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Old 12-15-2021, 05:39 AM   #11
Anders
 
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Default Re: Delvers to Grow Unofficial modules

Very nice. I might steal this.
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Old 12-15-2021, 02:15 PM   #12
DouglasCole
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Default Re: Delvers to Grow Unofficial modules

Quote:
Originally Posted by DAT View Post
Here is a contribution, somewhere between a Barbarian and a Knight:
I was skeptical at first glance, but this is a solid profession, and saying "like a knight, but less leadership" falls in with some of the comments in the knight writeup in the Strong Delvers book.
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Old 12-17-2021, 05:41 AM   #13
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Default 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).
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Last edited by Anders; 12-17-2021 at 07:14 AM.
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Old 12-17-2021, 07:14 AM   #14
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Default 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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Last edited by Anders; 12-17-2021 at 07:34 AM.
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Old 12-17-2021, 07:39 AM   #15
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Default Re: Delvers to Grow Unofficial modules

Quote:
Originally Posted by DAT View Post
Here is a contribution, somewhere between a Barbarian and a Knight:

Strong Delver – Basic Module
Man-at-Arms [25]
This is a solid munchkin version, with all the flavor and useless non-combat skills stripped out from a "strong delver". Which is right on theme with dungeon fantasy.
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Old 12-17-2021, 09:36 AM   #16
DouglasCole
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Default Re: Delvers to Grow Unofficial modules

Quote:
Originally Posted by Magic_Octopus View Post
This is a solid munchkin version, with all the flavor and useless non-combat skills stripped out from a "strong delver". Which is right on theme with dungeon fantasy.
One of the deliberate constraints we put on the development was "you have to be able to get there from here." So all of the packages and professions had to land somewhere in the neighborhood of all the mandatory things from each profession.

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).
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Old 04-10-2022, 09:28 PM   #17
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Default 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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