Delvers to Grow Unofficial modules
Delvers to Grow is a product by Gaming Ballistic that allows you to create characters quickly. It does this by using 25-point Upgrade modules and -25 point Disadvantage modules (together with professional modules). This is the thread to post your own modules.
Two things: 1) All of these are unofficial. The GM has even more rights than usual to say "no". 2) Doug is working on a "Townies and Hirelings" expansion for quick-build NPCs. Format: NAME OF MODULE Type: Upgrade module or Disadvantage module Short blurb about the module. Prerequisite: If there are any prerequisites they go here. Attributes, Secondary Characteristics, Advantages, Skills, Disadvantages: How the module is built. Each gets its own entry, if present. Doug also asked me to remind you that he has a Kickstarter going: https://www.kickstarter.com/projects...d-enemies-book This is for a bestiary, which is always nice. Adding upgrade and disadvantage modules to monsters would be a quick way to create new and exciting things for your PCs to kil... interact with. |
Re: Delvers to Grow Unofficial modules
ZEALOT
Type: Disadvantage module [-25 points] You really believe in your god. You are particularly scrupulous about following their strictures and ordinances, and you don't really care for people who worship other gods. After all, yours is just better. Disadvantages: Fanaticism (Religion) [-15]; either Intolerance (Religious) [-10] or Intolerance (Evil religions) [-5] and Odious Personal Habit (holier than thou) [-5]. |
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Re: Delvers to Grow Unofficial modules
DIVINE DABBLER
You have learned a little spellcasting. You are nowhere near as good at casting spells as a cleric or a druid, but you have an extra tool in your toolbox when there’s an emergency. PREREQUISITES: Holy Warrior or Scout. SECONDARY CHARACTERISTICS: Per +1 (Scout) [5] or Will +1 (Holy Warrior) [5]. ADVANTAGES: Divine Dabbler [10]. SKILLS: Put 1 point into each of 10 spells. The “Divine Dabbler” advantage does two things: 1) It gives you access to 10 different spells. Casting these spells is dependent on Sanctity (for holy warriors) or Nature’s Strength (for scouts). It does not give you any bonus to casting. Nor does the Holiness advantage. Be happy that you can cast spells at all. 2) It allows you to cast these spells using Perception (for scouts) or Will (for holy warriors) instead of IQ. Holy Warrior: Armor, Bravery, Final Rest, Light, Might, Minor Healing, Purify Water, Sense Evil, Sense Spirit, Shield, Vigor. Scout: Beast-Rouser, Best-Soother, Coolness, Detect Poison, Find Direction, Purify Water, Quick March, Seek Food, Seek Water, Warmth. |
Re: Delvers to Grow Unofficial modules
AMBITIOUS
Type: Disadvantage You are ambitious, sure of yourself and desire only to rise in rank. To this end, you will climb every mountain, swim every ocean, and slay any monster. You're not fond of other people who try to steal your limelight. DISADVANTAGES: Jealousy [-10]; Obsession (Rise in rank, gain power, etc.) [-10*]; Overconfidence (12) [-5] |
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BLADESINGER
Type: Upgrade module You have learned the art of the bladesong, enhancing your fighting with your singing and magic. As long as you sing, you gain the benefits of Weapon Master with a weapon of your choice. This ability is mana-sensitive and does not work in a no-mana area. In a low-mana area, the damage bonus is halved and you choose at the beginning of your round if you want the halved penalty for Rapid Strikes or parrying. You do not get both. Your Bardsong Talent does not add to your skill level with your blade, but it strengthens your blade, adding to any breakage rolls you must make. PREREQUISITES: Bard. ADVANTAGES: Weapon Master (One weapon, Bardic) [14]. SKILLS: Put 8 points in your primary weapon skill, 2 points in Acrobatics, and 1 point in Fast-Draw (any). NOTE: This module will allow the bard to step a little on the Swashbuckler's toes, and so may not be suitable for parties with members of both professions. However, in a party without a swashbuckler it gives the bard a fighting boost. |
Re: Delvers to Grow Unofficial modules
JOTUNBLOD
TYPE: Disadvantage module One of your ancestors dallied with a jotun. Why? How? Who knows. It's better not to speculate, really. The social stigma is palpable, and your yellow eyes and horn-like bumps on your forehead don't really help matters. As a result, you have become something of a recluse and don't really like company. DISADVANTAGES: Appearance (Ugly) [-8]; Loner (12) [-5]; Social Stigma (Savage) [-10]; Unnatural Appearance 2 [-2] THURSUNGI TYPE: Upgrade module One of your ancestors dallied with a thurs. Why? How? Who knows. It's better not to speculate, really. Your ancestry allows you to heal damage much quicker and see in the dark. PREREQUISITE: Strong Delver. ADVANTAGES: Night Vision 5 [5]; Trollish Regeneration [20]. All wounds except those caused by fire or acid heal at a rate of 1 HP/hour rather than 1 HP/day. |
Re: Delvers to Grow Unofficial modules
TROLL GOLF
