Cou: 3
Int: 3
Wis: 1
Cha: 0
Agi: 1
Dex: 0
Sta: 4
Str: 5
Mag: 3
HP: 76
MP: 55
TP: 24
Init: 4+2d6 (6-16)
Base AT/PA: 12
AT/PA adjusted for weapon, armour: 12/5
Weapon:
Grand Daiklave - An extremely large sword, the blade being at least five feet long and a foot wide, resembling a zweihander with a single curved edge.
Str Req. +4, 15/24/34 damage, -3/-4 AT/PA penalty
Knife - A fancy-looking, electrified knife, given to him as a reward by Vaniyakna himself. It has on it the insignia of his home, the City of Storms.
5/9/12, +2 lightning damage, +1/-1 AT/PA, can cast Lightning 2 at rank 6 twice a day
Armour:
Light Halfplate/Armoured Trenchcoat (+magical pin) - AC: 34, -3/-3 AT/PA penalty, Str Req. +2
-= Skills =-
[k]Languages - 2 (Common, Valthi, Barian)
[s]Sense Motive - 2 [Int]
[s]Two-handed Weapons - 4
[s]Equipment Breaking - 4 [Str/Str/Cou]
[s]Whittling - 1 [Dex]
Sword - 6 [Cou/Str/Agi]
Staff - 2 [Cou/Str/Agi]
Knife - 1 [Cou/Str/Agi]
Unarmed - 4 [Cou/Str/Agi]
Intimidate - 4 [Cou/Cha/Int]
Dragoon Training - 4 [Agi/Str/Int]
Telekinesis - 4 [Mag/Int/Wis]
-= Techs =-
[Innate]Telepathy (No cost out of combat, 1 MP in combat) - Telepathy. Duh.
[Telekinesis=2]Minor Telekinesis (1 MP) - Merely moving around a small, unsecured object at speeds insufficient to be used as a weapon.
[Telekinesis=2, [s]Two-handed Weapons=2]Single Handed (2 MP and 1 TP per round) - Uses a two-handed weapon with one hand, the slack taken up by telekinesis.
[Telekinesis=4, Sword=2]Death Hurricane (2 TP, 4 MP) - Allows multiple attacks in one round, the weapon speeded up by telekinesis. The cost of the tech doubles after each extra attack, and only lasts until the first attack to miss.
[Weapon skill=2, Dragoon training=2]Spire (4 TP) - A long range thrusting attack that delivers an automatic critical if it hits.
[Sword=2, [s]Equipment Breaking=4, weapon with a strength requirement of 3 or greater]Crush (7 TP) - Attack as normal. If the target successfully defends, half the damage still goes to target, with the other half going to the opponents weapon. GM's discretion when a weapon is rendered unusable. On a critical failure, attack causes considerable damage to the floor/wall/nearby furniture.
Cou: 3
Int: 3
Wis: 1
Cha: 0
Agi: 1
Dex: 0
Sta: 4
Str: 5
Mag: 3
HP: 76
MP: 55
TP: 24
Init: 4+2d6 (6-16)
Base AT/PA: 12
AT/PA adjusted for weapon, armour: 12/5
Dodge: 15
Base MAttack: 7
MDefense: 19
Weapon:
Grand Daiklave - An extremely large sword, the blade being at least five feet long and a foot wide, resembling a zweihander with a single curved edge.
Str Req. +4, 15/24/34 damage, -3/-4 AT/PA penalty
Attacks: 1
Defenses: 1
Knife - A fancy-looking, electrified knife, given to him as a reward by Vaniyakna himself. It has on it the insignia of his home, the City of Storms.
