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Old 11-19-2021, 10:06 AM   #1
Anders
 
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Default 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.
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Old 11-19-2021, 10:08 AM   #2
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Default 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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Last edited by Anders; 11-19-2021 at 11:27 AM. Reason: Edited to take Doug's feedback into account
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Old 11-19-2021, 10:16 AM   #3
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Default Re: Delvers to Grow Unofficial modules

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Originally Posted by Anders View Post
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]; Intolerance (Religious) [-10].
See Hand of Asgard, p. 2 for some cautions and advice on what this will do for you and to you in a Nordlond campaign. For other settings, it's probably "use as-is."
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Old 11-19-2021, 12:23 PM   #4
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Default 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.
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Old 11-21-2021, 05:56 AM   #5
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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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Old 11-21-2021, 08:12 AM   #6
DouglasCole
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Default Re: Delvers to Grow Unofficial modules

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Originally Posted by Anders View Post
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]
I’d almost call this glory hound or something more hostile. Megalomaniac perhaps.
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Old 11-24-2021, 04:22 AM   #7
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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.
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Last edited by Anders; 11-24-2021 at 12:18 PM.
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Old 11-25-2021, 05:43 AM   #8
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Default 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.
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Last edited by Anders; 11-28-2021 at 04:07 AM.
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Old 11-28-2021, 04:12 AM   #9
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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.
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Old 12-11-2021, 11:06 AM   #10
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Default 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.
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