TYPE: Upgrade module You have mastered the humongous club and the ancient sport of troll golf. Legends tell of King Tirfing who would play this game with his subjects, using nordalfar as balls. PREREQUISITES: Strong delver, ST 15+ ADVANTAGES: Weapon Master (Humongous Club) [20]; FORE! [1]. SKILLS: Put 4 points in Two-Handed Axe/Mace. FORE! [1] By shouting the magic word "fore!" before making an attack, you can double knockback. This works once per day (although you can retry if you miss) and only with the humongous club. |
Re: Delvers to Grow Unofficial modules
Here is a contribution, somewhere between a Barbarian and a Knight:
Strong Delver – Basic Module Man-at-Arms [25] A competent soldier or guardsmen, you are a veteran, but unlike a knight, battlefield leadership isn’t your strength. The knight or other leader can point you in the right direction, and you’ll get the job done. Like a knight you’ll want to save your quirk points or slush fund to buy an effective weapon and some decent armor by trading points for cash. Advantages: Combat Reflexes [15] Skills: Spend 2 points in each of: Armory (Body Armor or Melee Weapons) (IQ/A), Fast-Draw (any) (DX/E), Knife (DX/E), Tactics (IQ/H), and Wrestling (DX/A). Weapon Recommendations: Axe/Mace and Shield, Broadsword and Shield, Polearm, Two-Handed Axe, or Two-Handed Sword. Strong Delver– Advanced Module Man-at-Arms II [50] With boosts to ST and DX plus High Pain Threshold and combat skills boost, this module is a nice all-around improvement to a man-at-arms offense and defenses. Although you can handle ranged combat, you like to mix it up with opponents, but like a knight, leading a melee off with a ranged volley isn’t a bad tactic. Attributes: ST +1 [10], DX +1 [20] Advantages: High Pain Threshold [10] Skills: Spend eight points on your primary weapon skill or on a new weapon skill appropriate to your profession and spend two more points on your ranged weapon skill. Ranged/Secondary Weapon Skills: Bow (DX/A), Crossbow (DX/E), Sling (DX/H), Throwing (DX/A), or Thrown Weapon (Axe/Mace) (DX/E). UPGRADE MODULES “Man-at-Arms” module counts as a “Knight” module for Upgrade Module prerequisites. |
Re: Delvers to Grow Unofficial modules
Very nice. I might steal this.
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Re: Delvers to Grow Unofficial modules
Rather than inventing a Man-At-Arms profession, maybe make alternative professional packages? Here's one for a martial artist more focused on weapons.
ALTERNATIVE MARTIAL ARTIST II 50 points This Martial Artist II package is for martial artists who specialize in using “monk” weapons – kama, kusari, nunchaku, quarterstaff, sai, siangham (short spear), and shuriken. SECONDARY CHARACTERISTICS: +1 Basic Move [5]. ADVANTAGES: Weapon Master (Monk weapons) [30]. SKILLS: Three points in Acrobatics, one point in Meditation, in one of your secondary weapon skills. CHI SKILLS: Weapon Master does not give access to the full range of Chi skills. Put two points each into five of the following skills: Blind Fighting, Breaking Blow, Immovable Stance, Kiai, Parry Missile Weapons, Power Blow, Push, Throwing Art. If applicable, these work only when you are wielding a monk weapon. SECONDARY WEAPON SKILLS: Crossbow, Throwing Art, Thrown Weapon (Knife, Shuriken or Spear). |
Re: Delvers to Grow Unofficial modules
ILL-TEMPERED
-25 points You have a tendency to go a little crazy when you’re teased. And then a lot crazy when you actually get in a fight. This makes you dangerous to be around, and even more dangerous to fight. If you have this disadvantage, remember that use Active Defenses while berserk. You would be wise to invest in copious amounts of HP and armor. DISADVANTAGES: Bad Temper (9) [-15]; Berserk (12) [-10]. OLD PROFESSOR -25 points You’re the archetypal old professor: absent-minded, not too socially competent and prone to using arcane terminology and ramble on about things no one is interested in. Woe to the man you corner at a party!DISADVANTAGES: Absent-Mindedness [-15]; Oblivious [-5]; Odious Personal Habit (rambles on and on...] [-5]. ONE ARMED BANDIT -25 points You are a criminal who got caught once too often and was sentenced to lose your arm.DISADVANTAGES: One Arm [-20]; Social Stigma (Criminal) [-5]. |
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Variant knight without leadership stuff probably doesn't do that, but overall, as you say, this is the "all fight, all the time" variant, which has it's own appeal (and in fact, the Champion path from That Other Game, contrasted with the Battle Master, shows this split as well). |
Re: Delvers to Grow Unofficial modules
For Strong Delvers:
Ferocious Fighter You're effective in the attack, less because of skill than enthusiasm. You power through opponents rather than relying on finesse Prerequisite: Barbarian, Holy Warrior or Knight Attributes: +1 ST [10] Advantages: Mighty Blow [1], Striking ST +2 [10] Skills: 4 points in preferred melee weapon Also, one suggestion to modify Veteran - lower Fearlessness to 3 and add 4 points in Tactics. A veteran should have a good sense on what to do in a fight. |
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