STR 26 Defence 150% CON 23 DB +2d6 SIZ 17 Age 45 appears 30 INT 14 Dodge 220% POW 20 DEX 21 APP 8 CHA 26 Weapons: Attack Parry 1hSword(all types) 250% 245% 2h Sword 245% 230% 1h Axe 220% 240% Comp Bow 195% Fist 250% 250% Kick 230% 180% Butt 185% Bite 160%
Martial Arts 220%. Knows specialist martial arts skills such as leap kick (doubles damage bonus), Arrow cutting (200%), Quick draw, tumbling, salmon leap (the ability to leap onto incredibly small areas while maintaining balance, including and opponents shield etc), throw opponent, pressure point, power blows etc. He Knows Ironhand 8.
He knows 9 languages of Maniria to mastery but talks as if he is only 30-40% deliberately to foster the belief that he's stupid. Ride skill is 185%. Most agility skills and manipulation skills are at over 100%, he is quite stealthy too.
His Sword is called "Onslaught" it does 1d10+10 base damage adding 35% to attack and 25% to parry before spells due to permanent magics and sword quality. It acts as a skill focus: each 20% the weilder is above 80% attack or/and parry adds 5% to that skill chance (so Onslaught adds 75% attack and 65% parry when using this weapon) It has Bladesharp and Parry 12 matrices (Adding a further 60% to attack and parry) and a 100 points or so of stored magic plus a fair few other matrices too. The sword has 30 APs.
His 1 h Battle axe he weilds in his other hand is called "Soul Cutter" and was carved from the congealed blood of a god. It is a black, virtually indestructable, crystal. The axe does 1d10+2 damage (its really big and supernaturally sharp) but is also does the same damage to spirits and can be used at full percentage to attack them or parry spirit attacks. The user "carries" the weapon even when discorporate. It also stores a huge amount of MPs (200), has several spirit related Rune magics in it as in a truestone (Spirit Block, Discorporate Soul Sight etc) and drains the spririts it kills for magic points to be used by the wielder. It counts as 30 APs for parrying purposes.
His iron plate is enchanted and worth 22APs all round. Further, its has a Dwarfen enchantment/spell lasting a further 12 years making the armour count fully against criticals.
Rune Magic.
Shield 22, Extensions 26, Truesword 8, Morale 14, Turn Undead 16, Dismiss Magic
18, Soul Sight 3, Sever Spirit 8, Sanctify 4, Spell Teaching, Worship Humakt,
Strongblade 5, Release Zombie 7, Spirit Block 5, Oath 3, Detect Truth, Warding
6, Heal Wound 6, and other common Rune Magic but I haven't got my rule book with
me.
He usually spell trade a lot too and has about 20-30 points of varying rune magics available to increase his tactical flexibilty.
Special magics: Gained from heroquests, specialised herocults etc. He has the following uses of these spells: Acrobatics 6, Defend against Unlife 3, Deathfist 10, Storm of Blows 3
Acrobatics, 2 point spell.
Allows the caster to perform one virtually impossible acrobatic feat, ie
anything done in a Jackie Chang movie.
Defend against Unlife. 2 Point spell
Adds 30% to defence against any undead or constructed creature including God
Learner constructs etc.
Deathfist, 2 points stackable
Each level of this spell adds 1d3 to Fist or butt attack, each 2 levels adds 1d6
to kick attack.
Storm of Blows 3 points
This spell adds two _attacks_ only per round. The user _must_ draw blood every
round the spell is in effect or it ceases immediately.
IronBody. Ritual, one use, 3 points.
Each use of this spell gives the caster a permanent equivalent of 1 point of
Ironhand spell. Onslaught has 8 points of permanent ironhand through this
ritual.
His allied spirit "Blood Song" has a POW of 28 INT 12 and has around thirty points of Rune magic too.
His warhorse "Slaughter Hoof" is a giant white charger with Iron barding and a magic spirit that is spell capable.
He wears the War Helm. This is a hero item and binds men who have served under the wearer for at least a Season to the wearers morale. If you don't break, neither will they. It also gives an empathy of danger making the wearer impossible to surprise while in battle (doesn't help against poisonning etc) and allows midspeech with up to the wearers POW in individuals up to the wearers POW x 10 in meters though this costs 1 mp per person contacted per round. Counts as 25 APs an is immune to acid damage.
Gifts and Geas's
He never sleeps, is immune to fear based attacks, cannot refuse a one to one
challenge, never use poison or attack a foe without warning, never drink alcohol
or have sex. Doesn't use spears, flails etc, need to pray only one hour per
rune magic point, must die in battle (if he doesn't he will be refused his
afterlife by Humakt effectively condeming him to Humakts hell for cowards), gets
MP and fiatigue back at double speed, distrusts elves, must spurn kindness and
weakening emotions,
Joerg Baumgartner asked about his career in the past:
>What is Onslaught's career? I'd make him have served in various, mostly
>dubious, services, generally thrown out for overachievements. ("I wanted
>that fort taken, not razed..." Sorry, Sir, I just knocked politely at the
>door, and the structure collapsed...")
