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Latest revision as of 22:24, 16 July 2025

<< Back to Galactic Facets

Cavalier
Specialty Martial Arts
Subjects Language, Art, Gym
Faction Galactic ANarchists
Level HP MP Special Abilities
1 15 5 2 Cavalier Tricks
2 30 10 Legendary Weapon 1
3 45 15 4 Cavalier Tricks
4 60 20 Legendary Weapon 2
5 75 25 6 Cavalier Tricks
6 90 30 Legendary Weapon 3
7 105 35 8 Cavalier Tricks
8 120 40 Legendary Weapon 4
9 135 45 10 Cavalier Tricks
10 150 50 Legendary Weapon 5

Special Abilities

Legendary Weapon X: Cavaliers are known for their tendency to use great named weapons that have seen more than their share of monumental battles. The truth of the matter, however, is that the cavaliers themselves are skilled at crafting tales about their weapons and getting others to believe it. Once per day during an encounter, a cavalier may spend a speak action to extol the virtue and pedigree of a weapon--one that he has made up completely. The weapon in question begins as a mundane weapon, but each time he uses this ability, it gains +1 in superior quality enhancements of the cavalier's choosing. Points may be stored to buy more expensive enhancements. A weapon affected in this way has a maximum of these "legendary" superior quality enhancements equal to +X, and a maximum of X/2 weapons, rounded up, may be affected this way. If the weapon has real superior quality enhancements from any other source, the higher of any matching abilities is taken. If the cavalier reveals the truth about his weapon's nature to anyone else, the abilities are lost and that particular weapon may no longer be affected by this ability by the same cavalier.

X Cavalier Tricks: A cavalier has a number of tricks up their sleeve that they may pull out during a battle. They may choose up to X tricks from the list below that they may use once per encounter. A cavalier may choose the same trick multiple times, and each of these selections adds an additional time per encounter they may use that trick. The tricks they may choose from are as follows:

Look over there!: A cavalier using this trick spends their speak action when they make their attacks action. Before they roll their attack, they roll their personality against the opponent's intelligence. If the cavalier's roll is higher, they add the difference between the rolls to that attack roll and, if that attack hits, to the damage roll.

Ungentlemanly Strike: A cavalier may use this trick whenever they score an accurate critical hit on an enemy. When this trick is used, they may choose two more actions than normal for the target to lose. For instance, a cavalier using this ability may choose for the opponent to lose their speak actions with the accurate critical, then for the opponent to lose both their hand actions from this trick.

Beguiling Distraction: A cavalier may use this trick whenever they make an infuriation or intimidation attempt during combat. When they use this trick, they may designate a single target who is subject to an infatuation attempt(if applicable). The infuriate or intimidate attempt is made first, and for each target that is successfully affected by the first distraction attempt, the cavalier gains a +2 bonus to the infatuate attempt.

Disrobing Slash: A cavalier wielding a slashy weapon may use this trick to attempt to neutralize or remove a piece of their opponent's worn equipment. Normally the attempt is made as a strength check against the defender's defense plus the removal difficulty of the armor in question, but the cavalier using this trick substitutes the strength roll for a fast or accurate attack roll. Otherwise this functions as a clothing removal grapple.

Dire Escape: A cavalier using this trick finds the courage and skill to turn a insurmountable odds into a cluster of confusion long enough for them to make their escape. When this ability is used, the cavalier gains a bonus to all of their passive defenses for the round equal to the difference of the number able enemies in the scene minus the number of able allies up to the cavalier's threat level. For example, if the cavalier(at threat level 10) and their two allies are surrounded by ten enemies, when the cavalier uses this trick, that character gains a +7 to their passive defenses for the round. This trick may be used at any point during a round, though it is best used at the start. If the number of enemies or allies changes during the round, so does the bonus granted from this trick.

Dramatic Entrance: A cavalier may make a late entrance into a fight a memorable one. For a cavalier to use this trick, they must be making their first initiative roll for that encounter and it must be at least the second round of combat for that encounter. When they use this trick during the initiative phase, they may add an additional die of their personality to the roll. A cavalier may spend multiple uses of this trick on a single initiative roll.


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