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Old 11-28-2017, 02:24 PM   #1
PK
 
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Default Like a guillotine with legs

There've been several subverted character concepts that show how far you can stretch a template without breaking it, but it's good to have a few optimized examples as well. And when you don't care about Armoury, Leadership, Tactics, and all that . . . when you just want something that can kill . . . the swashbuckler is probably your best option. Its only weakness is weakness (low ST), but race is an easy way to make up for that. Dropping some ST in favor of Extra Attack 2 would give more DPS against lightly armored foes, but when facing high-DR, high-HP opponents, you want Redbone. (GCA file here.)

Redbone the Swift
248-point Half-Ogre Swashbuckler

From a young age, Redbone trained with the Silver Knives, a mercenary group, and made a decent living as a hired sword (despite acquiring a nasty shoulder gash that never quite healed). When the Knives' leader was assassinated and the group dissolved into bickering factions, Redbone struck out on his own to become a dungeon delver. He's just smart enough to know that he needs smarter friends, so he joined up with a group who seemed to know what they're doing.

Beyond his physical appearance, Redbone isn't naturally intimidating due to a lack of verbal skill ("They call me Redbone because bones are red when you see them. Because I cut you. And there's blood. On the bone. And off of the bone, too, I guess."); if he has to make a point in a hostile situation, he'll generally just kill whoever seems most expendable to show how quickly he can do it. His Trademark Move is a simple double swing to the neck at skill 16; against humans, the x2 wounding multiplier usually results in death by decapitation (average 66 HP injury vs. DR 0). With DR 4, HP 15, and HT 14, he's not invulnerable but is very hard to keep down in a fight. He reserves his whip for noncombat use (like swinging across streams) and special situations; it's the closest thing he has to a ranged weapon.

Redbone traded two points from quirks for money. The remainder bought Signature Gear, Trademark Move, and Lockpicking.

ST 15 [50]; DX 15 [100]; IQ 9 [-20]; HT 14 [40].
Damage 1d+2/3d-1; BL 45 lbs.; HP 15 [2]; Will 9 [0]; Per 9 [0]; FP 14 [0].
Basic Speed 7.25 [0]; Basic Move 8 [5]; Move 6.
Dodge 11* (10); Parry 14/15*† (Broadsword); Block 12* (DB 2).

Advantages
Combat Reflexes [15]
Enhanced Parry 1 (Broadsword) [5]
Extra Attack 1 [25]
Fearlessness 1 [2]
Luck [15]
Night Vision 3 [3]
Signature Gear (Katana) [1]
Striking ST 2 [10]
Tough Skin 1 [3]
Trademark Move (Decapitator) [1]
Weapon Bond (Katana) [1]
Weapon Master (Katana) [20]

Disadvantages and Quirks
Appearance (Ugly) [-8]
Bloodlust (12) [-10]
Code of Honor (Outlaw's) [-5]
Greed (12) [-15]
Obsession (Become the best swordsman in the world!) (12) [-10]
Overconfidence (12) [-5]
Social Stigma (Savage) [-10]
Wounded [-5]

Plays up the "dumb ogre" to be underestimated. [-1]
Stays bought. [-1]
Strongly distrusts wizards. [-1]
Takes his downtime "leave" seriously. [-1]
Talks to Incisor (his sword). [-1]

Skills
Acrobatics-15 [4]
Brawling-16 [2]
Broadsword-19/20† [16]
Carousing-14 [1]
Fast-Draw (Sword)-17* [2]
First Aid-9 [1]
Gambling-8 [1]
Hiking-13 [1]
Jumping-15 [1]
Lockpicking-14 [1]
Scrounging-9 [1]
Sex Appeal-9‡ [1]
Shield (Buckler)-17 [4]
Stealth-14 [1]
Streetwise-9 [1]
Throwing-15 [2]
Whip-14 [1]
Wrestling-15 [2]
* Includes +1 for Combat Reflexes. Parry includes Enhanced Parry.
† Use the higher value with his Weapon Bonded katana.
‡ Includes -4 for Appearance.
Equipment
$2,000, 89.57 lbs. (Light encumbrance)
Backpack, small. Holds 40 lbs. $60, 3 lbs.
Clothing. $0, 2 lbs.
Coins. 9 copper, 2 silver. $49, 0.22 lb.
Katana. 3d+6 cut (reach 1-2) or 1d+5 imp (reach 1). $650, 5 lbs.
Lanyard, Chain. For katana. $15, 0.5 lb.
Light Scale, Suit. DR 3/2 (total DR 4/3). $960, 48 lbs.
Lockpicks. $50, 0.1 lb.
Medium Shield. DB 2. $60, 15 lbs.
Rations x3. $6, 1.5 lbs.
Spiked Whip. 3d-3(0.5) cr (reach 1-7*). $140, 14 lbs.
Wineskin. $10, 0.25 lb.
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Last edited by PK; 11-28-2017 at 02:41 PM.
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Old 11-28-2017, 03:13 PM   #2
Anthony
 
