pyramid

Alternate attributes and skills in GURPS

When GURPS Power-Ups 9: Alternate Attributes came out, I was thrilled. Right now, sitting here and typing out this blog post, I’m still thrilled about its existence. It’s everything someone like me could want! By “someone like me”, I mean someone who tinkers with tabletop RPGs past the point of frustration out of unnecessary perfectionism and perhaps a bit of masochism. I’ve been a follower of the Divine Order of Splitting Per and Will from IQ for a long time.

If you’re feeling particularly devilish, you can even apply this to the Dungeon Fantasy RPG. I do, but I also tinker with every single thing I get my hands on.

Alternate attributes

On the forums, Kromm had also mentioned a whole set alternate attributes here and here in a discussion that came out of “The Fifth Attribute” from Pyramid #3/120: Alternate GURPS V, which was about adding an additional attribute to GURPS (called Quintessence) to cover supernatural stuff. Basically, the idea was to split Perception and Will from IQ to make them their own attributes. Then, split IQ into a social intelligence attribute as well as a general intelligence attribute, and split DX into a full-body coordination attribute as well as a manual dexterity attribute. So, you get four physical attributes and four mental attributes, and there’s room for supernatural attributes, but I later decided against them because I still feel that’s better covered by optional stuff like Talents and Energy Reserve. Of course, if one is going to boost Will to an attribute, it makes sense to give it an analogue to Fatigue, which is nicely covered in “Mad as Bones” from Pyramid #3/103: Setbacks. In the article, it’s called Stability, but I like calling it Anxiety. Furthermore, I also use “Conditional Injury” from Pyramid #3/120: Alternate GURPS V with “Knowing Your Own Strength” from from Pyramid #3/83: Alternate GURPS IV as I recently detailed in this post, so I use Vitality instead of HP.

Physical basic attributes:

  • Strength [ST]. ±10 points/level. Almost the same, but it’s logarithmic.
    • Vitality [VT]. ±2 points/level. Replaces HP for use with logarithmic ST.
    • Striking ST, Lifting ST, Arm ST, etc. are all in there, but I don’t really allow them to be bought up from where they are. If I did, Striking ST would probably be ±2 points/level with Lifting ST at ±6 points/level.
    • Basic Lift [BL] is covered too, obviously, but I usually just call it Lift.
  • Agility [AG]. ±10 points/level. Covers Agility and Flexibility from “Reassigning Skills” (GURPS Power-Ups 9: Alternate Attributes, p. 41).
  • Dexterity [DX]. ±10 points/level. Covers Fine Motor Ability and hand-focused Coordination from “Reassigning Skills” (GURPS Power-Ups 9: Alternate Attributes, p. 41).
  • Health [HT]. ±10 points/level. Almost the same. Covers Athleticism from “Reassigning Skills” (GURPS Power-Ups 9: Alternate Attributes, p. 41).
    • Fatigue Points [FP]. ±3 points/level. Unchanged.

Mental basic attributes:

  • Charisma [CH]: ±10 points/level. Covers Creativity, Social Intelligence, and softer Naturalistic Intelligence from “Reassigning Skills” (GURPS Power-Ups 9: Alternate Attributes, p. 41).
  • Intelligence [IQ]: ±10 points/level. Covers Knowledge, Logic, Practical Intelligence, Technical Ability, and harder Naturalistic Intelligence from “Reassigning Skills” (GURPS Power-Ups 9: Alternate Attributes, p. 41).
  • Perception [PR]: ±10 points/level. Replaces the secondary characteristic. Covers Awareness and eye-focused Coordination from “Reassigning Skills” (GURPS Power-Ups 9: Alternate Attributes, p. 41). I use PR-based aim rolls in a similar manner to “On Target” from Pyramid #3/77: Combat, and PR rolls work with “Dodge This” from Pyramid #3/57: Gunplay.
  • Will [WL]: ±10 points/level. Replaces the secondary characteristic. Covers Intrapersonal Intelligence from “Reassigning Skills” (GURPS Power-Ups 9: Alternate Attributes, p. 41).
    • Anxiety Points [AP]: ±3 points/level. Analogue to FP.

It’s not perfect, and there are better names for these attributes, surely, but I wanted to stick with what was already familiar. Charisma [CH] could be something like Character [CH] (but that’s tricky since characters are called… characters) or Personality [PR] (but that would require me to rename Perception). Intelligence [IQ] could easily be Knowledge [KN], but I wanted to keep it the same.

