![]() August 12, 2012: I Always Carried A Torch For You
Could such a character concept ever be expanded into a full-powered delver? Would anyone ever play such a thing? Is it worth exploring this wonderfully tongue-in-cheek concept? (For the record, the answers are "Yes," "Maybe," and "Obviously!") Master of the Light (250 points)You are a member of the ancient order of Lightbringers, sworn to keep darkness at bay, and trained in the secret art of torchcraft. You fearlessly face the monsters in the shadows while using your keen eyes (and other senses) to stay aware! You frequently find yourself leading the party so they don't stumble forward blindly; because of this, you are adept at spotting dangers and (if necessary) mapping. Attributes: ST 12 [20]; DX 13 [60]; IQ 12 [40]; HT 13 [30]. Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs.; HP 12 [0]; Will 13 [5]; Per 15 [15]; FP 13 [0]; Basic Speed 7.00 [10]; Basic Move 8 [5]. Advantages: Improvised Weapons (Torches) (below) [1]; Torch Blessing (below) [16]; and Unfazeable [15]. • Another 10 points chosen from Asbestos Hands* 1-2 [1/level], Higher Purpose (Illuminate the darkness) [5], Night Vision 1-9 [1/level], Not Without My Torch* [10], or Shtick (Last thing under)* [1]. • A further 30 points chosen from the previous traits or ST +1 or +2 [10/level], DX +1 [20], IQ +1 [20], HT +1 [10], Will +1 or +2 [5/level], Per +1 or +2 [5/level], Basic Move +1 or +2 [5/level], Absolute Direction [5], Acute Vision [2/level], Alcohol Tolerance [1], Breath Holding 1 [2], Danger Sense [15], Eidetic Memory [5], Fit [5] or Very Fit [15], Hard to Kill [2/level], Hard to Subdue [2/level], High Pain Threshold [10], Intuition [15], Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck [30], Magic Resistance [2/level], Peripheral Vision [15], Rapid Healing [5], or Temperature Tolerance 1-3 [1/level]. Disadvantages: -50 points chosen from the torch-bearer's options.* Primary Skills: Cartography (A) IQ [2]-12; Observation (A) Per [2]-15; Search (A) Per [2]-15; Shield (Buckler) (E) DX+1 [2]-14; Stealth (A) DX+1 [4]-14; Throwing (A) DX [2]-13; and Traps (A) IQ+1 [4]-13. • One of Axe/Mace or Broadsword, both (A) DX+1 [4]-14; or Flail (H) DX [4]-13. • Either choose a second weapon skill from the previous list or spend 4 points to raise existing skill by one level. Secondary Skills: Brawling (E) DX+1 [2]-14 and Wrestling (A) DX [2]-13. • Four of Fast-Draw (Torch) (E) DX+1 [2]-14; Acrobatics (H) DX-1 [2]-12; Gesture (E) IQ+1 [2]-13; Shadowing (A) IQ [2]-12; or Body Language, Lip Reading, Survival (any), or Tracking, all (A) Per [2]-15. Background Skills: Five of Forced Entry or Knife, both (E) DX [1]-13; Climbing (A) DX-1 [1]-12; Area Knowledge (any) or Seamanship, both (E) IQ [1]-12; Gambling, Heraldry, Merchant, Occultism, Streetwise, Teamster, or Weather Sense, all (A) IQ-1 [1]-11; Poisons (H) IQ-2 [1]-10; Carousing (E) HT [1]-13; Hiking or Running, both (A) HT-1 [1]-12; or Intimidation (A) Will-1 [1]-12. * See Henchmen (p. 25).
|
![]() |
![]() ![]() |
|
Copyright © 2025 by Steve Jackson Games. All Rights Reserved.