Monday, March 13, 2017

LotFP Pre-Gens of the Eternal Sun

I recently got my hands on a copy of Dungeons & Dragons: Warriors of the Eternal Sun for the Sega Genesis. I made some characters, as one does, and since I ended up naming them after the mascot characters from Lamentations of the Flame Princess, I thought it might be fun to turn them into pre-gen LotFP characters.

The ability scores generated by the video game are much higher than you'd be likely to roll at the table doing the whole 3d6-in-order thing, and the starting HP is at maximum, but if you're running a one-shot or if you just want to go slightly easier on your players, I suppose the high numbers aren't necessarily a bad thing. I should also note that I swapped a single pair of ability scores for all but two of these characters, as the default LotFP rules allow. (*=swapped)

I gave each pre-gen character the maximum starting money of 180 silver pieces, minus the cost of their equipment. Even though I gave some of these characters firearms, I still used the default armor rules instead of the Early Modern armor rules in the Firearms section in the back of the Rules & Magic book, just because I didn't feel like making the way armor works any more complicated. In the spirit of fairness, I did increase the cost of armor and shields by 50%, as per the note on page 162 of Rules & Magic.

As far as I can tell, Alice is depicted using a matchlock musket in the official artwork, but I gave her a flintlock arquebus here instead. I don't see the point of paying for the extra cost of a musket when it doesn't seem to have any advantages over the arquebus (although I may have overlooked something), and since I intend to actually use these pre-gens in a game at some point, I decided to make all of the firearms flintlocks so I don't have to worry about timing the burn-rate of match cords. It sounds like kind of a headache, and I'd probably forget about it anyway.
UPDATE: Dismaster FraNe kindly pointed out over on Google+ that the musket does indeed have an advantage over the arquebus that I missed. Most firearms ignore 5 points of armor only at short range, but the musket ignores 5 points of armor at all ranges. Thank you for pointing that out, Dismaster FraNe! I'm keeping the arquebus for the Alice pre-gen for now just for the sake of saving her silver pieces and encumbrance (and my time), but if someone wants to play Alice true to her implied characterization in the artwork, they should probably either upgrade to a musket as soon as it's affordable, or see about just starting with one instead.

Equipment is definitely the part of character creation I struggle with the most, and a lot of people I play with seem to agree. If you notice any poor equipment choices, broken rules, bad math, etc. please feel free to let me know. I should note that I treated powder horns as being bought empty, like quivers, with the powder needing to be bought separately (like arrows or bolts). I treated shot bags as coming with bullets, though, since there wasn't a separate price listed for ammunition.

Flame Princess, Level 1 Lawful Fighter
Female, Needs 2,000 XP for Level 2 (Player can choose different alignment if desired)
CHA 16 (+2) CON 18 (+3) DEX 17 (+2)
INT 12 (+0) STR 14 (+1) WIS 11 (+0)
Saving Throws: Paralyze 14, Poison 12, Breath 15, Device 13, Magic 16
HP 11, BAB +2, Melee AB +3, Ranged AB +4
Melee AC 17, Ranged AC 18, Without Shield AC 16, Surprised AC 12
Open Doors 2
Has Fighter Combat Options.
Lightly Encumbered (2 points)
Equipment: Rapier, Dagger (Minor Weapon), Flintlock Pistol, Shot Bag (100 shots), Powder Horn x2 (both full, 100 shots of powder), Tinderbox, Lantern, Flask of Lantern Oil x2, 50' Rope, Waterskin, Shield, Leather Armor, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Iron Spike, 10 silver pieces and 5 copper pieces

Alice, Level 1 Lawful Cleric
Female, Needs 1,750 XP for Level 2
CHA 13 (+1) CON 18 (+3) DEX 17 (+2)
INT 11 (+0)* STR 14 (+1)* WIS 18 (+3)
Saving Throws: Paralyze 14, Poison 11, Breath 16, Device 12, Magic 15
(+3 Bonus for Non-Magic Saves)
HP 9, BAB +1, Melee AB +2, Ranged AB +3
Melee AC 14, Ranged AC 14, Without Shield AC 14, Surprised AC 10
Open Doors 2
Knows all standard first-level Cleric spells.
Unencumbered (1 point)
Equipment: Rapier, Mace (Medium Weapon), Flintlock Arquebus, Shot Bag (100 shots), Powder Horn x2 (both full, 100 shots of powder), Tinderbox, Torch x10, Waterskin, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Wooden Spike x3, Wooden Holy Symbol, 6 silver pieces and 4 copper pieces

