Post by Sutton on Sept 14, 2009 17:38:01 GMT -5
DISCLAIMER: This character was built using the alternative Point Allocation character generation system from TROS Companion, using the default 70 points (which is intended to provide characters equivalent to those built using the Priority system, but with a bit more player freedom.)
Name: Gary Kruvel
Race: Human, Non Gifted [0 Point Cost]
Social Class: Low Freeman, 15 Gold (300 silver) of Wealth [6 Point Cost]
Attributes [46 point Cost]
ST - 5 WP - 4
AG - 6 Wits - 6
TO - 5 MA - 4
EN - 4 Soc - 4
HT - 4 Per - 4
Reflex - 6
Aim - 5
Knockdown - 6
Knockout - 7
Move - 8
Spiritual Attributes:
Proficiencies: [17 point Cost]
Cut & Thrust - 5 [5]
Musket/Blunderbuss - 8 [12]
Handgun/Pistol - 6 [Defaulted from M/B, for reference]
Skills:
Pirate Skill Package SR 8 [4 pts]
Sailing 7
Navigation 9
Gambling 7
Climbing 8
Boating 7
Swimming 8
Intimidate 8
Survival 9
Ridicule 9
Scrounging 9
Persuasion 8[/size]
MA Bonus Skills
Read Body Language 8
Battle 8
First Aid 8
Combat/Weapon Art 8[/size]
Gifts: [Total of 6 points]
Careful (Major, 6 points)
He may adjust his attacker's hit location rolls up or down by up to two points, AFTER they are rolled. This let's him send attacker's blows to the "Least Bad" areas.
Flaws: [Total of -9 Points]
Addiction: Compulsive Gambler (Minor, 3 Points)
He feels compelled to waste his hard-won winnings on dice and cards and fights, rather than spend it on useful things.
Phobia: Magic (Major, 6 points)
He takes a -3 die penalty when confronted with actual magic, and a -1 die penalty when he thinks magic may be nearby. As of yet is mercifully unaware that the Arena itself is largely magic-powered.
Melee Weapons:
Sidesword
One Handed, Medium Reach
Cut TN 7; ST-1 Cut Damage (ST on Draw Cuts)
Thrust TN 6; ST+2 Thrust Damage
DTN 7 (6 versus light weapons such as daggers and rapiers, counts as light weapon versus other weapons with split TN)
Hilt AV: 4
Cost: 45 Silvers
Rondel Dagger[/b]
One Handed, Hand Reach
No Cutting Attack
Thrust TN 6; ST Thrust Damage (ST+1 versus any form of Armor)
DTN 8 (6 versus light weapons as above)
Hilt AV: 1
Cost: 2 silver
Ranged Weapons:
Matchlock Musket (Smoothbore)
Preperation Time:
20 rounds to prime and load powder (30 with double charge)
3 to tamp powder and load ball
1 to raise and aim. Pool refresh begins once aimed.
ATN: 5
Damage: 8 piercing (9 piercing if double-loaded)
Range: 5 yards / 10 yards / 25 yards / 50 yards / 100 yards
Cost: 4 gold (80 silver)
Against any form of armor, +2 Damage. All wounds suffer extra shock equal to the Measure of Success + 1. The gun requires stabilization to fire (One hand is needed to hold the match cord, and another + stabilization to hold the gun steady), and is vulnerable to windy/wet conditions (as it needs a burning match-cord to operate.)
2 Matchlock Handguns[/i]
Preparation Time:
20 rounds to prime and load powder
3 rounds to tamp powder and load ball
1 round to raise and aim (refresh begins when aimed)
ATN: 5
Damage: 6P
Range: 2 yards / 5 yards / 10 yards / 20 yards / 40 yards
Cost: 2g,10 each (50s each)
Against any form of armor, deals +1 Damage. All wounds suffer additional shock equal to MOS. Requires two hands to fire, and is vulnerable to windy or wet conditions.
Armor:
Capeline Helm
Coverage: Whole of the head, excluding the face. Neck is exposed.
Armor Value: 5 (6 v Cut and Bash)
Cost: 5s
Padded Cloth Jacket[/i]
Coverage: The main body of the garment protects the torso and the arms, and it features a high collar to defend the vulnerable neck.
Armor Value: 1 (0 v Cut)
Cost: A few coppers, largely negiligible
Breastplate, Light (No Backplate)
Coverage: The torso is covered from forward attacks by thin steel plate. The shoulders, arms, and neck are all unprotected. Attacks from behind face only a leather backing.
Armor Value (Front): 4
Armor Value (Back): 1 (3 v Piercing)
Cost: 26 and 2 thirds silvers rounded to 27
Leather Leggings[/i]
Coverage: The legs, from waist to ankle.
Armor Value: 1 (3 v Piercing)
Cost: Also just a few coppers.
Leather Shoes (a pair thereof)[/i]
Coverage: Feet
Armor Value: 1 (3 v Piercing)
Cost: 3 silvers
Arming Glove[/i]
Coverage: The arming glove is a mailed glove, with plated "knuckledusters". This one is made for a left hand (though it also protects the wrist)
Armor Value: 3
Cost: 7 silvers plus a few coppers.
Extra: Enables parrying some attacks while unarmed. May be used to punch for ST bashing damage.
Miscellany:
Sean said I should buy ammo using the standard arena store rules, rather than picking up powder and balls using the listed costs. This ammunition is carried in individual waxed-paper bags for each charge. These bags seal out water, and do NOT confine the powder enough to cause an explosion if ignited (though it will of course still burn quite fiercely.)
I also own a large musketeer's stake - it's a wooden pole ~1 and a half meters in length, which is placed into the ground. One end is forked, and it's purpose is to provide a stable firing platform. I called it a silver in cost.
