Difference between revisions of "Seryntas"
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− | [ | + | [[Category:Gaera Main Characters]] |
+ | [[Category:Spleen's Characters]] | ||
+ | <br>Basics: | ||
+ | <br> | ||
+ | <br> Name: Seryntas | ||
+ | <br> RPer: Spleen | ||
+ | <br> Race: Human | ||
+ | <br> Birthdate: 7th of Fidelara, 1292 | ||
+ | <br> Height: 6’4” | ||
+ | <br> Weight: 270 lbs | ||
+ | <br> Eye color: Brown | ||
+ | <br> Hair color: Brown | ||
+ | <br> | ||
+ | <br> | ||
+ | <br>Background: | ||
+ | Seryntas was born on a farm in the southern part of Doma, where he and his family grew corn and bred dogs. His childhood was normal, but with adolescence and the death of his father in an accident caused by one of Seryntas’s dogs, Seryntas’s mental problems began to take shape, and he began to believe that inanimate objects were talking to him. He began to become violent and reckless. At the age of eighteen, his mother, on her deathbed due to tuberculosis, asked him to leave the farm, knowing the help he sought for his illness wouldn’t be found in the corn.<br> | ||
+ | <br> | ||
+ | In Doma City, Seryntas channeled his violence into a career as a bounty hunter and mercenary, helped by his enormous size. It was as a bounty hunter that he had cause to wear his first suit of armor, and soon became dependant on the feeling of protection he got from wearing it, which quickly began to manifest itself as comforting voices from his “friends” in the armor. His personality began to deteriorate and fragment, and it is only in the last few years that he is beginning to feel a measure of sanity again.<br> | ||
+ | <br> | ||
+ | <br>Stats/Equipment: | ||
+ | <br> | ||
+ | <br> Level: 1 | ||
+ | <br> XP: 0 | ||
+ | <br> Max HP: 75 | ||
+ | <br> Max MP: 0 | ||
+ | <br> Max TP: 37 | ||
+ | <br> Initiative: 6 + 2d6 | ||
+ | <br> MBlock: 22 | ||
+ | <br> Missile Evasion: 18 | ||
+ | <br> | ||
+ | <br> Courage: +5 | ||
+ | <br> Wisdom: +0 | ||
+ | <br> Intuition: +2 | ||
+ | <br> Charisma: -1 | ||
+ | <br> Agility: +3 | ||
+ | <br> Dexterity: +2 | ||
+ | <br> Strength: +6 | ||
+ | <br> Stamina: +4 | ||
+ | <br> Magic Aptitude: 0 | ||
+ | <br> | ||
+ | <br> Base AT/PA – 16/16 | ||
+ | <br> Modified for skill – 18/18 | ||
+ | <br> Modified for equipment – 16/17 | ||
+ | <br> | ||
+ | <br>Mythril Plate: AC 25, -1 AT, -3 PA, Durability 100, Weight 10, Str Req +2 | ||
+ | <br>Plate Bracers: AC 10, Durability 20, Weight 2.5, Str Req +2 | ||
+ | <br>Pot Helmet: AC 8, Durability 10, Weight 2, Str Req +1 | ||
+ | <br> | ||
+ | <br> Weapon Damage - Greatsword (-2/-1) | ||
+ | <br> Light – 29 + 2d6 | ||
+ | <br> Medium – 41 + 3d6 | ||
+ | <br> Heavy – 53 + 4d6 | ||
+ | <br> | ||
+ | <br> | ||
+ | <br>Skills: 23 | ||
+ | <br>Combat skills: | ||
+ | <br> Grappling: 4 <Str/Cou/Sta> | ||
+ | <br> Greatsword: 4 <Cou/Str/Agi> | ||
+ | <br> [s]Battle Fury: 4 <Cou/Cou/Sta> | ||
+ | <br> [s]Armor Mobility: 4 (1 pt/rank) | ||
+ | <br> [s]Pain Resistance: 4 <Sta/Sta/Sta> | ||
+ | <br> [s]Parrying: 4 <Cou/Agi/Dex> | ||
+ | <br> [s]Restraining: 2 <Dex/Int/Int> | ||
+ | <br>Non-combat skills: | ||
+ | <br> Intimidation: 2 <Str/Cou/Cou> | ||
+ | <br> Urban Tracking: 4 <Int/Int/Cha> | ||
+ | <br> [s]Drinking: 3 <Sta> | ||
+ | <br> [k]Animal Husbandry: 4 <Int/Wis/Wis> | ||
+ | <br> [k]Dogs: 3 <Int/Wis/Wis> | ||
+ | <br> | ||
+ | <br>Urban Tracking: The ability to find where someone is in a city by asking the right people in the right way, even if they’re trying to hide. | ||
+ | <br>[s]Armor Mobility: Reduces PA penalties for heavy armor by 1 point per 2 ranks. | ||
+ | <br>[s]Restraining: The ability to tie up (hogtie) enemies quickly. | ||
+ | <br> | ||
+ | <br>Spells/Techs: | ||
+ | <br>Italicized techs cannot be used yet | ||
+ | <br> | ||
