Alright, this is sheet draft 2. Let me know what needs changing :)
Name: Pate Yves
Age: 25
Gender: Male
Race: Human
Appearance: At first glance, Pate seems to be a simple peasant or man at arms. His apparel bears no adornment, and he takes little to no pride in his appearance. He is approximately 6' tall and his lanky frame is all muscle, making him strong for his weight, but not particularly strong on the whole. He has dirty ginger hair which reaches down and across his jawline in a non-uniform beard.
Personality: Pate tends to be on the loud and rowdy side, not being particularly considerate of more noble company when it comes to crass language. Despite this, he spends most of his time thinking about topics such as politics, philosophy, ethics, and society, despite never being formally taught in these subjects. He's deceptively wise. He tents to avoid small talk, but relishes any chance he can get to talk about something more meaningful. Partly due to this state of constant mental motion, he is quite opinionated and won't hesitate to contest those who he disagrees with.
His personal philosophy is one of stoicism. He places more value on a life than on an object, after all, objects may be replaced. He often says that while certain things add value to a life, they are not worth throwing a life away for. He transfers this thought process over to his role as an Iron Rose Knight by considering his life as an object when compared to the life of the Kingdom. He never hesitates to put himself into danger if others benefit. That being said, he recognises that he can't protect anything if he's dead, and isn't suicidal in his recklessness.
Brief Backstory Pate was born to the lesser noble house of Yves, who governed a small county in the west of Thaln. He was born a seventh son, effectively preventing him from inheriting. Also due to being a seventh son, he was able to see and talk with spirits, which led everyone to shun him more than they already did. As he grew older he saw what his older siblings were doing to strive for the position they all wanted as heir, and grew to resent the striving for power. Wanting to differentiate himself from his power hungry siblings, he burned all the things he didn't need and officially revoked his place in the line of succession. He took up the study of arms more seriously than his siblings, using his name to acquire books and tutors. He was commonly praised for his natural speed and understanding of the martial arts.
When he was young, about 10 years old, he was approached by a very strange spirit. It was a tall, broad knight, armoured head to toe. In Pate's limited experience, these spirits tended to want to get back into the physical world in exchange for some ridiculous offer, such as eternal life. This one just sat down and began to talk to Pate about fighting, offering advice. If he'd been any older, Pate may have refused to talk, but he didn't quite know the potential dangers at this stage, so he sat down and chatted. He was lucky, Sir Morgan, as it called itself, wasn't a malignant spirit. It sounds cliche, but it just wanted companionship. In life, Sir Morgan was a highly devout warrior who yearned to join the Iron Rose Knights, but he was killed before he could by an unfortunate landslide while he was exploring the mountains. His spirit took his religious beliefs into the afterlife, and this is why he doesn't try to take control.
The passage of time saw him grow in skill. He began to develop a personality when fighting: a strong preference toward efficiency, which complimented his natural speed very nicely. At this stage he turned to larger weapons to attempt to gain reach advantages. Around the time he turned 17 he had almost reached maturity with his system of fighting (with help from Sir Morgan of course), and put in an order with the castle bladesmith. His signature greatsword: a single edged sword, 6 feet in length, with a handle running two thirds of the false edge.
He turned 18 and was told to go make his own way in the world. He traveled for a few years, entering tournaments and earning the prize money. People began to recognise him by his fearsome helmet and his odd sword. Just last year he entered what he considers the most important fight of his life. He was pitted against a Knight of The Iron Rose in the final match. He didn't win, but the Knight was impressed with Pate's skill and speed, and sought his company after the match. After some discussion, he walked Pate onto the tourney field to offer him a place as his peer. Seeing an opportunity to change how others view power for the better, he accepted. He has an internal conflict of resenting taking power for himself and recognising that he must if he wishes to make a change.
Equipment: Pate possesses his sword, his armour, an eating kit, a very large cloak, and three changes of clothes. Apart from this, he leads an ascetic life, despising attachments to material objects. His armour is a light brigandine style with plate couters, pauldrons, greaves, and gauntlets to protect their respective areas. Under this he wears an arming jacket. Most notable is his helmet, which resembles a crazed man staring upwards and laughing. His weapon of choice is a slim greatsword with a handle running two thirds down the blunt false edge of the blade, the cause for his unique fighting style. The sword is 1.7 m long (1.3m blade), 3kg total weight, and has a balance point about 30cm up from the crossguard. The slim, light construction of this sword means that he can perform the lightning fast maneuvers he desires, and the differential temper of the blade allows it to flex enough to not break while retaining a razor sharp edge.
Skills:
Unique Fighting Style: Pate fights unlike anybody else. He keeps his distance to use his massive weapon effectively, and combines its mighty reach with his blinding speed, efficiency, and a scary use of counterplay and aggressiveness to eliminate most opponents before they can get close enough to touch him. If they get closer, he chokes up on the secondary handle for some deadly but risk free half-swording.