Secondary attributes:

  • Contacts: ±10 points/level. Works like Resources (below), but it covers social connections like the Contacts advantage. (I’m still ironing out how it works, but it should work similarly to the Contacts skill in the Fate Condensed system.)
  • Resources: ±10 points/level. Works like the Social Standing attribute (GURPS Power-Ups 9: Alternate Attributes, p. 26).
  • Reflex [REF]: ±30 points/level. Covers Dodge, Block, and Parry. It is not formulated on any of the basic attributes like Basic Speed was.
  • Movement [MOV]: ±5 points/level. Replaces Move. It is not formulated on any of the basic attributes.
  • Size [SIZ]: ±20 points/level. Replaces Size Modifier. Negative points for a higher Size because it comes with so many inherent disadvantages like making you easier to hit, making you need to consume more, and making you spend more money on scaled equipment.

In the GURPS Basic Set, you need 70 points for a +1 to attributes, secondary characteristics, Basic Speed, etc. In the system I have outlined above, you need about 100 points. So, my system is about 50% more expensive; of course, a typical character only seems to have about 50% of their points tucked into their attributes, so this will end up being a +25% increase to template costs.

Alternate skills

I didn’t with attributes. For how I play GURPS, it has way too many skills. I like the condensed skills from Savage Worlds and Fate Condensed. Similarly, GURPS has Talents and wildcard skills, and the Wildcard Skills found in “Pointless Slaying and Looting” from Pyramid #3/72: Alternate Dungeons and “Pointless Monster Hunting” from Pyramid #3/83: Alternate GURPS IV are pretty great treatments of how to cover an entire genre’s worth of skills with wildcard skills. However, wildcard skills are prohibitively expensive—no, skills in general are too expensive! Even if I slightly overstuffed some Talents, it would cost about 225 points for a +1 to all (standard) skills—using wildcard skills would put it at about 228 points for that same +1. With my system, you could instead go for +1 AG [10], +1 DX [10], +1 HT [10], -1 FP [-3], +1 CH [10], +1 IQ [10], +1 PR [10], +1 WL [10], and -1 AP [-3] for 64 points, and that still gives you the benefits of claiming the boost to those attributes themselves. That tells me that skill costs should be half or even a third of what they are to stay somewhat competitive. I went for the drastic third, which would make a wildcard skill equivalent to just a VH skill, and that would make a 15-point Talent a 5-point Talent. (It’s worth it to re-evaluate other advantages like Daredevil and Higher Purpose too).

For a while, I just used the skills from Fate Condensed, but that wasn’t enough after seeing what other people posted in this thread. Someone mentioned “Niches” from GURPS Template Toolkit 1: Characters (p. 35), which is a really solid framework for creating wildcard skills (or just VH skills in my case) to cover every skill. The only changes I made were merging Animals and Plants into Nature while splitting Combat into Melee and Ranged. Oh, and I renamed several of them to fit what I wanted a bit more. In Malainka’s review of GURPS Power-Ups 9: Alternate Attributes, they talk about whittling down the skill list to about 13 of what it is, which, of course, seemed to fit nicely with my own vision. That’s also really great stuff, and, if I wanted more granularity than the broad niches, I would absolutely pick up the work they did.

Going back to the niches, there are 30 of them, but the above talk about 228 points of wildcard skills for a +1 to everything only points to 19 wildcard skills. The niches have plenty of overlap, and I allow them to be used very flexibly and in a complementary way, so I’m fine with there being 30 of them. If you wanted, you could raise it to an H skill instead of a VH skill to compensate. I also heavily use Talents. If niches/skills are vertical lines, then Talents are horizontal lines, and they intersect at the true specialty of a character, which I really like. A cowboy might have decent Melee, Nature, Outdoors, and Ranged niches, but it’s the Cowboy Talent that helps them excel specifically with bowie knives, cows and horses, working on a farm, shooting revolvers, etc. Really, wildcard skills and Talents follow almost the same cost progression, so I usually treat a 5-point Talent as a +2 to an extra ‘niche’ with a little bit of a reaction bonus tied in there. (If a 5-point Talent covers up to 6 skills, a 2.5-point Talent might cover up to 3 skills, which is about the same breadth as one of these niches; so, 5 points is enough for a +2 to something with the breadth of a niche. So, Cowboy Talent [5] gives +2 to doing cowboy stuff, and it helps with cowboy-related reaction rolls.)

