While doing this, I came to the conclusion that requiring everyone to buy double their template's base ST was boring. Too many points got sucked into buying ST, and it didn't leave enough points to do other things. So I changed my mind, and now everyone needs to buy extra ST equal to half the template's base ST, rounded up. That opens 50-80 CP on most templates for other things, but still reinforces the unreasonably strong and tough theme of the game.
This is a companion article to the one on flying steeds, and these characters ride steeds from that article.
Majestic Barbarian 750 points
This dwarf chieftain is about 6' tall and 4' across at the shoulders. He wields an oversize two-handed axe as casually as most dwarves wield their hand axes. Although he's a bit gullible, he's a reasonably talented leader and is quite capable of negotiating the end to a tribal feud.He wears armor made from dragons he's slain himself, and carries three spare axes to throw at people who annoy him. He rides a wyvern, though not particularly well, and isn't particularly skilled at mounted combat.
This is a pretty straightforward barbarian design, focusing on excessive amounts of strength, hit points, and resistance to damage. I made him a dwarf for Pickaxe Penchant, but I could have done a similar thing using Mr. Smash instead but he wouldn't be as skilled with throwing axes.
ST 37* [63]; DX 15 [60]; IQ 12 [0]; HT 16 [30].
Damage 4d/6d+2; BL 304 lb; HP 48 [20]; Will 12 [0]; Per 14 [10]; FP 19 [0].
Basic Speed 7.25 [-10]; Basic Move 7 [0]; Dodge 12.
(SM +1).
* Conditional +2 from 'Lifting ST'.
Social Background
TL: 2 [0].Templates and Meta-Traits
Dwarf (Dungeon Fantasy; p. DF3:6) [20]; Dwarves (Dungeon Fantasy; p. DF3:6) [0].Advantages
Acute Vision 1 [2]; Ally (Wyvern; 50% of starting points; Constantly, *4) [8]; Appearance (Attractive) [4]; Barbarian Damage Resistance 5 (Tough Skin, -40%) [15]; Charisma 3 [15]; Combat Reflexes [15]; Enhanced Dodge 1 [15]; Extra DX 2 (Affects DX, +0%) [40]; Extra HT 2 [20]; Extra IQ 2 [40]; Extra Pickaxe Penchant 3 [15]; Extra ST 20 (Size, -10%) [180]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction (/2), +50) [50]; Luck [15]; Status +3 [15]; Trading Character Points for Money $500 [1]; Trained By A Master [30].Perks: Akimbo (Two Handed Axe); Disarming Smile; Fearsome Stare; Focused Fury; Follow-Through Shtick; Good with (Wyverns); Reach Mastery (Two Handed Axe); Style Familiarity (Axe Maniac); Sure-Footed (Uneven). [9]
Disadvantages
Bad Temper (12 or less, *1) [-10]; Gigantism [0]; Gullibility (15 or less, *0.5) [-5]; Low TL -1 [-5]; Overconfidence (12 or less, *1) [-5]; Sense of Duty (Adventuring companions) [-5]; Social Stigma (Minority Group) [-10].Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; _Unused Quirk 4; _Unused Quirk 5. [-5]
Skills
Animal Handling (Wyverns) (A) IQ [2]-12; Axe/Mace (A) DX+5 [1]-20; Barbarian! (WC) IQ+2 [48]-14; Brawling (E) DX [1]-15; Carousing (E) HT [1]-16; Climbing (A) DX-1 [1]-14; Diplomacy (H) IQ-1 [2]-11†; Flying Leap (H) IQ-2 [1]-10; Forced Entry (E) DX+4 [1]-19; Intimidation (A) Will [2]-12†; Jumping (E) DX [1]-15; Leadership (A) IQ+3 [2]-15; Observation (A) Per [1]-14; Power Blow (H) Will-2 [1]-10; Public Speaking (A) IQ+2 [1]-14; Riding (Wyern) (A) DX-1 [1]-14; Savoir-Faire (Barbarian) (E) IQ [1]-12†; Sex Appeal (Human) (A) HT [1]-16†; Stealth (A) DX [2]-15; Thrown Weapon (Axe/Mace) (E) DX+6 [4]-21; Two-Handed Axe/Mace (A) DX+8 [27]-23; Wrestling (A) DX [2]-15.Techniques: Close Combat (Two-Handed Axe/Mace) (H) [5]-19; Targeted Attack (Two-Handed Axe/Mace Swing/Skull) (H) [5]-20.
