Difference between revisions of "Banmund Skye"

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** Dagger: Test 4D, Damage 3, Keywords: Defensive +1, Off-hand +1
 
** Dagger: Test 4D, Damage 3, Keywords: Defensive +1, Off-hand +1
 
** Handaxe: Test 4D, Damage 5, Keywords: Close Range
 
** Handaxe: Test 4D, Damage 5, Keywords: Close Range
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==Qualities==
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*'''Destiny Points: 1
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*'''Pole-Arm Fighter I''': You can sweep your pole-arm out to knock your foes to the ground. Roll a Fighting test as normal, but subtract 2 from your test result for each opponent within reach that you want to attack with the sweep. Compare the test result to the Combat Defense of each opponent within reach. Opponents whose Combat Defense you equal or beat are knocked to the ground.
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*'''Armor Mastery''': Armor you wear fits like a second skin. Increase your armor’s AR by +1, and reduce the Bulk (if any) by 1.
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*'''Tough''': You may add the number of bonus dice you have in the Resilience specialty to your Health.
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*'''Charismatic (Charm)''': Whenever you test Persuasion to use the Charm specialty, add +2 to your test result.
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*'''Magnetic''': Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of bonus dice you invested in Charm (minimum 2 steps).
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==Drawbacks & Flaws==
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*'''Clumsy''' (Agility flaw); Disregard the lowest test die result on Agility rolls.
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*'''Unsubtle''' (Thievery flaw); Disregard the lowest test die result on Thievery rolls.
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*'''Forgetful'''; Whenever you test Cunning, you must re-roll any die result of a 6 and take the second roll.
 
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Latest revision as of 01:20, 28 June 2014

Abilities

  • Agility - 3
  • Animal - 3
  • Athletics - 5; Strength 2b
  • Awareness - 3
  • Cunning - 2
  • Deception - 2
  • Endurance - 5; Resistance 2b, Stamina 1b
  • Fighting - 4; Pole-arm 3b
  • Healing - 2
  • Language - 2
  • Knowledge - 2
  • Marksmanship - 2
  • Persuasion - 4; Charm 3b
  • Status - 2
  • Stealth - 2
  • Survival - 2
  • Thievery - 1
  • Warfare - 2
  • Will - 3


Intrigue & Combat

  • Intrigue Defense: 8 (Awareness+Cunning+Status+Lifestyle)
  • Composure: 9 (Will Ranks x3)
  • Combat Defense: 8 (Agility+Athletics+Awareness+Defensive Bonus-Armor Penalty)
  • Health: 17 (Endurance Ranks x3)
  • Armor: scale (6+1)
  • Armor Rating: 7
  • Armor Penalty: -3
  • Weapons
    • Castleforged halberd: Test 4D+2b+1, Damage 10, Keywords: Bulk 1, Powerful, Two-handed
    • Dagger: Test 4D, Damage 3, Keywords: Defensive +1, Off-hand +1
    • Handaxe: Test 4D, Damage 5, Keywords: Close Range


Qualities

  • Destiny Points: 1
  • Pole-Arm Fighter I: You can sweep your pole-arm out to knock your foes to the ground. Roll a Fighting test as normal, but subtract 2 from your test result for each opponent within reach that you want to attack with the sweep. Compare the test result to the Combat Defense of each opponent within reach. Opponents whose Combat Defense you equal or beat are knocked to the ground.
  • Armor Mastery: Armor you wear fits like a second skin. Increase your armor’s AR by +1, and reduce the Bulk (if any) by 1.
  • Tough: You may add the number of bonus dice you have in the Resilience specialty to your Health.
  • Charismatic (Charm): Whenever you test Persuasion to use the Charm specialty, add +2 to your test result.
  • Magnetic: Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of bonus dice you invested in Charm (minimum 2 steps).


Drawbacks & Flaws

  • Clumsy (Agility flaw); Disregard the lowest test die result on Agility rolls.
  • Unsubtle (Thievery flaw); Disregard the lowest test die result on Thievery rolls.
  • Forgetful; Whenever you test Cunning, you must re-roll any die result of a 6 and take the second roll.