Post by jarrod on Jun 21, 2015 15:26:06 GMT -8
Name: Bloodraven Player Name: Jarrod Alias: None Allies/Friends/Family: All on another world (currently). Archetype: Ancient berserker with mystic tattoos. Age: Early Thirties Height: 6'9" Weight: 320 lbs. Hair: Black Eyes: Brown Nationality: Kromarian (Other worldly nation of Kromaria) Description: Think Conan the Barbarian, ony wilder, and with runic tattoos (or, reference the picture to the left). Occupation: Raiding party leader/hunter. |
STATISTICS:
Fighting: Remarkable
Agility: Remarkable
Strength: Remarkable
Endurance: Remarkable
Reasoning: Good
Intuition: Excellent
Psyche: Excellent
Health: 120/120
Mental: 50/50
Karma: 600
POWERS:
Bloodraven is primarily a normal human, with no special powers. He has grown up in a harsh environment which has forced him to hone his mental, and physical health to impressive heights, as well as his fighting prowess. However, he has mystical tattoos, equipment, and the pseudo-mystical techniques of the berserker which in many ways mimic powers or otherwise enhance his capabilities to something 'super-human'.
Magic Tattoos:
Bloodraven currently has two protective magical tattoos. He is capable of making more, but the process is quite involved.
Earthen Armor: This is the earthy green tattoo on his right bicep. It provides him with (Excellent) armor against physical damage - roughly equivalent to full plate armor
Tundra's Kiss: This is the cold azure tattoo on his right ribcage. Given the cold climate of his homeland, it is one of the first tattoos most of his people receive. It provides him with (Excellent) protection against cold-based damage, and allows him to virtually ignore the effects of naturally occurring cold weather on Earth without added protection.
Magical Equipment:
Runed Hand and a half Falcata: This immense and heavy blade is mystically enhanced. It still only provides +1 CS to damage, however. The mystic runes along the blade enhance its durability, and its ability to keep a keen edge. This allows him to weild it against more durable materials, or possibly even energy constructs with little fear of the weapon being seriously harmed. It also allows him to effectively attack beings who need fear 'normal' weaponry less. Remarkable grade construction, or Incredible VS magic attempting to harm it. |
Normal Equipment:
Javelins: Bloodraven carries a brace of normal javelins (total of 5) for hunting and ranged combat. These are standard medieval javelins, and provide +1 CS damage to his attacks. His range, while limited, is still surprising due to skill and strength.
He can throw these up to half his Strength in yards, or his full Strength at the cost of having the color result degraded by 1.
On a Yellow spearing that deals at least 20 damage, the Javelin becomes lodged gruesomely in the opponent, providing a -1CS to all actions until the weapon is ripped out, which deals 10 armor-ignoring damage if the remover lacks the medical skill to do it properly.
Tattooing Kit: Bloodraven carries with him his primitive tattooing kit. While he needs much more than this to create the mystical tattoos of his people, it is still required for that art.
Assorted Hunting Tools: Things like a skinning knife, and other useful tools a medieval hunter would likely to have with him on a hunt (netting, twine, small game bags, etc).
Using this kit with a Hunting check, which becomes the DC to notice the trap, Bloodraven can construct ad hoc traps which deal either Good damage, or capture the target's leg with Good strength. In the case of the latter, its Good grip is rolled VS the targets attempts to escape.
Ancient Warrior Tradition:
Berserking: Bloodraven is capable of entering a state of mind which allows his body to claim greater heights of power, and prowess, while sacrificing his ability to think tactically or really do much more than fight savagely and brutally. This ability has two levels of use. The first level is what most berserkers use most of the time. It grants +1 CS to Fighting, and Strength, as the warrior loses himself in his primal instincts. It also makes the berserker more able to withstand damage without losing fighting capability. The berserker gains a phantom 50 health. This health only allows the berserker to keep standing, and once the frenzy is over, any damage taken is not healed - creating the potential for the Berserker to essentially fight while dead. If healed before their berserk rage ends, they will not actually die, their rage sustaining their life when others would die. The lack of consious thought in this state also provides some insulation against mental attack and manipulation - resisting such intrusions are at +2 CS. These benefits, however, are not without risk or penalty. The berserker in this state is incapable of making rolls to defend against physical attacks - no blocking, no dodging.
The second level of use is more dangerous, and rarely used, except in situations where the berserker does not expect to survive, or expect any companions nearby to survive either. This second level provides similar, but more intense benefits compared to the first. He gains, instead, a +2 CS to Fighting and Strength, as he buries his conscious self completely within his primal instincts. The phantom health increases to 75 points, and resistance to mental manipulation becomes immunity, since he effectively no longer has a mind to manipulate. He still cannot defend against physical attacks, but in addition, he can no longer distinguish friend from foe - anyone with a weapon, or so much as taking a threatening stance will be considered a foe, and savagely attacked.