† Conditional +3 from 'Charisma' when making Influence rolls.
Equipment
1× Cold Dragonscale Harness (All; DR (11); Dragonscale; Fine; Reinforced Vitals; SM +1; $181912.5; 103.95 lb); 1× Great Axe (Hammer; Spear; Dwarven; Silver-coated; Oversized; Balanced; Fine; $4650; 13.5 lb); 1× Hot Dragonhide Undersuit (All; DR (2); Dragonhide; Fine; Reinforced Vitals; SM +1; $17860.5; 14.74 lb); 4× Throwing Axe (Dwarven; Silver-coated; Balanced; Fine; $4800; 16 lb).$91,000 in additional gear.
Encumbrance
[None]: Basic Lift 304 lb. Ground Move 7 yd. Dodge 12.Light: Basic Lift 608 lb. Ground Move 5 yd. Dodge 11.
Medium: Basic Lift 912 lb. Ground Move 4 yd. Dodge 10.
Defenses
Parry: 15 (Two-Handed Axe/Mace). Dodge: 12. DR: 13+6 (Torso).Melee Attacks
Brawling • Punch (15): 4d-1 cr. Reach C,1.Brawling • Kick (13): 4d cr. Reach C,1.
Great Axe • Primary (24): 6d+7 cut. Reach 1,2*.
Great Axe • Hammer (24): 6d+6 cr. Reach 1,2*.
Great Axe • Spear (11): 4d+5 imp. Reach 1,2*.
Throwing Axe (21): 6d+3 cut. Reach 1.
Ranged Attacks
Throwing Axe (22): 6d+5 cut. Acc 2. Range 37 yd / 56 yd. RoF 1. Shots T(1).Majestic Knight 747 points
The knight was also a straightforward attempt to get an aristocrat knight with high skill and lots of Extra Attack. ST and DX are higher than they probably need to be, but it's all good. A lot points got spent on techniques, combat perks, and especially style familiarities.The contact represents a network of cousins, uncles, aunts, and siblings spread across the game world, with a reasonable amount of pull in the local feudal culture. I wanted something different than Barbarian's direct leadership position, though as a Status 2 character, the knight has a fair number of armed retainers available anyway.
She's armed with a variety of high quality weapons (flail, halberd, lance, longbow, longsword) and wears meteoric iron jousting plate with mithril chain underneath. She has enough money left over to replace that armor with massive plate made from celestial steel, for +2 DR, but I wanted to have something that didn't glow in the dark to make sneaking possible. She rides a spirit horse that has layered dragonhide and elven barding for +11 to DR.
ST 27* [40]; DX 17 [80]; IQ 12 [0]; HT 16† [30].
Damage 3d/5d+2; BL 146 lb; HP 33 [12]; Will 12 [0]; Per 12 [0]; FP 16 [0].
Basic Speed 8.00 [-10]; Basic Move 8 [0]; Dodge 12.
* Conditional +2 from 'Striking ST'.
† Conditional +1 from 'Fit'.