Leftover: 29 silvers, give or take a copper or three.
Name: Gary Kruvel
Race: Human, Non Gifted [0 Point Cost]
Social Class: Low Freeman, 15 Gold (300 silver) of Wealth [6 Point Cost]
Attributes [46 point Cost]
ST - 5 WP - 4
AG - 6 Wits - 6
TO - 5 MA - 4
EN - 4 Soc - 4
HT - 4 Per - 4
Reflex - 6
Aim - 5
Knockdown - 6
Knockout - 7
Move - 8
Spiritual Attributes:
Proficiencies: [17 point Cost]
Cut & Thrust - 5 [5]
Musket/Blunderbuss - 8 [12]
Handgun/Pistol - 6 [Defaulted from M/B, for reference]
Skills:
Pirate Skill Package SR 8 [4 pts]
Sailing 7
Navigation 9
Gambling 7
Climbing 8
Boating 7
Swimming 8
Intimidate 8
Survival 9
Ridicule 9
Scrounging 9
Persuasion 8[/size]
MA Bonus Skills
Read Body Language 8
Battle 8
First Aid 8
Combat/Weapon Art 8[/size]
Gifts: [Total of 6 points]
Careful (Major, 6 points)
He may adjust his attacker's hit location rolls up or down by up to two points, AFTER they are rolled. This let's him send attacker's blows to the "Least Bad" areas.
Flaws: [Total of -9 Points]
Addiction: Compulsive Gambler (Minor, 3 Points)
He feels compelled to waste his hard-won winnings on dice and cards and fights, rather than spend it on useful things.
Phobia: Magic (Major, 6 points)
He takes a -3 die penalty when confronted with actual magic, and a -1 die penalty when he thinks magic may be nearby. As of yet is mercifully unaware that the Arena itself is largely magic-powered.
Melee Weapons:
Sidesword
One Handed, Medium Reach
Cut TN 7; ST-1 Cut Damage (ST on Draw Cuts)
Thrust TN 6; ST+2 Thrust Damage
DTN 7 (6 versus light weapons such as daggers and rapiers, counts as light weapon versus other weapons with split TN)
Hilt AV: 4
Cost: 45 Silvers
Rondel Dagger[/b]
One Handed, Hand Reach
No Cutting Attack
Thrust TN 6; ST Thrust Damage (ST+1 versus any form of Armor)
DTN 8 (6 versus light weapons as above)
Hilt AV: 1
Cost: 2 silver
Ranged Weapons:
Matchlock Musket (Smoothbore)
Preperation Time:
20 rounds to prime and load powder (30 with double charge)
3 to tamp powder and load ball
1 to raise and aim. Pool refresh begins once aimed.
ATN: 5
Damage: 8 piercing (9 piercing if double-loaded)
Range: 5 yards / 10 yards / 25 yards / 50 yards / 100 yards
Cost: 4 gold (80 silver)
Against any form of armor, +2 Damage. All wounds suffer extra shock equal to the Measure of Success + 1. The gun requires stabilization to fire (One hand is needed to hold the match cord, and another + stabilization to hold the gun steady), and is vulnerable to windy/wet conditions (as it needs a burning match-cord to operate.)
2 Matchlock Handguns[/i]
Preparation Time:
20 rounds to prime and load powder
3 rounds to tamp powder and load ball
1 round to raise and aim (refresh begins when aimed)
ATN: 5
Damage: 6P
Range: 2 yards / 5 yards / 10 yards / 20 yards / 40 yards
Cost: 2g,10 each (50s each)
Against any form of armor, deals +1 Damage. All wounds suffer additional shock equal to MOS. Requires two hands to fire, and is vulnerable to windy or wet conditions.
Armor:
Capeline Helm
Coverage: Whole of the head, excluding the face. Neck is exposed.
Armor Value: 5 (6 v Cut and Bash)
Cost: 5s
Padded Cloth Jacket[/i]
Coverage: The main body of the garment protects the torso and the arms, and it features a high collar to defend the vulnerable neck.
Armor Value: 1 (0 v Cut)
Cost: A few coppers, largely negiligible
Breastplate, Light (No Backplate)
Coverage: The torso is covered from forward attacks by thin steel plate. The shoulders, arms, and neck are all unprotected. Attacks from behind face only a leather backing.
Armor Value (Front): 4
Armor Value (Back): 1 (3 v Piercing)
Cost: 26 and 2 thirds silvers rounded to 27
Leather Leggings[/i]
Coverage: The legs, from waist to ankle.
Armor Value: 1 (3 v Piercing)
Cost: Also just a few coppers.
Leather Shoes (a pair thereof)[/i]
Coverage: Feet
Armor Value: 1 (3 v Piercing)
Cost: 3 silvers
Arming Glove[/i]
Coverage: The arming glove is a mailed glove, with plated "knuckledusters". This one is made for a left hand (though it also protects the wrist)
Armor Value: 3
Cost: 7 silvers plus a few coppers.
Extra: Enables parrying some attacks while unarmed. May be used to punch for ST bashing damage.
Miscellany:
Sean said I should buy ammo using the standard arena store rules, rather than picking up powder and balls using the listed costs. This ammunition is carried in individual waxed-paper bags for each charge. These bags seal out water, and do NOT confine the powder enough to cause an explosion if ignited (though it will of course still burn quite fiercely.)
I also own a large musketeer's stake - it's a wooden pole ~1 and a half meters in length, which is placed into the ground. One end is forked, and it's purpose is to provide a stable firing platform. I called it a silver in cost.
Leftover: 29 silvers, give or take a copper or three.