GURPS Hammer S03E01
Feeling the need to switch to a less pulpy system, I’m taking the plunge and going with GURPS. I’m mostly using Dungeon Fantasy as a base, but without using the Professions from Dungeon Fantasy Adventurers, and doing a freeform conversion from my Savage Worlds characters.
I gave each character 150pts to spend, plus 25pts for each finished adventure, with the exception of Elhali who had suffered a permanent injury according to SWADE rules and had to re-increase her Attribute to catch up. She got only 175pts.
For the most part, the conversion went flawlessly, including traits, skills and gear. I’m quite happy as to how it turned out.
I did go back and corrected some things that fit more closely to WHFRP instead of SWADE, as they were lost during the initial conversion.
I am getting some ideas from existing GURPS Hammer conversions, but not using all of the material, and will be adjusting also on the go.
As for gear costs and prices, the WHFRP prices struck me as odd. Gold Crowns were too easy to find and spent.
https://awesomeliesblog.wordpress.com/2018/11/21/all-that-glisters-is-not-gold/ explains very well the problem with WHFRP prices.
I’m not here to solve this.
I’ll be using the Harnworld prices instead, as these fit directly with the WHFRP coin economy.
Harnworld has 1 pound = 20 shillings = 240 (silver) pennies
The Old World has 1 Gold Crown = 20 (silver) shillings = 240 (brass) pennies
In case an item isn’t listed in Harnworld (for example due to the TL difference) or the aforementioned historic prices list, I’ll use the DF GURPS Gear prices, where the 4$ will correspond to 1d.
Finally if the only source available is WHFRP, I’ll do a direct conversion of 1 GC = 1 d which will come handy for future adventure rewards, by bringing them down by a reasonable factor.
The cost of living according to Dungeon Fantasy is approximately $150 per week. Unless the circumstances deem otherwise, I will be considering a week of downtime between adventures. Therefore in this case, they have spent between the two adventures, about 75d each.
Revising my party’s wealth, they have:
- Abenzio 59d 2f
- Elhali 100d 1f
- Greta 55d 1f
- Wolmar 108d 2f
With that out of the way, I’ll be proceeding with the downtimes and the next adventure.
My core oracle will be the Plot Unfolding Machine
I really want to run the Enemy Within Campaign, but being down south in Nuln where The Oldenhaller Contract put me, going to Bogenhafen where the first adventure takes place will need more than a simple nudge, as proposed in the Shadows over Bogenhafen.
Instead, I will try to nudge them towards Ubersreik, wherein I can run the Ubersreik adventures from the WHFRP 4e Starter Set. Perhaps they could then head north to reach Bogenhafen, or avoid it altogether and run various adventures across the Reikland, perhaps visiting Marienburg or Middenheim before going to the Enemy Within.
I roll 4 BOLD Waylays and apply them to my party as I see fit:
Wolmar: (illusory the strange overcome by weak attribute)
Wolmar is in the market, when he notices a group of people shouting and placing bets and yelling. Drawn closer, he notices a man, playing cups and ball. The man seems to be losing money, and Wolmar, relying on his keen senses is ready to step in and place a bet.
“A shilling for the ball!” he shouts. “Find the ball under the cap, and you get it back double!”
Then Wolmar, although a meek herdsman, remembers his father’s trade lessons. That when his eyes tell one story, he should always trust his gut. And Wolmar’s gut tells him that there’s no way this man operates a business on a loss. For sure the man loses his money to a partner just for appearance. Wolmar cautiously steps back away, and leaves.
Abenzio: (provoking mooks overcome by favored ability)
Abe is sitting in The Bull, drinking a pint of ale in peace, when a bunch of thugs enter and start causing a ruckus. Their attention soon is turned to the Tilean pit fighter, his scarred skin and foggy eye. They start giggling between them, and pointing at him, exchanging words.
Unfortunately for them, they don’t know when to stop and Abenzio’s first move is to bash two of their heads together, smash a pewter tankard of ale at the third, and swing a fist at the fourth.
Despite being at the right, his appearance and outsider background don’t sit well with the owner, who calls the watch at him, and he has to make himself scarce.
Elhali: (irritating rival overcome by faction intervention)
Elhali is at the docks, trying to establish some new connections, to get some coin smuggling things on the side. She’s trying to work new contacts, when a non-distinguishing woman, 5’8″ 140 lbs, in her thirties, sienna hair, light brown eyes, bumps into her.