Advantages
Ally (Celestial Horse; 50% of starting points; Constantly, *4) [8]; Armor Master Damage Resistance 1 (Only while wearing DR 2+ armor, -20%) [4]; Combat Reflexes [15]; Contact (Eextended Family; Effective Skill Aristocrat!-15; 12 or less, *2; Usually Reliable, *2; Universal, +100%) [16]; Enhanced Block 3 [15]; Extra Attack 2 [50]; Extra Basic Speed +0.25 (Affects Speed, +0%) [5]; Extra DX 3 [60]; Extra HT 3 [30]; Extra IQ 2 [40]; Extra ST 13 [130]; Fit [5]; High Pain Threshold [10]; Injury Tolerance (Damage Reduction (/2), +50) [50]; Luck [15]; Social Regard 1 (Venerated) [5]; Status +2 [10]; Striking ST 2 [10]; Trading Character Points for Money $4,000 [8]; Trained By A Master [30].Perks: Form Mastery (Knight!); Grip Mastery (Knight!); Quick-Sheathe (Knight!); Reach Mastery (Knight!); Sacrificial Parry (Knight!); Shoves and Tackles (Knight!); Style Familiarity (Archery - Kyudo); Style Familiarity (Armatura); Style Familiarity (Armatura Equestris); Style Familiarity (Boxing - Bare-Knuckle Boxing); Style Familiarity (Knightly Mounted Combat - High Medieval); Style Familiarity (Longsword Fighting); Style Familiarity (Masters of Defence Weapon Training); Style Familiarity (Smasha); Style Familiarity (Spear Fighting - Viking Spear Fighting); Style Familiarity (Wrestling - Combat Wrestling); Suit Familiarity (Layered Armor); Sure-Footed (Slippery); Sure-Footed (Uneven). [19]
Disadvantages
Bad Temper (12 or less, *1) [-10]; Code of Honor (Chivalry) [-15]; Obsession (Slay a specific type of monster; 12 or less, *1) [-5]; Sense of Duty (Adventuring companions) [-5].Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; _Unused Quirk 4; _Unused Quirk 5. [-5]
Skills
Axe/Mace (A) DX+4 [0]-21; Bow (A) DX+4 [0]-21; Boxing (A) DX+4 [0]-21; Brawling (E) DX+4 [0]-21; Broadsword (A) DX+4 [0]-21; Carousing (E) HT [1]-16; Climbing (A) DX-1 [1]-16; Crossbow (E) DX+4 [0]-21; Fast-Draw (Knife) (E) DX+5 [0]-22; Fast-Draw (Sword) (E) DX+5 [0]-22; Fast-Draw (Two-Handed Sword) (E) DX+5 [0]-22; Flail (H) DX+4 [0]-21; Flying Leap (H) IQ-2 [1]-10; Jumping (E) DX [1]-17; Knife (E) DX+4 [0]-21; Knight! (WC) DX+4 [94]-21; Lance (A) DX+4 [0]-21; Polearm (A) DX+4 [0]-21; Power Blow (H) Will-2 [1]-10; Riding (A) DX+4 [0]-21; Shield (Shield) (E) DX+4 [0]-21; Stealth (A) DX-1 [1]-16; Two-Handed Flail (H) DX+4 [0]-21; Two-Handed Sword (A) DX+4 [0]-21.Techniques: Armed Grapple (Knight!) (H) [3]-21; Close Combat (Knight!) (H) [5]-17; Dual-Weapon Attack (Knight!) (H) [5]-21; Feint (Knight!) (H) [5]-25; Targeted Attack (Knight! Thrust/Face) (H) [4]-19.
Equipment
1× Dragonhide Horse Barding (All; DR (2); Dragonhide; Fine; Reinforced Vitals; SM +1; $17860.5; 14.74 lb); 1× Halberd (Dwarven; Orichalcum; Silver-coated; Balanced; Fine; $7350; 12 lb); 1× Jousting Plate Harness (All; DR (13); Meteoric; Dwarven; Fine; Fluted; Hardened; $291200; 61.92 lb); 1× Lance (Meteoric; Silver-coated; Balanced; Fine; $1680; 6 lb); 1× Large Shield (Mirrored; Orichalcum; Balanced; Fine; $14850; 12.5 lb); 1× Light Mithril Mail Suit (All; DR (5); Mithril; Elven; Fine; Hardened; Reinforced Vitals; $105000; 18.14 lb); 1× Longbow (ST 27; Elven; Balanced; Fine; $4800; 3 lb); 1× Longsword (Orichalcum; Silver-coated; Balanced; Very Fine; $38500; 4 lb); 1× Mail Horse Barding (All; DR (9); Elven; Fine; Hardened; Reinforced Vitals; SM +1; $116943.75; 91.85 lb); 1× Morningstar (Dwarven; Meteoric; Silver; Balanced; Fine; $3920; 6 lb).$400,000 in additional equipment.