+ | * [Innate] Security Blanket – Seryntas has a number of mental problems, the major aspects of which including extreme social anxiety, pathologically low self-esteem, and auditory hallucination. The main way Seryntas copes with this is through his armor, which not only makes him feel safe and confident, but is also often heard by Seryntas to whisper advice and encouragement (scans by several confused mages and telepaths confirm that the armor doesn’t really talk). When not wearing his body armor, Seryntas’s Cou decreases to a score of -1, and he cannot use any techs with [s]Battle Fury as a prerequisite. While wearing pieces of his armor, such as his gauntlets, makes him feel a little better, only his body armor (breastplate and greaves) returns his Cou. If Seryntas's Charisma is raised by a magical effect, he has a 4% chance per point raised of having his mental illness temporarily lifted for as long as his Cha is increased. Seryntas's illness cannot be expunged by any but the most powerful mind-reformatting magic or psychic power. | ||
+ | * [Battle Fury=1] Battle Fury (5 TP) – Seryntas invokes in himself a powerful rage to gain a rank/4 bonus to COU and STA (this ability cannot allow it to exceed 10) for a number of rounds equal to his (newly improved) STA score. His AT/PA is modified by +2/-2, on top of stat changes. While this ability is active, he cannot take any action that does not either directly approach or attack an enemy. Seryntas can activate and deactivate this ability at will, and is not considered berserked while using it, as he can still function normally except that all actions must be offensive in nature. | ||
+ | * [Battle Fury=2] Overtax (X HP) - Seryntas can fuel a [Battle Fury] technique with HP by spending 4 times the ability's cost in TP in HP instead. If Seryntas uses this ability more than three times in a particular battle, he collapses at the end of the round, regardless of his remaining HP. | ||
+ | * [Battle Fury=4, Pain Resistance=4] Resurgence (4 TP) - This tech can only be used if Seryntas is at 50% HP or less, and it lasts until combat ends or his HP increases above 50% of his maximum. Seryntas gets a a boost of +4 to his AT, but suffers a -4 penalty to his PA due to his reckless fighting style. He ignores any penalties to AT as a result of having low hit points. | ||
+ | * [Greatsword=3] Charge (2 TP) - Seryntas charges at an enemy, adding +2 to his AT and adding his STR to damage an extra time this round. Seryntas needs to have sufficient space to charge; a critical hit with this move will knock his enemy prone. | ||
+ | * [Greatsword=4] Devastating Blow (2 TP) - As a heavy attack, but damage is multiplied by 1.5x. If the attack misses, Seryntas loses his one of his parry rolls for the round. | ||
+ | * [Grappling=2] Disarm (2 TP) - Seryntas's Grappling skill can be substituted for the Disarm skill to attempt to force an enemy to relinquish a held weapon this round. | ||
+ | * [Grappling=4] Subdue (4 TP) - Seryntas gets a +4 bonus to his Grappling roll to maintain a hold. If he succeeds, his opponent may not attempt to break free next round. | ||
+ | * ''[Battle Fury=6] Deny Weakness (5 TP) - Seryntas gets an additional resist roll against any disabling magical or non-magical effect currently affecting him. If he is successful, the effect ends instantly, regardless of its natural duration.'' | ||
+ | * ''[Battle Fury=7] No Distractions (3 TP) - For a few rounds, Seryntas focuses his mind and gains a +4 bonus against the effects of illusions, charm-type spells, and possibly a few others as the GM sees fit.'' | ||