Melissa, Level 1 Chaotic Magic-User
Female, Needs 2,250 XP for Level 2
CHA 16 (+2) CON 13 (+1)* DEX 17 (+2)
INT 18 (+3) STR 11 (+0)* WIS 10 (+0)
Saving Throws: Paralyze 13, Poison 13, Breath 16, Device 13, Magic 14
(+3 Bonus for Magic Saves)
HP 7, BAB +1, Melee AB +1, Ranged AB +3
Melee AC 16, Ranged AC 16, Without Shield AC 16, Surprised AC 12
Languages 4
Spells Known: Read Magic, Magic Missile, Shield, Sleep (Or roll randomly)
Unencumbered (1 point)
Equipment: Spellbook, Dagger (Minor Weapon), Flintlock Pistol, Shot Bag (100 shots), Powder Horn x2 (both full, 100 shots of powder), Tinderbox, Lantern, Flask of Lantern Oil x2, Waterskin, Leather Armor, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Iron Spike, Bottle x2, 42 silver pieces and 5 copper pieces

Étaín, Level 1 Chaotic Magic-User
Female, Needs 2,250 XP for Level 2
CHA 14 (+1) CON 17 (+2) DEX 18 (+3)*
INT 18 (+3) STR 12 (+0) WIS 12 (+0)*
Saving Throws: Paralyze 13, Poison 13, Breath 16, Device 13, Magic 14
(+3 Bonus for Magic Saves)
HP 8, BAB +1, Melee AB +1, Ranged AB +4
Melee AC 17, Ranged AC 17, Without Shield AC 17, Surprised AC 12
Languages 4
Spells Known: Read Magic, Charm Person, Summon, Spider Climb (Or roll randomly)
Unencumbered (1 point)
Equipment: Spellbook, Dagger (Minor Weapon), Flintlock Pistol, Shot Bag (100 shots), Powder Horn x2 (both full, 100 shots of powder), Tinderbox, Torch x10, Waterskin, Leather Armor, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Wooden Spike x3, Bottle x2, 45 silver pieces and 5 copper pieces

Kendra, Level 1 Neutral Specialist
Female, Needs 1,500 XP for Level 2 (Player can choose different alignment if desired)
CHA 16 (+2) CON 16 (+2) DEX 18 (+3)
INT 17 (+2)* STR 15 (+1) WIS 11 (+0)*
Saving Throws: Paralyze 14, Poison 16, Breath 15, Device 14, Magic 14
(+2 Bonus for Magic Saves)
HP 8, BAB +1, Melee AB +2, Ranged AB +4
Melee AC 17, Ranged AC 17, Without Shield AC 17, Surprised AC 12
Languages 3, Open Doors 2, Search 2, Sneak Attack 2, Stealth 2, Tinker 2 (Or let the player distribute 4 skill points)
Unencumbered (1 point)
Equipment: Specialist's Tools, Rapier, Dagger (Minor Weapon), Tinderbox, Lantern, Flask of Lantern Oil x2, Waterskin, 50' Rope, Crowbar, Shovel, Leather Armor, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Wooden Spike x3, Iron Spike x3, Bottle x2, Nails, Air Bladder, 51 silver pieces and 5 copper pieces.

Selena, Level 1 Chaotic Elf
Female, Needs 3,000 XP for Level 2
CHA 13 (+1) CON 14 (+1)* DEX 18 (+3)
INT 18 (+3) STR 16 (+2) WIS 12 (+0)*
Saving Throws: Paralyze 13, Poison 12, Breath 15, Device 13, Magic 15
(+3 Bonus for Magic Saves)
HP 7, BAB +1, Melee AB +3, Ranged AB +4
Melee AC 18, Ranged AC 19, Without Shield AC 17, Surprised AC 12
Languages 4, Open Doors 3, Search 2
Has Fighter Combat Options. Only surprised on a roll of 1.
Spells Known: Read Magic
Lightly Encumbered (2 points)
Equipment: Spellbook, Sword (Medium Weapon), Dagger (Minor Weapon), Sling Bullet x20, Tinderbox, Torch x10, Waterskin, 50' Rope, Grappling Hook, Shield, Leather Armor, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Iron Spike x4, Bottle x2, Nails, Sling, 81 silver pieces.

Rhona, Level 1 Neutral Dwarf
Female, Needs 2,200 XP for Level 2 (Player can choose different alignment if desired)
CHA 12 (+0) CON 18 (+4) DEX 15 (+1)
INT 12 (+0) STR 17 (+2) WIS 11 (+0)
Saving Throws: Paralyze 10, Poison 8, Breath 13, Device 9, Magic 12
HP 14, BAB +1, Melee AB +3, Ranged AB +2
Melee AC 15, Ranged AC 15, Without Shield AC 15, Surprised AC 12
Architecture 3, Open Doors 3
Has Fighter Combat Options. It takes 5 additional items to gain the first point of encumbrance.
Lightly Encumbered (2 points)
Equipment: Sword (Medium Weapon), Hatchet (Minor Weapon), Quiver with 20 Bolts, Sling Bullet x20, Tinderbox, Lantern, Flask of Lantern Oil x2, Waterskin, 10' Chain, Mallet, Heavy Crossbow, 10' Pole, Leather Armor, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Iron Spike, Wooden Spike x6, Nails, Bottle x2, Wolvesbane x5, Sling, 45 silver pieces.

