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CAVALIER
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Cavaliers combine the features of a traveling bard with the expertise of a master swordsman. Cavaliers try to be at home in the courts of the wealthy & powerful as well as mixing with commoners and less respectable types. Cavaliers are masters of survival and must often employ their skills to ensure their continued freedom. Cavaliers are handy in combat, but excel at dueling. Special bonuses apply when they are facing one opponent in combat. Cavaliers must be skilled with the rapier, estoc, sabre, han-dachi or hand crossbow at rank 4 or higher before advancing beyond rank 3 as a Cavalier. Cavaliers add 3% per rank to their primary weapon base chance of hitting. Cavalier gain an extra attack with their primary weapon, if this weapon happens to a hand crossbow they may fire it every pulse when they reach rank 4 and at rank 10. Cavalier gain 1 to their parry rolls for every two ranks they possess. Cavaliers possess the skills of bluffing when basically amounts to a lot a hot air and blustering boasts that allow the Cavalier to gain an edge on his or her opponent(s) in a duel. The base chance of success is 50% + 7% per rank - Opponent’s WP X 2. If successful the Cavalier so disorients his opponent(s) that the opponent(s) must subtract the Cavalier rank +3 from rolls for IV, -20% to strike and -3 to damage until the combat has ended. Bluffing may only be done once before combat ensues. If used in a non- combat fashion this skills allows the Cavalier to get a 5 pulse drop on his or her assailants when used to avoid combat. Cavaliers possess the skill of quick-draw, in one pulse they may draw and ready their weapon for combat. Their base chance is 3 X MD +6% per rank. This skill also allows them to draw and throw or fire a weapon in one pulse. They also possess the skill of paired-weapons. Cavalier may fight with a dagger, stiletto main gauche, parrying dagger or sai in their secondary hand and gain defensive bones in melee. They gain +3% to defense per rank as a Cavalier when using these weapons in their secondary hand. They may also attack with this weapon with only half of the negative modifier applied. (-10 for striking with weapon in secondary hand) They may not acquire the sub-skill with the same name.
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At rank 5 Cavaliers gain a special defense when fighting in melee. For every multiple attack the opponent attempts he must subtract an additional 10% from his base chance to hit the Cavalier. So if an opponent attempts to strike a Cavalier 4 times in a pulse he must subtract -10% for the 2nd, -20% for the 3rd and -30% for the 4th. At rank 7 Cavaliers gain a heighten awareness to the surroundings and can avoid the negative penalties of a back attack by rolling under 5 X PC + 6% per rank. The cavalier may change facing or withdraw to an empty adjacent hex to face the back stabbing opponent. Cavaliers will also automatically qualify for grievous when using the hand crossbow. When the cavalier grievously injures some one roll 2 d10 and adds the results for the grievous injury.
Cavalier must pay 500 + (100 x Rank) silver pennies per city for proper equipment & clothing for their trade, this must be renewed yearly.
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Purchase contact: Cavaliers may purchase various contacts within a city or nation if they are willing to pay the price. The cavalier may have as many contacts as his rank, and must pay for them on a yearly basis or loose them. Contacts can provide information, occasionally offer assistance, and create opportunities for the cavalier.
Small City Contact: 200 sp Large City Contact: 400sp Military Contact: 500sp Guild Contact: 600sp Religious Contact: 800sp Underworld Contact: 1,000sp Noble Contact: 2,000sp Royal Contact: 5,000sp
Cavalier’s can choose one of the following abilities every other rank as part of their training.
Dance Dress well Proper etiquette Identify fine wines & drinks Identify fine foods & desserts Identify art Bar room tricks Card tricks Power drinking
Most of the above skills are self-explanatory; power drinking allows the cavalier to drink at least twice as much as normal before worrying about becoming drunk.
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