Post by Cordelia de Clare on May 24, 2014 12:57:31 GMT -5
“What are you doing, Cordelia? Father will be so angry when he finds out. You can’t do this!” Cordelia rolled her eyes at her sister, her protests falling on deaf ears. “Father won’t even notice, do you know how much money I will save him if I set out on my own?” Cordelia was shoving things into a backpack: her clothing, supplies, and things for the road. She knew it was time, there was nothing else for it – she had been in this house for far too long but as soon as she was placing things in the back pack her sister was removing them again, “You’re going to miss my wedding, you’re supposed to escort me to the altar… who is going to do that if you leave me, Cord?” Cordelia sighed softly and turned to face her sister before taking her hands in hers. “I’m not like you, Beth. I can’t stay here, be told who to marry, sit in court all day sewing with the Queen and her entourage. I want to be famous! I want to earn my own title; I want to show father that I can do what our ancestors did, all those years ago. I don’t want to grow old, fat and lazy; I want to make de Clare proud!” Beth sniffed just once; it was a pathetic sort of sniff, a sniff one would expect from a child. “Just be careful, okay? You’ve never been out into the world before, Dee.” Cordelia nodded her head… she didn’t want to lie to her sister, why would she? As far as Beth knew she had no idea what the world was like outside the courts of Doxenia but that was as far from the truth as possible.
In actuality Cordelia, or Dee, Cord, Delia… whatever her sisters wanted to call her was known in other circles as The Vixen and was the owner and mistress of The Red Hood brothel, perhaps the most lucrative of Doxenia’s brothels, it certainly was Westbys. Her moniker allowed her to move through the underground circles of her kingdom, to trade secrets from the court with secrets from the common folk. Through the brothel she had learned how to sell and secure information from all over Arith and while Cordelia, third daughter of the Duke de Clare of Drowsing, was insignificant, The Vixen was anything but. The common folk whispered about her as if she was a spectre; the gentry wanted to know where she had come from and how to buy not only her silence but her loyalty. The girls and boys that worked under her were her eyes and her ears, there was nothing going on in the world that she did not know or at least, could not find out.
These thoughts were interrupted by Beth, who had shoved Cordelia when she had fallen into her thoughts. “You aren’t even listening to me. Boy, you’re going to get into so much trouble… I bet you don’t even last a week out there, sis!” Beth giggled and shook her head. “Come on, let’s go to dinner, wear that nice pink dress that father loves, maybe it will soften him up a little!” Cordelia smiled to her sister, who disappeared out of her room… leaving Cordelia to pack.
( Racial ) Versatility
Class & Profession has no bearing on skill choice (can take any skill if rank/skill prerequisites are met, class requirements are not used EXCEPT skills marked "Primary". You cannot take primary skills, at all, unless you have that primary class or profession.
( Racial ) Alert
You gain a +5 to Spot and Listen Checks.
( Racial ) Fearless
This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
( Support ) Aura of Lust (v)
You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
( Support ) Knowledge
You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed.
Crystal | Nobility/Royalty ( +15 )
Topaz | Local ( +10 )
Amber | Region ( Doxenia · +10 )
Sapphire | Region ( Rumeria · +10 )
Emerald | Trade Routes ( +10 )
Ruby | Secret Codes / Scripts ( +10 )
Obsidian | Oceanography ( +10 )
( Flaw ) Immunity from Disease (v)
A charmer need not worry about contracting diseases during his trysts, nor becoming a carrier or passing on any disease that they may already have. This doesn't cure disease, it merely prevents it's transfer.
( Noble ) Patents of Nobility
These are a formalized ancestry chart that shows the direct relationships of the noble to his ancestors, thus proving his claims to titles, benefits and lands. Patents gives the noble the ability to have NPC hirelings at his beck and call, to work and fight in the noble's stead. You may use your bodyguard in one-on-one combat in your place, but you may not join the combat if you elect to use your bodyguard. Your bodyguard may also fight at your side, or in your place on missions and quests. Remember, just because your bodyguard may be fighting on missions for you, you are still at risk in certain situations.
( Swashbuckler ) Acrobatic
You have excellent coordination, and can take a +5 to all Acrobatics Checks.
( Crystal ) Kippup (v)
The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
( Crystal ) Alluring Tongue
People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
( Crystal ) Combat Marksman
You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
( Crystal ) Dexterous Fighter
This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
( Crystal ) Keen Memory
You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
( Crystal Flavour ) Cosmopolitan
Your exposure to the workings of the city has taught you things you ordinarily would never have uncovered. This gives you a +5 to any Knowledge check you take concerning urban settings, and allows you to know who you need to talk to for certain dealings.