Encumbrance
[None]: Basic Lift 146 lb. Ground Move 8 yd. Dodge 12.Light: Basic Lift 292 lb. Ground Move 6 yd. Dodge 11.
Medium: Basic Lift 438 lb. Ground Move 4 yd. Dodge 10.
Defenses
Parry: 14 (Knight!). Block: 17 (Shield (Shield)). Dodge: 12. DR: 18+1 (Torso).Melee Attacks
Boxing (21): 3d+5 cr. Reach C.Brawling • Kick (19): 3d+3 cr. Reach C,1.
Halberd • Swing/cut (22): 5d+8 cut. Reach 2,3*.
Halberd • Swing/imp (22): 5d+7 imp. Reach 2,3*.
Halberd • Thrust (22): 3d+4 imp. Reach 1–3*.
Lance (22): 3d+4 imp. Reach 4.
Large Shield • Bash (22): 3d cr. Reach 1.
Large Shield • Rush (22): slam+3 cr. Reach 1.
Longsword • 1H Swing (22): 5d+5 cut. Reach 1.
Longsword • 1H Thrust (22): 3d+4 imp. Reach 1,2.
Longsword • 2H Swing (22): 5d+4 cut. Reach 1.
Longsword • 2H Thrust (22): 3d+4 imp. Reach 1,2.
Morningstar (22): 5d+5 cr. Reach 1.
Ranged Attacks
Longbow ST 27 (21): 3d+1 imp. Acc 4. Range 486 yd / 648 yd. RoF 1. Shots 1(2).Majestic Scout 750 points
This is very much not the kind of character I would design, but my friends might: a half-infernal, half winged elf scout. He's decent but mostly nothing exceptionally socially, but leverages Spirit Empathy and some selective Charisma to get along well with spirits.There's not much else to say here: scout design for DF is pretty much a solved science, and there's only so much variation. The odd bit is a winged elf riding a pegasus, since the pegasus is a fair bit faster. The pegasus is unarmored, but the elf can fly if the pegasus is killed while airborne.
Armor is a reasonably inexpensive full, heavy mail suit with a giant spider silk liner. Weapons are the obligatory elven balanced composite bow with Weapon Master and a pair of orichalcum sabers that will never break (because they'll never be used). They're stylish, though.
It's a little crazy to say when talking about 750 points, but if I could free up some points I'd want to buy Infernal Dark Vision. If I were designing this character for myself, I'd be a heretic and drop Weapon Master (Bow) and possibly Enhanced Tracking in order to get Infernal Dark Vision, but I know I'm the only person who thinks that way so I went with the conventional build.
ST 20 [30]; DX 17 [60]; IQ 13 [20]; HT 15* [20].
Damage 2d-1/3d+2; BL 80 lb; HP 20 [0]; Will 13 [0]; Per 16 [15]; FP 16 [0].
Basic Speed 9.00 [10]; Basic Move 9 [0]; Dodge 13.
* Conditional +1 from 'Fit'.