Wise: Pate doesn't take the world for granted. Nothing is safe from his scrutiny, although it usually pisses people off if he puts his critical thoughts to voice.
Call Forth Sir Morgan:
Pate taps into his seventh son intuition and calls for aid from his spirit friend. Sir Morgan was a proud knight with a legendary strength, and has the spiritual strength to provide Pate with three favours a day (he feels a mentor like connection to Pate and asks nothing in return, except good conversation.) These favours can be widely applied, ranging from causing a distraction to lending Pate Aethercull, Sir Morgan's blade.
•Summon Aethercull: Sir Morgan bequeathes Pate his blade. It is as light as air, but can cut through any non silver/non enchanted object, although it can only be swung once before disappearing. In terms of looks, it's a translucent heavy looking two handed sword.
•Summon The Foilplate: Similar to Aethercull, Sir Morgan grants Pate his armour. This armour offers no physical protection, but heals wounds mere seconds after they're sustained. However, it cannot stop pain, regenerate lost limbs or previously sustained injuries, nor can it restore somebody to life. It lasts for twenty minutes or until Pate dies. It takes the appearance of a full suit of translucent light blue armour.
•Summon Magebane: This is a shield that infallibly defends against any one projectile attack at a time, with the added benefit of redirecting spells. It can indefinitely defend against nonmagic projectiles, but will crumple when it redirects a spell. It takes the form of a floating heater shield, and will move quickly when needed.
•Call Forth the Ghostly Warrior: This favour uses all three favours for one day, but allows Sir Morgan to pass through Pate's body and into the physical realm for up to an hour. He looks quite obviously like a spirit, but is fully tangible. He's equipped with Foilplate, Aethercull, and Magebane, and fights with considerable skill. All of the magical equipment is tied to Sir Morgan and last as long as he does instead of their usual limits. If Sir Morgan is killed/banished/etc he merely returns to the spirit world; what is dead may not die.
•Sever the Bonds: Pate calls the intangible arm of Sir Morgan into this realm, which proceeds to use a small knife to cut the leather straps holding armour together. The knife is tangible and may be removed from Sir Morgan.
•Spirit Swiftness: Sir Morgan settles his spiritual legs into Pate, allowing him to move much more quickly for 10 minutes.
Gauntlets
Pauldrons
Couters
Greaves
Brigandine
Arming Jacket
Court Clothing
Couldn't find an appropriate pic for the helm or sword :/
@harinezumikouken: I think it would be pretty easy to re-insert yourself, honestly. Just go with one of the two groups, I can fill you in on the Discord if you want an invite.
@Strange Rodent Okay, so... on the side of high fantasy, this roleplay is pretty heavy on the high side. That's not to say that there isn't a place for comparatively mundane knights at all, but in that case they're still expected to be able to hold their own against various monstrous enemies. And you've gone probably too far on the mundane side of things, being even less armed and armoured than a real life knight.
Like... it's a knightly order. The expectation is that you're more skilled or equipped than a somewhat-veteran mercenary of the period. ^^;
Also... tenth surviving son is a bit excessive, even by medieval standards. And infant mortality is lower here because literal magic exists. <_>
@Raineh Daze I have to say, that's the first time I've been told to make my character higher fantasy
Maybe to fix two of the mentioned problems I'll make him a seventh son, giving him the ability to communicate with the dead and use them for magics. Stuff that's more internally focused, I'm thinking, here are some examples:
Ghostly Armour: Pate takes a moment to call upon the spirit of an expired knight. He binds it to his body, causing a deep purple aura around him, shaped like a suit of plate armour. This ability acts like real armour, but weighs nothing and doesn't restrict his movement at all, but he can only sustain it for fifteen to twenty minutes before his soul starts to be eroded by the bound spirit.
Drag Under: Pate calls a highly malignant spirit into his sword. When it makes contact with someone, the spirit is sent to reave their soul, resulting in extreme pain. Unfortunately, this spirit is impatient and will turn on pate if he doesn't hit someone or banish it within two minutes.
I think I'll make one or two more when I need to actually add them to the sheet. Maybe I could even make it so he's befriended the spirit of a knight who he can call on once per day, but it won't attack him?
As for the armour thing, I was trying to keep him lightly armoured for the sake of speed and maneuverability. (Yeah, I know armour doesn't impact this as much as is commonly portrayed, but it does a bit. Those milliseconds are precious to Pate)
@Strange Rodent: The former is fine as long as it's framed as willingly-lent service by the spirit of a dead knight. You ask, the spirit answers and lends their assistance, that kind of thing.
The second one is right in the "bad type of necromancy" area.
@VitaVitaAR I was kinda thinking a similar thing with the willingly lent service thing. I'll have it so that he's befriended a spirit that can help him out once or twice a day. Fair enough about the second one, I can totally see that. I'm guessing stuff like speed buffs are okay? Would summoning the friendly dead knight to attack someone okay? If not, what about some kinda charge that knocks them back?
I'll update the sheet in a few hours, I'm using a phone at the moment