( Crystal Flavour ) Entrepreneur
You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
( Crystal Flavour ) High Society
You know good manners and were trained to handle social interactions in noble circles. While in noble circles you gain a +5 to Diplomacy checks.
( Topaz ) Charming Beauty (v)
A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF.
( Topaz ) Heartthrob (v)
The charmer is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the charmer causes it to stop. This gives a charmer an extra roll of 1d of their combat dice, once per combat.
( Topaz ) Incredible Insight
You are very good at determining a creature's body language, giving you a +5 on Insight checks.
( Topaz Flavour ) Pecunia Umbilicalia
You reach deep into mommy or daddy's pockets and get a stipend of money of d5 x 500 each month. You may roll 1d for every gemstone rank, for instance, at Crystal you roll 1d, Topaz 2d, etc. You must inform our Treasury Moderator each month so that the roll can be made, and gold placed in your account. You also gain a one-time 2500gp when you take this skill.
( Amber ) Startling Shot
You may purposely miss a creature that you could normally hit within range with a firearm attack. When you do, that creature is startled and has DC10 until the start of the creature's next turn.
( Amber ) No Way Out
When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.
( Amber ) Quick Step(v)
The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
( Amber Flavour ) No Flies on Me (v)
Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal.
( Sapphire ) Surprise Strike (v)
As long as the Thief is not detected by the enemy, they can use this skill, which allows an extra roll of weapon damage if the attack hits. (ie: roll 2d4 with a dagger rather than 1d4, etc.) Can only be used once per combat.
( Sapphire ) Blindfight (v)
The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
( Sapphire ) Close Quarters Fighting (v)
Swashbucklers can fight normally when grappled or pinned. People can still hurt her in a grapple, however she can move around enough to easily use any of her weapons. Additionally, she can fight without penalty in cramped conditions. These abilities do not work when wearing medium or heavy armor.
( Sapphire Flavour ) Teleportation Passport
A noble has struck a deal with the teleportation guild (Port Union) and can teleport free between the kingdoms. At no time does a noble need pay for transportation.
( Emerald ) Sword and Pistol
You effortlessly pair melee and ranged weaponry. You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons. Normally, you add QCK to your ranged damage, and STR to any melee damage. This allows you to choose which one even though you are using a ranged and a melee weapon.
( Emerald ) Craven (v)
This skill allows a rogue to roll a 1d extra for one weapon roll during their Primary Strike. So, for instance, someone using a sword would roll 2d6 for weapon damage instead of 1d6.
( Emerald ) Aura of Strength
You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill.
( Emerald Flavour ) Discern Lie (v)
The Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Mystic can determine whether a spoken statement is true or false with a successful Insight check opposed by the subject’s Bluff check.
( Ruby ) Greater Dual-Wield
You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll.
( Ruby ) Can't Touch This
When a swashbuckler is fighting multiple villains, he may spring into action, tumbling and spinning and leaping allowing him to attack more than one opponent in one turn. Roll a 1d4, the number rolled is how many additional foes can be attacked. This allows breakdancing on the battlefield-use it. A strike must be passed for each target.
( Ruby ) Stronghold
By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
( Ruby Flavour ) Always Welcome
A noble can attempt to gain free room and board anywhere they go, whether innes, or even people's homes (NPC). Even the poorest peasant will attempt to make the noble at home, offering even their last chunk of bread and bottle of mead - whether from fame, or fear of the noble. This skill also gives you a boost of 5 Reputation Points, whether fame or infamy.
( Obsidian ) Midas Touch
Your noble standing and reputation is such that allows you to gain double gold for any mission or quest you accomplish, once per day.
( Obsidian ) Born by the Blade(v)
The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
( Obsidian ) Reserved
Reserved
( Obsidian Flavour ) Fealty
There is an air of command around you befitting your role in this life. You can command those of your lands to be sworn to your service. The noble rolls a 1d20 + Charisma v.s. Targets 1d20 + Willpower. If the target fails they swear fealty to the noble and will serve him/her as if they were a proper guard of the noble's house. (This skill only applies to sentient 'civilized' races. In end DM will give the final say.)
