Val CHA Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage  18 DEX 16 13- 15 CON 5 12- 14 INT 4 12- PER Roll 12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 6 DCV 15 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 5 PD 3 Total: 5 PD (0 rPD) 5 ED 3 Total: 5 ED (0 rED) 6 REC 2 30 END 2 10 BODY 0 26 STUN 3 Total Characteristics Cost: 104 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 2m/4m Cost Powers & Skills 7 Skilled With The Bec De Corbin: +10 STR, Reduced Endurance (0 END; +½); OAF (Foehammer [his blessed bed de corbin]; -1) 2 Battle Hardened: +5 PRE; Only to Defend Against Presence Attacks (-1) Martial Arts: Polearm Fighting Maneuver OCV DCV Notes 4 Bind +1 +0 Bind, 25 STR 4 Block +2 +2 Block, Abort 3 Legsweep +2 -1 Weapon +1 DC Strike, Target Falls 4 Shove +0 +0 30 STR to Shove 0 Weapon Element: Polearms -1 Poor Swimmer: Swimming -2m Talents 12 Master Of The Bec De Corbin: Weapon Master: +1d6 (Foehammer [his blessed bec de corbin]) Skills 32 +4 with HTH Combat 6 +2 with Block, Bind, Disarm 2 Animal Handler (Equines) 12- 2 AK: Northpoint 11- 2 AK: Whiteland 11- 1 Climbing 8- 1 Concealment 8- 1 CuK: Elf Culture and Society 8- 1 Deduction 8- 6 Gambler: Gambling (Board Games, Card Games, Dice Games) 12- 3 Courtly Graces: High Society (Northpoint) 12- 2 KS: Heraldry 11- 2 KS: Noble Houses of Northpoint 11- 2 KS: Northpoint 11- 4 Language: French (completely fluent; literate) 5 Language: Middle English (idiomatic; literate) 3 Field First-Aid: Paramedics 12- 3 Fast Talk: Persuasion 12- 5 Profession: Gambler 11- 9 Profession: Squire 13- 3 Herald: Oratory 12- 3 Riding 13- 1 Shadowing 8- 1 Stealth 8- 3 Streetwise 12- 2 Survival (Temperate/Subtropical) 12- 3 Tactics 12- 3 Teamwork 13- 0 TF: Equines 4 WF: Common Melee Weapons, Crossbows, Staffs 3 Jack of All Trades 1 1) PS: Carpenter 11- 1 2) PS: Cooking 11- 1 3) PS: Herald/Emissary 11- 1 4) PS: Leatherworker 11- 1 5) PS: Sell-Sword 11- Total Powers & Skill Cost: 158 Total Cost: 262 175+ Matching Complications 5 Distinctive Features: Coat Of Arms (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 10 Physical Limitation: Poor Eyesight (Infrequently; Greatly Impairing) 10 Psychological Limitation: Seeking Revenge For The Downfall Of His House (Uncommon; Strong) 15 Psychological Limitation: Still In Love With Amayultare (an elf), Spurns All Other Such Relationships (Uncommon; Total) 5 Social Limitation: Exiled Member of House ap Gwystl (Occasionally; Minor) 42 Experience Points Total Complications Points: 262
Background/History: Martin Shippton grew up as a page, than a squire, in the house of Sir David ap Gwystl, knight of Whiteland. There he learned the arts of war, including how to ride, how to use knightly arms, heraldry, and some basic instruction in tactics. He was also taught more mundane skills, such as the game of chess (to better understand tactics), how to work with wood and leather, how to cook, and an assortment of games (the better to sharpen one's mind).
Well on to being made a knight himself, Martin’s life came crashing down, when other households and factions, jealous of Sir David's wealth and influence, plotted the downfall of House ap Gwystl though accusations of treachery. Soon, Sir David found his lands confiscated, his titles stripped, his wealth taken, and himself imprisoned. Martin, for is part, barely escaped the same fate, and went into exile, departing Whiteland to make his way to Northpoint.
