Amber HP Cost XP Cost Traits: Brawn 2 8 Finesse 4 16 20 Wits 3 8 Resolve 2 8 Panache 3 16 Civil Skills: Courtier 2 Dancing 1 Etiquiette 2 (+1/Courtesan) Fashion 2 (+1/Courtesan) Oratory 1 Diplomacy 0 Gaming 0 Scheming 0 Courtesan 2 Acting 3 2 Etiquette 2 (+1/Courtier) Fashion 2 (+1/Courtier) Jenny 0 Masseur 0 Unobtrusive 0 Cold Read 0 Conceal 0 Gossip 0 Mooch 0 Poison 0 Politics 0 Seduction 0 Sincerity 0 Criminal 2 Gambling 1 Shadowing 4 (+1/Spy,+1/Small) 1 Stealth 4 (+1/Spy,+1/Small) 1 Ambush 0 Cheating 0 Lockpicking 0 Pickpocket 0 Prestidigitation0 Quack 0 Scrounging 0 Spy 2 Shadowing 4 (+1/Crim,+1/Small) (1) Stealth 4 (+1/Crim,+1/Small) (1) Bribery 0 Conceal 0 Cryptography 0 Disguise 0 Forgery 0 Hand Signs 0 Interrogation 0 Lip Reading 0 Poison 0 Sincerity 0 Martial Skills Athlete 2 Climbing 1 Footwork 1 Sprinting 1 Throwing 1 Break Fall 0 Leaping 0 Long Distance Running 0 Lifting 0 Rolling 0 Swimming 0 Swinging 0 Side-step 0 Firearm 2 Attack 2 1 Reload 0 Fencing 2 Attack 3 2 Parry 3 2 Dirty Fighting 2 Attack(dirty fighting) 1 Attack(imp. weapon) 1 3 Parry(imp. weapon) 0 Throw (imp. weapon) 0 Eye-gouge 0 Kick 0 Throat Strike 0 Knife 2 Attack 1 Parry 1 Rider 2 Ride 1 Animal Training 0 Mounting 0 Trick Riding 0 Advantages: Linguist 2 Vodacce (Read/Write) 1 Montaigne (Read/Write) 2 Castillan 1 Small 2 Left-Handed 1 Member, Swordsman guild 3 Virtue: Loyal -10 Hubris: Passionate 10 Total: 100 Background: Raised in a House, originally being trained as a courtesan, later as a discreet 'peace-keeper' and occasional downstairs-companion when she showed no inclination towards the House's primary function, which took place upstairs. After a particularly nasty fight broke out one evening, Amber accidentally killed one of the House's more prestigious but obnoxious and staggeringly drunk patrons while defending some of the Ladies. Amber left Vodacce with the Madam's blessing, a generous parting gift, and a letter of recomendation. Cheat Sheet: All Skills: Skill + Trait, Keep Trait Can do Advanced Skill listed but not numbered in at a -1 penalty. Attack with sword = 7k3 = Skill (3) + Left-handed (1) + Finesse (3), keep Finesse Damage with sword = 3k2 first, 4k2 afterwards = Strength (2) + sword-ness (2) - Small (1) (first time only) + attack raises (varies), keep sword-ness(2) Attack with pistol= 5k3 = Skill (2) + Finesse (3), keep Finesse Attack with off-hand pistol= 4k3 = Skill (2) + Finesse (3) - penalty (1), keep Finesse Damage with pistol = pistol-ness: 4k3 Attack with knife = 5k3 = Skill (1) + Left-handed (1) + Finesse (3), keep Finesse Damage with knife = 2k2 first, 3k2 afterwards = Strength (2) + knife-ness (1) - Small (1) (first time only) + attack raises (varies), keep knife-ness(2) Attack with improvised weapon = 5k3 = Skill (1) + Left-handed (1) + Finesse (3), keep Finesse Damage with blunt imp.= 1k1 first, 2k1 afterwards = Strength (2) + weapon-ness (0, usually) - Small (1) (first time only) + attack raises (varies), keep weapon-ness(1) Damage with sharp imp.= 1k2 first, 2k2 afterwards = Strength (2) + weapon-ness (0, usually) - Small (1) (first time only) + attack raises (varies), keep weapon-ness(2) All damage can get extra unkept dice equal to the number of successful raises during the attack. Passive Defense: (<-- The TN others have to hit you) Sword = 5 + (5*parry (3)) = 20 Knife = 5 + (5*parry (1)) = 10 Unarmed = 5 + (5*footwork(1)) = 10 Improvised weapon = 5 + (5*parry/imp (0)) = 5 <- actually defaults to 'Unarmed', 10 Active Defense: (means spending an action; either initiative die of phase # or lower, or 2 initiative dice of higher phase #) Sword = Parry (3) + Wits (3), keep Wits = 6k3 Knife = Parry (1) + Wits (3), keep Wits = 4k3 Unarmed = Footwork (1) + Wits (3), keep Wits = 4k3 Imp. Weapon = Parry (Imp) (0) + Wits (3), keep Wits = 3k3