In actuality Cordelia, or Dee, Cord, Delia… whatever her sisters wanted to call her was known in other circles as The Vixen and was the owner and mistress of The Red Hood brothel, perhaps the most lucrative of Doxenia’s brothels, it certainly was Westbys. Her moniker allowed her to move through the underground circles of her kingdom, to trade secrets from the court with secrets from the common folk. Through the brothel she had learned how to sell and secure information from all over Arith and while Cordelia, third daughter of the Duke de Clare of Drowsing, was insignificant, The Vixen was anything but. The common folk whispered about her as if she was a spectre; the gentry wanted to know where she had come from and how to buy not only her silence but her loyalty. The girls and boys that worked under her were her eyes and her ears, there was nothing going on in the world that she did not know or at least, could not find out.
These thoughts were interrupted by Beth, who had shoved Cordelia when she had fallen into her thoughts. “You aren’t even listening to me. Boy, you’re going to get into so much trouble… I bet you don’t even last a week out there, sis!” Beth giggled and shook her head. “Come on, let’s go to dinner, wear that nice pink dress that father loves, maybe it will soften him up a little!” Cordelia smiled to her sister, who disappeared out of her room… leaving Cordelia to pack.
Name | Cordelia de Clare |
Alias | The Vixen |
(( Suite )) | (( ardent idolatry )) |
Title | Cordelia de Clare, Duchess of Drowsing |
Lineage | 3rd daughter of the Duke and Duchess of Drowsing, Doxenia |
Age | 21 |
Birth place | Westby, Doxenia |
Race | Human |
Alignment | Chaotic Neutral |
Languages | Common, Doxenian, Bryonish, Thieves Cant |
Weaknesses | Cheap Booze, pretty men |
Status | Single |
Height | 5'7 |
Weight | 120lbs |
Hair Colour | Brown |
Eye Colour | Green |
Distinctive Markings | None |
Flaws | Ambitious, Vanity, Impious |
Quirks | Conceited, Whimsical, Substance Addiction (Alcohol) |
Rank | Obsidian Prime |
Dice | 3d91 |
DEF DC | 22 |
HP | 49 ( base + WLP ) |
Physical Strike | +15 ( Base + Swashbuckler Bonus ) |
Physical Damage | +12 |
STR [ 0 ] | QCK [ 12 ] | END [ 0 ] | WLP [ 6 ] | INT [ 0 ] | PER [ 12 ] | CHA [ 6 ] |
Diplomacy | +15 | Alert | +9 | Swim | N/A | Thievery | +12 | Ride | +12 |
Intimidation | +5 | Spot | +15 | Acrobatics | +12 | Locate Traps | +10 | Handle Ani. | +5 |
Bluff | +5 | Listen | +15 | Tumble | +12 | Escape | +12 | Nature | N/A |
Disguise | +5 | Athletics | N/A | Balance | +12 | Lockpicking | +12 | Use Object | +12 |
Stealth | +12 | Climb | N/A | Rogue Talents | +12 | Appraise | +8 | Sleight o'and | +12 |
Insight | +15 | Jump | N/A | Disable Trap | +12 | Gather Info. | +12 | Knowledge | N/A |
Primary Class | Support |
Bonus | 2 Free Support Skills |
Primary Profession | Noble |
Bonus | +5 Dip, Gather Info, Knowledge: Nobility, 2,500 gps, free noble skill |
Secondary Class | Combat |
Bonus | Combat Bonus: Extra 1d Attack, once per combat. So if you are 2d, you'd roll a 3d. A 3d rolls a 4d, and if you are one of the lucky few that eventually gain 4d, you'd roll a 5d! Free Skills: Combat Affinity. |
Secondary Profession | Swashbuckler |
Bonus | Bonus - "Not Left Handed" - A swashbuckler can use two weapons as per the Dual-Wield skill, and gain any skills that have "Dual-Wield" as a prerequisite. You also gain a +3 to Strike when you are using two weapons. |
Class & Profession has no bearing on skill choice (can take any skill if rank/skill prerequisites are met, class requirements are not used EXCEPT skills marked "Primary". You cannot take primary skills, at all, unless you have that primary class or profession.
( Racial ) Alert
You gain a +5 to Spot and Listen Checks.
( Racial ) Fearless
This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature.
( Support ) Aura of Lust (v)
You are a minx of a man or woman and can cause the opposite sex (or same sex if they are attracted to you) to melt with desire. There is just something about the person that makes his target desire him/her above all else. This is not so powerful as to break marriage or elvish bonds, if it is something the character would never consider then they can resist but will still feel attracted to the seducer. You can use this to get information you need, or even get someone to do tasks for you. [DM's discretion how used during adventures/storylines, opposed roll suggested.]
