Difference between revisions of "Seryntas"

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[[Category:Gaera Main Characters]]
 
[[Category:Gaera Main Characters]]
 
[[Category:Spleen's Characters]]
 
[[Category:Spleen's Characters]]
This is the level 6 version for the Tarrasque fight!  Yay!<br><br>
 
 
 
<br>Basics:
 
<br>Basics:
 
<br>
 
<br>
Line 16: Line 14:
 
<br>
 
<br>
 
<br>Background:
 
<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>
 
<br>
<br>Seryntas is Seryntas is Seryntas is Seryntas.
+
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>
 
<br>
 
<br>Stats/Equipment:
 
<br>Stats/Equipment:
 
<br>
 
<br>
<br>    Level: 6
+
<br>    Level: 1
<br>    XP: 2000/2500
+
<br>    XP: 0
<br>    Max HP: 124
+
<br>    Max HP: 75
 
<br>    Max MP: 0
 
<br>    Max MP: 0
<br>    Max TP: 74
+
<br>    Max TP: 37
<br>    Initiative: 7 + 2d6
+
<br>    Initiative: 6 + 2d6
<br>    MBlock: 24
+
<br>    MBlock: 22
<br>    Missile Evasion: 20
+
<br>    Missile Evasion: 18
 
<br>
 
<br>
<br>    Courage: +6
+
<br>    Courage: +5
<br>    Wisdom: +1
+
<br>    Wisdom: +0
 
<br>    Intuition: +2
 
<br>    Intuition: +2
 
<br>    Charisma: -1
 
<br>    Charisma: -1
<br>    Agility: +4
+
<br>    Agility: +3
 
<br>    Dexterity: +2
 
<br>    Dexterity: +2
<br>    Strength: +7
+
<br>    Strength: +6
<br>    Stamina: +5
+
<br>    Stamina: +4
 
<br>    Magic Aptitude: 0
 
<br>    Magic Aptitude: 0
 
<br>
 
<br>
<br>    Base AT/PA – 19/19
+
<br>    Base AT/PA – 16/16
<br>    Modified for skill – 30/22
+
<br>    Modified for skill – 18/18
<br>    Modified for equipment – 26/21
+
<br>    Modified for equipment – 16/17
 
<br>
 
<br>
<br>Mythril Plate: AC 25, -1 AT, -3 PA (-0 with Armor Mobility), Durability 100, Weight 10, Str Req +2
+
<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>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>Pot Helmet: AC 8, Durability 10, Weight 2, Str Req +1
 
<br>
 
<br>
 
<br>    Weapon Damage - Greatsword (-2/-1)
 
<br>    Weapon Damage - Greatsword (-2/-1)
<br>    Light – 41 + 2d6
+
<br>    Light – 29 + 2d6
<br>    Medium – 54 + 3d6
+
<br>    Medium – 41 + 3d6
<br>    Heavy – 67 + 4d6
+
<br>    Heavy – 53 + 4d6
 
<br>
 
<br>
 
<br>
 
<br>
<br>Skills: 46
+
<br>Skills: 23
 
<br>Combat skills:
 
<br>Combat skills:
<br>    Grappling: 5 <Str/Cou/Sta>
+
<br>    Grappling: 4 <Str/Cou/Sta>
<br>    Greatsword: 14 <Cou/Str/Agi>
+
<br>    Greatsword: 4 <Cou/Str/Agi>
<br>    [s]Battle Fury: 11 <Cou/Cou/Sta>
+
<br>    [s]Battle Fury: 4 <Cou/Cou/Sta>
<br>    [s]Armor Mobility: 6 (1 pt/rank)
+
<br>    [s]Armor Mobility: 4 (1 pt/rank)
<br>    [s]Pain Resistance: 5 <Sta/Sta/Sta>
+
<br>    [s]Pain Resistance: 4 <Sta/Sta/Sta>
<br>    [s]Parrying: 6 <Cou/Agi/Dex>
+
<br>    [s]Parrying: 4 <Cou/Agi/Dex>
 
