Alistair Hancock

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Alistair Hancock


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Name
(RP World)
Alistair Hancock
(Gaera First Generation)
Birthdate
(Birthplace)
Sunny Tueday, Second year of Captain Jackson's Reign of Port Rosalja
Current Residence Personal Caravel 'le Mouron Rouge'
Occupation Ambassadorial representative of the Seven Isle Brotherhood.
Family None that you would know about. I mean, there IS one, he's not saying though.
Race Septîle
physical description Like most of the natives of the Seven Island tribes, Alistair carries physical traits that would lump him together with most Kilian nekojin. He has cat-like ears, slitted eyes, fangs and even a tail, fur pattern similar to that of an ocelot, but he is also covered in a thin coat of fur waist down as well as from his elbows to his hands as well as some fuzz on his cheeks and chin. His fingers end in claws. The rest of him is skin like that of a human, rather tanned, and his crimson-red hair is kept at neck-length with a deep violet, almost black bandana tied across his forehead to keep it out of his intensely green, almost lime eyes. Large eyes that, combined with his rounded face, gives him an almost feminine appearance.
Typical Attire Alistair usually wears loose-fitting clothes like large, puffy shirts with wide sleeves (buttoned at the wrists), vests, knee-length trousers, navy-style coats for harsher weather and more often than not a red sash tied around his waist. Occasionally he wears the uniform of his station, a wide-shouldered, epaulette-adorned navy-blue coat with a slim-fitted black suit underneath. Understandably, this is an uncomfortable wear for someone with fur, so he's rarely seen wearing it and then mostly whenever his position as a representative of the Seven Isle Brotherhood requires him to dress up. Having claws on his feet as well, he generally doesn't wear much in the form of footwear, 'though he does put on a pair of reinforced boots with the toe-part cut lose during bad weather.
Personality Like most Septîle natives, Alistair is a fairly easy-going, relaxed person who rarely see enough worth in anything to get upset about it. With the fluid, and oftentimes violent ruling system used, Alistair's used to watching his back as well as looking for any chance to climb the social ladder. Because of this, he rarely holds it against anyone who attacks him, simply because that is how he perceives the world to be, a constant struggle to the top, stepping on those below you. Likewise, therefore, he is quick to forgive, arguing that an ally is better than an enemy, and finds it difficult to understand why people would hold grudges. The only solution to a future threat you cannot ignore is to kill him/her, which is how he's used to doing things.
Religious Beliefs Alistair shares the belief of his tribe, that everything remarkable, be it a waterfall, an oddly shaped stone or a loved ship, has a spirit you can bargain with. The key is to know what they want. Similarly, he also believes in ancestor-spirits, but consider them more like extended family than something to pray to.

Background

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Early Years

Will be worked on at a later date.

Philsys Data

Philsys Box

Alistair Hancock (ChristianC) Level 1; 0/1000 XP
Max HP: 60
Max MP: -
Max TP: 28
Initiative: 6(7?)+2d6

Attributes

Courage: +5
Wisdom: 0
Intuition: +3
Charisma: +4
Agility: +4
Dexterity: +4
Strength: +0
Stamina: +1
Magic Aptitude: 0

Base AT/PA: 12/12 (16/11 with Cutlass)

Light AT/PA: 16 (17/20 with Parrying Dagger)

Base MATK: 3
Base MBlock: 23
Base Missile Evade: 21

Body= No Armor (Clothes)
Arms= Leather Bracers (AC 5)
Weapon Damage - Cutlass
Light - 13+1d6
Medium - 16+2d6, -2 Penalty
Heavy - 20+3d6, -5 Penalty

Weapon Damage - Parrying Dagger
Light - 7+1d6
Medium - 10+2d6, -2 Penalty
Heavy - X

Skills

(K) (Wis/Wis/Wis)
Navigation 3
Survival 2

(S)
Acrobatics 1 <Agi=2>
Appraisal 4 <Int/Int/Wis>
Balance 1 <Agi=2>
Deception 2 <Cha/Cha/Int>
Dual Weapon Fighting 4 <Dex/Dex/Str>
Evade Missile 2 <Agi=2>
Musical Talent 1 <Cha/Cha/Dex>
Seduction 2 <Cha/Cha/Int>
Swashbucklery Parry 4 <Agi=2>

(N)
Boat Piloting 1 <Int/Int/Dex>
Crafts (Shipwright) 1 <Int/Wis/Dex>
Daggers 4 <Cou/Dex/Agi>
Diplomacy 1 <Cha/Cha/Int>
Swords 4 <Cou/Str/Agi>


Spells and Techs

  • [Light Weapon Skill=2]Precise Striking (2 TP) - Uses DEX to determine weapon damage bonuses instead of STR and eliminates all penalties to hit other than those caused by magical debuffs for one round. Heavy attacks are impossible when using Precise Striking.
  • [Standard Weapon Skill=2]Defender's Stance (1 TP) - Adds weapon skill rank to all PA rolls made this round. Even if no parry roll is allowed, half of the users's weapon skill rank is added to his PA for the remainder of the round. This tech cannot be combined with any other offensive tech, and the user forfeits any bonus attacks (but may use them, instead, as bonus parries).