GIS for "Generic Thug" |
You can get it here. |
Single One Handed Weapon
This is an enemy that fights with a knife typically, So let's see what we can do to make this interesting. Let's start by giving this guy some decent HT and DX, a Large Knife and some decent skill.
Attack Skill | 6 | Active Defense | 4 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 3 | Health | 2 |
Fatigue Points | 2 | Hit Points | 0 |
Move | 0 | Will | 0 |
Total Offensive Rating (OR) | 11 | Total Protective Rating (PR) | 6 |
Attack Skill | 6 | Active Defense | 4 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 3 | Health | 2 |
Fatigue Points | 2 | Hit Points | 1 |
Move | 2 | Will | 0 |
Total Offensive Rating (OR) | 13 | Total Protective Rating (PR) | 7 |
ST: 10 | HP: 11 | Speed: 6 |
DX: 12 | Will: 10 | Move: 8 |
IQ: 10 | Per: 10 | |
HT: 12 | FP: 12 | SM: 0 |
Dodge: 9 | Parry: 10 | DR: 0 |
Large Knife Swing (16): Reach C,1 1d-2 cut
Traits:
Skills: Knife-16
Class: Mundane
Notes: Carries at least a $40 Large Knife
Good, so we have a weakish, fastish enemy, took roughly 5 minutes. Next!
Two Weapons
Ok, cool, a two handed enemy, let's borrow a page from the ambidextrous Swashbuckler template, and use some fencing weapons.
Attack Skill | 8 | Active Defense | 2 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 5 | Health | 2 |
Fatigue Points | 2 | Hit Points | 0 |
Move | 0 | Will | 0 |
Total Offensive Rating (OR) | 15 | Total Protective Rating (PR) | 4 |
ST: 10 | HP: 11 | Speed: 6 |
DX: 12 | Will: 10 | Move: 6 |
IQ: 10 | Per: 10 | |
HT: 12 | FP: 12 | SM: 0 |
Dodge: 9 | Parry: 9F | DR: 0 |
Saber Swing (13): Reach 1 1d-1 cut
Traits: Ambidexterity, Dual Weapon Attack (Saber)
Skills: Saber-13
Class: Mundane
Notes: Carries at least two $700 Sabers.
Weapon and Shield
Time for a turtley character! Someone with a real good defense, and an iffy offense. Let's see,
Attack Skill | 2 | Active Defense | 8 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 7 | Health | 0 |
Fatigue Points | 0 | Hit Points | 0 |
Move | -1 | Will | 0 |
Total Offensive Rating (OR) | 8 | Total Protective Rating (PR) | 8 |
Let's put the rest of the points into DR to distinguish our turtle from our speedy guys, meaning 4 DR... we will need some decent lifting st for this heavy armor so Lifting ST8. Is it realistic? Who cares! The 20 CER version with those changes is:
Most equipment comes from here. |
ST: 10 | HP: 10 | Speed: 5 |
DX: 10 | Will: 10 | Move: 5 |
IQ: 10 | Per: 10 | |
HT: 10 | FP: 10 | SM: 0 |
Dodge: 10 | Block: 12 | DR: 4 |
Thrusting Broadsword Swing (12): Reach 1 1d+1 cut
Shield Smack (14): Reach 1 1d-2 cr
Traits: Lifting ST 8
Skills: Shield-14, Broadsword-12
Class: Mundane
Notes: Carries a lot of stuff! Mail armor for all limbs (B283), the head (B284), and the torso (B283), a medium shield (B287), and a thrusting broadsword (B271). All told, this is 62 lbs, and $1,045.00
That one took a bit more thought than the other two.
Two-Handed Weapons
The slow heavy hitter! One good weapon that does a lot of damage! How about a naginata because I don't see enough polearms? Maybe it's just me, but I feel like they are a bit neglected in my games!
Attack Skill | 4 | Active Defense | 4 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 11 | Health | 0 |
Fatigue Points | 0 | Hit Points | 2 |
Move | 0 | Will | 0 |
Total Offensive Rating (OR) | 15 | Total Protective Rating (PR) | 6 |
ST: 12 | HP: 12 | Speed: 6 |
DX: 13 | Will: 9 | Move: 6 |
IQ: 10 | Per: 10 | |
HT: 10 | FP: 10 | SM: 0 |
Dodge: 9 | Parry: 10U | DR: 0 |
Naginata Swing (14): Reach 2 2d cut
Traits:
Skills: Polearm-14
Class: Mundane
Notes: Carries at least one $100 Naginata (B272)
Notes and Closing
Whenever you see BNNN that is a page number from Basic Set, specifically, all labeled equipment is from Characters.
Racial Templates easily add some variety to boring characters like these! |
These are very hollow dummy characters. They need a bit of flavor to become interesting, but you can use it for brainstorming. I might suggest throwing a racial template from Dungeon Fantasy 3 to give them some more flavor. If their is a group of them, you probably want one to have leadership, and you might want to give the others streetwise. Highwaymen might have some important skills like camouflage, traps, stealth, shadowing, etc. Why didn't I simply use the Dungeon Fantasy 15 Henchmen templates to make weaker characters? They were a little bit too strong for me, and I have a preference for a graceful improvement (starting with a weak template and buffing it up) versus graceful degradation (starting with a powerful template, and making it weaker)
To make a handful of small tweaks, you might want to look at this post I did a bit ago to make micro-improvements quickly to a template.
What is CER?
ReplyDelete"Combat Effectiveness Rating" is a gauge for determining efficacy of monsters. A starting Dungeon Fantasy character has a typical CER from high 30 to the 70s, and a monster, or group of monsters that matches the party's CER is said to be a fair match.
DeleteThat's the broad strokes, but more details are in Pyramid 3/77
http://www.warehouse23.com/products/SJG37-2677