+ | * ''[Battle Fury=10] War Cry (12 TP) - Seryntas and 1d4 nearby allies all gain the effects of Seryntas's chosen Battle Fury tech. Seryntas gains it at its full normal level, but his allies only benefit as though they had half of Seryntas's ranks in [s]Battle Fury. If the ability does not provide a statistical benefit (such as Deny Weakness), apply the effects of the skill to allies as applicable. Spellcasters who gain the Battle Fury tech can only cast directly damaging spells during its effect. Any ally may opt not to be affected at the time of this ability's use.'' | ||
+ | * ''[Greatsword=5] Cleave (4 TP) - If Seryntas drops an enemy below 0 HP, he can immediately use this tech, which allows him a free attack against another enemy in reach. He can only use this ability once per round.'' | ||
+ | * ''[Greatsword=6] Follow-through (5 TP) - Allows one additional attack (of any type) this round.'' | ||
+ | * ''[Greatsword=12] Spinning Strike (8 TP) - Seryntas may make one attack at all enemies within his reach. However, he loses all PA rolls for the remainder of the round.'' | ||
+ | * ''[Greatsword=14] Vorpal (8 TP) - If Seryntas scores a successful hit against a humanoid target within the next round, and that hit deals more than 75% of the target's remaining hit points, the target is instead cleaved in half and killed instantly.'' | ||
+ | * ''[Grappling=5 Battle Fury=5] Break Grapple (3 TP) - Seryntas adds his ranks in Battle Fury to his Grappling roll in one attempt to break free of a grapple.'' |
Latest revision as of 10:08, 23 March 2008
Basics:
Name: Seryntas
RPer: Spleen
Race: Human
Birthdate: 7th of Fidelara, 1292
Height: 6’4”
Weight: 270 lbs
Eye color: Brown
Hair color: Brown
Background:
Seryntas was born on a farm in the southern part of Doma, where he and his family grew corn and bred dogs. His childhood was normal, but with adolescence and the death of his father in an accident caused by one of Seryntas’s dogs, Seryntas’s mental problems began to take shape, and he began to believe that inanimate objects were talking to him. He began to become violent and reckless. At the age of eighteen, his mother, on her deathbed due to tuberculosis, asked him to leave the farm, knowing the help he sought for his illness wouldn’t be found in the corn.
In Doma City, Seryntas channeled his violence into a career as a bounty hunter and mercenary, helped by his enormous size. It was as a bounty hunter that he had cause to wear his first suit of armor, and soon became dependant on the feeling of protection he got from wearing it, which quickly began to manifest itself as comforting voices from his “friends” in the armor. His personality began to deteriorate and fragment, and it is only in the last few years that he is beginning to feel a measure of sanity again.
Stats/Equipment:
Level: 1
XP: 0
Max HP: 75
Max MP: 0
Max TP: 37
Initiative: 6 + 2d6
MBlock: 22
Missile Evasion: 18
Courage: +5
Wisdom: +0
Intuition: +2
Charisma: -1
Agility: +3
Dexterity: +2
Strength: +6
Stamina: +4
Magic Aptitude: 0
Base AT/PA – 16/16
Modified for skill – 18/18
Modified for equipment – 16/17
Mythril Plate: AC 25, -1 AT, -3 PA, Durability 100, Weight 10, Str Req +2
Plate Bracers: AC 10, Durability 20, Weight 2.5, Str Req +2
Pot Helmet: AC 8, Durability 10, Weight 2, Str Req +1
Weapon Damage - Greatsword (-2/-1)
Light – 29 + 2d6
Medium – 41 + 3d6
Heavy – 53 + 4d6
Skills: 23
Combat skills:
Grappling: 4 <Str/Cou/Sta>
Greatsword: 4 <Cou/Str/Agi>
[s]Battle Fury: 4 <Cou/Cou/Sta>
[s]Armor Mobility: 4 (1 pt/rank)
[s]Pain Resistance: 4 <Sta/Sta/Sta>
[s]Parrying: 4 <Cou/Agi/Dex>
[s]Restraining: 2 <Dex/Int/Int>
Non-combat skills:
Intimidation: 2 <Str/Cou/Cou>
Urban Tracking: 4 <Int/Int/Cha>
[s]Drinking: 3 <Sta>
[k]Animal Husbandry: 4 <Int/Wis/Wis>
[k]Dogs: 3 <Int/Wis/Wis>
Urban Tracking: The ability to find where someone is in a city by asking the right people in the right way, even if they’re trying to hide.
[s]Armor Mobility: Reduces PA penalties for heavy armor by 1 point per 2 ranks.
[s]Restraining: The ability to tie up (hogtie) enemies quickly.