“These commodities that you want to move out of Nuln, they’re subject to taxes you know.” she says “You wouldn’t want the city watch to catch you trying to sidestep customs officials. They’re quite…zealous.”
The woman stares Elhali right in the eye, and opens her jacket, just enough to show off the hilt of her pistol.
Elhali realizes that she stumbled on another smuggler, but just in time, she sees a city watch patrol, and she takes the opportunity to shout.
“Five kegs of blackpowder for half the price? What would I need that for? Do they have the Nuln seal of commerce?” She yells loud enough for all the dock workers and the city watch to listen. The rival smuggler stares like a deer in torchlight for a moment. Then her ear graps the clanking sound of plate armour by the city watch soldier. In the brief moment it takes her to look around and see the city watch running at her, Elhali has disappeared.
Greta: (provoking lover overcome by favored skill)
Greta is shopping at the market trying to find components for her potions, when someone grabs her arm tightly.
She turns around to see her husband Wolf.
“There you are! witch!” he yells. “You’ll come back with me now.” He grabs her scarf, revealing her bald head, and big ears.
“No! let me go!” she shouts back, but her strength isn’t enough to escape the man’s grasp.
“The town council will see that you’re tried for heresy. If you’re exonerated, you’ll be lucky to stay alive locked in the kitchen forever after what you did to us and yourself.” He says and starts pulling her through the crowd.
She puts her hand in her pocket, gets out a small potion, takes a deep breath, closes her eyes, and smashes the glass vial on the ground in front of them.
A loud thundering boom accompanied by a flash of light stuns and disorients everyone around, including Wolf, who releases his grasp.
Greta quickly runs off, trying to hide her features.
I took GM liberty to apply the downtimes where they fit best in the backstories, and worked them in such a way to give reason for the party to leave Nuln.
So for the future I’m considering working the downtimes in a different manner.
I will be using the Scene Unfolding Machine parallel matters assigned randomly to each PC, and will roll one BOLD Waylay to be assigned to a party member or the entire party. I’m thinking that these could be mini-scenes as well to be solo-rped, but I’ve not yet decided on how much focus there should be.
Before beginning the gameplay, I’ll roll for BOLD connections.
| action | gerund | subject |
|---|---|---|
| ponder | divulging | a decision |
| endorse | concluding | a love |
| digress | excluding | allies |
Q: Does the group regroup back at the Reaver’s Return at the same time?
A: No, but without long periods of time between them.
Q: Who returns first?
A: Elhali
Q: Does anything happen while she waits? (unlikely) – the time period is short
A: It depends (on skill)
Elhali will try to avoid attention, and use her Stealth skill.
Elhali: Stealth: 7: Success
Nothing happens, as Elhali avoids drawing attention.
Q: Who returns 2nd?
A: Greta
Q: Does anything happen while she waits? (unlikely) – the time period is short
A: Don’t know, can’t tell.
So it’s a no.
Q: Who arrives 3rd?
A: Wolmar
Q: Does anything happen while they wait? (unlikely) – the time period is short
A: Yes, apparently.
Random Prompt: Play a scene filler catalyst: Deal with PCs basic needs
Elhali is back at their room, and starts packing her few belongings, she has everything ready, and goes downstairs to Rudolf, and orders a hot meal. Her hunger is insatiable at the moment. Something to do with the running she did.
She is served and starts eating a plate of hot soup, when Greta bursts in. She is not wearing her scarf, and the lack of hair is evident on her head. Elhali is taken aback only for a moment.
She sees her, and rushes to her. “We have to leave. Where are the others?” Greta says in a hurry.
“Girl, what is wrong. Come take a seat. Tell me everything. I can’t go anywhere on an empty stomach.” Elhali says.
Greta rolls her eyes. “Come on Elhali, give me a break.”
“I’ve just made a sprint from the docks to here. Some lowlife thug though I was trespassing on his turf. Set the city watch on him, but I had to outrun them as well.” Elhali smiles. “I need the food. What’s your story?”
“Wolf” Greta replies.
“The Oldenhaller’s dude? what about him?” Elhali asks.
“No, not this one, my abusive husband. He found me. I barely escaped.” Greta leans in and whispers to Elhali. “He’s accusing me of witchcraft and heresy.”