James, Level 1 Chaotic Halfling
Male, Needs 2,000 XP for Level 2 (Player can choose different alignment if desired)
CHA 10 (+0)* CON 18 (+3) DEX 16 (+3)
INT 14 (+1)* STR 13 (+1) WIS 13 (+1)
Saving Throws: Paralyze 10, Poison 8, Breath 13, Device 9, Magic 12
(+1 Bonus for Magic Saves, +1 Bonus for Non-Magic Saves)
HP 9, BAB +1, Melee AB +2, Ranged AB +4
Melee AC 17, Ranged AC 17, Without Shield AC 17, Surprised AC 12
Bushcraft 3, Languages 2, Open Doors 2, Stealth 5 (Outdoors)
Cannot use Large Weapons, and can only use Medium Weapons two-handed.
Unencumbered (1 point)
Equipment: Short Bow, Quiver with 20 Arrows, Sling Bullet x20, Battleaxe (Medium Weapon), Dagger (Minor Weapon), Tinderbox, Torch x10, Waterskin, Manacles, Leather Armor, Backpack, Sack x5, Steel Mirror, Candle, Ink, Paper, Chalk, Whistle, Soap, Iron Spike x3, Wooden Spike x3, Nails, Bottle x2, Garlic x5, Sling, 53 silver pieces and 5 copper pieces.

Other issues of artwork accuracy: I don't think the Flame Princess is depicted using a handheld firearm in any official artwork, but it seemed appropriate to at least give a pistol to the character James Raggi describes as the female Solomon Kane; besides, I wanted her to have some kind of decent ranged weapon, and it might be hard for her to use a bow with four fingers missing. Alice is depicted with at least two pistols and a lantern on a pole in one picture, but a Level 1 character just doesn't have the money for all that plus her other gun (assuming my math is correct), plus encumbrance is an issue for a character who can't yet afford to foist excess items off onto a hireling, vehicle, or beast of burden. Heck, she's the only character here who couldn't afford leather armor!

Speaking of armor, I gave leather armor to everyone who could afford it, even if they're not depicted wearing it in any artwork. The Flame Princess and Selena are sometimes shown wearing what looks like plate armor, but Level 1 characters can't afford that, of course. If you don't like the image of a fancy dresser like Melissa or Kendra wearing armor, you could either pretend they're wearing it under their nice outer clothes, or you could erase the armor from their character sheets and adjust their AC accordingly. I'm betting most players would prefer to keep the armor, though. Leather armor just seems too darn convenient not to use.

Melissa is sometimes shown wearing a set of 12 apostles, so I assume she's not opposed to using a gun. Alice is also shown with a set of 12 apostles, but I just gave everyone with a firearm some powder horns instead for the sake of...simplicity, I guess. Money was tight for the gun owners, even with the maximum starting amount.

Selena seems to have some kind of bola, which isn't on the equipment list. I suppose I could have given her a blowgun, since a blowgun could presumably incapacitate people non-lethally like a bola, but I settled on a sling instead.

There's not a lot of information on Rhona yet, so I had to guess what kind of crossbow and ax she was supposed to have. I gave her more weapons because hey, she had the cash and the inventory space for them.

This post has gotten a lot longer than I expected. I could write a whole separate post about why I chose the classes I did. I don't expect too many people to agree with these class choices, actually, but I have my reasons for them, good or not. For now, let's just say that
  1. the information on the mascots' classes seems to be somewhat scant/contradictory/up for debate, and
  2. my options were somewhat restricted when I was originally trying to make these characters in a semi-obscure Sega Genesis game, and
  3. I wanted to represent all of the available classes from the Rules & Magic book.
If anyone has any questions, suggestions, objections, or speculation they'd like to share, please feel free.

My secret and terrible hope is that James Raggi reads this and tells me how horribly fucking wrong I got everything, and thus lets slip some secrets about the weird story going on in his head with these characters.

Part 2 is HERE
Part 3 is HERE

6 comments:

  1. It makes me really, really happy that you did this.

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    1. Thanks! It makes me really, really happy that this makes you really, really happy. Be careful, or we could get a feedback loop going...

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  2. Nah, bro, I'm indifferent to your happiness. We're safe.

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    1. Oh, thank goodness. That was close.

      Think there's some possibility of these seeing use for you somehow? I'm looking for an excuse myself, but I haven't been running a lot of one-shots yet.

      I'm also debating on whether or not I should try to come up with rules for the Flame Princess' famous injuries, or just assume she starts out uninjured like in the early art and give the player who uses the character a chance to avoid the same fate (because I want to avoid railroading, of course), or have her missing body parts just be an aesthetic thing and not impose mechanical penalties (presumably under the assumption that she's just found ways to work around her injuries while adventuring), or what.

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    2. Yeah I'm definitely inspired to make a one-shot featuring these characters now that they are so readily gameable.

      I think I agree with your instinct. Let her start off uninjured. But maybe develop like a reverse-Alice mechanic where when she is in times of trouble she has a high chance of getting maimed. In return, she can carry the extra guns and such without encumbrance.

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    3. Heh. I like that. Cool idea. I'll have to think about the exact implementation.

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