Despite how strange the combination seems, dwarfs are probably the most common Air Sailors in Barsaive. However, I doubt there will ever be a demographic breakdown for each discipline to back up the claim. So let's just go with it for now.
Each Circle saw this character improve one attribute and take a new Talent Option. There are no Thread Items on this character, however unlikely it may be.
Note: The entries in this series may be updated periodically as I master the coding to fit all eight of the Circles in a fashion which doesn't result in eye melting. Consider these living entries. Please leave comments if there is anyway this could be made more useful.
Race: Dwarf
Attributes:
DEX: 16 (7) STR: 13 (6) TOU: 16 (7)
PER: 16 (7) WIL: 10 (5) CHA: 16 (7)
Characteristics:
Initiative: 5 (Recommended: Crystal Ringlet [-2])
Physical Defense: 13 (Recommended: Crystal Buckler [+1])
Mystic Defense: 10 (Recommended: Crystal Buckler [+1])
Social Defense: 10
Physical Armor: 12 (Recommended: Crystal Ringlet, Forged +8 [12])
Mystic Armor: 6 (Recommended: Crystal Ringlet [4])
Damage: 19 (Recommended: Scythan Axe, Forged +8 [13])
Unconsciousness: 72
Death: 87
Wound Threshold: 10
Recovery Tests: 4
Knockdown: 14
Karma: 32
Karma: On an air ship, Initiative, Interaction tests.
Talents:
Air Weaving: 8 (15)
Avoid Blow: 9 (16)
Climbing: 8 (15)
Melee Weapons: 9 (16)
Wind Catcher: 8 (15)
Air Sailing: 8 (13)
Distract: 8 (15)
Awareness: 9 (16)
Haggle: 8 (15)
Empathic Sense: 8 (15)
Maneuver: 8 (15)
Wound Balance: 8 (14)
First Impression: 8 (15)
Heartening Laugh: 8 (15)
Battle Bellow: 8 (15)
Air Dance: 9 (16)
Etiquette: 8 (15)
Inspire Others: 9 (16)
Resist Taunt: 8 (13)
Lion Heart: 9 (14)
Air Speaking: 6 (13)
This is a reasonable example of what you may see from an officer on board an air ship, one with no particular designs on actually being a captain. They can handle social situations, procure and sell goods, work the ship, coordinate allies, etc. Above all else, they are a team player, out for their allies before themselves.
There are a number of different tactics this adept can employ in combat based on the encounter. In protracted encounters, Inspire Others is going to be a key talent. Against stronger opponents, Distract will benefit the group. Air Dance, Battle Bellow, and Maneuver will always be good - though against opponents which are very fast (Beastmaster, Swordmasters, and Warriors), Air Dance is useful only to reduce/prevent the effects of your opponent's talents, rather than have a proactive benefit. With the Strain cost, it may not be worth using every round.
They have a nice selection of defensive talents to help against a variety of attacks, though mystic effects are going to be a weakness as Lion Heart will only help against the control-style effects. Additionally, despite their combat-readiness, they don't have the Strain to last very long and this selection of talents doesn't pack much offensive punch. This adept is going to be at their strongest when supporting their allies.
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