Difference between revisions of "Pendleton Grell"
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Jump to navigationJump to search (New page: right ''"Quote goes here." - Whosaid'' ==Pendleton Grell== Words go here. ==Background== Words go here. ==Rumors & Tendencies== There are a variety of local r...) |
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*'''Armor Penalty''': -3 | *'''Armor Penalty''': -3 | ||
*'''Weapons''' | *'''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 | ||
<br> | <br> | ||
Line 58: | Line 60: | ||
*'''Destiny Points: 1 | *'''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. | *'''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. | *'''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. | *'''Tough''': You may add the number of bonus dice you have in the Resilience specialty to your Health. |
Revision as of 11:24, 24 April 2014
"Quote goes here." - Whosaid
Contents
Pendleton Grell
Words go here.
Background
Words go here.
Rumors & Tendencies
There are a variety of local rumors about Pendleton:
- Words go here.
Abilities
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Intrigue & Combat
- Intrigue Defense: 7 (Awareness+Cunning+Status)
- 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.
Possessions
Possessions: Stuff
Projects
- Words go here.
Advancement
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Spent: 30xp; Unspent: 0xp
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