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Swashbucklers are fighters who favor mobility and quick reflexes in favor of heavy armor and massive weapons. Swashbucklers are very similar to Cavaliers, but they tend to favor life at the sea and in the common port towns of the world. When they are found away from the sea it is usually only the desire for immense riches or fame that provides a sufficient motive. Swashbucklers are witty, flashy and combine the fighting techniques of acrobats and cavaliers. Swashbucklers must be accomplished swimmers (Rank 10) and possess at least rank 4 in navigator. Swashbucklers will never use two-handed weapons, and most prefer swords, but may use any one handed weapon. Swashbucklers do not use shields, and tend to keep one hand open for acrobatics, swinging, and other spontaneous uses.
2% per rank to their primary, +4% per rank to defense caused by alertness and dodging, +1 to IV with primary weapon every other rank, -1 to damage with each rank.
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Rank 1: Taunt: The wit of the swashbuckler is well known and they have the uncanny ability of saying just the thing that will enrage and unnerve an opponent. The swashbuckler can forfeit one strike to taunt an opponent, if the opponent fails to roll under (WP-Rank of swashbuckler) X 4; if they fail they are so enraged that they lack the precision to Endurance or grievous a swashbuckler that pulse. (Treat EN hits and Grievous as regular damage). They automatically loose IV next pulse to the swashbuckler as well if they fail this roll. If they resist their chance of EN or Grievous is doubled that pulse.
Rank 2: Swinging Attack: Swashbuckler is able to grab hold of a side object or object above them and swing around to attack an opponent, +10% to attack +3 damage. This attack also causes the opponent to stumble and trip unless they roll under 3 X AG. If they fall they must roll under 3 X MD to maintain items in hand.
Rank 4: Rope climb: Swashbuckler may climb a rope at ½ their TMR and may fight from the rope with no penalties to strike.
Rank 5: Surprise attack: Swashbucklers are able to use their free hand to grab something unexpected and use it as a weapon. Typically they use some form of liquid or powder to temporarily blind an opponent. This is a normal attack with the effect being temporary blindness for opponent, -15% -4 damage. Swashbucklers may kick or pull an item to cause a trip attack with only 2 X AG to resist being tripped. Finally they may use an item to disarm an opponent with only their defense being subtracted for the disarm attempt. Extra strike with primary weapon.
Rank 7: Standing flip over standing opponents (dodge between the legs of bigger ones): 3 X AG + 4% per rank, and swashbuckler is standing behind opponent and may back attack if he wins IV, otherwise opponent changes facing and attacks at -2 to damage and -10% to strike because of shock. May hold breathe twice as long as a normal swimmer. Dodge thrown weapons 4 X AG, or ranged at 3 X AG.
Rank 9: Miraculous escape: By rolling under 4 X AG a swashbucklers may move double his or her TMR for that pulse as long as they are moving away from their opponents. They may also combine various forms of movement such a running, climbing, jumping and swimming.
Rank 10: Befuddle: Befuddle works like taunt, but the opponent now looses two strikes as well and will loose IV the next two pulses. And their chance for EN or Grievous does not increase. Extra attack with primary weapon
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