<br>    [s]Restraining: 2 <Dex/Int/Int>
 
<br>    [s]Restraining: 2 <Dex/Int/Int>
 
<br>Non-combat skills:
 
<br>Non-combat skills:
 
<br>    Intimidation: 2 <Str/Cou/Cou>
 
<br>    Intimidation: 2 <Str/Cou/Cou>
 
<br>    Urban Tracking: 4 <Int/Int/Cha>
 
<br>    Urban Tracking: 4 <Int/Int/Cha>
<br>    [s]Drinking: 2 <Sta>
+
<br>    [s]Drinking: 3 <Sta>
 
<br>    [k]Animal Husbandry: 4 <Int/Wis/Wis>
 
<br>    [k]Animal Husbandry: 4 <Int/Wis/Wis>
<br>    [k]Dogs: 2 <Int/Wis/Wis>
+
<br>    [k]Dogs: 3 <Int/Wis/Wis>
 
<br>
 
<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>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.
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<br>
 
<br>
 
<br>Spells/Techs:
 
<br>Spells/Techs:
 +
<br>Italicized techs cannot be used yet
 
<br>
 
<br>
<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 by 5 points, 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.
+
* [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.
<br>    [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=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.
<br> [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.
+
* [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.
<br> [Greatsword=6] Follow-through (5 TP) - Allows one additional attack (of any type) this round.
+
* [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.
<br>[Battle Fury=?] Overtax (0 TP) - Seryntas can fuel a [Battle Fury] technique with HP (probably using more HP than he'd normally need TP, I guess.)
+
* [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.
<br>[Greatsword=Whatever] Spinning Strike (Some Quantity of TP) - It's like Whirlwind Attack, but I wasn't about to call it that.
+
* [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.
<br>[Battle Fury=?, Pain Resistance=?] Resurgence (? TP) - This tech gives Seryntas a temporary AT boost based on how low on HP he is.
+
* [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.
<br>[Greatsword=Number Less Than 4] Charge (? TP) - Seryntas charges at an enemy, gaining some kind of bonus to his attack, probably AT and/or damage or something. Seryntas needs to be a certain distance away to use this.
+
* [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.
<br>[Greatsword=?] Wild Strikes (? TP) - Seryntas takes some sort of penalties, probably on AT or something, to hit a number of extra times possibly based on a die roll.
+
* ''[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.''
<br>[Grappling=?] Disarm (? TP) - Seryntas's Grappling skill can be used as if it was the Disarm skill at the cost of some TP.
+
* ''[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.''
<br>[Grappling=?] Subdue (? TP) - Seryntas makes a Grappling roll to see if he can put an opponent in a hold that will stun them.
+
* ''[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.''
<br>[Grappling=? Battle Fury=?] Break Grapple (? TP) - Seryntas adds his ranks of Battle Fury (or half his ranks?) to his Grappling roll in one attempt to break free of a grapple.
+
* ''[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.''
<br>[Greatsword=?] Cleave (I couldn't think of a better name) (? 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.''
<br>[Battle Fury=?] Deny Weakness (? TP) - Seryntas can attempt to shrug off some restricting condition such as a weakening spell, paralysis, etc.
+
* ''[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.''
<br>[Battle Fury=?] No Distractions (? TP) - For a few rounds, Seryntas focuses his mind and gains a bonus against the effects of illusions, charm-type spells, and possibly a few others as the GM sees fit.
+
* ''[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.''
<br>[Greatsword=?] Vorpal (? TP) - In the next small number of rounds, if Seryntas makes a critical hit, he cuts his enemy's head off.  Not likely to work on anything too much bigger than a human.
+
* ''[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.''
<br>[Battle Fury=?] War Cry (? TP) - Seryntas and a small number of allies all gain the effects of Seryntas's Battle Fury tech.  Seryntas gains it at its full normal level, but his allies gain it as though they had half (?) of Seryntas's ranks of [s]Battle Fury. Spellcasters who gain the effects of this ability can only cast directly damaging spells.
+
<br><br>I dunno if I'll think of more, but this is definitely a start, right?
+

Latest revision as of 11:08, 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.