Elhali nods as she gulps down a good spoonful of soup. “That some serious trouble. I’m thinking we had our share of Nuln, you want to leave? I’m with you. Don’t know about the guys though, but don’t worry, I’ll talk them into it.”
“Thank you” Greta whispers, and heads upstairs to cover her features, and pack her things.
I’m deeming that Greta worked the endorse, divulging, a love BOLD connection.
Q: Does anything else happen until Abenzio’s arrival? (unlikely) – the time period is short
A: No, but, they don’t have much time until trouble comes knocking.
Q: Has Elhali finished her meal? (likely)
A: No, not yet
Wolmar is with Elhali and she’s trying to convince him that they should make haste, while at the same time, she’s dipping the rock-hard bread into the soup to make it softer – as if that is possible.
“I’m telling you.” she speaks with her mouth chewing a piece of hard bread. “City watch and smugglers after me, crazy husband and witch hunters after Greta. We should leave.”
Wolmar sits in silence for a moment.
“We have good word with the city watch. We’ve helped them twice already. And we have Oldenhaller, a rich and powerful man on our side. We can still make it work here.” Wolmar counters.
“I’m just saying, it seems to me that the more I think about, the more they’ll figure out that we are all together, and charges of heresy aren’t easily countered. It’s best to not be there when such things are uttered, than try to make a defense.” Elhali gulps some soup.
Abenzio enters. His clothes a bit torn. His knuckles bloody.
“Abe!” Wolmar exclaims. “What happened?”
“Some weaklings at The Bull thought I’d sit and listen to their insults. I let them know what it means to be a pit fighter.” the massive Tilean answers.
“Are they alive? did anyone see you?” Wolmar asks.
“Don’t know, I left when I realized somebody had called for the watch.” Abenzio replies.
Elhali looks at Wolmar. “Let me finish this lunch I paid for, then we’re out of here.”
I’m deeming that Elhali worked the ponder, concluding, a decision BOLD connection.
Q: Does the city watch arrive before they leave?
A: Yes, but, they have heard them in time.
Elhali’s keen senses, catch the metal rattle of armoured soldiers, and the pounding thud of many feet in the city streets. She abandons her almost finished meal and heads upstairs to the room where her companions are gathered.
“The city watch is here, and I won’t sit around to find out for which one of us they are. The thief showed us the way out.” She bolts the door behind her, opens the window and exits through the rooftop.
Without thinking twice, the rest of her friends grab their gear and follow her.
Q: What time is it? (4d6)
A: 13.00
Q: What is the Weather? (Harnworld)
A: Freezing, Overcast, Steady Rain
That’s a -2 modifier to climbing/running/jumping
Let’s see if they make it across the rooftops.
Elhali: 5(13-2):Success
Abenzio: 11(13-2):Success, just made it
Greta: 11(13-2):Success, just made it
Wolmar: 9(13-2):Success
They jumped to the first building across, following the rooftop escape of Bertoldo previously (see Oldenhaller Contract).
Now they will jump on the rooftops across the canal
Elhali: 14(13-2):Failure: DX:4/13:Critical Success: She grabbed the far side ledge and pulled herself up
Abenzio: 14(13-2):Failure: DX:15/13:Failure: He falls down in the canal. Not hurt, just filthy and wet.
Greta: 11(13-2):Success, just made it
Wolmar: 12(13-2):Failure: DX:15/13:Failure: He falls down in the canal. Not hurt, just filthy and wet.
Elhali and Greta have jumped across the canal, and try to jump at the Merchant’s house
Elhali: 7(13-2): Success
Greta: 7(13-2): Success
They jump down from the porch to the street.
Q: Have the city watch seen them?
A: No, not yet
Greta and Elhali rush to help Abenzio and Wolmar get out of the canal, and they make it towards the nearest coach station.
They remember the thief several nights ago doing the same route, so, they carefully jump across to the rooftop across a narrow alleyway.
Then they have to jump across the canal. The very same jump that the thief failed, and they caught up to him. Elhali jumps first, but she doesn’t make the distance. Thankfully, with agility, her hand grasps the ledge across, and she pulls herself up. Abenzio jumps next, and his massive frame goes down in the filthy canal, with a loud splash, the water stopping his fall.
Greta makes the jump and helps Elhali up, while Wolmar meets the same fate as Abenzio.