Career:
Born Nochet, third son of a city rat catcher. He was 6'3" by the time he was
15, though scrawny, he kept banging his head off the suers. Was heavily bullied
by his older brothers and the street gangs and fell easily into a life of street
crime. Was arrested then conscripted to a folorn hope unit used against the
Ditali and found he liked the excitement. After a year he stayed on and began
to fill out. He soon left the Light inf and became a Borderer. He joined
Humakt around this time and was noted for his zeal, often considered excessive.
He hated elves in particular and killed them wherever he could. He rose in rank
and power steadily but as he did he became more and more prone do doing what he
wanted to do. Out of sight of his officers he led his men to battle whenever he
could. Finally he was dismissed from service. He killed his commader after a
row and gained a bounty on his head. He fled North pursued by his foes. In the
Grazelands he turned at bay and killed the lot. His act of courage was
witnessed and he was brought before the King who hired him into his bodyguard.
At this time he became a Sword, heroquested for his sword and gained the Warhelm
for the King. He was disliked intensly around the Kings court. He killed a
clan warchief and his son in duels, he constantly engaged in slaughter whenver
he had the chance and standard clan blood feuds became bloodbaths whenever he
intervened. At this time he began naming himself after his sword, saying that
he and his blade were one in the same, brothers in blood. He served against
Sartar in the 1602 war but after an argument with his King he left his service
taking the Warhelm as his. He fought for the Sartarites too and was responsible
for a number of Lunar casualties. After that he then served again with the
Lunars in the invasion of Prax (1610) where he settled some old scores with
various Grazer mercs who stupidly tried to kill him. He also served in the Duck
killing campaign and against the Sartarite rebels in 1613. He is hated by the
ducks for his participation in many massacres. He then fought for the Praxians
at various times, against the Trolls, for the Trolls, against Chaos, on
Dragonnewt hunts, grew bored with the lack of battle and arrived in Heortland in
time for the civil war. He was a center of carnage wherever he went and rapidly
gained a reputation for excessiveness even here. No one doubted his ability but
he gave many the creeps and soon he switched sides to fight for the Rokari. He
served well for a while but grew bored with that too, though at that time he
routed a vampire nest and savaged chaos in the Footprint, and joined the
Aeolians fighting against Richard. He was then hunted rigorously and after
arguments with his employers he left and went to Karse where he was hired by
Deville. Trask had served with him in Sartar and knew that he'd get on with
Deville as well as anybody could.
ONSALUGHTS COMBAT TACTICS
He will cast Bladesharp and Parry 12 Extended permanently re-Sandys rules on
this (6 Points of extension per spell, unable to get them back until spell
gone), Shield 10 extended to 8 hours. Truesword Extended to 4 hours, Ironhand
8, extended for on hour, Shimmer 10 Extended for 1 day. Strongblade may or may
not be cast depending on the opposition.
This should take 4-5 rounds or a minute for him to cast in conjunction with his allied spirit.
Against elites (Axe Maidens, other Humakti, Yanafal Tarnils, Storm Bull etc) he can only be attacked by four or at the most 5 at a time. He parries with the Crystal axe is the opposition looks weak, splitting his parries to be stil 80% against three foes who are all reduced by 50% attack by his Shimmer spell. He applies his 150% defence against the other two, splitting the defence to 75%+50% for his shimmer taking 125% of their attack chance. He then attacks with his sword (with his low SR he probably hits first anyway)against both at 160% each plus 60% for Bladesharp 12 = 220% so even if they are parry masters of 120% ability they still will only have a 5% chance of parrying.
The damage he hits with 2d10+20+12+2d6 and on a slash its 4d10+40+12+2d6 which should be enough to discommode your average Axe Maiden (12APs?) unless she can get a great parried shield in the way.
Result, every round he kills two opponents and is virtually immune to the others. Even if he misses his parry, they have a low chance of criticalling and even if they do, his amour is toughened against it. If they don't critical but do hit, then they are hitting 42 points of armour including his shield spell.
Against Salamanders his armour counts and he will kill even a well protected elemental with one blow usually. Against other magicians he has Sever spirit and a lot of magic points to back the attack. Magicians are his most dangerous opponents but it would take a very good one to knock him down quickly givenhis redundacy in spells and his own not incosiderable powers. Course against hero level magic he's a mere fly but who isn't?
Martin Laurie
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