Let’s get to the implications. Skills are typically a pretty small portion of a template; so, even though their cost is being divided by a third, it’s only about a -12.5% decrease to template costs.

Using them together

Overall, that means this will net a +12.5% increase to template costs. I should further explain that the increase is for total positive points—e.g., a 250-point template with -50 points in disadvantages is really worth 300 points. Using these systems, 300 points would become ~337 points. Then, of course, factor the disadvantages back in for 287 points.

You’re not going to come out with super clean numbers in most cases, unfortunately, and some templates in a genre have different pools of disadvantages. I’d eyeball it like this:

  • Templates in GURPS After the End go from 150 points to 175 points, which is a decently pentaphilic number, but I’d even go up to 200 points if feeling generous.
  • Templates in GURPS Dungeon Fantasy go from 250 points to 287 points, but I would just round that up to 300 points (or back down to 250 if you want weaker starting characters).
  • Templates in GURPS Monster Hunters go from 400 points to 506 points, which makes it pretty easy just to call that 500 points.

I’m throwing that out there because I would get so stuck on saying that the relative costs are set in stone by the gods of GURPS themselves, but they’re not. They’re based off of good estimates and pentaphilia—I mean 250 points obviously looks better than 287 points. However, if you’re handing out points at the end of the first session, that perfect number is going to break right away.

What about everything else? At this point, I’m pretty comfortable making stuff up on the fly, so I’m not terribly worried about converting monsters and whatnot before I use them. They don’t really have points anyway, right? Though, for logarithmic ST and VT, I obviously have to convert some of that stuff, and I tend to just convert GURPS damage wholesale into my system.

Revisiting using Knowing Your Own Strength with Conditional Injury in GURPS

All the way back in September 2019, I made a post on how to use “Knowing Your Own Strength” from Pyramid #3/83: Alternate GURPS IV with “Conditional Injury” from Pyramid #3/120: Alternate GURPS V in GURPS. For five months, I worked on it, but I just wasn’t figuring it out; so, back in March, I messaged dataweaver on the GURPS forums, and I asked for their help in moving forward with combining the systems.

  • ST = 20 × log(BS_ST) – 10.
    • ST = VT.
      • VT (Vitality) replaces HP at 2 points/level.
    • BL = 2 × 10(ST / 10).
    • For static damage (like firearms), ST = 20 × log(BS_damage / 0.5547) / log(10).
    • For DR, use the static damage formula and add 14. This is Armor Rating (AR).
    • For muscle-powered weapons, double the modifier, add 10, then log-subtract 9. This is the Weapon Rating (WR). Log-add WR to ST.
    • For damage bonuses (for punches, All-Out Attack, etc.), use them as a bonus to ST—use double the amount as a ST bonus if the damage bonus is per die.
  • Severity = 5d6D2 + ST – VT.
    • D2 means drop two, so drop the lowest two dice.
    • Log-subtract AR before subtracting VT.
    • 5d6D2 averages to 14. I usually just substitute 4d6.
  • Conditional Effects Table:
    • Negative Severity: Nothing.
    • 0 to 4: Scratch, Shock -0, HT+6.
    • 5 to 9: Scratch, Shock -1, HT+5.
    • 10 to 14: Minor Wound, Shock -2, HT+4.
    • 15 to 19: Minor Wound, Shock -3, HT+3.
    • 20 to 24: Major Wound, Shock -4, HT+2.
    • 25 to 29: Reeling, Shock -4, HT+1.
    • 30 to 34: Crippled, Shock -4, HT+0.
    • 35 to 39: Mortal Wound, Shock -4, HT-1.
    • 40 to 44: Mortal Wound, Shock -4, HT-2.
    • 45 to 49: Instantly Fatal Wound, HT-3.
    • 50 or more: Total Destruction.

For the Multiple Injuries rules, I use the above HT rolls for wound accumulation. Log-addition and log-subtraction use the table below. For log-adding two values, look up the difference between the two values in the Log-Addition column, then add the Modifier to the higher value. For log-subtracting two values, look up the difference between the two values in the Log-Subtraction column, then subtract the Modifier from the higher value.

