Character info

  • Name: Gladius Gemini
  • Stage Name: Simulo Simia
  • Species: Monkey
  • Career: Sword Dancer
  • XP: -
StatsDice
Species
Career
Body
Speed
Mind
Will
Personality (Confident)
MovementDistanceDice
Stride1-
Dash4-
Sprint-
Run18-
CombatDiceEffectStats
Attack (Martial Sword)
Damage +2 CriticalFencing, Soft, 1/4 Stone
Attack (Scholarly Sword)
Damage +2 ImpalingFencing, Soft, 1/4 Stone
Parry
Parry (Dual-Wield)
Ambidexterity bonus
Dodge
Soak
Soak (Silk Armor Bonus)
Aim/Bonus
Initiative
SkillsDiceFavorite UseMarksCareerSpecies
Academics
(Mind)
0
Brawling
(Body)
0
Climbing
(Body, Speed)
0
Craft
(Mind)
0
Deceit
(Will)
0
Digging
(Body)
0
Dodge
(Speed)
TBDIII
Endurance
(Body)
0
Gossip
(Mind)
0
Inquiry
(Will)
TBDI
Jumping
(Body)
0
Leadership
(Will)
TBDII
Melee Combat
(Body)
TBDIII
Negotiation
(Will)
0
Observation
(Mind)
0
Presence
(Will)
TBDIII
Ranged Combat
(Speed)
0
Riding
(Body)
0
Searching
(Mind)
0
Stealth
(Speed)
TBDI
Supernatural
(Mind)
0
Swimming
(Speed)
0
Tactics
(Mind)
0
Throwing
(Body, Speed)
0
Vehicles
(Body)
0
Weather Sense
(Mind)
0
XPMarksMoney
0030,0,0,0
GiftSourceRequirements
FencingCareer
Performance: DanceCareer
Sword-Dancer’s TrappingsCareer
Increased Trait: MindSpecies
Prehensile FeetSpecies
Prehensile TailSpecies
AmbidexterityLevel 1
AcrobatLevel 1
ShowmanshipLevel 1Acrobat, Performance: Dance, Sword-Dancer’s Trappings
Akimbo FighterLevel 2Ambidexterity
True LeaderLevel 3

Equipment and Items

ItemWeightQuantityCarried
Martial Sword1/41Yes (worn)
Scholary Sword1/41Yes (worn)
Silk Armor1/21Yes (worn)
Letter of Recommendation: Sword Dancer-1Yes
Total (carried)2--
Total2--
ConsumableWeightQuantityCarried
First Aid Kit1/41Yes
Tools, Lock picks (proscribed)1/81Yes
Lantern, Hooded1/81Yes
Fire Kit1/81Yes
Rope, 22 paces long1/41Yes
Chalk1/161Yes

Knowledge

  • Insider with Sword Dancers
  • Insider with Drunkards

Stored

  • None

Abilities

All Hands are now Good Hands.

  • No
    penalty for using Good Hand weapons in Off Hands.

X (Battle) Parry Defense "With Showmanship"

  • Before rolling your Parry Dice, Declare you will use Showmanship
  • Exhaust this gift.
  • If your Parry succeeds, count the successed.
    • You can use those successes to Rally One Ally within Short (12m) range or you.

Bonuses

Specialty Bonus for Entertaining the Masses

  • Bonus
    for Entertaining the Masses. For example:
    • To assert your presence on stage with your performance of choice.
    • To know the academic particulars of your craft.
    • To “deceive” others in how well you’ve immersed yourself in your role.
  • My character chose Dancer.

Parry with Body, Melee Combat, and Dodge dice.

  • When you Parry (not Counterattack) with Fencing weapon, you can add your Dodge dice.
    • Only include Dodge dice, not Speed.
    • This bonus is limited by Encumberance.

Akimbo Attack, Counter, Parry with Favor

  • Can reroll a single 1 when Attacking with Two Weapons.

Akimbo Threatens when Reeling

  • Can still Threaten when Reeling with Two Weapons.
  • Enemies can claim
    bonus to hit, but you can still Counter.

Akimbo Breaks ties on Parry

  • All ties break in your favor when you Parry with Two Weapons.

Retreating while Knocked Down

  • You can retreat while Knocked Down by rolling along the ground.

Falling damage is Weak

  • If you are not helpless, you will always land on your feet.
  • Treat Falling Damage as Weak.

Stunts

Reactions

X (Respite) Trigger: any roll you make

  • You have a strong personality - so strong, in fact, that it helps you to get stuff done.
  • After any roll that you make, you may exhaust this Gift to claim a bonus
    - if the roll is somehow relevant to your Personality.
  • This character has the following personality:
    • Confident

Reaction: Bonus dice to Parry, when using Two weapons.

  • Bonus
    to Parry when using Two weapons.
  • Use the best weapons’ dice when Parrying.

Actions

Action: " Rally with a new boon: grant Focus to target"

  • You may claim a new boon when rallying: You may grant Focus to an ally.
    • Your ally must be able to receive Focus. Allies cannot be:
      • Reeling
      • Confused
      • Enraged
      • Afraid

Action: "Draw Two Weapons"

  • When you declare a “Draw Weapon” Action, you may draw two weapons.

Action: "Acrobatic Dash"

  • You may split your dash in two smaller dashes.
    • First dash 1 or more Pace(s) into any direction.
    • Then your stride.
    • Finally dash 1 or more Pace(s) into any direction.
      • Total movement cannot exceed Dash + Stride.

Extra Action: "Stand up"

  • On your turn, you may take an extra action: “Stand up”.