While most attacks on his mind will fail, those specifically tailored toward affecting animals, ironically, will now find him a valid target since he has essentially become one.
Using either of these abilities is exhausting, in addition to their other drawbacks. After using the first level, the berserker can make an endurance check after each minute of rest. Until he makes a green roll, his Fighting, Agility, and Strength are at -1 CS. After using the second level, checks can only be made each hour of rest (assuming the berserker even survives the encounter), require a yellow roll to eliminate the penalty, and increases that penalty to -2 cs.
SKILLS:
Bloodraven has a suite of skills based on a life of constant fighting, hunting, and becoming a leader of people - thus a student of his special culture's most prized skills beyond combat and survival: Creating the mystical tattoos, and weaponsmithing.
Medieval Weapon Specialist: +1 CS to fighting when wielding medieval weaponry.
Hunter: +1 CS to checks related to hunting - including but not limited to tracking, the construction of rudimentary traps, spotting areas likely to yield game, preparing and preserving game once caught. Note that this bonus does not apply to attacks, as that is covered by his weapon specialization.
Mystical Tattooist: +1 CS to rolls for creating tattoos of a mystical nature. This can also be applied to crafting normal tattoos. Both of course require the appropriate tools and materials.
Medieval Weaponsmith: +1 CS to rolls for creating medieval weapons. This does require the appropriate tools and materials.
*Tattooed Steel - A simple Prototyped trait. When applied, it simply strengthens the final product to Remarkable durability. This is more or less a crutch that allows Bloodraven to create functioning weapons for himself until his Blacksmithing ability rises to Remarkable itself.
WEAKNESSES:
Bloodraven is a technological luddite. He has no idea what a computer, or television are, or how to use them. He couldn't even begin to consider how to drive a car, or a motorcycle, or even a bicycle. These are all things that he might eventually be able to learn to some degree (because he's not a complete idiot) but none will ever be easy, or feel natural to him.
To use anything with more than one moving part, Bloodraven must learn a Skill at Good level. These take up space and require effort and Karma as normal, but don't provide a bonus; They just allow him to use the item in question. Without these skills, making even basic use of such items requires a Yellow Reasoning check.
Being from another world and a scholar of questionable tenacity, Bloodraven also rolls -2CS to any Reasoning checks beyond his own crafting or hunting skills. A good rule of thumb is, if you can learn it on a camping trip he'll do fine; If you have to learn it from a book, not so much.
Killer Instinct - Bloodraven's home is such a savage place that mercy is a frankly bizarre concept to him. If he attempts to 'go light' on an attack to prevent it from killing the target, he must pass a Psyche check. On a Green success, the unfortunate target survives but is maimed for life("He'll live.") . On a Yellow he successfully knocks them out. This isn't a problem if the attack doesn't reduce them to death threshold anyway.
This weakness comes into effect even if his attack method wouldn't normally be fatal, but may be ignored if he has a particularly good reason to keep the target alive beyond heroic morality (Which he doesn't exactly have in spades).
BACKGROUND/HISTORY:
Born to a tribe of barbarians who waged a war of savagry upon their neighbours. While technologically, and in terms of traditional magic the tribe was at a disadvantage from their enemies, the strength of their primal tattoo magic helped even the odds. Their warriors fighting with a heart and savagery unmatched by their oponents coupled with the protection and enhancements of their runes allowed them not only to survive, but to thrive while surrounded by enemies. That was until, however, the enemies around them finally decided to band together and ally. Eventually their coordination and numbers began to take a toll on Bloodraven's people.
It was during an ambush against two of these enemy forces that Bloodraven's raiding party was caught. Slowly but surely, his forces were ground to dust before him. Gradually they retreated into a mountain cave where their lesser numbers would not be as telling a disadvantage. On a rotation that placed him at the rear for a break, Bloodraven decided to explore the back of the cavern to see if there were resources to withstand a seige of their position, or perhaps an escape.
Bloodraven came upon a pool of water, and thinking to slake his thirst, he took to his knees, leaning over, and moved to cup some water into his hand. However, when he thrust his hand into the pool, he found there was no sensation in his hand - it was almost as though it had been cut off. When he tried to remove it from the pool, it would not budge, and slowly he became aware of a pull from the pool, gently urging his arm deeper. In desperation, he began to start trying to yank back his limb, but the stronger he pulled, the stronger the pull from the pool became! Eventually even his considerable strength was overtasked, and he was pulled into the pool.
There was no splash, and again no sensation. He could see nothing for a time, but his own body floating in a void, then, suddenly, all sensation returned... and he was in another world.