5/9/12, +2 lightning damage, +1/-1 AT/PA, can cast Lightning 2 at rank 6 twice a day
Attacks: 1
Defenses: 1
Armour:
Light Halfplate/Armoured Trenchcoat (+magical pin) - AC: 34, -3/-3 AT/PA penalty, Str Req. +2
-= Skills =-
[k]Languages - 2 (Common, Valthi, Barian)
[s]Sense Motive - 2 [Int]
[s]Two-handed Weapons - 4
[s]Equipment Breaking - 4 [Str/Str/Cou]
[s]Whittling - 1 [Dex]
Sword - 6 [Cou/Str/Agi]
Staff - 2 [Cou/Str/Agi]
Knife - 1 [Cou/Str/Agi]
Unarmed - 4 [Cou/Str/Agi]
Intimidate - 4 [Cou/Cha/Int]
Dragoon Training - 4 [Agi/Str/Int]
Telekinesis - 4 [Mag/Int/Wis]
-= Techs =-
[Innate]Telepathy (No cost out of combat, 1 MP in combat) - Telepathy. Duh.
[Telekinesis=2]Minor Telekinesis (1 MP) - Merely moving around a small, unsecured object at speeds insufficient to be used as a weapon.
[Telekinesis=2, [s]Two-handed Weapons=2]Single Handed (2 MP and 1 TP per round) - Uses a two-handed weapon with one hand, the slack taken up by telekinesis.
[Telekinesis=4, Sword=2]Death Hurricane (2 TP, 4 MP) - Allows multiple attacks in one round, the weapon speeded up by telekinesis. The cost of the tech doubles after each extra attack, and only lasts until the first attack to miss.
[Weapon skill=2, Dragoon training=2]Spire (4 TP) - A long range thrusting attack that delivers an automatic critical if it hits.
[Sword=2, [s]Equipment Breaking=4, weapon with a strength requirement of 3 or greater]Crush (7 TP) - Attack as normal. If the target successfully defends, half the damage still goes to target, with the other half going to the opponents weapon. GM's discretion when a weapon is rendered unusable. On a critical failure, attack causes considerable damage to the floor/wall/nearby furniture.
Cou: 2
Int: 3
Wis: 5
Cha: 3
Agi: 5
Dex: 2
Str: 1
Sta: 1
Mag: 0
HP: 66
MP: 0
TP: 22
Init: 7+2d6 (9-19)
Base AT/PA: 10
AT/PA modified for weapons/skill/armour: 15/15
Main hand: Rapier +1/-1 9/11/X
A fairly standard, if well constructed and expensive looking, light swept hilt rapier, Italian gripped. The blade, while sharpened, is only sharpened so the opponent does not take hold of the blade, as the weapon does not have enough weight to effectively chop or cut. It can also be used for slashing with the tip, though that naturally isn't near as deadly. Valentia prefers this above all else as a weapon.
Off hand, primary: Parry Dagger -1/+1 4,7,X
A parry dagger styled similarly to the rapier, as they are a matching set. This weapon is, like most parry daggers, only edged on one side, has a thick hand guard, and fairly long quillons, and would be used mostly to deflect and bind incoming attacks, with it's own attacks limited to stabbing and cutting/slashing. This is the prefered secondary weapon, though she will also feel comfortable using a cloak in her offhand.
Off hand, secondary: Cloak +1/+1 AC: 3
This will almost always be a fairly normal traveler's cloak, albeit usually well made and expensive looking, that is loosely draped around the off hand. It will never be used to attack, as that is not it's purpose. The cloak is used to conceal attacks from the opponent's eyes, and also to entagle the opponent's weapon, and deflect attacks away from their intended target.
Armour: Padded robes/leather jerkin 0/0 AC: 6
A simple yet effective traveler's outfit, with the added benefit of being harder to pierce than most normal clothing. Also, while not exactly armour of sorts, Valentia wears a black eyepatch with a stylized flower embroidered on it atop her scarred-over eye.
