Valeros

Kilokilomakanihekilimakalewa's page

107 posts. Alias of gmr808.


About Kilokilomakanihekilimakalewa

Rugged Glaive who Wields Two Weapons at Once

Tier: 1
Effort: 1
XP: 1

XP Log:
1+4-4(mEdge)

Might
pool:13
edge:2

Speed
pool:14
edge:1

Intellect
pool:7
edge:0

Shins:
2

Skills:
Trained: climbing, jumping, running, swimming, training, riding, placating natural animals, identifying or
using natural plants
Specialized: jumping

Equipment:
clothing, greatsword(hmw), bow & 12 arrows(mrw-long), medium armor (beastskin), Explorer’s Pack: Contains 50 feet (15 m) of rope, rations
for three days, three spikes, hammer, warm clothes, sturdy
boots, three torches, and two minor glowglobes, 50'(15m) extra rope, 2 more days rations, extra ranged weapon (knife lbw-short), extra light melee weapon (knife lbw-short)), tent
Oddity: A smooth, black stone the size of a chicken's egg. If you're holding it, it warms up and begins to glow gently. It also vibrates sometimes, but you aren't sure yet what triggers the vibration.

Cyphers:

Rejuvenator: (a pill that dissolves on your tongue, level 1d6+2) - One pool of the user's choice is rejuvenated by the level of the cypher given to Tavene, 1st nt on Icewine
Friction reducing gel: (aerosol spray, level 1d6+2) - Sprayed across an area of 10 feet square, this gel makes things extremely slippery. For one hour, the difficulty of movement tasks in this area is increased by three steps

Descriptor: Rugged:
You’re a nature lover accustomed to living rough, pitting
your wits against the elements. Most likely, you’re a skilled
hunter, gatherer, or naturalist. Years of living in the wild
have left their mark with a worn countenance, wild hair, or
scars. Your clothing is probably much less refined than the
garments worn by city dwellers.
You gain the following benefits:
Skill: You’re trained in all tasks involving climbing,
jumping, running, and swimming.
Skill: You’re trained in all tasks involving training, riding,
or placating natural animals.
Skill: You’re trained in all tasks involving identifying or
using natural plants.
Inability: You have no social graces and prefer animals
to people. The difficulty of any task involving charm,
persuasion, etiquette, or deception is increased by one step.
Additional Equipment: You carry an explorer’s pack. If
you already have one, you can instead take 50 extra feet (15
m) of rope, two more days’ worth of rations, and an extra
ranged weapon.
Initial Link to the Starting Adventure: From the following
list of options, choose how you became involved in the first
adventure.
1. Against your better judgment, you joined the other PCs
because you saw that they were in danger.
2. One of the other PCs convinced you that joining the
group would be in your best interest.
3. You’re afraid of what might happen if the other PCs fail.
4. There is reward involved, and you need the money.

*Inabilities:
You have no social graces and prefer animals to people. The difficulty of any task involving charm,
persuasion, etiquette, or deception is increased by one step.

Focus: Who Wields Two Weapons at Once:
You bear steel with both hands, ready to
take on any foe. You fight with two weapons
in melee, sometimes called dual wielding.
A fearsome warrior, quick and strong, you
believe that the best defense is a strong
offense.
You probably sheathe one weapon on
each side or both crossed behind your back. They are likely your most prized possessions, and you
might have names for them.
Many glaives and jacks train to fight with two weapons at
once. Very rarely would a nano spend the time required to
learn such a purely physical art, but it’s possible.
Connection: Pick one other PC. You have trained with
this character so much that if the two of you stand back to
back in a fight, you both gain a +1 bonus to Speed defense
tasks.
Additional Equipment: You start with an additional light
melee weapon.
Minor Effect Suggestions: The target is intimidated and
flees as its next action.
Major Effect Suggestions: You can make an immediate
additional attack with one of your weapons.
Tier 1: Dual Light Wield. You can use two light weapons at
the same time, making two separate attacks on your turn
as a single action. You remain limited by the amount of
Effort you can apply on one action, but because you make
separate attacks, your opponent’s Armor applies to both.
Anything that modifies your attack or damage applies
to both attacks, unless it’s specifically tied to one of the
weapons. Enabler.
Tier 2: Double Strike (3 Might points). When you wield two
weapons, you can choose to make one attack roll against a
foe. If you hit, you inflict damage with both weapons plus
2 additional points of damage, and because you made a
single attack, the target’s Armor is subtracted only once.
Action.
Tier 3: Dual Medium Wield. You can use two light weapons
or medium weapons at the same time (or one light weapon
and one medium weapon), making two separate attacks on
your turn as a single action. This ability otherwise works like
the Dual Light Wield ability. Enabler.
Tier 4: Dual Defense. When you wield two weapons, you are
trained in Speed defense tasks. Enabler.
Tier 5: Dual Distraction (4 Speed points). When you wield
two weapons, your opponent’s next attack is hindered. As a
result, the difficulty of your defense roll against that attack
is reduced by one step, and the difficulty of your next attack
is reduced by one step. Enabler.
Tier 6: Whirling Dervish. When you wield two weapons,
you can attack up to six times in one round as a single
action, but you must make each attack against a different
foe. Make a separate attack roll for each attack. You
remain limited by the amount of Effort you can apply
on one action, but because you make separate attacks,
Armor applies to each of them. Anything that modifies
your attack or damage applies to all attacks (positively
or negatively), unless it’s specifically tied to one of the
weapons, in which case it applies to only half of the
attacks. Enabler.