Templates and Meta-Traits
Infernal (Dungeon Fantasy; p. DF3:12) [75]; Scout (Dungeon Fantasy; p. DF1:10) [0]; Winged Elf (Dungeon Fantasy; p. DF3:7) [25].Advantages
Ally (Pegasus; 25% of starting points; Constantly, *4) [4]; Ambidexterity [5]; Charisma 4 (Accessibility: Spirits Only, -40%) [12]; Combat Reflexes [15]; Craftiness 2 [10]; Danger Sense [15]; Enhanced Tracking 1 (Multiple Lock-Ons, +20%) [6]; Extra DX 2 (Affects DX, +0%) [40]; Extra HT 2 [20]; Extra IQ 2 [40]; Extra ST 7) [70]; Forest Guardian 4 [20]; Heroic Archer [20]; Injury Tolerance (Damage Reduction (/2), +50) [50]; Luck [15]; Striker 1 (Infernal Tail; Impaling) [8]; Trained By A Master [30]; Weapon Master (Bow; one specific weapon) [20].Perks: Eye for Distance; No Nuisance Rolls (Quick Shooting); Patience of Job; Strongbow; Style Familiarity (Archery - Kyudo); Style Familiarity (Shortsword Fighting). [6]
Disadvantages
Callous [-5]; Greed (12 or less, *1) [-15]; No Sense of Humor [-10]; Overconfidence (12 or less, *1) [-5]; Sense of Duty (Adventuring companions) [-5]; Vow (Never sleep indoors) [-10].Skills
Acting (A) IQ+2 [2]-15; Armoury/TL3 (Missile Weapons) (A) IQ-1 [1]-12; Bow (A) DX+10 [29]-27; Brawling (E) DX+2 [4]-19; Climbing (A) DX-1 [1]-16; Detect Lies (H) Per [4]-16; Diplomacy (H) IQ+1 [8]-14†; Fast-Draw (Arrow) (E) DX+5 [1]-22; Fast-Draw (Sword) (E) DX+1 [1]-18; Flying Leap (H) IQ-2 [1]-11; Jumping (E) DX [1]-17; Power Blow (H) Will-2 [1]-11; Riding (Pegasus) (A) DX+1 [13]-18; Running (A) HT-1 [1]-14; Saber (A) DX+3 [12]-20; Scout! (WC) IQ+2 [48]-15; Shadowing (A) IQ+1 [4]-14; Stealth (A) DX+7 [4]-24; Weather Sense (A) IQ-1 [1]-12; Wrestling (A) DX [2]-17.Techniques: Combat Riding (Riding (Pegasus)) (H) [5]-22; Hands-Free Riding (Riding (Pegasus)) (H) [4]-18; Mounted Shooting (Bow/Pegasus) (H) [3]-25; Quick-Shot (Bow) (H) [2]-27.
† Conditional +4 from 'Charisma' when making Influence rolls on Spirits.
Equipment
1× Composite Bow (ST 22; Weapon Master Damage Bonus; Elven; Balanced; Fine; $21600; 4 lb); 1× Layered Cloth Undersuit (All; DR (1); Giant Spider Silk; Reinforced Vitals; Thieves; Very Fine; $5922; 4.41 lb); 1× Hooded Mail Hauberk and Leggings (All; DR (9); Athletic; Elven; Fine; Hardened; Reinforced Vitals; Thieves; $89775; 40.82 lb); 2× Saber (Orichalcum; Silver-coated; Balanced; Fine; $54600; 4 lb).$30,000 in additional equipment.
Encumbrance
[None]: Basic Lift 80 lb. Ground Move 9 yd; Air Move 18 yd. Dodge 13.Light: Basic Lift 160 lb. Ground Move 7 yd; Air Move 14 yd. Dodge 12.
Medium: Basic Lift 240 lb. Ground Move 5 yd; Air Move 10 yd. Dodge 11.
Defenses
Parry: 14 (Saber). Block: 10 (DX). Dodge: 13. DR: 10*+1 (Torso).Melee Attacks
Brawling • Punch (19): 2d cr. Reach C.Brawling • Bite (19): 2d cr. Reach C.
Brawling • Kick (17): 2d+3 cr. Reach C,1.
Saber • Swing (21): 3d+2 cut. Reach 1.
Saber • Thrust (21): 2d+1 imp. Reach 1.
Striker Infernal Tail; Impaling (19): 2d+3 imp. Reach C.
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