-= Skills =-
Sword - 5 /Cou/Agi/Str/
Dagger - 5 /Cou/Agi/Str/
Firearm - 2 /Dex/Dex/Cou/
Shield - 5 /Str/Agi/Dex/
Ambidexterity - 5 /Dex/
Dancing - 4 /Agi/Int/Cha/
[s]Dual Wield - 5 /Dex/
[s]Sailing - 4 /Sta/Str/Int/
[s]Advanced Parry - 5 /Agi/
[s]Classical Dueling - 5 /Dex/
[s]Artillery: Ship - 1 /Int/Wis/Dex/
[k]Ettiquette: Nobility - 3
[k]Ettiquette: Sailors - 3
[k]Languages - 4
[k]Ocean Navigation - 1
-= Techs =-
[Sword=2, Dancing=2]Name Pending (2 TP) - A thrust attack. While the attack is finishing, Valentia uses her weapon as a lever and wrenches the opponent around while pulling the blade out, opening up said opponent for further attack. Does no extra damage, but should anyone else attack the same target this round, the attack is automatically critical. Must be done with a rapier.
[[s] Classical Dueling=1]Distraction (2 TP) - A noise is made with the feet (by means of the balastra or patanando) to cause the opponent to flinch, possibly opening a defensive hole. Decreases target PA by 2 for one attack, and counts as a free action.
[[s]Classical Dueling=2, Sword=2]Evade (3 TP) - Attempting to dodge out of the way of an attack and counterattack simultaneously (Passata di soto, inquartata). Adds (rank/2) to the PA roll, with a thrust attack on a successful defense, roll with a -3 penalty to determine if it's a critical. This can either be used at the begining of a turn for 3 TP, or it can be used to react to an attack (as long as Valentia has neither attacked nor defended yet this turn) for 6 TP. Replaces the normal attack and defense for the round, must be done with a rapier.
[[s]Classical Dueling=3, Dagger=3]Dual Slash (3 TP) - Slash attacks are done with both weapons to two spereate areas, while allowing the opponent to only defend against one of them. Must be done with a rapier and dagger.
[[s]Classical Dueling=4, Dagger=4]Joint slash (5 TP) - On a successful parry with her rapier, Valentia can attempt to attack one of the opponent's joints with her dagger. The attack is considered a free action, though executed with half normal AT, deals half damage if successful, and the limb of choice is treated as though it recieved a gunshot wound. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Must be done with a rapier and dagger.
[Shield=2]Obscure (2 TP) - Valentia moves ins such a manner as to obscure her attack from her opponent. Gives her +3 to AT this round, but -1 to PA. Must be done with a cloak.
[Shield=4]Entangle (6 TP) - After a successful defense roll with the cloak, Valentia can entangle the opponent's weapon in said cloak. Until the opponent takes an action to get his/her weapon away, said opponent's AT/PA are halved. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Obviously, must be done with a cloak.
The Noble and Worthy Science of Defense:
Note: To use this, Valentia MUST be using a rapier. However, if she has a cloak she gains an additional +1 to PA, and if she has a parry dagger, she gains +1 to AT and +2 to PA.
To use this, it takes an initial 4 TP, with 2 TP upkeep each additional turn. She may also use other techs while this is in effect. It has the following effects:
- Valentia suffers a -6 penalty to AT, but gains a (Classical Dueling rank/2) bonus to PA.
- On a successful defense against her current target, Valentia ripostes with her own thrust attack for half damage. The opponent CAN attempt to defend against this counterattack.
- On a successful thrust attack, the result is automatically critical.
- On a successful slash attack, the target's PA is reduced by 1 the next round.
- Valentia can defend against an unlimited number of attacks from her current target with a stacking -1 penalty to each additional defense.
- Valentia can also defend against attacks from those other than her target for 2 TP each defense, with a stacking -2 penalty to PA for each additional defense. Penalties from her current target and other opponents stack. When defending against attacks from opponents that are not her current target, no riposte is possible.
- When switching targets for any reason, Valentia forfeits her next attack.