In the few moments it takes for the men of the adventuring company to recollect themselves, the women have made yet another jump, and get down safely. Seeing that the city watch hasn’t considered to check out of the window yet, they help Abenzio and Wolmar out of the canal, and rush to their escape.
once they catch up their breath, they need to decide, coach or boat, or foot.
Elhali doesn’t want to go to the docks, as twice she made the wrong impression while there, and would like to avoid the risk of being recognized.
Greta wants to leave the fastest route possible, and since the docks are in the opposite direction of the gate, she agrees with Elhali.
Abenzio doesn’t really care much, but would like to get away the fastest route possible.
It’s only Wolmar that isn’t convinced he’s to be blamed for anything, and that’s a challenging time for him whether he’ll stick with this party or abandon them?
“Where to now?” Abenzio asks. “North to the gate or south to the docks?”
“I’d rather not show my face in the docks soon.” Elhali says. “To the northern gate.”
“We could stop by the coaching house on the way. If we’re lucky there could be a coach available.” Greta adds.
The three of them are looking to Wolmar. He’s the most talkative guy in moments like these, but he seems awfully silent.
“Do we really have to go?” he mumbles. “I mean, you all have these issues, but we don’t really know which one of you is the person they’re after…and it sure…”
“…isn’t you?” Elhali quickly fills in.
“We’re all in this together Wolmar, are we not? If I recall you made a sound speech not two weeks ago in the river barge. You wanted the adventuring life? well, you got it.” She responds.
I deem that the last of my BOLD connections is striked out now.
I’ll use A Heated Argument optional rules from Keeping Contact.
I’m considering that the two adventures they had together, will give them at least a +1 Attitude Level (perhaps even a +2).
Heated Argument: 6+1=7: Officially, there’re no grudges. In practice: 5: Sometimes, theory and practice go hand in hand, and this’s one of those times! There are no further consequences.
Wolmar nods. “I am a man of my word. We’re in this together. Let’s go to the North Gate and stop by the Coaching House on the way.”
Q: Do they want to go towards Ubersreik? (vs say Altdorf?)
A: Strong Yes to Ubersreik
Q: Have they seen a job poster already?
A: No. It’s just that it’s a big city which will have plenty of opportunities.
Let’s see if they can avoid the city watch and reach the coaching house.
Elhali: Urban Survival (Per-5): 7/(12): Success
Following Elhali, they quickly reach the coaching house without needing to ask passersby and draw attention to themselves.
A big sign outside reads “Ratchett Lines”, and they enter.
Q: Are there any coaches at the ready inside?
A: Yes, apparently
I’ll use both UNE and Scene Unfolding Machine to establish some information on the NPC.
UNE: uncouth entertainer
UNE: conversation mood: helpful
UNE: bearing: scheming means
UNE: focus: community
SUM: Attitude: they seem to… Act doubtful, questioning, distrusting, disagreeing
SUM: Outside Impression: they appear to… Be important, waiting for you, tell you something
SUM: Filler talks: they talk about… Dreams, aspirations, distant or impossible goal
A man sits behind a desk, he looks up to the party entering. His clothes are dirty, and his hands and nails covered in dirt. He smiles, and reveals a mouth with several bad teeth.
He immediately stands up. “How may I help you my lords?”
Wolmar looks around, he’s never been called a lord before.
“Ah yes, every potential customer is a lord to me. That’s what I say!” he adds. “Though some people think I’m joking. Perhaps I was never a good jokester. The rest of the coachmen don’t appreciate it.” He sighs. “So what is your destination? do you all travel together? and oh my, I see you’re downright wet to the bone. You’ll surely catch a cold if you travel like this. In a hurry are we?”
There are some controversies between UNE and SUM, as there is some overlap, but I think I made it work. Time to use Let’s Talk.
Wolmar’s Hand: Charming, Worried, Sad
He’ll try to discern the actual mood of the NPC: Per: 14/13: Failure
So, without knowning, he’ll use the Charming card
NPC’s Reaction is: Somewhat positive
The actual mood is: Angry, which makes the reaction Somewhat negative, so he is Questioning, hah, doubling down on the initial approach
Wolmar laughs. “I find your remarks to the point. Lords and Ladies. It’s nice to be addressed as such. You have a coach ready? We are on our way north to Ubersreik, or Stimmigen or Dunkelburg if you don’t make the trip there.”