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Default Re: Like a guillotine with legs

Extra Attack isn't terribly valuable unless he's wielding two katanas at once.
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Old 11-28-2017, 03:18 PM   #3
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Default Re: Like a guillotine with legs

Quote:
Originally Posted by Anthony View Post
Extra Attack isn't terribly valuable unless he's wielding two katanas at once.
It allows him to attack twice with his katana, see Adventurers p. 49. Unlike in GURPS there's no "per limb" restriction.
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Old 11-28-2017, 03:41 PM   #4
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Default Re: Like a guillotine with legs

Quote:
Originally Posted by sir_pudding View Post
It allows him to attack twice with his katana, see Adventurers p. 49. Unlike in GURPS there's no "per limb" restriction.
Huh. That's an odd little rules change, though it does simplify things.
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Old 11-29-2017, 07:23 AM   #5
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Default Re: Like a guillotine with legs

In many ways this is Lucky the Agile Goon substantially more optimized to end living targets. I like it a lot.
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Old 11-29-2017, 01:12 PM   #6
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Default Re: Like a guillotine with legs

Nice one :) I was going to post a half-ogre swashbuckler too with most of the same features, even the Katana. His shtick was that he was from the far east and born with a vestigial horn in his forehead so he claimed to be an Oni :)
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Old 11-29-2017, 02:07 PM   #7
Kromm
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Default Re: Like a guillotine with legs

Quote:
Originally Posted by West_Winds View Post

Nice one :) I was going to post a half-ogre swashbuckler too with most of the same features, even the Katana. His shtick was that he was from the far east and born with a vestigial horn in his forehead so he claimed to be an Oni :)
Half-ogres can be half-anything, so why not? �� �� ��

Of course, the traditional weapon would be an oversized kanabō, which I'd treat as a humongous club (Adventurers, p. 102). Swapping out a single sword skill for Two-Handed Axe/Mace would be a bold move – but again, why not?

The real trick would be getting to ST 24, where the humongous club (ST 16‡) doesn't become unready – probably not an option for a swashbuckler. A barbarian can start with the right skill (at an impressive 18) and can just manage the ST by using all 40 advantage points: 20 points to be a half-ogre (with +4 ST), 10 points for ST +1, and 10 points for Striking ST 2: 17 + 4 + 1 + 2 = 24.

. . . aaaand that's 4d+8 crushing at skill 18 every turn. And frankly, I see a lot of Rapid Strikes at skill 12 because who really cares about hit location when your average damage is 22? For an extra $400, the humongous club can be dwarven and also parry after attacking (at a respectable 12).

Oh, my.
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Old 11-29-2017, 03:53 PM   #8
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Default Re: Like a guillotine with legs

Quote:
Originally Posted by Kromm View Post
Half-ogres can be half-anything, so why not? �� �� ��

Of course, the traditional weapon would be an oversized kanabō, which I'd treat as a humongous club (Adventurers, p. 102). Swapping out a single sword skill for Two-Handed Axe/Mace would be a bold move – but again, why not?

The real trick would be getting to ST 24, where the humongous club (ST 16‡) doesn't become unready – probably not an option for a swashbuckler. A barbarian can start with the right skill (at an impressive 18) and can just manage the ST by using all 40 advantage points: 20 points to be a half-ogre (with +4 ST), 10 points for ST +1, and 10 points for Striking ST 2: 17 + 4 + 1 + 2 = 24.

. . . aaaand that's 4d+8 crushing at skill 18 every turn. And frankly, I see a lot of Rapid Strikes at skill 12 because who really cares about hit location when your average damage is 22? For an extra $400, the humongous club can be dwarven and also parry after attacking (at a respectable 12).

Oh, my.
You're a sick man Kromm....
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Old 11-29-2017, 04:21 PM   #9
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Default Re: Like a guillotine with legs

ST 24 is also a convenient number for dual wielding greatswords.
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Old 12-01-2017, 07:31 AM   #10
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Default Re: Like a guillotine with legs

Quote:
Originally Posted by West_Winds View Post
His shtick was that he was from the far east and born with a vestigial horn in his forehead so he claimed to be an Oni :)
Gives you two great Distinctive Feature quirks: Horn, and Red/Blue skin colour :)
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