- Enables the following techs:
Disengage (4 TP) - By means of either a feint or a coupe, Valentia attempts to get around a defense. Grants a +(Classical Dueling rank) to AT.
Glissade (8 TP) - An attack during which Valentia attempts to throw the other person's blade with her own. Grants a +(Classical Dueling rank) to AT for the attack, and on a critical, disarms the target.
Bind (5 TP) - Uses two points of contact on her blade and one on her weapon's gaurd to forcefully lever the opponents weapon to the side. As a result, on a successful attack full damage is dealt, on a failed attack normal thrusting damage is dealt, and only on a critical failure does the attack not connect at all.
Perfect Defense (8 TP) - Used as a reaction to attack, Valentia forgoes her riposte and next attack in order to gain a bonus to defense equivelent to the total of sword rank + dagger rank + classical fencing rank.
Cou: 2
Int: 3
Wis: 5
Cha: 3
Agi: 5
Dex: 2
Str: 1
Sta: 1
Mag: 0
HP: 66
MP: 0
TP: 22
Init: 7+2d6 (9-19)
Base AT/PA: 10
AT/PA modified for weapons/skill/armour: 15/15
MDefense: 17
Dodge: 23
Attacks with light weapons: 2
Defenses with light weapons: 2
Main hand: Rapier +1/-1 9/11/X
A fairly standard, if well constructed and expensive looking, light swept hilt rapier, Italian gripped. The blade, while sharpened, is only sharpened so the opponent does not take hold of the blade, as the weapon does not have enough weight to effectively chop or cut. It can also be used for slashing with the tip, though that naturally isn't near as deadly. Valentia prefers this above all else as a weapon.
Off hand, primary: Parry Dagger -1/+1 4,7,X
A parry dagger styled similarly to the rapier, as they are a matching set. This weapon is, like most parry daggers, only edged on one side, has a thick hand guard, and fairly long quillons, and would be used mostly to deflect and bind incoming attacks, with it's own attacks limited to stabbing and cutting/slashing. This is the prefered secondary weapon, though she will also feel comfortable using a cloak in her offhand.
Off hand, secondary: Cloak +1/+1 AC: 3
This will almost always be a fairly normal traveler's cloak, albeit usually well made and expensive looking, that is loosely draped around the off hand. It will never be used to attack, as that is not it's purpose. The cloak is used to conceal attacks from the opponent's eyes, and also to entagle the opponent's weapon, and deflect attacks away from their intended target.
Armour: Padded robes/leather jerkin 0/0 AC: 6
A simple yet effective traveler's outfit, with the added benefit of being harder to pierce than most normal clothing. Also, while not exactly armour of sorts, Valentia wears a black eyepatch with a stylized flower embroidered on it atop her scarred-over eye.
-= Skills =-
Sword - 5 /Cou/Agi/Str/
Dagger - 5 /Cou/Agi/Str/
Firearm - 2 /Dex/Dex/Cou/
Shield - 5 /Str/Agi/Dex/
Ambidexterity - 5 /Dex/
Dancing - 4 /Agi/Int/Cha/
[s]Dual Wield - 5 /Dex/
[s]Sailing - 4 /Sta/Str/Int/
[s]Advanced Parry - 5 /Agi/
[s]Classical Dueling - 5 /Dex/
[s]Artillery (Ship) - 1 /Wis/Int/Dex/
[k]Ettiquette: Nobility - 3
[k]Ettiquette: Sailors - 3
[k]Languages - 4
[k]Ocean Navigation - 1
-= Techs =-
[Sword=2, Dancing=2]Name Pending (2 TP) - A thrust attack. While the attack is finishing, Valentia uses her weapon as a lever and wrenches the opponent around while pulling the blade out, opening up said opponent for further attack. Does no extra damage, but should anyone else’s attack connect the same target this round, the attack automatically becomes critical. Must be done with a rapier.
