I've been thinking about a way to make better "mundane" helpers for RPM,
and it occurs to me that DF: Henchmen already has an excellent Perk
that could serve with a bit of tweaking. The following Perk and the template which makes use of it are designed to make charm and potion shops viable for 100 - 200 point casters.
Knows the Words: This Perk lets you offer assistance with RPM
rituals. You must specialize in one specific spell, one which has
already been defined (e.g., Chill, Rain of Fire, etc.). Each assistant
with Knows the Words negates -1 in penalties for long rituals (so a
character with 1 assistant can gather up to 5 times without accruing
penalties, one with 2 up to 8, one with 3 up to 11, etc.). In order for
this to function, the spell must be cast using non-adept casting times.
That done, here's a template adapted from the Cultist in DF:15 designed with a MH campaign in mind as a possible sidekick for a "junior champion", the "mystical assistant" (50 points):
Attributes: ST 10 [0]; DX 10 [0]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 10 [0]; Per 10 [0]; FP 11 [0]; Basic Speed 5.00 [-5]; Basic Move 5 [0].
Advantages: Knows the Words (x3) [3], Energy
Reserve 3 [9] • 20 points chosen from among ST +1 or +2 [10 or 20], IQ
+1 [20], DX +1 [20], HT +1 or +2 [10 or 20], HP +1 to +3 [2/level], Will
+1 to +4 [5/level], Appearance (Attractive, Handsome, or Very Handsome)
[4, 12, or 16], Autotrance [1], Energy Reserve 1 - 5 [3/level],
Fearlessness [2/level], Fit [5] or Very Fit [15], Hard to Kill
[2/level], High Pain Threshold [10], Higher Purpose (Sacrifice yourself
for Master) [5], Knows the Words [1/spell], Lifting ST 1-3 [3/level],
Rapid Healing [5] or Very Rapid Healing [15], Resistant to Demonic
Powers (+3) [3], Resistant to Disease (+3) [3], Resistant to Poison (+3)
[5], Resistant to Spirit Powers (+3) [3], or Striking ST 1-3 [5/level].
Disadvantages: -20 points chosen from among Appearance
(Unattractive, Ugly, or Hideous) [-4, -8, or -16], Chummy [-5] or
Gregarious [-10], Clueless [-10], Delusions (Any belief that holds
Master to be more capable than he is) [-5], Easy to Read [-10],
Fanaticism (Serving Master) [-15], Gullibility [-10*], Hunchback [-10],
Impulsiveness [-10*], No Sense of Humor [-10], Oblivious [-5], Obsession
(Supporting Master’s Obsession of equivalent severity) [-5* or -10*],
Overconfidence [-5*], Selfless [-5*], Sense of Duty (Master) [-2],
Skinny [-5], Wealth (Struggling or Poor) [-10 or -15], or any of the
following problems that Master possesses, in exactly the form given on
his character sheet: Bloodlust, Callous, Charitable, Code of Honor,
Compulsive Behavior, Disciplines of Faith, Fanaticism, Honesty,
Intolerance, Lecherousness, Paranoia, Pyromania, Sense of Duty,
Truthfulness, or Vow.
Primary Skills: Thaumatology (VH) IQ-1 [4]-9 • three
of Hidden Lore (any) or Occultism, both (A) IQ+1 [4]-11; Expert Skill
(Thanatoloy) or Poisons (H) IQ [4]-10; Alchemy (VH) IQ-1 [4]-9;
Intimidation (A) Will+1 [4]-11; Exorcism (H) Will [4]-10; or 1 skill at
+1.
Secondary Skills: Three of Dancing or Stealth, both DX (A)
[2]-10; Panhandling (E) IQ+1 [2]-11; Fast-Talk, Propaganda, Public
Speaking, Research, Speed-Reading, Teaching, or Writing, all (A) IQ
[2]-10; Diagnosis, Diplomacy, Musical Instrument (any), or Philosophy
(any), all (H) IQ-1 [2]-9; Singing (E) HT+1 [2]-13; Lifting (A) HT
[2]-12; Scrounging (E) Per+1 [2]-11; 2 points to raise one of those
skills by a level; or 2 points to buy an unselected primary skill. • One
of Judo or Karate (H) DX [4]-10; Axe/Mace, Boxing, Broadsword, or
Wrestling, all (A) DX+1 [4]-11; or Brawling, Fast-Draw (Gun or Knife) or
Guns (any) (E) DX+2 [4]-12.
Background Skills: Five of Climbing or Driving (A) DX-1
[1]-9; Computer Operations or Gesture, both (E) IQ [1]-10; Streetwise
(A) IQ-1 [1]-9; Carousing (E) HT [1]-12; Observation, Search, or Urban
Survival, all (A) Per-1 [1]-9; or take 2 points in any Primary or
Secondary Skill, or raise any skill by 1 level.
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