Heroic Roleplaying in a World of Swords, Sorcery, and Steam

I’d like to introduce Aetrimonde, a TTRPG I’ve been designing with heavy inspiration from the houserules my group used back in our Dungeons and Dragons 4e days. I’m not ready to publish Aetrimonde yet, but I’m opening up this blog to discuss its design principles, mechanics, and systems.

All right, it’s time for another math-heavy post today, as I’m going to be filling in all the numbers for Valdo the Bat-Eater.

Health and Healing

The skinchanger class gives Valdo 20 base hit points. His <CON> will give him another 12, and he will get 4 from expertise, for a total of 36 hit points. His injury value will be 18.

Valdo gets 3 base resurgences from his class, and another 3 from <CON>, for 6 total. With a 1d8 healing die, he will get 1d8 hit points from a small heal and 1d8 + 4 from a large heal.

This makes Valdo a little bit tougher than the average character, despite his rogue-level base hit points and toughness.

Defenses

As always, Valdo’s defenses are 10 + half his expertise bonus (+1) + some other relevant values:

  • AC: 14 = 11 + 2 (leather greatcoat) + 1 (<GRA>)
  • Brawn: 15 = 11 + 1 (skinchanger) + 3 (<CON>)
  • Poise: 13 = 11 + 1 (skinchanger) + 1 (<GRA>)
  • Wit: 13 = 11 + 2 (<INT>)
  • Composure: 15 = 11 + 4 (<WIS>)

Unfortunately, Valdo is going to have terrible AC. However, he makes up slightly for this with his Spirit Transformation, which gives him armor resistance equal to his +3 <CON>. So Valdo will be getting hit a lot, but can blunt a lot of the impacts. Thankfully, his other defenses are more reasonable.

Attacks and Damage

Valdo has four different ways he can attack, and they’re all going have different attack bonuses and damage.

His Carnivorous Bite attack will be based on Strength, like any unarmed attack; with +0 <STR>, this means he will have a +1 attack bonus (due to Carnivorous Bite’s precision bonus) and deal a plain 1d12 damage.

Likewise, his Spirit Transformation unarmed attack will have a +1 attack bonus and deal a plain 1d10 damage. Since it’s strictly worse than Carnivorous Bite (for the moment; there are feats that would improve it…), there’s not really much point in putting it on a character sheet.

Valdo’s totemic hunting crossbow, aside from being an implement for his Spiritual powers, is a weapon with +2 precision and 1d10 damage, but due to Valdo’s -1 <DEX>, he will only have a +1 attack bonus and deal 1d10 – 1 damage.

And finally, there are his actual Spiritual powers, three of which are attacks. All three are based on Wisdom, but each has different attack and damage rolls:

  • Feline Cunning has an inherent +2 bonus to attack rolls, making its total attack bonus +6, and deals 1d8 + <WIS> + <CON>, totaling 1d8 + 7. It’s also an attack vs. Poise, rather than AC.
  • Bounding Leap also has the inherent +2 bonus, and so its total attack bonus is also +6 (but vs. AC). Its damage is 2d8 + <WIS>, or 2d8 + 4 total.
  • Ursine Pin lacks the inherent +2 bonus, so its total attack bonus is +4, but vs. Brawn. Its damage is 1d8 + <WIS>, or 1d8 + 4 total.

Skills

Valdo’s leather greatcoat does apply a -1 encumbrance penalty, which applies to physical skills (those based on Strength, Constitution, Dexterity, and Grace). So taking this into account, his skill bonuses will be:

Acrobatics +0History +2Persuasion -1
Arcana +4Insight +4Religion +2
Athletics -1Intimidate +1Society +2
Deception -1Medicine +2Stealth +2
Endurance +4Nature +4Subterfuge -2
Engineering +4Perception +2Warfare +2

Movement

Valdo is going to be more mobile than Ragnvald: in addition to having higher base speed, at 6 squares, he has +1 <GRA>, allowing him to move 1 square if he chooses to move safely. Bounding Leap also gives him a way to make hit-and-run attacks without getting tied up in melee.

Carrying Capacity

With +0 <STR>, Valdo has a perfectly typical carrying capacity of 50 bulk. His starting equipment weighs in at just about half that, so he’s got plenty of room for more loot.

Initiative

With +0 <CUN>, Valdo has +0 initiative, meaning that he’ll likely be acting after Ragnvald in most encounters…if he didn’t start the encounter himself by leaping on the enemy from hiding.

Up Next

I’m almost done with Valdo here, but like I did with Ragnvald, I’m going to wrap up by showing some ways that Valdo could advance and develop up to level 5. This will include some examples of Spiritual powers that branch out away from Valdo’s core fantasy as a skinchanger and show what Ancestor, Elemental, and Land powers look like.

And in the meantime, you can take a look at Valdo’s character sheet (with some improvements over the earlier version I used for Ragnvald, which I’ve since updated).

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