*Tier 1: Dual Light Wield.:
You can use two light weapons at the same time, making two separate attacks on your turn
as a single action. You remain limited by the amount of
Effort you can apply on one action, but because you make
separate attacks, your opponent’s Armor applies to both.
Anything that modifies your attack or damage applies
to both attacks, unless it’s specifically tied to one of the
weapons. Enabler.]

Glaive Background: Inborn Traits:
You've trained under excellent instructors and have experience in many dangerous situations, but what makes you different is deep inside, entwined in your genetic heritage. Maybe it was the luck of being born fit. Maybe you're a hulking brute --a mountainous figure who commands attention when you enter a room. Or maybe your strength is more subtle; you might be the descendant of a bioengineered race bred (or designed) for perfection. Perhaps you're a mutant with psychic abilities that augment your physical nature; you guide and enhance your attacks with telekinesis, or you use a natural mutation in your brain to control matter on a molecular level to resist blows and inflict harm. Perhaps you're something wholly new: an aberration or a human so perfect that you're beyond human. You might be a posthuman --the next step toward the true destiny of the people of the Ninth World.
Advancement: You have talents of which you are only dimly aware. You must practice and experiment to find your limitations, if any. At some point in the future, you might have to seek out someone who can help you master your inherent abilities. You were born with great power --now you need to learn how to use that power, even if the education takes a lifetime.
When your stats improve, it's because you're tapping deeper into the unknown reserves within you. When you gain a new glaive ability, it's the result of your superhuman traits as much as it is about your study, practice, or knowledge. You can do things that other people simply cannot, no matter how hard they train.

Glaive Connection:
Found and raised by highly respected mentor, but he was killed when character was still quite young.

Glaive First-Tier:
First-tier glaives have the following abilities:
Effort: Your Effort is 1.
Fighter: You have a Might Edge of 1, a Speed Edge of 1,
and an Intellect Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Practiced in Armor: Glaives can wear armor for long
periods of time without tiring and can compensate for
slowed reactions from wearing armor. You can wear any kind
of armor. You reduce the Might cost per hour for wearing
armor and the Speed Pool reduction for wearing armor by 2.
Enabler.
Practiced With All Weapons: You can use any weapon.
Enabler.
Physical Skills: You are trained in your choice of one of
the following: balancing, climbing, jumping, or swimming.
Enabler.
Starting Equipment: You start with clothing, two weapons
(or one weapon and a shield), light or medium armor, an
explorer’s pack, two cyphers (chosen for you by the GM),
one oddity (chosen for you by the GM), and 5 shins (coins).
If you start with a ranged weapon that requires ammunition
(arrows, for example), you start with 12 of that type of
ammunition. Before selecting your weapons, armor, and
other gear, you might want to wait until after you’ve chosen
your fighting moves, descriptor, and focus.
Fighting Moves: You have a special talent for combat
and can perform feats that others can barely imagine.
These feats are called . Some fighting moves are constant,
ongoing effects, and others are specific actions that usually
cost points from one of your stat Pools.
Choose two of the fighting moves described below. You
can’t choose the same fighting move more than once
unless its description says otherwise.
• Bash (1 Might point): This is a pummeling melee attack.
Your attack inflicts 1 less point of damage than normal,
but dazes your target for one round, during which time
the difficulty of all tasks it performs is modified by one
step to its detriment.
No Need for Weapons: When you make an unarmed
attack (such as a punch or kick), it counts as a medium
weapon instead of a light weapon. Enabler.
Pierce (1 Speed point): This is a well-aimed, penetrating
ranged attack. You make an attack and inflict 1 additional
point of damage if your weapon has a sharp point. Action.
• Thrust (1 Might point): This is a powerful melee stab. You
make an attack and inflict 1 additional point of damage if
your weapon has a sharp edge or point. Action.
• Trained Without Armor: You are trained in Speed defense
actions when not wearing armor. Enabler.

*Practiced in Armor:
Glaives can wear armor for long
periods of time without tiring and can compensate for
slowed reactions from wearing armor. You can wear any kind
of armor. You reduce the Might cost per hour for wearing
armor and the Speed Pool reduction for wearing armor by 2.
Enabler.

*Practiced with All Weapons:
You can use any weapon.
Enabler.

*No Need for Weapons:
When you make an unarmed
attack (such as a punch or kick), it counts as a medium
weapon instead of a light weapon. Enabler.

*Pierce (1 Speed point):
This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional
point of damage if your weapon has a sharp point. Action.

Notes:

1.
Quote:
Impossible Cube

A Master you seek will be found in the Empty Sanctum

location on map
2. Tavene - live on own
3. Miyuki Azuma - entire village died while she slept.