Log-Addition Log-Subtraction Modifier
0 +6
1–2 +5
3–4 +4
5–7 +3
8–10 +2
11–18 +1
19–25+* 26+ +0
26–35 16–25 -1
36–38 13–15 -2
39–41 10–12 -3
42–43 8–9 -4
44 7 -5
45 6 -6
46 5 -7
47 4 -9
48 3 -11
49 2 -14
50 1 -19
51+ 0 -∞

*For WR, use the rest of the chart.

I still need to figure out how to adjust throwing, collisions/slams, and grappling. That shouldn’t be too hard, but I just haven’t given it thought. Additionally, Innate Attack and Damage Resistance need to be reformulated as well, which I think will be a bit trickier.

End of February report

My arm has recovered quite a bit! It’s functional, but it’s not quite back to the pain-free strength that it had before. My infection (or, perhaps, the symptoms left behind by the infection) hasn’t quite resolved yet, however. I went through another round of antibiotics and painkillers, and I am waiting to see if the discomfort and pain continue to go away or… if they don’t.

Also, the GURPS stuff report has changed to RPG stuff report because I foresee talking about other RPGs as well. I have a couple in mind, but I don’t want to jump the gun.

Conlang stuff report

Even as my arm was still not doing so hot, I was still working hard on my conlang. With help from the internet in creating a macro for Excel, I got a nice database of disyllabic roots running.

  • Range A is a bank of possible (according to the rules of my language) disyllabic roots. I generated this using Zompist’s Gen.
  • Range B is where I input the roots I have chosen.
  • Range C is a bank of roots that conflict with the roots in Range B. I also generated this using Gen with some really roundabout tricks.
  • Rule 1: If a cell appears in Range A and Range C, it is highlighted yellow.
  • Rule 2: If a cell appears in Range A and Range B, it is highlighted green.
  • Rule 3: If a cell appears in Range B more than twice, it is highlighted red.
  • Rule 4: If I a cell appears in Range B and Range C, it is highlighted red.
  • Rule 5: Otherwise, a cell should not be highlighted.

Thus, any white cells in Range A were roots that could still be used because they didn’t conflict with anything else. Even though the highlighting was all done by a macro, there was still a significant portion of manual work that took a few hours. Much more time went into figuring out how to get the most efficient set of disyllabic roots. By that, I mean that I had to figure out how to get as many roots as possible that didn’t conflict with each other from the total bank of possible roots. It always comes back to Hamming Distance!

I’ll share much more about this soon.

RPG stuff report

Over the past couple of weeks, I have started to work on a very loose and flexible magic system that I think is good enough. Ritual Path Magic is loose and flexible, but it is slow and uses a whole new system. Divine Favor has flexibility built in with its prayer system, but it’s way too expensive and it doesn’t focus on flexibility. Sorcery has the same advantages and disadvantages of Divine Favor, though I do like it a bunch more. I based my system off of Wildcard Powers from GURPS Supers, but I’ll talk about it in much more detail soon.

Two more things. First, I just want to say that GURPS Transhuman Space is really cool. Second, I’m a bit late, but I just discovered The Path of Cunning, which is a new (and free!) fan-zine for GURPS content that is doing a good job at slowly filling the void left behind by the discontinuation of Pyramid #3. I’d love to hop on that in its infancy and review the zines as they come out. And—who knows—maybe even try to submit something one of these days. In fact, maybe that flexible magic system is just the thing.

Writing stuff report

I wrote a couple of short vignettes for fun. I dove into some stuff about Gnosticism for inspiration. I also toyed around with some new ideas for my main stories. That’s about it.

Knowing Your Own Strength with Conditional Injury in GURPS

So that’s what he’s been doing.

You caught me fair and square. This month, I’ve spent over a week trying to figure out how to best merge Knowing Your Own Strength (KYOS) with Conditional Injury (CI). The funniest part of the story is that this came from me trying to fit some new decapitation rules into GURPS because I don’t like the idea of, if you get killed by a blow to the neck, that’s decapitation. Then, I got to thinking that using damage multipliers with Knowing Your Own Strength is a tad weird because it’s based on logarithmic ST (though, maybe not logarithmic damage), so I was wondering if damage multipliers should just be damage bonuses.

Then, I found Anthony’s Logarithmic Damage. One way or another, that pointed me toward Conditional Injury. So, then, I wanted to marry KYOS with CI.