Spells/Techs:
Italicized techs cannot be used yet
- [Innate] Security Blanket – Seryntas has a number of mental problems, the major aspects of which including extreme social anxiety, pathologically low self-esteem, and auditory hallucination. The main way Seryntas copes with this is through his armor, which not only makes him feel safe and confident, but is also often heard by Seryntas to whisper advice and encouragement (scans by several confused mages and telepaths confirm that the armor doesn’t really talk). When not wearing his body armor, Seryntas’s Cou decreases to a score of -1, and he cannot use any techs with [s]Battle Fury as a prerequisite. While wearing pieces of his armor, such as his gauntlets, makes him feel a little better, only his body armor (breastplate and greaves) returns his Cou. If Seryntas's Charisma is raised by a magical effect, he has a 4% chance per point raised of having his mental illness temporarily lifted for as long as his Cha is increased. Seryntas's illness cannot be expunged by any but the most powerful mind-reformatting magic or psychic power.
- [Battle Fury=1] Battle Fury (5 TP) – Seryntas invokes in himself a powerful rage to gain a rank/4 bonus to COU and STA (this ability cannot allow it to exceed 10) for a number of rounds equal to his (newly improved) STA score. His AT/PA is modified by +2/-2, on top of stat changes. While this ability is active, he cannot take any action that does not either directly approach or attack an enemy. Seryntas can activate and deactivate this ability at will, and is not considered berserked while using it, as he can still function normally except that all actions must be offensive in nature.
- [Battle Fury=2] Overtax (X HP) - Seryntas can fuel a [Battle Fury] technique with HP by spending 4 times the ability's cost in TP in HP instead. If Seryntas uses this ability more than three times in a particular battle, he collapses at the end of the round, regardless of his remaining HP.
- [Battle Fury=4, Pain Resistance=4] Resurgence (4 TP) - This tech can only be used if Seryntas is at 50% HP or less, and it lasts until combat ends or his HP increases above 50% of his maximum. Seryntas gets a a boost of +4 to his AT, but suffers a -4 penalty to his PA due to his reckless fighting style. He ignores any penalties to AT as a result of having low hit points.
- [Greatsword=3] Charge (2 TP) - Seryntas charges at an enemy, adding +2 to his AT and adding his STR to damage an extra time this round. Seryntas needs to have sufficient space to charge; a critical hit with this move will knock his enemy prone.
- [Greatsword=4] Devastating Blow (2 TP) - As a heavy attack, but damage is multiplied by 1.5x. If the attack misses, Seryntas loses his one of his parry rolls for the round.
- [Grappling=2] Disarm (2 TP) - Seryntas's Grappling skill can be substituted for the Disarm skill to attempt to force an enemy to relinquish a held weapon this round.
- [Grappling=4] Subdue (4 TP) - Seryntas gets a +4 bonus to his Grappling roll to maintain a hold. If he succeeds, his opponent may not attempt to break free next round.
- [Battle Fury=6] Deny Weakness (5 TP) - Seryntas gets an additional resist roll against any disabling magical or non-magical effect currently affecting him. If he is successful, the effect ends instantly, regardless of its natural duration.
- [Battle Fury=7] No Distractions (3 TP) - For a few rounds, Seryntas focuses his mind and gains a +4 bonus against the effects of illusions, charm-type spells, and possibly a few others as the GM sees fit.
- [Battle Fury=10] War Cry (12 TP) - Seryntas and 1d4 nearby allies all gain the effects of Seryntas's chosen Battle Fury tech. Seryntas gains it at its full normal level, but his allies only benefit as though they had half of Seryntas's ranks in [s]Battle Fury. If the ability does not provide a statistical benefit (such as Deny Weakness), apply the effects of the skill to allies as applicable. Spellcasters who gain the Battle Fury tech can only cast directly damaging spells during its effect. Any ally may opt not to be affected at the time of this ability's use.
- [Greatsword=5] Cleave (4 TP) - If Seryntas drops an enemy below 0 HP, he can immediately use this tech, which allows him a free attack against another enemy in reach. He can only use this ability once per round.
- [Greatsword=6] Follow-through (5 TP) - Allows one additional attack (of any type) this round.
- [Greatsword=12] Spinning Strike (8 TP) - Seryntas may make one attack at all enemies within his reach. However, he loses all PA rolls for the remainder of the round.
- [Greatsword=14] Vorpal (8 TP) - If Seryntas scores a successful hit against a humanoid target within the next round, and that hit deals more than 75% of the target's remaining hit points, the target is instead cleaved in half and killed instantly.
- [Grappling=5 Battle Fury=5] Break Grapple (3 TP) - Seryntas adds his ranks in Battle Fury to his Grappling roll in one attempt to break free of a grapple.