Attributes | Points | ||
---|---|---|---|
Strength (ST) | 15 | [50] | |
Dexterity (DX) | 15 | [100] | |
Intelligence (IQ) | 10 | [0] | |
Health (HT) | 13 | [30] | |
Secondary Attributes | Points | ||
Hit Points (HP) | 15 | [0] | |
Will | 10 | [0] | |
Perception (Per) | 11 | [5] | |
Fatigue Points (FP) | 13 | [0] | |
Total | 165 |
Nature: Player Character
Player: Example Character
User: NA
Profession: Knight
XP spent: 20
Characteristics
Basic Lift: 45 lbs
Basic Speed: 6.25 [-15]
Basic Move: 6
Damage: Thrust 2d-1 / Swing 3d+1
Dodge: 10
Parry: 16 (Glaive)
Block: NA
Armor: Head: 4/2, Body: 4/2, Arms: 4/2, Feet: 3. Otherwise none; use lower value vs. crushing attacks.
Reaction Modifiers:
- Born War Leader: +2 vs profession fighters.
Description
Gender: Female
Age: 22
Race: Cat-folk
Height: 5'8'' (1.73 m)
Weight: 158 lbs (72 kg)
Appearance: Lean feline muscles. Sleek grey fur.
Information
History:
Personality:
Languages: Common (Native).
Advantages
Armor Mastery [5]
Born War-Leader 2 [10]
Catfall [10]
Combat Reflexes [15]
High Pain Threshold [10]
Night Vision 5 [5]
Sacrificial Parry [1]1
Sharp Claws [5]
Sharp Teeth [1]
Signature Gear (Balanced Dwarven Glaive ) [1]2
Striking ST 4 [20]
Temperature Tolerance 1 (Cold) [1]
Weapon Master (Glaive) [20]
Weapon Bond (Balanced Dwarven Glaive) [1]3
Disadvantages
Code of Honor (Chivalry) [-15]
Impulsiveness (12) [-10]
Laziness [-10]
Lecherousness (12) [-15]
Phobia (Entering Water) [-2]
Sense of Duty (Adventuring Companions) [-5]
QUIRK [-1]: Aggressively egalitarian. Takes offense at being called a "Knight". She's a common Mercenary, not some noble with delusions of warriorhood.
QUIRK [-1]: Never mind that her glaive costs more than a peasant makes in 3 months.
QUIRK [-1]: The best defense is taking down the other guy before he can attack you.
QUIRK [-1]: Obsessively cleans and maintains her glaive; carries it even in town.
QUIRK [-1]: Delves because it's less morally ambiguous than other Merc work.
Skills
Skill | Roll | Level | Points |
---|---|---|---|
Acrobatics | 13 | DX-2 | [1] |
Armory (Melee Weapons) | 11 | IQ+1 | [4] |
Boxing | 15 | DX | [2] |
Climbing | 14 | DX-1 | [1] |
Connoisseur (weapons) | 12 | IQ+2* | [2] |
Fast-Draw (Knife) | 16 | DX+1 | [1] |
Forced Entry | 15 | DX | [1] |
Jumping | 15 | DX | [1] |
Knife | 15 | DX | [1] |
Leadership | 12 | IQ+2* | [2] |
Polearm | 22 | DX+7 | [28] |
Staff | 16 | DX+1 | [0]4 |
Stealth | 14 | DX-1 | [1] |
Strategy | 11 | IQ+1* | [2] |
Tactics | 11 | IQ+1* | [2] |
Throwing | 16 | DX+1 | [4] |
Wrestling | 15 | DX | [2] |
Total |
(*) +2 from Born War-Leader
Equipment
Item | Location | Cost | Weight |
---|---|---|---|
Simple Outfit | Worn | free | 2 lbs |
Balanced Dwarven Glaive | Hands | $900 | 8 lbs |
Long Knife | Belt | $120 | 1.5 lbs |
Light Mail Coif | Head | $125 | 3 lbs |
Light Mail Hauberk | Body | $525 | 12.6 lbs |
Light Mail Sleeves | Arms | $250 | 6 lbs |
Heavy Leather Boots | Feet | $52 | 4.2 lbs |
Pouch | Belt | $10 | 0.2lbs |
18 Copper Dollars | Pouch | $18 | 0.36 lbs |
Total | $2,000 | 37.86 lbs |
Notes
Kikhtar has two jobs in combat. First: she dishes out the pain, frequently felling foes with every strike of her glaive. Second: she protects the more heavily armored allies in front of her, parrying attacks meant for them. She isn't meant to get closer than 2 meters away from the enemy, but she's not completely helpless at closer ranges.
Compared to most knights, she's fast and light on her feet. On the other hand, she's far less durable as well. Armor is heavy, and any more weight would slow her down too much.
Glaive (Slash)-24: 3d+10 cut, Reach 2,3*. Parry 16.
Glaive (Stab)-24: 2d+6 imp, Reach 1-3*. Parry 16.
Glaive (Used as Staff)-18: 3d+3 cr, Reach 1,2. Parry 13.
Long Knife (Slash)-15: 3d cut, Reach C,1. Parry 10.
Long Knife (stab)-15: 2d-1 imp, Reach C,1. Parry 10.
Claws-15: 1d+1 cut. Reach C. Parry 12.
With an effective skill of 24, taking up to -8 in penalties has no effect on her chance to hit (17 is an automatic failure). The odds are generally in your favor as long as the penalties don't go beyond -11 or so. So attacking is just a question of what penalties to go for. Rapid Strike (-3) to make two attacks is a must. Deceptive Attack (-2/level) gives a 1/level on defense rolls, helping get through to agile opponents. Targeting the Skull (-7) works great on things with brains, and stabbing the vitals (-3) is a quick way to down living opponents (if someone tells you where they are). Chopping limbs off opponents (-2) makes them less dangerous, and chopping an arm off doesn't work, it usually takes less to chop off a hand (-4); but you cannot deal more than half their HP when targeting limbs.