Upgrading Anne Boonchuy, Sasha Waybright, and Marcy Wu to 150-point delvers by adding a second upgrade module to examine a middle-ground between 125 and 187.
We know from previous examinations that the 125-point template provides the vast share of weapon skill points and all the non-weapon skill points. So the only differences between 125 and 187 points are a second upgrade module, a handful of skill points for weapons skills, and increased attributes.
Using Anne as the example, since Strong Delvers are at the front of the book: the 125-point template provides 60 points of attributes and 15 points of weapon skills whereas the 187-point template provides 90 points of attributes and 22 points of weapon skills in addition to a second 25-point upgrade module. By my math, that is an extra 30 points in attributes, 7 points in weapon skills, and 25 points in upgrades which makes 62, the difference between 125 and 187. Both templates provide the Knight basic and advanced class modules with the exact same attributes, advantages, and skills and the first upgrade module. This is similar with Fast Delvers (62 AT, 13 skills vs 90 AT, 22 skills) and Smart Delvers (60 AT, 15 skills vs 80 AT, 32 skills)
So, if we take the 125-point template and add a second upgrade module, that would make a 150-point character who trails the 187-point template by 32 points of attributes and skills. The additional weapon skills, if put into one weapon, are about +2 to skill for Strong and Fast Delvers. For Smart Delvers, it is +1 since they spend most of the extra skill points on non-combat skills and spells. The extra attribute points generally increase DX or IQ, which would give +1 to all of their dependent skills. So this 150-point level is a bit less consistent than the higher point level but, with the extra upgrade module, provides additional room for Blood Gifts.
My ideal point total needs to be high enough to feel like the Scions are better, faster, stronger, smarter while not letting their capabilities go beyond my limited skill in challenging them. Per playtest reporting, the 125-point template is surprisingly robust in combat and the front-loading of skill points certainly explains part of that. The single upgrade module of the 125-point template forces players to make a trade-off between additional class abilities or Blood Gifts. I was initially drawn to the 187-point template because it had two upgrade modules, letting players splash Blood Gifts without losing out completely on class upgrades. So now I have arrived at trying an additional upgrade module at 125 points and hoping that the loss of the extra attributes and skill points keeps them a bit limited in combat potential.
Anne Boonchuy, Giantkin Knight [152 Points]
Scion of Yaksha [CER 50, OR 30, PR 20]
ST 12 [20] HP 12 [0] Thr 1d-1 Sw 1d+2
DX 12 [40] Will 10 [0] Speed 6.00 [0] BL 29lbs
IQ 10 [0] Per 10 [0] Move 6 [0]
HT 12 [20] FP 12 [0]
Dodge 10 Parry (Greatsword) 15
Greatsword (17): 1d+5 cut, Reach 1,2; 1d+2 imp, Reach 2
Fangs (12): 1d-2 imp, Reach C
Throwing Axe (14): 1d+4 cut, Acc 2, Range x1/x1.5, Bulk -3.
Blood Gifts: Fangs [2]
Advantages: Born War-Leader 2 [10], Combat Reflexes [15], Enhanced Parry 3 [15], Feverish Defense [1], Heroic Grace [9], Heroic Might [9], Heroic Vitality [9], High Pain Threshold [10], Rallying Cry [5], Sacrificial Parry [1].
Disadvantages: Charitable (12) [-15], Code of Honor (Chivalry) [-15], Honesty (12) [-10], Selfless (12) [-5], Sense of Duty (Adventuring Companions) [-5].
Quirks: .
Skills: Armory (Melee Weapons)-9 [IQ/A, 1], Brawling-12 [DX/E, 1], Connoisseur (Weapons)-11* [IQ/A, 1], Fast-Draw-12 (Axe/Mace) [DX/E, 1], Knife-12 [DX/E, 1], Leadership-11* [IQ/A, 1], Savoir-Faire-12* [IQ/E, 1], Strategy-10* [IQ/H, 1], Tactics-10* [IQ/H, 1], Thrown Weapon (Axe/Mace)-14 [DX/E, 4], Two-Handed Sword-17 [DX/A, 20], Wrestling-11 [DX/A, 1].
*include +2 for Born War-Leader
Sasha Waybright, Giantkin Swashbuckler [150 Points]
Scion of Atlas [CER 52, OR 32, PR 20]
ST 13 [30] HP 14 [2] Thr 1d Sw 2d-1
DX 13 [60] Will 10 [0] Speed 6.25 [0] BL 39lbs
IQ 10 [0] Per 10 [0] Move 6 [0]
HT 12 [20] FP 12 [0]
Dodge 10/12 Parry (Rapier) 12/14 Block 13
Edged Rapier (17): 2d+3 cut, Reach 1,2; 1d+2 imp, Reach 1,2.