( Support ) Knowledge
You have accrued knowledge of one specific source. You also gain a +10 to each knowledge check asked for in that area. You may choose ONE type of knowledge per Gemstone rank you attain to gain your boost in! This is retroactive, you may choose as many knowledges as your gemstone ranks. Without Knowledge, you normally cannot make knowledge checks unless untrained is allowed.
Crystal | Nobility/Royalty ( +15 )
Topaz | Local ( +10 )
Amber | Region ( Doxenia · +10 )
Sapphire | Region ( Rumeria · +10 )
Emerald | Trade Routes ( +10 )
Ruby | Secret Codes / Scripts ( +10 )
Obsidian | Oceanography ( +10 )
( Flaw ) Immunity from Disease (v)
A charmer need not worry about contracting diseases during his trysts, nor becoming a carrier or passing on any disease that they may already have. This doesn't cure disease, it merely prevents it's transfer.
( Noble ) Patents of Nobility
These are a formalized ancestry chart that shows the direct relationships of the noble to his ancestors, thus proving his claims to titles, benefits and lands. Patents gives the noble the ability to have NPC hirelings at his beck and call, to work and fight in the noble's stead. You may use your bodyguard in one-on-one combat in your place, but you may not join the combat if you elect to use your bodyguard. Your bodyguard may also fight at your side, or in your place on missions and quests. Remember, just because your bodyguard may be fighting on missions for you, you are still at risk in certain situations.
( Swashbuckler ) Acrobatic
You have excellent coordination, and can take a +5 to all Acrobatics Checks.
( Crystal ) Kippup (v)
The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked without a strike needed, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
( Crystal ) Alluring Tongue
People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
( Crystal ) Combat Marksman
You can send your ranged weapon into melee fighting without fear of hitting allies. If you do NOT have this skill, if you send any ranged weapon into melee, a roll will be made to see if you hit the baddie or one of your companions.
( Crystal ) Dexterous Fighter
This fighting style values placement of the strike to do the most damage over raw power, and allows a fighter using a light (one-handed) weapon to use their quickness instead of their strength to add to their combat dice for damage rolls. This is an innate skill.
( Crystal ) Keen Memory
You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
( Crystal Flavour ) Cosmopolitan
Your exposure to the workings of the city has taught you things you ordinarily would never have uncovered. This gives you a +5 to any Knowledge check you take concerning urban settings, and allows you to know who you need to talk to for certain dealings.
( Crystal Flavour ) Entrepreneur
You have an entrepreneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold!
( Crystal Flavour ) High Society
You know good manners and were trained to handle social interactions in noble circles. While in noble circles you gain a +5 to Diplomacy checks.
( Topaz ) Charming Beauty (v)
A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF.
( Topaz ) Heartthrob (v)
The charmer is extremely effective at fooling others into believing they are in love. The victim’s heart believes it too, at least for a moment, until the charmer causes it to stop. This gives a charmer an extra roll of 1d of their combat dice, once per combat.
( Topaz ) Incredible Insight
You are very good at determining a creature's body language, giving you a +5 on Insight checks.
( Topaz Flavour ) Pecunia Umbilicalia
You reach deep into mommy or daddy's pockets and get a stipend of money of d5 x 500 each month. You may roll 1d for every gemstone rank, for instance, at Crystal you roll 1d, Topaz 2d, etc. You must inform our Treasury Moderator each month so that the roll can be made, and gold placed in your account. You also gain a one-time 2500gp when you take this skill.
( Amber ) Startling Shot
You may purposely miss a creature that you could normally hit within range with a firearm attack. When you do, that creature is startled and has DC10 until the start of the creature's next turn.
( Amber ) No Way Out
When an enemy attempts to escape, you may make a free action even if it is not your turn to follow and make an attack. This does not work if they have a skill that allows them to get away without being stopped such as Live to Fight Another Day.
( Amber ) Quick Step(v)
The Swordmaster's dance allows him to move rapidly, fluidly and rhythmically. This skill allows the Swordmaster to completely dance right out of the way of an incoming physical attack, once per combat.
( Amber Flavour ) No Flies on Me (v)
Some people things just never seem to stick to. Scandal passes them by, their infidelities are never found out and no matter what mud they wallow in they always emerge smelling of roses. The charmer has managed to cultivate, or be born with, this ability and no matter what filth he/she gets involved in or what scandals he/she causes somehow the blame and the muss will just slip off them. Charmers with this ability cannot be held accountable for their seductive actions including being taken to court for adultery in kingdoms where it is illegal.
