<div class="floatright">(https://elliquiy.com/elluiki/images/d/d6/Revolutionnaire.jpg)</div><strong><span class="bbc_u">Anselm d’Arrent, aka Edmond Anselme Grosjean</span></strong><br/><br/>Brawn: 3<br/>Finesse: 3<br/>Resolve: 2<br/>Wits: 2<br/>Panache: 3<br/><br/><strong>REVOLUTIONNAIRE</strong><br/>You have pledged yourself to seeing your country freed from the tyranny of the aristocracy.<br/><strong>Quirk:</strong>Earn a Hero Point when you make a personal sacrifice for the sake of liberty.<br/><br/><strong>DUELIST</strong><br/>You have devoted your life to mastering the blade.<br/><strong>Quirk:</strong>Earn a Hero Point when you resort to the edge of your blade to defend a noble ideal.<br/><br/><br/><strong>Advantages</strong><br/><br/>Joie de Vivre (Rev): Just before a confrontation with a Villain occurs, spend a Hero Point and make some sort of pithy or clever comment about how “When things look darkest, that’s when souls shine brightest.” Each Hero—that hears the speech—counts all dice that roll equal to or under his Skill on his next roll as 10s.<br/><br/>Slip Free (Rev): Spend a Hero Point to slip your hands free from manacles, loosen the rope tying you to a chair, or similarly free yourself.<br/><br/>Duelist Academy (Due): Valroux Style<br/>Style Bonus: Valroux Press – When you wield a fencing sword in your right hand and a dagger in the left, you can perform a special Maneuver called Valroux Cross. Valroux Cross prevents Wounds equal to your Weaponry, and you choose a Maneuver you know your opponent can perform on her next Action. Performing any other Maneuver costs your opponent an additional Raise. You can only perform Valroux Cross once per Round, immediately following the Maneuver that caused your Wounds.<br/><br/>Camaraderie (2): Whenever you spend a Hero Point to aid an ally, they gain four dice instead of three.<br/><br/>Valiant Spirit (2): You begin each game with 2 Hero Points instead of 1.<br/><br/>Direction Sense: (1): As long as you have some point of reference, you are never lost. That isn’t the same as knowing exactly where you are—if you’re knocked unconscious and wake up in a dungeon, you don’t necessarily have any idea what city you are in, but if you manage to escape your cell you will never get turned around in the winding tunnels that make up the dungeon.<br/><br/><strong>Skills</strong><br/><br/>Aim: 1<br/>Athletics: 3<br/>Convince: 2<br/>Empathy: 2<br/>Hide: 1<br/>Intimidate: 1<br/>Notice: 2<br/>Perform: 1<br/>Ride: 1<br/>Tempt: 2<br/>Theft: 1<br/>Weaponry: 3<br/><br/><br/><strong>Arcana</strong><br/><br/>The Thrones<br/><strong>Virtue: Comforting</strong>Activate your Virtue to cancel the effects of Fear on you and your friends.<br/><br/>The Hero<br/><strong>Hubris: Foolhardy</strong>You receive a Hero Point when your brash, cocky, or reckless actions cause trouble for you and another Hero.<br/><br/><br/><strong>History</strong><br/><br/>Edmond was always into trouble as a youth. It always made things more difficult for his family, his father being a Marquis within the Arrent province. Fifteen years ago, Edmond’s father Pierre was slowly swindled of his wealth by men claiming his land contained rich deposits worthy of being mined. Due to his debts, and the loss of incomes as fertile farmland had been dug up for these supposed mines, the Marquis Pierre Grosjean was stripped of land and titles. Too proud to admit his losses and clinging to the lifestyle of Montaigne nobility, the Grojeans groveled at least enough to be left as<em>noblesse errante</em>.<br/><br/>Edmond was furious and disgusted to see his parents so consumed by their greed with little care for the consequences that faced their children. He left, at sixteen to find his estranged uncle in the Southeast of Montaigne. It took him nearly two years, and he’d been on the verge of giving up at several points. He found it odd that his uncle could be so difficult to find. There were whispers, but nothing that seemed of much sense.<br/><br/>When he did find his Uncle Cyrille, it was at a relatively tiny duelists’ academy. Determined to prove his worth, Edmond dedicated himself to study of the Valroux Style of dueling. After years of studying swordsmanship and supporting the Academy, Edmond learned of another of his uncle’s… hobbies. Within the academy was a discreet club of Montaigne gentry, one in which was whispered a dangerous word: Révolution.<br/><br/>The fours years prior to the Montaigne invasion of Castille became dangerous for Edmond. For anonymity he adopted the name Anslem d’Arrent, and has gone by that name ever since. During the most recent war, the “club” was able to misdirect attention and subvert the Army in the guise of Castillian agents. They had a few successes, but as the fighting dies down between nations the group has disbanded and gone to the wind to await an opportunity. Anselm finds what work and entertainment he can with his talent, awaiting the opportunity to rally to the cause once more.<br/><br/><strong>Story</strong><br/>Anselm needs to be sure his cover is good.<br/>Ending: Anslem is safe to continue his journey, undeterred.<br/>First step: Identify the individual that may be following him North.<br/>Second step:<br/>Reward: Disarming Smile (2 Point Advantage)