Armed with little more than his sword (won in a pas de arms he fought in some years ago), Martin became a sword-for hire, guarding trade caravans and rich merchants. He also used his skills with woodworking and the like to do odd jobs here and then, and found a rather lucrative way to make some extra spending (and eating) money—gambling. While in House ap Gwystl, Martin had learned the basics of a number of games, as Sir David found games of chance to be an excellent way to teach logic, math, perception, and other such useful skills. Martin, while not as skilled as his former master, is better than many, and discovered a talent for parting people from their coin at the gaming table.
At some point during his wanderings-- possibly while living in abandoned farm house or working in a roadside inn, Martin encountered a female elf. Her appearance—blue-gray skin, white hair, long ears—was unmistakable. Also an exile, the elf ended up staying with Martin for some time (he’s claimed anywhere from six months to a year) and the two ended up lovers. Now, one can never say with elves, but she might have liked him, or even loved him, or she might have simply found him to be an adequate bedmate. But no matter, Martin was (and still is) smitten. Deep down, he still desires his now long-gone fey love, and has spurned all other women since, hoping that some day he will be reunited with his ethereal beauty.
Personality/Motivation: Martin is a man torn between things he’d like to do and the things he can do. He’s like to get his revenge on those who brought down House ap Gwystl as well as return it to its former status. Of course, he is only a single man, and can’t challenge an entire kingdom on his own. At the same time, he is drawn to his lost elven love, and seeks to find her (if possible). He is fairly obvious to the fact that elves, as a rule, have no use for men (or any other race, for that matter), and her ex-lover would probably refuse to even acknowledge his existence if they met now.
At the same time, Martin would like to regain some measure of his lost station. To gain some measure of wealth, to make a name for himself, and (if possible) knighthood. Then he would be able to see about recreating House ap Gwystl properly.
Quote: "It's very simple. I deal three cards and you decide if you are in or not. If you're in, then you putt [ante or bet] and we go around the table to see if everyone is in. Once everyone is in, then the eldest hand leads. High card is a 3, then a 2, then the Ace, King, Queen, Jack, and so on. Do you understand?"
Powers/Tactics: Reasonably skilled with weapons, Martin can hold his own against most other squires (and even a few lesser knights) in a fight. He has seen combat, both the grand melees of a pas de arms, and the far more brutal and bloody fighting of the battlefield. He also recognizes the value of getting in the first short (Sir David was an archer of no mean skill), and carries a crossbow. If attacked, he will load and fire the crossbow (if possible) before drawing his sword. Since he usually won’t have time to don a shield, Martin will use his broadsword two-handed, often throwing blows meant to land about a foe’s head and shoulders (the better to put them down quickly). If pressed, he will attempt to escape, crying for quarter if he thinks that will be accepted (of course, he has no one to ransom him, so...).
Appearance: Martin Shippton, 25, stands 5'7" with an lean, but strong, build. He has gray eyes, dark hair (worn long), and wears a thin beard. Normally, Martin wears standard civilian attire: leather boots, hose, shirt, a long houpalande, and a hooded mantle. A thin belt, dyed blue and decorated with various pewter studs, supports his purse and a long knife. If needed, a heavier belt will be added so Martin can wear his fine broadsword (won several years ago in a tournament). In battle, Martin will don a padded jack, brigandine armor, a sallet, and articulated 3/4-length steel leg armor.
Designer’s Notes: Martin was developed from the character sheet for Michael Limner, hence the basic similarities in background and certain skills. However, Martin was written for the Daybreak Rising universe, and thus differs in many areas (such as having an elf lover). This character sheet shows him towards the end of the campaign, after he’d gained quite a bit of experience. I’ve already removed some of the setting specific skills and Complications, leaving him as a somewhat more generic squire/knight-in-training (if I recall, he was knighted towards the end of the campaign).
For the record, a bec de corbin (beak of the crow) is the weapon you see on the right side of the page. It’s polearm designed to punch through armor. The stats given for the game were 1d6+1 HKA with the Advantage Armor Piercing. Martin’s +10 STR with the weapon applied to any use he made of it, thus not only could he get an extra 1d6 (Armor Piercing) out of it on a swing, he could also get an extra 2d6 on a Legsweep or perform a 40 STR Shove.
(Character sheet created by Michael Surbrook)
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