( Sapphire ) Surprise Strike (v)
As long as the Thief is not detected by the enemy, they can use this skill, which allows an extra roll of weapon damage if the attack hits. (ie: roll 2d4 with a dagger rather than 1d4, etc.) Can only be used once per combat.
( Sapphire ) Blindfight (v)
The ability to act and react while blinded / in complete darkness. You do not see things, but you hear / smell / react to what is around you. You can melee fight without seeing your foes.
( Sapphire ) Close Quarters Fighting (v)
Swashbucklers can fight normally when grappled or pinned. People can still hurt her in a grapple, however she can move around enough to easily use any of her weapons. Additionally, she can fight without penalty in cramped conditions. These abilities do not work when wearing medium or heavy armor.
( Sapphire Flavour ) Teleportation Passport
A noble has struck a deal with the teleportation guild (Port Union) and can teleport free between the kingdoms. At no time does a noble need pay for transportation.
( Emerald ) Sword and Pistol
You effortlessly pair melee and ranged weaponry. You can wield a light or one-handed melee weapon in one hand, and a firearm or hand crossbow in your other hand. You may choose to either add your Quickness, OR your Strength bonus to your attack while using both weapons. Normally, you add QCK to your ranged damage, and STR to any melee damage. This allows you to choose which one even though you are using a ranged and a melee weapon.
( Emerald ) Craven (v)
This skill allows a rogue to roll a 1d extra for one weapon roll during their Primary Strike. So, for instance, someone using a sword would roll 2d6 for weapon damage instead of 1d6.
( Emerald ) Aura of Strength
You are a little more powerful than other races and creatures, giving you a 3d instead of 2d to your dice. You may write this out as a story or actually have a quest or mission to accomplish this. This is an innate skill.
( Emerald Flavour ) Discern Lie (v)
The Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Mystic can determine whether a spoken statement is true or false with a successful Insight check opposed by the subject’s Bluff check.
( Ruby ) Greater Dual-Wield
You get an extra attack with your main hand weapon, giving you a total of three attacks in one turn. You may attack three different persons, two attacks on one and single attack the other, or all three attacks upon one person. This gives you three rolls of your weapon damage. Target 1 takes combat dice dmg & trait bonus, and 1 weapon roll, Target 2 takes one weapon roll, and Target 3 takes one weapon roll.
( Ruby ) Can't Touch This
When a swashbuckler is fighting multiple villains, he may spring into action, tumbling and spinning and leaping allowing him to attack more than one opponent in one turn. Roll a 1d4, the number rolled is how many additional foes can be attacked. This allows breakdancing on the battlefield-use it. A strike must be passed for each target.
( Ruby ) Stronghold
By knowing the right nobles, making contacts with masons and artisans, or performing great deeds for a liege-lord, you have resources that help you build and expand your stronghold without any cost out of your own pocket. At Sapphire Rank, you gain a Villa and enchantments equal to 6 points. At Emerald, your dwelling increases to Manor, and you can add 1 point of enchantments. At Ruby, you gain a Keep/Castle and you gain 2 more points of enchantments. At Obsidian, you have a Palace/Chateau and gain 1 more point of enchantments.
( Ruby Flavour ) Always Welcome
A noble can attempt to gain free room and board anywhere they go, whether innes, or even people's homes (NPC). Even the poorest peasant will attempt to make the noble at home, offering even their last chunk of bread and bottle of mead - whether from fame, or fear of the noble. This skill also gives you a boost of 5 Reputation Points, whether fame or infamy.
( Obsidian ) Midas Touch
Your noble standing and reputation is such that allows you to gain double gold for any mission or quest you accomplish, once per day.
( Obsidian ) Born by the Blade(v)
The knight is trained to use all kinds of bladed weapons, and gains a bonus to strike when using one. At Amber, you gain +1 to Strike, at Sapphire a +2, and at Obsidian +3.
( Obsidian ) Reserved
Reserved
( Obsidian Flavour ) Fealty
There is an air of command around you befitting your role in this life. You can command those of your lands to be sworn to your service. The noble rolls a 1d20 + Charisma v.s. Targets 1d20 + Willpower. If the target fails they swear fealty to the noble and will serve him/her as if they were a proper guard of the noble's house. (This skill only applies to sentient 'civilized' races. In end DM will give the final say.)