Mortimer Daytower
From OakthorneWiki
Contents
Rumors & Tendencies
There are a variety of local rumors about Mortimer:
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Abilities
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Intrigue & Combat
- Intrigue Defense: 7 (Awareness + Cunning + Status)
- Composure: 6 (Will Ranks x3)
- Combat Defense: 9 (3 in armor) (Agility + Athletics + Awareness + Defensive Bonus - Armor Penalty)
- Health: 9 (Endurance Ranks x3)
- Armor: Full Plate (AR 10, AP -6, Bulk 3)
- Weapons
- Warhammer (Castle Forged): Test 7D+4B+1, Damage 6, Keywords: Bulk 1, Powerful, Shattering 2/3 (Bludgeon Fighter I), Slow, Two-Handed
- Warlance (Castle Forged): Test 6D+1, Damage 10, Keywords: Bulk 2, Impale, Mounted, Powerful, Slow, Vicious
- Tourney Lance: Test 6D+1, Damage 9, Keywords: Bulk 1, Fragile, Mounted, Powerful, Reach, Slow
Destiny & Qualities
- Destiny Points: 2
Benefits
- Tourney Knight: Whenever you joust, you may add the number of bonus dice from the Tournaments specialty to your Fighting test result and to your passive Animal Handling result to stay in the saddle.
- Bludgeon Fighter I: Your bludgeoning assault batters down your opponent’s defenses. Increase the Shattering rating of any bludgeoning weapon you wield by +1. If the weapon doesn’t have the Shattering quality, it instead gains it at 1.
- Bludgeon Fighter II: When armed with a bludgeoning weapon, you may sacrifice all of your bonus dice to knock your foe senseless. If you hit your opponent, that opponent cannot take more than a Lesser Action on his next turn. In addition, your opponent also subtracts –1 from all test results for each degree gained after the first until the end of his next turn (so two degrees is a –1, three a –2, etc.).
- Bludgeon Fighter III: When armed with a bludgeoning weapon, you may sacrifice all of your bonus dice to crush your opponent. If your attack hits and you achieve three or more degrees, you knock your opponent to the ground, and he cannot take more than a Lesser Action on his next turn. Finally, you impose a wound in addition to any damage the attack dealt. Acquiring a wound from this attack does not count toward reducing damage to Health.
- Expertise (Bludgeons): Choose one specialty. Whenever you test the ability to perform an action related to that specialty, you gain +1D. This benefit does not apply to passive results.
- Blood of Heroes (Fighting): Choose one ability. You may spend Experience to increase this ability beyond 7.
Drawbacks
- Flaw (Persuasion): Shy. When you gain this drawback, select a single ability. You take –1D on all tests involving this ability. For how these flaws might manifest in your character, see the following chart. When calculating your passive test result with this ability, you treat your ability as being 1 point lower. For example, if you have Perception 4 and the Flaw (Awareness) drawback, your passive Awareness result would by 12 ([4 − 1] x 4). You also reduce any derived characteristics (such as Intrigue Defense or weapon damage) by 1.
- Flaw (Deception): Transparent. As above.
- Forgetful: Whenever you test Cunning, you must re-roll any die result of a 6 and take the second roll.
Possessions
Possessions: Full plate armor, tourney lance, castle-forged warhammer, castle-forged warlance, destrier (with full plate barding)
Goals
Please list three to five goals for your character. These can be goals the character has, or your goals for your character as a player. Please mark them as (Character) or (Player) as appropriate.
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Advancement
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Spent: 0xp+6gl; Unspent: 35xp+0gl |