So, I started a thread about it. So far, I’m left with this:

Ultimately, what I want is a system to use Knowing Your Own Strength (KYOS) from Pyramid #3/83: Alternate GURPS IV and Conditional Injury (CI) from Pyramid #3/120: Alternate GURPS V. Ideally, it would be realistic, easy-to-use, and work directly with KYOS and CI as opposed to creating a parallel system. There has been a lot of great work so far, and I’m extremely grateful to each of the contributors.

THE +30 = ×10 SYSTEM

This is what Anthony’s Know Your Own Damage is based on, and Anthony has listed the advantages of this system here. It is complete, but it doesn’t satisfy the idea of directly working with KYOS and CI because there isn’t enough information on how the systems interact.

THE +24 = ×10 SYSTEM

This assumes that BL in KYOS is converted to be +10 = ×12. It’d be a bit of extra work. Plus, dataweaver mentioned that it “gives you easy squares and cubes”. Anthony argues that it gives “nasty numbers”, and dataweaver argues that it’s “less of a concern […] since we’re actually more interested in ranges of values than exact values”. Earlier in the thread, dataweaver detailed these values here.

THE +20 = ×10 SYSTEM

The +20 = ×10 system feels the best to me. It seems like it would take the least effort to get working directly with KYOS, especially because BL in KYOS is based off of +10 = ×10. KYOS also converts BS ST into KYOS strength this way since KYOS ST is based on 20 times the log of BS ST. dataweaver details a conversion from BS HP/damage to the +20 = ×10 system here. RyanW’s System is described by RyanW as being based on +20 = ×10 here.

RyanW’s System

  • RyanW’s original thread can be found here.
  • RT = (ST – 10) / 3 + 4.
  • WP = (ST – 10) / 3. Roll 1d6—on 1 or 2, give -1 WP; on 3 or 4, give +0 WP; on 5 or 6, give +1 WP.
  • Swing = +1 WP (or +3 ST).
  • BS ST-based weapon damage is divided by 2 and rounded away from 0, then applied to WP.
  • BS DR is converted to DR the same way BS HP is converted to RT.
  • When WP exceeds DR by 3 or less, the WP is reduced:
    • By 1: -3 WP
    • By 2: -2 WP
    • By 3: -1 WP
    • By 4+: -0 WP
    • Where multiple sources of DR apply, apply the reduction for each in turn and check the remaining against the next source of DR (which might be cumbersome in games where layered armor is common).
  • Apply the rules from CI normally starting at Injury and Severity.
  • ST [5/level], RT/WP [10/level], but you must stay in your allowable range.

My Suggestion

In order to keep the regular ST [10/level], I suggest multiplying everything before Severity by 3 and then dividing it by 3 for Severity, which also helps with the resolution.

  • RT = ST + 2.
  • WP = ST – 10. Roll 1d6–3, then apply result to WP.
  • Swing = +3 WP.
  • BS ST-based weapon damage is multiplied by 1.5 and rounded away from 0, then applied to WP.
  • When WP exceeds DR by 25 or less, the WP is reduced:
    • By 1: -19 WP
    • By 2: -14 WP
    • By 3: -11 WP
    • By 4: -9 WP
    • By 5: -7 WP
    • By 6: -6 WP
    • By 7: -5 WP
    • By 8–9: -4 WP
    • By 10–12: -3 WP
    • By 13–15: -2 WP
    • By 16–25: -1 WP
    • By 26+: -0 WP
    • Where multiple sources of DR apply, apply the reduction for each in turn and check the remaining against the next source of DR.
  • Severity = (WP – RT) / 3.

What I Don’t Know

  • Where RyanW’s system falls on the scale of realism.

dataweaver’s +20 = ×10 System

  • HP is based on +20 = ×10 (the big difference from Anthony).
  • RT = HP + 10 or 20 × log(BS HP).
  • WP = damage + 10.
  • BS DR is converted the same way that BS HP is, so BS DR 1 → DR 0 and BS DR 10 → DR 20 (and BS DR 0 → DR -∞).
  • To apply DR, use WP – DR to find out by how much to reduce WP.
    • ≤0: no damage
    • 1: -21 WP
    • 2: -13 WP
    • 3: -10 WP
    • 4: -8 WP
    • 5: -7 WP
    • 6: -6 WP
    • 7: -5 WP
    • 8: -4 WP
    • 9–10: -3 WP
    • 11–13: -2 WP
    • 14–19: -1 WP
    • ≥20: -0 WP
  • For damage, roll 5d, add the highest three dice to WP, then subtract 14 from the result to get the final WP.
  • The Conditional Effect Table for CI is rescaled so that the Severity column is divided by 3 and multiplied by 10. So, ±6 becomes ±20, ±5 becomes ±16, ±4 becomes ±13, ±3 becomes ±10, ±2 becomes ±6, and ±1 becomes ±3. All of the Severity modifiers need to be rescaled in the same way—e.g., impaling damage goes from +2 to +6.

