2.1 Class - Swashbuckler
  1. Notes

2.1 Class - Swashbuckler

Core Rule System

SWASHBUCKLER

Swashbucklers seek to engage in combat with grace and panache while crippling opponents with strategic attacks will find the Swashbuckler to their liking. The Swashbuckler prefers to perform flamboyant acts of skill and daring, striking suddenly and using shadows to confuse opponents. Drawn from many social strata this charismatic rogue combines grace and style with an efficient brutality.

Swashbucklers are skilled both socially and on the street; using their charm to manipulate others.

Theme: Pirate, Marine, Musketeer, Swordmaster, Myrmidon, Gladiator, Duelist, Highwayman etc.

Attribute Bonus
+1 Aptitude
+1 Prowess
Health: Body x 4
Power: Body x 1

Armour Proficiency: Cloth and Leather
Starting Equipment: Leather coat or Studded Doublet, a hand weapon of choice, a pistol crossbow or black powder pistol, 20 bolts or bullets and powder, a flamboyant hat and a bottle of perfume.

Skill Priority
Primary: Basic
Secondary: Advanced
Tertiary: Combat

Basic Skills
Appraise +10%
Athletics +10%
Concentration +10%
Endurance +10%
Evade +20%
Insight +10%
General Knowledge +10%
Perception +20%
Scavenging +10%
Wardrobe & Style +10%
Choose 1 at +10%

Combat Skills

1 at +20%
2 at +10%

Advanced Skills

Choose 1 at +20%
Choose 4 at +10%

Acrobatics
Devices
Expert*
Forgery
Gambling
Investigation
Knowledge*
Knowledge – Etiquette
Logic
Performance - Acting
Stealth
Streetwise
Thievery
Trade

Swashbuckler Talents

Ariel Acrobat
Casting Time 1, Power 3, Athletics 50%+
A swashbuckler can choose to make a movement action using available means i.e. ropes, curtains, sails, etc. He may travel the length of the object plus land safely 10 feet further. A bonus of 20% to athletics or +40% to Acrobatics is gained to succeed in this manoeuvre. A failed test means the swashbuckler lands awkwardly and loses his next action.

Catch a Breath
Casting Time 1, Power 2, Endurance 50%+
Taking no other action for a round the Swashbuckler can “Catch a Breath” this restores 3D6 health.

Hide in Shadows
Casting Time 1, Power 1/round, Stealth 50%+
A swashbuckler can blend in to shadows and become invisible when standing still +40% to Stealth tests

Move Silently
Casting Time 1, Power 1/round, Stealth 50%+
A swashbuckler can move with utter silence, +40% to Stealth tests.

Sneak Attack
Casting time 1, Power 1, Weapon Skill used 60%+
If a swashbuckler can catch an opponent when he is unable to defend himself effectively from their attack, he can strike a vital spot bypassing armour. The swashbuckler’s attack halves the armour rating anytime her target would be denied an Evade skill test, or when the swashbuckler flanks her target. Ranged attacks can count as sneak attacks only if the target is within 30 feet. The swashbuckler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A swashbuckler cannot sneak attack while striking a creature with total concealment.

Spider Climb
Casting Time 1, Power 1/round, Athletics 60%+
A swashbuckler can climb a distance equal to their movement rate on any solid surface that has handholds.

Sure Strike
Casting Time 1, Power 1 per +1, Prowess 12+
A hero can improve their chance to hit by +5% up to a max of their relevant attribute modifier per attack. For example a Swashbuckler with a Body of 16(4) can add up to a +20% to hit.

Taunt
Casting Time 1, Power 1
A Swashbuckler can choose to make a bonus “free” action and make an opposed Persuasion vs Concentration test to force an enemy to become so enraged that they will only attack the Swashbuckler and leave their current target alone on their next action.