Amalric,
I took a shot based on your description. Here are some of the main things I envisioned from your words:
- A survivor
- gave him high Constitution, Rapid Healing (reduced to every 6 Hours)
- Once a knight
- set his Caste at Warrior level instead of Knight
- knightly skills like Riding, weapons including flail and lance
- Oratory & Tactics - he's commanded troops
- Fighting Tricks with Swords and Flail
- Martial Maneuvers with Swords (couldn't afford Flails too)
- Defense Maneuver I - he's fought against groups of opponents before
- Animal Handling: Equines - knows how to care for his horse
- Penalty Skill Levels vs Penalties Fighting from Horseback - he's fought in the saddle for years
- Nemedian Knight at court
- High Society
- Knowledge Skill: Politics
- Living on the road now, mercenary? bandit? whatever it takes?
- skills like Survival, Navigation (Land)
- familiarity with Streetwise, he's started dealing with the lower element of society
- Fighting Tricks with Brawling and Martial Maneuvers to support (he's dangerous with or
without a weapon)
- languages, cultural knowledge and area knowledge of the countries he travels regularly now
- Hobby
- Professional Skill: Falconry & Animal Handling: Raptors
Some complications I envisioned:
- Loyal, to a fault actually, sounded like he knew his liege was wrong but follow him anyway
- Rebelled, negative reputation as a Traitor
- A Wanted Man, hunted by bounty hunters or others in power who learn of the price on his head
- need 20 more points of complications....can you think of any other troubles he might have?
Here's the character sheet:
Amalric
VAL | CHA | Cost | Roll | Notes |
---|
15 | STR | 5 | 12- | HTH Damage 3d6 END [3] |
13 | DEX | 6 | 12- | |
18 | CON | 8 | 13- | |
13 | INT | 3 | 12- | PER Roll 12- |
11 | EGO | 1 | 11- | |
13 | PRE | 3 | 12- | PRE Attack: 2 1/2d6 |
5 | OCV | 10 | | |
5 | DCV | 10 | | |
3 | OMCV | 0 | | |
3 | DMCV | 0 | | |
3 | SPD | 10 | | Phases: 4, 8, 12 |
5 | PD | 3 | | 5/11 PD (0/6 rPD) |
2 | ED | 0 | | 2/8 ED (0/6 rED) |
6 | REC | 2 | | |
30 | END | 2 | | |
11 | BODY | 1 | | | |
28 | STUN | 4 | | |
Movement | Cost | Meters | Notes |
---|
RUNNING | 0 | 12m/24m | END [2] |
SWIMMING | 0 | 4m/8m | END [1] |
LEAPING | 0 | 4m | 4m forward, 2m upward |
Characteristics Total: 68
Cost | Powers | Notes | END |
---|
6 | Rapid Healing: Regeneration (1 BODY per 6 Hours) | | 0 |
Powers Total: 6
Cost | Martial Arts | Notes |
---|
| Fighting Tricks: Swords | |
4 | 1) Parry: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort | [Notes: Martial Block] |
4 | 2) Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 5d6 Strike, Must Follow Block | [Notes: +2DC] |
3 | 3) Slash: 1/2 Phase, +1 OCV, +0 DCV, 5d6 Strike | [Notes: Basic Strike +2DC] |
| | |
| Fighting Tricks: Brawling | |
4 | 1) Kidney Blow: 1/2 Phase, -2 OCV, +0 DCV, HKA 1 1/2d6 | |
4 | 2) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND | |
3 | 3) Trip: 1/2 Phase, +1 OCV, +1 DCV, 3d6 Strike; Target Falls | |
Martial Arts Total: 22
Cost | Skills | Notes |
---|
0 | Acting 8- | |
3 | Animal Handler (Equines, Raptors) 12- | |
0 | Climbing 8- | |
0 | Concealment 8- | |
0 | Conversation 8- | |
0 | Deduction 8- | |
3 | Defense Maneuver I | |
3 | High Society 12- | |
2 | KS: Politics 11- | |
3 | Traveler | |
1 | 1) AK: Aquilonia (2 Active Points) 11- | |
1 | 2) AK: Koth (2 Active Points) 11- | |
1 | 3) AK: Nemedia (2 Active Points) 11- | |
1 | 4) AK: Ophir (2 Active Points) 11- | |
0 | 5) CuK: Nemedia 11- | |
1 | 6) CuK: Ophir (2 Active Points) 11- | |
3 | Linguist | |
2 | 1) Language: Aquilonian (completely fluent; Borders Nemedia & Ophir, literate) (3 Active Points) | |
1 | 2) Language: Kothic (completely fluent; Borders Ophir) (2 Active Points) | |
1 | 3) Language: Nemedian (idiomatic; literate) (7 Active Points) | |
2 | 4) Language: Ophirian (completely fluent; Borders Nemedia Cost Reduction, literate) (3 Active Points) | |
2 | Navigation (Land) 12- | |
3 | Oratory 12- | |
6 | +2 to offset a OCV modifier with all attacks while fighting from horseback | |
3 | Power: Fighting Tricks: Brawling 12- | |
3 | Power: Fighting Tricks: Swords 12- | |
3 | Power: Fighting Tricks: Flails 12- | |
0 | PS: Knight 11- | |
2 | PS: Falconry 11- | |
3 | Riding 12- | |
1 | Streetwise 8- | |
2 | Survival (Temperate/Subtropical) 12- | |
3 | Tactics 12- | |
0 | TF: Equines | |
6 | WF: Common Melee Weapons, Common Missile Weapons, Flails, Lances | |
Skills Total: 65
Cost | Perks | Notes |
---|
2 | Ancient Bloodline | |
2 | Fringe Benefit: Caste: Warrior | |
Perks Total: 4
Cost | Talents | Notes |
---|
10 | Combat Luck (6 PD/6 ED) (12 Active Points); Limited Power Not while wearing >15kg armor (-1/4) | |
Talents Total: 10
Value | Complications | Notes |
---|
10 | Hunted: Bounty Hunters or Others in Power who Learn of the Price for Amalric Infrequently (As Pow; Harshly Punish) | |
5 | Negative Reputation: Traitor, Infrequently | |
15 | Psychological Complication: Loyal (Common; Strong) | |
Complications Points: 30
Base Points: 175
Experience: 0
Experience Unspent: 0
Total Character Cost: 175
This message was last edited by the GM at 03:16, Wed 27 Mar 2019.