What I Don’t Know

  • How to calculate HP (from ST, from weight).
  • How to add or subtract ST-based weapon damage.

Anthony’s +20 = ×10 System

  • HP is based on +30 = ×10 (the big difference from dataweaver).
  • RT = ST × 0.2 + 2.
  • ST = Mass × 2/3 – 2. However, if HP is based on Mass and damage is based on ST, the two values don’t align. To resolve this, add in weapon weight. Damage scales with ST + (weapon Mass/3).
  • Mass = (ST required to lift an object as 1 × BL).
  • RT = (Mass × 2/3 + 2) × 2/3 – 2.
  • 0.2 RT [2/level].

What I Don’t Know

  • How to add or subtract ST-based weapon damage. This seems to do with “Damage scales with ST + (weapon Mass/3)”.
  • How to calculate WP (from damage). This seems to do with “Damage scales with ST + (weapon Mass/3)”.
  • How to calculate DR.
  • How to apply DR.
  • How to rescale Severity and Severity modifiers.
  • In BS, a 125,000 lb creature is assigned BL 2,000. With KYOS, a 125,000 lb creature would be assigned BL 20,000. Why? Yes, KYOS gives ST = 10 × log(weight in lb/6). How realistic is each number?

A MESSY SOLUTION

Everything is calculated per BS except for ST, which is the default assumption of KYOS. However, for this, damage is reverted to how it was before for calculating reasonable WP.

  • ST 10 [0] = BL 20 = 1d-2/1d damage = HP 10 [0] = 125 lb.
  • ST 16 [60] = BL 80 = 2d-1/3d+2 damage = HP 20 [8] = 1000 lb.
  • ST 20 [100] = BL 200 = 3d+1/6d-1 damage = HP 32 [24] = 4096 lb.
  • All of this is input in CI as normal.

The only thing that doesn’t work is KYOS ST = 10 × log(weight in lb/6) with -4 for humans. That would give ST 9, ST 18, and ST 24, respectively. It just doesn’t seem to line up with BS HP = 2 × (weight in lb)^(1/3), assuming ST = HP, then converting BS ST to KYOS ST.

And it is messy. It requires buying extra HP, and damage will always be looked up from a table because the progression is awkward. Plus, this relies on the large HP and damage bands in CI.

Though, I don’t like the damage progression in BS. So, I use tbone’s New Damage for ST. If you don’t mind everything being a bit deadlier, use it as is with “medium” damage and “large” damage on the New Damage Table (or you can use it in conjunction with tbone’s Toughness). Otherwise, per tbone’s suggestion, you can use “small” damage and “medium” damage on the Expanded New Damage Table (and it’s suggested to give big weapons a damage boost). Personally, I think there’s a nice middle ground in using the New Damage Table and shifting the table to ST 7 is ST 10, so ST 10 is 1d-2/1d damage.

That leaves me with the following:

  • ST 10 [0] = BL 20 = 1d-2/1d damage = HP 10 [0] = 125 lb.
  • ST 16 [60] = BL 80 = 2d/3d damage = HP 20 [8] = 1000 lb.
  • ST 20 [100] = BL 200 = 3d/5d-1 damage = HP 32 [24] = 4096 lb.

Alternatively, you could throw out KYOS altogether and use tbone’s A Better Cost for ST and HP. Compared to KYOS, 300 points for tbone’s BS ST 100 (BL 2000, 10d/15d damage) is still more expensive than 200 points for KYOS ST 30 (BL 2000, 5d+2/6d damage), but it’s not horrible.

  • ST 10 [0] = BL 20 = 1d-2/1d damage = HP 10 [0] = 125 lb.
  • ST 20 [100] = BL 80 = 2d/3d damage = HP 20 [0] = 1000 lb.
  • ST 32 [155] = BL 205 = 3d/5d-1 damage = HP 32 [0] = 4096 lb.

Current Thoughts

It really is a toss-up between a few options right now.