],EnhancedParry1 getting around, plus Weather (One Melee Weapon skill) [5], Senseforknowingwhentohunker Fearlessness[2/level],Fit[5]or down. Such “rangers” customarily VeryFit[15],HardtoKill[2/level], favorswords,soaddBroadswordorShortswordformelee. HardtoSubdue[2/level],HighPainThreshold[10],Lifting Veteran: The long-serving professional soldier is more a ST1-3[3/level],Luck[15],MagicResistance[2/level],Night knight (Adventurers, pp. 8-9) than a scout. He tends to have Vision 1-9 [1/level], Outdoorsman 1 or 2 [10 or 20], Pene- overtly military traits, meaning advantages like Born War tratingVoice[1],PeripheralVision[15],RapidHealing[5] LeaderandCombatReflexes,anddisadvantagessuchasSense orVeryRapidHealing[15],ResistanttoDisease(+3)or(+8) ofDuty,CodeofHonor,andWounded(the“oldwarwound”). [3 or 5], Resistant to Poison (+3) [5], Signature Gear He’s themostlikelytypeofarchertopreferCrossbow, andto [Varies], Striking ST 1 or 2 [5 or 10], Temperature Toler- havethemoremartialsecondaryskills:Leadership,Tactics,and ance1or2[1or2],WeaponBond[1],orWeaponMaster better-than-usualArmoury.Meleechoicesdependonhisformer (OneWeapon)[20]. employer’swealth,butPolearmorSpearisasafebet,whileStaff Disadvantages: -20 points chosen from among Bad Temper isimprobable.Remainingabilitiesshouldberough-and-tumble [-10*],Berserk[-10*],Bloodlust[-10*],Bully[-10*],Callous –Brawling,Carousing,Gambling,Wrestling,etc.(oftenaccom- [-5],CodeofHonor(Pirate’sorStaysBought)[-5],(Soldier’s) panied by Alcohol Tolerance and Compulsive Carousing). An [-10], or (Chivalry) [-15], or Social Stigma (Criminal or interesting variant is the crusty sergeant, with good IQ and Minority Group) [-5 or -10]. • Another -25 points chosen pointsinIntimidation. fromamongtheprevioustraitsorAppearance(Unattractive orUgly)[-4or-8],CompulsiveCarousing[-5*],EasytoRead Afinalandfairlymajordecisioniswhetherthearcherissim- [-10], Greed [-15*], Ham-Fisted 1 or 2 [-5 or -10], Horrible plyawarriorwho’sgoodwithmissileweaponsorsomeonewith Hangovers [-1], Language: Spoken (Native)/Written (None) a supernatural talent for such matters. In the latter case, pick [-3],Impulsiveness[-10*],LowTL1or2[-5or-10],Odious Bowforsure,andignoreasmuchoftheaboveadviceasisnec- Personal Habits [-5 to -15], Overconfidence [-5*], Phobia essary to afford Heroic Archer or Weapon Master, typically (Crowds) [-15*], Phobia (Machinery) [-5*], Sense of Duty alongsideSignatureGearandWeaponBondforadecent-qual- (Adventuring companions or Nation) [-5 or -10], Stubborn- ityweapon. ness[-5],Wealth(Struggling)[-10],orWounded[-5]. T T 9 HE EMPLATES Primary Skills: Brawling (E) DX [1]-13 or Boxing (A) DX-1 LeaderandLeadership(ifthey’reanygood),orjustIntimidation [1]-12; Knife (E) DX [1]-13; and Sumo Wrestling or (ifnot).Hikingisusefulforlongmarches,butmarinesshould Wrestling, both (A) DX-1 [1]-12. • One of these three 16- pickSeamanship.TakeCodeofHonortobeareliablesoldier, pointmeleeskillspackages: Woundedfortheoldwarvet,orGreedforapuremercenary. StreetThug:Noteveryonelearnstofightinthemilitary.You 1.OneofAxe/Mace,Broadsword,Shortsword,orSpear,all(A) got your “training” on the city’s mean streets! Social Stigma DX+3[12]-16;orFlail(H)DX+2[12]-15.• Shield(E)DX+2 (Criminal)andGreedfitthearchetype.Carousing,Gambling, [4]-15. andStreetwisehelpyoupassthetimeandnavigatetheunder- 2. One of Polearm, Spear, Staff, Two-Handed Axe/Mace, or world. Your weapons should generally be smaller and more Two-HandedSword,all(A)DX+4[16]-17;orTwo-Handed concealable–e.g.,pickAxe/Macefora(literal)hatchetmanor Flail(H)DX+3[16]-16. Shortswordforasword-pointthief–andyououghttoconsider 3. One of Axe/Mace, Broadsword, Polearm, Shortsword, or raisingyourKnifeandunarmedskills. Spear,all(A)DX+2[8]-15;orFlail(H)DX+1[8]-14.