Blackjack

Konrad Brandt's page

141 posts. Alias of Grumbaki.


Race

WS (45) BS (28) Str (31) T (40) I (31) Ag (35) Dex (23) Int (29) WP (30) Fel (36) Armor (2)

Classes/Levels

W (13/14) Fate (3) Resilience (2) Fortune (2/3) Resolve (3) Corruption (1)

Gender

Konrad Brandt

About Konrad Brandt

“I find it rude to laugh at a man with a sword.”
― Derek Landy, Mortal Coil

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Name: Konrad Brandt

Species: Human (Reiklander)
Class: Burgher
Career: Courtier (Duellist)
Career Level: 1
Career Path: Fencer
Status: Silver 3

Motivation: To defeat a worthy opponent in single combat, thus proving to himself that he is worthy of the path he is on.

Long-term Ambitions: To return to Ubersreik and defeat Lars in a duel. I see Lars as being an end-level Duellist. If we ever get to that point, we could work out the details together. I have some ideas, but who knows if it will ever come up.

XP:
* 20xp: Race
* 25xp: Profession
* 25xp Stats
* Surviving the Dullahan +10xp
* Fighting the Dullahan +30 XP
* Getting a meal and roof +10 Xp
* General Roleplaying: 15 XP (all)
* Moneying the silver dagger +10 (All)
* Barn +10xp
- Total: 155xp

XP Expenditure:
* Free: +5 WS
* 50x: +2 T
* 20xp: +2 Heal
* 50xp: +2 Ag
* 25xp: +1 I
- Total Spent: 145 xp

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Combat:

Initiative 31 | Walk 8 | Run 16 | Toughness Bonus 4 | Strength Bonus 3 | Dodge 33

Rapier | Group: Fencing | Range/Reach: Long | To Hit: 55 | Damage: 7 (+SB+4) | Qualities/Flaws: Fast/Impale | Encumbrance: 1

Buckler | Group: Basic | Range/Reach: Personal | To Hit: 55 | Damage: 4 (+SB+1) | Qualities/Flaws: Shield 1/Undamaging/Defensive | Encumbrance: 1

Unarmed | Group: Brawling | Range/Reach: Personal | To Hit: 45 | Damage: 3 (+SB) | Qualities/Flaws: Undamaging | Encumbrance: 0

* Rapier: SB+4, Fast, Impale
- Fast:
Fast weapons are designed to strike out with such speed that parrying is not an option, leaving an opponent skewered before they can react. A wielder of a Fast weapon can choose to attack with the Fast weapon outside of the normal Initiative sequence,
either striking first, last, or somewhere in between as desired. Further, all Melee Tests to defend against Fast weapons suffer a penalty of –10 if your opponent is using a weapon without the Fast Quality; other Skills defend as normal. Two opponents with Fast weapons fight in Initiative order (relative to each other) as normal. A Fast weapon may never also be Slow (Slow takes precedent).
- Impale:
Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat.

* Buckler: SB+1, Shield 1, Defensive, Undamaging
- Shield (Rating)
If you use this weapon to oppose an incoming attack, you count
as having (Rating) Armour Points on all locations of your body.
If your weapon has a Shield Rating of 2 or higher (so: Shield 2
or Shield 3), you may also Oppose incoming missile shots in your
Line of Sight
- Defensive
Defensive weapons are designed to parry incoming attacks. If you
are wielding such a weapon, gain a bonus of +1 SL to any Melee
Test when you oppose an incoming attack.
- Undamaging
Some weapons are not very good at penetrating armour. All APs
are doubled against Undamaging weapons. Further, you do not
automatically inflict a minimum of 1 Wound on a successful hit
in combat

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Trappings:

Trappings
* Courtly Garb, Common Clothes, Rapier, Light Armor, Buckler, Pouch (containing Tweezers, Ear Pick, and a Comb), Sling Bag (containing Clothing not worn, 2 bandages), 1 silver 10 copper

Skills:

10x Endurance (50)
10x Melee Basic (53)
10x Melee Fencing (53)
8x Dodge (43)
5x Charm (41)
5x Cool (35)
3x Haggle (39)
3x Ranged Bow (31)
3x Lore Reikland (31)
2x Athletics (37)
4x Heal (32)
2x Perception (31)

Talents:

Talents
* Doomed (Die in a duel)
* Savvy (+5 int)
* Beat Blade (You are trained to make sharp controlled blows to your opponent’s weapon, creating an opening for an attack or simply impeding an incoming attack. For your Action, you can choose to Beat Blade before rolling. Perform a Melee Test; if successful, your opponent loses –1 Advantage, and loses a further –1 per SL you score. This Test is not Opposed. This Talent is of no use if your opponent has no weapon, or has a larger Size than you )
* Suave (+5 fel)
* Ambidextrous (-10 offhand, not -20)
* Strong Minded (no check for insanity before 8 insanity points)

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Careers:

Fencer: WS/I/Ag (Silver 3)
Skills: Athletics, Dodge, Endurance, Heal, Intuition,
Language (Classical), Melee (Any), Perception
Talents: Beat Blade, Distract, Feint, Step Aside

Duelist: BS (Silver 5)
Skills: Charm, Cool, Gamble, Melee (Parry), Ranged
(Blackpowder), Trade (Gunsmith)
Talents: Combat Reflexes, Etiquette (Any), Fast Shot,
Reversal
Trappings: Main Gauche or Sword-breaker, Pistol with
Gunpowder and Ammunition

Duelmaster: Str (Gold 1)
Skills: Intimidate, Leadership, Melee (Basic), Perform
(Acrobatics)
Talents: Ambidextrous, Disarm, Dual Wielder, Riposte
Trappings: Quality Rapier, Hand Weapon, Trusty Second, 2
Wooden Training Swords

Judicial Champion: WP (Gold 3)
Skills: Lore (Law), Melee (Any)
Talents: Combat Master, Menacing, Reaction Strike, Strike
to Injure
Trappings: 2 Quality Weapons

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Background:

* Konrad Brandt is the second son of Ludwig Brandt, a merchant from Naffdorf. With Konrad's older brother being groomed for taking over the family's business of transporting and selling apples and cider, Konrad was to be given an education. Seen as a wastrel who only knew how to chase women and spend his father's money, he was sent to Stimmigen so that he might learn how to read and write. Unfortunately, within the first week of his lessons he and another student both claimed the love of the same women and entered into a duel. It was supposed to be to first blood. While Kornad technically drew first blood, the problem was that no physician was present, and the other youth bled out. He was subsequently expelled and charged with murder. A healthy bribe from his father had the charge reduced to the point where he spent but a year in prison, as the judge ruled that as the murder was unintentional and accepted his father's offer to disown his son. It was his father's last gift and last straw. From that moment on, Konrad was on his own.
* What he learned, though, was that he had more talent with a blade than with anything else he had attempted. With naught else going for him, he sought out the blademaster Joseph von Stimmigen, a retired duellist who had once had a name for being a duellist worth the gold of any noble from Altdorf to Talabheim. Three times Konrad asked to be taken as a student and three times he was denied. In the end, he knelt outside of the blademaster's home on a hunger strike, which ended when he finally passed out in the street. Joseph, moved by the young man's desire, had him brought in and took him as an apprentice.
* Konrad proved to have natural talent in the way of the blade, quickly coming up so speed with the use of several weapons. Daggers, shortswords, rapiers, foils...even axes and hammers. However, a natural talent can only go so far, for his bad habits of gambling, drinking and general laziness could not be kept down. After but a few months, Jospeh came to the conclusion that while Konrad could very well become a true duellist, keeping him as a student would do no benefits for his reputation. He also knew that kicking Konrad out could easily lead to a scandal in and of itself, for he had taken the man in and to throw him out so quickly would lead to no end of talk amongst his detractors.
* So, he came up with a plan! To send Konrad away on a task. This would have the dual purpose of sharpening Konrad's skills, and potentially removing him as an annoyance permanently. He was told that to earn further instruction, he must return to Stimmigen with a letter from a former student of his, by the name of Lars, stating that Konrad was capable of landing at least three hits in a duel. That student lived in Ubersreik. Konrad made haste, challenged to a duel...and was left with a scar on the right cheek and the order to not return until he was worthy.
* This left Konrad in a bind. He could not return to Stimmigen until he could defeat Lars in a duel, and he could not defeat Lars in a duel unless he increased his own skills. To return in defeat would mean being dropped as a student and complete ruin of his reputation. All that he could do was seek out opportunities to improve...