“You still haven’t answered my question. What’s the hurry. The morning coaches have all left. You don’t want the night to catch you outside of a coaching inn. Brigands and others abound. And we have to be careful as to whom we trust.” The coach man snaps.
Wolmar will use Worried.
NPC’s Reaction is: Somewhat positive
The actual mood is: Angry, which makes the reaction Somewhat negative, so he is Worried
“We were to get the morning coach, but we were delayed by urgent matters in the city, and on our way here, a stumble and fall into a canal. If you can also give us a towel to wipe, it would be best, but we would like to hire the coach and be on our way. We’ve lost much of the day as you said already.” Wolmar tries to lean to his good side.
“It’s dangerous to travel so late. It will be night already in a few hours. I can’t tell if we can take you.” He responds.
Wolmar will finally use Sad
NPC’s Reaction is: Negative, he is Neutral
“It’s not what we had hoped to hear. We may have to do the journey on foot in this weather if you can’t take us.” Wolmar replies.
“Then that’s your call. This doesn’t concern me.” The man replies.
So now I’ll roll for Diplomacy with a -2 penalty due to the bad way the dialogue went.
Wolmar has Voice and Charisma 1 which give him a +3 bonus on reaction rolls and +2 on Diplomacy.
Wolmar: Diplomacy: 12/15: Success
Reaction Rolls: 13,14: Good.
Q: Does the coach go to Ubersreik?
A: Don’t know, can’t tell.
“Look, we’ll pay the required amount for a coach for four passengers. We have good coin, and we’ll pay upfront. Will you let customers go spend their silver elsewhere?” Wolmar asks.
The man thinks it over for a few seconds. “Alright. 10 pennies for each of you.”
They all pay up. The man counts up the pennies. “Alright, Frederich and Hugo will be your drivers.” He turns to them. “Frederich, Hugo, get the coach ready to go.”
They dry their clothing as good as possible and remove any water from their boots, and once the coach is ready, they get onboard, and soon they begin.
They make themselves comfortable inside, but Wolmar feels like something wasn’t defined.
“Will they take us all the way to Ubersreik?” Abenzio asks, and Wolmar realizes what he failed to establish.
Q: Does the coach leave Nuln without any incident? (Likely)
A: Yes, absolutely
So, I’ve looked at various maps of the empire that are abundant in the internet, and distances are different, road routes are different, even the locations of settlements differ sometimes. At first I was confused and was wondering on how to deal with this, but then I realized that it’s just perfect. This variance works excellent for solo roleplaying as it gives me the freedom to apply Oracle results as they fit.
Q: Do they reach Segeldorf?
A: No, definitely not.
This calls for a Random Prompt.
Random Prompt: Put Characters in a Situation: Find something of value.
Focus: Plan/Blackmail.
The definitely not, leads the scene. Something stops them completely from reaching Segeldorf, and they’ll have to resolve it before progressing further.
During this scene, they will find a plan or blackmail material.
But what could make a coach stop. Perhaps someone in need of help?
Q: Is there someone in need of help?
A: Yes, but there’s danger that could also affect the party.
I’ll take the adventure hook from the Ubersreik starter set. It’s a courier on the way to Ubersreik who broke their leg.
It’s only been a few hours on the road, when suddely the coach stops. The horses neigh, and the adventurers almost fall on top of each other due to the sudden halt.
“Get out of the way!” they hear Frederich yell.
Let’s roll for the weather first: remains the same.
Each of them grabs their hand weapons, and they pull the curtains of the coach to look outside.
Time to put the Terrain Randomizer to use.
I’ll generate a Small Area.
It has: 3 Zones: a small, a medium an a large zone.
There’s a field which narrows down in the middle, with woods on the left side and a pond on the right side. The road passes right in the narrow passage, and with the constant heavy rain the pond has overflown, so there’s only room for the one coach with the two horses to get through.
Blocking this narrow strip of road is a man, lying in the middle of the road, covered in mud.
“What happened? why did we stop?” Wolmar yells.
“There’s this man in the way. He refuses to move. He keeps yelling to help him” Hugo answers.
Abenzio and Wolmar will step down and get to the man.
This could be an honest accident, but it could also be an ambush. Also something could have caused the accident, something could have startled the horses. They’re too close to Nuln though, for anything mightily dangerous, but… who knows.
Wolmar: Perception: 10/13: Success.