Thrown Large Knife (13): 1d imp, Acc 0, Range x0.8/x1.5, Bulk -2.
Advantages: Ambidexterity [5], Combat Reflexes [15], Great Void [10], Runecarved Possession (Rapiers) [2], Signature Gear (Rapiers) [2], Trademark Move [1], Two-Weapon Training [5], Weapon Bond (Rapiers) [2], Weapon Master (Rapier) [20].
Disadvantages: Bully (12) [-10], Callous [-5], Code of Honor (Soldier's) [-10], Intolerance (Low-Class Rabble) [-5], Jealousy [-10], Stubbornness (6) [-10].
Quirks: .
Skills: Acrobatics-12 [DX/H, 2], Carousing-12 [HT/E, 1], Climbing-12 [DX/A, 1], Cloak-14 [DX/A, 4], Fast-Draw (Rapier)-13 [DX/E, 1], Intimidation-10* [Will/A, 1], Jumping-13 [DX/E, 1], Rapier-17^ [DX/A, 12], Stealth-12 [DX/A, 1], Streetwise-9 [IQ/A, 1], Thrown Weapon (Knife)-13 [DX/E, 1], Wrestling-12 [DX/A, 1].
*includes +1 for Callous
^includes +1 for Weapon Bond
Marcy Wu, Giantkin Thief [125 Points]
Scion of Memnor [CER 28, OR 15, PR 13]
ST 10 [0] HP 11 [2] Thr 1d-2 Sw 1d
DX 12 [40] Will 10 [0] Speed 6.00 [0] BL 20lbs
IQ 12 [40] Per 13 [5] Move 6 [0]
HT 12 [20] FP 12 [0]
Dodge 9 Parry (Main-Gauche) 9
Main-Gauche (12): 1d-3 cut, Reach C,1; 1d-2 imp, Reach C,1.
Pistol Crossbow (13): 1d imp, Acc 1, Range x15/x20, Shots 1(4), Bulk -4
Blood Gifts: Extra Life [25]
Advantages: Gizmos 2 [10], Honest Face [1], Wealth (Comfortable) [10], Widget-Worker 2 [10].
Disadvantages: Chummy [-5], Curious (12) [-5], Klutz [-5], Oblivious [-5], Odious Personal Habit (journaling) [-5], Sense of Duty (Adventuring Companions) [-5], Skinny [-5], Xenophilia (9) [-15].
Quirks: .
Skills: Acrobatics-10 [DX/H, 1], Alchemy-10 [IQ/VH, 2] Brawling-12 [DX/E, 1], Carousing-12 [HT/E, 1], Cartography-11 [IQ/A, 1], Climbing-11 [DX/A, 1], Crossbow-13 [DX/E, 2], Escape-10 [DX/H, 1], Forced Entry-14* [DX/E, 1], Gesture-12 [IQ/E, 1], Herb Lore-10 [IQ/VH, 2], Holdout-11 [IQ/H, 2], Lockpicking-14* [DX/A, 2], Main-Gauche-12 [DX/A, 2], Merchant-13 [IQ/A, 4], Pickpocket-10 [DX/H, 1], Research-11 [IQ/A, 1], Search-12 [Per/A, 1], Shadowing-11 [IQ/A, 1], Sleight of Hand-10 [DX/H, 1], Stealth-11 [DX/A, 1], Streetwise-12 [IQ/A, 2], Traps-14* [IQ/A, 2], Urban Survival-13 [Per/A, 2].
*includes +2 for Widget-Worker
Notes:
Anne took an upgrade module the first time but swapped some abilities and bought Fangs with leftover points. Now she picks up additional Blood Gifts in the form of Heroic Grace/Might/Vitality to model her gem-fueled super form. Each of those is 9 points (27 total), so she had to give back Penetrating Voice [1] and 1 point in Armory to make up the difference. I am not spending any Quirk points for them but she could certainly buy them back with quirks if she does not need the money for equipment.
Sasha took Blood Gifts as her first upgrade module, so now she chooses class abilities with Not Left-Handed, finally giving her the dual-sword style she picks up in the show and eliminating the attack penalties. Instead of the extra weapon skill points and Trademark Move, I purchased Signature Gear and Runecarved Possession for both rapiers and bought Weapon Bond for the second rapier. Sasha probably starts the fight with cloak and rapier for defense and can switch to dual-wielding with a Fast-Draw if she smells blood and wants to increase her damage output.
Marcy too an upgrade module the first time so now she is buying a very rare Blood Gift. Spoilers.
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