Copyright(c) 1996 by Harold Carmer ST: 11 IQ: 12 DEX: 15 HT: 10 Advantages: Literacy, Status: Knight, Ally Group of 5 50 point men avail on a 15-, Toughness 1, and Rapid Healing Disadvantages: Enemy of Father/mine who usurped father's lands built on 100 points available on a 6-, Chivalric Code of Honor, Truthfulness, VOW: never draw steel in anger unless blooding the blade, Dependent 14 yr old squire built on 26 pts available on 15-. Quirks: likes sex, Dislikes the color Blue, Loves to listen to bards, Enjoys riding, likes books and learning. Skills: Alchemy 8, Savoir-faire 14, Broadsword 15, Shield 16, Strategy 12, Tactics 10, Leadership 12, Heraldry 10, Riding 13, Lance 13/12 (str < min reqrd), poetry 10, Dancing 13, Swimming 14, Teaching 10, Running 7, knife 14, Throwing 13, Bow 13, Brawling 14, Gesture 12, Woods Survival 10, Tracking 11, Stealth 13, Detect Lies 13, Body Language (default) 10, Area Knowledge: home 100 acres 12, Area Knowledge: Aquilonia 11, Carousing 9, Gambling 10, Spear 14, ax/mace 16, Politics 10, One mental ave skill of choice skill 10. One character point was spent to obtain 1 month's wages of approx $1000 dollars. Characters started with $1000 as well. Armor: Chainmail vest $230 25 lbs. Chainmail Coif $ 55 4 lbs. Leather sleeves $ 50 2 lbs. Leather Greeves $ 60 4 lbs. Gauntlets (steel) $100 2 lbs. Hvy Boots $ 80 3 lbs. Weapons & misc: Cheap Dagger $ 8 .25 lbs. Cheap Broadsword $200 3 lbs. Large Shield $ 60 15 lbs. Fine sm Mace $105 3 lbs. Totals: $993 61.25 lbs. Encumberance level 2 Dodge 4 Move 5.125 Parry Sword with sword: 7 Parry sword with mace : 8 Block w/shield : 8 Special Notes: This character is meant to opperate with another character who is his twin brother (another PC). We intend to swap character sheets when we are "pretending to be our twin brother". The break opposition's sword routine is meant to be something that doesn't get used too often. Tactics include, when using the mace, step into range of opponent and smash with the shield. Reason: you cannot feint with a shield until you have attacked at least once - call it a wake up knock if you will . Then, with luck, he will be in frontal hex next turn. Next, feint - hopefully drawing out his defense. If feint is successful, next turn, attack weapon - hopefully hitting. Defense would be "feinted out" and in desparation, hopefully the opponent uses a retreating parry or retreating dodge. Since your action of Step and attack can actually be attack then step, you will hopefully have placed two hexes between you and your opponent, instead of just one... The character starts off with cheap weapons with an eye towards getting better weapons during combat (ie looting the bodies, etc...). Eventually, it may be possible to get a horse from the field of battle. After listening to a few counters to my sword smashing concept, I realized that it might be better to get rapid healing. The advantage, as I read it, allows you to not only recover injury points back quicker than as if you didn't have it, but also allows a +5 bonus to determine if you are crippled permanently. Statistically speaking (yes, I am min/maxing here ), there is a roughly 4.6% chance of being crippled permanently, whereas, with rapid healing, there exists only a crit failure chance of permanently being crippled...