Q: Does Wolmar notice anything dangerous around?
A: No, definitely not.
How did this man break his leg?
A: Unrelated, just coincidence
The two men approach the man.
“Thank Sigmar! Help me please. I lost control of my horse, and it kicked me down. My leg is broken.” The man says, gritting his teeth in pain.
Wolmar and Abenzio support him to the coach.
Q: Are there any things on the ground where he fell?
A: Yes, but, they’re spread all over the mud.
“My, my belongings. They’re important, can you get them?” He pleads on the way.
Elhali gets off the coach and starts gathering the things.
“He rides, he pays.” Frederich says as they bring the stranger towards the coach.
Elhali: Perception: 9/(17-2): Success
Elhali picks up the various items spread all over the mud, missing nothing.
According to PUM, I need to roll once more for a Random Prompt because PCs get out of comfort to face the unknown.
Before that I need to resolve a few more things.
Q: Is the man soaked wet?
A: It depends (on skill): I roll for his survival: 7/10: Success. He isn’t soaked wet, but not due to the rain, rather than because he managed to tuck himself in his cloak properly despite his condition.
Q: Can he be moved?
A: Yes, apparently. As long as he doesn’t step on the foot, he can withstand the pain and enter the coach.
So to recap, Elhali is picking up the belongings, Wolmar and Abenzio are bringing the man back to the coach, while Greta counts 10d to pay the coachman.
Random Prompt: Meet or learn about someone new.
Either of those could fit.
Meet or Learn?: Learn.
So, it’s the adventure hook as described in the starter set. However, I’ll roll for a Modified Proposal: Add hope or some relief.
They put the man inside the coach, while Greta pays the fare. They remove his cloak first so that he doesn’t soak the interior of the coach.
“Sigmar bless you strangers.” The man says. “My name is Edgar Muller. I am a messenger, delivering the post to Ubersreik’s Bridge House Inn . However I also have an important letter from Isabella Dahmbach, a lawyer from Nuln. My company will pay you at least two shillings for the delivery of my mail. Double that if you get me safely to the nearest city as well.”
Session Summary
Hitting an abrupt pause here.
I’m overwhelmed to the point of losing fun in this solo campaign, and I pinpointed this to the overabundance of Old World lore and information.
Seriously, if you start going down the Warhammer Fantasy Roleplay rabbit hole, you’ll end up the other side of the Atlantic.
There’s so much information available both online and in official and unofficial supplements, websites, modules, that I spent more time reading it (which I enjoyed!) than actually solo roleplaying.
The thing is that this is really dense, and with retcons and contradicting information, it just simply doesn’t work for me as solo.
All the Solo tools I’ve used in these games are absolutely fantastic, but I find that I limit their usefulness trying to make them fit in a well defined world.
This has been a fantastic learning experience for me, as I wanted to also solo in Harnworld, but now I fear that I might face the same problem.
I had a similar issue when running the Trollshaws campaign and was reading online about the various details of Middle Earth.
Instead of making the world mine, I resorted to reading about existing information, and that’s because I want to learn more about the Old World, as Warhammer is one of my favourite settings back from when I played the Fantasy Battles 4th edition.
The way I approached it is like a GM doing research to create their adventure. But you can’t do that and play the game at the same time. It’s just exhausting, and takes away all the fun. At least for my game style it doesn’t work. I like to run my solo adventures as a player first, and GM second. But you can’t have it both ways. Can’t be a player learning the ropes of the world and at the same time GMing it freely.
And particularly for Warhammer Old World the written approach for the supplements focuses a lot on the details, which helps really to flesh out the world, but leaves little creative freedom.
As soon as I stepped a bit outside the limited framework of the adventure module I hit this wall of immense information. Therefore I will stop this here, as I need to realign on what kind of adventures I want to play.
But before I do that, I’ll review the tools I used.
The Plot Unfolding Machine and Scene Unfolding Machine have a lot of potential. I can see that they need to have free reigns and allow repeat rolls to give immediate portents to generate usable content. Looking forward to trying them out in a different premise.
Dungeon Fantasy GURPS is just great. The Profession templates are a bit too strong at 250 points, but I think they’ll do just fine for a single PC accompanied by henchmen. Looking forward to trying it out further as well.
BOLD, UNE, Let’s Talk and Keeping Contact, I’ve well established in my previous games, and will continue to use them in the future.


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