• Either twomorechoices,each(A)DX+1[4]-14or(H)DX[4]-13,or onemoresuchchoiceandShield(E)DX+2[4]-15. Secondary Skills: Armoury(BodyArmororMeleeWeapons) Monstershavemoreloot,whichyou (A) IQ [2]-10. • One of Crossbow or Thrown Weapon canplunderwithfewerlegalconsequences. (Axe/MaceorSpear),all(E)DX+1[2]-14;BoworThrowing, both(A)DX[2]-13;orSling(H)DX-1[2]-12. Background Skills: Seven of Forced Entry (E) DX [1]-13; Climbing,Riding(HorseorCamel),orStealth,all(A)DX-1 C UTPURSE [1]-12;FirstAid,Gesture,orSeamanship,all(E)IQ[1]-10; Animal Handling (any), Gambling, Heraldry, Leadership, 125points Merchant,Streetwise,orWeatherSense,all(A)IQ-1[1]-9; You have straightforward expertise in the less-than- Tactics(H)IQ-2[1]-8;Carousing(E)HT[1]-12;Hiking(A) straightforwardartsofstealing,stalking,andshanking.You’re HT-1 [1]-11; Intimidation (A) Will-1 [1]-9; Observation or nohighfalutinninjaassassinormasterthief,butyou’recom- Survival(any),both(A)Per-1[1]-9;1pointtoraiseoneof fortable sneaking around,doingdeedsthat“heroes” consider theseskillsbyalevel;or1pointtoraiseaprimaryunarmed beneaththem.Indeed,yourworkasahenchmanisdefinedby skillorKnifebyalevel. this:Spellcasters–evenself-righteousclerics–retainyoutoget * Multipliedforself-controlnumber;seep.B120. holdofartifactsandgrimoiresthateludetheirpowers,while clankingwarriorsseethetacticalvalueinyourgiftforstealth. Customization Notes And not everybody fancies the attention that hiring a fancy Whatkindofbruteyouaredependsonyourbackground– Guildthiefwouldbring. notallmuscleisthesame!Therearemanychoices,including: Attributes:ST10[0];DX14[80];IQ12[40];HT10[0]. Bandit: If you explored dungeons and robbed monsters Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP instead of lurking in the wilds and taking from caravans, you 10[0];Will12[0];Per12[0];FP10[0];BasicSpeed6.00 wouldbeadelver.Thetransitionmakessense:monstersoften [0];BasicMove6[0]. havemoreloot,whichyoucanplunderwithfewerlegalconse- Advantages: 25 points chosen from among ST +1 or +2 quences. Mix lighter melee choices (Broadsword, Shortsword, [10/level],DX+1[20],IQ+1[20],HT+1or+2[10/level], andSpeararegood)withBoworThrownWeaponformissile Per+1to+5[5/level],BasicSpeed+1.00[20],BasicMove support.StreetwiseandMerchantareusefulfordisposingof +1to+3[5/level],Ambidexterity[5],Catfall[10],Combat loot; Gesture and Stealth, for pulling off ambushes. Social Reflexes[15],DangerSense[15],EnhancedDodge1[15], Stigma(Criminal)andaSurvivalskillarepracticallyagiven. Flexibility [5] or Double-Jointed [15], High Manual Dex- Barbarian: You’re foreign, tribal muscle. Outdoorsman and terity 1-4 [5/level], Honest Face [1], Luck [15], Magic SocialStigma(MinorityGroup)comewiththeterritory.Wealth Resistance[2/level],NightVision1-9[1/level],PerfectBal- (Struggling), either of the two Phobias, and/or Low TL all fit. ance [15], Peripheral Vision [15], Serendipity 1 [15], Sig- Berserk,Bloodlust,andCompulsiveCarousingsuitraidertypes. natureGear[Varies],orStrikingST1-4(Onlyonsurprise Read up on the barbarian (Adventurers, pp. 4-5) for further attack,-60%)[2/level]. inspiration.YoumightevenaddGigantism[0]andbeSM+1.In Disadvantages:-25pointschosenfromamongCodeofHonor thatcase,reducethecostofST14to36pointsandspendthe4 (Pirate’s or Stays Bought) [-5], Compulsive Lying [-15*], pointsyousaveonmoreadvantages;asyourarmorwillcostand Curious [-5*], Greed [-15*], Kleptomania [-15*], Laziness weightwiceasmuch,extraHParehighlyrecommended! [-10], Social Stigma (Criminal) [-5], Trickster [-15*], Vow Soldier: You learned to fight in some organized force, (Alwayscompletethemission)[-10],orWealth(Struggling whether mercenary or state-sponsored. Weapon choices will or Poor) [-10 or -15]. • Another -25 points chosen from define you as much as anything else; decide whether you’re a amongtheprevioustraitsorAppearance(Unattractive,Ugly, swordsman (perhaps even a two-handed-sword-wielding or Hideous) [-4, -8, or -16], Bad Temper [-10*], Bloodlust WeaponMaster),ahalberdier(option2or3,withPolearm),a [-10*],Callous[-5],CompulsiveCarousing[-5*],Compulsive spearman (Spear, and probably Shield), or something else. Gambling [-5*], Compulsive Spending [-5*], Cowardice Crossbows and thrown weapons make great backup choices. [-10*], Lecherousness [-15*], Loner [-5*], One Eye [-15], Tactics is a must – you’ll need some idea of how to fight in a Overconfidence [-5*], Post-Combat Shakes [-5*], Sense of group. Former sergeants or guardsmen might have Born War Duty(Adventuringcompanions)[-5],orSkinny[-5]. T T 10 HE EMPLATES

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