[[s] Classical Dueling=1]Distraction (2 TP) - A noise is made with the feet (by means of the balastra or patanando) to cause the opponent to flinch, possibly opening a defensive hole. Decreases target PA by 2 for one attack, and counts as a free action.
[[s]Classical Dueling=2, Sword=2]Evade (3/6 TP) - Attempting to dodge out of the way of an attack and counterattack simultaneously (Passata di soto, inquartata). Adds (rank/2) to the PA roll, with a thrust attack on a successful defense, roll with a -3 penalty to determine if it's a critical. This can either be used at the beginning of a turn for 3 TP, or it can be used to react to an attack (as long as Valentia has neither attacked nor defended yet this turn) for 6 TP. Replaces a normal attack and defense for the round, must be done with a rapier.
[[s]Classical Dueling=3, Dagger=3]Dual Slash (3 TP) - Slash attacks are done with both weapons to two separate areas, while allowing the opponent to only defend against one of them. Must be done with a rapier and dagger.
[[s]Classical Dueling=4, Dagger=4]Joint slash (5 TP) - On a successful parry with her rapier, Valentia can attempt to attack one of the opponent's joints with her dagger. The attack is considered a free action, though executed with half normal AT, deals half damage if successful, and the limb of choice is treated as though it received a gunshot wound. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Must be done with a rapier and dagger.
[Shield=2]Obscure (2 TP) - Valentia moves in such a manner as to obscure her attack from her opponent. Gives her +3 to AT this round, but -1 to PA. Must be done with a cloak.
[Shield=4]Entangle (6 TP) - After a successful defense roll with the cloak, Valentia can entangle the opponent's weapon in said cloak. Until the opponent takes an action to get his/her weapon away, said opponent's AT/PA are halved. This move is reactionary and unlike with "Evade", this cannot be set up in advance. Obviously, must be done with a cloak.
The Noble and Worthy Science of Defense:
Note: To use this, Valentia MUST be using a rapier. However, if she has a cloak she gains an additional +1 to PA, and if she has a parry dagger, she gains +1 to AT and +2 to PA.
To use this, it takes an initial 4 TP, with 2 TP upkeep each additional turn. She may also use other techs while this is in effect. It has the following effects:
- Valentia’s Attack/Defense ratio changes from 2/2 to 1/3.
- Valentia suffers a -6 penalty to AT, but gains a (Classical Dueling rank/2) bonus to PA.
- On a successful defense against her current target, Valentia ripostes with her own thrust attack for half damage. The opponent CAN attempt to defend against this counterattack.
- On a successful thrust attack, the result is automatically critical.
- On a successful slash attack, the target's PA is reduced by 1 for the next round.
- Valentia can defend against an unlimited number of attacks from her current target with a stacking -1 penalty to each additional defense past the normal amount.
- Valentia can also defend against attacks from those other than her target for 2 TP each defense, with a stacking -2 penalty to PA for each additional defense. Penalties from her current target and other opponents stack. When defending against attacks from opponents that are not her current target, no riposte is possible.
- When switching targets for any reason, Valentia forfeits her next attack.
- Enables the following techs:
Disengage (4 TP) - By means of either a feint or a coupe, Valentia attempts to get around a defense. Grants a +(Classical Dueling rank) to AT.
Glissade (8 TP) - An attack during which Valentia attempts to throw the other person's blade with her own. Grants a +(Classical Dueling rank) to AT for the attack, and on a critical, disarms the target.
Bind (5 TP) - Uses two points of contact on her blade and one on her weapon's gaurd to forcefully lever the opponents weapon to the side. As a result, on a successful attack full damage is dealt, on a failed attack normal thrusting damage is dealt, and only on a critical failure does the attack not connect at all.
Perfect Defense (8 TP) - Used as a reaction to attack, Valentia forgoes her riposte and next attack in order to gain a bonus to defense equivelent to the total of sword rank + dagger rank + classical fencing rank.
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